Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-11 Thread cody woodson
I'm getting about 1400 edicts for my 2fort.  That's with about 1 hour up time.

22:11:34 Class: ai_network (1)
 Class: ambient_generic (4)
 Class: beam (138)
 Class: color_correction (1)
 Class: dispenser_touch_trigger (2)
 Class: env_fog_controller (6)
 Class: env_lightglow (54)
 Class: env_sniperdot (2)
 Class: env_soundscape (6)
 Class: env_soundscape_proxy (44)
 Class: env_sprite (63)
 Class: env_tonemap_controller (1)
 Class: filter_activator_tfteam (2)
 Class: func_areaportal (29)
 Class: func_brush (50)
 Class: func_capturezone (2)
 Class: func_door (14)
 Class: func_dustmotes (1)
 Class: func_illusionary (13)
 Class: func_nobuild (2)
 Class: func_occluder (13)
 Class: func_regenerate (8)
 Class: func_respawnroom (6)
 Class: func_respawnroomvisualizer (8)
 Class: func_rotating (3)
 Class: func_smokevolume (4)
 Class: game_intro_viewpoint (9)
 Class: info_observer_point (7)
 Class: info_particle_system (5)
 Class: info_player_start (2)
 Class: info_player_teamspawn (30)
 Class: info_target (15)
 Class: instanced_scripted_scene (33)
 Class: item_ammopack_medium (4)
 Class: item_ammopack_small (2)
 Class: item_healthkit_medium (4)
 Class: item_healthkit_small (2)
 Class: item_teamflag (2)
 Class: keyframe_rope (88)
 Class: logic_auto (1)
 Class: monster_resource (1)
 Class: move_rope (27)
 Class: obj_dispenser (1)
 Class: obj_sentrygun (3)
 Class: player (26)
 Class: point_spotlight (138)
 Class: prop_dynamic (27)
 Class: prop_physics (1)
 Class: prop_physics_multiplayer (1)
 Class: scene_manager (1)
 Class: shadow_control (1)
 Class: sky_camera (1)
 Class: soundent (1)
 Class: spotlight_end (138)
 Class: tf_ammo_pack (8)
 Class: tf_gamerules (1)
 Class: tf_mann_vs_machine_stats (1)
 Class: tf_objective_resource (1)
 Class: tf_player_manager (1)
 Class: tf_powerup_bottle (3)
 Class: tf_projectile_energy_ring (47)
 Class: tf_projectile_healing_bolt (1)
 Class: tf_projectile_pipe_remote (7)
 Class: tf_ragdoll (25)
 Class: tf_team (4)
 Class: tf_viewmodel (52)
 Class: tf_weapon_bat (1)
 Class: tf_weapon_bonesaw (3)
 Class: tf_weapon_bottle (1)
 Class: tf_weapon_buff_item (2)
 Class: tf_weapon_builder (5)
 Class: tf_weapon_club (6)
 Class: tf_weapon_crossbow (3)
 Class: tf_weapon_fireaxe (2)
 Class: tf_weapon_fists (2)
 Class: tf_weapon_flamethrower (2)
 Class: tf_weapon_flaregun (2)
 Class: tf_weapon_grenadelauncher (2)
 Class: tf_weapon_invis (2)
 Class: tf_weapon_jar (1)
 Class: tf_weapon_knife (2)
 Class: tf_weapon_lunchbox (1)
 Class: tf_weapon_mechanical_arm (1)
 Class: tf_weapon_medigun (3)
 Class: tf_weapon_minigun (2)
 Class: tf_weapon_pda_engineer_build (3)
 Class: tf_weapon_pda_engineer_destroy (3)
 Class: tf_weapon_pda_spy (2)
 Class: tf_weapon_pipebomblauncher (2)
 Class: tf_weapon_pistol (2)
 Class: tf_weapon_pistol_scout (1)
 Class: tf_weapon_revolver (2)
 Class: tf_weapon_rocketlauncher (3)
 Class: tf_weapon_scattergun (1)
 Class: tf_weapon_sentry_revenge (1)
 Class: tf_weapon_shotgun_hwg (1)
 Class: tf_weapon_shotgun_primary (2)
 Class: tf_weapon_shotgun_soldier (1)
 Class: tf_weapon_shovel (3)
 Class: tf_weapon_smg (4)
 Class: tf_weapon_sniperrifle (6)
 Class: tf_weapon_sword (2)
 Class: tf_weapon_syringegun_medic (1)
 Class: tf_weapon_wrench (3)
 Class: tf_wearable (61)
 Class: tf_wearable_demoshield (1)
 Class: tf_wearable_vm (2)
 Class: trigger_multiple (36)
 Class: vgui_screen (4)
 Class: vote_controller (1)
 Class: water_lod_control (1)
 Class: worldspawn (1)
 Total 1392 entities (0 empty, 1389 edicts)

My orange X3 server has been up 5 hours.  Only 423 edicts.

22:05:23 Class: ai_network (1)
 Class: dispenser_touch_trigger (1)
 Class: env_fog_controller (1)
 Class: env_sniperdot (2)
 Class: env_soundscape (1)
 Class: env_sun (1)
 Class: env_tonemap_controller (1)
 Class: filter_activator_tfteam (2)
 Class: func_regenerate (4)
 Class: info_player_deathmatch (1)
 Class: info_player_start (1)
 Class: info_player_teamspawn (32)
 Class: instanced_scripted_scene (33)
 Class: item_healthkit_small (1)

Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-11 Thread E. Olsen
I don't think Sourcemod is behind these issues, as I've already ran a
couple of servers all day without it, and saw the same crash error(s) -
especially on payload maps.

@ ics: I did run an entity report on 2Fort earlier, and this line stuck out:

Class: tf_projectile_energy_ring (173)

That seems like alot of entities for the soldier rockets to me, but I'm not
sure how many each shot generates, etc. All the other entities seem to be
at pretty normal levels.




