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A competitive map based on Source's de_cpl\_strike and 1.6's de\_mirage.
16 spawn points per team, supporting 32 players.
Additional credit:
*Ted 'cashed' McIlwain, for the Source version of de_cpl_strike.
*Michael 'BubkeZ' Hull, for the layout.
Can you make a new Mirage? ( Make a Mirage Night ) so it's like in night mode.(If you decide to make it remember one thing) don't only change the sky but make it like the de_Dust2 night
We are having the same issue as riser_- the CT models always display as gigantic "ERROR" signs instead of CT skins. The T models work just fine but we cannot get the CT models to display correctly. Please help, we love this map!
Does this not work on Linux servers?
What am I doing wrong? :X
I edited my gamemode to use the right models, I added it to maplist and mapcycle. but it still shows big red ERROR models for the CTs. -_-
Any idea whats wrong? Would having a nav file fix this? Cause I joined another server, without a nav file, and the CTs models worked fine.
Dedicated server segfaults (crashes) attempting to generate a nav file for this map, so we can't put it on our servers. I have been able to successfully generate nav's for other CS:GO maps that didn't come with a .nav so evidently there is something the server doesn't like about the map.
Note, this is after adding -nowatchdog to server cmdline to allow the nav generation to complete (if it could), turning sv\_cheats on (required to run nav\_generate), and then running nav\_generate. That is all you usually have to do to get a basic .nav file.
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sm plugins unload 34
[SM] Plugin SourceMod Anti-Cheat unloaded successfully.
sv_cheats
"sv_cheats" = "0" notify replicated - Allow cheats on server
sv_cheats 1
sv_cheats
"sv_cheats" = "1" ( def. "0" ) notify replicated - Allow cheats on server
sv_password
"sv_password" = "goaway" ( def. "" ) notify - Server password for entry into multiplayer games
host_map
"host_map" = "de_mirage_csgo.bsp" ( def. "" ) - Current map name.
nav_generate
Generating Navigation Mesh...
Sampling walkable space...
Creating navigation areas from sampled data...
Connecting navigation areas...
Merging navigation areas...
Created new fencetop area 1779(0) between 40(0) and 1610(0)
Created new fencetop area 1780(0) between 65(0) and 1610(0)
Created new fencetop area 1781(0) between 75(0) and 1605(0)
Created new fencetop area 1782(0) between 95(0) and 82(0)
Created new fencetop area 1783(0) between 333(0) and 82(0)
Finding hiding spots...DONE <-- this happened a lot faster than you usually see, basically instantaneous
Finding encounter spots... 4%
Finding encounter spots... 79%
Finding encounter spots...DONE
Finding sniper spots... 63%
Finding sniper spots...DONE
./nemrun: line 525: 8152 Segmentation fault (core dumped) nice -n $NICENESS ./srcds_linux $SRCDSCMD
[Mon Sep 10 07:24:09 EDT 2012] :: Server has crashed. Core dump has been successfully saved as "cores/game1_20120910072409.core"
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The -nowatchdog commandline option disables the "alarm" mechanism that forces a server quit/reboot when a command is taking too long to complete - probably a good thing to have this on unless you're trying to generate .nav files. And of course if you're using a public/accessible server to generate your .nav with, don't forget to turn sv\_cheats back off (0) if your server .cfg file doesn't set it back to 0 for you when the navgen finishes and server changes maps.
It used to be possible to generate one on a client system as well, but can't seem to do that with CS:GO now.
PS: To whomever inserted the pre tags - thanks - I wasn't aware you could use them in a post. :)
URL to post:
Anonymous
8y
What is the max players for this map? Looking for 32 max, please let me know.