Holy shit, they have inserted a new function in front of previous
functions. This is the second time they broke the engine this way. When do
they learn interface coding?
> Potentially relevant pastebin from psychonic:
> http://p.hlxce.com/422
>
> Diff is of eiface.h.
>
> -Original Message-
Wow this is interesting... replay mode is "first-person" KillCams.
On Friday, 15 April 2011, Tony Paloma wrote:
> Potentially relevant pastebin from psychonic:
> http://p.hlxce.com/422
>
> Diff is of eiface.h.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mai
On 04/14/2011 10:56 PM, Reuben Morais wrote:
Uh, it generated a identity token with quotes in it, how am I supposed to
use it?
- Added a new system to associate dedicated servers with Steam accounts
- Use the ConCommand "cl_gameserver_create_identity" in the Team Fortress 2 client console t
On Fri, Apr 15, 2011 at 7:30 AM, Vathral wrote:
> On 04/14/2011 10:56 PM, Reuben Morais wrote:
>
>> Uh, it generated a identity token with quotes in it, how am I supposed to
>> use it?
>>
>> - Added a new system to associate dedicated servers with Steam accounts
>
> - Use the ConCommand "cl_ga
On 04/15/2011 06:36 AM, Reuben Morais wrote:
I know how to set ConVars, what I'm saying is that the generated value had
quotes inside it, so I couldn't set it to a ConVar without losing a part of
the token.
Anyway, I just generated another identity and used it.
--
Reuben
Ah, that's what I get fo
It seems that EVERY plugin is broken. VALVe should really work on their
communication to the plugin developers. e.g. publish the changes some
time before the update, so that they may have at least a small chance to
get their plugins working...
___
To
I think they made the CSS/TF2-beta game that allowed developers to prepare
their plugins.
But it's just a thought. . .
/Chris
Den 15/04/2011 kl. 13.03 skrev Marcel:
> It seems that EVERY plugin is broken. VALVe should really work on their
> communication to the plugin developers. e.g. publish
It would work, if they didn't break their own interfaces by stupid coding.
> It seems that EVERY plugin is broken. VALVe should really work on their
> communication to the plugin developers. e.g. publish the changes some
> time before the update, so that they may have at least a small chance to
>
Actually, both sourcemod and metamod have been working completely for quite
a few hours now...
On Fri, Apr 15, 2011 at 4:03 AM, Marcel wrote:
> It seems that EVERY plugin is broken. VALVe should really work on their
> communication to the plugin developers. e.g. publish the changes some time
>
On 04/15/2011 07:36 AM, Christoffer Pedersen wrote:
I think they made the CSS/TF2-beta game that allowed developers to prepare
their plugins.
But it's just a thought. . .
/Chris
Den 15/04/2011 kl. 13.03 skrev Marcel:
It seems that EVERY plugin is broken. VALVe should really work on their
c
metamod:source, sourcemod, attachables, sdkhooks, accelerator, tf2items,
steamtools, cssdm, stripper:source plugins/extensions (and probably other)
were broken by this update.
Attachables was broken intentionally
kudos to the alliedmods team and extensions developers for releasing a fix
so fast
Many a player will be very unhappy with the weapon changes, especially the
changing of the NoCrit attribute to -25% damage on those demoman melee
weapons
On Thu, Apr 14, 2011 at 10:56 PM, Reuben Morais wrote:
> Uh, it generated a identity token with quotes in it, how am I supposed to
> use it?
>
Glad to see the logging exploit finally fixed.
On Thu, Apr 14, 2011 at 9:47 PM, Jason Ruymen wrote:
> Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source
> and Half-Life 2: Deathmatch are now available. Please run hldsupdatetool to
> receive the updates. The specific change
On Fri, Apr 15, 2011 at 9:34 AM, Brian Simon wrote:
> Many a player will be very unhappy with the weapon changes, especially the
> changing of the NoCrit attribute to -25% damage on those demoman melee
> weapons.
>
You can revert that using TF2Items if you want.
But I think the change was reasona
Hi all,
with the last TF2 update
if you put these settings in server.cfg server crash at mat change (second
map)
tf_bot_auto_vacate 1
tf_bot_difficulty 3
tf_bot_join_after_player 0
tf_bot_quota 18
tf_bot_quota_mode "fill"
2011/4/15 Reuben Morais
> On Fri, Apr 15, 2011 at 9:34 AM, Brian Simon
[gs13382@INX-236-221 orangebox]$ ./start.garrysmod
[gs13382@INX-236-221 orangebox]$ Auto detecting CPU
Using default binary: ./srcds_linux
Server will auto-restart if there is a crash.
Using breakpad minidump system
Using breakpad crash handler
Console initialized.
failed to dlopen /home/gs13382/
A required update for Killing Floor is coming soon. This update fixes a
severe bug that was stopping a large number of clients from connecting
to servers on their first attempt. This update also addresses a number
of map exploits, including the latest addition to the official maps,
KF-Apertur
Did you try playing with the permissions a bit? It's possible that user does
not have read/execute access to server.so
On Fri, Apr 15, 2011 at 12:41 PM, Simon Gunton - INX-Gaming.co.uk <
si...@inx-gaming.co.uk> wrote:
> [gs13382@INX-236-221 orangebox]$ ./start.garrysmod
> [gs13382@INX-236-221 ora
This is the same error that's required MM:S, SM, and all other C++
plugins to need to be recompiled for Linux after today's update.
Seems like someone at Valve should have given Garry a heads up :P
Asher.
On Sat, Apr 16, 2011 at 12:10 AM, Brian Simon wrote:
> Did you try playing with the permiss
Cheers, didnt think it was a permissions issue as it was 2 server on 2
different boxes.