On Fri, Jul 12, 2013 at 12:57 AM, ics  wrote:

> Try this, play on a server (or spec) and type report_entities to server
> console and see if they suddenly start climing. That way you can see if
> something odd is going on there and if entities suddenly peak.
>
> -ics
>
> E. Olsen kirjoitti:
>
>> Yep - same behavior here. Funny thing is, my custom map servers haven't
>> crashed at all today, but all the (32-player) servers running Valve maps
>> have crashed several times, all with the same "no free edicts" error.
>>
>>
>> On Fri, Jul 12, 2013 at 12:36 AM, Cody Woodson <
>> xxwoodyman1234xx@sbcglobal.**net > xxwoodyman1234xx@**sbcglobal.net >>
>> wrote:
>>
>> I'm having the same issue with my 2fort server.  Before the update
>> it was stable with up times of 10+ days.  Now the server runs out
>> of edicts every few hours.
>>
>> Sent from my iPhone
>>
>> On Jul 11, 2013, at 9:01 PM, "E. Olsen" > > wrote:
>>
>>  Hello,
>>>
>>> My servers are somewhat more stable than yesterday, but I am
>>> still seeing "*Engine error: ED_Alloc: no free edicts*" crashes
>>>
>>> on 32 player servers (to include 2Fort, badwater, dustbowl, and
>>> more). I've removed any and all plugins that can spawn entities,
>>> yet the intermittent crashes persist - to include on two servers
>>> I ran today without sourcemod/metamod (as a test).
>>>
>>> Again, this is on Windows 2008R2 servers, all of which are
>>> underloaded (less than one TF2 instance per physical core).
>>>
>>> Prior to the update, these servers were pretty rock-solid stable,
>>> so I have to conclude that there is something new in this update
>>> causing the excess entities to spawn and not be removed from the
>>> map/server, etc.
>>>
>>> Anyone have any ideas, or do we need a patch from the TF2 team?
>>> __**_
>>> 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:
>> 
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>>
>>
>>
>>
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>
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Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-11 Thread ics
Try this, play on a server (or spec) and type report_entities to server 
console and see if they suddenly start climing. That way you can see if 
something odd is going on there and if entities suddenly peak.


-ics

E. Olsen kirjoitti:
Yep - same behavior here. Funny thing is, my custom map servers 
haven't crashed at all today, but all the (32-player) servers running 
Valve maps have crashed several times, all with the same "no free 
edicts" error.



On Fri, Jul 12, 2013 at 12:36 AM, Cody Woodson 
> wrote:


I'm having the same issue with my 2fort server.  Before the update
it was stable with up times of 10+ days.  Now the server runs out
of edicts every few hours.

Sent from my iPhone

On Jul 11, 2013, at 9:01 PM, "E. Olsen" mailto:ceo.eol...@gmail.com>> wrote:


Hello,

My servers are somewhat more stable than yesterday, but I am
still seeing "*Engine error: ED_Alloc: no free edicts*" crashes
on 32 player servers (to include 2Fort, badwater, dustbowl, and
more). I've removed any and all plugins that can spawn entities,
yet the intermittent crashes persist - to include on two servers
I ran today without sourcemod/metamod (as a test).

Again, this is on Windows 2008R2 servers, all of which are
underloaded (less than one TF2 instance per physical core).

Prior to the update, these servers were pretty rock-solid stable,
so I have to conclude that there is something new in this update
causing the excess entities to spawn and not be removed from the
map/server, etc.

Anyone have any ideas, or do we need a patch from the TF2 team?
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Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-11 Thread Valve Monkey
same here. sourcemod appears to be the source and cause of the windows servers 
edict overflowing issues.
 
are we the testers for these products or are there actual testers looking at 
these things before they are released to the public?
 
From: steam.comman...@live.com
To: hlds@list.valvesoftware.com
Date: Fri, 12 Jul 2013 00:54:26 -0400
Subject: Re: [hlds] Windows Server 2008R2 crashing issues since update




As soon as I removed sourcemod from my windows servers they have been stable 
and no more edict issues. I'll keep an eye on this and update the list as 
progress occurs.
 
From: xxwoodyman123...@sbcglobal.net
Date: Thu, 11 Jul 2013 21:48:18 -0700
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Windows Server 2008R2 crashing issues since update

Yep same behavior here.  My orange server hasn't had one issue.  I removed a 
few plugins on my 2fort that were spawning some entities, hopefully that helps 
for now. 

Sent from my iPhone
On Jul 11, 2013, at 9:44 PM, "E. Olsen"  wrote:

Yep - same behavior here. Funny thing is, my custom map servers haven't crashed 
at all today, but all the (32-player) servers running Valve maps have crashed 
several times, all with the same "no free edicts" error.


On Fri, Jul 12, 2013 at 12:36 AM, Cody Woodson  
wrote:

I'm having the same issue with my 2fort server.  Before the update it was 
stable with up times of 10+ days.  Now the server runs out of edicts every few 
hours. 


Sent from my iPhone
On Jul 11, 2013, at 9:01 PM, "E. Olsen"  wrote:


Hello,
My servers are somewhat more stable than yesterday, but I am still seeing 
"Engine error: ED_Alloc: no free edicts" crashes on 32 player servers (to 
include 2Fort, badwater, dustbowl, and more). I've removed any and all plugins 
that can spawn entities, yet the intermittent crashes persist - to include on 
two servers I ran today without sourcemod/metamod (as a test).


Again, this is on Windows 2008R2 servers, all of which are underloaded (less 
than one TF2 instance per physical core).
Prior to the update, these servers were pretty rock-solid stable, so I have to 
conclude that there is something new in this update causing the excess entities 
to spawn and not be removed from the map/server, etc.


Anyone have any ideas, or do we need a patch from the TF2 team?
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Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-11 Thread Jonathan Sene
I have the exact same problem, Win2008 R2 with 32 players, payload maps.
I had the no free edicts error frequently on thundermountain, I had to
remove that map from my mapcycle. Since the patch however, goldrush and
other payload maps are crashing with the same error.

Not sure what to do, except remove plugins, but I'm not running that many
to begin with.


