[hlds_linux] Traceray Crash
I'm not sure if this is already known or not, but I didn't see it anywhere in the mailing lists and it hasn't been fixed yet. There appears to be a problem in the physics code in TF2 regarding tracerays, as the server crashes sometimes when they're used. See also: http://goo.gl/sSfdk I've had to disable most of the plugins on my server to get it to stop crashing. It's not a plugin issue, but rather an issue with plugins calling code built into the game that is now buggy. This started after the Halloween update. Dr. McKay http://www.doctormckay.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Bosses not spawning
Ah, yes I am. Thanks! Dr. McKay http://www.doctormckay.com On Oct 28, 2012, at 12:46 AM, Sazpaimon wrote: > Are you using the force holidays SourceMod plugin? If you are and have > tfh_halloween set to 2, it will disable the halloween event and cause bosses > to not spawn. > > On 10/28/2012 12:38 AM, Doctor McKay wrote: >> I should have mentioned, the server has consistently had 12+ players. >> >> >> >> Dr. McKay >> http://www.doctormckay.com >> >> -Original Message- From: Joel Zhang >> Sent: Sunday, October 28, 2012 12:34 AM >> To: Half-Life dedicated Linux server mailing list >> Subject: Re: [hlds_linux] Bosses not spawning >> >> It depends on the number of players you have. >> >> For the bosses to spawn on any Halloween map, you need a minimum of 10 >> players. >> >> If that's not the reason, then I'm sorry I can't help you! >> On Oct 27, 2012 9:32 PM, "Doctor McKay" wrote: >> >>> What would prevent the Halloween bosses from spawning? Merasmus isn’t >>> spawning on koth_lakeside_event, nor is the Horsemann on cp_manor_event. >>> >>> >>> Dr. McKay >>> http://www.doctormckay.com >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
I second this request. Dr. McKay http://www.doctormckay.com On Aug 15, 2012, at 10:11 AM, "Frank" wrote: > Is there any chance at all in having this update release before 5PM EST?? > The Meet the Pyro update released so late for many of us that we didn't have > time to do much in the form of damage control and make the needed > adjustments server side till the next day. It would be nice to have it > release early enough so we can set servers up without it being into the wee > hours of the night again. > > I believe that's just a very small favor to ask as this update appears it > may be a beast. > > Thanks guys! > > -Original Message- > From: hlds_linux-boun...@list.valvesoftware.com > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher > Dunn > Sent: Tuesday, August 14, 2012 1:17 PM > To: Half-Life dedicated Linux server mailing list > (hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server > mailing list > Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions > > OK, a little investigating reveals that this statement I made: > > * You can switch the server in and out of any matchmaking mode pool or back > to any regular game mode at any time. > > Is not really accurate! Sorry! If the server is EMPTY or has fewer than 6 > players, yes, there are no problems with switching --- that is true. > However, in general, switching from PvP to MvM is going to cause several > problems. (I believe that what would actually happen is that the 7th, 8th, > etc. players who connect on a map change will be forced into spectator. At > any rate, we don't officially support that, so if you do it, you're on your > own.) So, you should expect to segregate your servers into MvM and PvP. > Don't just put the MvM maps into the mapcycle file, that won't work. > (Actually, the mapcycle file is slightly different for MvM because you > really are cycling through missions, not the maps. Likewise, players can > vote to change the "mission" even if it's on the current map. We'll have > more details on all this tomorrow.) > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
CS:S runs on the same engine and it supports 65 (or something along those lines, I know nothing about CS:S) players. Just throwing that out there. Dr. McKay http://www.doctormckay.com On Aug 14, 2012, at 3:33 PM, ics wrote: > Things go unstable when there are more than 33 slots. Also there are engine > restrictions that cannot be raised just like that. One thing is that entity > limit of 2047. When one more is created in-game, crash happens. > > -ics > > 14.8.2012 22:24, Nomaan Ahmad kirjoitti: >> I dont think anyone is acting like its easy... Servers can already have >> more than 33 slots, its just that the tf2 client doesn't allow players to >> get on servers with more than 33 slots. >> >> On 14 August 2012 20:19, Nerdboy wrote: >> >>> You guys act as if changing the hard limit is easy. There's all sorts of >>> resource management issues that would need to be resolved and a lot of the >>> engine would need adjustment. Let's wait to play the game before we start >>> thinking about overhauling things to change it. >>> On Aug 14, 2012 3:16 PM, "Ryan Stecker" wrote: >>> >>>> I third this. I think it'd open the door to making some interesting >>>> missions involving more players and more bots. >>>> >>>> On Tue, Aug 14, 2012 at 1:51 PM, Nomaan Ahmad >>> wrote: >>>>> I agree with 1nsane. >>>>> >>>>> On 14 August 2012 19:50, 1nsane <1nsane...