[hlds_linux] [CSGO] Problem loading *_se maps
It says it all: Map de_dust_se not part of Mapgroup mg_bomb You cant start SE version of a map with default gamemodes and using mg_bomb as map group. 1. start it either with de_dust2 and change to SE later in server.cfg 2. change maps in your gamemodes_server.txt to include SE version 3. create new map group and add all SE maps and start the server with that map group (eg mg_bomb_se) And subscribe to csgo servers list :) -- Kind regards, Dusan Tomic Od: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] u ime korisnika Jonathan SCHNEIDER [bart...@gmail.com] Poslato: 24. avgust 2012 18:49 Za: hlds_linux@list.valvesoftware.com Tema: [hlds_linux] [CSGO] Problem loading *_se maps Hi, I am actually blocked with my DS of CS:GO. I try to launch my server with *_se maps (ie. de_dust_se) with this command line : ./srcds_run -game csgo -console -usercon +game_type 0 +game_mode 0 +mapgroup mp_bomb +map de_dust_se The dedicated server seems to launch properly and when someone tries to connect on the server, the console prints : VAC secure mode is activated. -> Reservation cookie [SNIP ... SNIP]: reason ReplyReservationRequest ApplyGameSettings: Map de_dust_se not part of Mapgroup mg_bomb Server waking up from hibernation L 08/24/2012 - 18:42:09: World triggered "Round_Start" GameTypes: could not find matching map "de_dust_se". -> Reservation cookie 0: reason reserved(yes), clients(no), reservationexpires(0.00) Server is hibernating I don't know which mapgroup is related with *_se maps and I don't find it on the Internet T_T Do you have an idea of which mapgroup I have to use ? Thanks Jonathan (bartoua) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
Yup, my bad. -- Kind regards, Dusan Tomic Od: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] u ime korisnika 1nsane [1nsane...@gmail.com] Poslato: 14. oktobar 2011 1:50 Za: Half-Life dedicated Linux server mailing list Tema: Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released Looks like your server hasn't updated? 19:47:42 CPUIn (KB/s) Out (KB/s) Uptime Map changes FPS Players Connects 49.75 53.42 205.37 42 066.6722 122 On Thu, Oct 13, 2011 at 7:44 PM, Dusan Tomic wrote: > CPU InOut Uptime Users FPSPlayers > 33.10 0.00 0.00 0 1 298.66 0 > stats > CPU InOut Uptime Users FPSPlayers > 24.84 0.00 0.00 0 1 296.35 0 > stats > CPU InOut Uptime Users FPSPlayers > 19.88 0.00 0.00 0 1 296.44 0 > > > That is taken from a server, if it's limited shouldn't show for FPS 66? > > -- > Kind regards, > Dusan Tomic > > > On 13 October 2011 22:08, Henry Goffin wrote: > > > Yes, FPS is now irrelevant to dedicated servers. You can still use > > "fps_max" to limit framerate on the client; this reduces GPU and CPU > > power usage, and can help with PCs that have heat management problems. > > > > Because of the optimizations in this release, we no longer feel that a > > server tuning variable is necessary. All servers should feel more > > responsive now than they would have under any previous "1000+ FPS" > config. > > > > -henry > > > > > > -Original Message- > > From: hlds_linux-boun...@list.valvesoftware.com [mailto: > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of William > > Balkcom > > Sent: Thursday, October 13, 2011 1:45 PM > > To: hlds_linux@list.valvesoftware.com > > Subject: [hlds_linux] FW: [hlds_announce] Team Fortress 2, > Counter-Strike: > > Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates > > Released > > > > Is this considered the official removal of the FPS cvar from the > > source engine? Is it being replaced with something else as mentioned > before? > > > > > > > > -Original Message- > > From: hlds_announce-boun...@list.valvesoftware.com > > [mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of > > Jason Ruymen > > Sent: Thursday, October 13, 2011 4:41 PM > > To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life > > dedicated > > Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com' > > Subject: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day > > of > > Defeat: Source and Half-Life 2: Deathmatch Updates Released > > > > Required updates for Team Fortress 2, Counter-Strike: Source, Day of > > Defeat: > > Source and Half-Life 2: Deathmatch are now available. Counter-Strike: > > Source has also been moved to use its own engine and dedicated server > > depots. Because of this, dedicated server files for Counter-Strike: > > Source will now be under a 'css' folder. > > > > The specific changes include: > > > > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) > > - Fixed an issue with the multi-threaded renderer which could cause a > > crash on map change > > - Adjusted whitespace to improve formatting in status command output > > - Changed stats output to show KB/s instead of bytes/sec, added a > > connections column, and changed the users column to "Map changes" > > - Fixed game servers not being able to execute the retry command due > > to the dependence on the connect command (which is not executable by > > game servers) > > - Made sndplaydelay executable by servers > > **- Server frame rate is now based on the tickrate of the active > > Source mod, not the fps_max convar > > **- Server processing delays have been reduced, especially for servers > > on modern Linux kernels > > - Entity processing logic has been optimized to significantly reduce > > CPU usage on full servers > > - Multi-threaded server code is now enabled by default under Linux > > (already enabled on Windows) > > - An exploit with non-printable characters causing lag on Windows > > servers has been fixed > > - CPU is fully yielded back to the system whenever the server is > > running faster than the tickrate > > - Dr
[hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
CPU InOut Uptime Users FPSPlayers 33.10 0.00 0.00 0 1 298.66 0 stats CPU InOut Uptime Users FPSPlayers 24.84 0.00 0.00 0 1 296.35 0 stats CPU InOut Uptime Users FPSPlayers 19.88 0.00 0.00 0 1 296.44 0 That is taken from a server, if it's limited shouldn't show for FPS 66? -- Kind regards, Dusan Tomic On 13 October 2011 22:08, Henry Goffin wrote: > Yes, FPS is now irrelevant to dedicated servers. You can still use > "fps_max" to limit framerate on the client; this reduces GPU and CPU > power usage, and can help with PCs that have heat management problems. > > Because of the optimizations in this release, we no longer feel that a > server tuning variable is necessary. All servers should feel more > responsive now than they would have under any previous "1000+ FPS" config. > > -henry > > > -Original Message- > From: hlds_linux-boun...@list.valvesoftware.com [mailto: > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of William > Balkcom > Sent: Thursday, October 13, 2011 1:45 PM > To: hlds_linux@list.valvesoftware.com > Subject: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: > Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates > Released > > Is this considered the official removal of the FPS cvar from the > source engine? Is it being replaced with something else as mentioned before? > > > > -Original Message- > From: hlds_announce-boun...@list.valvesoftware.com > [mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of > Jason Ruymen > Sent: Thursday, October 13, 2011 4:41 PM > To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life > dedicated > Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com' > Subject: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day > of > Defeat: Source and Half-Life 2: Deathmatch Updates Released > > Required updates for Team Fortress 2, Counter-Strike: Source, Day of > Defeat: > Source and Half-Life 2: Deathmatch are now available. Counter-Strike: > Source has also been moved to use its own engine and dedicated server > depots. Because of this, dedicated server files for Counter-Strike: > Source will now be under a 'css' folder. > > The specific changes include: > > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) > - Fixed an issue with the multi-threaded renderer which could cause a > crash on map change > - Adjusted whitespace to improve formatting in status command output > - Changed stats output to show KB/s instead of bytes/sec, added a > connections column, and changed the users column to "Map changes" > - Fixed game servers not being able to execute the retry command due > to the dependence on the connect command (which is not executable by > game servers) > - Made sndplaydelay executable by servers > **- Server frame rate is now based on the tickrate of the active > Source mod, not the fps_max convar > **- Server processing delays have been reduced, especially for servers > on modern Linux kernels > - Entity processing logic has been optimized to significantly reduce > CPU usage on full servers > - Multi-threaded server code is now enabled by default under Linux > (already enabled on Windows) > - An exploit with non-printable characters causing lag on Windows > servers has been fixed > - CPU is fully yielded back to the system whenever the server is > running faster than the tickrate > - Dramatic increase in performance for low-level math libraries > > Day of Defeat: Source > **- Removed tickrate command line parameter > - Updated the localization files > > Counter-Strike: Source > - Prevent AWP cycle time exploit using quick switch > - Fixed bug causing HUD History to display item pickups from nearby > players > - Increased sized of HUD History resource to prevent clipping > - Changed grenade damage so that it always hits HITGROUP_GENERIC and > takes into account armor for damage calculations > - Reduced standing and moving accuracy for pistols > - Decreased accuracy while moving with sniper rifles > - Added additional legacy mode (3) to cl_dynamiccrosshair > - Updated the localization files > > Team Fortress 2 > Manniversary: > - Experimenting with a new store interface with a subset of players > - Added several dozen community items in celebration of the > Manniversary > - Added loadout presets -- each class can now store four complete > loadouts, including weapons and cosmetic items, and change between > them with the press of a button. > - Added a new item type
[hlds_linux] Counter Strike Update
Hi guys, As i previously read, this update from CSS beta to CSS was scheduled for 30. Aug. Since today is 01. Sept I assume you decided to postpone it. Any eta when it will be released? Thank you. -- Kind regards, Dusan Tomic ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Counter Strike Update
Hi guys, As i previously read, this update from CSS beta to CSS was scheduled for 30. Aug. Since today is 01. Sept I assume you decided to postpone it. Any eta when it will be released? Thank you. -- Kind regards, Dusan Tomic ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux