Based on two casual matches, pl_precipice_event_final seems to crash the server
at the end of the second round.
From: hlds_linux@list.valvesoftware.com on
behalf of Eric Smith
Sent: Thursday, October 10, 2019 11:51 AM
To: h...@list.valvesoftware.com ;
'hlds_an
5:27005).
> STEAMAUTH: Client Wololo received failure code 8
> Dropped Wololo from server (Invalid STEAM UserID Ticket
> )
>
> On Tue, Mar 17, 2015 at 6:30 PM, Ryan Stecker
> wrote:
> >>As you deduced, it is possible to spoof any SteamID you want and play
> > for
>As you deduced, it is possible to spoof any SteamID you want and play
for a couple of minutes before the server kicks you.
No, it isn't. Steam authentication tickets are signed by Valve's servers.
You cannot craft a ticket containing any SteamID you want.
You can, however, subject the server to
st the smallest thing on a map. The client has to re-download it
> > > anyway cause of a new name, may as well make it over write and start
> > > over.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com
> >
This email is mostly addressed to anyone within Valve that's still
maintaining the TF2 branch of the source engine, and I suppose anyone on
this mailing list that'd like to comment on this recommendation.
There's one frustrating issue with clients downloading custom content
(maps, models, etc) in
The behavior you described about IP binding is correct: Steam will
always use the IP bound to the Steam socket as the "public IP"
regardless of the IP that the game server is bound to.
I'm not familiar with any sort of UDP spoofing attack either disguised
as the gameserver or Steam. I would as
o spreading across networks helps to keep
> most of our servers online when one is having problems. We've never been
> directly DDoSed but I regularly see network blips of 1-5 minutes on every
> gaming network. Bad neighbours.
>
>
> On 23/09/2014 12:47 PM, Ryan Stecker wrote:
>
Hey all, just sending this message into the wide HLDS abyss to see if
anyone has any experiences hosting srcds (Mostly TF2, but it can really be
any game/mod that runs on that engine version) on single/dual E5-2650 v2s
or other similarly low clocked (around the 2.5GHz range) processors and
what kin
From what I understand, replays contain occasional full updates, but it
would require a more in-depth tool to parse through the replays to find
a full update to start extracting from. Your best bet would be one of
the dota 2 replay tools, however I suspect TF2 does not use protobuf for
its repl
Hello,
I happen to have downloaded that program recently. Here's a link:
https://dl.dropboxusercontent.com/u/759758/Didrole.com/Replay2Demo.1.6.rar
From what I understand in vague terms, this program reads in the replay
files, concats them?, and injects tv_transmitall 1 into the stream.
On
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
> Stecker
> Sent: Thursday, June 19, 2014 8:23 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linu
Any chance of looking into perf issues when a full server gets in the
middle of a conga taunt? Haven't had a chance to run any vprof profiling,
but the netgraph shows large spikes in what seems to be sounds, and it's
followed by lots of client choke.
http://cloud-2.steampowered.com/ugc/59591402962
A fix was released for this issue. I'm not completely satisfied with
their resolution, but if you're paranoid there are a couple of
mitigations worth considering:
1. Using a strict whitelist such as:
https://forums.alliedmods.net/showthread.php?t=142249 (currently
broken, no plans to update t
Valve has been going through the motions of merging their Dota "item
server" code into TF2, with sometimes spectacular results such as clients
and servers not being able to get their loadouts, and in-game trading not
functioning.
Other than that, however, I don't think any new issues have occurred
I do have to ask, though: why are TF2 updates released exactly during the
Tuesday Steam prop?
Surely they could be timed to occur long before or long after to avoid the
confusion present in this series of email posts.
On Tue, Feb 11, 2014 at 6:31 PM, Nomaan Ahmad wrote:
> I think steam servers
>Granting or modifying economy items, or taking actions that devalue
players' items, or interfering with the TF2 economy
Fletch, is the converse here true? Are server ops allowed to modify economy
items if we're not a quickplay server?
If so, can/will the clientside restriction on visible wea
out Architectures & SRCDS / SteamPipe
>
> One of the many archaic traits of Source that will be fixed in Source 2.
> Don't expect big changes such as this to happen on Source 1 now...
> technologically that engine isn't going anywhere after Dota 2.
>
>
>
> Kind r
The main extra feature is that it works slightly faster on 64 Bit systems?
