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 Post subject: TF2 update installed
PostPosted: 16 Nov 2007, 11:09 
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Quote:
Source Engine:
- Fixed a bug in networking that would cause long stalls (up to 10
seconds) when a split packets weren't be reassembled properly, which forced a full update to the client(s)
- General optimization to tracelines
- Fix for broken .dem file playback
- Added backward compatibility code to allow demos recorded with protocol 12 to continue to be playable under protocol version 13
- When showing "WARNING: Connection Problem", now indicate the number of seconds remaining before an auto-disconnect will occur
- Fixed a bug that would cause NULLNAME to be shown as the player's name in the scoreboard for a short time.

Team Fortress 2:
- Fixed exploit where spectators could spawn into the world without actually joining a team

Hydro map changes:
- Fixed an exploit that would allow players to jump out of the map

Granary map changes:
- Cover changes to the first capture points of both teams. Reduces some of the sight lines for defenders, and should make the area easier to capture
- Teams that are holding more points will receive a greater spawn time bonus (spawn timer reduced for the winning team). This should help attacking teams build momentum
- Minor visual tweaks to the BLU side between capture points 2 and 3
- Clipped off a super high (demo pipe jump) perch in the middle area
- Increased base round timer to 10 minutes
- Added windows overlooking the final cap from the capture point 2 building (via new room next to conveyor route)
- Minor changes to lighting in the middle area
- Moved the middle spawn points farther forward (saves 6-7 seconds off a Heavy's run from this spawn to enemy capture point 2)
- Reduced spawn advantage/penalty to a total of -/+ 6 seconds when on the final cap (from 10 seconds)
- Fixed material alignment and model interpenetration issues in home spawn rocket rooms

SourceTV:
- Increased default bandwidth rate from 5 to 8 KB/sec for spectator clients
- Increased SourceTV demo buffer size for table class descriptions from
64 to 96KB. Team Fortress 2 was running over this
- Performance improvement for copying unreliable data buffers to SourceTV clients
- Updated the list of events in TF2 tagged for the director to play


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nl 
 Post subject:
PostPosted: 16 Nov 2007, 12:41 
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This update has broken sourcemod. Currently SM is being disabled, as it causes the server to crash.


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nl 
 Post subject:
PostPosted: 16 Nov 2007, 12:49 
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I think i located the crashbug. The server crashes whenever the sm_kick command is being used (manually), but also when the reserved slots plugin kicks someone to make sure a slot is being kept open.

So for now, the reserved slots plugin is being disabled, and admins are requested NOT to kick any one.


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gb 
 Post subject:
PostPosted: 16 Nov 2007, 15:15 
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Btw people have been complaining about the res slots, saying how auto reconnect doesnt work, but really thats a valve issue and sourcemod issue, as after all admins should get priority.

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nl 
 Post subject:
PostPosted: 16 Nov 2007, 16:34 
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[SpA]SonicFusion wrote:
Btw people have been complaining about the res slots, saying how auto reconnect doesnt work, but really thats a valve issue and sourcemod issue, as after all admins should get priority.
Yea i know the issue, but thats indeed an issue VALVe needs to resolved (we've requested a fix for this several times).

At the otherside, if people donate, they get access to the reserved slots, and won't have problems joining the servers :)


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gb 
 Post subject:
PostPosted: 16 Nov 2007, 18:30 
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Well i still have problems when im trying to connect and dont i have a res slot?

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nl 
 Post subject:
PostPosted: 17 Nov 2007, 00:20 
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[SpA]SonicFusion wrote:
Well i still have problems when im trying to connect and dont i have a res slot?
I quote myself;
Quote:
So for now, the reserved slots plugin is being disabled, and admins are requested NOT to kick any one.
:mrgreen:

A bug report has been filed at sourcemod, and its expected to be fixed during the weekend.


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nl 
 Post subject:
PostPosted: 17 Nov 2007, 00:24 
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Oh, it seems like a fix has already been released. I am way to stoned now to propperly update sourcemod, so i'll do it tomorrow!


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gb 
 Post subject:
PostPosted: 17 Nov 2007, 13:10 
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Nice - if u need me for testing gimme a shout :)

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gb 
 Post subject:
PostPosted: 17 Nov 2007, 13:13 
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I read what you put saint :P stop making me sound stupid hehe. I met i couldnt connect before the update was released, it seemed the res slot never worked with me, either via double clicking the server or typing connect IP in console.

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nl 
 Post subject:
PostPosted: 17 Nov 2007, 13:45 
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This is your steamid, right?

STEAM_0:0:2315384


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gb 
 Post subject:
PostPosted: 17 Nov 2007, 17:28 
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Crap at posting (43)
Aye it is

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nl 
 Post subject:
PostPosted: 17 Nov 2007, 19:56 
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Then it should work just fine :P

Anyway, SM got updated, and the kick command should work again, aswell as the reserved slots. The only thing is, i need to reboot the server in order for the admins to load :P


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gb 
 Post subject:
PostPosted: 18 Nov 2007, 01:01 
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LoL, reserved slot still isn't working for me :)

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nl 
 Post subject:
PostPosted: 18 Nov 2007, 03:44 
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u are a bunch of tards, thats what u are!

I still need to reboot the servers....


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nl 
 Post subject:
PostPosted: 18 Nov 2007, 13:28 
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Server 2 has been rebooted, and admins are loaded there again.

Server 1 has been full all night, so it will be rebooted once its empty again.


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gb 
 Post subject:
PostPosted: 18 Nov 2007, 16:38 
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Just rebooted it mate, even if players are on they will just think its crashed and it will soon populate as they just type retry in console. True some players dont always come back but oh well.

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nl 
 Post subject:
PostPosted: 18 Nov 2007, 18:10 
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[SpA]SonicFusion wrote:
Just rebooted it mate, even if players are on they will just think its crashed and it will soon populate as they just type retry in console. True some players dont always come back but oh well.
Its useually empty in the morning when i wake up to go to work, i always do a restart then... Just be patient a day :mrgreen:


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