Valve hat gesten ein Update für HL2DM und weitere Source-Spiele rausgebracht. Gameserver, welche Sourcemod am laufen haben, kann man aktuell nicht mehr joinen.
Unsere 3 Server sind auch betroffen.
Sourcemod selbst soll wohl noch laufen, aber einige integrierte Plugins sorgen wohl dafür, dass Server crashen können.
Github ist der aktuelle Anlaufpunkt für die aktuellen News in Bezug auf Sourcemod:
https://github.com/alliedmodders/sourcemod/issues/2264
Keine Ahnung, wie lange die Jungs brauchen, um Sourcemod auf Stand zu kriegen. Eine Möglichkeit wäre, solange Sourcemod zu deaktiveren, dann sollte man theoretisch zumindest spielen können. Mal schauen, vielleicht probiere ich das mal auf einen Server aus.
Hier die Patchnotes von Valve:
An update to Half-Life 2: Deathmatch has been released. The update will be applied automatically when you restart Half-Life 2: Deathmatch. The major changes include:
Added 64-bit Support. 64-bit binaries will automatically be launched on systems with a 64-bit OS.
Added a borderless window option to video settings
Added bicubic lightmaps (from Half-Life 2: 20th Anniversary Update)
Added radial fog (from Half-Life 2: 20th Anniversary Update)
Added support for Steam Networking
Added UI scaling for high-resolution screens
Added avatars to the scoreboard
Added console convar "hl2mp_allow_pickup" to allow picking up objects without Gravity Gun
Added kill, weapon equip, and health pickup events for Steam Game Recording
Brought over the HUD/UI changes from HL2 Anniversary update
Increased the hardcoded maxplayers to 100 to allow for more chaotic times
Increased default maxplayers from 2 to 24
Improved networking precision for local player positions, resulting in less prediction errors and better game-feel
Made viewmodels use the proper Half-Life 2 viewmodel bob/sway behaviour
Made the default server name for listen servers include the player's name
Made the game launch in native resolution by default instead of 640x480
Client-side prediction fixes (these fix 'jank'/rollback in certain situations)
Implemented prediction for SMG1, AR2, Crossbow and basic prediction for the Gravity Gun
Fixed prediction for Crowbar and Stunstick animations
Implemented prediction for sprinting and AUX power
Implemented prediction for crouching
Implemented prediction for duck-jumping
Implemented prediction for climbing and getting on/off ladders
Fixed player hull being mis-predicted in certain instances causing rollbacks every frame when e.g. crouching or against a wall
Fixed prediction errors when picking up ammo or taking damage
Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actions
Improved prediction for walking on props and other entities
Made certain client-side entities only trigger local prediction errors
e.g. If the viewmodel experiences a prediction error, the player will not experience a prediction error
Fixed prediction of viewmodel sway
Fixed a prediction error regarding weapon idle animations
Fixed a bug where the SourceTV player would get stuck in limbo if mp_allowspectators was set to 0
Fixed ALT/AMMO text and related icons not showing on HUD
Fixed weapon sounds and effects for Gravity Gun, SMG1, AR2 and Crossbow
Fixed the AR2 playing the animation for alt fire twice
Fixed the SMG1 and AR2 not playing their bob animations when moving
Fixed the Crowbar always playing flesh hit sound effect
Fixed the Grenade having the SLAM's impact sound effects
Fixed the RPG laser dot not showing up
Fixed a bug where if the alt fire was the last in the clip, it would play the dry-fire sound instead of the shooting sound
Fixed death feed not showing player names
Fixed a bug where player weapons could spawn below them at spawn and not be properly equipped
Fixed certain breakable props not gibbing correctly
Fixed an issue where certain variables like position would not be updated correctly to match the server in certain situations
Fixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/server
Unsere 3 Server sind auch betroffen.

Sourcemod selbst soll wohl noch laufen, aber einige integrierte Plugins sorgen wohl dafür, dass Server crashen können.
Github ist der aktuelle Anlaufpunkt für die aktuellen News in Bezug auf Sourcemod:
https://github.com/alliedmodders/sourcemod/issues/2264
Keine Ahnung, wie lange die Jungs brauchen, um Sourcemod auf Stand zu kriegen. Eine Möglichkeit wäre, solange Sourcemod zu deaktiveren, dann sollte man theoretisch zumindest spielen können. Mal schauen, vielleicht probiere ich das mal auf einen Server aus.
Hier die Patchnotes von Valve:
An update to Half-Life 2: Deathmatch has been released. The update will be applied automatically when you restart Half-Life 2: Deathmatch. The major changes include:
Added 64-bit Support. 64-bit binaries will automatically be launched on systems with a 64-bit OS.
Added a borderless window option to video settings
Added bicubic lightmaps (from Half-Life 2: 20th Anniversary Update)
Added radial fog (from Half-Life 2: 20th Anniversary Update)
Added support for Steam Networking
Added UI scaling for high-resolution screens
Added avatars to the scoreboard
Added console convar "hl2mp_allow_pickup" to allow picking up objects without Gravity Gun
Added kill, weapon equip, and health pickup events for Steam Game Recording
Brought over the HUD/UI changes from HL2 Anniversary update
Increased the hardcoded maxplayers to 100 to allow for more chaotic times
Increased default maxplayers from 2 to 24
Improved networking precision for local player positions, resulting in less prediction errors and better game-feel
Made viewmodels use the proper Half-Life 2 viewmodel bob/sway behaviour
Made the default server name for listen servers include the player's name
Made the game launch in native resolution by default instead of 640x480
Client-side prediction fixes (these fix 'jank'/rollback in certain situations)
Implemented prediction for SMG1, AR2, Crossbow and basic prediction for the Gravity Gun
Fixed prediction for Crowbar and Stunstick animations
Implemented prediction for sprinting and AUX power
Implemented prediction for crouching
Implemented prediction for duck-jumping
Implemented prediction for climbing and getting on/off ladders
Fixed player hull being mis-predicted in certain instances causing rollbacks every frame when e.g. crouching or against a wall
Fixed prediction errors when picking up ammo or taking damage
Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actions
Improved prediction for walking on props and other entities
Made certain client-side entities only trigger local prediction errors
e.g. If the viewmodel experiences a prediction error, the player will not experience a prediction error
Fixed prediction of viewmodel sway
Fixed a prediction error regarding weapon idle animations
Fixed a bug where the SourceTV player would get stuck in limbo if mp_allowspectators was set to 0
Fixed ALT/AMMO text and related icons not showing on HUD
Fixed weapon sounds and effects for Gravity Gun, SMG1, AR2 and Crossbow
Fixed the AR2 playing the animation for alt fire twice
Fixed the SMG1 and AR2 not playing their bob animations when moving
Fixed the Crowbar always playing flesh hit sound effect
Fixed the Grenade having the SLAM's impact sound effects
Fixed the RPG laser dot not showing up
Fixed a bug where if the alt fire was the last in the clip, it would play the dry-fire sound instead of the shooting sound
Fixed death feed not showing player names
Fixed a bug where player weapons could spawn below them at spawn and not be properly equipped
Fixed certain breakable props not gibbing correctly
Fixed an issue where certain variables like position would not be updated correctly to match the server in certain situations
Fixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/server