I don;t think this has anything to do with Sourcemod, or I would be seeing
the same crashing behavior across all of my servers, and as of right now I
have several custom map servers that have not crashed since last night's
update - yet my 2Fort, Badwater/Goldrush, and several other Valve payload
maps/servers have all crashed several times today with the same error
mentioned in my original post.

As mentioned previously, I also ran without sourcemod for almost a full
day, and still saw the same crashes, so I think I've eliminated that as the
cause (and I think if it WAS sourcemod, their forums would be alight with
people posting the same issues).

This is either something to do with the changes Valve made to the maps, or
all the new particle effects, or both - but the entities are building up
the longer a server runs, sending it over the limit with a crash.

Help us Obi-Valve-Kenobi....you're our only hope ;-)


On Fri, Jul 12, 2013 at 1:10 PM, Aerolite <[email protected]>wrote:

> I have been having the same issue, the entities are building up over time
> which makes the CPU usage gradually rise till it lags pretty badly.
>
> If anyone finds a solution please let us all know, I wonder if it's part
> of the standard SourceMod and not a third party plugin.
>
>
> On 12/07/2013 14:02, Kyle Sanderson wrote:
>
>> are we the testers for these products or are there actual testers looking
>>> at these things before they are released to the public?
>>>
>> What Custom, Third-Party SourceMod plugins are you running?
>>
>> Thanks,
>> Kyle.
>>
>> On Thu, Jul 11, 2013 at 9:58 PM, Valve Monkey <[email protected]>
>> wrote:
>>
>>> same here. sourcemod appears to be the source and cause of the windows
>>> servers edict overflowing issues.
>>>
>>> are we the testers for these products or are there actual testers
>>> looking at
>>> these things before they are released to the public?
>>>
>>> ______________________________**__
>>> From: [email protected]
>>> To: [email protected]
>>> Date: Fri, 12 Jul 2013 00:54:26 -0400
>>>
>>> Subject: Re: [hlds] Windows Server 2008R2 crashing issues since update
>>>
>>> As soon as I removed sourcemod from my windows servers they have been
>>> stable
>>> and no more edict issues. I'll keep an eye on this and update the list as
>>> progress occurs.
>>>
>>> ______________________________**__
>>> From: [email protected]
>>> Date: Thu, 11 Jul 2013 21:48:18 -0700
>>> To: [email protected]
>>> Subject: Re: [hlds] Windows Server 2008R2 crashing issues since update
>>>
>>> Yep same behavior here.  My orange server hasn't had one issue.  I
>>> removed a
>>> few plugins on my 2fort that were spawning some entities, hopefully that
>>> helps for now.
>>>
>>> Sent from my iPhone
>>>
>>> On Jul 11, 2013, at 9:44 PM, "E. Olsen" <[email protected]> wrote:
>>>
>>> Yep - same behavior here. Funny thing is, my custom map servers haven't
>>> crashed at all today, but all the (32-player) servers running Valve maps
>>> have crashed several times, all with the same "no free edicts" error.
>>>
>>>
>>> On Fri, Jul 12, 2013 at 12:36 AM, Cody Woodson
>>> <xxwoodyman1234xx@sbcglobal.**net <[email protected]>>
>>> wrote:
>>>
>>> I'm having the same issue with my 2fort server.  Before the update it was
>>> stable with up times of 10+ days.  Now the server runs out of edicts
>>> every
>>> few hours.
>>>
>>> Sent from my iPhone
>>>
>>> On Jul 11, 2013, at 9:01 PM, "E. Olsen" <[email protected]> wrote:
>>>
>>> Hello,
>>>
>>> My servers are somewhat more stable than yesterday, but I am still seeing
>>> "Engine error: ED_Alloc: no free edicts" crashes on 32 player servers (to
>>> include 2Fort, badwater, dustbowl, and more). I've removed any and all
>>> plugins that can spawn entities, yet the intermittent crashes persist -
>>> to
>>> include on two servers I ran today without sourcemod/metamod (as a test).
>>>
>>> Again, this is on Windows 2008R2 servers, all of which are underloaded
>>> (less
>>> than one TF2 instance per physical core).
>>>
>>> Prior to the update, these servers were pretty rock-solid stable, so I
>>> have
>>> to conclude that there is something new in this update causing the excess
>>> entities to spawn and not be removed from the map/server, etc.
>>>
>>> Anyone have any ideas, or do we need a patch from the TF2 team?
>>>
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