*Thanks -*
*
*
*Ryan Walmsley*
*
*
*Email: *ryant...@gmail.com
*Skype:* Ryanteck
Website:* Http://ryanteck.org.uk*
On 16 July 2013 09:21, Saul Rennison wrote:
> One of the many archaic traits of Source that will
have 64 bit
as standard (I even have an atom that can support it) let alone the servers
which have multiple CPUs.
*Thanks -*
*
*
*Ryan Walmsley*
*
*
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With some qemu i think it may
On 12 Jul 2013 23:00, "Rudy Bleeker" wrote:
> That won't work since steamcmd doesn't run on ARM as far as I know
>
> On Fri, Jul 12, 2013 at 11:54 PM, Ryan Walmsley
> wrote:
> > Oh OK. Still don't make sense to me fully
on Linux to download both the Linux
> and Windows server files.
>
> On Fri, Jul 12, 2013 at 11:43 PM, Ryan Walmsley
> wrote:
> > I would use it too! But why is wine having to be used?
> > On 12 Jul 2013 22:41, "Rudy Bleeker" wrote:
> >
> >> Thi
I would use it too! But why is wine having to be used?
On 12 Jul 2013 22:41, "Rudy Bleeker" wrote:
> This is currently not possible but it would probably be a nice
> feature. I personally wouldn't use it though.
>
> On Fri, Jul 12, 2013 at 11:16 PM, SLUGSoc Tech Admin
> wrote:
> > I recently se
makes any difference.
> In my tests it did not, but I would be interested in any real world data
> on that question.
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Stecker
> Sent: Friday, May 17, 2013 11:25 AM
>
I can confirm that I've also seen an increase in frame skipping on my
windows servers as well, in my case I've seen var spike up to 40-50 msec
often when clients connect. Not running replay or sourcetv, and no cpu
affinity or process priority changes here, the only thing that changed in
our environ
That's useful to know, but the redownload is still a major downside.
On Tue, Apr 23, 2013 at 2:44 PM, Doctor McKay wrote:
> I was able to opt out of the beta just fine. It required a TF2 reinstall,
> but it worked.
>
> Dr. McKay
>
> On Tuesday, April 23, 2013, Ryan Steck
Getting the two versions to work together would be great news.
The only thing stopping me (and I assume others) from testing the steampipe
branch is the fact that opting my client into that beta is a permanent
change, so I would not be able to join my current non-steampipe servers in
the case of n
The Steam servers are designed to support the addition and removal of
servers, so a list of IPs today may not be accurate sometime in the future.
You'd be better off trying to allow certain destination ports, specifically
the 27017-27020 UDP and TCP range.
On Mon, Apr 22, 2013 at 6:28 PM, Ruben
Hello, this email is more aimed at Fletch or anyone else at Valve currently
working on the steampipe conversion of TF2.
Is the mandatory switchover date still on track for this week?
Fletch emailed a few days ago stating:
>It seems likely that the TF2 switchover planned for next Tuesday will be
d
Thanks for the update Fletch! Here's to hoping for a few more days of
delays. Finals week :(
On Mon, Apr 22, 2013 at 2:57 PM, Fletcher Dunn
wrote:
> Hello all,
>
> ** **
>
> The tentative schedule for switching TF2 to SteamPipe is next Tuesday, the
> 30th.
>
> ** **
>
> - Fletch
>
son
> > they need the win binaries on linux.
> >
> >
> > On Tue, Apr 16, 2013 at 2:46 PM, Ryan Walmsley
> wrote:
> >
> > > What I mean is why are you trying to get windows files on Linux?
> > >
> > > As far as I can remember you can run st
d say that's the reason
> they need the win binaries on linux.
>
>
> On Tue, Apr 16, 2013 at 2:46 PM, Ryan Walmsley wrote:
>
> > What I mean is why are you trying to get windows files on Linux?
> >
> > As far as I can remember you can run steamcmd and install via
What I mean is why are you trying to get windows files on Linux?
As far as I can remember you can run steamcmd and install via Linux
terminal.
On 16 Apr 2013 22:43, "pilger" wrote:
> I've tried doing it through Wine with no success, Ryan.
>
> Which third-party tools are
visit:
> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
>
--
Thanks -
Ryan Walmsley
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Hey,
I would recommend running the vprof set of commands to diagnose where
frame time is going. Unfortunately without pre-update data there's not a
clear comparison. Run "vprof_on" to start the profiler, let the game run
for a while, then "vprof_off." You'll then run "vprof_generate_report"
f
I believe that particular changelog is referencing vphysics improvements.
Previously certain code in vphysics wasn't being compiled with any
optimizations in linux, and now they've been enabled. I can't speak for any
other changes that may have been done, however.
On Apr 9, 2013 8:13 AM, "Yun Huang
st people ignore by smashing enter quickly.
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
:O Those darn spys...
On 25 March 2013 18:55, Mart-Jan Reeuwijk wrote:
>
> TF2 stole it...
>
>
>
> >____
> > From: Ryan Walmsley
> >To: Half-Life dedicated Linux server mailing list <
> hlds_linux@list.valvesoftware.co
C2M1_highway / Dark carnival
On 25 March 2013 09:34, ics wrote:
> Which campaign is this happening on?
>
> -ics
>
> Ryan Walmsley kirjoitti:
>
> Hi,
>> I have a L4D2 server setup and it runs fine, But there is one item
>> missing.
>> The frying pan.
>
es are missing.
Any tips?
--
Thanks -
Ryan Walmsley
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nto a Raspberry Pi
(If you don't already have one?!)
On 24 March 2013 00:01, Ryan Walmsley wrote:
> Status update:
> So far been able to run first two commands (holds and steam) once.
> Currently at a little bug with one of the GCC libs running under QEMU
> (floating point error)
Status update:
So far been able to run first two commands (holds and steam) once.
Currently at a little bug with one of the GCC libs running under QEMU
(floating point error).
Going to look at how to fix this tomorrow.
Good luck
2013/3/19 Ryan Walmsley :
> I'l have a look at QEMU, I know
wever, is architecturally incompatible
> > with x86, thus, you'd be hard-pressed to find an ia32-libs package for an
> > ARM linux distro. If you absolutely must run srcds on ARM, your only
> > solution is to use x86 emulation software such as qemu.
> >
> >
> &
n on arm devices dating back a few years too. ARM processors
> always have been comparable to low end x86 processors to be honest.
>
> On Tue, Mar 19, 2013 at 5:28 PM, Ryan Walmsley wrote:
>
> > Well anything is possible. I had a minecraft server which I compiled on
> an
>
an ARM device, this
> thought makes me laff.
>
>
> On Tue, Mar 19, 2013 at 4:15 AM, Ryan Walmsley wrote:
>
> > Hi Guys,
> >
> > I'm not sure if this is possible or allowed but is there any open source
> > SRCDS / HLDS server alternatives? I would like to
ly or get an open
source alternative instead.
If there are none is making one allowed? (Like with minecraft and bukkit).
I was able to compile an alternative minecraft server on an arm device and
used it as a server.
--
Thanks -
Ryan Walmsley
_
ou connected
> back, stats appeared.
> OR
> Stats appear at random and do not appear at all.
>
> -ics
>
> Ryan Walmsley kirjoitti:
>
>> Yes I did.
>>
>> Since then I setup the server,cfg with a group I setup. The stats show up
>> but now no players come
decide they don't to sit here.
>>
>> I don't think this is an issue at all - this is just a general "How do I
>> get my server popular?" type of question. Which isn't bad but... I think
>> we
>> all grapple with this question at one time or a
ones, and I'm not spending my precious time seeding someone
> else's server.
>
> On Sun, Mar 17, 2013 at 2:49 PM, Ryan Walmsley wrote:
>
> > Not fully sure, Unless its because its a starting out server.
> >
> > It is showing on the master server lists correctly
uot; and "Has users playing".
>
>
> On Sun, Mar 17, 2013 at 6:24 AM, Ryan Walmsley wrote:
>
> > Hi,
> > I have this problem / bug with a L4D2 server which I am really wanting to
> > sort out.
> >
> > Now I'm not sure if this is a probl
ach time I will just switch it to TF2 if
possible (Which is looking nice due to the fact I use Ubuntu 99% of the
time and steam for linux still does not surprisingly support L4D2).
--
Thanks -
Ryan Walmsley
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Based on Fletch's response a few days ago, it appears there is no
(automated) migration process for servers.
So at the most basic form you'd need to completely reinstall the server,
unless you're willing to risk the sideeffects of running VPKs in addition
to loose files.
__
This is the single biggest crasher on all my servers. I get around ~4
crashes a day due to stringtable overflows.
This negatively affects my stock MvM server. I feel in the future with the
addition of more items, the additional precaching will leave that server in
an entirely unreliable state of c
> > Chris
> >
> >
> >
> > On Tue, Oct 16, 2012 at 4:41 PM, Kyle Sanderson
> > wrote:
> >
> > > Yup.
