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
>>>
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>>>
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