[hlds_linux] Possible Host_Error crash fix

2009-02-26 Thread Tony Paloma
Hey everyone,

I've released a plugin that hopefully fixes the Host_Error crashes that a
lot of people have been getting. The plugin is a Valve server plugin, and
does not require metamod or Sourcemod. It can be loaded in the middle of a
game with no noticeable load time. After loading the plugin, you should
change the map for the plugin to take any action.

You can download it from my website:
http://www.sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=11

Direct link:
http://www.sourceop.com/modules.php?name=Downloadsd_op=getitlid=34

I'm making no guarantees with the first version and I need your help
testing. I've been running it on my servers and noticed immediate
improvement. Also, voogru is running it on his servers and everything seems
fine so far.

Also, this is not some amazing fix-everything plugin and will not fix any
unrelated crashes or prevent your server from lagging or give you insane FPS
or anything.

Contents of the README file:
String Table Blocker
Version: 1 for TF2
Date: 2/25/09
Creator: Drunken F00l, www.sourceop.com

This plugin prevents the following crash (or ones similar):
Host_Error: Overflow error writing string table baseline Scenes

It works by removing a bunch of stuff from the string tables. The goal of
this
is to remove enough stuff so that a client can connect without causing an
overflow when the server tries to send the client all of the string tables.
By
default, it will remove almost all scene (vcd) files and defer all of them
from
being added until use. The taunt scenes will be removed which will break
taunts.
This can be controlled by one of the CVARs. Adding taunts back in may or may
not
cause an overflow message and hasn't been thoroughly tested.

CVARs:
stb_blocktaunts
 - Blocks taunts from being processed. (defaults to on)
stb_blockunused
 - Blocks unused table entries. Should always be enabled. (defaults to on)
stb_cutspy
 - Blocks spy scene table entries. (defaults to on)
stb_cutvoicemenu
 - Blocks all vcd related to voice menu and responses. (defaults to on)
stb_deferallscenes
 - Doesn't enter scene table entries until use. (defaults to on)
stb_verbose
 - Displays messages to console when action is taken. (defaults to off)


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Re: [hlds_linux] Day Of Defeat Seg Fault Fix??

2009-02-26 Thread Marc.B
Have you tested to change your srcds_run to force the use of srcds_i686 and
see if it's work ? If not, that's what I would do.

Cheers,

On Thu, Feb 26, 2009 at 2:47 AM, LNX Support supp...@lnxhosting.ca wrote:

 Is there going to be fix for this error ?

 Error message from /var/log/message
 Feb 25 19:29:33 lnx1 kernel: srcds_i486[8475]: segfault at
 0918e9e2 rip f7953278 rsp ffe9db00 error 6

 I don't know if this would help but, I can run none orange servers and
 not have any problems. One of the difference's I can see is that none
 orange box servers start with srcds_i686 but orange servers start with
 the srcds_i486.

 Linux  2.6.18-92.1.18.el5 #1 SMP Wed Nov 12 09:19:49 EST 2008 x86_64
 x86_64 x86_64 GNU/Linux
 Cent OS 5.2
 DOD:S
 --

 Thanks,
 Chad Haas
 LNX Hosting Inc.
 http://www.lnxhosting.ca


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Re: [hlds_linux] Day Of Defeat Seg Fault Fix??

2009-02-26 Thread Ronny Schedel
Orange Box games does not have i686 binaries.


 Have you tested to change your srcds_run to force the use of srcds_i686 
 and
 see if it's work ? If not, that's what I would do.

 Cheers,

 On Thu, Feb 26, 2009 at 2:47 AM, LNX Support supp...@lnxhosting.ca 
 wrote:

 Is there going to be fix for this error ?

 Error message from /var/log/message
 Feb 25 19:29:33 lnx1 kernel: srcds_i486[8475]: segfault at
 0918e9e2 rip f7953278 rsp ffe9db00 error 6

 I don't know if this would help but, I can run none orange servers and
 not have any problems. One of the difference's I can see is that none
 orange box servers start with srcds_i686 but orange servers start with
 the srcds_i486.

