WhoaI'm getting huge console logs here, with thousands of these kinds of
entries:
DataTable warning: player: Out-of-range value (359.00) in SendPropFloat
'm_angEyeAngles[0]', clamping.
DataTable warning: player: Out-of-range value (359.00) in SendPropFloat
'm_angEyeAngles[0]',
I'm seeing intermittent server hangs on our Windows Server 2008 R2 servers.
No crash, no crash dump, the server just hangs and needs a manual restart.
On Mon, Aug 15, 2011 at 11:08 AM, Joeri van der Velden
joerivdvel...@gmail.com wrote:
Since I didn't mention it in my original email: our
could be a bit more helpful to Valve in
finding the problem?
On Mon, Aug 15, 2011 at 1:54 PM, Hutch hu...@halsplayground.com wrote:
**
Breaking your mail to the list out Olsen because this in particular caught
my interest.
*E. Olsen ceo.eol...@gmail.com ceo.eol...@gmail.com Wrote:
I'm seeing
clients are joining
the game and selecting their teams.
This is on Linux servers however, but we both seem to suffer the same bug.
Saint K.
From: hlds-boun...@list.valvesoftware.com [
hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen [
ceo.eol
Common error. The content servers are heavily overloaded (especially the
east coast). Keep trying.
On Mon, Aug 15, 2011 at 7:39 PM, Bubka3 bub...@gmail.com wrote:
I can't update any server. Command aborted?
___
To unsubscribe, edit your list
Not seeing a VAC connection on our Windows servers. Further - when looking
in the console log, I'm seeing:
*
*Unable to load Steam support library.*
*This server will operate in LAN mode only.*
Yep - these are dedicated windows 2008 r2 boxes without steam clients
running. sv_lan 0 is set in the server config. I've run the update
multiple times, and did a -verify all
On Mon, Aug 15, 2011 at 8:02 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
We'll investigate the CS:S Windows
is putting our servers in lan mode with sv_lan set to
0
On 8/15/2011 8:04 PM, E. Olsen wrote:
Yep - these are dedicated windows 2008 r2 boxes without steam clients
running. sv_lan 0 is set in the server config. I've run the update
multiple times, and did a -verify all
On Mon
** **
*From:* hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] *On Behalf Of *Lambda
*Sent:* Monday, August 15, 2011 9:16 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Server crashes (E. Olsen)
** **
Same here, i
: [hlds] Server crashes (E. Olsen) (E. Olsen)
** **
One solution is to not go to sleep!
** **
Have you tried disabling addons or anything to see if it is related to
something else? Also it doesn’t happen at the same map rotation does it?*
***
** **
*From:* hlds-boun
-boun...@list.valvesoftware.com] On Behalf Of Ryan Kistner
Sent: Monday, August 22, 2011 10:34 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Server crashes (E. Olsen) (E. Olsen)
Since at least some of the issues reported in this thread are lock
ups, one of my GMod
.
*E. Olsen ceo.eol...@gmail.com ceo.eol...@gmail.com Wrote:
I'm seeing intermittent server hangs on our Windows Server 2008 R2
servers.
No crash, no crash dump, the server just hangs and needs a manual
restart...
*
Ditto, same OS have been seeing this for about 2 months now. Server
instance
Any chance this is to address the server hang issue(s)?
On Fri, Sep 2, 2011 at 5:41 PM, Eric Smith er...@valvesoftware.com wrote:
We're going to release an optional (for servers) TF2 update in a little
while. This is just a heads-up that it's coming.
-Eric
-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen
*Sent:* Friday, September 02, 2011 2:53 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Optional TF2 update coming soon
Any chance this is to address the server hang issue(s)?
On Fri, Sep 2
[mailto:
hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen
*Sent:* Friday, September 02, 2011 2:53 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Optional TF2 update coming soon
Any chance this is to address the server hang issue(s
I've seen this intermittently ever since the last optional update. Several
servers dumpling players with a unable to connect to the VAC servers type
of client message.
On Thu, Sep 8, 2011 at 5:23 PM, Cc2iscooL cc2isc...@gmail.com wrote:
The hat server went down.
On Sep 8, 2011 4:19 PM, Dominik
TF2 server hangs have been an ongoing issue for months. As far as I know,
Valve is looking into it, but no word yet on a fix. Hopefully, it will come
soon, as we have several of these per day as well.