On Thu, Jul 11, 2013 at 9:48 PM, Cody Woodson <
xxwoodyman123...@sbcglobal.net> wrote:

> Yep same behavior here.  My orange server hasn't had one issue.  I removed
> a few plugins on my 2fort that were spawning some entities, hopefully that
> helps for now.
>
> Sent from my iPhone
>
> On Jul 11, 2013, at 9:44 PM, "E. Olsen"  wrote:
>
> Yep - same behavior here. Funny thing is, my custom map servers haven't
> crashed at all today, but all the (32-player) servers running Valve maps
> have crashed several times, all with the same "no free edicts" error.
>
>
> On Fri, Jul 12, 2013 at 12:36 AM, Cody Woodson <
> xxwoodyman123...@sbcglobal.net> wrote:
>
>> I'm having the same issue with my 2fort server.  Before the update it was
>> stable with up times of 10+ days.  Now the server runs out of edicts every
>> few hours.
>>
>> Sent from my iPhone
>>
>> On Jul 11, 2013, at 9:01 PM, "E. Olsen"  wrote:
>>
>> Hello,
>>
>> My servers are somewhat more stable than yesterday, but I am still seeing
>> "*Engine error: ED_Alloc: no free edicts*" crashes on 32 player servers
>> (to include 2Fort, badwater, dustbowl, and more). I've removed any and all
>> plugins that can spawn entities, yet the intermittent crashes persist - to
>> include on two servers I ran today without sourcemod/metamod (as a test).
>>
>> Again, this is on Windows 2008R2 servers, all of which are underloaded
>> (less than one TF2 instance per physical core).
>>
>> Prior to the update, these servers were pretty rock-solid stable, so I
>> have to conclude that there is something new in this update causing the
>> excess entities to spawn and not be removed from the map/server, etc.
>>
>> Anyone have any ideas, or do we need a patch from the TF2 team?
>>
>> ___
>> 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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-- 
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Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-11 Thread Steam Commander
As soon as I removed sourcemod from my windows servers they have been stable 
and no more edict issues. I'll keep an eye on this and update the list as 
progress occurs.
 
From: xxwoodyman123...@sbcglobal.net
Date: Thu, 11 Jul 2013 21:48:18 -0700
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Windows Server 2008R2 crashing issues since update

Yep same behavior here.  My orange server hasn't had one issue.  I removed a 
few plugins on my 2fort that were spawning some entities, hopefully that helps 
for now. 

Sent from my iPhone
On Jul 11, 2013, at 9:44 PM, "E. Olsen"  wrote:

Yep - same behavior here. Funny thing is, my custom map servers haven't crashed 
at all today, but all the (32-player) servers running Valve maps have crashed 
several times, all with the same "no free edicts" error.


On Fri, Jul 12, 2013 at 12:36 AM, Cody Woodson  
wrote:

I'm having the same issue with my 2fort server.  Before the update it was 
stable with up times of 10+ days.  Now the server runs out of edicts every few 
hours. 


Sent from my iPhone
On Jul 11, 2013, at 9:01 PM, "E. Olsen"  wrote:


Hello,
My servers are somewhat more stable than yesterday, but I am still seeing 
"Engine error: ED_Alloc: no free edicts" crashes on 32 player servers (to 
include 2Fort, badwater, dustbowl, and more). I've removed any and all plugins 
that can spawn entities, yet the intermittent crashes persist - to include on 
two servers I ran today without sourcemod/metamod (as a test).


Again, this is on Windows 2008R2 servers, all of which are underloaded (less 
than one TF2 instance per physical core).
Prior to the update, these servers were pretty rock-solid stable, so I have to 
conclude that there is something new in this update causing the excess entities 
to spawn and not be removed from the map/server, etc.


Anyone have any ideas, or do we need a patch from the TF2 team?
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Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-11 Thread Cody Woodson
Yep same behavior here.  My orange server hasn't had one issue.  I removed a 
few plugins on my 2fort that were spawning some entities, hopefully that helps 
for now. 

Sent from my iPhone

On Jul 11, 2013, at 9:44 PM, "E. Olsen"  wrote:

> Yep - same behavior here. Funny thing is, my custom map servers haven't 
> crashed at all today, but all the (32-player) servers running Valve maps have 
> crashed several times, all with the same "no free edicts" error.
> 
> 
> On Fri, Jul 12, 2013 at 12:36 AM, Cody Woodson 
>  wrote:
>> I'm having the same issue with my 2fort server.  Before the update it was 
>> stable with up times of 10+ days.  Now the server runs out of edicts every 
>> few hours. 
>> 
>> Sent from my iPhone
>> 
>> On Jul 11, 2013, at 9:01 PM, "E. Olsen"  wrote:
>> 
>>> Hello,
>>> 
>>> My servers are somewhat more stable than yesterday, but I am still seeing 
>>> "Engine error: ED_Alloc: no free edicts" crashes on 32 player servers (to 
>>> include 2Fort, badwater, dustbowl, and more). I've removed any and all 
>>> plugins that can spawn entities, yet the intermittent crashes persist - to 
>>> include on two servers I ran today without sourcemod/metamod (as a test).
>>> 
>>> Again, this is on Windows 2008R2 servers, all of which are underloaded 
>>> (less than one TF2 instance per physical core).
>>> 
>>> Prior to the update, these servers were pretty rock-solid stable, so I have 
>>> to conclude that there is something new in this update causing the excess 
>>> entities to spawn and not be removed from the map/server, etc.
>>> 
>>> Anyone have any ideas, or do we need a patch from the TF2 team?
>>> ___
>>> 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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Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-11 Thread E. Olsen
Yep - same behavior here. Funny thing is, my custom map servers haven't
crashed at all today, but all the (32-player) servers running Valve maps
have crashed several times, all with the same "no free edicts" error.


On Fri, Jul 12, 2013 at 12:36 AM, Cody Woodson <
xxwoodyman123...@sbcglobal.net> wrote:

> I'm having the same issue with my 2fort server.  Before the update it was
> stable with up times of 10+ days.  Now the server runs out of edicts every
> few hours.
>
> Sent from my iPhone
>
> On Jul 11, 2013, at 9:01 PM, "E. Olsen"  wrote:
>
> Hello,
>
> My servers are somewhat more stable than yesterday, but I am still seeing "
> *Engine error: ED_Alloc: no free edicts*" crashes on 32 player servers
> (to include 2Fort, badwater, dustbowl, and more). I've removed any and all
> plugins that can spawn entities, yet the intermittent crashes persist - to
> include on two servers I ran today without sourcemod/metamod (as a test).
>
> Again, this is on Windows 2008R2 servers, all of which are underloaded
> (less than one TF2 instance per physical core).
>
> Prior to the update, these servers were pretty rock-solid stable, so I
> have to conclude that there is something new in this update causing the
> excess entities to spawn and not be removed from the map/server, etc.
>
> Anyone have any ideas, or do we need a patch from the TF2 team?
>
> ___
> 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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>
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Re: [hlds] Windows Server 2008R2 crashing issues since update

2013-07-11 Thread Cody Woodson
I'm having the same issue with my 2fort server.  Before the update it was 
stable with up times of 10+ days.  Now the server runs out of edicts every few 
hours. 

Sent from my iPhone

On Jul 11, 2013, at 9:01 PM, "E. Olsen"  wrote:

> Hello,
> 
> My servers are somewhat more stable than yesterday, but I am still seeing 
> "Engine error: ED_Alloc: no free edicts" crashes on 32 player servers (to 
> include 2Fort, badwater, dustbowl, and more). I've removed any and all 
> plugins that can spawn entities, yet the intermittent crashes persist - to 
> include on two servers I ran today without sourcemod/metamod (as a test).
> 
> Again, this is on Windows 2008R2 servers, all of which are underloaded (less 
> than one TF2 instance per physical core).
> 
> Prior to the update, these servers were pretty rock-solid stable, so I have 
> to conclude that there is something new in this update causing the excess 
> entities to spawn and not be removed from the map/server, etc.
> 
> Anyone have any ideas, or do we need a patch from the TF2 team?
> ___
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[hlds] Windows Server 2008R2 crashing issues since update

2013-07-11 Thread E. Olsen
Hello,

My servers are somewhat more stable than yesterday, but I am still
seeing "*Engine
error: ED_Alloc: no free edicts*" crashes on 32 player servers (to include
2Fort, badwater, dustbowl, and more). I've removed any and all plugins that
can spawn entities, yet the intermittent crashes persist - to include on
two servers I ran today without sourcemod/metamod (as a test).

Again, this is on Windows 2008R2 servers, all of which are underloaded
(less than one TF2 instance per physical core).

Prior to the update, these servers were pretty rock-solid stable, so I have
to conclude that there is something new in this update causing the excess
entities to spawn and not be removed from the map/server, etc.

Anyone have any ideas, or do we need a patch from the TF2 team?
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Re: [hlds] hlds Digest, Vol 28, Issue 19

2013-07-11 Thread Damir .
I thought McKay was joking but people are actually running fake player mods for 
a 7 year old game? Pretty cool.

Date: Thu, 11 Jul 2013 23:41:12 -0400
From: elitepowe...@gmail.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] hlds Digest, Vol 28, Issue 19

Thanks McKay. That did it. gg boys. Don't hate ;)

On Thu, Jul 11, 2013 at 11:23 PM,   wrote:

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When replying, please edit your Subject line so it is more specific

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Today's Topics:



   1. Re: hlds Digest, Vol 28, Issue 15 (Servergurl Gamer)

   2. Re: hlds Digest, Vol 28, Issue 15 (Jason)

   3. Re: hlds Digest, Vol 28, Issue 15 (N-Gon)

   4. Re: hlds Digest, Vol 28, Issue 15 (Cody Woodson)

   5. Re: Mandatory TF2 update released (Doctor McKay)





--



Message: 1

Date: Thu, 11 Jul 2013 22:45:35 -0400

From: Servergurl Gamer 

To: Half-Life dedicated Win32 server mailing list



Subject: Re: [hlds] hlds Digest, Vol 28, Issue 15

Message-ID: 

Content-Type: text/plain; charset="iso-8859-1"



LOL @McKay, still trolling the list I see. Keep up the good work kid.



From: mc...@doctormckay.com

Date: Thu, 11 Jul 2013 22:24:00 -0400

To: hlds@list.valvesoftware.com

Subject: Re: [hlds] hlds Digest, Vol 28, Issue 15



Perhaps you should remove your fake players mods. Linux servers are working 
fine for me.









Doctor McKayhttp://www.doctormckay.com



mc...@doctormckay.com



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Message: 2

Date: Thu, 11 Jul 2013 22:47:58 -0400

From: Jason 

To: Half-Life dedicated Win32 server mailing list



Subject: Re: [hlds] hlds Digest, Vol 28, Issue 15

Message-ID:



Content-Type: text/plain; charset="iso-8859-1"



Going to have to mirror what McKay said..things are fine for us --

Ubuntu Linux





On Thu, Jul 11, 2013 at 10:24 PM, Doctor McKay wrote:



> Perhaps you should remove your fake players mods. Linux servers are

> working fine for me.

>

>

>

> Doctor McKay

> http://www.doctormckay.com

> mc...@doctormckay.com

>

> ___

> To unsubscribe, edit your list preferences, or view the list archives,

> please visit:

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Message: 3

Date: Thu, 11 Jul 2013 23:12:59 -0400

From: N-Gon 

To: Half-Life dedicated Win32 server mailing list



Subject: Re: [hlds] hlds Digest, Vol 28, Issue 15

Message-ID:



Content-Type: text/plain; charset="iso-8859-1"



I also gotta agree with the Doc, Linux working fine here.







On Thu, Jul 11, 2013 at 10:47 PM, Jason  wrote:



> Going to have to mirror what McKay said..things are fine for us --

> Ubuntu Linux

>

>

> On Thu, Jul 11, 2013 at 10:24 PM, Doctor McKay wrote:

>

>> Perhaps you should remove your fake players mods. Linux servers are

>> working fine for me.

>>

>>

>>

>> Doctor McKay

>> http://www.doctormckay.com

>> mc...@doctormckay.com

>>

>> ___

>> 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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Message: 4

Date: Thu,

Re: [hlds] hlds Digest, Vol 28, Issue 19

2013-07-11 Thread ElitePowered .
Thanks McKay. That did it. gg boys. Don't hate ;)


On Thu, Jul 11, 2013 at 11:23 PM, wrote:

> Send hlds mailing list submissions to
> hlds@list.valvesoftware.com
>
> To subscribe or unsubscribe via the World Wide Web, visit
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> or, via email, send a message with subject or body 'help' to
> hlds-requ...@list.valvesoftware.com
>
> You can reach the person managing the list at
> hlds-ow...@list.valvesoftware.com
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of hlds digest..."
>
>
> Today's Topics:
>
>1. Re: hlds Digest, Vol 28, Issue 15 (Servergurl Gamer)
>2. Re: hlds Digest, Vol 28, Issue 15 (Jason)
>3. Re: hlds Digest, Vol 28, Issue 15 (N-Gon)
>4. Re: hlds Digest, Vol 28, Issue 15 (Cody Woodson)
>5. Re: Mandatory TF2 update released (Doctor McKay)
>
>
> --
>
> Message: 1
> Date: Thu, 11 Jul 2013 22:45:35 -0400
> From: Servergurl Gamer 
> To: Half-Life dedicated Win32 server mailing list
> 
> Subject: Re: [hlds] hlds Digest, Vol 28, Issue 15
> Message-ID: 
> Content-Type: text/plain; charset="iso-8859-1"
>
> LOL @McKay, still trolling the list I see. Keep up the good work kid.
>
> From: mc...@doctormckay.com
> Date: Thu, 11 Jul 2013 22:24:00 -0400
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] hlds Digest, Vol 28, Issue 15
>
> Perhaps you should remove your fake players mods. Linux servers are
> working fine for me.
>
>
>
>
> Doctor McKayhttp://www.doctormckay.com
>
> mc...@doctormckay.com
>
> ___
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> please visit:
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>
> Message: 2
> Date: Thu, 11 Jul 2013 22:47:58 -0400
> From: Jason 
> To: Half-Life dedicated Win32 server mailing list
> 
> Subject: Re: [hlds] hlds Digest, Vol 28, Issue 15
> Message-ID:
>  q...@mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Going to have to mirror what McKay said..things are fine for us --
> Ubuntu Linux
>
>
> On Thu, Jul 11, 2013 at 10:24 PM, Doctor McKay  >wrote:
>
> > Perhaps you should remove your fake players mods. Linux servers are
> > working fine for me.
> >
> >
> >
> > Doctor McKay
> > http://www.doctormckay.com
> > mc...@doctormckay.com
> >
> > ___
> > 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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>
> Message: 3
> Date: Thu, 11 Jul 2013 23:12:59 -0400
> From: N-Gon 
> To: Half-Life dedicated Win32 server mailing list
> 
> Subject: Re: [hlds] hlds Digest, Vol 28, Issue 15
> Message-ID:
> <
> ca+ob8ieg9hwmcqda9b7qfdaqtvudmxvc1nsixo3akj7tzch...@mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> I also gotta agree with the Doc, Linux working fine here.
>
>
>
> On Thu, Jul 11, 2013 at 10:47 PM, Jason  wrote:
>
> > Going to have to mirror what McKay said..things are fine for us --
> > Ubuntu Linux
> >
> >
> > On Thu, Jul 11, 2013 at 10:24 PM, Doctor McKay  >wrote:
> >
> >> Perhaps you should remove your fake players mods. Linux servers are
> >> working fine for me.
> >>
> >>
> >>
> >> Doctor McKay
> >> http://www.doctormckay.com
> >> mc...@doctormckay.com
> >>
> >> ___
> >> 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 prefere

Re: [hlds] hlds Digest, Vol 28, Issue 17

2013-07-11 Thread Doctor McKay
I'm sure they're very sorry that their continued maintenance of a ~7 year
old game is so inconvenient for you.



Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com


On Thu, Jul 11, 2013 at 6:05 PM, Rob  wrote:

> no need to keep updating this fucking game all the time started to get old
> along time ago and more so now all this updating matter what update comes
> out things stop working puts me off this game tbh and I have played tf from
> the start of team fortress classic...
> Just stupid
>
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Re: [hlds] Mandatory TF2 update released

2013-07-11 Thread Doctor McKay
Try validating your server. I've had this issue a couple of times when a
stock map was updated and validating fixed it.



Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com


On Thu, Jul 11, 2013 at 9:45 PM, Jason  wrote:

> pl_upward -- we had a server where all the players got an error about this
> saying it was a different version -- this is a stock map correct?  I didn't
> upload a different versionanyone else seeing this?
>
>
> On Thu, Jul 11, 2013 at 7:11 PM, Eric Smith wrote:
>
>> We've released a mandatory update for TF2. The notes for the update are
>> below. The new version is 1830229.
>>
>> -Eric
>>
>> --
>>
>> General:
>> - Fixed Quick-Fix infinite heal exploit
>> - Fixed missing Cow Mangler 5000 particles when running in DirectX8
>> - Fixed Disco Beat Down unusual effect showing through walls
>> - Fixed incorrect projectile speed attributes being applied to giants in
>> Mann vs. Machine
>> - When disguised as a teammate, the Dead Ringer will drop the body of the
>> player the Spy is disguised as
>> - Fixed a bug where arrows and bolts would hit friendly players
>> - Fixed a bug where Strange parts and filters could not be removed from
>> Strange weapons
>> - Fixed the "Show Entire Backpack" option in the crafting panel not
>> preserving empty backpack slots and forcing items to stack
>>
>> Maps:
>> - Fixed an areaportal improperly rendering in pl_goldrush
>> - Fixed players getting out of map in cp_standin
>> - Fixed players hiding in vents in cp_standin
>> - Adjusted HDR lighting in cp_process
>>
>> ___
>> 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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Re: [hlds] hlds Digest, Vol 28, Issue 15

2013-07-11 Thread ics

Linux is fine here too. But this is windows list.

-ics

N-Gon kirjoitti:

I also gotta agree with the Doc, Linux working fine here.



On Thu, Jul 11, 2013 at 10:47 PM, Jason > wrote:


Going to have to mirror what McKay said..things are fine for
us -- Ubuntu Linux


On Thu, Jul 11, 2013 at 10:24 PM, Doctor McKay
mailto:mc...@doctormckay.com>> wrote:

Perhaps you should remove your fake players mods. Linux
servers are working fine for me.



Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com 

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Re: [hlds] hlds Digest, Vol 28, Issue 15

2013-07-11 Thread Cody Woodson
I would concur.  Try removing your fake client mods. 

Sent from my iPhone

On Jul 11, 2013, at 7:24 PM, Doctor McKay  wrote:

> Perhaps you should remove your fake players mods. Linux servers are working 
> fine for me.
> 
> 
> 
> Doctor McKay
> http://www.doctormckay.com
> mc...@doctormckay.com
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Re: [hlds] hlds Digest, Vol 28, Issue 15

2013-07-11 Thread N-Gon
I also gotta agree with the Doc, Linux working fine here.



