Sie sind nicht angemeldet.

Lieber Besucher, herzlich willkommen bei: sourceserver.info. Falls dies Ihr erster Besuch auf dieser Seite ist, lesen Sie sich bitte die Hilfe durch. Dort wird Ihnen die Bedienung dieser Seite näher erläutert. Darüber hinaus sollten Sie sich registrieren, um alle Funktionen dieser Seite nutzen zu können. Benutzen Sie das Registrierungsformular, um sich zu registrieren oder informieren Sie sich ausführlich über den Registrierungsvorgang. Falls Sie sich bereits zu einem früheren Zeitpunkt registriert haben, können Sie sich hier anmelden.

General_V

Super Moderator

  • »General_V« ist der Autor dieses Themas

Beiträge: 1 043

Wohnort: Mönchengladbach

Beruf: Brückenkranführer / Staplerfahrer

Rootserver vorhanden: Nein

  • Nachricht senden

1

Donnerstag, 13. Oktober 2011, 22:54

Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed an issue with the multi-threaded renderer which could cause a crash on map change
- Adjusted whitespace to improve formatting in status command output
- Changed stats output to show KB/s instead of bytes/sec, added a connections column, and changed the users column to "Map changes"
- Fixed game servers not being able to execute the retry command due to the dependence on the connect command (which is not executable by game servers)
- Made sndplaydelay executable by servers
- Server frame rate is now based on the tickrate of the active Source mod, not the fps_max convar
- Server processing delays have been reduced, especially for servers on modern Linux kernels
- Entity processing logic has been optimized to significantly reduce CPU usage on full servers
- Multi-threaded server code is now enabled by default under Linux (already enabled on Windows)
- An exploit with non-printable characters causing lag on Windows servers has been fixed
- CPU is fully yielded back to the system whenever the server is running faster than the tickrate
- Dramatic increase in performance for low-level math libraries

Day of Defeat: Source
- Removed tickrate command line parameter
- Updated the localization files

Counter-Strike: Source
- Prevent AWP cycle time exploit using quick switch
- Fixed bug causing HUD History to display item pickups from nearby players
- Increased sized of HUD History resource to prevent clipping
- Changed grenade damage so that it always hits HITGROUP_GENERIC and takes into account armor for damage calculations
- Reduced standing and moving accuracy for pistols
- Decreased accuracy while moving with sniper rifles
- Added additional legacy mode (3) to cl_dynamiccrosshair
- Updated the localization files

Team Fortress 2
Manniversary:
- Experimenting with a new store interface with a subset of players
- Added several dozen community items in celebration of the Manniversary
- Added loadout presets -- each class can now store four complete loadouts, including weapons and cosmetic items, and change between them with the press of a button.
- Added a new item type that can accept user-applied decals. Take any image off your hard drive, put it on a stick, and then smash people with it! (See the Decal Tool in the store!)
- Added new co-operative high five taunt
- Class select menu now shows the active loadout for each class
- Characters can now equip two misc-slot items at once
- Added a new in-game abuse-reporting system (see "Capture abuse report data" under "Miscellaneous" controls)
- Non-newly-released weapons in the store can now be tried out for free once per week! This will give you a fully-functional version of the weapon to be used in-game for no cost. If you decide you like it, you can purchase it for a discount during the trial period.
- All items purchased in the store can be used for crafting and can be traded after a few days
- Added a new startup music track from Meet The Medic
- Integrated with the new Steam Workshop to enable the publication and management of community contributed content

Maps:
- Added new community control point map Gullywash. Stamps are available in the store to support community map authors!
- Barnblitz is now available for offline practice
- Frontier: various geometry fixes
- Gorge/5Gorge: added team-specific func_nobuild brushes in elevated forward spawn areas

Replay:
- New camera shake functionality added for replays that are not sufficiently dramatic
- New slow-motion functionality added for replays where even camera shake does not provide sufficient drama
- Added support for recording voice chat into replays

Items:
- Pocket Medic can now be equipped by the Soldier in addition to the Heavy
- World Traveler's Hat and the Connoisseur's Cap are now paintable
- Bonk Boy and Foster's Facade are now misc slot items
- Fixed The Director's Vision not playing animations correctly for all classes in the loadout screen
- The Killer Exclusive is now paintable
- When sorting the backpack, otherwise-equivalent items will sort by strange weapon rank and crate series number if possible
- When selecting items from the loadout, weapons with different kill eater ranks will all show up
- Hat of Undeniable Wealth And Respect animations have been added. Really.
- LOD models added to several older cosmetic items

Response Rules:
- Reduced the chance of many response lines occurring
- Responses related to cart progress no longer play when disguised
- Players will now always call for a medic when low on health or when on fire when a medic is under the crosshair, whereas previously the character would ask the medic to follow them
- Named base items will no longer trigger responses that were supposed to be for new item variants
- Added additional Jarate hit responses
- Demoman:
- Added achievement award response
- Removed "I didn't need your help y'know" line if being healed by a Medic
- Saxxy kills will use the same lines as kills from the frying pan
- Taunting with The Pain Train or the Saxxy now plays the same taunt as the grenade launcher
- Added a taunt for The Ullapool Caber
- Engineer:
- Fixed a problem that caused him not to say thanks after exiting a teleporter
- Saxxy kills will use the same lines as kills from The Golden Wrench
- Added a previously unused golden wrench kill line
- Added an occasional response when swinging The Gunslinger
- Wrangler taunt now performs the pistol taunt animation
- Heavy:
- Added a previously unused fist swing line
- Medic:
- Added a line to the response that occurs when doing a battle cry while looking at an enemy while holding a melee weapon
- Taunting with a Saxxy plays the medigun taunt
- Taunting with the Solemn Vow or the Crusader's Crossbow now plays the same taunt as the syringe gun
- Scout:
- Removed the response when killing an enemy Scout or Pyro and moved the lines to the dominating Pyro/Scout response
- Added a rare response to double jumping after getting a recent kill
- Sniper:
- Reduced chattiness when getting many sequential kills
- Added a missing line to the scoped revenge response
- Taunting with a Saxxy no longer play lines that reference a knife
- Soldier:
- Added a line to the getting übercharged response
- Taunting with the Righteous Bison, Battalion's Backup, or the Saxxy now play the Buff Banner taunt

Bots:
- TFBots have a percentage chance of noticing weapon fire based on their difficulty level. Easy bots are fairly oblivious, and Expert bots notice pretty much everything.
- TFBots now treat certain weapon attacks as "quiet" (Spy knife, cloaking/uncloaking, some melee weapons, fists, etc). "Quiet" weapons can only be heard by TFBots when nearby, and their chance of being noticed is halved if the environment is "noisy" (ie., lots of non-quiet gunfire going on in the area). This greatly improves Spies ability to backstab TFBots without the entire team immediately turning on them.
- Spy bot improvements:
- Spy bots are much better about circling around and backstabbing their victims now
- Improved Spy bot target selection in some situations (ie: clusters of sentries and enemy players)
- Spy bots will give up on an attack and retreat if an enemy sentry gun aims at them
- Spy bots now avoid nearby enemies while disguised and/or cloaked so they don't bump into them and give themselves away
- Spy bots now have a simple notion of when their “cover is blown" now
- Spy bots lead their target's position as they chase them down for a backstab now
- Spy bots don't go after victims until setup time has elapsed
- Hard and Expert Spy bots avoid looking at their prey until they get close and go for the stab
- Easy Spy bots don't avoid enemies, or try to get behind before stabbing
- Normal Spy bots don't avoid enemies
- Fixed bug where Spy bots would jump against the enemy spawn gates during setup time
- Medic bot improvements:
- Medic bots stick much closer to running patients now
- Medic bots stick much closer to their patient if they have an Ubercharge ready, or are deploying their Uber
- Medic bots hide from Sentryguns now, too
- Pyro bot improvements:
- Pyro bots are less "pushy" with their compression blast, but will use it against Ubers and to get enemies off of a capture point

Other:
- Razer Hydra support can be enabled via "sixense_enabled 1" in the console. See http://sixense.com/tf2 for details.
- Added "tf_allow_taunt_switch". Set to 0 for disallowed (default behavior), 1 for old bug behavior, or 2 to allow weapon switching any time during the taunt.
- Screenshots can now be hooked up to the Steam Community automatically. There is a new option to control this under "Miscellaneous" in the Advanced Options page.
- Fixed gold ragdolls playing custom death animations when they should be locked in a pose
- Fixed Buffalo Steak Sandvich not having a cooldown if the Heavy is at full health.
- Fixed touching a cabinet while under the effects of the Buffalo Steak Sandvich removing the mini-crits but not removing the melee weapon restriction
- Fixed particle effects not showing up on spy disguise items
- Fixed spies never using genuine, community, or self-made items as disguise weapons
- Fixed demoman weapons primary/secondary being backwards in the loadout screen
- Fixed effects on Sticky Jumper grenades
- Fixed net_graph not updating server framerate when FPS is greater than 1000
- Fixed game servers not being able to execute the retry command
- Renamed tf_show_voice_icons to mp_show_voice_icons
- Updated the localization files

Impact

Super Moderator

Beiträge: 1 276

Rootserver vorhanden: Nein

  • Nachricht senden

2

Donnerstag, 13. Oktober 2011, 23:31

Zitat

- Server frame rate is now based on the tickrate of the active Source mod, not the fps_max convar

Ich konnte es noch nicht testen da die Updateserver anscheinend total überlastet sind aber Yay?

MfG
impact

Beiträge: 2 498

Wohnort: Schwelm

Beruf: Immobilien-Verwalter / Serveradministrator

Rootserver vorhanden: Nein

  • Nachricht senden

3

Freitag, 14. Oktober 2011, 00:32

Was will denn das UpdateTool auf einmal von mir

No installation record found at css-deathmatch//css

Es wird also versucht, das Update auf einmal in einem extra Unterordner namens css anzulegen. Beim Gungame wurde der Ordner beim Update sogar erstellt :?: :!:

Starten tut jedenfalls keiner unserer Server (keine Fehlermeldung)

DeaD_EyE

Administrator

Beiträge: 3 980

Wohnort: Hagen

Beruf: Mechatroniker (didaktische Systeme)

Rootserver vorhanden: Nein

  • Nachricht senden

4

Freitag, 14. Oktober 2011, 00:37

Zitat

- Server frame rate is now based on the tickrate of the active Source mod, not the fps_max convar


big-lol

Da müssen jetzt wohl einige ihr Angebot überarbeiten. Wie schade....


Zitat

- Server processing delays have been reduced, especially for servers on modern Linux kernels
- Entity processing logic has been optimized to significantly reduce CPU usage on full servers
- Multi-threaded server code is now enabled by default under Linux (already enabled on Windows)


Gerade diese Änderungen sind viel interessanter. Endlich Multi-Threading für den srcds. In wie weit es die Performance steigern wird, wird sich noch zeigen.
In der Meldung steht zwar drin, dass es standardmäßig aktiviert ist. Soweit ich weiß ist es die Cvar host_thread_mode

Quellcode

1
2
"host_thread_mode" = "0"
 - Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)

Bei mir steht sie auf 0. Mag wohl daran liegen, dass meinem kleinen VServer nur ein Kern zugeteilt ist.

PS: templetonpeck, es ist schon spät. Du wirst -dir vergessen haben.

Beiträge: 2 498

Wohnort: Schwelm

Beruf: Immobilien-Verwalter / Serveradministrator

Rootserver vorhanden: Nein

  • Nachricht senden

5

Freitag, 14. Oktober 2011, 00:44

./steam -command update -game "Counter-Strike Source" -verify_all -dir css-deathmatch/


Warum legt mir das Update auf einmal unter css-deathmatch/ einen css Ordner neben dem hl2 und dem orangebox Ordner an?
Was soll der Quark?

:atak:

EDIT: Es ist scheissegal auf welchen Pfad ich das Update schalte, es wird immer wieder ein neuer css Ordner erstellt. Der obige UpdateBefehl war unser
bisherige Standartbefehl - auch dabei wird einfach ein neuer css Ordner erstellt. :wacko:

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »templetonpeck« (14. Oktober 2011, 00:51)


6

Freitag, 14. Oktober 2011, 00:54

hi

in der mailinglist von valve stand was drin von jason:

serverfiles sind nun in neuem ordener "css" ( genauen wortlaut habe ich gerade nicht zurhand )

gruss

kopfnuss

lade gerade einen neuen "blanken" server runter , und er installt in ( /xxx/css/ und /xxx/hl2/ ) .....

anpassen der (start)scripte ist wohl angesagt..

edit : gibt da nix mehr mit ordner "orangebox" ...

Beiträge: 2 498

Wohnort: Schwelm

Beruf: Immobilien-Verwalter / Serveradministrator

Rootserver vorhanden: Nein

  • Nachricht senden

7

Freitag, 14. Oktober 2011, 00:57

Verarschen?

Ich soll also unserem bisherigen, gesamten Server in diesen css Ordner kopieren?

Spinnen die?

Kann man nich einfach den bisherigen orangebox Ordner in css umbenennen?

Edit: Deshalb meinte ich ja auch: Umbenennen des OB Ordners in css :?: - danach das Update drüberhauen.

8

Freitag, 14. Oktober 2011, 01:02

hi

hehehe :cry:

scheint genauso eine (ordner) - umstellung zu sein wie beim orangebox-update ...

ist aber nun wieder übersichtlicher ( meine meinung )

also ran an die console und alles anpassen .. 8)

wenns denn den versprochenen performance-schub gibt ... mach ichs gerne

Beiträge: 2 498

Wohnort: Schwelm

Beruf: Immobilien-Verwalter / Serveradministrator

Rootserver vorhanden: Nein

  • Nachricht senden

9

Freitag, 14. Oktober 2011, 01:06

Wenn mir jetzt noch einer bestätigt, dass der OB Ordner nicht mehr gebraucht wird, benenn ich den einfach in css um und hau das Update drüber.

Keine Lust, den gesamten OB Ordner hinterher in css kopieren zu müssen - bei 4 Servern.

10

Freitag, 14. Oktober 2011, 01:32

Quellcode

1
./srcds_run -game ../orangebox/cstrike -ip 1.1.1.1 -port 27015 +maxplayers 12 +map de_dust2 +tv_port 27016 +tv_maxclients 1 +clientport 27017


Versuchs mal damit ;)
Webbasierender Config Ersteller: www.ulrich-block.de für CS 1.6, CSS, DODS und TF2.

Ebenso wird werden verschiedene Debian Gameserverkernel zum Download angeboten.

11

Freitag, 14. Oktober 2011, 01:35

hi

hmmm

blanker server läuft (nur vac) ups - edit ruckzuck voll 18/18 - kann selber nicht testen - muss update ziehen - mit meiner potenten leitung ( 1mb down ) :atak:

mit addons (sourcemod) crash..

mal sehn ods da schon was updatiges gibt ...

