Re: [hlds] Mandatory TF2 update released

2011-08-23 Thread Stuart P. Bentley

The Short Circuit can vaporize the Party Ball.

On Tue, 23 Aug 2011 20:40:21 -0400, Eric Smith   
wrote:


We've released a mandatory TF2 update. The notes for the update are  
below.


Thanks.

Eric Smith
Valve



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed a client crash during demo playback
- Fixed a SourceTV crash
- Dedicated servers can now have both SourceTV and Replay enabled at once
   "-replay [config file]" and "+tv_enable 1" should be used to launch  
the server


Team Fortress 2
- Added TF birthday replacement models for health kits and ammo packs
- Added TF birthday Party Hat and Noisemaker
- Fixed The Short Circuit attacking friendly projectiles
- Fixed The Short Circuit being hidden when the Engineer taunts
- Fixed an infinite crits exploit using The Diamondback
- Fixed The Widowmaker not returning the correct amount of ammo when  
multiple targets are hit

- Fixed supply closets regenerating players while they are taunting
- Fixed the Select Style UI text overlapping the image of the model
- Fixed the sunbeams hat effect
- Updated the localization files
- Updated the gamehaptics file:
   - Added draw/recoil forces for The Widowmaker, The Short Circuit, The  
Diamondback, and The Machina

   - Added crit fire force for The Widowmaker and The Diamondback
   - Refined reload force for Flare Gun/Detonator
- Bot changes:
   - Fixed crash with Demoman-bots trying to detonate stickybombs that  
had already been destroyed

   - Added tf_bot_kill console command (syntax identical to tf_bot_kick)
   - Bots obey melee only mode a bit better
   - Added func_nav_avoid to allow map creators control over where bots  
"like" to go
   - Fixed issue with Demoman bot reloading between each stickybomb he  
fired, causing him to be very slow at setting traps/destroying sentries

   - Bots never taunt if carrying the flag now
   - Aiming logic for Huntsman sniper bots
   - Sniper bots prioritize enemy snipers more aggressively, as well as  
enemy engineers now

   - Improved Demoman bot sentry gun sticky bombing
   - Bots will no longer try to use health entities assigned to the  
enemy team
   - Added simplistic behaviors for Chargin' Targe, and various  
consumables (Bonk drink, sandvich, etc)

   - Medic-bots stay a bit closer to their patient now
   - Sniper-bots go after very nearby enemies with their melee weapon now
   - Added func_tfbot_hint entity to allow map creators to tell sniper  
bots good places to lurk
   - Sniper-bots opportunistically fire on viable targets they encounter  
while on the way to their desired lurking spot
   - Spy-bots are more aggressive about backstabbing an engineer before  
sapping his nest now



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Re: [hlds] Mandatory TF2 update released

2011-08-23 Thread Eric Smith
It's coming back up in a few minutes.

-Eric


From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike O'Laughlen
Sent: Tuesday, August 23, 2011 6:31 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update released

Yes
On Tue, Aug 23, 2011 at 9:25 PM, David Schmieder 
mailto:dm_schmie...@hotmail.com>> wrote:
Item server down for anyone else?

-David Schmieder

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Re: [hlds] Mandatory TF2 update released

2011-08-23 Thread Mike O'Laughlen
Yes

On Tue, Aug 23, 2011 at 9:25 PM, David Schmieder
wrote:

> 
>  Item server down for anyone else?
>
> -David Schmieder
>
>
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Re: [hlds] Mandatory TF2 update released

2011-08-23 Thread David Schmieder
Item server down for anyone else?

-David Schmieder

From: Team BOOM! 
Sent: Tuesday, August 23, 2011 6:20 PM
To: 'Half-Life dedicated Win32 server mailing list' 
Subject: Re: [hlds] Mandatory TF2 update released

Yea, Mine too. Misery loves company. LOL! Thanks guys.

 




From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Hunt
Sent: Tuesday, August 23, 2011 6:13 PM
To: hlds@list.valvesoftware.com; steve.gr...@gmail.com
Subject: Re: [hlds] Mandatory TF2 update released

 

It just now started downloading, after waiting almost 20 minutes.

> From: dm_schmie...@hotmail.com
> To: steve.gr...@gmail.com; hlds@list.valvesoftware.com
> Date: Tue, 23 Aug 2011 18:10:53 -0700
> Subject: Re: [hlds] Mandatory TF2 update released
> 
> Same issue on one of my four servers.
> 
> David Schmieder
> 
> -Original Message- 
> From: steve grout
> Sent: Tuesday, August 23, 2011 6:04 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Mandatory TF2 update released
> 
> we just wish that they'd confirm that it's actually been pushed
> correctly to all the content servers.. kind of getting annoyed with
> having to run a -verify_all on server when we update quickly.. it may
> not be that of course it may be that the content servers can't cope..
> either way it needs fixing
> 
> On 24/08/2011 02:01, Team BOOM! wrote:
> > The update won't run on any of our servers. The Hldsupdatetool just aborts
> > and the server restarts under the same version.. sigh...
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> > Sent: Tuesday, August 23, 2011 5:40 PM
> > To: 'hlds@list.valvesoftware.com'; hlds_li...@list.valvesoftware.com;
> > 'hlds_annou...@list.valvesoftware.com'
> > Subject: [hlds] Mandatory TF2 update released
> >
> > We've released a mandatory TF2 update. The notes for the update are below.
> >
> > Thanks.
> >
> > Eric Smith
> > Valve
> >
> > 
> >
> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> > - Fixed a client crash during demo playback
> > - Fixed a SourceTV crash
> > - Dedicated servers can now have both SourceTV and Replay enabled at once
> > "-replay [config file]" and "+tv_enable 1" should be used to launch 
> > the
> > server
> >
> > Team Fortress 2
> > - Added TF birthday replacement models for health kits and ammo packs
> > - Added TF birthday Party Hat and Noisemaker
> > - Fixed The Short Circuit attacking friendly projectiles
> > - Fixed The Short Circuit being hidden when the Engineer taunts
> > - Fixed an infinite crits exploit using The Diamondback
> > - Fixed The Widowmaker not returning the correct amount of ammo when
> > multiple targets are hit
> > - Fixed supply closets regenerating players while they are taunting
> > - Fixed the Select Style UI text overlapping the image of the model
> > - Fixed the sunbeams hat effect
> > - Updated the localization files
> > - Updated the gamehaptics file:
> > - Added draw/recoil forces for The Widowmaker, The Short Circuit, The
> > Diamondback, and The Machina
> > - Added crit fire force for The Widowmaker and The Diamondback
> > - Refined reload force for Flare Gun/Detonator
> > - Bot changes:
> > - Fixed crash with Demoman-bots trying to detonate stickybombs that 
> > had
> > already been destroyed
> > - Added tf_bot_kill console command (syntax identical to tf_bot_kick)
> > - Bots obey melee only mode a bit better
> > - Added func_nav_avoid to allow map creators control over where bots
> > "like" to go
> > - Fixed issue with Demoman bot reloading between each stickybomb he
> > fired, causing him to be very slow at setting traps/destroying sentries
> > - Bots never taunt if carrying the flag now
> > - Aiming logic for Huntsman sniper bots
> > - Sniper bots prioritize enemy snipers more aggressively, as well as
> > enemy engineers now
> > - Improved Demoman bot sentry gun sticky bombing
> > - Bots will no longer try to use health entities assigned to the enemy
> > team
> > - Added simplistic behaviors for Chargin' Targe, and various 
> > consumables
> > (Bonk drink, sandvich, etc)
> > - Medic-bots stay a bit closer to their patient now
> > - Sniper-bots go after very nearby enemies with their melee weapon now
> > - Added func_tfbot_hint entity to allow map creators to tell sniper 
> > bots
> > good places to lurk
> > - Sniper-bots opportunistically fire on viable targets they encounter
> > while on the way to their desired lurking spot
> > - Spy-bots are more aggressive about backstabbing an engineer before
> > sapping his nest now
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > ___

