[GH-ISSUE #1021] [L4D2] Segmentation faults even after new distro and reinstall #807

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opened 2026-02-27 02:53:37 +03:00 by kerem · 27 comments
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Originally created by @sdf3333 on GitHub (Aug 24, 2016).
Original GitHub issue: https://github.com/GameServerManagers/LinuxGSM/issues/1021

I had the GSM installed for my Debian server for Left 4 Dead 2, and kept getting segmentation fault errors when loading new maps or loading into a game. I read that a lot of people were mentioning debian in regards to the issue so I switched to CentOS and did a clean install of L4D2 with the GSM. The only changes made were to install Metamod and Sourcemod (no mods installed inside them).

I thought it was okay because it was working for a while, but when I left and started a new game in my server a bunch of times to see if it was completely fixed it got a segmentation fault again.

The CentOS install has more information in the server console when it happens than Debian

(SKIN) SetCharacter: Survivor Tom chose character Gambler(0) from model models/survivors/survivor_gambler.mdl
./srcds_run line 312: 6347 Segmentation fault $HL_CMD

Then it says there will be a server restart in 10 seconds

I'm at a loss as to what is causing this, the closest thing related to this I could find is someone having segmentation faults here at sort of the same place in L4D2, but I haven't edited or changed the autoexec file. The crash happens when switching maps or loading a game from the lobby, when the game is almost fully loaded to the client. It always happens right after it says my character chose a skin.

Originally created by @sdf3333 on GitHub (Aug 24, 2016). Original GitHub issue: https://github.com/GameServerManagers/LinuxGSM/issues/1021 I had the GSM installed for my Debian server for Left 4 Dead 2, and kept getting segmentation fault errors when loading new maps or loading into a game. I read that a lot of people were mentioning debian in regards to the issue so I switched to CentOS and did a clean install of L4D2 with the GSM. The only changes made were to install Metamod and Sourcemod (no mods installed inside them). I thought it was okay because it was working for a while, but when I left and started a new game in my server a bunch of times to see if it was completely fixed it got a segmentation fault again. The CentOS install has more information in the server console when it happens than Debian `(SKIN) SetCharacter: Survivor Tom chose character Gambler(0) from model models/survivors/survivor_gambler.mdl` `./srcds_run line 312: 6347 Segmentation fault $HL_CMD` Then it says there will be a server restart in 10 seconds I'm at a loss as to what is causing this, the closest thing related to this I could find is someone having segmentation faults [here](https://steamcommunity.com/groups/linuxgsm/discussions/0/360672383114891662/) at sort of the same place in L4D2, but I haven't edited or changed the autoexec file. The crash happens when switching maps or loading a game from the lobby, when the game is almost fully loaded to the client. It always happens **right after** it says my character chose a skin.
kerem closed this issue 2026-02-27 02:53:37 +03:00
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@UltimateByte commented on GitHub (Aug 24, 2016):

Hi,

Changing Debian for CentOS because of segfaults. What a bad idea, lol.
Sefgaults can have numerous reasons, but usually, it's either due to a bad addon's binary, or, a wrong glibc version, or, a wrong glibc fix. Let's try to see if LGSM installed a glibc fix :
ls ~/lgsm
ls ~/lgsm/lib
ls ~/lgsm/bin
(i'm not sure if it's in lib or bin, seen it once only :p )

Also, the minimum is to give us the output of "details" and cfg files (mask off sensitive info if any)
./l4d2server details
cat ~/serverfiles/cfg/l4d2-server.cfg
cat ~/serverfiles/cfg/autoexec.cfg

Eventually, you can include more logs.
Also, please use http://pastebin.com/ to provide them.

Ultimately, is there a special context where segfaults happen ?

