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WattoDaToyda...  : (24 May 2013 - 09:12 PM) Is the Linux dedicated server completely broken or is it just me?
gmc.jimmy  : (08 May 2013 - 08:05 PM) The guests browsing are probably spambots or search engines.
Vladimir Bladin  : (03 May 2013 - 08:41 PM) Hmm. the online at once record seems to be broken every day. If you're a guest browsing these forums, why not join? As the saying goes, "The more the merrier."
jonnyquattro  : (27 April 2013 - 11:47 AM) woot.
Stino  : (25 April 2013 - 10:14 AM) https://www.facebook.com/SynergyMod People, you know what to do!
TBC Alex  : (22 April 2013 - 01:38 PM) Do you need help no problem send me a pm or open a thread
WattoDaToyda...  : (20 April 2013 - 10:21 PM) Someone please help me with my server!
scorp75  : (19 January 2013 - 01:28 PM) Spam, spam, spam. I am saddened to see this
VOSK  : (18 January 2013 - 03:48 PM) Looking into ways to correct that.
ChexGuy  : (06 January 2013 - 06:44 PM) actually a lot of the forums have spambot posts
ChexGuy  : (06 January 2013 - 06:43 PM) holy crap the entire Synergy Discussion forum is spambots wtf
Pestilence  : (03 January 2013 - 11:38 AM) Woo synergy updates!!
Edfake  : (31 December 2012 - 10:22 PM) sourcemod should now be fixed as of 9 hours ago
Edfake  : (31 December 2012 - 10:21 PM) Happy new years!!!!
Zero Alpha 2  : (31 December 2012 - 12:27 PM) And Happy New years eve!
Zero Alpha 2  : (31 December 2012 - 12:26 PM) Its been awfully quiet in the shout box lately D:
gmc.jimmy  : (17 October 2012 - 09:04 PM) Here's a Slashdot article talking about a Steam vulnerability.
Edfake  : (15 October 2012 - 04:24 PM) If its any help, UrbanCommand check the November 24, 2011 post in news, and Forensic, check your drivers and update them all. maybe updating ditect x will help too
UrbanCommand  : (23 September 2012 - 10:43 AM) WTF i keep on getting invalid steam userID ticket any help :/
Forensic  : (16 September 2012 - 08:04 PM) ok, umm, blue screen of death, anyone know a fix?
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Synergy Update version 14

#61
User is offline   VOSK 

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The one that seems to have been crashing most servers (from looking at the MDMPs), is that CAI_Pathfinder::IsLinkUsable() crash, which is part of a callstack from any NPC's think function, from either the "info_node_link" or "info_node_link_controller" entities, after being deleted and re-created via an autosave.

Sort version: the crash that was seemingly caused by the autosaves was fixed.
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#62
User is offline   Ywa 

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If needed I can provide more MDMPs from a Win2k3 Synergy server. smile.gif

Edit
Also, mp_respawndelay doesn't give any good results. Set it to 1 and it still takes like 30 seconds to respawn.

Any possibility to set it to exactly 1 second or 5 or so?
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#63
User is offline   crazydog 

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mp_respawndelay only has a 0 and 1 setting.

0: Don't respawn anyone until everyone dies and a checkpoint is loaded
1: Respawn people after time


I really wish there would be some change, or even just an EXPLANATION why the possibility of a server var for shorter/instant respawn is an issue that the devs don't seem to like to discuss.
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#64
User is offline   VOSK 

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Instantly respawning players would be fine if we didn't have the map reset stuff.
We're trying to make an actual game with goals, including avoiding death. There needs to be *something* that prevents players from just dying.
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#65
User is offline   TGP1994 

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I'm just curious, what interpreter do you use to read those MDMPs? I'd like to help by actually providing the developer with the actual error rather than throwing files at them.
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#66
User is offline   crazydog 

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QUOTE (VOSK @ Sep 16 2009, 10:47 AM) <{POST_SNAPBACK}>
Instantly respawning players would be fine if we didn't have the map reset stuff.
We're trying to make an actual game with goals, including avoiding death. There needs to be *something* that prevents players from just dying.


That's all well and good, but why not leave it up to server admins?

Team Fortress 2 is supposed to be a well balanced game, but Valve doesn't restrict people from using instant respawn and game-unbalancing features.
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#67
User is offline   Rothgar 

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QUOTE (crazydog @ Sep 17 2009, 07:13 AM) <{POST_SNAPBACK}>
That's all well and good, but why not leave it up to server admins?

