> 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.

I'm not "a lot of other people".

But don't pay me any mind.  You can even chalk me up as another "victory"
if you like.  It's not a measuring contest for me.  So, "you win".  Just
keep telling yourself I had no idea what I was doing, and that I really
should have tried a different custom map.  Surely that is why I had
problems.  You'll probably even get some people to agree with you.

I must have been wrong.  That's why I just "went away" and didn't argue or
present any details, logs, etc. to prove my point.

Yeah.  That's it.

Or maybe, this isn't my first rodeo and I know it doesn't matter how many
details I give.

Einstein was such a genius.



>
> 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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