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: steam.comman...@live.com
To: hlds@list.valvesoftware.com
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: xxwoodyman123...@sbcglobal.net
Date: Thu, 11 Jul 2013 21:48:18 -0700
To: hlds@list.valvesoftware.com
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" <ceo.eol...@gmail.com> 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 <xxwoodyman123...@sbcglobal.net> 
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 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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