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Joined 1 year ago
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Cake day: August 7th, 2023

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  • Summer 2024!

    Featuring 10 new community maps: Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen

    Added the Summer 2024 Cosmetic Case

    Contains 23 new community-contributed items

    Added 4 new community-contributed taunts to the Mann Co. Store

    Taunt: Can It!

    Taunt: Cremator’s Condolences

    Taunt: Straight Shooter Tutor

    Taunt: Unleashed Rage

    Added 38 new community-created Unusual effects

    18 new effects for Unusual hats

    20 new effects for Unusual taunts

    All cosmetic and taunt cases will grant Summer 2024 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.

    The Summer event runs through September 15th, 2024

    General

    Security and stability improvements

    Fixed Workshop sv_cheats exploit

    Disallow aliasing any existing convars that are not movement commands

    Added language support for Spanish - Latin America

    Added ConVar “tf_hide_custom_decals” to allow clients to disable viewing custom decals on items

    Added “Hide Custom Decals” checkbox to the Advanced Options dialog in the Miscellaneous Options category

    Added missing 64-bit Steam binaries for the dedicated server

    Added missing 64-bit versions of HLMV and HLFaceposer

    Added a check to prevent the “autoteam” client command for custom game modes like VSH after the player has already joined a team

    Added missing menu_photos images for cp_powerhouse

    Added missing default string for Player Destruction mode

    Expanded VScript support

    Added mp_tournament_redteamname, mp_tournament_blueteamname, and tf_mvm_max_connected_players to the list of whitelisted ConVars

    Fixed vscript_convar_allowlist.cfg being overriden by being packed into a map

    BaseEntity: AcceptInput, IsAlive

    EconEntity: GetAttribute

    TFPlayer: GetCustomAttribute, StunPlayer

    TFBot: GetAllBotTags, SetMission, SetPrevMission, GetMission, GetPrevMission, HasMission, IsOnAnyMission, SetMissionTarget, GetMissionTarget, SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetActionPoint, GetActionPoint

    Moved some of the Christmas maps to the normal rotation

    Moved ctf_2fort_invasion out of the Misc matchmaking category and into CTF

    Moved koth_probed out of the Misc matchmaking category and into KOTH

    Fixed Incinerator killstreak effect not scaling properly when viewed from a distance (community fix from SirDapper and CheesyPuff)

    Fixed Gunslinger punch combo not being lag compensated (community fix from Marxvee)

    Fixed third-person reload animation speeds not matching first-person speeds when using custom attributes (community fix from Marxvee)

    Fixed CTF HUD being visible when no flags are present (Community fix from fellen)

    Fixed broken LOD1 model for The B.A.S.E. Jumper backpack while deployed (community fix from Piogre)

    Fixed cosmetic items that use per-class bodygroups not using the correct bodygroup in the Loadout panel

    Fixed dropped weapons with custom decals not showing the correct decals

    Fixed some unusual effects using the wrong orientation for The Head Hedge

    Fixed Halloween transmutations being completed outside of the Halloween event

    Fixed incorrect BLU material for the CLTF2 bronze medal

    Fixed missing Spy audio when using the Taunt: Kazotsky Kick

    Fixed missing sound for the Taunt: The Skating Scorcher

    Fixed the Neon Annihilator not getting crit-attacks when hitting players covered with gas

    Fixed some clipping issues for the Mad Lad when using lod1 and lod2

    Fixed missing polygons for the Stunt Suit when using the Roadworker style

    Fixed seeing the wrong image in the Steam inventory for the Operation Firmware Frenzy Star of the Company 2023 medal

    Fixed not being able to equip the Master’s Yellow Belt and the Hillbilly Speed Bump at the same time

    Fixed console warning about unknown command ‘eureka_teleport’

    Fixed Vaccinator heal sound continuing to play after Medic’s death

    Fixed a problem with the Tiny Timber not displaying paint after being painted

    Updated zi_intro.webm media file

    Updated the description of the Buffalo Steak Sandvich to display the increased damage vulnerability while active

    Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix incorrect spawn locations

    Updated the materials for Your Eternal Reward to fix incorrect lighting under certain conditions (community fix from Lindon)

    Updated the material for The Buff Banner to add phong mask and missing material parameters (community fix from Lindon)

    Updated the material for The Law to fix an issue when the hat has been painted

    Updated the equip_region for the Cleaner’s Cap

    Updated/Added some tournament medals

    Updated ctf_turbine_winter, plr_hacksaw, and pl_phoenix to fix localization issues

    Updated ctf_doublecross

    Fixed an incorrect team-colored material in the BLU base

    Updated cp_brew

    Fixed truck textures outside of BLU spawn

    Fixed a few bumps in the road

    Updated pd_selbyen

    Fixed an exploit that would allow Engineer to trap players using a teleporter behind a door

    Minor detailing changes

    Updated pl_hoodoo_final

    Added func_noclip to BLU spawn in the third stage

    Updated pl_corruption

    Fixed handrail collision near the last point

    Fixed lamp near BLU spawn

    Fixed missing string for last point

    Updated plr_hacksaw_event

    Fixed broken areaportals

    Updated pl_enclosure_final

    [Stage 1] - Moved A point within the gate building

    [Stage 1] - Added stairs for access to the balcony overlooking the final point area

    [Stage 1] - Added more cover along the initial aviary area

    [Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area

    [Stage 1] - Tweaked the layout of the tunnel section

    [Stage 1] - Wooden tower is now connected to a new catwalk inside of the gate building

    [Stage 1] - Reworked RED spawn so it now has two exit doors

    [Stage 2] - RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked

    [Stage 2] - Airboats and their dock are now accessible

    [Stage 2] - Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead

    [Stage 3] - Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit

    [Stage 3] - Added a large cliff narrowing the whole area on the left side of the raptor pit

    [Stage 3] - Added an extra entryway on the left side of the final point building and a dropdown to floor level within

    [Stage 3] - Added a jumping class vent from next to B point area into the upstairs area of the final point building

    [All Stages] - Allowed building inside initial BLU spawns

    [All Stages] - Visual improvements to a lot of places, a few new assets

    Updated pl_cashworks

    Area 1 / Loading Dock

    BLU Spawn 1:

    Solved several clipping issues at doors and stairs

    Mitigated line of sight into spawn room

    Added alternative exit from spawn room to the right

    RED Spawn 1:

    Reworked to have two exits

    Area Changes:

    Changed terrain around bridge to be easier to maneuver and to prevent getting stuck

    Changed munition pack at building 01 to large

    Possible spots beneath bridge for teleporter-traps eliminated

    Shuffled some big rocks to block off Sniper lanes

    Cut center building Sniper lane, left alley visually blocked off from dock area

    Cut center building top Sniper lane, less easy to get a good view

    Changed out of bounds building left of BLU spawn, added spinning sawblade

    Opened up a third passage to allow for an additional flanking option for BLU and RED

    Area 2 / Serpentines

    RED Spawn 2:

    Reworked 2nd RED spawn entirely

    New spawn has two exits, locks and teleports after B is capped

    Area Changes:

    Balconies blocked off visually and physically

    Additional visual blocker at the top of the serpentines to allow for a more secure crossing

    Long tunnel leading through the RED building to a staircase at the foot of the hill

    Added deadly and moving sawblade for spicy danger, with sparks and fumes

    Closed off BLU balcony at the end of the hill

    Changed raised platform to be only accessible from RED side

    Reroutes:

    Deleted BLU gates at flanking route after B is capped

    Flanking route has an additional exit towards C, leading through BLU building

    BLU building interiors reworked and expanded

    Balcony-drop doesn’t injure the player any more

    Area 3 / Construction Site

    BLU Spawn 2:

    New stairway leading to balcony

    Wider exit from big building after CP3 capture

    Area Changes:

    Widened area at the generators and on the 2nd level

    Changed the direction of the drop-in to C, leading into the hydroelectric building

    Widened exit from BLU spawn into Area 3

    Area 4 / Vault

    Area Changes:

    Added gates opening at the gatehouse after CP3 is captured

    Alternative passageway through gatehouse while gates are closed pre CP3

    Rebuild bridge to be convex, obscuring a long Sniper lane

    Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanks

    Global Changes

    Solved a ton of clipping

    Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay

    Adjusted func_doors at spawn to span to every solid

    Changed clipping on cart, now jumpable

    Increased fog distance and lowered density

    Exchanged glass-textures from the green to the clear version

    Stairs and hanging bridge are now bullet-blocked for more predictable projectile bounces








  • When you say database, do you mean the OS and the server install?

    Yes, that’s what I meant. I switched my server install to a HDD because it was running on a 256 GB SSD which was running out of room.

    I’m sure docker is easier if you know it… that’s like the point, afaik, but while basic use might be easy, it’s… never ever that easy for me, something always goes wrong, which is why I haven’t bothered yet. I know I should, I know it’ll make things easier (hypothetically), but it feels like a huge undertaking for someone with no skills. I’ve been looking for a super noob friendly instruction guide, and have not found one that I can work with, tbh, without a bunch of other know-how that I don’t have. (If you know of any I’d be eternally grateful!!!)

    I can give you some tips for now and then I’ll give you some more in-depth instructions when I’m at my computer again.

    For now:
    Install Docker to your computer. I’m not sure how windows Docker handles it but I recommend using Docker compose. I’m not sure of the technical differences between Docker and Docker compose, but I found Docker compose to be much easier to use because it’s saved as a YAML file (text file). If you need to make changes, just edit the file.

    Once you have that set up, get a Plex server running. You’ll probably have to change the ports in the Docker one to avoid conflict with your current one.

    I recommend LinuxServer.io for a lot of things, including Plex. There’s some dissent over use of Linux Server’s apps due to permission and root things, but they are also super simple to use and you can start with the basics here.

    https://docs.linuxserver.io/images/docker-plex/

    Scroll down a bit to find the docker-compose section. To start a sample plex server, make the following changes:

    Remove network_mode: host

    In line with environment and volumes, add this:
    ports - 324001:32400

    This will route 32400 of the docker container to 32401 of the host network, allowing you to have both servers running at the same time without a port conflict.

    Edit the volumes as needed. Always remember, it goes: host: container for everything. You can change it however you need. /config should preferably be on an SSD, as I said. The rest can be created as needed. For mine, I have both movies and TV shows stored under a folder called /media/. My plex docker script mounts /media/ and in plex I can search through the subdirectories to find the TV and Movies section.

    Your second (temporary) plex server should be set up properly once you start the container

    I’ll tell you how to data over to the Docker container later.



  • jws_shadotak@sh.itjust.workstoSelfhosted@lemmy.world*Permanently Deleted*
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    5 months ago

    I would recommend using Docker first on the windows machine as a step in the transition. I did exactly this when I was transitioning to debian from windows. It made the official switch insanely easy because all I had to do was set up the Docker filesystem to what it already knew and it started up without any issues.

    My lessons learned:
    Keep the database on an SSD. I put mine on a HDD and it corrupted.


  • good stable distro

    Debian

    long-term stable choice

    Debian

    this specific machine is not meant for change. Ever.

    Debian

    Bonus round: anyone who’s ever transferred Plex servers from win to Linux (insert flavor), is it actually possible to keep my collections and playlists and stuff?

    Yes, it’s relatively simple, especially with Docker. Back up the Plex folder from your windows machine. Once your new OS is set up, put the folder where you wanna store it and point Docker to that folder in the compose.yaml.