Team Fortress 2 is supposed to be a well balanced game, but Valve doesn't restrict people from using instant respawn and game-unbalancing features.


Thanks for the update and the vote toggle VOSK will have to try it out.
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#68
User is offline   ultradude25 

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We really need to be able to disable everyone dying and the map resetting. Think of custom maps like js_build_puzzle, don't just think about the default ones. On the off-chance that everyone dies at the same time (It would have to be exactly at the same time due to the instant respawn) then the map gets reset and all the puzzles are reset and that is VERY annoying.
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#69
User is offline   Silikone 

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Half-Life 2 actually loads some time, but Synergy seems to instantly reset like in Counter-Strike. Perhaps using "real" loading would fix the problems.
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#70
User is offline   Ywa 

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I actually created a SourceMod plugin for fast respawn. It seems it works fine.

I'll publish it soon after I've tested it thoroughly.
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#71
User is offline   Rothgar 

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QUOTE (Ywa @ Sep 17 2009, 10:36 PM) <{POST_SNAPBACK}>
I actually created a SourceMod plugin for fast respawn. It seems it works fine.

I'll publish it soon after I've tested it thoroughly.


Disabling the vote system works, thanks.

Any word on what is going on with the player collision? Is this going to be updated with a disable cvar?
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#72
User is offline   VOSK 

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Rothgar, yes.
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#73
User is offline   TGP1994 

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QUOTE (TGP1994 @ Sep 16 2009, 03:17 PM) <{POST_SNAPBACK}>
I'm just curious, what interpreter do you use to read those MDMPs? I'd like to help by actually providing the developer with the actual error rather than throwing files at them.


VOSK?
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#74
User is offline   VOSK 

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QUOTE (TGP1994 @ Sep 17 2009, 03:36 PM) <{POST_SNAPBACK}>
VOSK?

Microsoft Visual Studio 2008 Express. Sending the actual files is most helpful. You won't be able to see anything yourself except a callstack. (Most of the time, just a callstack is useless for me.)
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#75
User is offline   TGP1994 

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QUOTE (VOSK @ Sep 17 2009, 06:30 PM) <{POST_SNAPBACK}>
Microsoft Visual Studio 2008 Express. Sending the actual files is most helpful. You won't be able to see anything yourself except a callstack. (Most of the time, just a callstack is useless for me.)


Oh. What do you see?
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#76
User is offline   VOSK 

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QUOTE (TGP1994 @ Sep 17 2009, 10:01 PM) <{POST_SNAPBACK}>
Oh. What do you see?

Having the source files, I can be taken directly to the lines of the functions in the call stack, beginning at the line that caused the crash.

However, most crashes are happening in the engine.dll or other engine binary file, which I do not have the sources to, therefore I don't always get to see what each crash was about.
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#77
User is offline   TESLA-X4 

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If you run puzzle maps and want to stop the map from resetting if everyone dies at the same time, try adding a bot or two. There's a couple of bot plugins over in the SourceMod forums, so you might want to check those out. Unfortunately, it also means you'll have to sacrifice a player slot.
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#78
User is offline   TGP1994 

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QUOTE (VOSK @ Sep 17 2009, 11:52 PM) <{POST_SNAPBACK}>
Having the source files, I can be taken directly to the lines of the functions in the call stack, beginning at the line that caused the crash.

However, most crashes are happening in the engine.dll or other engine binary file, which I do not have the sources to, therefore I don't always get to see what each crash was about.


Oh. That's weird, I thought when you choose to make a multiplayer mod, it gives you the source to everything?
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#79
User is offline   TESLA-X4 

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QUOTE (TGP1994 @ Sep 19 2009, 03:27 AM) <{POST_SNAPBACK}>
Oh. That's weird, I thought when you choose to make a multiplayer mod, it gives you the source to everything?

Not the engine source code though
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#80
User is offline   gmc.jimmy 

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The OrangeBox engine doesn't seem as graceful as the older EP1 engine was. Which is why it seems to be more buggy than previous releases. The older engine would work around human errors and mistakes with a sane set of defaults, but the new engine just takes a dump when it finds something that it doesn't know what to do with or is missing something that it expected to be there.
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