@gmail.com> wrote: >>>>> >>>>>> Like Asher mentioned above, could you consider increasing the limit. >>> So >>>>> we >>>>>> could better experiment with this mode? >>>>>> Perhaps include a warning similar to how players are warned about >>>> joining >>>>>> servers higher than 24 slots. >>>>>> >>>>>> On Tue, Aug 14, 2012 at 1:00 PM, Fletcher Dunn >>>>>> wrote: >>>>>> >>>>>>> We will not have Steam group functionality tomorrow. >>>>>>> >>>>>>> You actually have to set maxplayers to 32 to host MvM (to make room >>>> for >>>>>>> all the bots). That's why the mode is expensive CPU-wise, to not >>>> only >>>>>>> simulate all those players but run their AI logic as well. We'll >>>> have >>>>>> more >>>>>>> details on the recommended settings tomorrow. >>>>>>> >>>>>>> Regarding exactly what happens if a 24-player server switches to >>> MvM: >>>>> I >>>>>>> actually don't think we have worked that out yet. >>>>>>> >>>>>>> I'm pretty sure on day one there will be lots of people trying out >>>> all >>>>>>> sorts of things. Our approach to experimentation in MvM will be >>> the >>>>> same >>>>>>> as in PvP: we encourage it, provided that players are opting in to >>>> any >>>>>>> major deviations from the vanilla experience. Our servers will all >>>> be >>>>>>> configured vanilla, and the matchmaking will enforce the 6 player >>>>> limit, >>>>>>> and the server browser will be the primary means for players to >>> find >>>>>> those >>>>>>> sorts of customizations. What will the most interesting >>>> customizations >>>>>> be? >>>>>>> What will the standard tags be used that we request server >>> operators >>>>> to >>>>>>> set in order to help players find the modifications they want or >>>> avoid >>>>>> the >>>>>>> ones they don't like? We can't know that yet. That's something we >>>>>> expect >>>>>>> you guys and your players to figure out. >>>>>>> >>>>>>> I will hazard a guess that raising the player count well above 6 >>>> would >>>>> be >>>>>>> detrimental the experience. There ratio of humans to bots would be >>>> off >>>>>> and >>>>>>> the human defending team would not have enough challenge. (As an >>>>> extreme >>>>>>> example: imagine a 32-player server where everybody is defending an &g
Re: [hlds_linux] Mandatory TF2 update released
I haven't had any reliability issues with Steam Trading lately, I don't know what you're experiencing. It has come a long way since the old method was removed. The only possible concern I have with it now is that it uses the Steam Overlay, which can be disabled. It can also crash, which has happened to me a few times, and I had to completely restart the game. Dr. McKay http://www.doctormckay.com On Aug 3, 2012, at 3:49 PM, "Frank" wrote: > On another note since I'm raising concerns the trading system is > still the same as it was months ago when the old trading method (in game) > was removed - I remember someone at valve suggesting they would return the > old trading method as a reliable option but several months have passed and > it is still a concern with many of my players. > > -Original Message- > From: hlds_linux-boun...@list.valvesoftware.com > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith > Sent: Thursday, August 02, 2012 7:36 PM > To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 > server mailing list; 'hlds_annou...@list.valvesoftware.com' > Subject: [hlds_linux] Mandatory TF2 update released > > We've released a mandatory update to TF2. The notes for the update are > below. > > -Eric > > -- > > Source Engine Changes (TF2, DoD:S, HL2:DM) > - Marked mem_force_flush as a cheat to prevent client exploits > - Fixed %n console crash in the client > > Team Fortress 2 > - Added new items: > - The Red-Tape Recorder > - The Huo Long Heatmaker > - The Flying Guillotine > - The Neon Annihilator > - The Triad Trinket > - The Champ Stamp > - The Marxman > - The Human Cannonball > - Added new promo items > - Fixed sappers attaching incorrectly to teleporters that are still building > - Improved reliability for finding a coach > - Fixed Engineer training shotgun and pistol images being swapped > - Fixed GetPlayerItems web APIs not respecting inventory privacy settings > - Quickplay beta: Fixed bug causing game servers to sometimes stop receiving > traffic upon victory condition > - Quickplay beta: Added more status information while in the matchmaking > queue > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux