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[CS:GO] Deathmatch 1.5


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Snip3rUK
Member
Join Date: Jul 2012
Old 09-10-2012 , 21:00   Re: [CS:GO] Deathmatch 1.3
Reply With Quote #171

The lag is caused by the server uploading stats to steam at the end of the round. An extension which fixes this has now been made public and is available here:
https://forums.alliedmods.net/showthread.php?t=195713
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lud1
Junior Member
Join Date: May 2010
Old 09-10-2012 , 22:43   Re: [CS:GO] Deathmatch 1.3
Reply With Quote #172

Can you add team specific spawns in the next release?

Last edited by lud1; 09-10-2012 at 22:43.
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blazeken996
New Member
Join Date: Sep 2012
Old 09-11-2012 , 03:11   Re: [CS:GO] Deathmatch 1.3
Reply With Quote #173

Could you please provide additional information on how to install it? We just extract it to csgo then what?

Will it run itself?
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Snip3rUK
Member
Join Date: Jul 2012
Old 09-11-2012 , 08:00   Re: [CS:GO] Deathmatch 1.3
Reply With Quote #174

Quote:
Originally Posted by blazeken996 View Post
Could you please provide additional information on how to install it? We just extract it to csgo then what?

Will it run itself?
The extension?
http://wiki.alliedmods.net/Managing_...g_an_extension
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kettlewell
Member
Join Date: Aug 2012
Old 09-11-2012 , 08:11   Re: [CS:GO] Deathmatch 1.3
Reply With Quote #175

I've been running this on my server the last two weeks and it runs perfectly even with other mods and custom maps.

Server IP: 81.19.213.141:27015

If anyone has any issues running it i can share my files.
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kettlewell
Member
Join Date: Aug 2012
Old 09-11-2012 , 12:21   Re: [CS:GO] Deathmatch 1.3
Reply With Quote #176

Ideas for the next version:

Force respawn when someone joins instead of having to wait to the next round which can often be a long time.

Disallow controlling bots.

A cvar to control the bots level and force them to leave/join/respawn with the player population level. (default CSGO one doesn't work well with the mod)

Force an instant team change when they try cvar instead of them being stuck waiting for the next round which could be a long time.

Allow us to define HP gain for zeus and grenades.

Instead of players being forced to respawn in the timer, tell them when they can and force them to click to respawn.

Optional cvar to turn off HP gain announcements (I have a feeling I've seen this and it's already existing but just incase it isn't)

Last edited by kettlewell; 09-11-2012 at 12:28.
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Snip3rUK
Member
Join Date: Jul 2012
Old 09-11-2012 , 15:19   Re: [CS:GO] Deathmatch 1.3
Reply With Quote #177

Players are automatically spawned when they join a team. If this isn't working on your server for some reason, then something must be interfering with it. I have never seen a single player join my server and not be able to spawn.

HP announcements can be turned off. CFG option "display_hp_messages".
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kettlewell
Member
Join Date: Aug 2012
Old 09-11-2012 , 15:24   Re: [CS:GO] Deathmatch 1.3
Reply With Quote #178

You have to put up join grace peroid since my rounds last forever until the map is voted changed
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Snip3rUK
Member
Join Date: Jul 2012
Old 09-11-2012 , 15:31   Re: [CS:GO] Deathmatch 1.3
Reply With Quote #179

Join grace period?
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FireAnt
SourceMod Donor
Join Date: Nov 2010
Old 09-11-2012 , 19:15   Re: [CS:GO] Deathmatch 1.3
Reply With Quote #180

The map nerver change, is any other having that problem?
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