I have had atleast 3 custom maps on in my server after the update and after each one, there is a drop of players. I do not know if it's due to them being custom maps and people not wanting to download but in any case, not every player dropped off. I'll monitor the situation during this day and report back if i see any loss of players like all dropping off due to custom maps.

One thing that could have been cause to your player lost is that if the server that is set to sv_downloadurl has had some temporarely connection issue, it might have prevented everyone from downloading the map and no one didn't have the map forehand on their pc's.

-ics

15.9.2012 5:36, Tackdriver kirjoitti:
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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