I've seen 2 crashes in hell area where there are ghosts in the immediate area of invulnerability spell casted next to enemy and rockets fired at eachothers at that time. I'm not sure if the crash was at that point but it looked like it.

-ics

E. Olsen kirjoitti:
We are still seeing intermittent crashing on windows 2008R2 servers (24 slots), especially on the Halloween event map (although we're seeing crashes on other maps as well still). There does not seem to be a discernible pattern to it, but it may be when the players are sent to "hell" that the crashes occur.


On Thu, Oct 31, 2013 at 3:26 PM, Eric Smith <[email protected] <mailto:[email protected]>> wrote:

    We’re looking into the skeletons issue. Thanks.

    -Eric

    *From:*[email protected]
    <mailto:[email protected]>
    [mailto:[email protected]
    <mailto:[email protected]>] *On Behalf Of *Ross
    Bemrose
    *Sent:* Thursday, October 31, 2013 11:50 AM
    *To:* Half-Life dedicated Win32 server mailing list


    *Subject:* Re: [hlds] Mandatory TF2 update released

    When I was playing after last night's update, while you don't
    necessarily crash with the skeletons on High detail, they no
    longer had any animations. Not sure if that was a server bug or
    client bug.

    On Thu, Oct 31, 2013 at 12:45 PM, Brian Cagle <[email protected]
    <mailto:[email protected]>> wrote:

    Seems like people are crashing with the Skeletons still when they
    have their model detail set to Medium or Below. They don't crash
    with it on High

    -Brian

    > Date: Thu, 31 Oct 2013 04:51:29 -0600
    > From: [email protected] <mailto:[email protected]>
    > To: [email protected] <mailto:[email protected]>
    > Subject: Re: [hlds] Mandatory TF2 update released


    >
    > We are also seeing crashes on Windows 2008. Some servers will
    run for
    > hours while others only last about 10 minutes. Very frustrating.
    I also
    > no longer see a dump folder on the server. Where are the dump files
    > stored now?
    >
    > On a side note, I'm getting the following error every time I run
    the
    > Steamcmd updater for any of my servers, not sure if it's related:
    >
    > Redirecting stderr to 'C:\Game_Servers\SteamCmd\logs\stderr.txt'
    > Looks like steam didn't shutdown cleanly, scheduling immediate
    update
    > check
    > [ 0%] Checking for available updates...
    > [----] Verifying installation...
    > Steam_: BugslayerUtil.DLL not found
    > Steam Console Client (c) Valve Corporation
    > -- type 'quit' to exit --
    > Loading Steam3...net_misc.cpp (113) : Assertion Failed:
    g_cnIPThisBox <
    > k_nMaxIPThisBox
    > Loading Steam2...OK.
    >
    > Connecting anonymously to Steam Public...Success.
    >
    >
    >
    > On 2013-10-30 20:37, E. Olsen wrote:
    > > Still seeing intermittent crashes on the new Halloween map -
    with and
    > > without Sourcemod running (24-slot servers, Windows 2008R2).
    > >
    > > On Wed, Oct 30, 2013 at 10:32 PM, Asher Baker
    <[email protected] <mailto:[email protected]>>
    > > wrote:
    > >
    > >>> The crashes I've encountered/seen are in bool
    > >>> CEngineTrace::ClipRayToVPhysics( const Ray_t &, unsigned int,
    > >>> ICollideable *, studiohdr_t *, trace_t * );.
    > >>
    > >> I see this crash come up semi-regularly over the last year or
    so in
    > >> the crash reporting system I run, a fix would be handy.
    > >>
    > >> ~~~~~
    > >> "Their heads are green, and their hands are blue,
    > >> And they went to sea in a Sieve." - Edward Lear
    > >>
    > >> On Thu, Oct 31, 2013 at 2:29 AM, Kyle Sanderson
    <[email protected] <mailto:[email protected]>>
    > >> wrote:
    > >>
    > >>> Were you guys able to fix the null model_t* trace-ray engine
    bug? I
    > >>> encountered it last week in cstrike where a solid didn't have a
    > >>> collision model, resulting in GetCollisionModel returning
    NULL. The
    > >>> initial generic call in cstrike came from the unducks in
    movement.
    > >>> The dumps I've seen (from TF pre-today update) have the same
    offset,
    > >>> so I'm largely assuming it's the same. Presumably High Tower
    has/had
    > >>> a similar problem? It also looks like guards are already
    present for
    > >>> a NULL vcollide_t *.
    > >>>
    > >>> The crashes I've encountered/seen are in bool
    > >>> CEngineTrace::ClipRayToVPhysics( const Ray_t &, unsigned int,
    > >>> ICollideable *, studiohdr_t *, trace_t * );. Other functions
    that
    > >>> deal with solids appear to check for (and expect) a NULL
    model_t *.
    > >>>
    > >>> Thanks,
    > >>> Kyle.
    > >>>
    > >>> On Wed, Oct 30, 2013 at 7:48 PM, Eric Smith
    > >>> <[email protected] <mailto:[email protected]>>
    wrote:
    > >>>
    > >>>> There was a typo in the last line of the notes. There was a
    missed
    > >>>> note in "yesterday's" update. We're still investigating
    issues as
    > >>>> they come up, so please report them as you find them.
    > >>>>
    > >>>> Thanks.
    > >>>>
    > >>>> -Eric
    > >>>>
    > >>>> -----Original Message-----
    > >>>> From: Eric Smith
    > >>>> Sent: Wednesday, October 30, 2013 6:33 PM
    > >>>> To: Half-Life dedicated Linux server mailing list
    > >>>> ([email protected]
    <mailto:[email protected]>); Half-Life dedicated
    Win32
    > >>>> server mailing list ([email protected]
    <mailto:[email protected]>);
    > >>>> '[email protected]
    <mailto:[email protected]>'
    > >>>> ([email protected]
    <mailto:[email protected]>)
    > >>>> Subject: Mandatory TF2 update released
    > >>>>
    > >>>> We've released a mandatory TF2 update for Halloween. The
    notes for
    > >>>> the update are below. The new version is 1979503.
    > >>>>
    > >>>> -Eric
    > >>>>
    > >>>> --------------------------
    > >>>>
    > >>>> - Added new main menu character images for Scream Fortress 2013
    > >>>> - Fixed a server crash related to The High Five taunt
    > >>>> - Fixed neutral pumpkin bombs exploding with blue particles
    > >>>> - Fixed health on hit particle effect precache error
    > >>>> - Fixed client nTextureFrame < 0 warning spew in dev console
    > >>>> - Updated the round restart event to remove spells after
    playing in
    > >>>> hell
    > >>>> - Updated plr_hightower_event to improve server stability
    > >>>> - Updated The Chicken Kiev so it can't be equipped with the
    Cold
    > >>>> War Luchador or the Large Luchador
    > >>>> - Re-enabled the crafting recipes for zombie costumes
    > >>>>
    > >>>> Notes missed from Monday's update:
    > >>>> - Updated the Vaccinator to use the reload key to cycle
    through
    > >>>> resist types
    > >>>>
    > >>>> _______________________________________________
    > >>>> To unsubscribe, edit your list preferences, or view the list
    > >>>> archives, please visit:
    > >>>>
    https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [1]
    > >>>
    > >>> _______________________________________________
    > >>> To unsubscribe, edit your list preferences, or view the list
    > >>> archives, please visit:
    > >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [1]
    > >>
    > >> _______________________________________________
    > >> To unsubscribe, edit your list preferences, or view the list
    > >> archives, please visit:
    > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds [1]
    > >
    > >
    > >
    > > Links:
    > > ------
    > > [1] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
    > >
    > > _______________________________________________
    > > To unsubscribe, edit your list preferences, or view the list
    > > archives, please visit:
    > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the list
    archives, please visit:
    > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


    _______________________________________________
    To unsubscribe, edit your list preferences, or view the list
    archives, please visit:
    https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




-- Ross Bemrose


    _______________________________________________
    To unsubscribe, edit your list preferences, or view the list
    archives, please visit:
    https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

Reply via email to