Re: [hlds] Mandatory TF2 update released

2011-08-23 Thread Team BOOM!
Yea, Mine too. Misery loves company. LOL! Thanks guys.

 

  _  

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Hunt
Sent: Tuesday, August 23, 2011 6:13 PM
To: hlds@list.valvesoftware.com; steve.gr...@gmail.com
Subject: Re: [hlds] Mandatory TF2 update released

 

It just now started downloading, after waiting almost 20 minutes.

> From: dm_schmie...@hotmail.com
> To: steve.gr...@gmail.com; hlds@list.valvesoftware.com
> Date: Tue, 23 Aug 2011 18:10:53 -0700
> Subject: Re: [hlds] Mandatory TF2 update released
> 
> Same issue on one of my four servers.
> 
> David Schmieder
> 
> -Original Message- 
> From: steve grout
> Sent: Tuesday, August 23, 2011 6:04 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Mandatory TF2 update released
> 
> we just wish that they'd confirm that it's actually been pushed
> correctly to all the content servers.. kind of getting annoyed with
> having to run a -verify_all on server when we update quickly.. it may
> not be that of course it may be that the content servers can't cope..
> either way it needs fixing
> 
> On 24/08/2011 02:01, Team BOOM! wrote:
> > The update won't run on any of our servers. The Hldsupdatetool just
aborts
> > and the server restarts under the same version.. sigh...
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> > Sent: Tuesday, August 23, 2011 5:40 PM
> > To: 'hlds@list.valvesoftware.com'; hlds_li...@list.valvesoftware.com;
> > 'hlds_annou...@list.valvesoftware.com'
> > Subject: [hlds] Mandatory TF2 update released
> >
> > We've released a mandatory TF2 update. The notes for the update are
below.
> >
> > Thanks.
> >
> > Eric Smith
> > Valve
> >
> > 
> >
> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> > - Fixed a client crash during demo playback
> > - Fixed a SourceTV crash
> > - Dedicated servers can now have both SourceTV and Replay enabled at
once
> > "-replay [config file]" and "+tv_enable 1" should be used to launch 
> > the
> > server
> >
> > Team Fortress 2
> > - Added TF birthday replacement models for health kits and ammo packs
> > - Added TF birthday Party Hat and Noisemaker
> > - Fixed The Short Circuit attacking friendly projectiles
> > - Fixed The Short Circuit being hidden when the Engineer taunts
> > - Fixed an infinite crits exploit using The Diamondback
> > - Fixed The Widowmaker not returning the correct amount of ammo when
> > multiple targets are hit
> > - Fixed supply closets regenerating players while they are taunting
> > - Fixed the Select Style UI text overlapping the image of the model
> > - Fixed the sunbeams hat effect
> > - Updated the localization files
> > - Updated the gamehaptics file:
> > - Added draw/recoil forces for The Widowmaker, The Short Circuit, The
> > Diamondback, and The Machina
> > - Added crit fire force for The Widowmaker and The Diamondback
> > - Refined reload force for Flare Gun/Detonator
> > - Bot changes:
> > - Fixed crash with Demoman-bots trying to detonate stickybombs that 
> > had
> > already been destroyed
> > - Added tf_bot_kill console command (syntax identical to tf_bot_kick)
> > - Bots obey melee only mode a bit better
> > - Added func_nav_avoid to allow map creators control over where bots
> > "like" to go
> > - Fixed issue with Demoman bot reloading between each stickybomb he
> > fired, causing him to be very slow at setting traps/destroying sentries
> > - Bots never taunt if carrying the flag now
> > - Aiming logic for Huntsman sniper bots
> > - Sniper bots prioritize enemy snipers more aggressively, as well as
> > enemy engineers now
> > - Improved Demoman bot sentry gun sticky bombing
> > - Bots will no longer try to use health entities assigned to the enemy
> > team
> > - Added simplistic behaviors for Chargin' Targe, and various 
> > consumables
> > (Bonk drink, sandvich, etc)
> > - Medic-bots stay a bit closer to their patient now
> > - Sniper-bots go after very nearby enemies with their melee weapon now
> > - Added func_tfbot_hint entity to allow map creators to tell sniper 
> > bots
> > good places to lurk
> > - Sniper-bots opportunistically fire on viable targets they encounter
> > while on the way to their desired lurking spot
> > - Spy-bots are more aggressive about backstabbing an engineer before
> > sapping his nest now
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> 
> ___
> To unsubscribe, edit your list preference

Re: [hlds] Mandatory TF2 update released

2011-08-23 Thread Mike Hunt

It just now started downloading, after waiting almost 20 minutes.

> From: dm_schmie...@hotmail.com
> To: steve.gr...@gmail.com; hlds@list.valvesoftware.com
> Date: Tue, 23 Aug 2011 18:10:53 -0700
> Subject: Re: [hlds] Mandatory TF2 update released
> 
> Same issue on one of my four servers.
> 
> David Schmieder
> 
> -Original Message- 
> From: steve grout
> Sent: Tuesday, August 23, 2011 6:04 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Mandatory TF2 update released
> 
> we just wish that they'd confirm that it's actually been pushed
> correctly to all the content servers.. kind of getting annoyed with
> having to run a -verify_all on server when we update quickly.. it may
> not be that of course it may be that the content servers can't cope..
> either way it needs fixing
> 
> On 24/08/2011 02:01, Team BOOM! wrote:
> > The update won't run on any of our servers. The Hldsupdatetool just aborts
> > and the server restarts under the same version.. sigh...
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> > Sent: Tuesday, August 23, 2011 5:40 PM
> > To: 'hlds@list.valvesoftware.com'; hlds_li...@list.valvesoftware.com;
> > 'hlds_annou...@list.valvesoftware.com'
> > Subject: [hlds] Mandatory TF2 update released
> >
> > We've released a mandatory TF2 update. The notes for the update are below.
> >
> > Thanks.
> >
> > Eric Smith
> > Valve
> >
> > 
> >
> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> > - Fixed a client crash during demo playback
> > - Fixed a SourceTV crash
> > - Dedicated servers can now have both SourceTV and Replay enabled at once
> > "-replay [config file]" and "+tv_enable 1" should be used to launch 
> > the
> > server
> >
> > Team Fortress 2
> > - Added TF birthday replacement models for health kits and ammo packs
> > - Added TF birthday Party Hat and Noisemaker
> > - Fixed The Short Circuit attacking friendly projectiles
> > - Fixed The Short Circuit being hidden when the Engineer taunts
> > - Fixed an infinite crits exploit using The Diamondback
> > - Fixed The Widowmaker not returning the correct amount of ammo when
> > multiple targets are hit
> > - Fixed supply closets regenerating players while they are taunting
> > - Fixed the Select Style UI text overlapping the image of the model
> > - Fixed the sunbeams hat effect
> > - Updated the localization files
> > - Updated the gamehaptics file:
> > - Added draw/recoil forces for The Widowmaker, The Short Circuit, The
> > Diamondback, and The Machina
> > - Added crit fire force for The Widowmaker and The Diamondback
> > - Refined reload force for Flare Gun/Detonator
> > - Bot changes:
> > - Fixed crash with Demoman-bots trying to detonate stickybombs that 
> > had
> > already been destroyed
> > - Added tf_bot_kill console command (syntax identical to tf_bot_kick)
> > - Bots obey melee only mode a bit better
> > - Added func_nav_avoid to allow map creators control over where bots
> > "like" to go
> > - Fixed issue with Demoman bot reloading between each stickybomb he
> > fired, causing him to be very slow at setting traps/destroying sentries
> > - Bots never taunt if carrying the flag now
> > - Aiming logic for Huntsman sniper bots
> > - Sniper bots prioritize enemy snipers more aggressively, as well as
> > enemy engineers now
> > - Improved Demoman bot sentry gun sticky bombing
> > - Bots will no longer try to use health entities assigned to the enemy
> > team
> > - Added simplistic behaviors for Chargin' Targe, and various 
> > consumables
> > (Bonk drink, sandvich, etc)
> > - Medic-bots stay a bit closer to their patient now
> > - Sniper-bots go after very nearby enemies with their melee weapon now
> > - Added func_tfbot_hint entity to allow map creators to tell sniper 
> > bots
> > good places to lurk
> > - Sniper-bots opportunistically fire on viable targets they encounter
> > while on the way to their desired lurking spot
> > - Spy-bots are more aggressive about backstabbing an engineer before
> > sapping his nest now
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds 
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:

Re: [hlds] Mandatory TF2 update released

2011-08-23 Thread David Schmieder

Same issue on one of my four servers.

David Schmieder

-Original Message- 
From: steve grout

Sent: Tuesday, August 23, 2011 6:04 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update released

we just wish that they'd confirm that it's actually been pushed
correctly to all the content servers.. kind of getting annoyed with
having to run a -verify_all on server when we update quickly.. it may
not be that of course it may be that the content servers can't cope..
either way it needs fixing

On 24/08/2011 02:01, Team BOOM! wrote:

The update won't run on any of our servers. The Hldsupdatetool just aborts
and the server restarts under the same version.. sigh...

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, August 23, 2011 5:40 PM
To: 'hlds@list.valvesoftware.com'; hlds_li...@list.valvesoftware.com;
'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Mandatory TF2 update released

We've released a mandatory TF2 update. The notes for the update are below.

Thanks.

Eric Smith
Valve



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed a client crash during demo playback
- Fixed a SourceTV crash
- Dedicated servers can now have both SourceTV and Replay enabled at once
"-replay [config file]" and "+tv_enable 1" should be used to launch 
the

server

Team Fortress 2
- Added TF birthday replacement models for health kits and ammo packs
- Added TF birthday Party Hat and Noisemaker
- Fixed The Short Circuit attacking friendly projectiles
- Fixed The Short Circuit being hidden when the Engineer taunts
- Fixed an infinite crits exploit using The Diamondback
- Fixed The Widowmaker not returning the correct amount of ammo when
multiple targets are hit
- Fixed supply closets regenerating players while they are taunting
- Fixed the Select Style UI text overlapping the image of the model
- Fixed the sunbeams hat effect
- Updated the localization files
- Updated the gamehaptics file:
- Added draw/recoil forces for The Widowmaker, The Short Circuit, The
Diamondback, and The Machina
- Added crit fire force for The Widowmaker and The Diamondback
- Refined reload force for Flare Gun/Detonator
- Bot changes:
- Fixed crash with Demoman-bots trying to detonate stickybombs that 
had

already been destroyed
- Added tf_bot_kill console command (syntax identical to tf_bot_kick)
- Bots obey melee only mode a bit better
- Added func_nav_avoid to allow map creators control over where bots
"like" to go
- Fixed issue with Demoman bot reloading between each stickybomb he
fired, causing him to be very slow at setting traps/destroying sentries
- Bots never taunt if carrying the flag now
- Aiming logic for Huntsman sniper bots
- Sniper bots prioritize enemy snipers more aggressively, as well as
enemy engineers now
- Improved Demoman bot sentry gun sticky bombing
- Bots will no longer try to use health entities assigned to the enemy
team
- Added simplistic behaviors for Chargin' Targe, and various 
consumables

(Bonk drink, sandvich, etc)
- Medic-bots stay a bit closer to their patient now
- Sniper-bots go after very nearby enemies with their melee weapon now
- Added func_tfbot_hint entity to allow map creators to tell sniper 
bots

good places to lurk
- Sniper-bots opportunistically fire on viable targets they encounter
while on the way to their desired lurking spot
- Spy-bots are more aggressive about backstabbing an engineer before
sapping his nest now

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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Re: [hlds] Mandatory TF2 update released

2011-08-23 Thread Admin
it's only been 15 minutes I am sure they are looking at it.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of steve grout
Sent: Wednesday, 24 August 2011 11:05 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mandatory TF2 update released

we just wish that they'd confirm that it's actually been pushed 
correctly to all the content servers.. kind of getting annoyed with 
having to run a -verify_all on server when we update quickly.. it may 
not be that of course it may be that the content servers can't cope.. 
either way it needs fixing

