i'm getting veeeeery long startup which freezes for about 30 seconds on:

Console initialized.
Game.dll loaded for "Team Fortress"

then outputs:
Thread failed to initialize

and continues normal loading


2009/3/6 Richard Eid <[email protected]>

> That happens when updates end sometimes.  Really, as long as you see the
> 100%, you're good.  I've never run into a problem afterwards, but I'll
> always run the update again to be sure and it never downloads anything
> else.  After that second run, you'll get 100% complete and the message:
>
> HLDS installation up to date
>
>                                                    -Richard Eid
>
>
> On Fri, Mar 6, 2009 at 12:23 AM, Yaakov Smith <[email protected]> wrote:
>
> > I think the HLDSUpdateTool's errorchecking it slightly off:
> >
> > 95.79%  ./orangebox\bin\stdshader_dx7.dll
> > 96.31%  ./orangebox\bin\stdshader_dx8.dll
> > 97.00%  ./orangebox\bin\stdshader_dx9.dll
> > 97.66%  ./orangebox\bin\studiorender.dll
> > 97.99%  ./orangebox\bin\tier0.dll
> > 98.52%  ./orangebox\bin\vgui2.dll
> > 99.86%  ./orangebox\bin\vphysics.dll
> > 100.00% ./orangebox\bin\vstdlib.dll
> >
> > Connection Closed by Peer, WinSock Error 0 "No error"
> >
> > Shouldn't it just say "Completed" or something like that?
> >
> > -----Original Message-----
> > From: [email protected]
> > [mailto:[email protected]] On Behalf Of Robert C
> > Sent: Friday, 6 March 2009 2:46 PM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Team Fortress 2 Update Available
> >
> > I notice in the update it pulls down a new version of the base orangebox
> > package (which you announced to us the other day to use to fix obox
> > mods). Since this update has come out using -game orangebox in
> > hldsupdate no longer pulls down a version which works with mods.
> >
> > Any tips?
> >
> > Rob C.
> >
> > Jason Ruymen wrote:
> > > A required update for Team Fortress 2 is now available.  Please run
> > hldsupdatetool to receive it.  The specific changes include:
> > >
> > > Gameplay changes:
> > >  - Added a duck timer that prevents duck spamming while running around
> > on-ground.
> > >  - In-air, players are only allowed to duck once before they touch
> ground
> > again.
> > >  - Fixed several bounding box issues with jumping, falling, and rocket
> > jump air-walking. Bounding box should be much more accurate there now.
> > >  - Increased backstab check so that Spies can side-stab again.
> > >  - When disguising, Spies now always start showing the primary weapon
> in
> > their disguise, and can then switch it with the last-disguise key.
> > >
> > > TF2 Fixes:
> > >  - Fixed flamethrower loophole that resulted in the flame effect being
> > stuck on while the flamethrower wasn't really firing.
> > >  - Fixed exploit that allowed players to circumvent the force-fire
> > timeout
> > on the pipebomb launcher.
> > >  - Fixed a bug that caused Natasha's slow on hit effect to be inverted
> > from 75% to 25%.
> > >  - Restored sawmill_logs.mdl file, fixing some user maps that used it.
> > >  - Fixed some localization issues with Scout achievement strings.
> > >  - Removed the "Final" phrasing in the map loading screen.
> > >
> > > Engine fixes:
> > >  - Fixed a server crash on startup under Linux.
> > >  - Fixed a buffer overflow issue related to network string tables.
> > >  - Gamestats uploading is now done asynchronously. This fixes the
> client
> > timeout issues on map changes.
> > >
> > > CP_Junction:
> > >  - Fixed an exploit where engineers could build a teleporter exit in an
> > invalid area.
> > >  - Fixed a few bad overlay assignments and other minor issues.
> > >
> > > Jason
> > >
> > >
> > > _______________________________________________
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> > >
> > >
> > >
> >
> >
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