Hello,
in our server plugin we used FCVAR_NOTIFY for some cvars to show in the
server rules, but these should not be notified when it changed, so we used
the SetValue function to achieve this. But with the latest update, we see
the notifier on the client. It does not happen in DODS or CSS
Because FCVAR_NOTIFY is used for server rules *and* notifications, it
would need a plugin to catch and stop notifications from going out. I
could put a server plugin to do this together or valve could split
this out into FCVAR_SERVER
- Neph
___
To
As I wrote about earlier on this list, I also was negatively impacted
by this change. My workaround was to use the sockets extension for
SourceMod to run a small listen server that allows me to fetch
particular cvar values (or any custom information, really). This
allows me to leave my custom
A required update to Team Fortress 2 and it's dedicated server have been
released. Please run hldsupdatetool to update. The specific changes
include:
- Updated versions of CP_Dustbowl, CP_Badlands, and CTF_Well with
several exploit fixes
- Fixed Linux build not handling FCVAR_REPLICATED and
The Linux Dedicated Server beta is now live. So if you haven't already,
please run hldsupdatetool to receive it. The specific changes include:
- Fixed Linux dedicated server map load problems on certain Athlon
processors
Jason
___
To unsubscribe,
A required update for Team Fortress 2 and it's dedicated server have
been updated. Please run hldsupdatetool to receive these updates. The
specific changes include:
- Removed sv_alltalk from the list of convars that affect custom server
tags
- Fixed Demoman grenades not hurting the shooter if
A required update for Team Fortress 2 and it's dedicated server have
been released. Please run hldsupdatetool to receive the updates. The
specific changes include the following:
Added Custom tab to the server browser
- Servers can now specify metatags describing the custom rules they've
adopted
Required updates for Team Fortress 2 and it's dedicated servers have
finally been released. Please run hldsupdatetool to receive these
updates. The specific changes include:
Source Engine:
- Refactored how lightmaps are downloaded to the graphics card at level
load. On some hardware
Is anyone else not able to get metamod to load on the new build?
Required updates for Team Fortress 2 and it's dedicated servers have
finally been released. Please run hldsupdatetool to receive these
updates. The specific changes include:
Source Engine:
- Refactored how lightmaps are
Metamod + Sourcemod are working here.
Is anyone else not able to get metamod to load on the new build?
Required updates for Team Fortress 2 and it's dedicated servers have
finally been released. Please run hldsupdatetool to receive these
updates. The specific changes include:
Source
Fortress 2/Dedicated Server Updated
Is anyone else not able to get metamod to load on the new build?
Required updates for Team Fortress 2 and it's dedicated servers have
finally been released. Please run hldsupdatetool to receive these
updates. The specific changes include:
Source
PROTECTED] Namens Jason Ruymen
Verzonden: Friday, January 25, 2008 11:58 PM
Aan: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]
Onderwerp: [hlds_linux] Team Fortress 2/Dedicated Server Updated
Required updates for Team Fortress 2 and it's dedicated servers have
been released
.
-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: Friday, January 25, 2008 11:58 PM
Aan: [EMAIL PROTECTED]; hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]
Onderwerp: [hlds_linux] Team Fortress 2/Dedicated Server Updated
Required updates
God save 24 maxplayers and respawn timers :D
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Saint K.
Sent: Saturday, January 26, 2008 12:19 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Team Fortress 2/Dedicated Server Updated
, January 26, 2008 12:19 PM
To: hlds_linux@list.valvesoftware.com
Subject: RE: [hlds_linux] Team Fortress 2/Dedicated Server Updated
IS it just my feeling, or is well way to big to be a decent
TFC map? Your running your ass off everytime getting a bit to
the other side. There are no concentrated
I tried ctf_well with a listen server (create game in TF2) and got some
console spam:
info_player_teamspawn failed to find control point named 'mid_cap'
But it seems to run.
Best regards
Ronny Schedel
Required updates for Team Fortress 2 and it's dedicated servers have
been released.
Required updates for Team Fortress 2 and it's dedicated servers have
been released. Please run hldsupdatetool to receive these updates. The
specific changes include:
- Added new capture the flag map CTF_Well
- Added Spanish map descriptions
- Added new option to auto-save a scoreboard
Thank you for the nextlevel command, unfortunatly it seems only to work when
the map limits are reached, like time limit or score limit. In CSS we can
use this command also to make an earlier interruption of the game, the level
changes after the current round is finished.