 Linux  2.6.18-92.1.18.el5 #1 SMP Wed Nov 12 09:19:49 EST 2008 x86_64
 x86_64 x86_64 GNU/Linux
 Cent OS 5.2
 DOD:S
 --

 Thanks,
 Chad Haas
 LNX Hosting Inc.
 http://www.lnxhosting.ca


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[hlds_linux] cp_junction_final console errors

2009-02-26 Thread Steven Sumichrast
I'm getting the following in my console while the server is completly
idle... it's not taking the server down, just curious if anyone else
is getting this.  I assume it's the engine, not SourceMod, but I could
be wrong:

map : cp_junction_final at: 0 x, 0 y, 0 z
players : 0 (24 max)

# userid name uniqueid connected ping loss state adr
CRagdollProp::CreateObjects:  Couldn't Lookup Bone control_room_console_physbox
CRagdollProp::CreateObjects:  Couldn't Lookup Bone propane_tank_tall01_physbox
CRagdollProp::CreateObjects:  Couldn't Lookup Bone propane_tank_tall01_physbox
CRagdollProp::CreateObjects:  Couldn't Lookup Bone propane_tank_tall01_physbox
CRagdollProp::CreateObjects:  Couldn't Lookup Bone propane_tank_tall01_physbox
CRagdollProp::CreateObjects:  Couldn't Lookup Bone wastebasket01_physbox
prop at -278 2329 49 missing modelname

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Re: [hlds_linux] [hlds] Team Fortress 2 Update Released

2009-02-26 Thread moe


HLDS installation up to date

Console initialized.
Game.dll loaded for Team Fortress
Particles: Missing 'particles/error.pcf'
./srcds_run_fixed: line 354: 29789 Floating point exception$HL_CMD
Add -debug to the ./srcds_run_fixed command line to generate a debug.log
to help with solving this problem
Fri Feb 27 07:12:12 EST 2009: Server restart in 10 seconds


Only one out of 8 identical servers /cl_tissue 1

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
DontWannaName!
Sent: Thursday, 26 February 2009 6:28 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] Team Fortress 2 Update Released


Gmail combines both lists into one big discussion so I just reply to
whatever. I will make a new topic.

On Wed, Feb 25, 2009 at 11:04 PM, JäKë T can_kic...@hotmail.com wrote:


 The map changing on the 24/7 servers is kind of funny.

 Also have that issue other than that, I think this is the hlds linux
 mailing list try asking on the windows one see if anyone there has issues
 with the spys.





  Date: Wed, 25 Feb 2009 21:47:16 -0800
  From: ad...@topnotchclan.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] [hlds] Team Fortress 2 Update Released
 
  Is anyone having issues with any of the following on windows with the
new
  1.2 SM snapshot...
 
  -Kritzkrieg not loading
  -SM admins not be loaded without sm_reloadadmins w/ SB
  -A server crash when changing the map to dustbowl then typing
 mp_timelimit 0
 
  Anyone notice that the mapcycle.txt is on the updater again, funny when
a
  24/7 server changes maps to something its not suppose to change to.
 Anyone
  care to report on spys on windows with SM? Im too scared to enable them
  again.
 
  On Wed, Feb 25, 2009 at 9:20 PM, The Universes ad...@theuniverses.com
 wrote:
 
   Try rebooting your machine. I've had the segfault issue since that one
   update that started it all and rebooting seems to help (for the recent
   updates).
  
   On a side note, even with Spy disabled, I still get occasional crashes
   on my servers. I checked the logs, there was just normal activity, and
   boom, the server restarts. Of course, it seg faults a few times, so
   its not a graceful restart.
   Valve really needs to address the segfault issue, its very easily
   reproducible and many people have even offered machines to reproduce
   it on.
  
  
   On Wed, Feb 25, 2009 at 6:24 PM, Bruce Potter gd...@shmoo.com wrote:
To add another data point...
   
I've got two servers that won't even start.. even with the normal
 let
it segfault for a while, it eventually starts they're dead in the
 water
   
The one that does start was launching dustbowl as it's initial map.
I'm using SM to limit the spy class to zero based on the bug from
 last
night, but even with that I'm still getting crashes. Nothing
interesting in the logs. I can trace if it would be useful, but at
this point Im not sure it would be.
   
map: cp_dustbowl
system: uname -a
Linux iceberg.blah.com 2.6.18-92.el5PAE #1 SMP Tue Jun 10 19:22:41
 EDT
2008 i686 athlon i386 GNU/Linux
arch: 2 x dual core opteron 2220
   
later
   
bruce
   
On Feb 25, 2009, at 9:14 PM, Fudgstu wrote:
   
I am also still experiencing crashes on three servers. W2k3 server
with
Mani running on two servers and the other is vanilla.
   
