[hlds_linux] [CSGO] Problem loading *_se maps

2012-08-25 Thread Dusan Tomic
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)

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[hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Dusan Tomic
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

2011-10-13 Thread Dusan Tomic
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

2011-09-01 Thread Dusan Tomic

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
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[hlds_linux] Counter Strike Update

2011-09-01 Thread Dusan Tomic
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
___
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visit:
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