Beiträge: 2 498

Wohnort: Schwelm

Beruf: Immobilien-Verwalter / Serveradministrator

Rootserver vorhanden: Nein

  • Nachricht senden

12

Freitag, 14. Oktober 2011, 01:38

Spoiler Spoiler

Auto detecting CPU Using default binary: ./srcds_linux Enabling debug mode Server will auto-restart if there is a crash. Using breakpad crash handler Setting breakpad minidump AppID = 240 Forcing breakpad minidump interfaces to load Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit Installing breakpad exception handler for appid(240)/version(4720) Running a benchmark to measure system clock frequency... Finished RDTSC test. To prevent the startup delay from this benchmark, set the environment variable RDTSC_FREQUENCY to 2759.000000 on this system. This value is dependent upon the CPU clock speed and architecture and should be determined separately for each server. The use of this mechanism for timing can be disabled by setting RDTSC_FREQUENCY to 'disabled'. Using breakpad minidump system Console initialized. Game.dll loaded for "Counter-Strike: Source" [EventScripts] Loading Mattie's EventScripts Beta 2.1.1.370... [EventScripts] Loaded successfully. maxplayers set to 30 No '-replayserverdir' parameter found - using default replay folder. Replay: Creating thread pool...succeeded. Replay: Starting thread pool with 4 threads...succeeded. Cleaning files from temp dir, "/home/gs/css-gungame/css/cstrike/replay/server/tmp/" ...no files removed. Unknown command "r_decal_cullsize" [EventScripts] Loaded looneytrails [EventScripts] Loaded ServerJumper [EventScripts] Loaded popup [EventScripts] Load script failed. It might already be loaded, try to es_unload it first. corelib Popup addline: No such popup: server4 Popup addline: No such popup: server4 Popup addline: No such popup: server4 Popup addline: No such popup: server4 Popup addline: No such popup: server4 Popup addline: No such popup: server4 Popup addline: No such popup: server4 Popup addline: No such popup: server4 Popup addline: No such popup: server4 Popup addline: No such popup: server4 Popup addline: No such popup: server4 Popup menuselect: No such popup: server4 Popup addline: No such popup: server5 Popup addline: No such popup: server5 Popup addline: No such popup: server5 Popup addline: No such popup: server5 Popup addline: No such popup: server5 Popup addline: No such popup: server5 Popup addline: No such popup: server5 Popup addline: No such popup: server5 Popup addline: No such popup: server5 Popup addline: No such popup: server5 Popup addline: No such popup: server5 Popup menuselect: No such popup: server5 Popup addline: No such popup: server6 Popup addline: No such popup: server6 Popup addline: No such popup: server6 Popup addline: No such popup: server6 Popup addline: No such popup: server6 Popup addline: No such popup: server6 Popup addline: No such popup: server6 Popup addline: No such popup: server6 Popup addline: No such popup: server6 Popup addline: No such popup: server6 Popup addline: No such popup: server6 Popup menuselect: No such popup: server6 Popup addline: No such popup: server7 Popup addline: No such popup: server7 Popup addline: No such popup: server7 Popup addline: No such popup: server7 Popup addline: No such popup: server7 Popup addline: No such popup: server7 Popup addline: No such popup: server7 Popup addline: No such popup: server7 Popup addline: No such popup: server7 Popup addline: No such popup: server7 Popup addline: No such popup: server7 Popup menuselect: No such popup: server7 Server logging enabled. Server logging data to file logs/L1014016.log L 10/14/2011 - 01:36:51: Log file started (file "logs/L1014016.log") (game "/home/gs/css-gungame/css/cstrike") (version "4720") logaddress_delall: no addresses in the list logaddress_add: 85.214.196.20:33609 WARNING: Port 27015 was unavailable - bound to port 27016 instead WARNING: Port 27005 was unavailable - bound to port 27006 instead WARNING: Port 27020 was unavailable - bound to port 27021 instead Network: IP 85.131.207.203, mode MP, dedicated Yes, ports 27016 SV / 27006 CL L 10/14/2011 - 01:36:51: [META] Failed to load plugin addons/dfens/bin/dfens_mm: File not found: /home/gs/css-gungame/css/cstrike/addons/dfens/bin/dfens_mm.so L 10/14/2011 - 01:36:51: [META] Loaded 1 plugin. L 10/14/2011 - 01:36:51: Log file closed Server logging data to file logs/L1014017.log L 10/14/2011 - 01:36:51: Log file started (file "logs/L1014017.log") (game "/home/gs/css-gungame/css/cstrike") (version "4720") L 10/14/2011 - 01:36:51: Loading map "gg_simpsons_arena" L 10/14/2011 - 01:36:51: server cvars start L 10/14/2011 - 01:36:51: "sourcemod_version" = "1.3.8" L 10/14/2011 - 01:36:51: "sm_nextmap" = "" L 10/14/2011 - 01:36:51: "ServerJumper" = "1.5" L 10/14/2011 - 01:36:51: "looneytrails_version" = "1.2" L 10/14/2011 - 01:36:51: "es_corelib_ver" = "2.1.1.336" L 10/14/2011 - 01:36:51: "daf_version" = "Version 4b of SourceOP.com DoS Attack Fix Plugin" L 10/14/2011 - 01:36:51: "mattie_eventscripts" = "1" L 10/14/2011 - 01:36:51: "eventscripts_ver" = "2.1.1.370" L 10/14/2011 - 01:36:51: "metamod_version" = "1.8.7V" L 10/14/2011 - 01:36:51: "mp_teamplay" = "0" L 10/14/2011 - 01:36:51: "mp_falldamage" = "0" L 10/14/2011 - 01:36:51: "mp_weaponstay" = "0" L 10/14/2011 - 01:36:51: "mp_forcerespawn" = "1" L 10/14/2011 - 01:36:51: "mp_footsteps" = "1" L 10/14/2011 - 01:36:51: "mp_flashlight" = "0" L 10/14/2011 - 01:36:51: "mp_autocrosshair" = "1" L 10/14/2011 - 01:36:51: "decalfrequency" = "10" L 10/14/2011 - 01:36:51: "mp_teamlist" = "hgrunt;scientist" L 10/14/2011 - 01:36:51: "mp_allowNPCs" = "1" L 10/14/2011 - 01:36:51: "mp_hostagepenalty" = "13" L 10/14/2011 - 01:36:51: "bot_quota" = "0" L 10/14/2011 - 01:36:51: "sv_alltalk" = "0" L 10/14/2011 - 01:36:51: "mp_respawnwavetime" = "10.0" L 10/14/2011 - 01:36:51: "mp_tournament" = "0" L 10/14/2011 - 01:36:51: "tf_arena_preround_time" = "10" L 10/14/2011 - 01:36:51: "tf_arena_round_time" = "0" L 10/14/2011 - 01:36:51: "tf_arena_max_streak" = "3" L 10/14/2011 - 01:36:51: "tf_arena_use_queue" = "1" L 10/14/2011 - 01:36:51: "mp_teams_unbalance_limit" = "1" L 10/14/2011 - 01:36:51: "mp_maxrounds" = "0" L 10/14/2011 - 01:36:51: "mp_winlimit" = "0" L 10/14/2011 - 01:36:51: "mp_disable_respawn_times" = "0" L 10/14/2011 - 01:36:51: "mp_stalemate_meleeonly" = "0" L 10/14/2011 - 01:36:51: "mp_forceautoteam" = "0" L 10/14/2011 - 01:36:51: "mp_autoteambalance" = "1" L 10/14/2011 - 01:36:51: "mp_stalemate_enable" = "0" L 10/14/2011 - 01:36:51: "mp_match_end_at_timelimit" = "0" L 10/14/2011 - 01:36:51: "mp_scrambleteams_auto" = "1" L 10/14/2011 - 01:36:51: "mp_scrambleteams_auto_windifference" = "2" L 10/14/2011 - 01:36:51: "mp_timelimit" = "0" L 10/14/2011 - 01:36:51: "mp_fraglimit" = "0" L 10/14/2011 - 01:36:51: "nextlevel" = "" L 10/14/2011 - 01:36:51: "sv_gravity" = "800" L 10/14/2011 - 01:36:51: "sv_stopspeed" = "100" L 10/14/2011 - 01:36:51: "sv_noclipaccelerate" = "5" L 10/14/2011 - 01:36:51: "sv_noclipspeed" = "5" L 10/14/2011 - 01:36:51: "sv_specaccelerate" = "5" L 10/14/2011 - 01:36:51: "sv_specspeed" = "3" L 10/14/2011 - 01:36:51: "sv_specnoclip" = "1" L 10/14/2011 - 01:36:51: "sv_maxspeed" = "320" L 10/14/2011 - 01:36:51: "sv_accelerate" = "10" L 10/14/2011 - 01:36:51: "sv_airaccelerate" = "10" L 10/14/2011 - 01:36:51: "sv_wateraccelerate" = "10" L 10/14/2011 - 01:36:51: "sv_waterfriction" = "1" L 10/14/2011 - 01:36:51: "sv_footsteps" = "1" L 10/14/2011 - 01:36:51: "sv_rollspeed" = "200" L 10/14/2011 - 01:36:51: "sv_rollangle" = "0" L 10/14/2011 - 01:36:51: "sv_friction" = "4" L 10/14/2011 - 01:36:51: "sv_bounce" = "0" L 10/14/2011 - 01:36:51: "sv_stepsize" = "18" L 10/14/2011 - 01:36:51: "r_VehicleViewDampen" = "1" L 10/14/2011 - 01:36:51: "r_JeepViewDampenFreq" = "7.0" L 10/14/2011 - 01:36:51: "r_JeepViewDampenDamp" = "1.0" L 10/14/2011 - 01:36:51: "r_JeepViewZHeight" = "10.0" L 10/14/2011 - 01:36:51: "r_AirboatViewDampenFreq" = "7.0" L 10/14/2011 - 01:36:51: "r_AirboatViewDampenDamp" = "1.0" L 10/14/2011 - 01:36:51: "r_AirboatViewZHeight" = "0.0" L 10/14/2011 - 01:36:51: "mp_friendlyfire" = "0" L 10/14/2011 - 01:36:51: "mp_fadetoblack" = "0" L 10/14/2011 - 01:36:51: "sv_allowminmodels" = "1" L 10/14/2011 - 01:36:51: "mp_startmoney" = "800" L 10/14/2011 - 01:36:51: "mp_roundtime" = "2.5" L 10/14/2011 - 01:36:51: "mp_freezetime" = "6" L 10/14/2011 - 01:36:51: "mp_c4timer" = "45" L 10/14/2011 - 01:36:51: "mp_limitteams" = "2" L 10/14/2011 - 01:36:51: "sv_competitive_minspec" = "0" L 10/14/2011 - 01:36:51: "sv_enableboost" = "0" L 10/14/2011 - 01:36:51: "sv_enablebunnyhopping" = "0" L 10/14/2011 - 01:36:51: "sv_nostats" = "0" L 10/14/2011 - 01:36:51: "sv_cheats" = "0" L 10/14/2011 - 01:36:51: "sv_pausable" = "0" L 10/14/2011 -terminate called after throwing an instance of 'common::CRuntimeError' what(): Failed to open logfile /home/gs/Steam/steam.log 01:36:51: "sv_contact" = "" L 10/14/2011 - 01:36:51: "sv_voiceenable" = "1" L 10/14/2011 - 01:36:51: "tv_enable" = "0" L 10/14/2011 - 01:36:51: "deathmatch" = "1" L 10/14/2011 - 01:36:51: "coop" = "0" L 10/14/2011 - 01:36:51: "tv_password" = "" L 10/14/2011 - 01:36:51: "tv_relaypassword" = "" L 10/14/2011 - 01:36:51: "sv_password" = "" L 10/14/2011 - 01:36:51: "sv_tags" = "" L 10/14/2011 - 01:36:51: server cvars end L 10/14/2011 - 01:36:51: Started map "gg_simpsons_arena" (CRC "bb12c8fa079394fa4006ac1e66d09d96") [EventScripts] Map Loading Mattie's EventScripts Beta 2.1.1.370... [EventScripts] Loaded successfully. L 10/14/2011 - 01:36:51: -------- Mapchange to gg_simpsons_arena -------- L 10/14/2011 - 01:36:51: [GEOIP] GeoIP database info: GEO-106FREE 20091001 Build 1 Copyright (c) 2009 MaxMind Inc All Rights Reserved L 10/14/2011 - 01:36:51: server_cvar: "sm_nextmap" "gg_simpsons_arena" SourceMod Anti-Cheat 0.0.6.2 has been loaded successfully. [Maplister] Loaded L 10/14/2011 - 01:36:51: gameME Plugin 3.9 (http://www.gameme.com), copyright (c) 2007-2011 by TTS Oetzel & Goerz GmbH L 10/14/2011 - 01:36:51: gameME location logging activated L 10/14/2011 - 01:36:51: gameME - Game Detection: Counter-Strike: Source [CSS] KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file addons/sourcemod/configs/adminmenu_custom.txt Commands, (*VotingCommands*), (*Multi Map Vote*), (*3*), L 10/14/2011 - 01:36:51: Extension SDK Hooks is available ConVarRef room_type doesn't point to an existing ConVar L 10/14/2011 - 01:36:51: server_cvar: "sv_accelerate" "5" L 10/14/2011 - 01:36:51: server_cvar: "sv_stopspeed" "75" Executing dedicated server config file [GunGame] Loading gungame.config.txt config file [GunGame] Loading gungame.equip.txt config file [GunGame] Warmup round has started. [SourceBans] Loading configs/sourcebans.cfg config file L 10/14/2011 - 01:36:52: [map-decals.smx] CFG File for Map gg_simpsons_arena not found Initializing Steam libraries for secure Internet server Failed to load Steam Service ServiceStart: failed to start PreMinidumpCallback: updating dump comment Uploading dump (in-process) [proxy ''] /tmp/dumps/crash_20111014013652_1.dmp

13

Freitag, 14. Oktober 2011, 01:39

Nabend Letz.

Ersteinmal,

Zitat

- Server frame rate is now based on the tickrate of the active Source mod, not the fps_max convar


big-lol

Da müssen jetzt wohl einige ihr Angebot überarbeiten. Wie schade....
Finde ich ja mal richtig gut, wurde ja auch mal langsam zeit dass dieser FPS Wahnsinn endlich mal ein ende hat.
Bezüglich der neuen Ordner Struktur kann ich es nicht wirklich nachvolziehen was das bewirken soll.

Grüße m.

14

Freitag, 14. Oktober 2011, 01:45

hi

siehe :

mit addons (sourcemod) crash..

edit :

SourceMod 1.4 nearing completion. Translators needed.

Beiträge: 2 498

Wohnort: Schwelm

Beruf: Immobilien-Verwalter / Serveradministrator

Rootserver vorhanden: Nein

  • Nachricht senden

15

Freitag, 14. Oktober 2011, 01:53

Also ganz ehrlich: Ich geh jetzt einfach ins Bett.

Ich tu mir diesen Update Scheiss bis morgens um 6 einfach nicht mehr an. Für die 45 Minuten wo alle Server proppevoll wären, nur weil man zu
den ersten Leuten gehört die wieder online sind; lohnt der Aufwand nicht.

Spieler verloren gehen uns jedenfalls um 2 Uhr nachts in Deutschland nicht und danken tut mir den Stress hinterher auch niemand.

Ich setz mich lieber ausgeschlafen morgen dran.... :sleeping:

16

Freitag, 14. Oktober 2011, 01:56

hi

richtig so

werde ich auch machen ..

guts nächtle

Kathy

Fortgeschrittener

Beiträge: 523

Wohnort: München

Beruf: Roaster/Freelance Editor

Rootserver vorhanden: Ja

  • Nachricht senden

17

Freitag, 14. Oktober 2011, 02:06

Counter-Strike: Source
>>> Prevent AWP cycle time exploit using quick switch <<< D: und lol yay :D


NTcgNjggNmYgNjEgMmUgMjAgNDQgNjUgNmEgNjEgMjAgNzYgNzUgMmU=

Wer weiss was das ist?

Beiträge: 881

Wohnort: L.E.

Beruf: KiN im Betriebsdienst

Rootserver vorhanden: Nein

  • Nachricht senden

18

Freitag, 14. Oktober 2011, 06:24

Also Für SM und MM scheints wohl noch nix zu geben? Weiß einer vielleicht schon ob das Deathmatch Plugin oder GunGame Plugin von Sourcemod läuft? Waren ja die beiden wo es immer mal gedauert hat bis ein Update rauskam :).
24/7 Teamspeak³ Server:


Linux is like a wigwam → No windows. No gates. Apache inside.

1. Frage des Admin: was wurde vorher verändert?
2. Antwort des Users: nichts
3. Frage des Admin: was wurde verändert, bevor NICHTS verändert wurde?

Ene mene muh gebasht wirst du,
ene mene miste headOr durch die Kiste,
ene mene meck kaum siehste mich schon fliegste weg :D

Beiträge: 2 498

Wohnort: Schwelm

Beruf: Immobilien-Verwalter / Serveradministrator

Rootserver vorhanden: Nein

  • Nachricht senden

19

Freitag, 14. Oktober 2011, 06:36

Kann dazu nix sagen (ja, ich bin wieder aufgewacht)...

Es ist ja noch nicht mal klar (wie ich bei alliedmodders gesehen habe), wie man nun wirklich vorgeht.

Möglichkeit 1: Man benennt den orangebox Ordner in css um, und datet dann up

Möglichkeit 2: Man lässt durch´s Update den css Ordner erstellen und kopiert dann alle benötigten Ordner von orangebox rüber

Egal, wie man´s macht - sm/mm crashen jedenfalls sofort, also braucht man sich um irgendwelche Mods schonmal keinen Kopp zu machen.

PS:

Wie sähe es denn mit folgender Methode aus?

- css Ordner vom Update erstellen lassen
- gleichnamige Dateien im orabgebox ordner löschen
- Dateien vom css Ordner hineinpacken

Würde den Zeitaufwand bei Methode 2 erheblich verkürzen, denk ich.

Beiträge: 881

Wohnort: L.E.

Beruf: KiN im Betriebsdienst

Rootserver vorhanden: Nein

  • Nachricht senden

20

Freitag, 14. Oktober 2011, 07:56

Also ich habe Möglichkeit 1 gemacht und hat alles geklappt. Orangebox in CSS umbenannt und dann das Update drübergejagt. Server startet auch wenn ich die metamod.vdf lösche. Leider bringt mir das persönlich nicht viel, da ich 2 Custom Server (TDM und GG) habe. Habe die allerletzten stable snapshots genommen von MM und SM aber Server crasht trotzdem noch :(
24/7 Teamspeak³ Server:


Linux is like a wigwam → No windows. No gates. Apache inside.

1. Frage des Admin: was wurde vorher verändert?
2. Antwort des Users: nichts
3. Frage des Admin: was wurde verändert, bevor NICHTS verändert wurde?

Ene mene muh gebasht wirst du,
ene mene miste headOr durch die Kiste,
ene mene meck kaum siehste mich schon fliegste weg :D