Seems like people are crashing with the Skeletons still when they have their model detail set to Medium or Below. They don't crash with it on High -Brian
> Date: Thu, 31 Oct 2013 04:51:29 -0600 > From: supp...@boomgaming.net > To: hlds@list.valvesoftware.com > Subject: Re: [hlds] Mandatory TF2 update released > > 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 > >>>> > >>>> _______________________________________________ > >>>> To unsubscribe, edit your list preferences, or view the list > >>>> archives, please visit: > >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [1] > >>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list > >>> archives, please visit: > >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [1] > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list > >> archives, please visit: > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [1] > > > > > > > > Links: > > ------ > > [1] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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