On 24/08/2011 02:01, Team BOOM! wrote:
> The update won't run on any of our servers. The Hldsupdatetool just aborts
> and the server restarts under the same version.. sigh...
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> Sent: Tuesday, August 23, 2011 5:40 PM
> To: 'hlds@list.valvesoftware.com'; hlds_li...@list.valvesoftware.com;
> 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds] Mandatory TF2 update released
>
> We've released a mandatory TF2 update. The notes for the update are below.
>
> Thanks.
>
> Eric Smith
> Valve
>
> 
>
> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> - Fixed a client crash during demo playback
> - Fixed a SourceTV crash
> - Dedicated servers can now have both SourceTV and Replay enabled at once
> "-replay [config file]" and "+tv_enable 1" should be used to launch
the
> server
>
> Team Fortress 2
> - Added TF birthday replacement models for health kits and ammo packs
> - Added TF birthday Party Hat and Noisemaker
> - Fixed The Short Circuit attacking friendly projectiles
> - Fixed The Short Circuit being hidden when the Engineer taunts
> - Fixed an infinite crits exploit using The Diamondback
> - Fixed The Widowmaker not returning the correct amount of ammo when
> multiple targets are hit
> - Fixed supply closets regenerating players while they are taunting
> - Fixed the Select Style UI text overlapping the image of the model
> - Fixed the sunbeams hat effect
> - Updated the localization files
> - Updated the gamehaptics file:
> - Added draw/recoil forces for The Widowmaker, The Short Circuit, The
> Diamondback, and The Machina
> - Added crit fire force for The Widowmaker and The Diamondback
> - Refined reload force for Flare Gun/Detonator
> - Bot changes:
> - Fixed crash with Demoman-bots trying to detonate stickybombs that
had
> already been destroyed
> - Added tf_bot_kill console command (syntax identical to tf_bot_kick)
> - Bots obey melee only mode a bit better
> - Added func_nav_avoid to allow map creators control over where bots
> "like" to go
> - Fixed issue with Demoman bot reloading between each stickybomb he
> fired, causing him to be very slow at setting traps/destroying sentries
> - Bots never taunt if carrying the flag now
> - Aiming logic for Huntsman sniper bots
> - Sniper bots prioritize enemy snipers more aggressively, as well as
> enemy engineers now
> - Improved Demoman bot sentry gun sticky bombing
> - Bots will no longer try to use health entities assigned to the enemy
> team
> - Added simplistic behaviors for Chargin' Targe, and various
consumables
> (Bonk drink, sandvich, etc)
> - Medic-bots stay a bit closer to their patient now
> - Sniper-bots go after very nearby enemies with their melee weapon now
> - Added func_tfbot_hint entity to allow map creators to tell sniper
bots
> good places to lurk
> - Sniper-bots opportunistically fire on viable targets they encounter
> while on the way to their desired lurking spot
> - Spy-bots are more aggressive about backstabbing an engineer before
> sapping his nest now
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
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Re: [hlds] Mandatory TF2 update released

2011-08-23 Thread steve grout
we just wish that they'd confirm that it's actually been pushed 
correctly to all the content servers.. kind of getting annoyed with 
having to run a -verify_all on server when we update quickly.. it may 
not be that of course it may be that the content servers can't cope.. 
either way it needs fixing


On 24/08/2011 02:01, Team BOOM! wrote:

The update won't run on any of our servers. The Hldsupdatetool just aborts
and the server restarts under the same version.. sigh...

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, August 23, 2011 5:40 PM
To: 'hlds@list.valvesoftware.com'; hlds_li...@list.valvesoftware.com;
'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Mandatory TF2 update released

We've released a mandatory TF2 update. The notes for the update are below.

Thanks.

Eric Smith
Valve



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed a client crash during demo playback
- Fixed a SourceTV crash
- Dedicated servers can now have both SourceTV and Replay enabled at once
"-replay [config file]" and "+tv_enable 1" should be used to launch the
server

Team Fortress 2
- Added TF birthday replacement models for health kits and ammo packs
- Added TF birthday Party Hat and Noisemaker
- Fixed The Short Circuit attacking friendly projectiles
- Fixed The Short Circuit being hidden when the Engineer taunts
- Fixed an infinite crits exploit using The Diamondback
- Fixed The Widowmaker not returning the correct amount of ammo when
multiple targets are hit
- Fixed supply closets regenerating players while they are taunting
- Fixed the Select Style UI text overlapping the image of the model
- Fixed the sunbeams hat effect
- Updated the localization files
- Updated the gamehaptics file:
- Added draw/recoil forces for The Widowmaker, The Short Circuit, The
Diamondback, and The Machina
- Added crit fire force for The Widowmaker and The Diamondback
- Refined reload force for Flare Gun/Detonator
- Bot changes:
- Fixed crash with Demoman-bots trying to detonate stickybombs that had
already been destroyed
- Added tf_bot_kill console command (syntax identical to tf_bot_kick)
- Bots obey melee only mode a bit better
- Added func_nav_avoid to allow map creators control over where bots
"like" to go
- Fixed issue with Demoman bot reloading between each stickybomb he
fired, causing him to be very slow at setting traps/destroying sentries
- Bots never taunt if carrying the flag now
- Aiming logic for Huntsman sniper bots
- Sniper bots prioritize enemy snipers more aggressively, as well as
enemy engineers now
- Improved Demoman bot sentry gun sticky bombing
- Bots will no longer try to use health entities assigned to the enemy
team
- Added simplistic behaviors for Chargin' Targe, and various consumables
(Bonk drink, sandvich, etc)
- Medic-bots stay a bit closer to their patient now
- Sniper-bots go after very nearby enemies with their melee weapon now
- Added func_tfbot_hint entity to allow map creators to tell sniper bots
good places to lurk
- Sniper-bots opportunistically fire on viable targets they encounter
while on the way to their desired lurking spot
- Spy-bots are more aggressive about backstabbing an engineer before
sapping his nest now

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Re: [hlds] Mandatory TF2 update released

2011-08-23 Thread Rick Payton
Mine was doing that too, so I kept manually running the update ... now
it's just sitting at "Updating Installation" which I assume is a good
thing ...

--mauirixxx

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM! 
Sent: Tuesday, August 23, 2011 3:01 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Mandatory TF2 update released

The update won't run on any of our servers. The Hldsupdatetool just
aborts and the server restarts under the same version.. sigh...

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, August 23, 2011 5:40 PM
To: 'hlds@list.valvesoftware.com'; hlds_li...@list.valvesoftware.com;
'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Mandatory TF2 update released

We've released a mandatory TF2 update. The notes for the update are
below.

Thanks.

Eric Smith
Valve



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed a client crash during demo playback
- Fixed a SourceTV crash
- Dedicated servers can now have both SourceTV and Replay enabled at
once
   "-replay [config file]" and "+tv_enable 1" should be used to launch
the server

Team Fortress 2
- Added TF birthday replacement models for health kits and ammo packs
- Added TF birthday Party Hat and Noisemaker
- Fixed The Short Circuit attacking friendly projectiles
- Fixed The Short Circuit being hidden when the Engineer taunts
- Fixed an infinite crits exploit using The Diamondback
- Fixed The Widowmaker not returning the correct amount of ammo when
multiple targets are hit
- Fixed supply closets regenerating players while they are taunting
- Fixed the Select Style UI text overlapping the image of the model
- Fixed the sunbeams hat effect
- Updated the localization files
- Updated the gamehaptics file:
   - Added draw/recoil forces for The Widowmaker, The Short Circuit, The
Diamondback, and The Machina
   - Added crit fire force for The Widowmaker and The Diamondback
   - Refined reload force for Flare Gun/Detonator
- Bot changes:
   - Fixed crash with Demoman-bots trying to detonate stickybombs that
had already been destroyed
   - Added tf_bot_kill console command (syntax identical to tf_bot_kick)
   - Bots obey melee only mode a bit better
   - Added func_nav_avoid to allow map creators control over where bots
"like" to go
   - Fixed issue with Demoman bot reloading between each stickybomb he
fired, causing him to be very slow at setting traps/destroying sentries
   - Bots never taunt if carrying the flag now
   - Aiming logic for Huntsman sniper bots
   - Sniper bots prioritize enemy snipers more aggressively, as well as
enemy engineers now
   - Improved Demoman bot sentry gun sticky bombing 
   - Bots will no longer try to use health entities assigned to the
enemy team
   - Added simplistic behaviors for Chargin' Targe, and various
consumables (Bonk drink, sandvich, etc)
   - Medic-bots stay a bit closer to their patient now
   - Sniper-bots go after very nearby enemies with their melee weapon
now
   - Added func_tfbot_hint entity to allow map creators to tell sniper
bots good places to lurk
   - Sniper-bots opportunistically fire on viable targets they encounter
while on the way to their desired lurking spot
   - Spy-bots are more aggressive about backstabbing an engineer before
sapping his nest now

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Re: [hlds] Mandatory TF2 update released

2011-08-23 Thread Admin
Same issue here

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Team BOOM! 
Sent: Wednesday, 24 August 2011 11:01 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Mandatory TF2 update released

The update won't run on any of our servers. The Hldsupdatetool just aborts
and the server restarts under the same version.. sigh...

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, August 23, 2011 5:40 PM
To: 'hlds@list.valvesoftware.com'; hlds_li...@list.valvesoftware.com;
'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Mandatory TF2 update released

We've released a mandatory TF2 update. The notes for the update are below.

Thanks.

Eric Smith
Valve



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed a client crash during demo playback
- Fixed a SourceTV crash
- Dedicated servers can now have both SourceTV and Replay enabled at once
   "-replay [config file]" and "+tv_enable 1" should be used to launch the
server

Team Fortress 2
- Added TF birthday replacement models for health kits and ammo packs
- Added TF birthday Party Hat and Noisemaker
- Fixed The Short Circuit attacking friendly projectiles
- Fixed The Short Circuit being hidden when the Engineer taunts
- Fixed an infinite crits exploit using The Diamondback
- Fixed The Widowmaker not returning the correct amount of ammo when
multiple targets are hit
- Fixed supply closets regenerating players while they are taunting
- Fixed the Select Style UI text overlapping the image of the model
- Fixed the sunbeams hat effect
- Updated the localization files
- Updated the gamehaptics file:
   - Added draw/recoil forces for The Widowmaker, The Short Circuit, The
Diamondback, and The Machina
   - Added crit fire force for The Widowmaker and The Diamondback
   - Refined reload force for Flare Gun/Detonator
- Bot changes:
   - Fixed crash with Demoman-bots trying to detonate stickybombs that had
already been destroyed
   - Added tf_bot_kill console command (syntax identical to tf_bot_kick)
   - Bots obey melee only mode a bit better
   - Added func_nav_avoid to allow map creators control over where bots
"like" to go
   - Fixed issue with Demoman bot reloading between each stickybomb he
fired, causing him to be very slow at setting traps/destroying sentries
   - Bots never taunt if carrying the flag now
   - Aiming logic for Huntsman sniper bots
   - Sniper bots prioritize enemy snipers more aggressively, as well as
enemy engineers now
   - Improved Demoman bot sentry gun sticky bombing 
   - Bots will no longer try to use health entities assigned to the enemy
team
   - Added simplistic behaviors for Chargin' Targe, and various consumables
(Bonk drink, sandvich, etc)
   - Medic-bots stay a bit closer to their patient now
   - Sniper-bots go after very nearby enemies with their melee weapon now
   - Added func_tfbot_hint entity to allow map creators to tell sniper bots
good places to lurk
   - Sniper-bots opportunistically fire on viable targets they encounter
while on the way to their desired lurking spot
   - Spy-bots are more aggressive about backstabbing an engineer before
sapping his nest now

___
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please visit:
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Re: [hlds] Mandatory TF2 update released

2011-08-23 Thread Team BOOM!
The update won't run on any of our servers. The Hldsupdatetool just aborts
and the server restarts under the same version.. sigh...

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, August 23, 2011 5:40 PM
To: 'hlds@list.valvesoftware.com'; hlds_li...@list.valvesoftware.com;
'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Mandatory TF2 update released

We've released a mandatory TF2 update. The notes for the update are below.

Thanks.

