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Team avatars not fetching?
Created 24th January 2011 @ 00:36
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Yo,
Just wanted to let the ETF2L staff know that the avatar fetching for teams doesn’t work (at least not for me…). I know it takes a while, but that should be max 2 days I thought?
Just take a look at my team, groups/LZpx = steam group. The picture has been there for almost a week I think.
Quoted from LuckyLuke
Yo,
Just wanted to let the ETF2L staff know that the avatar fetching for teams doesn’t work (at least not for me…). I know it takes a while, but that should be max 2 days I thought?
Just take a look at my team, groups/LZpx = steam group. The picture has been there for almost a week I think.
Team avatar fetching doesn’t work at all, I think it’s either some ridiculous amount of time set between fetchings or they are being set on demand.
pls fix
It’s a bug and it’s not exactly being worked on due to lack of coders. Asked an admin about this a month ago.
My 6v6 team has existed for 164 days but it still hasn’t fetched the group avatar.
In some thread a few months ago, I think Neus posted something along the lines of “change pic, wait a day, change pic again”, but I don’t think this actually works atm.
pls fix…
and stop beeing hosted by multiplay :)
good luck finding a host within etf2l’s budget that allows them this amount of traffic
Quoted from Spike Himself
good luck finding a host within etf2l’s budget that allows them this amount of traffic
yeah but the “you-can-only-roll-out-code-on-server-when-you-have-a-static-and-in-firewall-allowed-ip” is not very up2date :)
Quoted from Dr-GimpfeN
[…]
yeah but the “you-can-only-roll-out-code-on-server-when-you-have-a-static-and-in-firewall-allowed-ip” is not very up2date :)
You won’t see me disagree there :p
Quoted from Dr-GimpfeN
[…]
yeah but the “you-can-only-roll-out-code-on-server-when-you-have-a-static-and-in-firewall-allowed-ip” is not very up2date :)
gogo apache
Yeah, it’s a bug. It works fine locally, so i’m assuming something is wrong with access rights being wrong for that specific folder. I was recently reminded of this bug and asked the head admins to ask multiplay to check that (efficiency!), but I think they missed that note. I’ll try again.
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