Hi all,
Does anyone have any idea how new CPUs perform on srcds? Typical var on a full
server, etc ...?
I think it is pretty established that Intel architectures have typically
outperformed AMD's for the last 10 years, but what about Ryzen & Threadripper?
My guess would be that the 8700K is
This still occurs today. It has never done with me, but I have noticed it
happens to players between map changes on community servers (specifically
workshop maps). Does anyone have any ideas?
Message: 7
Date: Sat, 18 Oct 2014 08:35:34 -0700 (PDT)
From: p0stpwned getmeabeerwo...@hotmail.com
Can someone explain what sv_clockcorrection_msecs does?
Cheers,
Phantom
Why even use 100 64 is enough or if you think you need more why not go
straight to 128. 64 tick with sv_clockcorrection_msecs 15 feels like 128.
Personally I use sv_clockcorrection_msecs 0 which also works fine if
Hi there,
Basic question which I'm hoping has an easy answer:
I'm trying to run a competitive workshop server and when players try to
connect, it says
Failed after 10 retries. Also, if I'm in the server, the option to Join
game via Steam is not available for players either.
Have been away from
I would add that in both cases (128 64-tick), the main component which drives
server performance is the CPU. Assuming you have met the other requirements
(upload bandwidth, RAM, etc..), I would simply buy the fastest CPU you can
afford, as higher frequencies result directly in lower var.
If
OK, thanks Jack. I believe the CS:GO Lounge bets work with bots, which are
fake automated Steam accounts.
It's pretty swish.
Message: 5
Date: Wed, 6 Aug 2014 08:51:19 -0500
From: Jack M. catastropheproductions...@gmail.com
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers]
@list.valvesoftware.com
Subject: Re: [Csgo_servers] CS:GO Lounge
Message-ID:
caexncwqzhmr86hxq455t0oxxmyfivqp+c1dnmyvns4g-osx...@mail.gmail.com
Content-Type: text/plain; charset=utf-8
Are you saying to allow people to bet skins on the outcome of a round?
On Jul 25, 2014 10:26 AM, Comberbach
Does anyone know if the CS:GO Lounge system can work on community servers, in a
similar manner to good old: bet_ct_all ?
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I would argue that an i3-2100 is not sufficient to run a 22-slot 128-tick
server, but since you are only recently experiencing these problems, that's
probably not the answer you're looking for.
Still, people are complaining that they are barely able to get a stable tick
rate on a quad
working, i fixed 100+ nav :)
2014-06-06 17:03 GMT+02:00 Comberbach . acan...@hotmail.com:
When hosting a workshop server, is anyone aware of how to use different
.nav files on a workshop map?
In other words, if I have a reworked .nav file (for de_nuke for example)
which sits
When hosting a workshop server, is anyone aware of how to use different .nav
files on a workshop map?
In other words, if I have a reworked .nav file (for de_nuke for example) which
sits in the CS:GO workshop, how do I make sure my server uses it when I run
de_nuke?
As far as I am aware, the
Hi all,
An issue which has been pestering me for a while is the inability to have an
automatically rotating workshop map server. Whenever the map changes -
regardless of which map has been voted - it reverts to de_dust. You can change
it back to whatever you want manually, but the rotation
Thanks Michael, I forgot to mention that I had also done all the *_ids.txt
cleansing, but I will try the adminmenu_maplist.ini fix and see how far I get
with that.
Is there a way to use the built-in end of round map voting system on workshop
servers, or is SourceMod the way to go?
First
Since the latest update, the server launches on de_dust and I have to manually
type
host_workshop_map ###
into the console, as it seems to now ignore the workshop_start_map command in
the startup line.
Anyone else noticed this?
Are non-standard tick rates that well supported on CS:GO?
I was thinking of going 100-tick, but wasn't sure if the game would manage it
well.
P.S.: Does BF3 really have 10-tick? I have a hard time believing that.
_
Drop your
Yes, I have also noticed stability/performance is extremely map dependent.
Tried 128-tick Arms Race server on ar_chess and the var was constantly over 2.0
as soon as there were more than 10 players (must be all those floating
teacups!).
Same hardware can handle 24 slots on other maps and
Of the 5 ways to join a CS:GO server ...
1) Click the arrow next to your Steam friend on the Windows desktop, then Join
Game
2) Lauch CS:GO, click on your friend in the game main menu, then Join Game
3) Use the Community Server browser (add server to favourites, use Friends tab,
find server
I also noticed this yesterday. Takes blooming ages to start a workshop server
now. It's not a deal breaker at this point, but it would be nice to have this
fixed.
--
Message: 4
Date: Mon, 10 Feb 2014 22:56:27 +0100
From: Matthias F bu...@gmx.de
To:
Typically, at standard CS:GO rates (rate 8, 64 tick), I see 55kB/s maximum
per player. It scales pretty linearly with player count, so you could assume
double that for 128 tick.
So for a 24-player 128 tick server = 2.64MB/s
That's a pretty hefty amount of bandwidth to chew through.
Greetings fellow server operators,
I really liked the idea of workshop servers, as it finally offered an
alternative to using a FastDL http server to run custom maps, but I gave up on
it after trying for ages to get a workshop server to launch with VAC enabled.
I have followed the official
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