Eric Smith
Valve



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed a client crash during demo playback
- Fixed a SourceTV crash
- Dedicated servers can now have both SourceTV and Replay enabled at once
   "-replay [config file]" and "+tv_enable 1" should be used to launch the
server

Team Fortress 2
- Added TF birthday replacement models for health kits and ammo packs
- Added TF birthday Party Hat and Noisemaker
- Fixed The Short Circuit attacking friendly projectiles
- Fixed The Short Circuit being hidden when the Engineer taunts
- Fixed an infinite crits exploit using The Diamondback
- Fixed The Widowmaker not returning the correct amount of ammo when
multiple targets are hit
- Fixed supply closets regenerating players while they are taunting
- Fixed the Select Style UI text overlapping the image of the model
- Fixed the sunbeams hat effect
- Updated the localization files
- Updated the gamehaptics file:
   - Added draw/recoil forces for The Widowmaker, The Short Circuit, The
Diamondback, and The Machina
   - Added crit fire force for The Widowmaker and The Diamondback
   - Refined reload force for Flare Gun/Detonator
- Bot changes:
   - Fixed crash with Demoman-bots trying to detonate stickybombs that had
already been destroyed
   - Added tf_bot_kill console command (syntax identical to tf_bot_kick)
   - Bots obey melee only mode a bit better
   - Added func_nav_avoid to allow map creators control over where bots
"like" to go
   - Fixed issue with Demoman bot reloading between each stickybomb he
fired, causing him to be very slow at setting traps/destroying sentries
   - Bots never taunt if carrying the flag now
   - Aiming logic for Huntsman sniper bots
   - Sniper bots prioritize enemy snipers more aggressively, as well as
enemy engineers now
   - Improved Demoman bot sentry gun sticky bombing 
   - Bots will no longer try to use health entities assigned to the enemy
team
   - Added simplistic behaviors for Chargin' Targe, and various consumables
(Bonk drink, sandvich, etc)
   - Medic-bots stay a bit closer to their patient now
   - Sniper-bots go after very nearby enemies with their melee weapon now
   - Added func_tfbot_hint entity to allow map creators to tell sniper bots
good places to lurk
   - Sniper-bots opportunistically fire on viable targets they encounter
while on the way to their desired lurking spot
   - Spy-bots are more aggressive about backstabbing an engineer before
sapping his nest now

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please visit:
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[hlds] Mandatory TF2 update released

2011-08-23 Thread Eric Smith
We've released a mandatory TF2 update. The notes for the update are below.

Thanks.

Eric Smith
Valve



Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed a client crash during demo playback
- Fixed a SourceTV crash
- Dedicated servers can now have both SourceTV and Replay enabled at once
   "-replay [config file]" and "+tv_enable 1" should be used to launch the 
server

Team Fortress 2
- Added TF birthday replacement models for health kits and ammo packs
- Added TF birthday Party Hat and Noisemaker
- Fixed The Short Circuit attacking friendly projectiles
- Fixed The Short Circuit being hidden when the Engineer taunts
- Fixed an infinite crits exploit using The Diamondback
- Fixed The Widowmaker not returning the correct amount of ammo when multiple 
targets are hit
- Fixed supply closets regenerating players while they are taunting
- Fixed the Select Style UI text overlapping the image of the model
- Fixed the sunbeams hat effect
- Updated the localization files
- Updated the gamehaptics file:
   - Added draw/recoil forces for The Widowmaker, The Short Circuit, The 
Diamondback, and The Machina
   - Added crit fire force for The Widowmaker and The Diamondback
   - Refined reload force for Flare Gun/Detonator
- Bot changes:
   - Fixed crash with Demoman-bots trying to detonate stickybombs that had 
already been destroyed
   - Added tf_bot_kill console command (syntax identical to tf_bot_kick)
   - Bots obey melee only mode a bit better
   - Added func_nav_avoid to allow map creators control over where bots "like" 
to go
   - Fixed issue with Demoman bot reloading between each stickybomb he fired, 
causing him to be very slow at setting traps/destroying sentries
   - Bots never taunt if carrying the flag now
   - Aiming logic for Huntsman sniper bots
   - Sniper bots prioritize enemy snipers more aggressively, as well as enemy 
engineers now
   - Improved Demoman bot sentry gun sticky bombing 
   - Bots will no longer try to use health entities assigned to the enemy team
   - Added simplistic behaviors for Chargin' Targe, and various consumables 
(Bonk drink, sandvich, etc)
   - Medic-bots stay a bit closer to their patient now
   - Sniper-bots go after very nearby enemies with their melee weapon now
   - Added func_tfbot_hint entity to allow map creators to tell sniper bots 
good places to lurk
   - Sniper-bots opportunistically fire on viable targets they encounter while 
on the way to their desired lurking spot
   - Spy-bots are more aggressive about backstabbing an engineer before sapping 
his nest now

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[hlds] Mandatory TF2 update coming soon

2011-08-23 Thread Eric Smith
Just a heads-up.

-Eric

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Re: [hlds] Server crashes (E. Olsen) (E. Olsen)

2011-08-23 Thread 1nsane
I have seen multiple backtraces from my TF2 servers with crashes in
CFrameSnapshotManager before.

On Tue, Aug 23, 2011 at 1:33 AM, Ryan Kistner  wrote:

> Since at least some of the issues reported in this thread are lock
> ups, one of my GMod servers is deadlocking in engine.dll frequently
> (gmod shares the same engine bins). The stack trace looks something
> like this:
>
> CGameServer::SendClientMessages
> CParallelProcessor *>>::Run
> CThreadFastMutex::Lock
>
> In a second crash dump I believe the game was trying to iterate
> CFrameSnapshotManager::NextSnapshot but it never broke out of a loop.
>
> It suggests to me that something strange is happening in
> sv_parallel_sendsnapshot or perhaps with snapshots in general. I'm
> going to run that server with it set to 0 in case anyone is curious
> and I'll post my results.
>
> I have a couple full memory dumps if anyone would like to contact me
> off-list.
>
> On Mon, Aug 22, 2011 at 4:11 PM, Admin 
> wrote:
> > Allot of the errors/issues/concerns I am reading today sound as if they
> are
> > possibly related to 3rd party addons else I would assume that there would
> be
> > ample more complaints.
> >
> > Sin.
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik
> Friedrichs
> > Sent: Tuesday, 23 August 2011 8:00 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Server crashes (E. Olsen) (E. Olsen)
> >
> > I also have occasional crashes on mapchange in CS:S. The log usually
> > ends after a few "entered the game"-lines.
> >
> > On 2011/08/22 23:44, E. Olsen wrote:
> >> I can confirm that it happens with our without replay, and with or
> >> without Sourcemod. All I know for certain is that this is an issue with
> >> TF2/steam itself, not the maps, mods, or hardware.
> >>
> >> On Mon, Aug 22, 2011 at 5:29 PM, Jon Lippincott  >> > wrote:
> >>
> >> Can anyone verify that this is occurring with replay disabled?
> >>
> >> __ __
> >>
> >> -Jon
> >>
> >> __ __
> >>
> >> *From:*hlds-boun...@list.valvesoftware.com
> >> 
> >> [mailto:hlds-boun...@list.valvesoftware.com
> >> ] *On Behalf Of *Jake
> >> Haldeman
> >> *Sent:* Monday, August 22, 2011 2:01 PM
> >> *To:* Half-Life dedicated Win32 server mailing list
> >> *Subject:* Re: [hlds] Server crashes (E. Olsen) (E. Olsen)
> >>
> >> __ __
> >>
> >> One solution is to not go to sleep!
> >>
> >> __ __
> >>
> >> Have you tried disabling addons or anything to see if it is related
> >> to something else?  Also it doesn't happen at the same map rotation
> >> does it?
> >>
> >> __ __
> >>
> >> *From:*hlds-boun...@list.valvesoftware.com
> >> 
> >> [mailto:hlds-boun...@list.valvesoftware.com
> >> ] *On Behalf Of *E.
> Olsen
> >> *Sent:* Monday, August 22, 2011 2:57 PM
> >> *To:* Half-Life dedicated Win32 server mailing list
> >> *Subject:* Re: [hlds] Server crashes (E. Olsen) (E. Olsen)
> >>
> >> __ __
> >>
> >> I agree. It does always seem to happen (mostly) right after a map
> >> change while people are joining the serverso it seems like some
> >> kind of network error that locks up the server. I just wish we had
> >> some way to debug it so we could give Valve better specifics about
> >> exactly what's happening when the server hangs occur. Regardless, it
> >> needs to be addressedthere's nothing worse than having a popular
> >> server sit empty all night because it froze after I've gone to
> > bed.
> >>
> >> On Mon, Aug 22, 2011 at 4:49 PM, o k  >> > wrote:
> >>
> >> I have to be honest, after reading all these it seems like it may be
> >> an issue with the upload of stats or the connection to Valve not
> >> being available on map change.. It just seems to random for it to be
> >> a server side issue.. But hey who knows.
> >>
> >> On Mon, Aug 22, 2011 at 4:38 PM, G. Hutchinson
> >> mailto:hu...@halsplayground.com>>
> > wrote:
> >>
> >> Mine seem to be crashing a bit more now. I used to run stable as all
> >> get out and now I have to do restarts every few hours on one server
> >> or another. Last night, oddly I had a hiccup and 4 servers froze at
> >> once, while 4 stayed up. Only TF2 servers froze. CS:S and L4D2 seems
> >> to not freeze, though my CS:S doesn't get near the traffic. My
> >> crashes happen on 24/7 servers with no map changes as well as on
> >> various stock rotations.
> >>
> >> Hutch
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or 

