I was literally supposed to be leaving work when this happened and I've just now arrived home from work.

On 9/10/2014 5:48 PM, Matthias "InstantMuffin" Kollek wrote:
Powerlord, you could stop wasting your time and actually join the sm irc where stuff has been figured out already.

On 10.09.2014 23:42, Ross Bemrose wrote:
Although I said it's not a MM:S issue on Linux, looking at the backtrace
I'm getting, it probably actually is... since the fault seems to be in
ProcessVDF and sourcemod.vdf is the only VDF file I have.

On Wed, Sep 10, 2014 at 5:38 PM, epi <ow...@tf.heybey.org> wrote:

Yeah, looks like it's a metamod issue. Removed all references to
sourcemod in the metamod configuration, and the server still segfaults.

On 9/10/2014 5:35 PM, epi wrote:
I haven't tested with just metamod, only with both metamod and
sourcemod. Will try with just metamod to see what happens. Guessing from
what I'm seeing on the lists, looking like the same issue on both
platforms.
On 9/10/2014 5:31 PM, Lambda wrote:
Looks like the issue is with Metamod, atleast on Windows

2014-09-10 23:30 GMT+02:00 epi <ow...@tf.heybey.org>:

My server running on CentOS 6 segfaults before the map is loaded if
sourcemod is loaded after this update. It also complains about not
finding libcurl. This message disappeared after installing
libcurl.i686,
but the server still segfaults.

On 9/10/2014 5:09 PM, Eric Smith wrote:
We've released a mandatory update for TF2. The notes for the update
are
below. The new version number is 2395700.
-Eric

-----------------------------------------

- Added taunts to the items that can be uploaded to the Steam Workshop
- Added new "Taunt" and "Halloween" tags to the Steam Workshop
       - Previous entries marked with the "Halloween 2013" tag will
automatically be updated to use the new tag in the coming days
- Added tournament medals for the ETF2L and RETF2 EE22
- Client/server performance improvements
- Improved client memory usage by updating weapons to only be loaded
on
demand
- Improved edict usage on servers to help eliminate "out of edicts"
errors during round restarts
- Fixed a server crash caused by using the "map" command in the
console
while the server is running
- Fixed a client crash when switching between windowed-mode and
fullscreen for Mac OS X and Linux clients
- Re-enabled HTML MOTD support for Mac OS X and Linux clients
- Extended the server's "status" command to display edict usage and
player/bot counts
       - status output also includes basic class stats...not fully
implemented yet
- Fixed custom content not being shown while watching .dem files that
were recorded on servers running with sv_pure
- Fixed a teleporter exploit that involved players killing teammates
via
telefrag by switching to Spectator
- Fixed bad LODs for The Angel of Death coat for the Medic
- Fixed push triggers applying push values twice when lag compensation
is being done
- Fixed a Hammer crash related to changing entity types for an
existing
entity
- Fixed Strange flamethrowers not getting kill credit for deflected
projectiles
- Fixed mini-crit and taunt-invite icons being orphaned in the world
- Fixed the Festive Force-a-Nature using the wrong taunt animation
- Fixed the difficulty value not displaying correctly in the Mann vs.
Machine scoreboard
- Fixed Mann vs. Machine bots floating in the air when they die from
an
explosion
- Fixed the Pyro's clap sounds clipping the voice lines during the
Party
Trick taunt
- Fixed the Short Circuit creating its firing effects when being
deployed
- Fixed Mini-Sentry collision hull being scaled smaller than it
should be
- The Frying Pan can now accept Kills While Explosive Jumping strange
parts
- Updated the equip_region for the Mining Light and Lord Cockswain's
Novelty Mutton Chops and Pipe
- Updated the materials for the Apparition's Aspect and made it
paintable
- Updated the Eternaween vote so it cannot be initiated by clients
without using the Eternaween
- Updated the localization files
- Updated pl_cactuscanyon
- Completed permanent removal of previous stage 2 from the map - Removed the rollback hill in stage 2, and adjusted neighboring
u-turn
       - Adjusted the right-hand spawn exit for Blu in stage 2
       - Reworked Sniper window above underpass in stage 2
       - Adjusted spawn times in stage 2
       - Added flatcars to the train in stage 2
- Blu side path from cart spawn to underpass is now a drop-down
in
stage 2
       - Widened a doorway along the cart-path in stage 2
- Updated rd_asteroid
- Removed spawn advantage for attackers that die in the enemy
base
- Moved health and ammo above the front door stairs further into
the base
- Increased bot count. Summed total health and points in each
section remains the same.
- Power core pickups now give health and ammo to the collector
       - Removed small health kit above cave exit
- Added medium ammo kit in the caves near the medium health kit




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