Wyrmidon BRB, Posting Posts: 820 Joined: Jun 2009 |
08-13-2009, 09:08 PM
The server needs to be fixed, RTV, nominate, nextmap commands do not work and i don't think reserved slots are either as i can't get in the game (unless al of them on have reserve slots.
|
||
|
Negate Born the same day as Linux... poor guy.. Posts: 766 Joined: Apr 2008 |
08-13-2009, 09:10 PM
sourcemod is broken this usually happens after updates give it a while it should be back to normal by tommorow.
Your in the minority, its supposed to taste like a shit taco Jon Stewart [move]ii@.[/move] |
||
|
CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
08-13-2009, 09:25 PM
(08-13-2009, 09:10 PM)negate link Wrote: sourcemod is broken this usually happens after updates give it a while it should be back to normal by tommorow. This ^ Depends heavily on how quickly the SM team updates, I will check for updates and apply as necessary tomorrow morning  Sig by Joel |
||
|
Wyrmidon BRB, Posting Posts: 820 Joined: Jun 2009 |
08-13-2009, 09:41 PM
oh i didn't know this, thanks.
|
||
|
CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
08-14-2009, 05:33 AM
Everything has been updated on #1 and #2
Hopefully Valve won't decide to push something out between now and tonight, you can see the lead dev of sourcemod bitching here  Sig by Joel |
||
|
copulatingduck Following in Gordon's Footsteps Posts: 7,518 Joined: Apr 2008 |
08-14-2009, 05:43 AM
(08-14-2009, 05:33 AM)Caffeine link Wrote: Everything has been updated on #1 and #2 There will def be another update in the next day or so, from what I hear plr doesn't work right now :\ Though I doubt it will be enough to break SM some more edit: Gotta love the HLDS mailing list: Quote:Update > Sourcemod Ripped like paper raped with ease hey scrub nerd pyros suck on these
(This post was last modified: 08-14-2009, 05:55 AM by copulatingduck.)
|
||
|
Fail Medic Actually made of WIN Posts: 1,523 Joined: Mar 2008 |
08-14-2009, 07:33 AM
Will Valve ever put some sort of... what's the term... when you virtualize certain aspects of an application to insulate functionality from the impact of major design changes? I guess I don't know how exactly SourceMod and other admin helper tools sit on top of Source engine games and communicate with it, but why does this keep happening?Â
Basic functionality like the sm_menu, rtv /nominate, ban / mute / kick, all that... I'm wondering what in this update would have completely broken everything? Why isn't there some sort of common interface exposed to admin plugins that would be stable across updates? I could go out and research it, but I'm just complaining loudly. I'm being an ignorant four-year-old asking "why? why? why? why? why?" here. |
||
|
CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
08-14-2009, 07:50 AM
Sourcemod hooks into a lot of different things in the engine, when valve makes major updates it breaks some of those connections and the whole thing will end up segfaulting or simply not working.
Like when they added achievement unlockables, it borked sourcemod royally. The problem is Valve both supports and doesn't give two shits about their mod community at the same time. Personally I think before Valve pushes any patch they should test it on a server running sourcemod and beatle's mod. Any server op worth their salt is going to have one of those two loaded onto their box. Nope...just push the patch out and let them figure it out. They are damn lucky that they have such a good mod community that they can fix these things overnight, otherwise the stuff could end up broken for months in other games. Â Sig by Joel |
||
|
copulatingduck Following in Gordon's Footsteps Posts: 7,518 Joined: Apr 2008 |
08-14-2009, 02:18 PM
(08-14-2009, 07:50 AM)Caffeine link Wrote: Personally I think before Valve pushes any patch they should test it fixed you know they don't test them as many times as they've completely broken servers before Ripped like paper raped with ease hey scrub nerd pyros suck on these |
||
|
Darklink BRB, Posting Posts: 833 Joined: Jul 2008 |
08-14-2009, 03:20 PM
(08-14-2009, 02:18 PM)CopulatingDuck link Wrote: [quote author=Caffeine link=topic=3457.msg106062#msg106062 date=1250254245] fixed you know they don't test them as many times as they've completely broken servers before [/quote]im pretty sure most of this update came from the tf2 beta, it was tested. and expect another patch today/tomorrow sticky damage got buffed on accident again |
||
|
copulatingduck Following in Gordon's Footsteps Posts: 7,518 Joined: Apr 2008 |
08-14-2009, 03:23 PM
(08-14-2009, 03:20 PM)darrrk link Wrote: [quote author=CopulatingDuck link=topic=3457.msg106115#msg106115 date=1250277534] fixed you know they don't test them as many times as they've completely broken servers before [/quote]im pretty sure most of this update came from the tf2 beta, it was tested. and expect another patch today/tomorrow sticky damage got buffed on accident again [/quote] most of it did not, you're an idiot Ripped like paper raped with ease hey scrub nerd pyros suck on these |
||
|
Darklink BRB, Posting Posts: 833 Joined: Jul 2008 |
08-14-2009, 03:27 PM
(08-14-2009, 03:23 PM)CopulatingDuck link Wrote: [quote author=darrrk link=topic=3457.msg106130#msg106130 date=1250281207] fixed you know they don't test them as many times as they've completely broken servers before [/quote]im pretty sure most of this update came from the tf2 beta, it was tested. and expect another patch today/tomorrow sticky damage got buffed on accident again [/quote] most of it did not, you're an idiot [/quote] Added community map Cp_Yukon Pistol now fires at a fixed rate, not based on the speed at which you press the firing button. (made the pistol pretty bad because it goes way too slow) Significantly reduced the amount of network traffic being sent. Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps. Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail. # Updated CP_Granary - Made a few changes to improve balance based on competitive community feedback. # The Force of Nature - The enemy knockback now only `works in close range and behaves more like the Pyro's air blast. - Enemies cannot be juggled by the FaN's effect. - The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards. - Knockback is now scaled by damage done. # Fixed an exploit that allowed players to work around sv_pure. # Particle files are now protected by sv_pure. Added "Auto Reload" option to the multiplayer advanced options. okay most of everything decent (^) |
||
|
copulatingduck Following in Gordon's Footsteps Posts: 7,518 Joined: Apr 2008 |
08-14-2009, 03:32 PM
a lot of those weren't in the beta, or suggestions from the comp community
idiot Ripped like paper raped with ease hey scrub nerd pyros suck on these |
||
|
Radio Raheem BRB, Posting Posts: 1,306 Joined: Aug 2008 |
08-14-2009, 03:34 PM
most importantly were the humiliation animations in beta? im guessing thats enigmas idea
|
||
|
Darklink BRB, Posting Posts: 833 Joined: Jul 2008 |
08-14-2009, 03:35 PM
(08-14-2009, 03:34 PM)Radio Raheem link Wrote: most importantly were the humiliation animations in beta? im guessing thats enigmas ideaif he was in beta every character would be asian |
||
|
CaffeinePowered Mad Hatter Posts: 12,998 Joined: Mar 2008 |
09-03-2009, 05:39 AM
There were two more updates this past week that were "non-critical" ie. you could play on a server with an earlier version
Ive updated #1 and #2 to 1.0.6.8 from 1.0.6.6 and I updated sourcemod to the latest stable release of 1.23 from 1.22-dev. This should hopefully fix the occasional crash/lag spike some of you have seen on the servers in the past week or two. Â Sig by Joel |
||
|
|