<!-- gh-comment-id:242002981 --> @UltimateByte commented on GitHub (Aug 24, 2016): Hi, Changing Debian for CentOS because of segfaults. What a bad idea, lol. Sefgaults can have numerous reasons, but usually, it's either due to a bad addon's binary, or, a wrong glibc version, or, a wrong glibc fix. Let's try to see if LGSM installed a glibc fix : `ls ~/lgsm` `ls ~/lgsm/lib` `ls ~/lgsm/bin` (i'm not sure if it's in lib or bin, seen it once only :p ) Also, the minimum is to give us the output of "details" and cfg files (mask off sensitive info if any) ./l4d2server details cat ~/serverfiles/cfg/l4d2-server.cfg cat ~/serverfiles/cfg/autoexec.cfg Eventually, you can include more logs. Also, please use http://pastebin.com/ to provide them. Ultimately, is there a special context where segfaults happen ?
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@sdf3333 commented on GitHub (Aug 24, 2016):

http://pastebin.com/f2LDyPEU Here is my l4d2-server.cfg
There is no autoexec.cfg, I didn't make any and the program never made one

Here is my ./l4d2server details
http://pastebin.com/sFebtbMA

There is no lib or bin folder in the lgsm folder, only 'functions' and 'tmp'. The temp has a steamcmd_linux.tar.gz file inside, and the functions folder has the following http://pastebin.com/Cb1HqFXp

Ultimately, is there a special context where segfaults happen ?

On new maps, very often after a full game has been completed and a new game is being loaded. The segfaults happen right after lines such as this

(SKIN) SetCharacter: Survivor Tom chose character Gambler(0) from model models/survivors/survivor_gambler.mdl

Directly after it says I chose a character (spawned/loaded into the game) it sometimes has the segfaults

Edit: I was concerned at first about the required version of glibc being lower than the current installed, however from the site it looks like 2.3.6 came out in 2005 and 2.1.7 came out in 2012 so it's just because of the way they numbered it.

<!-- gh-comment-id:242086226 --> @sdf3333 commented on GitHub (Aug 24, 2016): http://pastebin.com/f2LDyPEU Here is my l4d2-server.cfg There is no autoexec.cfg, I didn't make any and the program never made one Here is my ./l4d2server details http://pastebin.com/sFebtbMA There is no lib or bin folder in the lgsm folder, only 'functions' and 'tmp'. The temp has a steamcmd_linux.tar.gz file inside, and the functions folder has the following http://pastebin.com/Cb1HqFXp > Ultimately, is there a special context where segfaults happen ? On new maps, very often after a full game has been completed and a new game is being loaded. The segfaults happen right after lines such as this `(SKIN) SetCharacter: Survivor Tom chose character Gambler(0) from model models/survivors/survivor_gambler.mdl` Directly after it says I chose a character (spawned/loaded into the game) it sometimes has the segfaults Edit: I was concerned at first about the required version of glibc being lower than the current installed, however from the [site](https://sourceware.org/glibc/wiki/Glibc%20Timeline) it looks like 2.3.6 came out in 2005 and 2.1.7 came out in 2012 so it's just because of the way they numbered it.
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@sdf3333 commented on GitHub (Aug 24, 2016):

Just did another fresh install, this is not related to Sourcemod or Metamod since they aren't installed. Segfaults still happening right after the Survivor gets assigned a character. Not every time, the segfaults happen about 10% of the time I try to load in to the server, but when they do happen they happen at the exact same time.

From the new debug.log

----------------------------------------------
CRASH: Wed Aug 24 12:23:52 EDT 2016
Start Line: ./srcds_linux -game left4dead2 -strictportbind -ip (IP removed) -port 27015 +clientport 27005 +m$
[New LWP 12159]
[New LWP 12319]
[New LWP 12173]
[New LWP 12317]
[New LWP 12323]
No symbol table info available.
eax            0x1      1
ecx            0xb6e11e8c       -1226760564
edx            0xb6c9a128       -1228299992
ebx            0xa5ab83f4       -1515486220
esp            0xbf8dcab0       0xbf8dcab0
ebp            0xbf8dcaf8       0xbf8dcaf8
esi            0x1      1
edi            0x1      1
eip            0xad9a7d09       0xad9a7d09
eflags         0x210282 [ SF IF RF ID ]
cs             0x23     35
ss             0x2b     43
ds             0x2b     43
es             0x2b     43
fs             0x0      0
gs             0x63     99
End of Source crash report
----------------------------------------------
<!-- gh-comment-id:242128301 --> @sdf3333 commented on GitHub (Aug 24, 2016): Just did another fresh install, this is not related to Sourcemod or Metamod since they aren't installed. Segfaults still happening right after the Survivor gets assigned a character. Not every time, the segfaults happen about 10% of the time I try to load in to the server, but when they do happen they happen at the exact same time. From the new debug.log ``` ---------------------------------------------- CRASH: Wed Aug 24 12:23:52 EDT 2016 Start Line: ./srcds_linux -game left4dead2 -strictportbind -ip (IP removed) -port 27015 +clientport 27005 +m$ [New LWP 12159] [New LWP 12319] [New LWP 12173] [New LWP 12317] [New LWP 12323] No symbol table info available. eax 0x1 1 ecx 0xb6e11e8c -1226760564 edx 0xb6c9a128 -1228299992 ebx 0xa5ab83f4 -1515486220 esp 0xbf8dcab0 0xbf8dcab0 ebp 0xbf8dcaf8 0xbf8dcaf8 esi 0x1 1 edi 0x1 1 eip 0xad9a7d09 0xad9a7d09 eflags 0x210282 [ SF IF RF ID ] cs 0x23 35 ss 0x2b 43 ds 0x2b 43 es 0x2b 43 fs 0x0 0 gs 0x63 99 End of Source crash report ---------------------------------------------- ```
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@dgibbs64 commented on GitHub (Aug 24, 2016):

I have had set faults because not enough ram. But that's just a guess

<!-- gh-comment-id:242144056 --> @dgibbs64 commented on GitHub (Aug 24, 2016): I have had set faults because not enough ram. But that's just a guess
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@jach11 commented on GitHub (Aug 24, 2016):

Was going to mention it might be worth posting what kind of hardware this is being run on, especially if you're getting seg faults on a clean install.

<!-- gh-comment-id:242161404 --> @jach11 commented on GitHub (Aug 24, 2016): Was going to mention it might be worth posting what kind of hardware this is being run on, especially if you're getting seg faults on a clean install.
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@sdf3333 commented on GitHub (Aug 24, 2016):

512 RAM / 256 MB swap, 2 Cores (Intel E3) OpenVZ SSD VPS

While games are loading and when I am playing I am only using about 160MB/512MB RAM, Swap is using about 20MB/256MB, CPU % shows if generally under 8% with some minor spikes while loading

<!-- gh-comment-id:242164025 --> @sdf3333 commented on GitHub (Aug 24, 2016): 512 RAM / 256 MB swap, 2 Cores (Intel E3) OpenVZ SSD VPS While games are loading and when I am playing I am only using about 160MB/512MB RAM, Swap is using about 20MB/256MB, CPU % shows if generally under 8% with some minor spikes while loading
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@UltimateByte commented on GitHub (Aug 24, 2016):

On new maps, very often after a full game has been completed and a new game is being loaded. The segfaults happen right after lines such as this

Could cause a RAM usage peak then force close.

I'd put more swap considering you got only 512MB RAM, but i can't be sure this is the cause.
I would also have suspected Tmux 1.8 to be the issue, but since you had the same issue with Debian, it's probably not the cause.

Since it happens while loading game files, maybe it's because of currupted gamefiles ? In this case, this would help :
./l4d2server validate

Glibc 2.17 is good enough. Usually, it works or it doesn't, but i've never seen a case where it only works partially... yet.

<!-- gh-comment-id:242166602 --> @UltimateByte commented on GitHub (Aug 24, 2016): > On new maps, very often after a full game has been completed and a new game is being loaded. The segfaults happen right after lines such as this Could cause a RAM usage peak then force close. I'd put more swap considering you got only 512MB RAM, but i can't be sure this is the cause. I would also have suspected Tmux 1.8 to be the issue, but since you had the same issue with Debian, it's probably not the cause. Since it happens while loading game files, maybe it's because of currupted gamefiles ? In this case, this would help : `./l4d2server validate` Glibc 2.17 is good enough. Usually, it works or it doesn't, but i've never seen a case where it only works partially... yet.
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@jach11 commented on GitHub (Aug 24, 2016):

I'd put the issue on his VPS not having enough ram. He would most likely have to upgrade it, depending on his host solution.

<!-- gh-comment-id:242169471 --> @jach11 commented on GitHub (Aug 24, 2016): I'd put the issue on his VPS not having enough ram. He would most likely have to upgrade it, depending on his host solution.
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@sdf3333 commented on GitHub (Aug 24, 2016):

Even during successful loads and gameplay the RAM usage is under 160MB and I've never seen the entire system use more than 200MB while monitoring, if the process crashes it just shows it going from ~25% of the system RAM usage to nothing because the process disappears. The RAM usage doesn't spike at all during successful loads, and it doesn't show it spiking during crashes either.

<!-- gh-comment-id:242171572 --> @sdf3333 commented on GitHub (Aug 24, 2016): Even during successful loads and gameplay the RAM usage is under 160MB and I've never seen the entire system use more than 200MB while monitoring, if the process crashes it just shows it going from ~25% of the system RAM usage to nothing because the process disappears. The RAM usage doesn't spike at all during successful loads, and it doesn't show it spiking during crashes either.
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@UltimateByte commented on GitHub (Aug 24, 2016):

Maybe it tries to allocate RAM even though you don't see it happening.
The game itself required min Windows XP with 1GB RAM at launch, so... It's kinda sad if this is the case because i'd love seing this running on modest configs.

Otherwise i got no clue other than what i already said.
Maybe a bad kernel, a CPU interruption... Don't know.
uname -a to see your kernel.

<!-- gh-comment-id:242173478 --> @UltimateByte commented on GitHub (Aug 24, 2016): Maybe it tries to allocate RAM even though you don't see it happening. The game itself required min Windows XP with 1GB RAM at launch, so... It's kinda sad if this is the case because i'd love seing this running on modest configs. Otherwise i got no clue other than what i already said. Maybe a bad kernel, a CPU interruption... Don't know. `uname -a` to see your kernel.
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@jach11 commented on GitHub (Aug 24, 2016):

What host are you currently using if you don't mind me asking? If it's a host that also allows hourly usage i would try to upgrade the VPS to something with 1GB of ram and test that to see if the issue still persists.

<!-- gh-comment-id:242176975 --> @jach11 commented on GitHub (Aug 24, 2016): What host are you currently using if you don't mind me asking? If it's a host that also allows hourly usage i would try to upgrade the VPS to something with 1GB of ram and test that to see if the issue still persists.
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@sdf3333 commented on GitHub (Aug 24, 2016):

I am switching hosts entirely to see if it fixes the problem, and will update when I find out what happens and if the problem persists.

<!-- gh-comment-id:242180082 --> @sdf3333 commented on GitHub (Aug 24, 2016): I am switching hosts entirely to see if it fixes the problem, and will update when I find out what happens and if the problem persists.
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@UltimateByte commented on GitHub (Aug 24, 2016):

Awaiting for feedback then. :)

<!-- gh-comment-id:242186230 --> @UltimateByte commented on GitHub (Aug 24, 2016): Awaiting for feedback then. :)
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@sdf3333 commented on GitHub (Aug 24, 2016):

I had Ramnode but just tested this on a new VPS with 1GB RAM from Serverhub. Same problem, crashed at the same point on the 3rd attempt at starting games. (Start game from lobby, success, leave and repeat until the crash)

L 08/24/2016 - 16:13:57: SetModelFromClass: Survivor Tom changed model from  to models/survivors/survivor_mechanic.mdl via SetModelFromClass
L 08/24/2016 - 16:13:57: (SKIN) SetCharacter: Survivor Tom chose character Mechanic(3) from model models/survivors/survivor_mechanic.mdl
Segmentation fault
Add "-debug" to the ./srcds_run command line to generate a debug.log to help with solving this problem
Wed Aug 24 16:13:57 EDT 2016: Server restart in 10 seconds

Debian 8 install, the only thing I did was to apt-get update/upgrade, then followed the instructions on the install page for the l4d2 server manager. No problems, it took about 20 minutes to install, then I typed in the server name and rcon password when asked. Started the server, watched the console until the segfault showed up, there was literally nothing done on the server besides what I mentioned.

Here is the ./l4d2server details for my new server although I doubt it will help. Rebooted the server as well to clear up RAM (because the previous ./l4d2server details I did showed most of the RAM was taken/cached), took about 8 tries and I got the segfault again.

I have no idea if this is even related to the GSM or not because I don't have any experience running a server without it. I've found various postings of people having segfaults during map changes and whatnot, but it would seem like there would be more recent documentation of this particular issue if it's happening to me on new installs/servers like this. Or maybe people just don't notice it because the server reboots afterwards. :/

<!-- gh-comment-id:242195154 --> @sdf3333 commented on GitHub (Aug 24, 2016): I had Ramnode but just tested this on a new VPS with 1GB RAM from Serverhub. Same problem, crashed at the same point on the 3rd attempt at starting games. (Start game from lobby, success, leave and repeat until the crash) ``` L 08/24/2016 - 16:13:57: SetModelFromClass: Survivor Tom changed model from to models/survivors/survivor_mechanic.mdl via SetModelFromClass L 08/24/2016 - 16:13:57: (SKIN) SetCharacter: Survivor Tom chose character Mechanic(3) from model models/survivors/survivor_mechanic.mdl Segmentation fault Add "-debug" to the ./srcds_run command line to generate a debug.log to help with solving this problem Wed Aug 24 16:13:57 EDT 2016: Server restart in 10 seconds ``` Debian 8 install, the only thing I did was to apt-get update/upgrade, then followed the instructions on the install page for the l4d2 server manager. No problems, it took about 20 minutes to install, then I typed in the server name and rcon password when asked. Started the server, watched the console until the segfault showed up, there was literally nothing done on the server besides what I mentioned. [Here](http://pastebin.com/Cp1z4XaC) is the ./l4d2server details for my new server although I doubt it will help. Rebooted the server as well to clear up RAM (because the previous ./l4d2server details I did showed most of the RAM was taken/cached), took about 8 tries and I got the segfault again. I have no idea if this is even related to the GSM or not because I don't have any experience running a server without it. I've found various postings of people having segfaults during map changes and whatnot, but it would seem like there would be more _recent_ documentation of this particular issue if it's happening to me on new installs/servers like this. Or maybe people just don't notice it because the server reboots afterwards. :/
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@jach11 commented on GitHub (Aug 24, 2016):

I will test it myself when i get back home

<!-- gh-comment-id:242196164 --> @jach11 commented on GitHub (Aug 24, 2016): I will test it myself when i get back home
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@sdf3333 commented on GitHub (Aug 24, 2016):

I don't know if this is confirmation bias or not but this only seems to happen if I connect via the lobby. I tried connecting directly via IP address (connect IP address), leave, and reconnecting that way about 30 times and it never got the segfault. Then on about 20 attempts via lobby Realism games 4 segfaults. So I connect via having mm_dedicated_force_servers set to my server's IP in my clientside autoexec.cfg

I'll update this if I can ever get it to crash via 'connect' in client console instead of joining from the lobby

Edit: OR, it might be some maps are less likely to cause it than others, because connecting via connect loads a campaign map on The Parish always, (since that's the server default) I'm going to try and test this
Edit2: The Parish from lobby just crashed it after about 10 attempts after all

Ran with debugging again and got

Segmentation fault
cat: hlds.4522.pid: No such file or directory

When I do ./l4d2server debug, the debug.log gets filled up with entries like this

----------------------------------------------
CRASH: Wed Aug 24 18:15:02 EDT 2016
Start Line: ./srcds_linux -game left4dead2 -strictportbind -ip ipremoved $
End of Source crash report
----------------------------------------------

With no other information.. Is this normal or does it mean there might be a problem with the start line?

<!-- gh-comment-id:242212511 --> @sdf3333 commented on GitHub (Aug 24, 2016): I don't know if this is confirmation bias or not but this only seems to happen if I connect via the lobby. I tried connecting directly via IP address (connect IP address), leave, and reconnecting that way about 30 times and it never got the segfault. Then on about 20 attempts via lobby Realism games 4 segfaults. So I connect via having mm_dedicated_force_servers set to my server's IP in my clientside autoexec.cfg I'll update this if I can ever get it to crash via 'connect' in client console instead of joining from the lobby Edit: OR, it might be some maps are less likely to cause it than others, because connecting via connect loads a campaign map on The Parish always, (since that's the server default) I'm going to try and test this Edit2: The Parish from lobby just crashed it after about 10 attempts after all Ran with debugging again and got ``` Segmentation fault cat: hlds.4522.pid: No such file or directory ``` When I do ./l4d2server debug, the debug.log gets filled up with entries like this ``` ---------------------------------------------- CRASH: Wed Aug 24 18:15:02 EDT 2016 Start Line: ./srcds_linux -game left4dead2 -strictportbind -ip ipremoved $ End of Source crash report ---------------------------------------------- ``` With no other information.. Is this normal or does it mean there might be a problem with the start line?
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@jach11 commented on GitHub (Aug 24, 2016):

Just tested it on a VPS with bhyve
Debian 9 w/4.6.0-1-amd64
2 Cores (Intel 1230v2)
4GB RAM
50GB Storage

Packages:
lib32gcc1 - v1:6.1.1-11
libstdc++6:i386 - v6.1.1-11
python - v2.7.11-2
tmux - v2.2-3

http://pastebin.com/raw/j22DUK5K
No seg faults at all.

<!-- gh-comment-id:242234001 --> @jach11 commented on GitHub (Aug 24, 2016): Just tested it on a VPS with bhyve Debian 9 w/4.6.0-1-amd64 2 Cores (Intel 1230v2) 4GB RAM 50GB Storage Packages: lib32gcc1 - v1:6.1.1-11 libstdc++6:i386 - v6.1.1-11 python - v2.7.11-2 tmux - v2.2-3 http://pastebin.com/raw/j22DUK5K No seg faults at all.
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@dgibbs64 commented on GitHub (Aug 24, 2016):

FYI I recommend using OVH (Kimsufi), Digital Ocean or Vultr. OVH being my favorite :)

<!-- gh-comment-id:242235113 --> @dgibbs64 commented on GitHub (Aug 24, 2016): FYI I recommend using OVH (Kimsufi), Digital Ocean or Vultr. OVH being my favorite :)
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@JimTR commented on GitHub (Aug 24, 2016):

I do hope you have gone through the same bug pattern as the op just firing a server up there and it works is not what is required here surly you need to work out if its a game fault , script fault or hardware fault rather than saying 'it works'

<!-- gh-comment-id:242236474 --> @JimTR commented on GitHub (Aug 24, 2016): I do hope you have gone through the same bug pattern as the op just firing a server up there and it works is not what is required here surly you need to work out if its a game fault , script fault or hardware fault rather than saying 'it works'
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@sdf3333 commented on GitHub (Aug 24, 2016):

I just wiped again and am reinstalling after doing a dist upgrade to Debian 9 as well, so I should have the same packages as you.

Is there some way to rule out if GSM is causing this, for example would starting the server via ./srcds_run be representative of doing a normal install without GSM or would it cause potential issues with config files it created?

<!-- gh-comment-id:242239903 --> @sdf3333 commented on GitHub (Aug 24, 2016): I just wiped again and am reinstalling after doing a dist upgrade to Debian 9 as well, so I should have the same packages as you. Is there some way to rule out if GSM is causing this, for example would starting the server via ./srcds_run be representative of doing a normal install without GSM or would it cause potential issues with config files it created?
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@dgibbs64 commented on GitHub (Aug 24, 2016):

Seg faults are generated by the binary file e.g srcds_linux. Seg faults are not an LGSM issue and will happen even without LGSM. LGSM is simply a very clever bash script that tells the server binary to run.

Seg faults are commonly caused when the binary has some issue with the OS or hardware. The problem is that seg faults are vague and dont tell you what the issue actually is.

Hope this helps.

<!-- gh-comment-id:242244245 --> @dgibbs64 commented on GitHub (Aug 24, 2016): Seg faults are generated by the binary file e.g srcds_linux. Seg faults are not an LGSM issue and will happen even without LGSM. LGSM is simply a very clever bash script that tells the server binary to run. Seg faults are commonly caused when the binary has some issue with the OS or hardware. The problem is that seg faults are vague and dont tell you what the issue actually is. Hope this helps.
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@jach11 commented on GitHub (Aug 24, 2016):

@JimTR Would you like me to record myself going through the process of connecting to the server and loading each chapter of the game? It was actually a very boring and slow process, especially with the laptop that i'm forced to use right now.

@sdf3333
You can load the server manually if you'd like to, but i doubt it's an issue with LGSM.

<!-- gh-comment-id:242244572 --> @jach11 commented on GitHub (Aug 24, 2016): @JimTR Would you like me to record myself going through the process of connecting to the server and loading each chapter of the game? It was actually a very boring and slow process, especially with the laptop that i'm forced to use right now. @sdf3333 You can load the server manually if you'd like to, but i doubt it's an issue with LGSM.
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@sdf3333 commented on GitHub (Aug 25, 2016):

Thanks for the help, sorry for wasting all your time then. I guess I'll have to wait and see if valve responds.

<!-- gh-comment-id:242244776 --> @sdf3333 commented on GitHub (Aug 25, 2016): Thanks for the help, sorry for wasting all your time then. I guess I'll have to wait and see if valve responds.
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@UltimateByte commented on GitHub (Aug 25, 2016):

NP, you can't know before you ask, and you asked nicely :p
The only thing you can hopefully do to understand the issue is to get Valve to interpret your core dump, which isn't easy.

Otherwise, find another provider, becauce there might be something wrong with how it works, sometimes they provided modified distros, and make really crappy stuff, especially on VPS. Could still be a RAM issue though.

Wish you'll solve your issue ! Don't hesitate to report back, even though the issue is closed. ;)

<!-- gh-comment-id:242248119 --> @UltimateByte commented on GitHub (Aug 25, 2016): NP, you can't know before you ask, and you asked nicely :p The only thing you can hopefully do to understand the issue is to get Valve to interpret your core dump, which isn't easy. Otherwise, find another provider, becauce there might be something wrong with how it works, sometimes they provided modified distros, and make really crappy stuff, especially on VPS. Could still be a RAM issue though. Wish you'll solve your issue ! Don't hesitate to report back, even though the issue is closed. ;)
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@JimTR commented on GitHub (Aug 25, 2016):

@jach11 no would I ask that. I just mentioned did you follow the OP's bug trace exactly I.e followed the same process if you did not there is the point that you may have missed an issue within the game/hardware if you did there is a script issue simple process of elimination surly ?

<!-- gh-comment-id:242249438 --> @JimTR commented on GitHub (Aug 25, 2016): @jach11 no would I ask that. I just mentioned did you follow the OP's bug trace exactly I.e followed the same process if you did not there is the point that you may have missed an issue within the game/hardware if you did there is a script issue simple process of elimination surly ?
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@jach11 commented on GitHub (Aug 25, 2016):

@JimTR I did exactly what OP was doing. You're right, if i hadn't followed the same process then i could have missed an issue, but that's not the case.

<!-- gh-comment-id:242252271 --> @jach11 commented on GitHub (Aug 25, 2016): @JimTR I did exactly what OP was doing. You're right, if i hadn't followed the same process then i could have missed an issue, but that's not the case.
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@lock[bot] commented on GitHub (Jul 19, 2018):

This thread has been automatically locked since there has not been any recent activity after it was closed. Please open a new issue for related bugs.

<!-- gh-comment-id:406174052 --> @lock[bot] commented on GitHub (Jul 19, 2018): This thread has been automatically locked since there has not been any recent activity after it was closed. Please open a new issue for related bugs.
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Atomic
Epic
cannot reproduce
command: backup
command: console
command: debug
command: details
command: fast-dl
command: install
command: mods
command: monitor
command: post-details
command: restart
command: send
command: start
command: stop
command: update
command: update-lgsm
command: validate
command: wipe
distro: AlmaLinux
distro: Arch Linux
distro: CentOS
distro: Debian
distro: Fedora
distro: RedHat
distro: Rocky Linux
distro: Ubuntu
distro: openSUSE
engine: goldsrc
engine: source
game: 7 Days to Die
game: ARMA 3
game: Ark: Survival Evolved
game: Assetto Corsa
game: Avorion
game: BATTALION: Legacy
game: Barotrauma
game: Battalion 1944
game: Battlefield 1942
game: Black Mesa: Deathmatch
game: Blade Symphony
game: Call of Duty 2
game: Call of Duty 4
game: Call of Duty: United Offensive
game: Counter-Strike 1.6
game: Counter-Strike 2
game: Counter-Strike: Global Offensive
game: Counter-Strike: Source
game: Day of Infamy
game: Dayz
game: Death Match Classic
game: Don't Starve Together
game: ET: Legacy
game: Eco
game: Factorio
game: Factorio
game: Garry's Mod
game: Half-Life
game: Hurtword
game: Insurgecy
game: Insurgecy
game: Insurgency: Sandstorm
game: Just Cause 3
game: Killing Floor
game: Killing Floor 2
game: Left 4 Dead 2
game: Minecraft
game: Minecraft Bedrock
game: Mordhau
game: Multi Theft Auto
game: Mumble
game: Natural Selection 2
game: No More Room in Hell
game: Pavlov VR
game: Post Scriptum
game: Project Zomboid
game: Quake 3
game: QuakeWorld
game: Red Orchestra: Ostfront 41-45
game: Return to Castle Wolfenstein
game: Rising World
game: Rust
game: San Andreas Multiplayer
game: Satisfactory
game: Soldat
game: Soldier of Fortune 2
game: Squad
game: Squad 44
game: Starbound
game: Stationeers
game: Sven Co-op
game: Team Fortress 2
game: Teamspeak 3
game: Teeworlds
game: Terraria
game: The Front
game: Unreal Tournament 2004
game: Unreal Tournament 3
game: Unreal Tournament 99
game: Unturned
game: Valheim
game: Wurm Unlimited
game: Zombie Master Reborn
game: label missing
good first issue
help wanted
info: alerts
info: dependency
info: docker
info: docs
info: email
info: query
info: steamcmd
info: systemd
info: tmux
info: website
info: website
needs more info
outcome: duplicate
outcome: issue resolved
outcome: issue resolved
outcome: issue unresolved
outcome: pr accepted
outcome: pr rejected
outcome: unconfirmed
outcome: wontfix
outcome: wrong forum
potential-duplicate
priority
pull-request
type: bug
type: feature
type: feature
type: feature request
type: game server request
type: refactor
waiting response
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Reference
starred/LinuxGSM#807
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