[hlds_linux] Traceray Crash

2012-11-04 Thread Dr. McKay
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
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Re: [hlds_linux] Bosses not spawning

2012-10-27 Thread Dr. McKay
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
>>> 
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> 
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-15 Thread Dr. McKay
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.)
> 
> 
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Dr. McKay
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

2012-08-03 Thread Dr. McKay
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
> 
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