> > >
> > > iptables -A OUTPUT -p tcp -m multiport --dports 27017:27019 -j REJECT
> > > --reject-with icmp-port-unreac
Valve has nothing to fix. Downtime is a fact of life.
On Tue, Oct 23, 2012 at 2:17 PM, Oskar Levin wrote:
> Yes, actually. Hopefully Valve will fix the issue so I won't have to
> unload it :(
>
> Best regards
> Oskar Levin
> os...@dataviruset.com
>
> - Reply message -
> Från: "Cameron Mu
As a slight correction, it's the TCP connection which doesn't respect the
bind IP.
The workaround is to block outgoing TCP connections on port 27017, this
forces the server to use a UDP connection to steam.
On Tue, Oct 16, 2012 at 10:34 AM, martin v wrote:
> This is well know issue. When your m
Whoops, sorry about the issues with the wrong linux version.
Not entirely sure what happened, but thanks for spotting that and
recompiling it!
On Mon, Oct 1, 2012 at 2:52 PM, Ross Bemrose wrote:
> I attached the new version to this post: https://forums.alliedmods.net/**
> showpost.php?p=1810648
The red x's *can* be a sign of missing files, but that's not the case this
time.
There's a legitimate issue where the ParticleEffectNames stringtable is
getting close to full and some of the game's particles aren't precaching on
clients because of this.
On Wed, Sep 26, 2012 at 5:22 PM, Tom McClel
t;>>>> From: epichat...@litewin.net
> >>>>> To: hlds_linux@list.valvesoftware.**com<
> hlds_linux@list.valvesoftware.com>
> >>>>> Subject: Re: [hlds_linux] TriggerBot/Prediction hack(Crit hack/No
> >>>>> spread) detection plu
There's clearly a lack of understanding in this thread.
The plugin simply executes 'jpeg' or 'screenshot' on the client (which is
the exploit everyone is talking about), and uses the client's INetChannel
(an interface in the source engine) to have the server request the file
from the client.
It c
Will there be a fix for sound precache crashing?
The ones that give this warning:
Warning: Table soundprecache is full, can't add
vo\taunts\scout_taunts18.wav
On Thu, Aug 16, 2012 at 1:53 PM, Eric Smith wrote:
> We're fixing this for a release later today.
>
> Also, we've found an issue with M
I'm having this issue with plugins that precache many sounds like Freak
Fortress 2.
On Wed, Aug 15, 2012 at 11:26 PM, Cameron Munroe
wrote:
> Im starting to get "Warning: Table soundprecache is full, can't add
> vo\taunts\scout_taunts18.wav" errors on my server and then crashing.
>
> Anyone else
I third this. I think it'd open the door to making some interesting
missions involving more players and more bots.
On Tue, Aug 14, 2012 at 1:51 PM, Nomaan Ahmad wrote:
> I agree with 1nsane.
>
> On 14 August 2012 19:50, 1nsane <1nsane...@gmail.com> wrote:
>
> > Like Asher mentioned above, could
Googling it doesn't give me anything useful other than forum posts about no
steam emulators.
Is it happening on a stock server or are you using sourcemod and the
steamtools extension by any chance?
On Sat, Jun 23, 2012 at 6:08 AM, Marcel wrote:
> On 22.06.2012 19:40, Ryan Steck
Is it repeating that message or only displaying it once?
On Fri, Jun 22, 2012 at 12:28 PM, Marcel wrote:
> I saw that some DoS and Floods were discussed recently on the list.
>
> I don't know if this is a known one, but it looks like there is an exploit
> where you can easily crash a server. The
You have cloudflare enabled on that website. CF has some javascript which
causes client crashes in motd panels.
On Thu, May 31, 2012 at 11:49 PM, Michael Ojeda wrote:
> Kind of a late response (I've been away from tf2 for a bit), I've tried
> just using the homepage: http://critmag.net/ and it s
Having different games be hosted from the same directory will cause that
issue. The problem is that Source will attempt to write a steam_appid.txt
file containing the appid of the game you're running, and when you start a
server for a different game, it will read that file and incorrectly assume
yo
The "mute" issue is very easy to reproduce. Simply hold down your voice key
and begin talking, then let go to the key momentarily and press it again.
After this point nothing will be broadcasted.
On Mon, Apr 30, 2012 at 12:21 PM, ics wrote:
> No. There is a flaw on the new codec system that mute
The SteamID that most servers are assigned upon connection to the CM is an
anonymous one (of type k_EAccountTypeAnonGameServer).
The non-anonymous one requires an account to login to (similar to a regular
user SteamID), but I personally haven't seen any instances where this is
possible yet, or any
Check the videos, both profiles have the usernames that were featured in
the video.
your profile shows "(PTQDM) αρρℓєנσииу" and the other shows
"ButterDickJones"
On Sat, Apr 7, 2012 at 2:02 PM, E3pO wrote:
> I would love to see logs showing my steam id in it, :)
>
> On Sat, Apr 7, 2012 at 3:41
There are still hints that come from various places.
For instance: in the Steamworks gameserver API, a logon function was added
that takes a username and password to login to a persistent GS account.
On Sun, Mar 4, 2012 at 3:34 PM, Eric Riemers wrote:
> Every now and then we start to talk about
Steam had support for P2P file transfers at some point in the past, but
nothing ever happened with it.
On Sat, Feb 18, 2012 at 7:16 AM, Whisperity wrote:
> Aggreed, I also think the reason behind Valve not implementing P2P into
> their delivery system was to prevent the overloading of low-speed
ccount, please follow this link to the
>>>>>> Steam
>>>>>> Support site and submit a request for assistance:
>>>>>>
>>>>>> http://support.steampowered. com/cgi-bin/steampowered.cfg/
>>>>>> php/enduser/std_adp.php?p_
There was a recent feature addition to steam that allows email changes
without confirmation for trusted computers.
http://store.steampowered.com/news/7114/
I believe "trusted computer" in that sense means any account with SG
enabled and authenticated. That would make it a quite frightening change
He is.
http://steamcommunity.com/id/df
On Sat, Dec 24, 2011 at 10:46 AM, Ross Bemrose wrote:
> You know that Tony Paloma guy, a Valve Employee, that sometimes posts on
> this list?
>
> That was him.
>
> Do you really think he's still VAC banned?
>
>
> On 12/24/2011 7:49 AM, Mike Johansen wrote:
The steam servers went down. It happens from time to time and isn't
anything to panic about.
On Tue, Dec 6, 2011 at 5:40 PM, PAL-18 wrote:
> I'm suddenly getting this (see thread title) on all my servers. I have a
> bare minimum of ports opened, did steam increase the range again?
>
> The ports
The server is responding to server queries for me. Chances are it will
appear in the server list as well.
The parts of the log that you highlighted
> Initializing Steam libraries for secure Internet server
> Failed to load Steam Service
> ServiceStart: failed to start
> Looking up breakpad interf
ed at the parameters I emailed before, and they're a little
off. You'll need to use this:
depotdownloader -depot -version -1
Supplying "-version -1" will make it print the versions and not download
anything. Sorry for the confusion.
2011/11/10 Артур Дроздов
> 2 Ryan, Thi
There's a tool I made a while ago that makes it possible to check the
current version of arbitrary depots.
It's a C# app and the source repository for it is located here:
https://bitbucket.org/VoiDeD/steamre/src/43dc347f2767/Projects/DepotDownloader
Usage would simply be "depotdownloader -depot "
That can happen when the Steam servers are inaccessible, it's not
particularly easy to diagnose though, but you should just try that command
in a short while after.
On Thu, Nov 3, 2011 at 5:48 PM, E3pO wrote:
> I've just started noticing this today after trying to setup some new
> servers..
>
>
served, I would like an "announcements only" list
where I can receive the notices without the discussions.
Ryan Alyea
r...@fangamer.com
On Oct 24, 2011, at 5:34 PM, Fletcher Dunn wrote:
>> I am honestly astounded by the amount of people who complain when
>> people ask for help
I would love a forum. I don't think the mailing list provides any decent
method of searching, and new topics keep showing up on the list for things
that have been mentioned or asked about before.
However, I'd still like hlds_announce. I _love_ push notifications for
critical updates to tf2, keeps
cl_gameserver_list in your client will give you a listing of registered
servers, you'll just have to remember which ones are which.
On Thu, Oct 20, 2011 at 11:23 PM, Sir Jake wrote:
>
> Hello there,
> Just installed my servers on a new box and forgot to backup all the server
> configs and lost t
Not really. Lets see how your service copes with thousands of servers and
clients reconnecting to it.
The GC tells the server when caches are available again, and it wouldn't be
a good idea for servers to simply spam some message that forces
subscriptions.
I can't see why your server would have t
Not really sure how to explain your situation. Being dropped from a server
for no steam logon is when the backend tells the server to drop a client.
I'm not sure how graphics settings can affect that in any way.
On Fri, Sep 9, 2011 at 6:17 PM, Bruno Garcia wrote:
> Ryan, This is q
anymore.
