2048 is still pretty low (especially with some of these new maps
people are rolling out). Each hat/prop/weapon/(pin?) is an entity. I'm
frequently suffering from ed_alloc crashes.
On Fri, May 6, 2011 at 9:20 PM, Sazpaimon wrote:
> They doubled it when cp_steel broke. I think it's in 2048 now. I t
They doubled it when cp_steel broke. I think it's in 2048 now. I think
that'll keep us safe for a little while.
On 5/6/2011 10:24 PM, Brian Simon wrote:
Actually, adding more hats to the game means more models the clients have to
precache, and thus the less models mods and maps can use. Hats ar
Actually, adding more hats to the game means more models the clients have to
precache, and thus the less models mods and maps can use. Hats are solely
responsible for breaking maps such as tr_walkway, achievement_turbo, and
others. It has even broken cp_steel. If Valve were to, say, increase the
mo
Metamod:Source version 1.8.6
SourceMod Version: 1.3.7
Server is up to date
!settings crash the server
and you ?
2011/5/7 Jason Ruymen
> Optional updates for Team Fortress 2, Counter-Strike: Source, Day of
> Defeat: Source and Half-Life 2: Deathmatch are now available. Please run
> hldsupdateto
On 5/5/2011 10:01 PM, hlds_linux-requ...@list.valvesoftware.com wrote:
Re: Mandatory updates coming later today
I firmly believe valve is not killing the game. The entire "Hats are
ruining the game" issue is truly blown out of proportion. It's easy to
ignore the trade stuff, and simply play t
Optional updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat:
Source and Half-Life 2: Deathmatch are now available. Please run
hldsupdatetool to receive the updates. The specific changes include:
Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed more crashes related to Al
I prefer to use mod_alias. Thanks for advice.
Tony Paloma wrote:
Well I suppose that explains it. Bug valve to fix it I guess or write
some
script to watch for new files and copy them.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list
Well I suppose that explains it. Bug valve to fix it I guess or write some
script to watch for new files and copy them.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
reref...@gmail.com
Sent: Friday, May 06
Nope. Those paths on different devices.
Tony Paloma wrote:
Valve is attempting to rename the file which fails across partitions. Are
those two paths on the same partition?
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.
Valve is attempting to rename the file which fails across partitions. Are
those two paths on the same partition?
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
reref...@gmail.com
Sent: Friday, May 06, 2011
I enabled this new replay system, but it not work.
Testing command replay_dosanitycheck and replay_local_fileserver_path says:
** ERROR: Failed to rename
'/game_servers/srcds/orangebox/tf/replay/server/tmp/testpublish_4516.tmp'
-> '/var/www/tf2replays/jump/testpublish_4516.tmp'
I logged i
It's a critical bug and i have seen minor bugs fixed faster..
Here's a testing idea:
Update a testing client and server
Play a round
???
Profit!?
2011/5/6 Andre Müller
This fix blocks only the clientcommand kill, explode, jointeam and spectate
Here is another fix with the sourcecode:
http:/
I've also noticed lag when replays were enabled, so I disabled them again.
On Fri, May 6, 2011 at 11:21 AM, Ronny Schedel wrote:
> Same lag spikes with local replay storage. It lags with or without FTP. I
> suppose it's the bzip compression they use.
>
>
> i can vouch for this. running on a test
It even crashes the server when you turn off the replay:
L 05/06/2011 - 17:43:59: server_cvar: "tf_gamemode_cp" "0"
L 05/06/2011 - 17:43:59: server_cvar: "sv_tags" "increased_maxplayers"
L 05/06/2011 - 17:43:59: server_cvar: "sv_tags" "increased_maxplayers"
L 05/06/2011 - 17:43:59: server_cvar: "
Dont forget the 10 new ways to crash a server :-)
On Fri, 6 May 2011 11:16:48 -0400, John Marbury
wrote:
> Oh nice, 10 new hats!
>
>
>
> On Thu, May 5, 2011 at 11:48 PM, ics wrote:
>
>> You just forgot the people on the other timezones. What is convinient
for
>> you, isn't for them so updat
Same lag spikes with local replay storage. It lags with or without FTP. I
suppose it's the bzip compression they use.
i can vouch for this. running on a test server locked with only me. hard
spike were in the game.
also noticed the spikes in the clip.
On Fri, May 6, 2011 at 5:59 AM, Nephyrin Z
Here's a testing idea:
Update a testing client and server
Play a round
???
Profit!?
2011/5/6 Andre Müller
> This fix blocks only the clientcommand kill, explode, jointeam and spectate
>
> Here is another fix with the sourcecode:
> http://forums.alliedmods.net/showthread.php?t=156406
>
> 2011/5/
Oh nice, 10 new hats!
On Thu, May 5, 2011 at 11:48 PM, ics wrote:
> You just forgot the people on the other timezones. What is convinient for
> you, isn't for them so updates will never get released as you hope.
> Personally, these 2-5am updates are fine for me. This arrived 5:37 at
> morning.
Valve what are you waiting for make a update fix !!!
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complicated, speaking from what the source "source" looked like in
quake1.5,
of which 1-2% might be left, but one would presume it is much CLEANER now
than that steaming pile of... cookies... was when ID delivered it.
This divided the professionals from the beginners...
_
"So, guys, did any of you actually fire up the game and fool around a bit
before we released the latest update? Seems like every server crashes when
the player entity die in any other way than by weapons!"
"HELLS NO! Where's the fun in that!"
I love it.
Now, I would not actually bother you lot i
This fix blocks only the clientcommand kill, explode, jointeam and spectate
Here is another fix with the sourcecode:
http://forums.alliedmods.net/showthread.php?t=156406
2011/5/6 Ronny Schedel :
> Please give us more details how the fix is working. Not everyone is
> running Sourcemod.
>
>> KAC 1.
Just to point out i found 1 thing causing mine to crash.
i loaded up cp_skyscraper and went soldier.
now when doing a jump with 4 rockets, your dead. or i was, were normally i
do not.
Anyway, once a 3rd or fth rocket is used , and you receive a death from
landing with low health or die making the
i can vouch for this. running on a test server locked with only me. hard
spike were in the game.
also noticed the spikes in the clip.
On Fri, May 6, 2011 at 5:59 AM, Nephyrin Zey wrote:
> This conversation ACTUALLY HAPPENED hours prior to tony discovering this:
>
> (10:06:15 PM) DrunkenF00lTFC:
This conversation ACTUALLY HAPPENED hours prior to tony discovering this:
(10:06:15 PM) DrunkenF00lTFC: // Upload replay file on main thread. I
see no problem with this.
(10:06:29 PM) Nephyrin: .. does it really
(10:06:33 PM) DrunkenF00lTFC: lol no.
(10:06:42 PM) DrunkenF00lTFC: well actually i
Just a PSA. Replay upload is done on the main thread (at least for Linux
servers) at least in part and can cause noticeable frequent lag spikes.
Thus, I would not recommend the FTP offloading feature until they fix it.
Sample stack trace:
http://pastebin.com/JS0wCBRR
Thanks,
Tony
___
On Fri, May 6, 2011 at 03:45, oGre wrote:
> Apparently Kigen did release the sourcecode on google code, but got
> banned anyway, so now he's removed the sourcecode altogether.
>
The actual order of events is:
1) Kigen posts a link to the binary without source.
2) Moderator removes the link, rep
Well... Maybe Alliedmodders is a little strict in their timing but i think
it's pushing things too far to just leave the SM developpement like that.
Anyway... I don't have all the cards to correctly judge that.
Le , oGre a écrit :
Apparently Kigen did release the sourcecode on google code, bu
Apparently Kigen did release the sourcecode on google code, but got
banned anyway, so now he's removed the sourcecode altogether.
http://www.kigenac.com/viewtopic.php?f=4&t=1125#p4583
/o
2011/5/6 Anthony Stoyanov :
> "There is a license involved here that stipulates certain guidlines when
> maki
"There is a license involved here that stipulates certain guidlines when
making a mod/plug public.There's a moral and ethical code that a human
being should follow also but that's another story."
"That's irrelevant, the SourceMod license is clear. "
This is the reason you got banned for ;)
You
Yes.
*sigh* I just got banned from AlliedModders for being helpful. Seems
they don't like it when someone else is more useful.
On Fri, May 6, 2011 at 2:20 AM, daniel jokiaho wrote:
> kill through console?
> Den 6 maj 2011 08.18 skrev "Kigen" :
>> No, its the CommitSuicide function.
>>
>> On Fr
LOL Jason
Envoyé de mon iPhone
Le 6 mai 2011 à 09:26, daniel jokiaho a écrit :
> kill through console?
> Den 6 maj 2011 08.18 skrev "Kigen" :
>> No, its the CommitSuicide function.
>>
>> On Fri, May 6, 2011 at 1:59 AM, Kyle Sanderson
> wrote:
>>> Doesn't Fall Damage trigger this as well?
>>>
>
Yes
On Fri, May 6, 2011 at 2:19 AM, Fug1t1v3 wrote:
> Kigen is this fix works even if everything else in KAC is disabled?
> -
> Best regards,
>
> Fug1t1v3
> Onlyskill.eu - Game Servers Hosting
> CSS Servers Administrator
> Game Hosting Tehnical Administrator
> mail: f...@onlyskill.eu
>
>
>
>
kill through console?
Den 6 maj 2011 08.18 skrev "Kigen" :
> No, its the CommitSuicide function.
>
> On Fri, May 6, 2011 at 1:59 AM, Kyle Sanderson
wrote:
>> Doesn't Fall Damage trigger this as well?
>>
>> On Thu, May 5, 2011 at 11:42 PM, Kigen wrote:
>>> Use the KAC 1.2.1.8 emergency patch.
>>>
Kigen is this fix works even if everything else in KAC is disabled?
-
Best regards,
Fug1t1v3
Onlyskill.eu - Game Servers Hosting
CSS Servers Administrator
Game Hosting Tehnical Administrator
mail: f...@onlyskill.eu
On 6 May 2011 10:17, Kigen wrote:
> No, its the CommitSuicide function.
>
No, its the CommitSuicide function.
On Fri, May 6, 2011 at 1:59 AM, Kyle Sanderson wrote:
> Doesn't Fall Damage trigger this as well?
>
> On Thu, May 5, 2011 at 11:42 PM, Kigen wrote:
>> Use the KAC 1.2.1.8 emergency patch.
>>
>> This update to KAC fixes 5/5/2011 crashes with kill, spectate, tea
Doesn't Fall Damage trigger this as well?
On Thu, May 5, 2011 at 11:42 PM, Kigen wrote:
> Use the KAC 1.2.1.8 emergency patch.
>
> This update to KAC fixes 5/5/2011 crashes with kill, spectate, team switching.
>
> Manual download URL:
> http://www.kigenac.com/KACSM/1.2/kigen-ac-pub.smx
>
> My fix
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