Example with Well:
-
Required updates to Team Fortress 2 and it's dedicated server have been
released. Please run hldsupdatetool to receieve these updates. The
specific changes include:
- Added new option for medigun beam to the Multiplayer-Advanced dialog.
If on, the medigun beam will stay attached to the current
Great updates!
Any word on the launch of the game play changes for the medic and the
two new maps? Also can you give a hint on what those changes are?
Josh
Jason Ruymen wrote:
Required updates to Team Fortress 2 and it's dedicated server have been
released. Please run hldsupdatetool to
A required update to Team Fortress 2 and it's dedicated server have been
released. Please run hldsupdatetool to update. The specific changes
include:
Team Fortress 2:
- Sudden Death mode is now a server option (a convar) and defaults to
OFF
- Sapped buildings now take slightly less damage from
More required updates to Team Fortress 2 and it's dedicated servers have
been released. Please run hldsupdatetool to update your server. The
specific changes include:
- Took a more aggressive approach to solving the exploit that would
allow players to get underneath terrain in Team Fortress 2
-
So... a P3 is supposed to run *four* full TF2-servers? Can you please
provide some more detail on your hardware specs, and let us know how you
measure CPU-usage? Is this a box with a single P3 or several older Xeon
P3's? Do you perhaps work for Intel and have access to a prototype 13Ghz
P3 with
How many players? What tickrate? What OS? Any other settings you have
tweaked?
Cheers,
Einar
Jamie Gray wrote:
--
[ Picked text/plain from multipart/alternative ]
I agree with you Crazy on the uberhardware. I run a CS 1.6 server with an
old PII 450 Mhz that I made out of spare parts. It
--
[ Picked text/plain from multipart/alternative ]
I agree with you Crazy on the uberhardware. I run a CS 1.6 server with an
old PII 450 Mhz that I made out of spare parts. It runs very nicely and is
always busy.
On 10/19/07, Einar S. Idsø [EMAIL PROTECTED] wrote:
So... a P3 is supposed to
I believe the server unit is at least an enterprise standard dual
processor system - obviously a personal pc with a PIII processor in it
isn't going to be able to run four Source servers.
Drek
Einar S. Idsø wrote:
So... a P3 is supposed to run *four* full TF2-servers? Can you please
provide
A lot of people have been fooled into thinking they need to replace
their hardware every year or so. That's just nonsense. There are
people that think you need a 3000+ ghz processor to run a decent CS 1.6
server, never mind anything Source, when hlds will run quite comfortably
on any PIII 600,
I think its something to do with the linux coders that are having a
problem with the new source server code.
On 10/18/07, Kevin Karan [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
I want to add to this I installed win on this box (a P3) for the hell of it
and
--
[ Picked text/plain from multipart/alternative ]
I want to add to this I installed win on this box (a P3) for the hell of it
and its working peechy. Infact with a FULL server of 24 players I sit at
15%CPU. Im sick of hearing people tell me this hardware needs to be retired
when I CAN RUN 4 FULL
] [mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek
Sent: Saturday, October 06, 2007 08:17 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
grep ext /proc/cpuinfo
If the output includes fpu and cmov, chances are your machine can do
Of Ondrej
Hošek
Sent: Saturday, October 06, 2007 08:17 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
grep ext /proc/cpuinfo
If the output includes fpu and cmov, chances are your
machine can do it.
As for the why
I can also verify that on a 'AMD Athlon(tm) MP 2400+' This runs without error.
Still getting 'bad bone weight'.
Jeff Love
Burgh Gaming
Well i ran it and nothing happened so i must have FCMOV support just
not showing in cat /proc/cpuinfo yet i still get bad bone weights so
its something else
Original message from Guy Watkins:
It looks like you added the y. It should be .code32.
My bad, vi misfire.
I get no errors running this code, so apparently my CPU does in fact
support FCMOV. I still get the bad bone weight errors and crash on spawn
with the following error repeated twice:
--
[ Picked text/plain from multipart/alternative ]
sv_pure fix?
--
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visit:
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grep ext /proc/cpuinfo
If the output includes fpu and cmov, chances are your machine can do it.
As for the why... Windows and Linux use different compilers. GCC
probably compiles into code using FCMOV while cl.exe doesn't.
~~ Ondra
On 06.10.07 5:59 Uhr, Kevin J. Anderson wrote:
In what
it.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek
Sent: Saturday, October 06, 2007 08:17 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
grep ext /proc/cpuinfo
If the output includes fpu
@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
grep ext /proc/cpuinfo
If the output includes fpu and cmov, chances are your machine can do
it.
