It might be the update, but a lot of people had problems with that particular map before the update as well. I would suggest trying it with a different map, too, to be able to define the issue more precisely.
On Fri, Sep 14, 2012 at 9:40 PM, Tackdriver <[email protected]> wrote: >> Did you try with another map? I believe there is a known issue with >> nuke_ve. > > Honestly, no, I didn't. I was on the server at the time, and seeing that > EVERYBODY was gone, I took immediate action and changed the map to a stock > map, hoping to see some people come back (which some did). > > Looking back at the apache logs, funny thing, not a single GET request for > de_nuke_ve.bsp or de_nuke_ve.bsp.bz2. I would have at least expected a > player or three of the full server of connected players to not already > have this map and need to download it -- but there wasnt even a request > for it. Many, many requests for the overview and loading screen files > (using the overview/radar/loading downloader SM plugin) but none for the > actual map file. > > Many players attempted to return/join the map (going by the connect > announce plugin messages) but nobody could stay connected. > > I'll check the smac logs etc, but there were no problems before, so I am > blaming the update until I can prove otherwise. No problems before the > update. > > I had no problems fast downloading de_nuke_ve to myself and joining the > server/map when I played it for the first time (on this server) - that is, > before this update. > > You don't believe, do you, that Valve wouldn't change something other than > what they put in the official update items list? Then why did the > mapcyclefile cvar go hidden with this update, which was said to be a no > config changes update? > > >> On Sep 14, 2012 8:50 PM, "Tackdriver" <[email protected]> wrote: >> >>> Hopefully the subject is enough to begin setting the stage. >>> >>> Up until tonight's update (9/14), we had a working fast download that >>> would serve custom maps to connected/connecting players if they did not >>> already have them, and they would be able to play. >>> >>> We have a properly configured HTTP redirect. I've only been doing this >>> for about the last 6 years so I don't need any >>> well-meaning-but-presumptuous-and-contextually-irrelevant tutorials on >>> sv_downloadurl, bzip2, etc. >>> >>> After the update, a server we allow custom maps to be voted in proceeded >>> to basically fill up (36 public slots, or 37 total counting the reserved >>> slot). However with the config we run, via manipulation of the >>> mapcyclefile and mapgroup cvars based on player count, the server was >>> running stock valve maps for most of the time as the player count built >>> up. Eventually, a custom map (de_nuke_ve) got voted in. >>> >>> Once the server changed to de_nuke_ve, we saw many (connect-announce >>> plugin based) connect announcements as players began reconnecting at map >>> change, followed by disconnects. OF EVERY SINGLE PLAYER. My wife and >>> I, >>> on the local network, were the only 2 players on the server with the >>> bot_quota of bots, despite the multitude of connect announcements from >>> internet players. >>> >>> We lost everybody. A FULL SERVER OF HUMAN PLAYERS. >>> >>> Now, before somebody knee-jerks "you sure you have your custom maps set >>> up >>> properly in your pure server whitelist config?" -- know this: sv_pure >>> is >>> disabled. So is sv_consistency. It's not that I want either of them to >>> be off, it's just the way CS:GO is right now. You couldn't run >>> dedicated >>> servers with either of them ON. (and the reason I say this is: I can >>> vouch for my game config and my wife's -- we haven't modified ANYTHING - >>> but our own servers would kick us for violations with pure or >>> consistency >>> enabled) >>> >>> So it's not an sv_pure or sv_consistency problem. >>> >>> I jumped into console for this server and checked, just be sure our "no >>> config changes" update didn't finagle-force pure and consistency ON >>> despite my explicit configuration to turn them off. They were both >>> still >>> OFF. >>> >>> Yet NOBODY - not ONE SINGLE PLAYER - including many who according to >>> voice >>> chat leading up to the map change were well familiar with de_nuke_ve, >>> could connect/reconnect to our server once it changed to de_nuke_ve. >>> >>> But as soon as we changed the map back to a stock valve map, we started >>> seeing players come back. >>> >>> Maybe if I write down Einstein's definition of insanity on a piece of >>> paper, and lay it under my pillow, it will finally seep through. >>> >>> Tackdriver >>> >>> _______________________________________________ >>> Csgo_servers mailing list >>> [email protected] >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >>> >> _______________________________________________ >> Csgo_servers mailing list >> [email protected] >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
