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FF2 Server now in barely alive mode. FIXED 
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Post FF2 Server now in barely alive mode. FIXED
The MvM update brought with it all manner of undocumented changes to TF2 servers, such as a reduction in available space in the sound precaching tables* and as yet unknown issues with various string tables, e.g. GameRulesCreation, Scenes and ServerMapCycle, (and reintroduction of -tickrate!!! surely some mistake?!)

These issues affect custom content servers the most. I have had to reduce the number of different Bosses from 30 to 10.

There will be frequent, delightful crashes due to overflow errors when writing to string tables. Either Valve releases a fix or there could be a work around in the FF2 code.

Having only just got back, I am now away again until Monday evening. Fingers crossed a fix comes soon, but I don't have time to experiment with finding a solution.

*further insight: The new robotic versions of every voice file in the game get precached regardless even if a server is not running MvM. This leaves very little space in the precache tables for custom content. Boo. Hope Valve fix this.


Thu Aug 16, 2012 3:14 pm
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Post Re: FF2 Server now in barely alive mode.
Thanks for doing your best with this even when you're this busy, frog. :)

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Thu Aug 16, 2012 3:33 pm
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Post Re: FF2 Server now in barely alive mode.
To, in some way, compensate for this wholesale reduction fun, you can now toggle the new robot model on yourself with !robot.


Thu Aug 16, 2012 4:19 pm
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Post Re: FF2 Server now in barely alive mode. FIXED
I'm back. Our FF2 server is now fixed.


Mon Aug 20, 2012 7:44 pm
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Post Re: FF2 Server now in barely alive mode. FIXED
FF2 still requires some tweaks.

No longer does the explosives boost you as high as you used to.
Weapon tweaks no longer exists (like pyro flare boosting you up).
I believe medic snapping no longer exists (pulling medics with you on jumping).
In some cases you cannot do damage to the targets (also exists for Hales).
In cases where the enemy is a scout, yourself will be granted the same speed as them. (I was pyro with the same speed as the scout).

That's all I know so far :)
Hope it helps solve bugs.

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Mon Aug 20, 2012 10:58 pm
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Post Re: FF2 Server now in barely alive mode. FIXED
Medic snapping was probably no longer included as the Quick-Fix does this by default. I could be wrong mind you!

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Mon Aug 20, 2012 11:04 pm
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Post Re: FF2 Server now in barely alive mode. FIXED
I think the snapping though existed due to the fact that all the heal guns had the affects of the quick-fix so it also included it. However that is not the same thing no more. Oh well, if it means it's gone then my days as op medic is over :( :P


Mon Aug 20, 2012 11:31 pm
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Post Re: FF2 Server now in barely alive mode. FIXED
Valve fixed it btw:
Fixed the sound precache string table being nearly full in non-MvM games
-This was causing the "error writing string table baseline" and "failed reading message net_SetConVar" errors

Guess that was it right? Just wanted to mention it.

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Wed Aug 22, 2012 12:23 am
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Post Re: FF2 Server now in barely alive mode. FIXED
Server still needs a bit of extra love, as there is still some bugs such as red X particles (esp heavies shotgun, it drops peoples frame rate).

Also, !votemute seems to be being abused too.

Normally around this time (or few hours before) you have people breaking the rules, even if they are joking around.


Mon Aug 27, 2012 6:54 pm
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Post Re: FF2 Server now in barely alive mode. FIXED
Once again, votegag is being abused.

Also people are using the command in console so that we don't get shown who initiated the vote.

Meaning that we can't retaliate and gag them from using the command.

We need at least an administrator to visit the server daily.


Sat Sep 01, 2012 3:13 pm
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