As for the why... Windows and Linux use different compilers. GCC
probably compiles into code using FCMOV while
:
[EMAIL PROTECTED] On Behalf Of Ondrej Hošek
Sent: Saturday, October 06, 2007 08:17 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
grep ext /proc/cpuinfo
If the output includes fpu and cmov, chances are your machine can do
AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
grep ext /proc/cpuinfo
If the output includes fpu and cmov, chances are your machine can do it.
As for the why... Windows and Linux use different compilers. GCC
probably compiles into code
@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
grep ext /proc/cpuinfo
If the output includes fpu and cmov, chances are your machine can do
it.
As for the why... Windows and Linux use different compilers. GCC
probably compiles into code using
This is with the new engine used by TF2.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin
Karan Sent: Saturday, October 06, 2007 1:15 PM To:
hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] Team
Fortress 2/Dedicated Server updated
Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Ondrej Hošek
} Sent: Saturday, October 06, 2007 1:17 PM
} To: hlds_linux@list.valvesoftware.com
} Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
}
} Both Intel and AMD manuals say
Original message from Ond??ej Ho??ek:
grep ext /proc/cpuinfo
If the output includes fpu and cmov, chances are your machine can
do it.
My P3 includes both those flags and still (a) gives bad bone weight
errors and (b) crashes when someone connects and attempts to spawn.
Someone is wrong
}
} I get Error: unknown pseudo-op: `.code32y' when attempting to assemble
} this.
It looks like you added the y. It should be .code32.
.code32
.text
.global _start
_start:
fldpi
fldpi
mov $0x0,%eax
cmp $0x0,%eax
fcmove %st(1),%st
mov $0x1,%eax
int $0x80
}
}
} --
} cj_
}
}
@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
grep ext /proc/cpuinfo
If the output includes fpu and cmov, chances are your machine can do it.
As for the why... Windows and Linux use different compilers. GCC
probably compiles into code using FCMOV while cl.exe
Required updates to Team Fortress have been released. Please run
hldsupdatetool to receive them. The specific changes include:
- Fixed certain crashes with paged pool memory
- Added a warning for when paged pool memory is low
- Fixed some prediction errors with player avoidance
- Fixed columns
i see no fix to the bad bone weight crashes
On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:
Required updates to Team Fortress have been released. Please run
hldsupdatetool to receive them. The specific changes include:
- Fixed certain crashes with paged pool memory
- Added a warning for
Your CPU needs to support the FCMOV instruction, if you get the bone
weight problem then chances are it doesn't.
- Alfred
Daron Dodd wrote:
i see no fix to the bad bone weight crashes
On 10/5/07, Jason Ruymen [EMAIL PROTECTED] wrote:
Required updates to Team Fortress have been released.
So your saying i am SOL?
On 10/5/07, Alfred Reynolds [EMAIL PROTECTED] wrote:
Your CPU needs to support the FCMOV instruction, if you get the bone
weight problem then chances are it doesn't.
- Alfred
Daron Dodd wrote:
i see no fix to the bad bone weight crashes
On 10/5/07, Jason
In what processor range(s) was this FCMOV introduced?
Alfred Reynolds wrote:
Your CPU needs to support the FCMOV instruction, if you get the bone
weight problem then chances are it doesn't.
- Alfred
Daron Dodd wrote:
i see no fix to the bad bone weight crashes
On 10/5/07, Jason Ruymen
The best i found on wikipedias and sites off google it was introduced
in Pentium Pro's but then why would it not be in newer amds that are
atleast beyond the PPro
On 10/5/07, Kevin J. Anderson [EMAIL PROTECTED] wrote:
In what processor range(s) was this FCMOV introduced?
Alfred Reynolds wrote:
FCOMV doesn't seem to be a requirement with windows. If that is the
case, I would hope and believe that the linux server shares the same
requirements.
Quoting Alfred Reynolds [EMAIL PROTECTED]:
Your CPU needs to support the FCMOV instruction, if you get the bone
weight problem then chances
J.
Anderson
Sent: sábado, 6 de Outubro de 2007 05:00
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Team Fortress 2/Dedicated Server updated
In what processor range(s) was this FCMOV introduced?
Alfred Reynolds wrote:
Your CPU needs to support the FCMOV instruction, if you get
] Team Fortress 2/Dedicated Server Updated
Anyone else noticing substantially higher cpu usage with
this version?
24 players used to cause about 50-60% cpu use. Now it's
closer to 90%..
and literally nothing has changed except this update..
James
Jason Ruymen wrote:
Required
]
[mailto:[EMAIL PROTECTED] Im Auftrag
von Greg Cotton
Gesendet: Mittwoch, 3. Oktober 2007 06:42
An: hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] Team Fortress 2/Dedicated Server Updated
Yea, I am too. My 24 player is around 70-80% CPU.
I hope there are still some
Speaking personally - this was with 24 players in the server. Empty, it
uses an insignificant amount.
James
On 10/03/2007 04:56 AM, Console Admin wrote:
--
[ Picked text/plain from multipart/alternative ]
I'm just curious, are these numbers with an empty server or a full one?
Maybe it's just
Required updates to Team Fortress 2 and it's Dedicated Server have been
released. Please run hldsupdatetool to receive these updates. The
specific changes include:
- Added Very High texture resolution option
- Added Minimal HUD option to Options-Multiplayer
- Fixed headshots not always
Anyone else noticing substantially higher cpu usage with this version?
24 players used to cause about 50-60% cpu use. Now it's closer to 90%..
and literally nothing has changed except this update..
James
Jason Ruymen wrote:
Required updates to Team Fortress 2 and it's Dedicated Server have
Yea, I am too. My 24 player is around 70-80% CPU.
I hope there are still some optimizations to do...
- Original Message -
From: James Gurney [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Wednesday, October 03, 2007 12:26 AM
Subject: Re: [hlds_linux] Team Fortress 2
--
[ Picked text/plain from multipart/alternative ]
The new Pyro is too powerfull. I liked the way the pyro was. It was good
enough. Now it it's just way too powerful.
--
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I agree!
On 9/30/2007 11:13 PM, Jani Tiira wrote:
--
[ Picked text/plain from multipart/alternative ]
The new Pyro is too powerfull. I liked the way the pyro was. It was good
enough. Now it it's just way too powerful.
--
___
To unsubscribe, edit your
negative! its great now and i think works a lot better, just have to
make sure to stay back from him in close quarters as hes designed to
do well in.
On 9/30/07, Jani Tiira [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
The new Pyro is too powerfull. I liked the
It's not overpowered. I was doing very well as Pyro yesterday killing
tons of people at close range, but today I had less luck with it. It
all depends on the skill of the Pyro and who he is killing. It was
really underpowered before, and it very good now.
On 9/30/07, Stephen Micheals [EMAIL
The pyro was useless before. Now you actually have to back off from him.
It's perfect.
It's not overpowered. I was doing very well as Pyro yesterday killing
tons of people at close range, but today I had less luck with it. It
all depends on the skill of the Pyro and who he is killing. It was
: [hlds_linux] Team Fortress 2 / Dedicated Server Updated
Required updates to Team Fortress 2 and it's dedicated server
have been released. Please run hldsupdatetool to receive
those updates. The specific changes include:
- Added option to change Field-of-view, between 75 90, from
--
[ Picked text/plain from multipart/alternative ]
I'm starting to hate the fact that it takes 20 minutes 99% of processor time
everytime TF2 updates. Is the client updater somehow borked or wtf?
--
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--
[ Picked text/plain from multipart/alternative ]
Oh and after TF2 has been updated I have to restart steam since it still has
100% processor load.
On 9/29/07, Jani Tiira [EMAIL PROTECTED] wrote:
I'm starting to hate the fact that it takes 20 minutes 99% of processor
time everytime TF2
--
[ Picked text/plain from multipart/alternative ]
To Valve:
It would be nice if the update didnt fail because the motd.txt and
mapcycle.txt file were set to 'read-only'. Nothing worse than having to
change those files after every update, yet the update fails if you chmod
those 2 files to 444.
--
[ Picked text/plain from multipart/alternative ]
Just something I threw together really quick, basic principle that should work
for the time being :)
~/update.sh:
cp ~/srcds/cstrike/motd.txt ~/srcds/cstrike/motd.txt.bak
cp ~/srcds/cstrike/mapcycle.txt ~/srcds/cstrike/mapcycle.txt.bak
./steam
Is anybody else having an issue where after installing tf2 from scratch,
that it won't update to the most current version? I'm getting an issue where
even if I update that moment, then attempt to connect, the server has an
older version and it won't connect.
Required updates to Team Fortress 2 and it's dedicated server have been
released. Please run hldsupdatetool to receive those updates. The
specific changes include:
- Added option to change Field-of-view, between 75 90, from the
Options-Multiplayer tab
- Added option to disable Player sprays
-
--
[ Picked text/plain from multipart/alternative ]
any fix for sv_pure?
--
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