On Tue, Sep 13, 2011 at 6:49 PM, pilger pilger...@gmail.com wrote:
Hey guys,
My server is
of them, indeed.
I was wondering if it had anything to do with the replay system. The
publish part got me pointed towards it.
Have with replay disabled been suffering from the hangs?
On Tue, Sep 13, 2011 at 7:56 PM, E. Olsen ceo.eol...@gmail.com wrote:
TF2 server hangs have been an ongoing
- 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 garcia.bru...@gmail.comwrote:
No longer causes the wielder to take
Oh, how I long to read - Fixed Server Hangs causing servers to need a
manual reboot ;-)
On Tue, Sep 20, 2011 at 6:34 PM, Jason Ruymen jas...@valvesoftware.comwrote:
Required updates for Team Fortress 2 are now available. The specific
changes include:
- Updated the Pilotka so it can be
I seem to recall a few months ago Valve mentioning they were working on a
new content delivery system. I don't think this is it.
On Thu, Oct 13, 2011 at 5:38 PM, RSS List User li...@redspeedservers.comwrote:
Well, actually they seem not to care. We always wait until around 4 hours
before
Happening alot today as well. Every time we get a server full, 6-12 players
will get dumped with a No Steam Logon error. Methinks the backend
improvements are not quite ready for prime time.
On Fri, Oct 14, 2011 at 10:35 AM, Jesse Porter reacherg...@gmail.comwrote:
This happened on my servers
There's not doubt in my mind that as Valve continues with each new iteration
of the Soruce engine, we'll eventually see more and more mutli-threaded
functionality built into it. This is actually a problem with almost all
engines at the moment - they really do nto take advantage of all the
That's a valid question - an abuse reporting system has been put in place,
without telling the users what consittutes abuse (which I think would lead
to many more false reports than not). Some guidelines (both for users and
server operators) might be beneficial, both to keep down the number of
Actually, if you'll look at the Steam stats, it's pretty obvious that
overall TF2 traffic has taken a downturn. Add to that all the additional
servers that went up after F2P went live, along with a pretty cluttered
release schedule of new PC games (BF3, etc.), and I think what most
operators are
Server hangs are a long-standing bug that (to my knowledge) has never been
addressed. We've been discussing it on the list for months.
On Mon, Nov 7, 2011 at 3:38 PM, Dominik Friedrichs d...@forlix.org wrote:
Anyone else having this issue?
Seems to happen at random right after loading a map
I wonder if perhaps an easier solution (and one which would give the
player's mroe input/control) would be to include check box/settings in the
quickplay interface that allowed a player to set what kind of servers they
would be willing to be placed in, For example:
[X] Stock and Modified
[ ]
I think you missed my point. It should be all about player choice, and
trying to deliver what they're looking for. By giving the player the OPTION
of being placed in a modified server, they would (IMO) be helping the TF2
community in the long run by showing the players the variety that's out
I honestly think the major issue here is the fact that people seem to be
able to make unlimited multiple accounts without any sort of oversight
(either automated or manual). we have one particular nasty case of a player
who loves to sexually harass female players, and is able to create a new
Hello,
I certainly understand the reason for the penalties, and running fake
clients/bots as humans is certainly under-handed, but I think the root of
the problem (i.e. server operators wanting some of the quickplay traffic)
can certainly be fixed very easily simply by giving players more CHOICE
Actually, I think the issue is more that with Quickplay, Valve has
effectively split TF2's traffic, and long-established servers are suffering
as a result. Think about it - with the quickplay button, they are
conditioning a whole new group of players to not even bother using the
server browser.
Could be the huge amounts of new servers that have been added since F2P
have bogged down the system - I know the browser certainly seems alot
slower to me. I wonder what the actual count of Valve server is - it's got
to be in the high 3 figures.
On Sat, Jan 7, 2012 at 8:28 PM, Jason
I think you'd be surprised. We have a HUGE amount of bandwidth sucked up by
replay every month.
On my (windows) servers, the replay cleanup system has never worked. I
ended up using a 3rd party system run on a regular basis using task
scheduler to clean up the old files. I just set it to delete
It takes alot more than 4 people to get a server going these days, with or
without quickplay. Get 8-10 active players on there, and it should fill up.