On Wed, Feb 25, 2009 at 8:08 PM, 1nsane 1nsane...@gmail.com
 wrote:
   
I too am still experiencing crashes.
   
On Wed, Feb 25, 2009 at 8:43 PM, Arg! chillic...@gmail.com
 wrote:
   
damn, server still crashing :(
   
On Thu, Feb 26, 2009 at 12:26 PM, DogGunn dogg...@bigpond.com
wrote:
   
There appears to be a scout unlimited health exploit...
wonderful. Not
sure
how to reproduce at this moment.
   
On Thu, Feb 26, 2009 at 12:22 PM, DontWannaName! 
ad...@topnotchclan.com
wrote:
   
Maybe it was hidden, anyone test?
   
On Wed, Feb 25, 2009 at 5:07 PM, Karl Weckstrom 
 k...@weckstrom.com

wrote:
   
Interesting - nothing about the spy backstab crit?
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: Wednesday, February 25, 2009 8:02 PM
To: Half-Life dedicated Win32 server mailing list;
hlds_linux@list.valvesoftware.com;
hlds_annou...@list.valvesoftware.com
Subject: [hlds] Team Fortress 2 Update Released
   
The required update for Team Fortress 2 is now available.
 Please
run
hldsupdatetool to receive it. The specific changes include:
   
Gameplay changes:
- Removed the damage reduction against non-stunned enemies on
 the
new
bat
- Players with full health can now pick up dropped sandviches
   
Fixes:
- Reverted the change that treated chat text starting with /

Re: [hlds_linux] cp_junction_final console errors

2009-02-26 Thread Cc2iscooL
There's also an exploit in the map. Screenshots later.

On 2/26/09, ics i...@ics-base.net wrote:
 Yes, everyone gets them. There are also a lot of solid_vphysics errors
 regarding props having wrong collision model in junction. There are even
 more of these solid_vphysics errors in arena_watchtower. Solid_vphysics
 is so easy to fix anyway. At this quality and detail as these maps are,
 im suprised that original creators of the maps did not fix these in the
 first place.

 -ics


 Steven Sumichrast kirjoitti:
 I'm getting the following in my console while the server is completly
 idle... it's not taking the server down, just curious if anyone else
 is getting this.  I assume it's the engine, not SourceMod, but I could
 be wrong:

 map : cp_junction_final at: 0 x, 0 y, 0 z
 players : 0 (24 max)

 # userid name uniqueid connected ping loss state adr
 CRagdollProp::CreateObjects:  Couldn't Lookup Bone
 control_room_console_physbox
 CRagdollProp::CreateObjects:  Couldn't Lookup Bone
 propane_tank_tall01_physbox
 CRagdollProp::CreateObjects:  Couldn't Lookup Bone
 propane_tank_tall01_physbox
 CRagdollProp::CreateObjects:  Couldn't Lookup Bone
 propane_tank_tall01_physbox
 CRagdollProp::CreateObjects:  Couldn't Lookup Bone
 propane_tank_tall01_physbox
 CRagdollProp::CreateObjects:  Couldn't Lookup Bone wastebasket01_physbox
 prop at -278 2329 49 missing modelname

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Re: [hlds_linux] cp_junction_final console errors

2009-02-26 Thread bob dolet
Somewhat related.

On cp_granary with SourceTV enabled this fills the console:

DataTable warning: player: Out-of-range value (359.00) in
SendPropFloat'm_angEyeAngles 0]', clamping.

Is everyone else getting this too?

On Thu, Feb 26, 2009 at 1:15 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 There's also an exploit in the map. Screenshots later.

 On 2/26/09, ics i...@ics-base.net wrote:
  Yes, everyone gets them. There are also a lot of solid_vphysics errors
  regarding props having wrong collision model in junction. There are even
  more of these solid_vphysics errors in arena_watchtower. Solid_vphysics
  is so easy to fix anyway. At this quality and detail as these maps are,
  im suprised that original creators of the maps did not fix these in the
  first place.
 
  -ics
 
 
  Steven Sumichrast kirjoitti:
  I'm getting the following in my console while the server is completly
  idle... it's not taking the server down, just curious if anyone else
  is getting this.  I assume it's the engine, not SourceMod, but I could
  be wrong:
 
  map : cp_junction_final at: 0 x, 0 y, 0 z
  players : 0 (24 max)
 
  # userid name uniqueid connected ping loss state adr
  CRagdollProp::CreateObjects:  Couldn't Lookup Bone
  control_room_console_physbox
  CRagdollProp::CreateObjects:  Couldn't Lookup Bone
  propane_tank_tall01_physbox
  CRagdollProp::CreateObjects:  Couldn't Lookup Bone
  propane_tank_tall01_physbox
  CRagdollProp::CreateObjects:  Couldn't Lookup Bone
  propane_tank_tall01_physbox
  CRagdollProp::CreateObjects:  Couldn't Lookup Bone
  propane_tank_tall01_physbox
  CRagdollProp::CreateObjects:  Couldn't Lookup Bone wastebasket01_physbox
  prop at -278 2329 49 missing modelname
 
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  please visit:
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Re: [hlds_linux] cp_junction_final console errors

2009-02-26 Thread Cc2iscooL
Teleporter exploit on Junction.

http://www.1337gaming.com/files/junction1.png
http://www.1337gaming.com/files/junction2.png

On Thu, Feb 26, 2009 at 3:15 PM, Cc2iscooL cc2isc...@gmail.com wrote:

 There's also an exploit in the map. Screenshots later.

 On 2/26/09, ics i...@ics-base.net wrote:
  Yes, everyone gets them. There are also a lot of solid_vphysics errors
  regarding props having wrong collision model in junction. There are even
  more of these solid_vphysics errors in arena_watchtower. Solid_vphysics
  is so easy to fix anyway. At this quality and detail as these maps are,
  im suprised that original creators of the maps did not fix these in the
  first place.
 
  -ics
 
 
  Steven Sumichrast kirjoitti:
  I'm getting the following in my console while the server is completly
  idle... it's not taking the server down, just curious if anyone else
  is getting this.  I assume it's the engine, not SourceMod, but I could
  be wrong:
 
  map : cp_junction_final at: 0 x, 0 y, 0 z
  players : 0 (24 max)
 
  # userid name uniqueid connected ping loss state adr
  CRagdollProp::CreateObjects:  Couldn't Lookup Bone
  control_room_console_physbox
  CRagdollProp::CreateObjects:  Couldn't Lookup Bone
  propane_tank_tall01_physbox
  CRagdollProp::CreateObjects:  Couldn't Lookup Bone
  propane_tank_tall01_physbox
  CRagdollProp::CreateObjects:  Couldn't Lookup Bone
  propane_tank_tall01_physbox
  CRagdollProp::CreateObjects:  Couldn't Lookup Bone
  propane_tank_tall01_physbox
  CRagdollProp::CreateObjects:  Couldn't Lookup Bone wastebasket01_physbox
  prop at -278 2329 49 missing modelname
 
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  please visit:
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[hlds_linux] TF2 Classic

2009-02-26 Thread Ravnox
As a suggestion, would it be possible to have a CVAR to disable all  
the unlocks so that we can play the game as close as possible as what  
we can call TF2 Classic on selected servers?

I really appreciate all the effort that Valve has put into keeping TF2  
alive with the new maps, the unlocks, the new game mode, the free week  
end to bring new players, etc.  However, there are players who feel  
that all those unlocks are changing to game to something that we did  
not buy and do not quite like as much.  Having the option on our  
servers to enable or disable the unlocks would be peachy.

Thanks.

--
Ravnox

PS:  If there is already a CVAR to do this, kindly point it to me.
Also, this isn't meant to start a discussion on the merit or quality  
of any unlocks.  Post your support for a TF2 Classic CVAR if you are  
in favor of it.



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[hlds_linux] 'netchannel: failed reading message Net_setconvar

2009-02-26 Thread Reaper
After the scout update some of our servers have been experiencing this
error.  When a player attempts to connect whether through console or server
browser they can encounter this problem.   The game gets to receiving
server info and stops there upon cancelling the attempt the console reads

 

'netchannel: failed reading message Net_setconvar from (server IP:PORT)

 

Is this happening to anyone else?  Any possible causes for this or known
fixes?   

