Does anyone hosting a server using workshop collection?

 Mine doesn't work anymore. Players get stuck while connecting.
 There is no error in server log.


2014-04-24 7:28 GMT+02:00 Marcin Paterek <[email protected]>:

> Server does not allow net_graph values above 1
>
> How to fix that? The new netgraph is so big :/
>
>
> 2014-04-24 5:41 GMT+02:00 Vitaliy Genkin <[email protected]>:
>
>>  CS:GO server plugins have to be recompiled to match global vars and net
>> channel change in this update, highlighted below [**]
>>
>>
>>
>> As the community noticed we have switched our Linux version of
>> srcds_linux to call a more precise sleeping function – nanosleep, and when
>> server is meeting tickrate and the call is not interrupted by a signal it
>> should be only called once per frame and more efficiently suspend the
>> process main thread until the start of next server frame. The frame start
>> std deviation on net channel will show fluctuations of OS CPU scheduling
>> for waking up the main server thread at the beginning of the next frame
>> which is typically a fraction of a millisecond. Server frame time in net
>> graph display will now report duration of the server simulation phase on
>> the main thread and std deviation of that so on 64-tick servers simulation
>> phase should not exceed 1/64th of a second ~=16 ms to meet the required
>> server tickrate.
>>
>>
>>
>> Thanks,
>>
>> -Vitaliy
>>
>>
>>
>> [**]
>>
>>
>>
>> class CGlobalVarsBase
>>
>> {
>>
>> …===…
>>
>>                 // Absolute frame counter - continues to increase even if
>> game is paused
>>
>>
>> int                                                          framecount;
>>
>>                 // Non-paused frametime
>>
>>                 float
>> absoluteframetime;
>>
>> +++         float
>> absoluteframestarttimestddev;
>>
>>
>>
>> abstract_class INetChannel : public INetChannelInfo
>>
>> …===…
>>
>>                 virtual void         SetRemoteFramerate( float
>> flFrameTime, float flFrameTimeStdDeviation, float
>> flFrameStartTimeStdDeviation ) = 0;
>>
>>
>>
>>
>>
>> class INetChannelInfo
>>
>> …===…
>>
>>                 virtual void                         GetRemoteFramerate(
>> float *pflFrameTime, float *pflFrameTimeStdDeviation, float
>> *pflFrameStartTimeStdDeviation ) const = 0;
>>
>>
>>
>> _______________________________________________
>> 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

Reply via email to