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 valve.mon...@outlook.com wrote:
same
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,
I agree, this would also save a lot of headaches for plugin devs who
need both Windows and Linux/OSX server binaries... although plugin devs
only really need server_srv.so/.dll or server.so/.dll depending on the game.
On 7/12/2013 5:16 PM, SLUGSoc Tech Admin wrote:
I recently sent in a request
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
Well I'm glad to hear that it's probably a Valve issue, but I wouldn't
expect anything on it over the weekend.
I noticed that if a round ends or the map changes not too long after it
starts then the lag stops. A temporary solution would be faster map
changes although it isn't ideal.
I have
We've released a mandatory update for TF2. The notes for the update are below.
The new version is 1831995.
-Eric
--
- Fixed a server crash caused by running out of free edicts
- Fixed a problem that was preventing some older demos from being played
- Fixed the Spy
Valve just released an update to fix this issue.
Sent from my iPhone
On Jul 12, 2013, at 3:25 PM, Aerolite ad...@aerolitegaming.co.uk wrote:
Well I'm glad to hear that it's probably a Valve issue, but I wouldn't expect
anything on it over the weekend.
I noticed that if a round ends or the
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