Did. I've removed game* subscri*
 updated game, players cannot join.

 I've even tried with sv_workshop_allow_other_maps 1 enabled.
 Still.

 Hummm


2014-04-24 12:59 GMT+02:00 Daniel Thal <[email protected]>:

> Delete in your /csgo/ the subscribed_collection_ids.txt and
> subscribed_file_ids.txt it works for me.
>
> Zaretti Steve <[email protected]> schrieb:
>
>  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
>>>
>>
>>
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>
>
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