Server Crashes

Topics about Valve's various Half-Life games and mods
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[JiF]Mike
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Server Crashes

Post by [JiF]Mike »

I searched through the HUGE console log and found the error from the last crash. According to the mailing list it is a common crash that has started happening to all server since the last patch. The dev's are looking into a fix, but no word on when we can expect it. :(
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[JiF]Mike
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Re: Server Crashes

Post by [JiF]Mike »

The update that happened yesterday supposedly fixed this issue. We can all cheer now! 8)

-other changes-
A required update to Team Fortress 2 and it's dedicated server have been
released. Please run hldsupdatetool to update. The specific changes
include:

Team Fortress 2:
- Sudden Death mode is now a server option (a convar) and defaults to
OFF
- Sapped buildings now take slightly less damage from the Spy who sapped
them
- The Medic's Medigun now charges at an increased rate during Setup
time, to remove the need for self-damage grinding
- Fixed an rcon/console command that could cause server crashes
- Prevented players from playing the "civilian" class
- Prevented players from hiding their name in the scoreboard
- Fixed exploit where the Medigun UberCharge wouldn't drain if you
switched weapons
- Fixed decals not being correctly applied to the world in some cases
- Fixed critical bullet tracers not being visible to players other than
the firer
- Fixed first person spectator view of the Spy watch not showing the
correct cloak value
- Fixed the teleporter's player shaped particles not drawing
- Fixed the flamethrower stuttering when firing directly into a building
- Fixed a rare crash that can happen when a player being healed leaves
the server suddenly
- Fixed rocket trail effects sometimes existing permanently in world
- Added effects to players when they earn an achievement, visible to
other players nearby
- Tweaked achievement HUD fonts and color palette for more readability
- Improved stat gathering for map play times to increase accuracy
- Improved stat gathering around draws to better understand why they're
occurring
- Fixed occasional misreporting of syringe gun & fireaxe damage
distances to the stats system
- Fixed an occasional crash caused by an achievement not being found
during a game announcement

Dustbowl:
- Now waits until either team wins fully before changing to another map
on server timelimit expiring
- Teams now score a point per captured control point, rather than per
sub round
- Prevented Demomen being able to launch grenades into the stage three
alleys while standing at the final cap point
- Fixed gaps in stage gates that allowed snipers to kill defenders
during setup
- Fixed several model and brush perch exploits in stage three
- Added stair access to the upper area in stage three after the first
cap
- Limited line-of-sight at the first control point in stage 3 to remove
a griefable sniper spot

Source Engine:
- Fixed some audio buffer support issues with Vista
- WorldVertexTransition under dxlevel 80 + 81 now correctly uses vertex
alpha to blend the two textures
- Improved the console in the graphical UI version of the dedicated
server

SourceTV:
- Relay proxies can now record demos now with tv_autorecord 1
- Fixed an interpolation code bug during demo playback that was
resulting in view jitter
- Added several TF specific game events to SourceTV auto director logic
- Increased the average shot length by 2 seconds
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[JiF]Sly Gambit
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Re: Server Crashes

Post by [JiF]Sly Gambit »

This update was hilarious:

Added effects to players when they earn an achievement, visible to
other players nearby"


I saw some spy get a super spy achievement. Next thing I see is a demo running at me with a giant crown over his head.

Obviously our super spy had arrived.

I killed him. He was likely unaware how I could tell it was him. :)
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