We are also seeing crashes on Windows 2008. Some servers will run for
hours while others only last about 10 minutes. Very frustrating. I also
no longer see a dump folder on the server. Where are the dump files
stored now?
On a side note, I'm getting the following error every time I run the
Steamcmd updater for any of my servers, not sure if it's related:
Redirecting stderr to 'C:\Game_Servers\SteamCmd\logs\stderr.txt'
Looks like steam didn't shutdown cleanly, scheduling immediate update
check
[ 0%] Checking for available updates...
[----] Verifying installation...
Steam_: BugslayerUtil.DLL not found
Steam Console Client (c) Valve Corporation
-- type 'quit' 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 - 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 Ray_t &, unsigned int,
ICollideable *, studiohdr_t *, trace_t * );.
I see this crash come up semi-regularly over the last year or so in
the crash reporting system I run, a fix would be handy.
~~~~~
"Their heads are green, and their hands are blue,
And they went to sea in a Sieve." - Edward Lear
On Thu, Oct 31, 2013 at 2:29 AM, Kyle Sanderson <kyle.l...@gmail.com>
wrote:
Were you guys able to fix the null model_t* trace-ray engine bug? I
encountered it last week in cstrike where a solid didn't have a
collision model, resulting in GetCollisionModel returning NULL. The
initial generic call in cstrike came from the unducks in movement.
The dumps I've seen (from TF pre-today update) have the same offset,
so I'm largely assuming it's the same. Presumably High Tower has/had
a similar problem? It also looks like guards are already present for
a NULL vcollide_t *.
The crashes I've encountered/seen are in bool
CEngineTrace::ClipRayToVPhysics( const Ray_t &, unsigned int,
ICollideable *, studiohdr_t *, trace_t * );. Other functions that
deal with solids appear to check for (and expect) a NULL model_t *.
Thanks,
Kyle.
On Wed, Oct 30, 2013 at 7:48 PM, Eric Smith
<er...@valvesoftware.com> wrote:
There was a typo in the last line of the notes. There was a missed
note in "yesterday's" update. We're still investigating issues as
they come up, so please report them as you find them.
Thanks.
-Eric
-----Original Message-----
From: Eric Smith
Sent: Wednesday, October 30, 2013 6:33 PM
To: Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32
server mailing list (hlds@list.valvesoftware.com);
'hlds_annou...@list.valvesoftware.com'
(hlds_annou...@list.valvesoftware.com)
Subject: Mandatory TF2 update released
We've released a mandatory TF2 update for Halloween. The notes for
the update are below. The new version is 1979503.
-Eric
--------------------------
- Added new main menu character images for Scream Fortress 2013
- Fixed a server crash related to The High Five taunt
- Fixed neutral pumpkin bombs exploding with blue particles
- Fixed health on hit particle effect precache error
- Fixed client nTextureFrame < 0 warning spew in dev console
- Updated the round restart event to remove spells after playing in
hell
- Updated plr_hightower_event to improve server stability
- Updated The Chicken Kiev so it can't be equipped with the Cold
War Luchador or the Large Luchador
- Re-enabled the crafting recipes for zombie costumes
Notes missed from Monday's update:
- Updated the Vaccinator to use the reload key to cycle through
resist types
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