Re: [Csgo_servers] CSGO update just now

2012-08-21 Thread Nick Ireland
I put +sv_pure 0 in the cmd line. This stops it from running the check at
the start. However I do not know how this will impact sv_pure's usage.

 

 

Thanks

Nick Ireland

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of ??
?
Sent: Tuesday, 21 August 2012 9:28 AM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] CSGO update just now

 

Don't use any limits. The server will start in a few minutes, but it's not
good. Valve fix it?

2012/8/21 Bryan Bilocura bbiloc...@gmail.com

Seems to be limited by I/O speed as the server process was only using up
10-20% cpu.

--
Bryan


-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd
Minds
Sent: Monday, August 20, 2012 6:20 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] CSGO update just now

Just wait. It took one of mine about twenty minutes to start. Others started
within 2.

On Mon, Aug 20, 2012 at 7:19 PM, Сергей Дудин ser...@gmail.com wrote:
 When I started a server, I see in the console

 ./srcds_run: 446: pushd: not found in 1 secondss
 ./srcds_run: 446: popd: not found
 Server will auto-restart if there is a crash.

LD_LIBRARY_PATH=/home/serj/hlds/csgo/bin:/home/serj/hlds/csgo:/home/serj/hld
s/csgo/bin:
 #ConVarRef developer doesn't point to an existing ConVar #Using
 breakpad minidump system Using breakpad crash handler #PERF WARNING:
 Failed to open model substitution file, cannot swap models out based
 on gpu_level!
 #
 #Console initialized.
 #Hashing all VPK files for pure server operation.

 How can I fix it?




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Re: [Csgo_servers] Unable to load Steam support library.

2012-08-11 Thread Nick Ireland
I had to install the steam client (really) on my server to get it working.

Win Server 2008 here.


Thanks
Nick Ireland

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Techgunner
Sent: Sunday, 12 August 2012 1:51 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Unable to load Steam support library.

Even after running the command I am still getting the Unable to load Steam
Support Library. Any other ideas? Running Windows Server 2003

{{A-BS}}Techgunner
Clan Leader/Founder
American BloodSport Gaming Community
www.americanbloodsport.com

On 8/10/2012 10:57 PM, hi...@clan-x71.com wrote:
 thank you. it now not show the error


 but now show me this error.

 GameTypes: could not find matching mapGroup mg_allclassic.
 ApplyGameSettings: Invalid mapgroup name mg_allclassic





 Run this: reg add HKCU\Software\Valve\Steam\ ActiveProcess /v 
 SteamClientDll /t REG_SZ /d c:/steamcmd/steamclient.dll
 /f

 Prior to starting the server. Remember to edit the location inside 
 the command


 On 11 August 2012 06:21, hi...@clan-x71.com wrote:

 Dear:

After of the update show me this error (console)

 Initializing Steam libraries for secure Internet server
 
 *  Unable to load Steam support library.   *
 *  This server will operate in LAN mode only.  *
 

 server in windows 2008 server

   anything do you know of that?


 If you log out and back in and do those commands again, it will work.
 One thing that i noticed was that previous setup i had, the
 installment
 wouldn't allow it. I have steam in /home/user/csgo/ and server 
 under same dir. I had to change it to /home/user/csgo/csgo (for 
 example) to make it work.

 -ics

 11.8.2012 4:38, Ejziponken - kirjoitti:
 I cant update.

 This is a clean install:

 STEAMEXE=steamcmd ./steam.sh
 login username password
 force_install_dir ..\csgo-ds\
 app_update 740 validate
 ERROR! Failed to request AppInfo update, not online or not logged 
 in to Steam.


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 -
 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2012.0.2197 / Virus Database: 2437/5192 - Release Date: 
 08/10/12




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Re: [Csgo_servers] Server Performance

2012-06-14 Thread Nick Ireland
http://i.imgur.com/sso5s.png

2.8ghz quad 

4 gig ram

 

That’s 1 csgo server with 30 people on it.

 

Make sure you set the servers max_fps to the same as the tickrate as any higher 
is a waste..

 

Source on it being a waste:

http://store.steampowered.com/news/?appids=730

- The most important difference is that the game tick rate is now shown in the 
bottom left, which is where “sv:” (server fps) used to be. Server fps is not 
really a useful metric for players except when it is below the tick rate 
(indicating the server is overloaded). Server FPS above the tick rate is 
meaningless.