Simon
Simon Gunton
Support Analyst
INX-Gaming.com
EMail: si...@inx-gaming.co.uk
Support: http://support.inx-network.com/
Tel: 01733 687699
This e-mail and any attachments are confidential. If you are not the
A required update for Killing Floor has been released. This update
fixes a severe bug that was stopping a large number of clients from
connecting to servers on their first attempt. This update also
addresses a number of map exploits, including the latest addition to the
official maps, KF-Aper
Hi Dayle,
I was thrilled to see VALVe promoting all the potato sack games! Would it be
possible for Tripwire to give any info after this promo, how many sales they
actually got due to Potato Sack? That'd be awesome :D
Thanks,
- Saul
On 15 April 2011 17:44, Dayle Flowers wrote:
> http://www.ap
We keep having crash on our unix servers :
L 04/15/2011 - 21:20:04: "EXxxTrEmE.44 [Fr]<22>"
killed "Panda â Banane<33>" with
"tf_projectile_pipe_remote" (attacker_position "-775 -4438 192")
(victim_position "-1280 -4524 192")
L 04/15/2011 - 21:20:07: World triggered "Round_Start"
PreMinidumpCallb
Dayle, can you tell if the increased players are generally new purchases
(which I assume)? I ask because if we are going to put up additional
servers, I assume newer players would want servers with a default lower
difficulty. Thanks!
On Fri, 2011-04-15 at 13:42 -0400, Dayle Flowers wrote:
> A req
Sleeper,
It is a mix. There are a LOT of people buying the potato sack so there is a
lot of new players on. There are also a lot of returning players checking
out the Portal map and other new stuff. It wouldn't be a bad idea to do a
mix of normal and harder servers. That is how I've got ours set u
Sounds good, thanks John!
On Fri, 2011-04-15 at 15:40 -0400, John Gibson wrote:
> Sleeper,
>
> It is a mix. There are a LOT of people buying the potato sack so there is a
> lot of new players on. There are also a lot of returning players checking
> out the Portal map and other new stuff. It woul
sv_vote_issue_nextlevel_choicesmode 0 - no more crashes.
-ics
15.4.2011 22:22, Flubber kirjoitti:
We keep having crash on our unix servers :
L 04/15/2011 - 21:20:04: "EXxxTrEmE.44 [Fr]<22>"
killed "Panda â Banane<33>" with
"tf_projectile_pipe_remote" (attacker_position "-775 -4438 192")
(vic
I deactivate all votes, and fixed the problem, anyway sourcemod votes based
on % of players requested it, which my players prefer.
Thanks anyway.
2011/4/15 ics
> sv_vote_issue_nextlevel_choicesmode 0 - no more crashes.
>
> -ics
>
>
> 15.4.2011 22:22, Flubber kirjoitti:
>
> We keep having crash
I disabled votes on my server, which seemed to make all the crashes go
away. It might just be coincidence, though, as I did it during my
server's dead time this morning, and I have no idea how many people used
it during the day.
On 4/15/2011 3:22 PM, Flubber wrote:
We keep having crash on ou
We're getting ready to release a mandatory update for TF2 in the next 45 min or
so.
-Eric
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I think those crashes aren't directly tied to votes, I had all the votes
enabled right after the update and people used them a lot during a few
hours.
No crashes since the update for me.
--
Reuben
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Hopefully this fixes the (new) random crashes?
On Fri, Apr 15, 2011 at 6:30 PM, Eric Smith wrote:
> We're getting ready to release a mandatory update for TF2 in the next 45
> min or so.
>
> -Eric
>
>
> ___
> To unsubscribe, edit your list preferences,
For those unaware, the update dropped about 10 minutes ago now (4:01PST).
Here's the changelog:
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat:
Source and Half-Life 2: Deathmatch have been released. The updates will be
applied automatically when your Steam client is restarte
The only crashes I've seen are ones related to the 'new' model system.
On Fri, Apr 15, 2011 at 3:52 PM, Reuben Morais wrote:
> I think those crashes aren't directly tied to votes, I had all the votes
> enabled right after the update and people used them a lot during a few
> hours.
> No crashes si
A required update for Team Fortress 2 is now available. The specific changes
include:
Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed a startup crash for some users who were unable to load client.dll
- Fixed a "status" command regression in the dedicated server console
Team Fortress 2
My server's not grabbing it.
---
Jonah Hirsch
On Fri, Apr 15, 2011 at 4:09 PM, Jeff Sugar wrote:
> For those unaware, the update dropped about 10 minutes ago now (4:01PST).
> Here's the changelog:
>
>Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat:
> S
- Fixed a "status" command regression in the dedicated server console
Finally!
On Fri, Apr 15, 2011 at 4:14 PM, Jason Ruymen wrote:
> A required update for Team Fortress 2 is now available. The specific changes
> include:
>
> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> - Fixed a startup
Oh, how lovely!
Appreciate the fix.
On 4/15/2011 7:19 PM, Kyle Sanderson wrote:
> - Fixed a "status" command regression in the dedicated server console
>
> Finally!
>
> On Fri, Apr 15, 2011 at 4:14 PM, Jason Ruymen
> wrote:
>> A required update for Team Fortress 2 is now available. The specific
Keep trying, every server is hammering valve's stuff trying to download the
update. It might take a bit.
On Fri, Apr 15, 2011 at 7:14 PM, Jonah Hirsch wrote:
> My server's not grabbing it.
> ---
> Jonah Hirsch
>
>
>
> On Fri, Apr 15, 2011 at 4:09 PM, Jeff Sugar wrote:
>
> >
IIf you have different maps in mapcycle.txt and maplist.txt and the
players vote a map that is on maplist but not on mapcycle, our servers
went boom. We also use randomcycle plugin on sourcemod which overrides
the valve vote anyway. However, our servers aren't the only ones that
stopped crashin
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