Raised This Month: $12 Target: $400
 3% 

Steampipe.. speculate


Post New Thread Reply   
 
Thread Tools Display Modes
Scipizoa
Senior Member
Join Date: Aug 2012
Location: ask me
Old 04-25-2013 , 00:45   Re: Steampipe.. speculate
Reply With Quote #231

I started WITH the 1.5 snapshots then i figured that it was no longer compatible with 1.5 so i updated to 1.6 and meta 1.10

whats driving me nuts about this I also validated the tf2 install twice, i made sure everything was where its supposed to be yet nothing the debug logs don't show nothing only the command line i used alot of core dumps which i csn't read, and nothing in the sourcemod/server log files that'll indicate why the server crashes when people connect to it


This makes me question why valve had to follow youtubes slogan"if it ain't broken lets fix it so that it will be broken"
__________________

ZaBaGaBe Gaming Community: http://steamcommunity.com/groups/ZBGB

Last edited by Scipizoa; 04-25-2013 at 00:46.
Scipizoa is offline
eco3576
Senior Member
Join Date: Jul 2010
Old 04-25-2013 , 00:47   Re: Steampipe.. speculate
Reply With Quote #232

Did you make sure that no custom extensions are conflicting with the new binaries that are shipped with steampipe?
eco3576 is offline
eco3576
Senior Member
Join Date: Jul 2010
Old 04-25-2013 , 01:35   Re: Steampipe.. speculate
Reply With Quote #233

Well, I'm getting the same issue too. Heh. Good thing I have a tarball backed up.
eco3576 is offline
eco3576
Senior Member
Join Date: Jul 2010
Old 04-25-2013 , 01:46   Re: Steampipe.. speculate
Reply With Quote #234

I have a feeling it's the OnClientPutInServer call that's messing things up. Or something along those lines.
eco3576 is offline
asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 04-25-2013 , 03:48   Re: Steampipe.. speculate
Reply With Quote #235

Not to sound like a broken record, but SourceMod does not support betas.
Randomly trying different builds is not going to make your problem go away, the update being released and us then updating SourceMod will.
__________________
asherkin is offline
Wazman
AlliedModders Donor
Join Date: Oct 2012
Location: Unknown place ????
Old 04-25-2013 , 03:56   Re: Steampipe.. speculate
Reply With Quote #236

Hey guys, I figured out how to get fast download to work on a steamcmd TF2 server.
I made a little tutorial here
https://forums.alliedmods.net/showthread.php?t=214276
Wazman is offline
nineteeneleven
Veteran Member
Join Date: Nov 2010
Old 04-25-2013 , 06:38   Re: Steampipe.. speculate
Reply With Quote #237

Quote:
Originally Posted by Wazman View Post
Hey guys, I figured out how to get fast download to work on a steamcmd TF2 server.
I made a little tutorial here
https://forums.alliedmods.net/showthread.php?t=214276
didnt read the tut, but mine worked the same way as before.


For anyone who has switched over servers, Have you noticed any Non-pipe clients crashing when joining your pipe servers?
__________________

Last edited by nineteeneleven; 04-25-2013 at 06:54.
nineteeneleven is offline
Wazman
AlliedModders Donor
Join Date: Oct 2012
Location: Unknown place ????
Old 04-25-2013 , 07:00   Re: Steampipe.. speculate
Reply With Quote #238

Quote:
Originally Posted by nineteeneleven View Post
didnt read the tut, but mine worked the same way as before.


For anyone who has switched over servers, Have you noticed any Non-pipe clients crashing when joining your pipe servers?
If you read my guide, you would have seen that I said.
Quote:
You do not need to make .lst files for maps, just upload the map in the "map" directory, upload the .bzp2 file to your webhost, and the server will automatically make the .lst file for the map.
Everyone probably already figured out that maps work on fastdownload.
My Method let''s you upload custom sounds and models.

And also, valve hasn't perfected the bianary for this new steam pipes change, I don't recommend converting your servers to steamcmd TF2 servers just yet.

Last edited by Wazman; 04-25-2013 at 07:01.
Wazman is offline
nineteeneleven
Veteran Member
Join Date: Nov 2010
Old 04-25-2013 , 07:28   Re: Steampipe.. speculate
Reply With Quote #239

I have sounds and models/materials also working with fast downloads the old way as well
__________________
nineteeneleven is offline
f64
Member
Join Date: Jun 2007
Location: Houston, TX USA
Old 04-25-2013 , 07:32   Re: Steampipe.. speculate
Reply With Quote #240

Quote:
Originally Posted by Dr. McKay View Post
The only way I got it to work was:

Code:
vpk -K my.privatekey.vdf -k my.publickey.vdf -M modfolder
To sign a vpk, this worked for me:
Code:
vpk -M -K my.privatekey.vdf -k my.publickey.vdf a modfolder
Usage:
vpk [options] <command> <command arguments ...>
vpk [options] <directory>
vpk [options] <vpkfile>

Notes:
Only multi-chunk .vpk's support signatures
Must specify multichunk and both public and private key files in order to sign VPK
Only public keys are used to check signatures so use -k option


With this new vpk.exe, the server and the client can use vpk assets in dod\custom, but I don't see how they're going to help with custom file integrity, even when signed, as they aren't even downloaded. Well, you can download a multi-chunk vpk directory, but it doesn't have the assets.

Edit: edit: I've since learned how vpk's are enforced for servers. It works quite well but clients need to 'install' them to custom\
__________________
Game: DOD:S

Last edited by f64; 05-02-2013 at 01:11. Reason: new vpk now ships
f64 is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 01:18.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode