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
(
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)