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
                                          
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

Reply via email to