Re: [hlds] HLDS Issue

2011-08-23 Thread Rolf Maas

Thnx, but I started a new e-mail about CS 1.6 HLDS servers ;)
Propably I used the same subject!
 > From: zappe...@hotmail.com
> To: hlds@list.valvesoftware.com
> Date: Sun, 21 Aug 2011 21:18:23 +
> Subject: Fw: [hlds] HLDS Issue
> 
> -Original Message-
> From: zappe...@hotmail.com
> Date: Sun, 21 Aug 2011 20:43:37 
> To: kelly joe
> Reply-To: zappe...@hotmail.com
> Subject: Re: [hlds] HLDS Issue
> 
> Hi,
> 
> Thanks for the answer! What do you mean by the simple view? And with adding 
> you mean to your favourites or?
> 
> Thanks in advance!
> 
> Rolf Maas
> -Original Message-
> From: kelly joe 
> Date: Sun, 21 Aug 2011 20:40:44 
> To: 
> Subject: Re: [hlds] HLDS Issue
> 
> I thinks that dedicated servers have to be optimum settings in order to show 
> on the 'simple view' of server masterlist. However, if you uncheck that box, 
> and scroll down, it will be there somewhere probably. Or you could add the 
> server by ip adress. My server only shows after I add it to via ip.
>  
> 
> On 21 August 2011 15:28, Rolf Maas   > wrote:
>  
> 
>  Hi Guys,
>  
> I think my problem is already posted several times, but I didn't found a 
> clean answer yet...
> Why are fresh installed HLDS servers not showing up in the masterlist 
> anymore? I saw a couple of posts that the problem is known by Valve, but they 
> have'nt found a solution yet.
>   
> Can someone reply with a good explanation?
> 
> Thanks in advance!
> 
> Rolf Maas
>
> ___
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> please visit:
>  http://list.valvesoftware.com/mailman/listinfo/hlds
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Re: [hlds] Server crashes (E. Olsen) (E. Olsen)

2011-08-23 Thread E. Olsen
I'm not. Each server has it's own directory, and is run on a dedicated
dual-quad core box that I have root access to.

On Tue, Aug 23, 2011 at 3:09 AM, Team BOOM!  wrote:

> One thing I'm curious about with regard to this issue. I was wondering if
> the people having problems with these lockups are using shared game server
> files for multiple servers? In other words, are they using one directory of
> core game files to run multiple game server instances. Just a thought...
>
> Any opinions?
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Kistner
> Sent: Monday, August 22, 2011 10:34 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Server crashes (E. Olsen) (E. Olsen)
>
> Since at least some of the issues reported in this thread are lock
> ups, one of my GMod servers is deadlocking in engine.dll frequently
> (gmod shares the same engine bins). The stack trace looks something
> like this:
>
> CGameServer::SendClientMessages
> CParallelProcessor *>>::Run
> CThreadFastMutex::Lock
>
> In a second crash dump I believe the game was trying to iterate
> CFrameSnapshotManager::NextSnapshot but it never broke out of a loop.
>
> It suggests to me that something strange is happening in
> sv_parallel_sendsnapshot or perhaps with snapshots in general. I'm
> going to run that server with it set to 0 in case anyone is curious
> and I'll post my results.
>
> I have a couple full memory dumps if anyone would like to contact me
> off-list.
>
> On Mon, Aug 22, 2011 at 4:11 PM, Admin 
> wrote:
> > Allot of the errors/issues/concerns I am reading today sound as if they
> are
> > possibly related to 3rd party addons else I would assume that there would
> be
> > ample more complaints.
> >
> > Sin.
> >
> > -Original Message-
> > From: hlds-boun...@list.valvesoftware.com
> > [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik
> Friedrichs
> > Sent: Tuesday, 23 August 2011 8:00 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Server crashes (E. Olsen) (E. Olsen)
> >
> > I also have occasional crashes on mapchange in CS:S. The log usually
> > ends after a few "entered the game"-lines.
> >
> > On 2011/08/22 23:44, E. Olsen wrote:
> >> I can confirm that it happens with our without replay, and with or
> >> without Sourcemod. All I know for certain is that this is an issue with
> >> TF2/steam itself, not the maps, mods, or hardware.
> >>
> >> On Mon, Aug 22, 2011 at 5:29 PM, Jon Lippincott  >> > wrote:
> >>
> >> Can anyone verify that this is occurring with replay disabled?
> >>
> >> __ __
> >>
> >> -Jon
> >>
> >> __ __
> >>
> >> *From:*hlds-boun...@list.valvesoftware.com
> >> 
> >> [mailto:hlds-boun...@list.valvesoftware.com
> >> ] *On Behalf Of *Jake
> >> Haldeman
> >> *Sent:* Monday, August 22, 2011 2:01 PM
> >> *To:* Half-Life dedicated Win32 server mailing list
> >> *Subject:* Re: [hlds] Server crashes (E. Olsen) (E. Olsen)
> >>
> >> __ __
> >>
> >> One solution is to not go to sleep!
> >>
> >> __ __
> >>
> >> Have you tried disabling addons or anything to see if it is related
> >> to something else?  Also it doesn't happen at the same map rotation
> >> does it?
> >>
> >> __ __
> >>
> >> *From:*hlds-boun...@list.valvesoftware.com
> >> 
> >> [mailto:hlds-boun...@list.valvesoftware.com
> >> ] *On Behalf Of *E.
> Olsen
> >> *Sent:* Monday, August 22, 2011 2:57 PM
> >> *To:* Half-Life dedicated Win32 server mailing list
> >> *Subject:* Re: [hlds] Server crashes (E. Olsen) (E. Olsen)
> >>
> >> __ __
> >>
> >> I agree. It does always seem to happen (mostly) right after a map
> >> change while people are joining the serverso it seems like some
> >> kind of network error that locks up the server. I just wish we had
> >> some way to debug it so we could give Valve better specifics about
> >> exactly what's happening when the server hangs occur. Regardless, it
> >> needs to be addressedthere's nothing worse than having a popular
> >> server sit empty all night because it froze after I've gone to
> > bed.
> >>
> >> On Mon, Aug 22, 2011 at 4:49 PM, o k  >> > wrote:
> >>
> >> I have to be honest, after reading all these it seems like it may be
> >> an issue with the upload of stats or the connection to Valve not
> >> being available on map change.. It just seems to random for it to be
> >> a server side issue.. But hey who knows.
> >>
> >> On Mon, Aug 22, 2011 at 4:38 PM, G. Hutchinson
> >> mailto:hu...@halsplayground.com>>
> > wrote