 

 

Thanks

Nick Ireland

 

From: csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Jonathon King
Sent: Thursday, 14 June 2012 2:26 PM
To: csgo_servers@list.valvesoftware.com
Subject: [Csgo_servers] Server Performance

 

Hello all. Just wondering if some of you other server operators could let me 
know what kind of CPU usage you are seeing on populated servers, and your 
hardware.

 

This is what I’m seeing with a full 32 player dust2 deathmatch plugin server 
(66 tick).

http://i.imgur.com/11coR.png

It seems pretty high for just 32 players. I’m on a quad core 3.4Ghz with 8GB 
RAM. Is SRCDS just inefficient on CSGO, or have I done something wrong? 
Hyperthreading is enabled. Could that be a problem? I was hoping to run 64 
player servers, but unless I’ve done something wrong, it’s going to take a 
supercomputer Smile with tongue out

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Re: [Csgo_servers] Server Performance

2012-06-14 Thread Nick Ireland
From what I make of
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking the
only time a client receives game data from the server is per tick, not per
server frame..

Could be wrong, like you said it would be good to get it cleared up. We
should all tweet bomb @csgo_dev ;)


Thanks
Nick Ireland


-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Alistair C
Sent: Thursday, 14 June 2012 8:06 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Server Performance

Seems at odds with:

https://support.steampowered.com/kb_article.php?ref=5386-HMJI-5162

WHY HIGHER FPS?

The key reason to run higher FPS is the render time. At 1000FPS, the server
is rendering one frame every 1 millisecond (ms). This means that the
worst-case adder to the player ping is only 1ms, IE: the player gets more
accurate data and can get it more often.

At 300FPS it's only 3ms which is perfectly acceptable, but at 100FPS it's
10ms, which is a significant percentage of a 100 ping (10%). A player with a
100 ping would actually be getting 110ms response time from the server. Many
AMD systems will only run 60FPS without the ping booster which is 17ms.

This is still not too significant but it can change the feel and response
time of your server for players.

Without the FPS Boost your server will use significantly less CPU but
accuracy may suffer.


---

Be good to get this cleared up properly.




On 14 June 2012 10:31, Nick Ireland nick.k.irel...@gmail.com wrote:

 http://i.imgur.com/sso5s.png

 2.8ghz quad

 4 gig ram



 That's 1 csgo server with 30 people on it.



 Make sure you set the servers max_fps to the same as the tickrate as any
higher is a waste..



 Source on it being a waste:

 http://store.steampowered.com/news/?appids=730

 - The most important difference is that the game tick rate is now shown in
the bottom left, which is where sv: (server fps) used to be. Server fps is
not really a useful metric for players except when it is below the tick rate
(indicating the server is overloaded). Server FPS above the tick rate is
meaningless.





 Thanks

 Nick Ireland



 From: csgo_servers-boun...@list.valvesoftware.com 
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of 
 Jonathon King
 Sent: Thursday, 14 June 2012 2:26 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] Server Performance



 Hello all. Just wondering if some of you other server operators could let
me know what kind of CPU usage you are seeing on populated servers, and your
hardware.



 This is what I'm seeing with a full 32 player dust2 deathmatch plugin
server (66 tick).

 http://i.imgur.com/11coR.png

 It seems pretty high for just 32 players. I'm on a quad core 3.4Ghz 
 with 8GB RAM. Is SRCDS just inefficient on CSGO, or have I done 
 something wrong? Hyperthreading is enabled. Could that be a problem? I 
 was hoping to run 64 player servers, but unless I've done something 
 wrong, it's going to take a supercomputer


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[Csgo_servers] More than 10 players in the game ...

2012-05-14 Thread Nick Ireland
The only cvars that I can tell ( by looking at the cvar list ) that affect
auto kicking is:

mp_autokick = 1 game replicated-
Kick idle/team-killing players
mp_disable_autokick  game
- Prevents a userid from being auto-kicked
 
I have not tested either of these.


Thanks
Nick Ireland

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-bounces at list.valvesoftware.com] On Behalf Of Ultrix
Prime
Sent: Monday, 14 May 2012 6:18 PM
To: csgo_servers at list.valvesoftware.com
Subject: Re: [Csgo_servers] More than 10 players in the game ...

Great info - is there a way that you've come across to end the kicking for
inactivity of specs?