On Thu, Jul 11, 2013 at 10:47 PM, Jason  wrote:

> Going to have to mirror what McKay said..things are fine for us --
> Ubuntu Linux
>
>
> On Thu, Jul 11, 2013 at 10:24 PM, Doctor McKay wrote:
>
>> Perhaps you should remove your fake players mods. Linux servers are
>> working fine for me.
>>
>>
>>
>> Doctor McKay
>> http://www.doctormckay.com
>> mc...@doctormckay.com
>>
>> ___
>> 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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> please visit:
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>
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Re: [hlds] hlds Digest, Vol 28, Issue 15

2013-07-11 Thread Jason
Going to have to mirror what McKay said..things are fine for us --
Ubuntu Linux


On Thu, Jul 11, 2013 at 10:24 PM, Doctor McKay wrote:

> Perhaps you should remove your fake players mods. Linux servers are
> working fine for me.
>
>
>
> Doctor McKay
> http://www.doctormckay.com
> mc...@doctormckay.com
>
> ___
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> please visit:
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>
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Re: [hlds] hlds Digest, Vol 28, Issue 15

2013-07-11 Thread Servergurl Gamer
LOL @McKay, still trolling the list I see. Keep up the good work kid.
 
From: mc...@doctormckay.com
Date: Thu, 11 Jul 2013 22:24:00 -0400
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] hlds Digest, Vol 28, Issue 15

Perhaps you should remove your fake players mods. Linux servers are working 
fine for me.




Doctor McKayhttp://www.doctormckay.com

mc...@doctormckay.com

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Re: [hlds] hlds Digest, Vol 28, Issue 15

2013-07-11 Thread Doctor McKay
Perhaps you should remove your fake players mods. Linux servers are working
fine for me.



Doctor McKay
http://www.doctormckay.com
mc...@doctormckay.com
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Re: [hlds] Mandatory TF2 update released

2013-07-11 Thread Jason
pl_upward -- we had a server where all the players got an error about this
saying it was a different version -- this is a stock map correct?  I didn't
upload a different versionanyone else seeing this?


On Thu, Jul 11, 2013 at 7:11 PM, Eric Smith  wrote:

> We've released a mandatory update for TF2. The notes for the update are
> below. The new version is 1830229.
>
> -Eric
>
> --
>
> General:
> - Fixed Quick-Fix infinite heal exploit
> - Fixed missing Cow Mangler 5000 particles when running in DirectX8
> - Fixed Disco Beat Down unusual effect showing through walls
> - Fixed incorrect projectile speed attributes being applied to giants in
> Mann vs. Machine
> - When disguised as a teammate, the Dead Ringer will drop the body of the
> player the Spy is disguised as
> - Fixed a bug where arrows and bolts would hit friendly players
> - Fixed a bug where Strange parts and filters could not be removed from
> Strange weapons
> - Fixed the "Show Entire Backpack" option in the crafting panel not
> preserving empty backpack slots and forcing items to stack
>
> Maps:
> - Fixed an areaportal improperly rendering in pl_goldrush
> - Fixed players getting out of map in cp_standin
> - Fixed players hiding in vents in cp_standin
> - Adjusted HDR lighting in cp_process
>
> ___
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> please visit:
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[hlds] Mandatory TF2 update released

2013-07-11 Thread Eric Smith
We've released a mandatory update for TF2. The notes for the update are below. 
The new version is 1830229.

-Eric

--

General:
- Fixed Quick-Fix infinite heal exploit
- Fixed missing Cow Mangler 5000 particles when running in DirectX8
- Fixed Disco Beat Down unusual effect showing through walls
- Fixed incorrect projectile speed attributes being applied to giants in Mann 
vs. Machine
- When disguised as a teammate, the Dead Ringer will drop the body of the 
player the Spy is disguised as
- Fixed a bug where arrows and bolts would hit friendly players
- Fixed a bug where Strange parts and filters could not be removed from Strange 
weapons
- Fixed the "Show Entire Backpack" option in the crafting panel not preserving 
empty backpack slots and forcing items to stack

Maps:
- Fixed an areaportal improperly rendering in pl_goldrush
- Fixed players getting out of map in cp_standin
- Fixed players hiding in vents in cp_standin
- Adjusted HDR lighting in cp_process

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Re: [hlds] hlds Digest, Vol 28, Issue 17

2013-07-11 Thread Rob
; >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list 
> >>> archives, please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [3]
> >>
> >>
> >> Links:
> >> --
> >> [1] mailto:lists.va...@nuclearfallout.net
> >> [2] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >> [3] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >> [4] mailto:ad...@topnotchclan.com
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list 
> > archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
>
> --
>
> Message: 4
> Date: Thu, 11 Jul 2013 00:48:31 -0400
> From: Ross Bemrose 
> To: Half-Life Linux dedicated server mailing list
> ,  Half-Life Windows dedicated
> server mailing 
> Subject: [hlds] TF2: New exploit in today's update
> Message-ID: <51de391f.2030...@gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> I've only seen this in videos, but apparently the healing effects of 
> the quick-fix uber are not ending if the round resets (such as by 
> ending or restart vote).  Meaning that the former medic (and their 
> patient?) continually have the quick fix effect applied forever, even 
> after they die (i.e. headshot or backstab) and respawn.
>
> This can be exploited easily on the winning team, since they can still 
> activate ubers before the end of the round.
>
> http://www.twitch.tv/ggglygy/b/428663081 has an example at around 2:53:00.
>
>
>
> --
>
> Message: 5
> Date: Thu, 11 Jul 2013 01:05:15 -0400
> From: 1nsane <1nsane...@gmail.com>
> To: Half-Life dedicated Win32 server mailing list
> 
> Subject: Re: [hlds] TF2: New exploit in today's update
> Message-ID:
>  rnxph3ju+hp1wlqdvwz...@mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> There's probably some Sourcemod plugin that can replace the quickfix 
> with a normal medic or just remove it entirely.
>
> It's making the rounds being posted on a good number of TF2 
> communities. So I'm sure valve will fix it tomorrow anyway.
>
>
>
>
> On Thu, Jul 11, 2013 at 12:48 AM, Ross Bemrose  wrote:
>
> > I've only seen this in videos, but apparently the healing effects of 
> > the quick-fix uber are not ending if the round resets (such as by 
> > ending or restart vote).  Meaning that the former medic (and their 
> > patient?) continually have the quick fix effect applied forever, 
> > even after they
> die
> > (i.e. headshot or backstab) and respawn.
> >
> > This can be exploited easily on the winning team, since they can 
> > still activate ubers before the end of the round.
> >
> > http://www.twitch.tv/ggglygy/**b/428663081<
> http://www.twitch.tv/ggglygy/b/428663081>has an example at around 2:53:00.
> >
> > __**_
> > To unsubscribe, edit your list preferences, or view the list 
> > archives, please visit:
> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds>
> >
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> --
>
> Message: 6
> Date: Thu, 11 Jul 2013 16:08:38 +0100
> From: Rory King 
> To: Half-Life dedicated Win32 server mailing list
> 
> Subject: Re: [hlds] TF2: New exploit in today's update
> Message-ID: 
> Content-Type: text/plain; charset="iso-8859-1"
>
> I have a fix up for the Quickfix Exploit here, till Valve officially 
> patch
> it: https://forums.alliedmods.net/showthread.php?t=220506
>
>
> On 11 July 2013 05:48, Ross Bemrose  wrote:
>
> > I've only seen this in videos, but apparently the healing effects of 
> > the quick-fix uber are not ending if the round resets (such as by 
> > ending or restart vote).  Meaning that the former medic (and their 
> > patient?) continually have the quick fix effect applied forever, 
> > even after they
> die
> > (i.e. headshot or backstab) and respawn.
> >
> > This can be exploited easily on the winning team, since they can 
&

Re: [hlds] hlds Digest, Vol 28, Issue 15

2013-07-11 Thread ElitePowered .
, even after they
> die (i.e. headshot or backstab) and respawn.
>
> This can be exploited easily on the winning team, since they can still
> activate ubers before the end of the round.
>
> http://www.twitch.tv/ggglygy/b/428663081 has an example at around 2:53:00.
>
>
>
> --
>
> Message: 5
> Date: Thu, 11 Jul 2013 01:05:15 -0400
> From: 1nsane <1nsane...@gmail.com>
> To: Half-Life dedicated Win32 server mailing list
> 
> Subject: Re: [hlds] TF2: New exploit in today's update
> Message-ID:
>  rnxph3ju+hp1wlqdvwz...@mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> There's probably some Sourcemod plugin that can replace the quickfix with a
> normal medic or just remove it entirely.
>
> It's making the rounds being posted on a good number of TF2 communities. So
> I'm sure valve will fix it tomorrow anyway.
>
>
>
>
> On Thu, Jul 11, 2013 at 12:48 AM, Ross Bemrose  wrote:
>
> > I've only seen this in videos, but apparently the healing effects of the
> > quick-fix uber are not ending if the round resets (such as by ending or
> > restart vote).  Meaning that the former medic (and their patient?)
> > continually have the quick fix effect applied forever, even after they
> die
> > (i.e. headshot or backstab) and respawn.
> >
> > This can be exploited easily on the winning team, since they can still
> > activate ubers before the end of the round.
> >
> > http://www.twitch.tv/ggglygy/**b/428663081<
> http://www.twitch.tv/ggglygy/b/428663081>has an example at around 2:53:00.
> >
> > __**_
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds>
> >
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> >
>
> --
>
> Message: 6
> Date: Thu, 11 Jul 2013 16:08:38 +0100
> From: Rory King 
> To: Half-Life dedicated Win32 server mailing list
> 
> Subject: Re: [hlds] TF2: New exploit in today's update
> Message-ID: 
> Content-Type: text/plain; charset="iso-8859-1"
>
> I have a fix up for the Quickfix Exploit here, till Valve officially patch
> it: https://forums.alliedmods.net/showthread.php?t=220506
>
>
> On 11 July 2013 05:48, Ross Bemrose  wrote:
>
> > I've only seen this in videos, but apparently the healing effects of the
> > quick-fix uber are not ending if the round resets (such as by ending or
> > restart vote).  Meaning that the former medic (and their patient?)
> > continually have the quick fix effect applied forever, even after they
> die
> > (i.e. headshot or backstab) and respawn.
> >
> > This can be exploited easily on the winning team, since they can still
> > activate ubers before the end of the round.
> >
> > http://www.twitch.tv/ggglygy/**b/428663081<
> http://www.twitch.tv/ggglygy/b/428663081>has an example at around 2:53:00.
> >
> > __**_
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds>
> >
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> >
>
> --
>
> Message: 7
> Date: Thu, 11 Jul 2013 12:56:18 -0400
> From: "E. Olsen" 
> To: Half-Life dedicated Win32 server mailing list
> 
> Subject: Re: [hlds] TF2: New exploit in today's update
> Message-ID:
> <
> caku-1cfbkes-sb8js0esgjjwnppbc+u3yebmhjhw3dotej1...@mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> I'm also see alot of random crashes on previously stable (fully patched)
> Windows 2008R2 32-player servers with the following error in the crash
> dumps:
>
> "Engine error: ED_Alloc: no free edicts"
>
>
> On Thu, Jul 11, 2013 at 11:08 AM, Rory King 
> wrote:
>
> > I have a fix up for the Quickfix Exploit here, till Valve officially
> patch
> > it: https://forums.alliedmods.net/showthread.php?t=220506
> >
> >
> > On 11 July 2013 05:48, Ross Bemrose  wrote:
> >
> >> I've only seen this in videos, but apparently the healing effects of the
> >> quick-fix uber are not ending if the round resets (such as by ending or
> >> restart vote).  Meaning that the former medic (and their patient?)
> >> continually have the quick fix effect applied forever, even after they
> die
> >> (i.e. headshot or backstab) and respawn.
> >>
> >> This can be exploited easily on the winning team, since they can still
> >> activate ubers before the end of the round.
> >>
> >> http://www.twitch.tv/ggglygy/**b/428663081<
> http://www.twitch.tv/ggglygy/b/428663081>has an example at around 2:53:00.
> >>
> >> __**_
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds<
> 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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>
>
> End of hlds Digest, Vol 28, Issue 15
> 
>
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Re: [hlds] TF2: New exploit in today's update

2013-07-11 Thread ics
By the error you got, you ran out of entities regardless. Could be that 
entities do not clear out for some reason and servers hit the limit. 
Within 4 hours now, i've seen 2 other server crash but didn't check the 
console for errors.


-ics

E. Olsen kirjoitti:
Seeing it on all maps - 2Fort, badwater, dustbowl, etc. The only 
plugins i use that spawn extra entities have safeguards built in that 
prevents them from spawning anymore entities if the server gets close 
to the limit. In light of the fact that they did not cause any crashes 
on those same servers prior to yesterday's update, I think it's safe 
to assume that it is the update that is responsible.



On Thu, Jul 11, 2013 at 1:13 PM, ics > wrote:


Which maps are on at that time the crash occurs? Do you have
something else, plugins that spawn extra entities? 32 player
servers are the first to go over the dynamic entity limit 2047 and
then crash.

-ics

E. Olsen kirjoitti:

I'm also see alot of random crashes on previously stable
(fully patched) Windows 2008R2 32-player servers with the
following error in the crash dumps:

"Engine error: ED_Alloc: no free edicts"


On Thu, Jul 11, 2013 at 11:08 AM, Rory King
mailto:rory_k...@hotmail.co.uk>
>> wrote:

I have a fix up for the Quickfix Exploit here, till Valve
officially patch it:
https://forums.alliedmods.net/showthread.php?t=220506


On 11 July 2013 05:48, Ross Bemrose mailto:rbemr...@gmail.com>
>>
wrote:

I've only seen this in videos, but apparently the healing
effects of the quick-fix uber are not ending if the round
resets (such as by ending or restart vote).  Meaning
that the
former medic (and their patient?) continually have the
quick
fix effect applied forever, even after they die (i.e.
headshot
or backstab) and respawn.

This can be exploited easily on the winning team,
since they
can still activate ubers before the end of the round.

http://www.twitch.tv/ggglygy/b/428663081 has an example at
around 2:53:00.

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Re: [hlds] TF2: New exploit in today's update

2013-07-11 Thread E. Olsen
Seeing it on all maps - 2Fort, badwater, dustbowl, etc. The only plugins i
use that spawn extra entities have safeguards built in that prevents them
from spawning anymore entities if the server gets close to the limit. In
light of the fact that they did not cause any crashes on those same servers
prior to yesterday's update, I think it's safe to assume that it is the
update that is responsible.


On Thu, Jul 11, 2013 at 1:13 PM, ics  wrote:

> Which maps are on at that time the crash occurs? Do you have something
> else, plugins that spawn extra entities? 32 player servers are the first to
> go over the dynamic entity limit 2047 and then crash.
>
> -ics
>
> E. Olsen kirjoitti:
>
>> I'm also see alot of random crashes on previously stable (fully patched)
>> Windows 2008R2 32-player servers with the following error in the crash
>> dumps:
>>
>> "Engine error: ED_Alloc: no free edicts"
>>
>>
>> On Thu, Jul 11, 2013 at 11:08 AM, Rory King > rory_k...@hotmail.co.**uk >> wrote:
>>
>> I have a fix up for the Quickfix Exploit here, till Valve
>> officially patch it:
>> 
>> https://forums.alliedmods.net/**showthread.php?t=220506
>>
>>
>> On 11 July 2013 05:48, Ross Bemrose > > wrote:
>>
>> I've only seen this in videos, but apparently the healing
>> effects of the quick-fix uber are not ending if the round
>> resets (such as by ending or restart vote).  Meaning that the
>> former medic (and their patient?) continually have the quick
>> fix effect applied forever, even after they die (i.e. headshot
>> or backstab) and respawn.
>>
>> This can be exploited easily on the winning team, since they
>> can still activate ubers before the end of the round.
>>
>> 
>> http://www.twitch.tv/ggglygy/**b/428663081has
>>  an example at
>> around 2:53:00.
>>
>> __**_
>> 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
>>
>
>
> __**_
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Re: [hlds] TF2: New exploit in today's update

2013-07-11 Thread ics
Which maps are on at that time the crash occurs? Do you have something 
else, plugins that spawn extra entities? 32 player servers are the first 
to go over the dynamic entity limit 2047 and then crash.


-ics

E. Olsen kirjoitti:
I'm also see alot of random crashes on previously stable (fully 
patched) Windows 2008R2 32-player servers with the following error in 
the crash dumps:


"Engine error: ED_Alloc: no free edicts"


On Thu, Jul 11, 2013 at 11:08 AM, Rory King > wrote:


I have a fix up for the Quickfix Exploit here, till Valve
officially patch it:
https://forums.alliedmods.net/showthread.php?t=220506


On 11 July 2013 05:48, Ross Bemrose mailto:rbemr...@gmail.com>> wrote:

I've only seen this in videos, but apparently the healing
effects of the quick-fix uber are not ending if the round
resets (such as by ending or restart vote).  Meaning that the
former medic (and their patient?) continually have the quick
fix effect applied forever, even after they die (i.e. headshot
or backstab) and respawn.

This can be exploited easily on the winning team, since they
can still activate ubers before the end of the round.

http://www.twitch.tv/ggglygy/b/428663081 has an example at
around 2:53:00.

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Re: [hlds] TF2: New exploit in today's update

2013-07-11 Thread E. Olsen
I'm also see alot of random crashes on previously stable (fully patched)
Windows 2008R2 32-player servers with the following error in the crash
dumps:

"Engine error: ED_Alloc: no free edicts"


On Thu, Jul 11, 2013 at 11:08 AM, Rory King  wrote:

> I have a fix up for the Quickfix Exploit here, till Valve officially patch
> it: https://forums.alliedmods.net/showthread.php?t=220506
>
>
> On 11 July 2013 05:48, Ross Bemrose  wrote:
>
>> I've only seen this in videos, but apparently the healing effects of the
>> quick-fix uber are not ending if the round resets (such as by ending or
>> restart vote).  Meaning that the former medic (and their patient?)
>> continually have the quick fix effect applied forever, even after they die
>> (i.e. headshot or backstab) and respawn.
>>
>> This can be exploited easily on the winning team, since they can still
>> activate ubers before the end of the round.
>>
>> http://www.twitch.tv/ggglygy/**b/428663081has
>>  an example at around 2:53:00.
>>
>> __**_
>> 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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Re: [hlds] TF2: New exploit in today's update

2013-07-11 Thread Rory King
I have a fix up for the Quickfix Exploit here, till Valve officially patch
it: https://forums.alliedmods.net/showthread.php?t=220506


On 11 July 2013 05:48, Ross Bemrose  wrote:

> I've only seen this in videos, but apparently the healing effects of the
> quick-fix uber are not ending if the round resets (such as by ending or
> restart vote).  Meaning that the former medic (and their patient?)
> continually have the quick fix effect applied forever, even after they die
> (i.e. headshot or backstab) and respawn.
>
> This can be exploited easily on the winning team, since they can still
> activate ubers before the end of the round.
>
> http://www.twitch.tv/ggglygy/**b/428663081has
>  an example at around 2:53:00.
>
> __**_
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> please visit:
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