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Forum Maintenance Notice - Nov 28, 2025

The time has come to do some maintenance on our forum infrastructure and as part of that, we will be moving them to a new host later this week.

As such, the forums will be offline for a portion of Friday, Nov 28 while we transfer the data over and adapt things to their new home.
The game servers and other services like HLStats will remain operational during this outage.

I did a dry run earlier today and didn't notice any major issues, but I do expect there to be a couple of straggling items and integrations that may not be functional immediately after the relocation. I'll have more details after the job is completed.

HLStats Maintenance Notice - Weekend of September 27, 2025

Howdy folks!

Just dropping a notice here I'm anticipating doing some work on our HLStats system over this coming weekend in order to move some of its facilities to a better dedicated infrastructure/database server. Our game servers will continue to be operational, but naturally HLStats (both the site and the in-game points) will be offline while this work is being done.

I am hopeful this will be a few hours at most but of course if we encounter unexpected issues it may be longer. I will follow up in this thread once maintenance is complete.

~Vintage

A PSA on LilAC for TF2C, EntityOutputs, and Server Crashes

As some of you may have noticed, coinciding with the release of 2.2.3, using LilAC can cause your TF2C server to crash.

I was asked to post a note about our findings on this by the devs, so here you go:

Essentially, at this point LilAC is unmaintained as the developer has retired from the project and archived it. There are a few forks of the project here and there, but nothing stood out to me as particularly active at this time.

This means that you're probably better off switching to something like StAC (https://github.com/sapphonie/StAC-tf2) instead - especially if you want long-term support and future updates.

Alternately, if you're particularly attached to LilAC, then the fix seems to be pretty simple - comment out Line 134
Code:
HookEntityOutput(...)
(https://github.com/J-Tanzanite/Litt...92fc1cdf74a77560ef1da/scripting/lilac.sp#L134) and recompile.

The underlying issue is that when this output fires, it precipitates the crash. The problem is not unique to LilAC and can even be reproduced using Sourcemod's outuputtest.sp test file (which crashes the server when a map opens a door). This also means that other plugins that rely on HookEntity-type sourcemod functions can precipitate server issues too.

If you're wondering whether this has unintended side effects on LilAC's functionality - the answer is "probably". However, it's worth noting that due to a gamedata bug (that's been around since 2.2.0 was released in January) which was only fixed recently (https://github.com/tf2classic/SM-TF2Classic-Tools/commit/0055d0cf41194ef2d5e263b3946f2812ef46ea7a) - this function likely hasn't been working anyway - so the risk is probably pretty minimal, especially if you haven't seen any issues until the most recent update.

It's worth keeping in mind though, that this is a stopgap measure and at some point, LilAC will probably cease functioning entirely. This just buys you some time to plan, configure, and test alternatives. Borrowed time, and all that.

~Vint

(As an aside, this issue is why our Prophunt server is still offline - not because it crashes, but because pieces of its code that also rely on EntityOutputs are misbehaving and preventing the gamemode from working properly. We hope to keep working with the developers to understand what's going on)

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