If you have to rely on quickplay to fill any server, you're already behind
the 8-ball.
On Sat, Jan 14, 2012 at 4:22 PM, Jason pctool...@gmail.com
Noticed that myself. I'm sure the TF2 team noticed that - it's on every
server with replay, so it's hard to miss. I expect another patch soon
(hopefully just client-side).
On Fri, Jan 27, 2012 at 8:32 AM, pilger pilger...@gmail.com wrote:
I've been getting a lot of reports of the replay
Honestly, as a rule never run more than one server instance per physical
core. If you have the capacity on your box, I would set the affinity for
each instance to its own core and see if that solves the problem.
On Sat, Jan 28, 2012 at 9:33 AM, Aerolite Gaming ad...@aerolitegaming.co.uk
wrote:
I would honestly just like to hear why there does not seem to be any limit
on new accounts these clowns can create. When F2P was announced, all the
server operators voiced their concerns about this very issue, and we were
assured that there were already mechanisms in place to prevent abuse. I've
Agreedalthough, wasn't there supposed to be some kind of
content-serving system upgrade that was supposed to solve these kinds of
bottlenecks?
On Thu, Mar 1, 2012 at 8:47 PM, DarthNinja hlds...@darthninja.com wrote:
Why is it every update people go Command aborted??? is something
wrong???
Yep - been seeing this more lately. 12-15 players all crash at once, with
no discernible cause. At this point, I think it's an engine/steam issue,
but who knows - there could very well be another exploit in the wild.
Hopefully, the TF2 team is aware and tracking down a cause.
On Mon, Mar 5, 2012
All of my servers are windows 2008 R2 64bit, and the problem persists on
them, so I don't think it's an OS issue.
On Mon, Mar 5, 2012 at 2:45 PM, m33crob ad...@m33crob.com wrote:
For what it's worth, if this helps... I have noticed that my Linux servers
have this crashing issue whereas my
Delete the InstallRecord.blob file and re-run the update manually.
On Sun, Mar 25, 2012 at 2:33 PM, Brian br...@doublejump.eu wrote:
My server is still refusing to update. I have tried both ./steam -command
update (due to apparent bugs the launch option) and the -autopdate launch
option when
That's a problem we've been complaining about for months. It happens on
both Linux and Windows boxes, with Sourcemod and without, etc. The only
thing I've personally seen that triggers it myself is when a lot of people
(8-10) leave a server at once, it will sometimes cause it to hang.
Out of 22
We are - although it was happening before replay came along.
On Fri, Apr 6, 2012 at 4:42 PM, DarthNinja hlds...@darthninja.com wrote:
I highly doubt tf2items would crash your server.
Are you running replay?
___
To unsubscribe, edit your list
place, instead is a loop that
involves multiple functions).
** **
*From:* hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen
*Sent:* Friday, April 06, 2012 11:36 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re
I suppose my disappointment with the quickplay system simply lies in the
fact that it is a left-handed way of adding the custom server tab back
onto the server browser (I'm sure every server operator out there remembers
the effect that had on traffic - if your server was anything but 100%
vanilla,
I'm really not sure why people act surprised when they get penalized for
these things. Fletcher was pretty clear what kinds of things they would be
penalizing for: Fake clients, making bots look like real players, and
failing to set the correct tags when you have fast respawn enabled.
We were
but ProTF2 is also
using credit mod which i thought was against Valve's TOS.
On Fri, May 4, 2012 at 12:52 PM, E. Olsen ceo.eol...@gmail.com wrote:
I'm really not sure why people act surprised when they get penalized for
these things. Fletcher was pretty clear what kinds of things they would
Yeah - let's not paint communities whose members donate to support their
servers as something negative. Community supported servers are as old as pc
gaming itself. Not all communities that are member-supported are pay to
win. We sure as hell aren't.
On Fri, May 4, 2012 at 5:05 PM, ics
in
their case is “pay to play” instead “pay to win”.
** **
*From:* hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] *On Behalf Of *E. Olsen
*Sent:* Saturday, May 05, 2012 12:59 AM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Policy
on the client side. You
can simulate a queue on the server side easily enough, but clients
will timeout fast on a connection that stalls.
On Fri, May 4, 2012 at 4:40 PM, E. Olsen ceo.eol...@gmail.com wrote:
There are pro and cons to running member-supported communities. While I
agree
This is actually something I wrote to Robin/Fletcher about a year ago next
month. Attaching the IP address to favorites locks you into staying with
those IP addresses (unless you want to start building traffic all over
again), which prevents server moves to new/better hardware (unless your
host
Personally, I think quickplay has caused more problems than it has solved -
primarily causing some server operators to rely on it almost exclusively to
get their servers going every day. The only true long-term way to build
consistent traffic is by having a group of like-minded people who are
Yeah - let's not start saying that simply using that plugin is in violation
of the rules, bud. We run it, but we have modified it to insure the
respawn_times is added to the server browser when it is enabled (we also
add the noquickplay tag for good measure). Running that plugin is NOT a
violation
That's what the server score system is for. If player's constantly leave
a server as soon as they are placed in it, that server's score will rapidly
decline, and it will get less and less traffic - which is the best way to
do it. Valve has had the wisdom to (for the most part) allow the players to
Of course I agree that rules should apply to everyone equally.
However, saying that a *a 32 player server using mp_respawnwavetimes has
no chance against violators of the policy.* isn't even remotely true. I'm
looking at 10 of my servers that are full (32-players) right now that have
the
The point is - that's impossible to do fairly. We DO run that plugin, but
on the maps where it is disabled (i.e. sm_respawn_time_enabled 0) that
plugin is technically still RUNNING, but since fast respawn is disabled,
the sv_tag is not set.
See my point - you can't just poll a bunch of servers
Meh - I think delisting/banning servers for merely altered spawn times is
killing a mosquito with a sledgehammer. Remove them from quickplay? Sure -
why not...but if their only violation (which, I would guess, many server
operators are ignorant of) is changing spawn times, then the thing that
I just think people have to be careful in thinking that everything comes
down to back white. I'll give you a specific example:
A few months ago when I had the fast respawn plugin we use re-written by a
Sorucemod coder to insure it added the proper sv_tags, an error was
introduced that went
Off topic: I really wish we would create a separate mailing list for all
the quickplay/tattle-tale BS. These discussions never used to clog up the
list before quickplay existed.
On topic: As far as the original topic- servers being delisted yet still
being playable by their memberswhy not?
The time-tested way - by small donations from a member base that care about
the servers. We're on our 5th year, and we've never run a single ad on our
site or our servers.
On Fri, Aug 10, 2012 at 6:35 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:
Then how do you pay for your servers?
So, essentially what some of you are asking for is that is a server
operator gets delisted for any reason - even if it is a temporary
punishment - they should pretty much have their community killed off as
well?
Seems pretty drastic, folks. While I'm all for delisting the folks Valve
has in the
I think that everyone has already overlooked the fact that Valve already
has in place the best method possible for weeding out poor servers - the
server score. If a player leaves a server quickly (which I have to think
they will with a bunch of fake clients, etc.) the score will decline over
time,
Bugs I've found (on a private server):
- Rounds continued after we lost (the bomb was delivered) on the first wave
- At the start of each round (after losing on the first wave), it let us
know we failed, but the wave continued anyway
On Wed, Aug 15, 2012 at 11:54 PM, Daniel Barreiro
Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every hour or two
with Sys_Error( Host_Error: Overflow error writing string table baseline
ServerMapCycle or Engine error: Host_Error: Overflow error writing string
table baseline GameRulesCreation in the crash dumps.
On Thu, Aug 16,
I've also received a large number of complaints about this - but I assumed
it would be fixed with the next patch.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
Still getting crashes on regular PVP servers (Windows 2008 R2):
*Sys_Error( Host_Error: Overflow error writing string table baseline
Scenes )*
*
*
On Fri, Aug 17, 2012 at 7:52 PM, wickedplayer494 .
wickedplayer...@gmail.com wrote:
I imagine this is quite nightmarish for Valve. I don't believe
Yep - I hate to say it, but it appears that the String Table crashes are
actually occurring faster now - I've had two dozen (PVP server) crashes
since patching our servers, all with things like:
Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycleMvM
Sys_Error
I take it we're out of luck getting all the String Table crashes fixed
before next week?
On Fri, Aug 17, 2012 at 9:24 PM, Eric Smith er...@valvesoftware.com wrote:
We've released optional (for servers) updates to TF2, DoD:S, and HL2:DM.
The notes for the updates are below.
-Eric
A dose of civility goes a long way.
While I'm certainly not happy to be seeing the number/frequency of crashes
on our servers (and I hope a few people at Valve are willing to give
up their weekend to find a fix), I don't think hurling insults Valve's way
is constructive in the least. Valve has a
, hats, oh and hats.
Move the updates up 2 days and start a Quality Assurance program and a
hundred thousand gamers could blissfully be unaware any of this ever
happened.
- Original Message -
From: E. Olsen ceo.eol...@gmail.com
To: Half-Life dedicated Win32 server mailing list
Quite a few are having that problem since the last update - we are waiting
on a patch next week.
On Sun, Aug 19, 2012 at 10:16 PM, Mohammed Khalik
mohammed_kha...@hotmail.com wrote:
I get the same error as well.
--
Date: Sun, 19 Aug 2012 19:13:28 -0400
From:
It's only 4am or so at Valve HQ at the moment - so it will probably be
another 12-14 hours at least. Honestly, I'm doubtful we'll see a fix until
tomorrow considering they thought they had already fixed these issues in
the last patch. It's kind of comedic at this point - we've had more crashes
in
Yep - this is definitely related to the performance increase update, as
a ton of our custom payload maps that were completely stable prior to the
update are now crashing.
On Sat, Sep 8, 2012 at 3:59 PM, 1nsane 1nsane...@gmail.com wrote:
I'm getting the no free edict crashes as well.
On Sat,
Pretty typical this time of year, though. School's starting up, summer
ending, big new games (Guild Wars 2, Borderlands 2) being released. It will
pick back up going into the holidays.
On Thu, Sep 13, 2012 at 7:14 AM, Lambda lambdace...@gmail.com wrote:
We all did
Just to be clear (it's been long time since I used custom sv_tags) is the
command:
sv_tags event247
or
sv_tags event247
On Fri, Oct 26, 2012 at 3:44 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:
If your server doesn't have the tags, it won't get quickplay traffic.
This applies for
Can someone point me to how to properly setup the MVM servers for JUST the
event map? I've got it set as the only map in the maplist/mapcycle, but I'm
sure I've got the tf_mvm_missioncycle.res setup wrong, as it keeps
chaning to the wrong mission, etc.
On Sat, Oct 27, 2012 at 3:25 PM, Fletcher
That is probably true if you don't plan to enable replays via FTP - but I
run 21 servers with replay, and routinely see 12-14TB's of bandwidth usage
per month.
On Sun, Jan 6, 2013 at 7:18 PM, Doctor McKay li...@doctormckay.com wrote:
When did anyone mention ten servers? We’re only talking
Hello,
What is the time frame we have to prepare for this change?
I'm assuming the Sourcemod team is already aware, since this will most
likely break everything - but are we going to get a few days warning order
before this drops - i.e. will we know the exact day this change will go
into
Again, does Valve have a rough time-frame of when they want to roll
SteamPipe out? In other words - roughly how long do we have to get
everything ready on our end? Please keep in mind that for those of us with
large server fleets (15+ TF2 servers), this is going to be an incredibly
time-consuming
Does it really matter if custom maps go into the same tf/maps folder like
they always have?
I just tried it, and fast download worked just fine - and it would be the
least time consuming method of dealing with that part of the change (I run
over 30 custom maps in total).
On Wed, Feb 20, 2013
Meh - seems simple enough to me. Setup a batch file for each server, and
off you go.
On Wed, Feb 20, 2013 at 6:01 PM, Andre Müller gbs.dead...@gmail.com wrote:
Your Partners don't have any choice. We have. Look at the tool grom
didrole. It is so difficult to make a good command line tool. I
I had actually sent Valve a suggestions a couple of years ago that they tie
the server favorites to the server ID, as opposed to the server's IP
address, so as to allow server operators to upgrade/move their servers
without losing all the regulars we had worked so hard to build. At the
time, they
Yeah - hmmm, didn't read this close enough to realize that applying the
update would keep out the players until the client update drops. One to
grow on, I guess.
On Mon, May 13, 2013 at 4:06 PM, John lists.va...@nuclearfallout.netwrote:
Eric,
We're working a mandatory update for Team
Just tried to run the update on a running windows server. It appeared to
work fine, but ended with an error message. Upon rebooting the server,
it would not startup until I ran the update again, and steampipe downloaded
one more file. Server then rebooted, etc.
On Mon, May 13, 2013 at 4:31 PM,
Not to worry, Fletcher - it's much adoo about nothing.
It's a small change, folks. Adapt. Hell, I was able to update 15 servers in
under 5 minutes. I would still be waiting for updates to finish an hour
later in most cases on the old system.
I'm sold. Steampipe rocks.
On Mon, May 13, 2013 at
Yeah - seeding servers by having people join and play a round or two (or
even go AFK for a bit) has been around as long as TF2 (and much longer than
quickplay). The fact is, no one likes to join an empty server, and unless
you;'re lucky enough to be full 24/7 (which these days, only vanilla server
Does this fix the Taunt exploit that is currently crashing servers, or do
we still need to use a plugin to block it?
On Mon, Jun 3, 2013 at 5:42 PM, Eric Smith er...@valvesoftware.com wrote:
We've released a mandatory update for TF2. The notes for the update are
below. The new version is
Also - you guys are still overwriting (actually, deleting) the replay.cfg
file.
On Mon, Jun 3, 2013 at 5:47 PM, E. Olsen ceo.eol...@gmail.com wrote:
Does this fix the Taunt exploit that is currently crashing servers, or do
we still need to use a plugin to block it?
On Mon, Jun 3, 2013 at 5
Most likely a custom hud issue.
On Wed, Jun 5, 2013 at 8:53 PM, Mitch Navetta mitch.nave...@gmail.comwrote:
It might just be me, but now whenever I try to access any of my loadouts
the game crashes. Something to do with the particle effects changes there
maybe?
On Wednesday, June 5, 2013,
I'm also see alot of random crashes on previously stable (fully patched)
Windows 2008R2 32-player servers with the following error in the crash
dumps:
Engine error: ED_Alloc: no free edicts
On Thu, Jul 11, 2013 at 11:08 AM, Rory King rory_k...@hotmail.co.uk wrote:
I have a fix up for the
are the first to
go over the dynamic entity limit 2047 and then crash.
-ics
E. Olsen kirjoitti:
I'm also see alot of random crashes on previously stable (fully patched)
Windows 2008R2 32-player servers with the following error in the crash
dumps:
Engine error: ED_Alloc: no free edicts
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 -
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 ceo.eol...@gmail.com wrote:
Hello,
My servers are somewhat more
to server
console and see if they suddenly start climing. That way you can see if
something odd is going on there and if entities suddenly peak.
-ics
E. Olsen kirjoitti:
Yep - same behavior here. Funny thing is, my custom map servers haven't
crashed at all today, but all the (32-player
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
No kicking for reserved slots is a non-starter. You can't ask for servers
that don't allow advertising to then also make the people who pay the bills
(through donations) stand in line to play on the server they are paying for.
I really don't understand Valve's thinking on this one - it's such an
Still seeing intermittent crashes on the new Halloween map - with and
without Sourcemod running (24-slot servers, Windows 2008R2).
On Wed, Oct 30, 2013 at 10:32 PM, Asher Baker asher...@gmail.com wrote:
The crashes I've encountered/seen are in bool
CEngineTrace::ClipRayToVPhysics(
const
' to exit --
Loading Steam3...net_misc.cpp (113) : Assertion Failed: g_cnIPThisBox
k_nMaxIPThisBox
Loading Steam2...OK.
Connecting anonymously to Steam Public...Success.
On 2013-10-30 20:37, E. Olsen wrote:
Still seeing intermittent crashes on the new Halloween map
That's not even remotely true. The vast majority of players don't alter a
single setting on their client.
On Thu, Nov 7, 2013 at 10:48 AM, James Haikin jfrra...@gmail.com wrote:
Not sure why people are kvetching about this, considering most people turn
off HTML MOTD client-side anyway.
Agreed.
It's one thing to make such a drastic change, it's another to re-route
40-50% of all TF2 traffic away from every non-valve server on the planet in
one fell swoop. If this change stands as-is, there's not a single server
operator on the planet that will be able to launch a new vanilla
1 - 100 of 234 matches
Mail list logo