Alltalk is DISABLED
Category: Server Info |
by
Pharaohspaw
Oct 05, 2012 7:56 AM |
How to adjust your rates for higher tickrate servers like ours
Category: General Discussion |
by
Pharaohspaw
Sep 30, 2012 6:49 AM |
2 new Valve maps coming
Category: General Discussion |
by
Kissyboots
Sep 30, 2012 6:22 AM |
2 new Valve maps coming
Category: General Discussion |
by
Pharaohspaw
Sep 29, 2012 12:38 PM |
CSGO Servers Shot In The Head |
Yeah, it's exactly what that sounds like. We've taken all but CSGO 6 offline -- the last update Valve released caused serious problems and given the abysmal number of players that are even playing CSGO now, we just couldn't see spending the time messing with the servers anymore (at least right now). These recent bugs/problems are worth calling out specifically: 1) MENUS: Broke even the "hold TAB down" WORKAROUND for the broken source engine popup menus accepting input while a player is dead or in spec -- Sourcemod and most/all other admin mods/plugins rely on these menus to work - to get them to work now you have to bind a bunch of keys to menuselect* commands -- how many players do you think will bother doing that? They'll just disconnect and go play somewhere else - probably somehwere that uses the crappy "Built-In Votes". 2) Hitboxes -- they're even worse now than they were before the 10/11 update. 3) CUSTOM MAPS - When a server is loading up a custom map as next map (or leadoff map), if there is even ONE player connected to the server who doesn't have the map files, everybody else is frozen and has to wait until everybody has the map files downloaded before the map will start. Dang, it's hard enough to get some ppl to stay on the server when it switches to a custom map... now you want to make the server look like it has locked up on top of that? 4) Server Connect Problems - Problems connecting to a server from the Server Browser such as "session is unavailable" errors, as if you were trying to use the Matchmaking/Lobby system to join a server -- requiring as many as 5 (that we have seen ourselves) subsequent re-attempts before you can get connected to the server. There are posts about this on the steam forums so it's not just us. Valve really needs to get their fecal matter consolidated. I have seen a lot of probs with updates over the years, with CS:S, TF2, and the L4D*'s, but I have NEVER seen such a crappy game "release", and they are spending the majority of their devel budget on features that are stupid to put into the game in the first place (competitive server matchmaking? SERIOUSLY?) So we give up. Maybe in a few months we might try again. But don't hold your breath. We won't be holding ours that this game will be any less broken 3 months from now than it is currently.
Posted by pharaohspaw
0 Comments
Oct 15, 2012 4:14 PM
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Bot Quota Reduction to *4* |
As a next-to-last-ditch effort to build some sustained traffic on our servers, we have nixed the variable bot quota setup we've been using, and changed to run a fixed "fill" bot_quota of 4. This means that when less than 4 human players are on the server, there will be up to 4 bots to fill out the teams. Bots are still replaced by human players, so with 4 or more human players there will be no bots. We're going to try running this way for about a week and see if we can keep anybody on the servers longer. If it doesn't help, then we're probably going to be taking the servers down. So if you've ever played on our servers and noticed how well they run, and you'd like to see those servers still be there, now's the time to show your support and spend some time on the servers.
Posted by pharaohspaw
0 Comments
Oct 13, 2012 10:36 AM
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Fort Penguin goes back to NoAWP/Auto Classic Mode |
Last night a mandatory server update was released. We normally see our classic mode servers get pretty busy, even fill up, when updates come out, because our servers are usually among the first to be back online with the update, and our servers DO run pretty darn smooth when they're full. ![]() The players started coming last night like they usually do after an update, but we noticed that as soon as people starting AWP'ing, people started leaving. The servers never even got half full, and that is highly atypical, especially considering what time of night the update was released (during prime gaming time for a Friday night). We have also seen this happen in general over the last 2 weeks or so that we have been allowing people to use AWP's - as soon as somebody started AWP'ing, everybody else started leaving. We have seen this phenomena happen over and over again in the 6 years that we have been involved with operating CounterStrike servers, and playing on servers that allow AWP's. As a result, we are going to have to go back to not allowing AWP's and auto-snipers. We do understand that AWP's and auto-sniper weapons are part of the game, and can empathize with those who feel that not allowing them removes something from the game. However we also know that nobody wants to play on an empty server - not even AWP whores. Perhaps we can re-enable AWP's and auto-snipers if we can ever become a community with servers that STAY busy. Until then, AWP'ers will have to use other weapons, or empty out somebody else's servers. Sorry -- but having servers with PLAYERS on them is more important than having servers with AWP's and auto-snipers allowed on them. We obviously can't do both right now. We may consider re-enabling AWP's and Auto-sniper weapons on a much more limited basis, and only when the server is well over half full. For example, allowing one AWP or Auto-sniper per team when 24+ players are on, and 2 per team when 32+ players are on. But that will be something to think about once we have the player traffic to even consider it.
Posted by pharaohspaw
0 Comments
Oct 06, 2012 4:46 AM
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Regular CS:GO Stock Maps Replaced With SE Editions - Mostly... |
We have switched the maps on all servers that run stock maps to use the SE editions of the maps. We are still running the servers in casual mode, but just using the SE maps instead. They yield better frame rates. Update: After careful consideration we decided to keep the non-SE versions of de_inferno and cs_italy. The SE editions don't have chickens. ![]()
Posted by pharaohspaw
0 Comments
Oct 05, 2012 8:22 AM
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Added CS:GO de_cobble* Community Test Server |
We've put up a 24/7 de_cobble* server for the benefit of the CS:GO community and the map author, who has done some very nice work on this map! Here's the server info: CSGO 6: FtPeng 24/7 de_cobble* Community Test 128 Tick: 216.210.65.51:27020 Please be sure to give TheLink constructive feedback so he can continue refining the map. And please be nice -- making quality maps isn't easy. Here's his current thread for the beta 3 edition of the map on the Steam User Forums: http://forums.steampowered.com/forums/showthread.php?t=2951937 cheers, PharaohsPaw
Posted by pharaohspaw
0 Comments
Oct 01, 2012 10:34 AM
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There are no servers assigned to this clan. |
Fort Penguin is a public gaming group for mature people who prefer playing on high quality servers. All of our servers are 128 Tick with proper rates configuration. We have the server hardware, bandwidth, and gameserver experience it takes to deliver super-smooth gameplay, even when the servers are full. We are looking for all players who know how to have a good time playing as well as respect the other players, admins, and servers. We don't have many rules -- because the admins are there to play, not babysit. We don't ask for donations -- we already OWN the servers! Looking for a group to join? Join us for some good times on some great servers! |
Links |
Fort Penguin Steam Community Group Page |