See the attached email thread - think this applies.

-          Nickl

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Jonah
Hirsch
Sent: 26 August 2012 20:12
To: [email protected]
Subject: [Csgo_servers] Changing Game Mode/Type?

 

So, I've been trying to change game types on my CS:GO server. By default,
it's classic competitive.

 

Here's something I've tried:

changelevel de_sugarcane

game_type 1

Scoreboard says "Demolition", but it's buggy since it was changed mid-round.

I reload the map

changelevel de_sugarcane

Load in, choose team, game says "Round Draw"

Scoreboard shows, says teams are switching in 10 seconds.

Teams switch, scoreboard shows, says map is changing in 10 seconds

Map changes

 

That last part, after I changed the map for the 2nd time, repeats until I
change the game_type back to 0. Then the next time the map changes, it stops
ending rounds/changing maps.

 

Is there something I'm missing.

-----------------------

Jonah Hirsch

--- Begin Message ---
Version # is/was 1.17.5.1. 

 

The fix was setting non-classic modes mp_maxrounds to something other than 0
in gamemodes.txt.

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Travis
Brown
Sent: Thursday, August 23, 2012 6:21 PM
To: [email protected]
Subject: Re: [Csgo_servers] Demolition Mode doesn't play through

 

Ido, what was the build number before the hotfix?

On Aug 23, 2012 9:06 PM, "Ido Magal" <[email protected]> wrote:

An update to CS:GO has been released that fixes halftime issues in
demolition and training. Thanks.

 

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Ido Magal
Sent: Thursday, August 23, 2012 4:17 PM
To: 'Krillins World';  <mailto:[email protected]>
[email protected]
Subject: Re: [Csgo_servers] Demolition Mode doesn't play through

 

We're working on a fix.

 

Thanks.

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Krillins
World
Sent: Thursday, August 23, 2012 4:15 PM
To: [email protected]
Subject: [Csgo_servers] Demolition Mode doesn't play through

 

This release has broken Demolition Mode. Because the CVARS for mp_timelimit
and mp_maxround are 0 server just keep changing maps after a player has
joined. To fix this we has to set a mp_timelimit, but the idea behind this
game type is the first to get to the end wins. So we had to set mp_maxrounds
to the number of weapons for the gamemode and type. I have not looked over
the GunGame Progressive cvars in the gamemodes.txt yet to verify is this is
going to be a problem with that mode as well.

 

This is just a heads up to those with this gamemode and gametypes.

 

Best Regards,

Krillin

 

  _____  

This update is now live.




Release notes for 8/23 Update

[ Gameplay ]
- Exposed a classic dynamic crosshair style in the options that represents
the weapons spread accurately.
- Implemented first person client flinching. Now a player gets aim punched a
bit when shot. The amount is based on the damage.
- Increased amount of tagging that results from hits.

[ Bugs ]
- Fixed the scoreboard turning toggleable in the end match state.
- fixed not being able to bring up the pause menu without dismissing the
scoreboard in the end match state.
- Parallelized matchmaking results analysis process and reduced time game
takes to perform matchmaking.
- Improved matchmaking algorithm giving more weight to dedicated servers
ping during matchmaking results analysis.

[ Community ]
- Removed the implicit dependency on round-limited matches so servers that
want to use mp_timelimit instead can. Mp_timelimit is used only if
mp_maxrounds is set to 0.
- Exposed mp_forcecamera convar.
- Exposed set of server hibernate convars.
- Fixed code that was preventing mapper-placed weapons.



API Failure?

https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=730
<https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=730&vers
ion=11740&format=xml> &version=11740&format=xml
<response><success>true</success><up_to_date>true</up_to_date><version_is_li
stable>true</version_is_listable></response>

On 8/23/2012 6:26 PM, Ido Magal wrote:
> This update is now live.
>
>
>
> Release notes for 8/23 Update
>
> [ Gameplay ]
> - Exposed a classic dynamic crosshair style in the options that represents
the weapons spread accurately.
> - Implemented first person client flinching. Now a player gets aim punched
a bit when shot. The amount is based on the damage.
> - Increased amount of tagging that results from hits.
>
> [ Bugs ]
> - Fixed the scoreboard turning toggleable in the end match state.
> - fixed not being able to bring up the pause menu without dismissing the
scoreboard in the end match state.
> - Parallelized matchmaking results analysis process and reduced time game
takes to perform matchmaking.
> - Improved matchmaking algorithm giving more weight to dedicated servers
ping during matchmaking results analysis.
>
> [ Community ]
> - Removed the implicit dependency on round-limited matches so servers that
want to use mp_timelimit instead can. Mp_timelimit is used only if
mp_maxrounds is set to 0.
> - Exposed mp_forcecamera convar.
> - Exposed set of server hibernate convars.
> - Fixed code that was preventing mapper-placed weapons.
>
>
> _______________________________________________
> Csgo_servers mailing list
> [email protected]
>  <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers>
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers



Still no ghost steps fix and no fix for the bot_quota/maxplayers
glitch where servers appear full... Are these being worked on? I don't
really see anything about it in the steam forums, either.


On Thu, Aug 23, 2012 at 6:26 PM, Ido Magal <[email protected]> wrote:
> This update is now live.
>
>
>
> Release notes for 8/23 Update
>
> [ Gameplay ]
> - Exposed a classic dynamic crosshair style in the options that represents
the weapons spread accurately.
> - Implemented first person client flinching. Now a player gets aim punched
a bit when shot. The amount is based on the damage.
> - Increased amount of tagging that results from hits.
>
> [ Bugs ]
> - Fixed the scoreboard turning toggleable in the end match state.
> - fixed not being able to bring up the pause menu without dismissing the
scoreboard in the end match state.
> - Parallelized matchmaking results analysis process and reduced time game
takes to perform matchmaking.
> - Improved matchmaking algorithm giving more weight to dedicated servers
ping during matchmaking results analysis.
>
> [ Community ]
> - Removed the implicit dependency on round-limited matches so servers that
want to use mp_timelimit instead can. Mp_timelimit is used only if
mp_maxrounds is set to 0.
> - Exposed mp_forcecamera convar.
> - Exposed set of server hibernate convars.
> - Fixed code that was preventing mapper-placed weapons.
>
>
> _______________________________________________
> Csgo_servers mailing list
> [email protected]
>  <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers>
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers



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