Re: [Csgo_servers] CSGO update just now
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? ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Unable to load Steam support library.
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. ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_serve rs ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_server s ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers - 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 ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Server Performance
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 image001.png___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Server Performance
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 ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
[Csgo_servers] More than 10 players in the game ...
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