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-   -   TF2 Crashing After Update (https://forums.alliedmods.net/showthread.php?t=289005)

Fearts 10-12-2016 21:16

TF2 Crashing After Update
 
Running Windows servers. Anyone else having issues.

AwesomeX 10-12-2016 21:17

Re: TF2 Crashing After Update
 
Running Linux, same thing, crashing constantly, completely broke. Thanks Valve.

Maliwolf 10-12-2016 21:18

Re: TF2 Crashing After Update
 
My server is crashing every time someone joins.

Horsedick 10-12-2016 21:21

Re: TF2 Crashing After Update
 
yes

Rushy 10-12-2016 21:29

Re: TF2 Crashing After Update
 
The update has also changed some plugins around that rely on the repository numbers. Needs a recompile with the new server files I believe

VPPGamingNetwork 10-12-2016 21:31

Latest TF2 Patch Broked SM
 
Seems like the latest patch broked SM.

Team Fortress 2 Update Released
October 12, 2016 - TF2 Team

An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Players will now be randomly selected to participate in a survey at the end of Casual and Competitive matches
Ongoing improvements to the matchmaking backend to improve match quality and reduce wait times
Fixed air-blasts sometimes sending deflected projectiles in random directions when the Pyro is close to enemy players
Fixed a case where players joining community bootcamp servers via the server-browser could not select a team
Reduced the rate at which players can earn bonus points for extinguishing teammates
Fixed a case where players could use the Halloween teleport spell to get outside the map
Updated the localization files
Community requests
Fixed Merasmus not being stunned by bomb-head players on community Halloween maps
Added the ability for community Halloween maps to call a truce during a Monoculus or Merasmus fight
Can be set via the game rules entity using the SetMapForcedTruceDuringBossFight input
Fixed energy weapons not hitting pumpkin bombs, Merasmus props, and RD robots
Mann vs. Machine update
Fixed the Sentry Buster sound being orphaned if the Sentry Buster detonates while invulnerable
Fixed zombies not using the correct skin in Ghost Town
Updated cp_snakewater_final1
Changes based on community feedback
Updated pl_millstone_event
Updated bot navigation file, bots now use all routes, won't get stuck so easily and are smarter
Fixed woodpile spot where HHH could get stuck
Improved clipping on wood piles
Fixed missing rooftop texture
Fixed a few props flashing at certain angles
Fixed a spot in the last area where you could place stickies underground
Fixed Monoculus not getting stunned when hit by players exiting purgatory
Updated cp_sunshine
Blockbulleted spiral staircase on the back of second
Added medium ammo to mid near choke
Removed clipping over wooden arch going into second from valley
Reduced the size of the wooden arch
Blockbulleted a few undersides of staircases on last that could catch projectiles
Removed a ladder on last

Rushy 10-12-2016 21:33

Re: TF2 Crashing After Update
 
Checkout the new build 5944

Fearts 10-12-2016 21:34

Re: TF2 Crashing After Update
 
Is 1.7 still getting Gamedata updates?

Horsedick 10-12-2016 21:38

Re: TF2 Crashing After Update
 
Quote:

Originally Posted by Fearts (Post 2461501)
Is 1.7 still getting Gamedata updates?

I don't think so

Edit: I guess they are :D

Dagothur 10-12-2016 21:38

Re: Latest TF2 Patch Broked SM
 
Here is the crash I'm currently getting: https://crash.limetech.org/7p6j2trfvxxu

Things are fine if I remove all plugins. I'm currently trying to figure out which one may be causing it.

Horsedick 10-12-2016 21:39

Re: Latest TF2 Patch Broked SM
 
https://forums.alliedmods.net/showth...wpost&t=289005

Dr!fter 10-12-2016 21:40

Re: TF2 Crashing After Update
 
Quote:

Originally Posted by Fearts (Post 2461501)
Is 1.7 still getting Gamedata updates?

I updated 1.7 as well, not sure how much longer it will be done, so updating is a good idea.

bottiger 10-12-2016 21:40

Re: TF2 Crashing After Update
 
I am still getting crashes at CTFPlayer::Weapon_Equip

Dr!fter 10-12-2016 21:42

Re: TF2 Crashing After Update
 
There is multiple extensions/third party plugins that will have bad gamedata.

Potato Uno 10-12-2016 21:52

Re: TF2 Crashing After Update
 
No crashes here. What are you guys even running?