 

It only seems to be happening on the 2fort servers and is not consistent.  

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Re: [hlds_linux] TF2 Classic

2009-02-26 Thread [ЯтR] The-/iller
As much as I like the unlocks this is a very good idea, especially for 
league play!

Ravnox wrote:
 As a suggestion, would it be possible to have a CVAR to disable all  
 the unlocks so that we can play the game as close as possible as what  
 we can call TF2 Classic on selected servers?

 I really appreciate all the effort that Valve has put into keeping TF2  
 alive with the new maps, the unlocks, the new game mode, the free week  
 end to bring new players, etc.  However, there are players who feel  
 that all those unlocks are changing to game to something that we did  
 not buy and do not quite like as much.  Having the option on our  
 servers to enable or disable the unlocks would be peachy.

 Thanks.

 --
 Ravnox

 PS:  If there is already a CVAR to do this, kindly point it to me.
 Also, this isn't meant to start a discussion on the merit or quality  
 of any unlocks.  Post your support for a TF2 Classic CVAR if you are  
 in favor of it.



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Re: [hlds_linux] TF2 Classic

2009-02-26 Thread Will Dowling
 As much as I like the unlocks this is a very good idea, especially for 
 league play!

Seconded from the competitive point-of-view. We've run a few TF2 
tournaments at our LAN events, and it would really help even the playing 
field for this (and if particular competitions didn't want to have 
'vanilla' mode, they could just leave the option unset).

Great idea :)


Will Dowling (Vice-Chairperson)
Western Australian Network Gaming Inc.

T: +61 (0407) 421 559
F: +61 (08) 6364 4881
E: w...@walan.org


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Re: [hlds_linux] 'netchannel: failed reading message Net_setconvar

2009-02-26 Thread Tony Paloma
Someone told me that my plugin fixed this problem for them. Check out the
Possible Host_Error crash fix thread.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Reaper
Sent: Thursday, February 26, 2009 7:38 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: [hlds_linux] 'netchannel: failed reading message Net_setconvar

After the scout update some of our servers have been experiencing this
error.  When a player attempts to connect whether through console or server
browser they can encounter this problem.   The game gets to receiving
server info and stops there upon cancelling the attempt the console reads

 

'netchannel: failed reading message Net_setconvar from (server IP:PORT)

 

Is this happening to anyone else?  Any possible causes for this or known
fixes?   

 

It only seems to be happening on the 2fort servers and is not consistent.  

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Re: [hlds_linux] 'netchannel: failed reading message Net_setconvar

2009-02-26 Thread Andreas Grimm
Confirmed...

I had the netchannel thing, too  but with your plugin its working

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Friday, February 27, 2009 6:36 AM
To: rea...@bestgn.net.au; 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] 'netchannel: failed reading message Net_setconvar

Someone told me that my plugin fixed this problem for them. Check out the
Possible Host_Error crash fix thread.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Reaper
Sent: Thursday, February 26, 2009 7:38 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: [hlds_linux] 'netchannel: failed reading message Net_setconvar

After the scout update some of our servers have been experiencing this
error.  When a player attempts to connect whether through console or server
browser they can encounter this problem.   The game gets to receiving
server info and stops there upon cancelling the attempt the console reads

 

'netchannel: failed reading message Net_setconvar from (server IP:PORT)

 

Is this happening to anyone else?  Any possible causes for this or known
fixes?   

 

It only seems to be happening on the 2fort servers and is not consistent.  

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Re: [hlds_linux] cp_junction_final console errors

2009-02-26 Thread Coldorak
Getting it for a very long time, it's not from this update.

Cold

On Fri, Feb 27, 2009 at 3:43 AM, bob dolet bgcl...@gmail.com wrote:

 Somewhat related.

 On cp_granary with SourceTV enabled this fills the console:

 DataTable warning: player: Out-of-range value (359.00) in
 SendPropFloat'm_angEyeAngles 0]', clamping.

 Is everyone else getting this too?

 On Thu, Feb 26, 2009 at 1:15 PM, Cc2iscooL cc2isc...@gmail.com wrote:

  There's also an exploit in the map. Screenshots later.
 