On Fri, Sep 9, 2011 at 4:07 PM, bottige...@gmail.com
wrote:
> Oh is that what happened? I've been seeing a lot of 10-20 people
> dropping at the same time for (No Steam Login) recently.
>
> On Fri, Sep 9, 2011 at 2:01 PM, Ryan Stecker
> wrote:
> >
It has nothing to do with your DX level.
Failure code 1 is EAuthSessionResponseUserNotConnectedToSteam, and 8 is
k_EAuthSessionResponseAuthTicketInvalid.
All that happened is that you lost your connection to the steam backend, and
the game server dropped you once someone joined the server.
All o
> I should also note that most of our hacker bans in the last months have
been
> free accounts with no friends, seemingly created just to go troll people.
It
> would be rather sweet justice if some sort of hardware fingerprinting were
> to find and VAC their real accounts. That would be one hell of
The most common type of hack I see on my servers are speedhacks,
although i haven't modified the sv_max_usercmd_future_ticks cvar. One
would assume the default should be enough to prevent speedhacking.
The other issue I'm aware of is that the $ignorez prevention sometimes
doesn't work. I don't hav
If a client joins a pure server and then joins a non-pure server with
custom content, it won't properly load for the client. This bug has
existed for quite a while.
On Wed, Aug 31, 2011 at 1:25 PM, Jacob Juul wrote:
>
> Hi, don't know if i can post this kind of issue here, but yet im trying..
>
Not getting any client crashes on startup, just a hang.
On Mon, Aug 15, 2011 at 5:24 PM, clad iron wrote:
> Actually Dis-reguard my last message. forgot i changed host locations for my
> replays.
>
> On Mon, Aug 15, 2011 at 6:21 PM, wrote:
>
>> Working fine here (ubuntu 10.04 LTS 64-bit)
>>
>> >
Independent server admins can create and maintain a great server atmosphere.
Valve servers don't track stats and aren't administrated.
On Wed, Jul 13, 2011 at 5:17 AM, Jesse Molina wrote:
>
> Just something for thought here... Invert the question.
>
> What's the motivation for independent serve
I'd love to know how your server is filling. Quick play is enabled on mine
but it will never see players. I believe Valve has servers in New York which
I'm losing out to (mine is in New Jersey).
On Tue, Jul 12, 2011 at 2:51 PM, doc wrote:
> I've been running a 24 man Vanilla server since late 09
This is where the matchmaking system should kick in - massively downward
trend those servers until they get a bad rating, and let those servers do
their thing while more vanilla servers take on the player count.
On Tue, Jul 12, 2011 at 7:17 AM, Saint K. wrote:
> Alright that seems fair. Forgot f
lay system, but some users said it's
been there since I've started the server long ago.)
Ryan Alyea
r...@fangamer.com
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Probably off-topic, but Valve needs better testing overall. Every second
patch breaks TF2 on Mac OS X (maps crashing on load, game crashing on load,
etc). It's clear Valve doesn't test anything before release.
Whoever does QA for Valve needs their job evaluated.
On Mon, Jul 4, 2011 at 4:13 PM, Ja
I agree - if sv_visiblemaxplayers is not set and the count increases to 25,
the increased_maxplayers tag is applied which many blacklist and it
penalizes your server incorrectly in the quick play system.
On Mon, Jul 4, 2011 at 3:22 PM, Ross Bemrose wrote:
> On 7/4/2011 3:07 PM, Fletcher Dunn wro
solved the lag issues - the server filled last night and no
hiccups at all from what I saw.
(On a side note, I encourage all to stay away fron NFO - I've used them
before and the experience was a total nightmare).
On Mon, Jul 4, 2011 at 10:12 AM, Eli Witt wrote:
> Thanks for the hwinfo out
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
> Morrison
> Sent: Sunday, July 03, 2011 7:11 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] New TF2 server installation - lag issues
>
> > > Sounds like a VM, if so that's your problem.
> > >
> > > Regards
> > > Steve
> > >
> > > - Original Message - From: "Ryan Morrison" <
> > > ryan.morriso...@gmail.com>
> > > To: > hlds_linux
emory is mostly haze.
On Sun, Jul 3, 2011 at 6:55 PM, James Puckett wrote:
> I run SRCDS on several VM's hosted on my box and experience no lag.
>
> On Sun, Jul 3, 2011 at 3:40 PM, Steven Hartland >wrote:
>
> > Sounds like a VM, if so that's your problem.
&g
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