Ya the minidumps only work on Windows. It shouldn't be spamming your console though, but I found some issues on Linux that may have made it more spammy than it should be. I'll fix that, but it won't matter since it's not writing dumps anyways.
I'll see if I can get it to use breakpad to write minidumps on Linux. -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of [email protected] Sent: Friday, September 16, 2011 11:52 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released I have a TF2 linux server and I don't see the dumplongticks console command. Is this only for Windows builds? If I enable the dumps from command line using -dumplongticks argument, server's console is spammed with "Long tick after tick..." messages, but no files are saved. From what I see LongTickWatcherThread calls WriteMiniDump, but this function is empty. Am I missing something? ----- Original Message ----- From: Tony Paloma Sent: 09/16/11 12:14 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released Ya, it can be used for that. It will create up to 10 assert_*.mdmp files in the working directory for each long tick (and thus you shouldn’t leave it on without monitoring otherwise you could get a ton of dumps in your directory over time). You can also enable/disable it from the console using the “dumplongticks” command. But if the server is completely hung, you can just generate a dump from taskmanager (the 32-bit one) or Visual Studio (or gdb on linux). You can send me or JonL a link to any dump file you suspect caused by replay. From: [email protected] [mailto:[email protected]] On Behalf Of E. Olsen Sent: Thursday, September 15, 2011 1:45 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released "- Added a server command line option called "-dumplongticks" which will generate minidumps when there are long server frames" Is that to assist in diagnosing the server hang issues? On Thu, Sep 15, 2011 at 4:40 PM, Bruno Garcia <[email protected]> wrote: No longer causes the wielder to take increased damage from other sources I'm glad that got fixed, i actually reported it through the Bug Report on Team Fortress 2. Awesome work :) On Thu, Sep 15, 2011 at 5:29 PM, Jason Ruymen <[email protected]> wrote: Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch are now available. The specific changes include: Shared Source Changes (CS:S, DoD:S, TF2, HL2:DM) - Added a server command line option called "-dumplongticks" which will generate minidumps when there are long server frames - Fixed startmovie failing for the raw, tga, jpg, and wav options - Fixed some HUD messages not displaying properly on widescreen resolutions - Updated the localization files for all games Team Fortress 2 - Fixed Demomen with the Persian Persuader equipped picking up ammo crates when they're already at full health - Fixed hatless headgear not removing the player's hat - Fixed Natascha's bullets preventing Scouts from using Bonk and Crit-a-Cola - Fixed teleporter progress being displayed incorrectly after upgrading a teleporter while it was recharging - Fixed a rare server crash related to assists - Fixed FCVAR_NOTIFY chat messages being clipped and not displaying the new value for the cvar - Purchased items are no longer announced in the chat text - Reduced the amount of server console output when client commands are out of sync - Added the following ConVars for proxy support for replay FTP offloading: replay_fileserver_offload_useproxy, replay_fileserver_offload_proxy_host, and replay_fileserver_offload_proxy_port - Removed replay_port ConVar (and the need for replay to open a port) - Updated the matchmaking filtering to speed up searches and reduce the number of pinged servers - Updated Pl_Upward - Fixed ending the game mid-round when mp_timelimit has been reached - Fixed several exploit areas - Updated Pl_Goldrush - Stage 1 : Fixed overlapping train track models - Stage 1 : Fixed terrain seam by red spawn exit - Stage 1 : Fixed red spawn room door going through ceiling - Stage 1 : Light fixture on roof structure of red's first spawn building switched to non-solid - Stage 2 : Added func_nobuild under bridge that would get teleported players stuck - Stage 3 : Added invisible func_brushes above roofs to block blind demo grenade spam - Stage 3 : Fixed wood structure by main gate entrance so it doesn't destroy teleport buildables - Stage 3 : Added clip brush to top of main gate entrance - Stage 3 : Extended red's respawn room brushes to enclose entire interior - Stage 3 : Added respawn visualizer material to back face of blocker that prevents red from entering blue's respawn area from the top route - Updated Items - Added the Killer Exclusive - Added the Mask of the Shaman to the droplist and made it craftable - Added the El Jefe to the droplist and made it craftable - Added two new styles for the Large Luchadore - Fixed the Industrial Festivizer sometimes turning white - Updated the shading on the Crusader's Crossbow - Updated the Magnificent Mongolian texture and made it paintable - Updated the Carouser's Capotain with an improved appearance - Updated the Whiskered Gentlemen with an improved appearance - Updated the particle effects for the Cow Mangler 5000 and the Righteous Bison - Updated the Stickybomb Jumper - Now uses a unique texture and projectile - No longer causes the wielder to take increased damage from other sources Counter-Strike: Source Cumulative weapon updates - All weapons now have a new accuracy model which fixes many bugs and provides more intuitive weapon behavior - Weapons now have separate accuracy penalties for jumping, landing, and standing on ladders - All weapons are now more accurate while crouching - Accuracy penalties for movement no longer have a discrete threshold, but scale between crouch move and run speed - All rifles are less accurate while running - Fixed bug that caused the glock to fire burst rounds on three consecutive tick frames. It now fires burst rounds with a 0.05 cycle time - Fixed a bug that cause the famas to fire burst rounds on uneven intervals (0.1 and 0.05). It now fires burst rounds with a fixed interval of 0.075 - Fixed bug for the bolt action sniper rifles that caused their zoom state to incorrectly toggle when holding down fire - Fixed bug that would cause the suppressor state on the USP and M4A1 to not be accounted for correctly when the weapons were dropped with the suppressor attached and then picked up - Fixed fast suppressor switch exploit - Decreased range of shotguns, while slightly increasing damage - Slightly increased damage of m249 - Sniper rifles now zoom faster - AWP fire animation changed to match 1.5 second cycle time - Fixed burst fire prediction of FAMAS - Fixed animation issue with elite dry fire - Fixed timing of sounds on Glock burst fire - Weapon spread patterns are no longer square - Dynamic crosshair now uses actual weapon accuracy, rather than a separate simulation - Increased run speed for Galil and FAMAS - Increased FAMAS accuracy and reduced spread for burst mode - Increased accuracy of silenced USP - Increased accuracy of zoomed sg552 - Cycle time for dual elites increased to .12 second - Fixed firing of "stale" burst mode bullets on glock and famas - Fixed reload animation issue with shotguns under high latency - Fixed bug which allowed a CT to defuse the bomb in the same frame that it exploded - Pistols no longer continuously spam weapon_fire event when the +attack key is pressed. This has the side effect of no longer allowing the glock to continuously auto-fire in burst mode). - Weapons no longer continuously cycle the weapon_reload event when the reload key is pressed - Weapons no longer continuously cycle the empty fire event (and click) when out of ammo and the attack button is held Other bug fixes - Re-enabled the ability for max grenades to be set from server convars - Allow observing other players when mp_fadetoblack is enabled and mp_forcecamera is something other than OBS_ALLOW_NONE - Scoreboard is now more robust with user modified layout changes - Added defuser icons to CTs on the scoreboard; these are analagous to the bomb icons for Ts, in that they only are visible for team members and spectators - Defuser, bomb, and VIP icons are now colored by team color convar - Bomb/defuser icons are no longer shown for members of the opposing team when you are not allowed to spectate them - Updated player max speed cap so that it no longer limits players to 240 movement speed - Allow player max speed to be changed by mods - Killing friendly players no longer increments the player stat for kills with enemy weapons - Round no longer ends when timer runs out and mp_ignore_round_win_conditions is set - Players no longer get weapon donation credit for buying, dropping, and picking up the same weapon - Fixed crash related to planting C4 - Fixed positioning of hud_targetid; it now is correctly visible in wide screen aspect ratios and when spectating - Updated the multiplayer options UI so that it offers more options for configuring the crosshair - When dynamic crosshair is disabled, the crosshair is now completely static - Fixed a couple of issues with the view offset when dead was fighting with the observer code - Fixed a bug where the client would have a ragdoll entity in CS, but wouldn't have actually created a ragdoll which would give a one frame glitch in the death camera position setup - Fixed an exploit where users could disable flashbang audio effects using alias commands - Marked the "mat_diffuse" convar as a cheat to protect against exploits - Fixed issue with buying multiple grenades when ammo_*_max were set to other than the defaults _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