Re: [hlds] Server crashes (E. Olsen) (E. Olsen)

2011-08-23 Thread Team BOOM!
One thing I'm curious about with regard to this issue. I was wondering if
the people having problems with these lockups are using shared game server
files for multiple servers? In other words, are they using one directory of
core game files to run multiple game server instances. Just a thought...

Any opinions?

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ryan Kistner
Sent: Monday, August 22, 2011 10:34 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Server crashes (E. Olsen) (E. Olsen)

Since at least some of the issues reported in this thread are lock
ups, one of my GMod servers is deadlocking in engine.dll frequently
(gmod shares the same engine bins). The stack trace looks something
like this:

CGameServer::SendClientMessages
CParallelProcessor>::Run
CThreadFastMutex::Lock

In a second crash dump I believe the game was trying to iterate
CFrameSnapshotManager::NextSnapshot but it never broke out of a loop.

It suggests to me that something strange is happening in
sv_parallel_sendsnapshot or perhaps with snapshots in general. I'm
going to run that server with it set to 0 in case anyone is curious
and I'll post my results.

I have a couple full memory dumps if anyone would like to contact me
off-list.

On Mon, Aug 22, 2011 at 4:11 PM, Admin 
wrote:
> Allot of the errors/issues/concerns I am reading today sound as if they
are
> possibly related to 3rd party addons else I would assume that there would
be
> ample more complaints.
>
> Sin.
>
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dominik
Friedrichs
> Sent: Tuesday, 23 August 2011 8:00 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Server crashes (E. Olsen) (E. Olsen)
>
> I also have occasional crashes on mapchange in CS:S. The log usually
> ends after a few "entered the game"-lines.
>
> On 2011/08/22 23:44, E. Olsen wrote:
>> I can confirm that it happens with our without replay, and with or
>> without Sourcemod. All I know for certain is that this is an issue with
>> TF2/steam itself, not the maps, mods, or hardware.
>>
>> On Mon, Aug 22, 2011 at 5:29 PM, Jon Lippincott > > wrote:
>>
>>     Can anyone verify that this is occurring with replay disabled?
>>
>>     __ __
>>
>>     -Jon
>>
>>     __ __
>>
>>     *From:*hlds-boun...@list.valvesoftware.com
>>     
>>     [mailto:hlds-boun...@list.valvesoftware.com
>>     ] *On Behalf Of *Jake
>>     Haldeman
>>     *Sent:* Monday, August 22, 2011 2:01 PM
>>     *To:* Half-Life dedicated Win32 server mailing list
>>     *Subject:* Re: [hlds] Server crashes (E. Olsen) (E. Olsen)
>>
>>     __ __
>>
>>     One solution is to not go to sleep!
>>
>>     __ __
>>
>>     Have you tried disabling addons or anything to see if it is related
>>     to something else?  Also it doesn't happen at the same map rotation
>>     does it?
>>
>>     __ __
>>
>>     *From:*hlds-boun...@list.valvesoftware.com
>>     
>>     [mailto:hlds-boun...@list.valvesoftware.com
>>     ] *On Behalf Of *E. Olsen
>>     *Sent:* Monday, August 22, 2011 2:57 PM
>>     *To:* Half-Life dedicated Win32 server mailing list
>>     *Subject:* Re: [hlds] Server crashes (E. Olsen) (E. Olsen)
>>
>>     __ __
>>
>>     I agree. It does always seem to happen (mostly) right after a map
>>     change while people are joining the serverso it seems like some
>>     kind of network error that locks up the server. I just wish we had
>>     some way to debug it so we could give Valve better specifics about
>>     exactly what's happening when the server hangs occur. Regardless, it
>>     needs to be addressedthere's nothing worse than having a popular
>>     server sit empty all night because it froze after I've gone to
> bed.
>>
>>     On Mon, Aug 22, 2011 at 4:49 PM, o k >     > wrote:
>>
>>     I have to be honest, after reading all these it seems like it may be
>>     an issue with the upload of stats or the connection to Valve not
>>     being available on map change.. It just seems to random for it to be
>>     a server side issue.. But hey who knows.
>>
>>     On Mon, Aug 22, 2011 at 4:38 PM, G. Hutchinson
>>     mailto:hu...@halsplayground.com>>
> wrote:
>>
>>     Mine seem to be crashing a bit more now. I used to run stable as all
>>     get out and now I have to do restarts every few hours on one server
>>     or another. Last night, oddly I had a hiccup and 4 servers froze at
>>     once, while 4 stayed up. Only TF2 servers froze. CS:S and L4D2 seems
>>     to not freeze, though my CS:S doesn't get near the traffic. My
>>     crashes happen on 24/7 se