-Original Message-
From: Nick Ireland
Sent: Monday, May 14, 2012 2:13 AM
To: csgo_servers at list.valvesoftware.com
Subject: Re: [Csgo_servers] More than 10 players in the game ...

This is because...

extraspectators 2


So you set the maxPLAYERS and it auto adds more slots depending on how many
spec slots (this is set per map in the gamemodes.txt)


Thanks
Nick Ireland

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-bounces at list.valvesoftware.com] On Behalf Of Ultrix
Prime
Sent: Monday, 14 May 2012 6:04 PM
To: csgo_servers at list.valvesoftware.com
Subject: Re: [Csgo_servers] More than 10 players in the game ...

Right, I noticed the same thing - maxplayers is always inflated by 2 - good
question.

-Original Message-
From: Saint K.
Sent: Monday, May 14, 2012 1:47 AM
To: csgo_servers at list.valvesoftware.com
Subject: Re: [Csgo_servers] More than 10 players in the game ...

In light of this discussion, howcome when we set a +maxplayer value the
server adds 2 slots? Example; +maxplayers 10 becomes 12 slots.

Saint K.

From: csgo_servers-boun...@list.valvesoftware.com
[csgo_servers-bounces at list.valvesoftware.com] On Behalf Of Ultrix Prime
[cbp at yahoo.com]
Sent: 14 May 2012 09:45
To: csgo_servers at list.valvesoftware.com
Subject: Re: [Csgo_servers] More than 10 players in the game ...

Ok, I'd be interested in seeing where this is answered - could you point
that out as this would be worth seeing and knowing.



From: DontWannaName!mailto:ad...@topnotchclan.com
Sent: Monday, May 14, 2012 1:39 AM
To:
csgo_servers at list.valvesoftware.commailto:csgo_servers at 
list.valvesoftware.c
om
Subject: Re: [Csgo_servers] More than 10 players in the game ...

They already did. I am just repeating the facts.

http://blog.counter-strike.net/index.php/facts/

Q)Are there any plans to open up games to more than 5v5?
A) Yes but the beta will continue to be 5v5 for a period.


On Mon, May 14, 2012 at 12:33 AM, Ultrix Prime
cbp at yahoo.commailto:cbp at yahoo.com wrote:

uhhh obviously - please skip the snide and obnoxious, this isn't the
steam forums.
Dont get ahead of yourself - this is not for you to say one way or another
- again, keep the snide and obnoxious out of here.

They released the SDK, people are working on maps and whether the game is
going to support more than 5v5 at or prior to release is a relevant question

and your response didn't answer it and the answer is you do not know.

Thus, the question to Valve. A simple yes or no from them will do.

From: DontWannaName!mailto:ad...@topnotchclan.com
Sent: Monday, May 14, 2012 1:26 AM
To:
csgo_servers at list.valvesoftware.commailto:csgo_servers at 
list.valvesoftware.c
om
Subject: Re: [Csgo_servers] More than 10 players in the game ...

uhhh obviously The game is in beta and is currently hard coded to allow
only 10 players per server. Dont get ahead of yourself, they just released
the servers to us.

Wait patiently for them to unlock the player #. They are gathering data
still. In due time they will they allow the full amount which appears to be
34...

On Mon, May 14, 2012 at 12:09 AM, Ultrix Prime
cbp at yahoo.commailto:cbp at yahoo.com wrote:
As an aside, I took dust2 from CSS, got it working with GO (vmex, hammer,
remove unreferencable props, quickie hack) and the 5v5 team join screen
stays the same even though there are 40 spawn points as well as only 5 slots

per team for scoreboard (maxplayers at 40).

This is why I'm asking about support.

Ultrix

-Original Message- From: Ultrix Prime
Sent: Sunday, May 13, 2012 6:47 PM

To:
csgo_servers at list.valvesoftware.commailto:csgo_servers at 
list.valvesoftware.c
om
Cc:
csgo_servers at list.valvesoftware.commailto:csgo_servers at 
list.valvesoftware.c
om
Subject: Re: [Csgo_servers] More than 10 players in the game ...

Our maps currently only have 10 spawns but changing the value of maxplayers
in gamemodes is correct - ok, but supporting more than 5v5 requires things
like a scoreboard that will show more than 5 players on a team, a team join
menu that will allow more than 5 players on a team and so forth so
supporting more than 5v5 goes beyond spawn points. It's a simple