Spoiler

Dagothur 10-12-2016 21:54

Re: TF2 Crashing After Update
 
Quote:

Originally Posted by Potato Uno (Post 2461509)
No crashes here. What are you guys even running?

Spoiler

Maybe you updated after Drifter already fixed things?

Potato Uno 10-12-2016 21:58

Re: TF2 Crashing After Update
 
Nope nothing is updated.

EDIT: Disable TF2Items if you have that installed.

Dr!fter 10-12-2016 21:59

Re: TF2 Crashing After Update
 
Its on the updater, so you probably grabbed it. Or didnt use any of the hooks/calls that changed.

VPPGamingNetwork 10-12-2016 22:02

Re: TF2 Crashing After Update
 
will the 1.8 Stable windows be updated?

Fearts 10-12-2016 22:09

Re: TF2 Crashing After Update
 
Code:

"EquipWearable"
{
"windows""428"
"linux""429"
"mac""429"
}

"RemoveWearable"
{
"windows""429"
"linux""430"
"mac""430"
}

"IsWearable"
{
"windows""87"
"linux""88"
"mac""88"
}

^I'm not 100% sure if these are correct but I believe these changed in the last update and these ones seem to be working for Windows. (only tested on windows.)

bottiger 10-12-2016 22:10

Re: TF2 Crashing After Update
 
It looks like tf2items givenameditem wasn't updated.

I thought it was included in the gamedata that Sourcemod maintains for a while?

Potato Uno 10-12-2016 22:11

Re: TF2 Crashing After Update
 
According to this https://asherkin.github.io/vtable/ IsWearable should be 88 linux, 87 windows. The rest seem to be correct.

Fearts 10-12-2016 22:12

Re: TF2 Crashing After Update
 
Also this for TF2Items Gamedata (again not 100% sure if its correct but seems to be working on windows):

Code:

"Games"
{
    "tf"
    {
        "Offsets"
        {
            "GiveNamedItem"
            {
                "windows"    "473"
                "linux"    "480"
                "mac"    "480"
            }
        }
    }
}


bottiger 10-12-2016 22:20

Re: TF2 Crashing After Update
 
People should know that you need to mark your "official" gamedata file as read only or sourcemod will overwrite it with old values.

If I remember correctly tf2.items.txt is considered "official" unless it changed recently.

Fearts 10-12-2016 22:25

Re: TF2 Crashing After Update
 
Quote:

Originally Posted by bottiger (Post 2461526)
People should know that you need to mark your "official" gamedata file as read only or sourcemod will overwrite it with old values.

If I remember correctly tf2.items.txt is considered "official" unless it changed recently.

It is reverting back to old gamedata that is the issue.

Dr!fter 10-12-2016 22:26

Re: TF2 Crashing After Update
 
Quote:

Originally Posted by bottiger (Post 2461526)
People should know that you need to mark your "official" gamedata file as read only or sourcemod will overwrite it with old values.

If I remember correctly tf2.items.txt is considered "official" unless it changed recently.

Wrong wrong wrong.

https://wiki.alliedmods.net/Gamedata...ng_(SourceMod) using the custom folder is the correct way to load gamedata that is custom.

Do not stop the updater from updating your files, you will most likely run into an issue at some point.

All SM's gamedata has been updated already in this case and should be on the updater.

tf2items isnt part of sm, it is a seperate extension maintained by asherkin, who controls the gamedata (which he will probably fix when he is awake). It happens to be on the gamedata updater, but its not official part of sm.

jaguar1 10-12-2016 22:30

Re: TF2 Crashing After Update
 
what i need to do to fix the sourcemod?

Dr_Knuckles 10-12-2016 22:32

Re: TF2 Crashing After Update
 
^ what he said

Dagothur 10-12-2016 22:36

Re: TF2 Crashing After Update
 
If you're on SM 1.7 or higher, restart your server and it will pull correct data. Note that the TF2Items step mentioned below also requires a restart, so do it first if you use it. (If you are below 1.7, you will have to update)

If you are using TF2Items, you need to go to /gamedata/ and make a directory called "custom". Copy /gamedata/tf2.items.txt into /custom/tf2.items.txt and make the file have the following contents:
PHP Code:

"Games"
{
    
"tf"
    
{
        
"Offsets"
        
{
            
"GiveNamedItem"
            
{
                
"windows"    "473"
                "linux"    "480"
                "mac"    "480"
            
}
        }
    }


As mentioned, you need to make sure you delete this file in a few days after TF2Items is updated to automatically pull this correct data. If you forget to do this, your shit will break the next time the offset changes and it wont be able to download the updated offset.

Fearts 10-12-2016 22:39

Re: TF2 Crashing After Update
 
After updating the following offsets my servers seem to be working again (Windows OS):

"EquipWearable"

"RemoveWearable"

"GiveNamedItem"


Thanks to Drifter for the quick SM update.

bottiger 10-12-2016 22:42

Re: TF2 Crashing After Update
 
Quote:

Originally Posted by Dr!fter (Post 2461528)
Wrong wrong wrong.

https://wiki.alliedmods.net/Gamedata...ng_(SourceMod) using the custom folder is the correct way to load gamedata that is custom.

Do not stop the updater from updating your files, you will most likely run into an issue at some point.

All SM's gamedata has been updated already in this case and should be on the updater.

tf2items isnt part of sm, it is a seperate extension maintained by asherkin, who controls the gamedata (which he will probably fix when he is awake). It happens to be on the gamedata updater, but its not official part of sm.

I tried using the custom folder a long time ago and it didn't work for some reason. Maybe it is fixed now?

Either way you do it, by making the file read only or using the custom folder, if you forget to undo the change, the result is the same.

I know that tf2items isn't a part of sm, but sourcemod is still overwriting the gamedata as though it was an official extension.

jaguar1 10-12-2016 22:50

Re: TF2 Crashing After Update
 
now everything is working
but when i try to open the admin menu it shows
[SM] You do not have access to this command.
i checked all admin files and everything is ok `-` so weird

Dr!fter 10-12-2016 22:51

Re: TF2 Crashing After Update
 
Quote:

Originally Posted by bottiger (Post 2461537)
I tried using the custom folder a long time ago and it didn't work for some reason. Maybe it is fixed now?

Either way you do it, by making the file read only or using the custom folder, if you forget to undo the change, the result is the same.

I know that tf2items isn't a part of sm, but sourcemod is still overwriting the gamedata as though it was an official extension.

there was issues with it before, i believe they are all sorted now.

The result is indeed the same but its a lot easier to spot that there is a custom dir with a file (it also now logs as of a few months ago that a custom gamedata is being loaded). Than a read only flag being set on a file.

I misunderstood. I sadly am not aware of a way i can update tf2items gamedata or else i would have already.

bottiger 10-12-2016 22:58

Re: TF2 Crashing After Update
 
Quote:

Originally Posted by Dr!fter (Post 2461540)
there was issues with it before, i believe they are all sorted now.

The result is indeed the same but its a lot easier to spot that there is a custom dir with a file (it also now logs as of a few months ago that a custom gamedata is being loaded). Than a read only flag being set on a file.

I misunderstood. I sadly am not aware of a way i can update tf2items gamedata or else i would have already.

Yes it was broken for a long time. I've tested the custom folder and it seems to work now though.

Isn't the gamedata list saved somewhere on the alliedmods server?

I think it would be convenient to automatically have gdc automatically download the updates from the Steam depot and automatically update the gamedata. And then if there were any issues then someone could go back and manually override them.

https://github.com/alliedmodders/sou...ls/gdc-psyfork

Dr!fter 10-12-2016 23:01

Re: TF2 Crashing After Update
 
Quote:

Originally Posted by bottiger (Post 2461543)
Yes it was broken for a long time. I've tested the custom folder and it seems to work now though.

Isn't the gamedata list saved somewhere on the alliedmods server?

I think it would be convenient to automatically have gdc automatically download the updates from the Steam depot and automatically update the gamedata. And then if there were

https://github.com/alliedmodders/sou...ls/gdc-psyfork

yes, but i believe that it pulls the latest from the repo, which i cant push to.

Pitbull3 10-13-2016 00:34

Re: TF2 Crashing After Update
 
Quote:

Originally Posted by Fearts (Post 2461522)
Also this for TF2Items Gamedata (again not 100% sure if its correct but seems to be working on windows):

Code:

"Games"
{
    "tf"
    {
        "Offsets"
        {
            "GiveNamedItem"
            {
                "windows"    "473"
                "linux"    "480"
                "mac"    "480"
            }
        }
    }
}


Thanks for this, fixed all my servers like VSH & FF2. Appreciate it.

For the time being in core.cfg I've changed this until they get the numbers fixed on their end.

"DisableAutoUpdate" "yes"

asherkin 10-13-2016 04:28

Re: TF2 Crashing After Update
 
The TF2Items gamedata has been updated.

For those of you following along at home, this update came out at 2am my time...

Quote:

Originally Posted by Dr!fter (Post 2461544)
yes, but i believe that it pulls the latest from the repo, which i cant push to.

Not automatically, the file can just be edited on web01.

Pitbull3 10-13-2016 10:08

Re: TF2 Crashing After Update
 
Quote:

Originally Posted by asherkin (Post 2461594)
The TF2Items gamedata has been updated.

For those of you following along at home, this update came out at 2am my time...



Not automatically, the file can just be edited on web01.


I figured whoever was in charge may be sleeping, no worries! Appreciate everything you do for us asherkin :)

Potato Uno 10-13-2016 11:12

Re: TF2 Crashing After Update
 
You know guys, it would be easier to find which functions' gamedata went stale if the console wasn't spammed up the ass with "Plugin not runnable". You can't even see in the console the SetFailState message due to bad gamedata because the spam of useless not runnable errors kicks it off the top of the srcds console in a matter of seconds (and the error log is full of 5+ MB of this bullshit).

It used to be possible to easily find bad gamedata by updating a sig and reload the plugin to see where it hits SetFailState next , but now this is impossible without removing all the dependent plugins first (which you will have fun figuring out what those are, since sm plugins list also gets kicked off the top by the spam, making it useless as well).

All I can say is, great work guys at making our lives in troubleshooting actual problems absolutely miserable when updates like these come around and break everything. Considering this never was a problem in SM 1.7 and SM 1.8 was moved to stable even with this problem, some high level decision making needs to be re-evaluated before being pushed. Or roll back whatever changes were made that introduced this in the first place.

Before someone gives the smartass answer of "fix your broken plugins" or "remove the troublemaker plugins", neither of these can be easily done or figured out because of this very problem.

psychonic 10-13-2016 12:50

Re: TF2 Crashing After Update
 
Quote:

Originally Posted by bottiger (Post 2461537)
I tried using the custom folder a long time ago and it didn't work for some reason. Maybe it is fixed now?

This was already noted, but I would like to reiterate. Using the 'custom' is the preferred and supported way to override gamedata. In older SM versions (< 1.6?), it was not possible to do for a single gamedata file, only for ones that use folders (ex. sdktools.games, sdkhooks.game), but that has long been fixed.

Quote:

Originally Posted by bottiger (Post 2461537)
I know that tf2items isn't a part of sm, but sourcemod is still overwriting the gamedata as though it was an official extension.

The updater actually updates for more unofficial extensions than official - just for ones maintained by the SM core team or that the team feels comfortable updating in a pinch.

Quote:

Originally Posted by bottiger (Post 2461543)
I think it would be convenient to automatically have gdc automatically download the updates from the Steam depot and automatically update the gamedata. And then if there were any issues then someone could go back and manually override them.

It would be very convenient, but there are multiple things that preclude it, including work on getting reliable offsets in gdc (such as by importing some of asherkin's vtable.js work), the capability of actually writing to or altering a gamedata file in gdc, hooking it up to actually be able to commit changes back to the repo, and having a way to trigger the updater to update it's gamedata cache automatically after the changes. Even after all of that, there is still some manual action, such as finding new signatures or symbols, find new offsets that aren't just used for virtual functions, handling optional game updates, etc.

A lot of work would be involved in improving it, and while a huge improvement, there would still be flaws and manual action. It's probably worth doing at some point, but time isn't infinite.

Quote:

Originally Posted by Potato Uno (Post 2461665)
You know guys, it would be easier to find which functions' gamedata went stale if the console wasn't spammed up the ass with "Plugin not runnable". You can't even see in the console the SetFailState message due to bad gamedata because the spam of useless not runnable errors kicks it off the top of the srcds console in a matter of seconds (and the error log is full of 5+ MB of this bullshit).

I can understand your frustration, and it's a two-way street. It is only triggered by plugins that have issues, but the errors should have been more meaningful at the least. Ideally, they wouldn't show up at all, the old behavior. That's why this was fixed a week or two ago in the stable branch.


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