I have the crash as well. I agree it would be nice if Valve would test srcds
with popular plugins, especially since most servers run atleast one.
Jordan

On Thu, Aug 13, 2009 at 7:14 PM, Axel Terizaki <a...@mahoro-net.org> wrote:

> TF2 Server crashes with a segfault on my end, just after
> Network: IP xxx.xxx.xxx.xxx, mode MP, dedicated Yes, ports 28015 SV /
> 27005 CL
>
> Seems to be because of Metamod / Sourcemod because disabling those makes
> the server work. Still, I wish those kind of changes in the server could
> be tested against popular admin tools such as Metamod / Sourcemod next
> time. Now I have to wait for an update for those two if I want my server
> back.
>
> Unless I'm the only one with this crash?
>
> Axel
>
> Jason Ruymen a écrit :
> > Required updates for Team Fortress 2 and Day of Defeat: Source* have been
> released.  Please use hldsupdatetool to receive them.  The specific changes
> include:
> >
> > New Content
> >  - Added King Of The Hill game mode.
> >  - Added custom animations played by the losing team during the post-win
> state. They are moved into third person camera to enjoy them.
> >  - Added lots of new hats.
> >
> > Additions / Changes:
> >  - Added "Auto Reload" option to the multiplayer advanced options.
> >       - Clip-based weapons that reload a full clip at a time can now have
> their reloads aborted by firing.
> >  - Pistol now fires at a fixed rate, not based on the speed at which you
> press the firing button.
> >  - Added a color blind option to add a Jarate icon above enemies who are
> busy accepting a terrifying existence where they have no dignity.
> >  - Significantly reduced the amount of network traffic being sent.
> >  - Capturing the flag in a CTF game mode gives the entire capturing team
> 10 seconds of critboost.
> >  - Sappers attached to a teleporter automatically place another Sapper on
> the other end of the teleporter, if it exists.
> >       - Engineers wrenching a teleporter will repair the other end as
> well, and remove Sappers from both if they exist.
> >  - Disguised Spies no longer trigger On-Hit effects (like the
> Blutsauger's heal).
> >  - Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen
> having ineffective rocket/grenade jumps.
> >  - Added an item panel to the spectator cam that shows non-standard items
> being carried by the player you're spectating.
> >  - Added an "Inspect" key that allows you to look at items being carried
> by your team mates.
> >  - Backpack improvements:
> >       - Added drag & drop to move items around. Item positions are
> maintained on the backend.
> >       - Added multi-select, allowing you to delete multiple items at
> once.
> >       - Added a new key to the key binding page that opens your inventory
> directly to your backpack.
> >       - Fixed mouseover panel being incorrectly position when the
> backpack first appears.
> >  - Cloaked Spies standing in valid backstab positions no longer raise
> their knife.
> >  - Added current map name and gametype to the bottom right of scoreboard.
> >  - Added class icons to tips on the loadout and loading screens.
> >  - Improved visuals around flags when they're being carried by a player.
> >  - Improved critboosted visuals, making it much clearer when an enemy has
> critboost.
> >  - Updated the loading panel to show the game type under the map name
> during level transition.
> >  - In-game chat dialog now supports full Unicode characters.
> >  - Added BLU main menu background.
> >  - Added response caching for some server queries to help reduce the CPU
> load from DOS attacks.
> >  - Teammates no longer block friendly radius damage. Prevents nearby
> teammates causing rocket/grenade jumps to fail.
> >
> > Map Changes:
> >  - Update PLR_Pipeline
> >       - Increased the starting advantage in the third round if a team has
> won the first two rounds.
> >       - Fixed carts not continuing to the second round if they're capped
> at the same time in the first round.
> >       - Fixed being able to shoot pipebombs over the starting gates in
> the first round.
> >       - Fixed being able to open the doors in the first round before the
> setup time was finished.
> >       - Fixed players getting stuck in some doors.
> >       - Fixed players being able to get onto rooftops and out of the map
> boundaries.
> >       - Fixed other minor bugs and exploits.
> >  - Added community map Arena_Offblast
> >  - Added community map Cp_Yukon
> >  - Update Arena_Sawmill
> >       - Fixed DirectX8 bug where some models would not be visible.
> >       - Fixed exploit with building teleporters outside of the map.
> >  - Updated CP_Granary
> >       - Made a few changes to improve balance based on competitive
> community feedback.
> >
> > Item Reworks:
> >  - The Force of Nature
> >       - The enemy knockback now only `works in close range and behaves
> more like the Pyro's air blast.
> >       - Enemies cannot be juggled by the FaN's effect.
> >       - The self-knockback has also changed to respect the firer's view
> angle. Looking up while shooting will no longer propel the enemy upwards.
> >       - Knockback is now scaled by damage done.
> >  - The Sandman:
> >       - A Scout will receive 1 point for stunning an enemy and 2 points
> for a long range stun.
> >       - Stunned players now take 75% of all incoming damage instead of
> 50%.
> >       - Übercharged players can no longer be stunned.
> >       - Heavies spinning their mini-guns will continue to spin when
> stunned (whether the left or right mouse button is pressed).
> >       - The minimum distance to stun a target has been reduced.
> >       - The negative attribute has changed from "no double jump" to "-25
> max health".
> >
> > Fixes:
> >  - Fixed various issues around layout & presentation of items inside the
> Backpack and "X is carrying" item dialogs.
> >  - Fixed an exploit that allowed players to work around sv_pure.
> >  - Particle files are now protected by sv_pure.
> >  - Fixed critboost effect getting stuck on when you die while
> critboosted.
> >  - Fixed Timer HUD element backgrounds not being the correct color if you
> change teams during waiting for players.
> >  - Fixed a couple of issues with the way critboosts affected The Huntsman
> and the Spy's knife.
> >  - Fixed an exploit where you could reload The Huntsman faster than
> intended.
> >  - Fixed Heavy "civilian" exploit.
> >  - Fixed a set of exploits using the DXSupport config files.
> >  - Fixed r_screenfademinsize and r_screenfademaxsize exploits.
> >  - Fixed sentries firing at a fully cloaked Spy if they're still the
> closest target.
> >
> > Community requests:
> >  - Added a HUD element for hybrid CTF & CP maps.
> >       - Supports 1 or 2 flags, and any number of CPs.
> >       - Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in
> their map to enable it.
> >  - Added custom kill server log text "train" and "saw" for deaths caused
> by these environmental hazards.
> >       Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill
> "%s") (attacker_position "%d %d %d")
> >  - Added new "medic_death" event for server logs:
> >       Format: "%s<%i><%s><%s>" triggered "medic_death" against
> "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")
> >             - healing is the amount the Medic healed in that life
> >             - ubercharge (1/0) is whether they died with a full charge
> >  - Added "func_respawnflag" trigger entity. It will remove & return the
> flag if a flag carrier touches it, or if the flag falls into it.
> >
> > * The DoDS update is needed for the new engine changes.  No client
> changes have been made.
> >
> > Jason
> >
> > _______________________________________________
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> >
>
>
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