SRCDS Steam group


Team Fortress 2/Dedicated Server Update + 32 Player Bypass
#1
Quote:Required updates for Team Fortress 2 and it's dedicated servers are now
available. Please run hldsupdatetool to update. The specific changes
include:

- Improved compatibility for direct sound
- Deathcam screenshots now move the player id panel to the lower right,
and hide other hud elements until the freezecam fades
- Improved autobalance calculation code when determining who to switch
- Improved networking compatibility for some routers
- Fixed a crash during level init related to model loading
- Fixed issues on Dustbowl and Hydro that could occur when a server
emptied in the middle of a round
- Fixed a bug in the clientside player avoidance code, and smoothed it a
little more
- Further crash fixes related to paged pool memory usage
- Fixed scoreboard team scores label getting cut off
- Engineer buildings now explode when the Engineer dies during sudden
death
- Fixed a spy backstab exploit where you could stab a player who was not
facing away from you
- Fixed flailing at the low end of the cloak meter when the player gets
uncloaked automatically
- Fixed texture detail level setting "Very high" not being preserved
- Improved various error messages, and added links to steampowered
support pages
- Fixed scoring problem where destroying a buildable added a phantom
point, not attributed to any scoring bucket but still included in total
score
- Fixed honeypot server problems
- Fixed a rare crash caused by a medigun losing its owner
- Fixed an exploit that allowed disconnected medics to continue
ubercharging their target until they timed out
- TeamMenu now disables the spectate button if mp_allowspectators is
zero
- Added a missing "cannot_be_spectator" localization string
- Re-added class count numbers above class buttons for non-zero classes,
in addition to the class images
- Removed prefixes (tc_, ctf_, etc.) from map names in various places
where they're printed
- Fixed some edge cases where grenades could go through player or
buildings
- Fixed rocket/grenade explosions being able to impart damage through
thin ceilings
- The Engineer's "build X" commands will now behave properly when bound
directly to keys

Jason

If you have a modded server.dll or server_i486.so file - it may no longer work. Here are the replacements:

v1.0.0.6 as of 25/10/07


32 Players server_i486.so (Linux):

http://youngteam.eu/files/tf2/v1.0.0.6/server_i486.so.tar.bz2

(Currently doesn't allow your server to show on master server list)

Thanks to LIONz for providing.

32 Players server.dll & engine.dll (Windows):

http://youngteam.eu/files/tf2/v1.0.0.6/server.dll.zip
http://youngteam.eu/files/tf2/v1.0.0.6/engine.dll.zip

How-To

Back-up your existing server.dll and engine.dll from /tf2/bin before replacing.

After you've replaced the files, go to /tf2/cfg/valve.rc and open this file in notepad or something similar. Add:

Code:
maxplayers 32

and add the usual:

Code:
+maxplayers 32

in your startup parameters.
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#2
is there anymore info on the networking compatibility? it still seems to not like being behind a NAT.

YD
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#3
I'm working on a Linux version right now...

Also the updated versions should always be found here as well (Providing Valve doesn't do something drastic next update)
http://www.battlerealms.cc/forums/index.php?s=&showtopic=1768&view=findpost&p=29433

And you do not need to add maxplayers 32 into the valve.rc file.

Just run it with +maxplayers 32 and it will work fine
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#4
I have an update to the linux one for yesterday's update, and 1nsane is having me test the other mod to make the server show up in server browsers.
http://tf2.rat.org/forums/viewtopic.php?f=4&t=14
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#5
kilorat Wrote:I have an update to the linux one for yesterday's update, and 1nsane is having me test the other mod to make the server show up in server browsers.
http://tf2.rat.org/forums/viewtopic.php?f=4&t=14

Added the info from latest post there. Is the file provided by LIONz there the proper linux bypass to show on the server list or just a norm 32 player bypass?
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#6
Mine doesn't address the bypass issue, and I think the bypass has to be done in another file, not just server_i486.so.
As soon as someone figures it out I'll make a patch for that too. 1nsane is working on it, I dont know who else is still trying.
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#7
Well when i change the engine.dll i getting this message "memory could not be read"
It all worked last night but when the server got the new steam update
I got that wrong message=(
And the server is shutting down.

Anyone have an idea why?
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