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 >>> >> >> >> _______________________________________________ >> Csgo_servers mailing list >> [email protected] >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >> > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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