  On 2/26/09, ics i...@ics-base.net wrote:
   Yes, everyone gets them. There are also a lot of solid_vphysics errors
   regarding props having wrong collision model in junction. There are
 even
   more of these solid_vphysics errors in arena_watchtower. Solid_vphysics
   is so easy to fix anyway. At this quality and detail as these maps are,
   im suprised that original creators of the maps did not fix these in the
   first place.
  
   -ics
  
  
   Steven Sumichrast kirjoitti:
   I'm getting the following in my console while the server is completly
   idle... it's not taking the server down, just curious if anyone else
   is getting this.  I assume it's the engine, not SourceMod, but I could
   be wrong:
  
   map : cp_junction_final at: 0 x, 0 y, 0 z
   players : 0 (24 max)
  
   # userid name uniqueid connected ping loss state adr
   CRagdollProp::CreateObjects:  Couldn't Lookup Bone
   control_room_console_physbox
   CRagdollProp::CreateObjects:  Couldn't Lookup Bone
   propane_tank_tall01_physbox
   CRagdollProp::CreateObjects:  Couldn't Lookup Bone
   propane_tank_tall01_physbox
   CRagdollProp::CreateObjects:  Couldn't Lookup Bone
   propane_tank_tall01_physbox
   CRagdollProp::CreateObjects:  Couldn't Lookup Bone
   propane_tank_tall01_physbox
   CRagdollProp::CreateObjects:  Couldn't Lookup Bone
 wastebasket01_physbox
   prop at -278 2329 49 missing modelname
  
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Re: [hlds_linux] 6. Re: TF2 Classic (Will Dowling)

2009-02-26 Thread MoggieX
Hi Will,

Yes this would be an ace idea, perhaps with this setting it would 1/2
protect us from loose updates that kill the game servers and provide users
with at least one stable playing area. The updates have altered the game
play considerably from where it started and for
a league environment, consistency is needed and TF2 lacks that completely
(*coff* and stability)

MoggieX




 Date: Fri, 27 Feb 2009 13:44:23 +0800
From: Will Dowling w...@autodeist.com
Subject: Re: [hlds_linux] TF2 Classic
To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com
Message-ID: 49a77db7.4030...@autodeist.com
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

 As much as I like the unlocks this is a very good idea, especially for
 league play!

Seconded from the competitive point-of-view. We've run a few TF2
tournaments at our LAN events, and it would really help even the playing
field for this (and if particular competitions didn't want to have
'vanilla' mode, they could just leave the option unset).

Great idea :)


Will Dowling (Vice-Chairperson)
Western Australian Network Gaming Inc.

T: +61 (0407) 421 559
F: +61 (08) 6364 4881
E: w...@walan.org
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Re: [hlds_linux] 6. Re: TF2 Classic (Will Dowling)

2009-02-26 Thread Björn Rohlén
Not to mention the total disaster on all servers in the recent past
with 75% scouts on each team. Anyone being remotely interested in the
game will be put off and go somewhere else. Locking down the amount of
scouts is not really a viable solution.

-G

On Fri, Feb 27, 2009 at 8:16 AM, MoggieX mogg...@googlemail.com wrote:
 Hi Will,

 Yes this would be an ace idea, perhaps with this setting it would 1/2
 protect us from loose updates that kill the game servers and provide users
 with at least one stable playing area. The updates have altered the game
 play considerably from where it started and for
 a league environment, consistency is needed and TF2 lacks that completely
 (*coff* and stability)

 MoggieX




 Date: Fri, 27 Feb 2009 13:44:23 +0800
 From: Will Dowling w...@autodeist.com
 Subject: Re: [hlds_linux] TF2 Classic
 To: Half-Life dedicated Linux server mailing list
       hlds_linux@list.valvesoftware.com
 Message-ID: 49a77db7.4030...@autodeist.com
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed

 As much as I like the unlocks this is a very good idea, especially for
 league play!

 Seconded from the competitive point-of-view. We've run a few TF2
 tournaments at our LAN events, and it would really help even the playing
 field for this (and if particular competitions didn't want to have
 'vanilla' mode, they could just leave the option unset).

 Great idea :)


 Will Dowling (Vice-Chairperson)
 Western Australian Network Gaming Inc.

 T: +61 (0407) 421 559
 F: +61 (08) 6364 4881
 E: w...@walan.org
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 visit:
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