Seems to 
work:http://www.sourcemod.net/smdrop/1.5/sourcemod-1.5.4-hg4036-linux.tar.gz
> From: [email protected]
> Subject: Csgo_servers Digest, Vol 24, Issue 22
> To: [email protected]
> Date: Wed, 23 Apr 2014 20:41:57 -0700
> 
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> Today's Topics:
> 
>    1. Re: CSGO 1.32.7.0 (Nicholas Hastings)
>    2. CSGO 1.32.7.0 (Vitaliy Genkin)
> 
> 
> ----------------------------------------------------------------------
> 
> Message: 1
> Date: Wed, 23 Apr 2014 22:39:53 -0400
> From: Nicholas Hastings <[email protected]>
> To: [email protected]
> Subject: Re: [Csgo_servers] CSGO 1.32.7.0
> Message-ID: <[email protected]>
> Content-Type: text/plain; charset="iso-8859-1"; Format="flowed"
> 
> While it would help, and does happen from time to time, it's not 
> reliable in practice.
> 
> Anyways, I think that we've tracked down the issue and should have a fix 
> ready soon.
> 
> -- 
> Nicholas Hastings
> AlliedMods.net <http://www.alliedmods.net>
> 
> 
> 
> > Choc <mailto:[email protected]>
> > Wednesday, April 23, 2014 10:17 PM
> > On 24/04/2014 02:22, Nicholas Hastings wrote:
> > Would it not be better if Valve actually communicated with people like 
> > yourself as so many community servers rely on SourceMod?
> >
> > Even a few hours notice with a "dev" release would surely help 
> > mitigate many issues.
> > _______________________________________________
> > Csgo_servers mailing list
> > [email protected]
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> > Nicholas Hastings <mailto:[email protected]>
> > Wednesday, April 23, 2014 9:22 PM
> > Game updates can and will break plugins on occasion. As always, 
> > SourceMod will be fixed shortly after.
> >
> >
> > _______________________________________________
> > Csgo_servers mailing list
> > [email protected]
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> > [email protected] <mailto:[email protected]>
> > Wednesday, April 23, 2014 9:13 PM
> >
> > https://forums.alliedmods.net/showthread.php?t=239219
> >
> >
> > Am 24.04.2014 03:11, schrieb Moritz:
> >
> > _______________________________________________
> > Csgo_servers mailing list
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> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> > Moritz <mailto:[email protected]>
> > Wednesday, April 23, 2014 9:11 PM
> > I can confirm: SourceMod is causing a segmentation fault, either on 
> > windows or linux.
> >
> >
> > Am 24.04.2014 03:09, schrieb Collin Howard:
> >
> > _______________________________________________
> > Csgo_servers mailing list
> > [email protected]
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> > Collin Howard <mailto:[email protected]>
> > Wednesday, April 23, 2014 9:09 PM
> > Have anyone elses csgo servers running SM broken after the update? my 
> > servers running SM are not starting up. Keep crashing at start up with 
> > segfault error. If i start it without SM, it works. Is there a new SM 
> > update I should be using? I am on 1.5.3 SM.
> >
> >
> > ------------------------------------------------------------------------
> > *From:* CSLG <[email protected]>
> > *To:* [email protected]
> > *Sent:* Wednesday, April 23, 2014 9:05:15 PM
> > *Subject:* Re: [Csgo_servers] CSGO 1.32.7.0
> >
> > I updated my servers, seems like it wont allow anyone to connect. Anyone
> > having this issue?
> >
> >
> >
> > --
> > View this message in context: 
> > http://csgo-servers.1073505.n5.nabble.com/CSGO-1-32-7-0-tp6971p6979.html
> > Sent from the CSGO_Servers mailing list archive at Nabble.com.
> >
> >
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> ------------------------------
> 
> Message: 2
> Date: Thu, 24 Apr 2014 03:41:54 +0000
> From: Vitaliy Genkin <[email protected]>
> To: "[email protected]"
>       <[email protected]>
> Subject: [Csgo_servers] CSGO 1.32.7.0
> Message-ID:
>       <7aed2f4433df474ea1c0af1972e8b47f1b66e...@exchange10.valvesoftware.com>
>       
> Content-Type: text/plain; charset="us-ascii"
> 
> 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;
> 
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