Problem with CSGO is the connectivity between server and steam. Right
now, if you connect to a server that is has slots free, it might deny
your access because "this session is no longer available" error or
"server/session is full" (while it's not but steam thinks it is and
steam wont trust server data over itself like it does for example on
TF2). You can have like 11/16 players in the server and still steam
won't allow player to join.
Weird errors like this usually go away after mapchange but sometimes
server restart is required. This will "reset" everything by making sure
steam keeps up with the data server reports to it.
I'm quite surprised that steam can even go off sync since if server
reports the players to it and after the change was made in TF2 to
clients report the actual playercount to the steam also, to get rid of
fakeplayers, then why CSGO behaves likes this and denies players from
joining even though there is nothing wrong at our or players end?
-ics
Emil Larsson kirjoitti:
Welp, not sarcastic but I admit my experience from using it was
basically just one night when my gaming group wanted to try out a few
custom maps for CS:GO. So I admit I didn't experience it's problems
firsthand (but I'm curious what those would be).
On Thu, Jul 10, 2014 at 5:20 AM, Kyle Sanderson <[email protected]
<mailto:[email protected]>> wrote:
The Steam integration with CS:GO is by far one of the worst,
persistent, problem causing things I've seen to date. I'm not sure if
you're being sarcastic or not, but that would be absolutely awful in
it's present, or even a tweaked state. At the very least it needs to
be rewritten, if not entire implementation rethought.
Thanks,
Kyle.
On Wed, Jul 9, 2014 at 7:52 PM, Emil Larsson <[email protected]
<mailto:[email protected]>> wrote:
> The CS:GO map workshop system being tweaked and ported to other
Source
> engine games (Especially TF2) would be so very awesome and
handles updates
> much better than the old system we still have to work with. The
main quirk I
> remember that i sorta disliked is that you had to make your own
workshop
> collection for it to work if you wanted your own mapcycle and
this made you
> require to have all maps you wanted to add to be in the workshop
(but I
> might remember wrong about this).
>
>
> On Thu, Jul 10, 2014 at 4:42 AM, Ryan Stecker
<[email protected] <mailto:[email protected]>>
> wrote:
>>
>> As far as I can remember, clients have had a tendency to leave
unfinished
>> (.ztmp?) files in their downloads directory if their downloads
don't
>> successfully complete. That'll leave the client unable to join
any server
>> running that map.
>>
>> Honestly the entire download process should be reworked now
that the 2013
>> engine supports the `download` directory. Servers should be able to
>> overwrite what a client has already downloaded, as there are
countless cases
>> where mappers have released new versions of maps but never
changed the file
>> name. It would solve this entire problem.
>>
>>
>> On Wed, Jul 9, 2014 at 9:26 PM, Jason <[email protected]
<mailto:[email protected]>> wrote:
>>>
>>> I've seen this before as well, map downloads (same as what's
on the
>>> server) and it still gives that error....ended up removing
those maps from
>>> the mapcycle.... had my wife test this once (made sure she
didn't already
>>> have the map), it downloaded from our fast download server and
sure enough,
>>> she got that error -- happened to about 50% of those who tried
to connect.
>>> Cannot remember the map names (since I've removed them a while
ago) -- but
>>> you may want to see about re-bzipping them and reuploading
them....might be
>>> some sort of minor file size discrepancy maybe? *shrugs*
>>>
>>>
>>> On Wed, Jul 9, 2014 at 10:17 PM, Obi <[email protected]
<mailto:[email protected]>> wrote:
>>>>
>>>> Your player has a different version of the map than what you
have on the
>>>> server. Have them delete or move their local copy and reconnect.
>>>>
>>>> On Jul 9, 2014 9:01 PM, Drone Marviraptor
<[email protected] <mailto:[email protected]>> wrote:
>>>> >
>>>> > I'm running a TF2 server, and every once in a while, some
player
>>>> > report that they can't join the server when it's running a
custom map. The
>>>> > map started downloading like normal for them but when it's
done they get
>>>> > disconnect and get this message "Missing map maps/map_name.bsp,
>>>> > disconnecting" .
>>>> > This happen for both Mac and Window player, I would be
grateful for
>>>> > some help.
>>>> _______________________________________________
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>>>
>>>
>>>
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>>
>>
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>
>
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