Re: [Csgo_servers] CSGO update 1.17.5.1
The fix is: sv_steamgroup_exclusive 1 as per: https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers_Known_Issues Hope this helps :-) On 24/08/2012 09:27, Philip Giuliani wrote: whats with the password fix? :/ a lot of players are joining my server during matches.. 2012/8/24 Timothy Sadleir tsadl...@gmail.com mailto:tsadl...@gmail.com Yeah, my 32 player server never gets above 25 players. WTF?! I had players instantly filling in once I got my server updated but it stopped at 25 players and didn't go above. On Thu, Aug 23, 2012 at 3:36 PM, Kyle Sanderson kyle.l...@gmail.com mailto:kyle.l...@gmail.com wrote: Is anyone able to reach above 25 slots? I joined a random pub sitting at 25/32, I was rejected saying the lobby is full, which is a bit better. However, I reconnected to the same server, and the same hang ensued. Does anyone have any idea on how to resolve this? Thanks, Kyle. On Thu, Aug 23, 2012 at 3:32 PM, Server.it - Zelatech srl i...@server.it mailto:i...@server.it wrote: Auto-update not working in cmline on windows but working manually, does this is supposed to work only on linux os? This is really annoying... -Messaggio originale- From: Ido Magal Sent: Friday, August 24, 2012 12:26 AM To: csgo_servers@list.valvesoftware.com mailto:csgo_servers@list.valvesoftware.com Subject: Re: [Csgo_servers] CSGO update 1.17.5.1 This update is now live. Release notes for 8/23 Update [ Gameplay ] - Exposed a classic dynamic crosshair style in the options that represents the weapons spread accurately. - Implemented first person client flinching. Now a player gets aim punched a bit when shot. The amount is based on the damage. - Increased amount of tagging that results from hits. [ Bugs ] - Fixed the scoreboard turning toggleable in the end match state. - fixed not being able to bring up the pause menu without dismissing the scoreboard in the end match state. - Parallelized matchmaking results analysis process and reduced time game takes to perform matchmaking. - Improved matchmaking algorithm giving more weight to dedicated servers ping during matchmaking results analysis. [ Community ] - Removed the implicit dependency on round-limited matches so servers that want to use mp_timelimit instead can. Mp_timelimit is used only if mp_maxrounds is set to 0. - Exposed mp_forcecamera convar. - Exposed set of server hibernate convars. - Fixed code that was preventing mapper-placed weapons. ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] CSGO update 1.17.5.1
Thank you! I will add this now to the server cfg! Hoping for a officially fix! :) 2012/8/24 RTL-Servers | Lee l...@rtl-servers.co.uk The fix is: sv_steamgroup_exclusive 1 as per: https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers_Known_Issues Hope this helps :-) On 24/08/2012 09:27, Philip Giuliani wrote: whats with the password fix? :/ a lot of players are joining my server during matches.. 2012/8/24 Timothy Sadleir tsadl...@gmail.com Yeah, my 32 player server never gets above 25 players. WTF?! I had players instantly filling in once I got my server updated but it stopped at 25 players and didn't go above. On Thu, Aug 23, 2012 at 3:36 PM, Kyle Sanderson kyle.l...@gmail.comwrote: Is anyone able to reach above 25 slots? I joined a random pub sitting at 25/32, I was rejected saying the lobby is full, which is a bit better. However, I reconnected to the same server, and the same hang ensued. Does anyone have any idea on how to resolve this? Thanks, Kyle. On Thu, Aug 23, 2012 at 3:32 PM, Server.it - Zelatech srl i...@server.it wrote: Auto-update not working in cmline on windows but working manually, does this is supposed to work only on linux os? This is really annoying... -Messaggio originale- From: Ido Magal Sent: Friday, August 24, 2012 12:26 AM To: csgo_servers@list.valvesoftware.com Subject: Re: [Csgo_servers] CSGO update 1.17.5.1 This update is now live. Release notes for 8/23 Update [ Gameplay ] - Exposed a classic dynamic crosshair style in the options that represents the weapons spread accurately. - Implemented first person client flinching. Now a player gets aim punched a bit when shot. The amount is based on the damage. - Increased amount of tagging that results from hits. [ Bugs ] - Fixed the scoreboard turning toggleable in the end match state. - fixed not being able to bring up the pause menu without dismissing the scoreboard in the end match state. - Parallelized matchmaking results analysis process and reduced time game takes to perform matchmaking. - Improved matchmaking algorithm giving more weight to dedicated servers ping during matchmaking results analysis. [ Community ] - Removed the implicit dependency on round-limited matches so servers that want to use mp_timelimit instead can. Mp_timelimit is used only if mp_maxrounds is set to 0. - Exposed mp_forcecamera convar. - Exposed set of server hibernate convars. - Fixed code that was preventing mapper-placed weapons. ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] CSGO update 1.17.5.1
Yes, autoupdate has always been like that Il 24/08/2012 00:38, Nick Emson ha scritto: My linux server has picked up the notification and is sat there with the message: MasterRequestRestart Your server will be restarted on map change. So, until a lobby connects and changes level it wont patch...? 2 obvious flaws with that logic: 1/ Guess the matchmaking system isn't going to throw anyone to my server being out-of-date 2/ If anone does join (browser?) then they are going to get harshly disconnected as they server goes to patch itself This the same behaviour for others? - Nick -Original Message- From: csgo_servers-boun...@list.valvesoftware.com [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Server.it - Zelatech srl Sent: 23 August 2012 23:33 To: csgo_servers@list.valvesoftware.com Subject: Re: [Csgo_servers] CSGO update 1.17.5.1 Auto-update not working in cmline on windows but working manually, does this is supposed to work only on linux os? This is really annoying... ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] CSGO patch today
Do we need a steam account for every gameserver or can you log in with one account on multiple gameservers at the same time when updating? 2012/8/22 Ido Magal i...@valvesoftware.com 1.17.4.0 is now live. Thanks. http://store.steampowered.com/news/8702/ Release notes for 8/22 Update - Addressed some stability issues. - Fixed perf issues when logging is enabled. - Added a convar (cl_crosshairgap) to control the gap of the classic crosshair. - The smoke grenade smoke is now taller so it's now more useful to use it to block places like double-doors in dust2. - Players can no longer interrupt another player defusing the bomb by standing in between them and the bomb. - Disabled sv_pure on listen servers. - Fixed an sv_pure bug that resulted in false inconsistent MD5s - Increased search iterations and time delay for keeping sessions in the ignored pool. mm_ignored_sessions_reset can now reset the ignored pool. - Fixed a case where MOTD prevents input to the team select screen. - Fixed occasional server is full error when matchmaking into classic casual games. - Fixed an exploit where a vote could be called for an invalid map. - added some sound mix settings suggested by pros - increased the volume of bullet impacts and ricochets - increased the volume of 3rd person footsteps - increased the volume of weapon foley sounds (reloads, etc.) -decreased the volume of ambient sounds linux - Added steamcmd support to srcds_run. In order to have srcds_run auto-update when the CS:GO dedicated servers get patched, the srcds_run script must be run with the following options: -autoupdate -steam_dir STEAMDIR -steamcmd_script STEAMSCRIPT where STEAMDIR is the directory to the steamcmd dir ( example: ~/Steam/ ) where STEAMSCRIPT is the name of the script that steamcmd should execute ( example: ~/Steam/csgo.txt ) For information on how to create a script for steamcmd, see https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers#Automating_SteamCmd From: Ido Magal Sent: Wednesday, August 22, 2012 12:05 PM To: csgo_servers@list.valvesoftware.com Subject: CSGO patch today We have a patch forthcoming. This patch will include an srcds_run that supports steamcmd and autoupdating. Here are the details: In order to have srcds_run auto-update when the CS:GO dedicated servers get patched, the srcds_run script must be run with the following options: -autoupdate -steam_dir STEAMDIR -steamcmd_script STEAMSCRIPT where STEAMDIR is the directory to the steamcmd dir ( example: ~/Steam/ ) where STEAMSCRIPT is the name of the script that steamcmd should execute ( example: ~/Steam/csgo.txt ) The server is in 'test' beta in case anyone wants to confirm that there are no major issues. To get the 'test' beta, add the following to your steamcmd command: -beta test Thanks. ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Arms Race client crash
Server or Client? Here I am experiencing random server crashs. Follow the log entry generated in 'debug.log' file: CRASH: Fri Aug 24 00:22:04 BRT 2012 Start Line: ./srcds_linux -game csgo -console -usercon -debug +game_type 0 +game_mode 0 +mapgroup mg_bomb +map de_dust +sv_pure 0 -maxplayers_override 16 +net_public_adr x -port 27015 -ip x End of Source crash report It doesn't mean anything for me. Any chance to turn on some useful log level? On Fri, Aug 24, 2012 at 1:34 AM, Mitch M macgyversmul...@live.com wrote: I was about to post this. I am crashing when the player count goes above 16 also. DoGz Gaming ad...@dogzgaming.com wrote: Clients crash on Arms Race servers when there are more than 16 players in-game. I have reported it a few times on the Steam User Forums, I would just like to know if the devs are aware and working on this issue? It would be nice to at least have 24 players in Arms Race mode. TigerOx ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers -- Garcia ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] srcds_run or srcds_linux?
My public server was killed when exit was executed just a day ago (can't try now because it is quite full), but war does restart. How come? 2012/8/24 haeufi hae...@teamniederbayern.de srcds_run has autorestart-feature for example when server crashes... Am 24.08.2012 01:34, schrieb Valentin G.: srcds_run is just a starting script with additional features. Its a wrapper for srcds_linux. On Fri, Aug 24, 2012 at 1:09 AM, Absurd Mindsgoabs...@absurdminds.net** wrote: Which one should I be using? I normally use srcds_run or hlds_run on other types of servers, but at first srcds_run didn't work on my distro and I had to use srcds_linux. I'm not sure what the difference is or which is preferable. __**_ Csgo_servers mailing list Csgo_servers@list.**valvesoftware.comCsgo_servers@list.valvesoftware.com https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**csgo_servershttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers __**_ Csgo_servers mailing list Csgo_servers@list.**valvesoftware.comCsgo_servers@list.valvesoftware.com https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**csgo_servershttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers __**_ Csgo_servers mailing list Csgo_servers@list.**valvesoftware.comCsgo_servers@list.valvesoftware.com https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**csgo_servershttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] CSGO patch today
I just tried to open 2 steamcmd and got this error. [] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance already exists CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps 2012/8/24 JKavšek jkav...@gmail.com I used one. 2012/8/24 Peter Svensson min.satans.facebook.m...@gmail.com Do we need a steam account for every gameserver or can you log in with one account on multiple gameservers at the same time when updating? 2012/8/22 Ido Magal i...@valvesoftware.com 1.17.4.0 is now live. Thanks. http://store.steampowered.com/news/8702/ Release notes for 8/22 Update - Addressed some stability issues. - Fixed perf issues when logging is enabled. - Added a convar (cl_crosshairgap) to control the gap of the classic crosshair. - The smoke grenade smoke is now taller so it's now more useful to use it to block places like double-doors in dust2. - Players can no longer interrupt another player defusing the bomb by standing in between them and the bomb. - Disabled sv_pure on listen servers. - Fixed an sv_pure bug that resulted in false inconsistent MD5s - Increased search iterations and time delay for keeping sessions in the ignored pool. mm_ignored_sessions_reset can now reset the ignored pool. - Fixed a case where MOTD prevents input to the team select screen. - Fixed occasional server is full error when matchmaking into classic casual games. - Fixed an exploit where a vote could be called for an invalid map. - added some sound mix settings suggested by pros - increased the volume of bullet impacts and ricochets - increased the volume of 3rd person footsteps - increased the volume of weapon foley sounds (reloads, etc.) -decreased the volume of ambient sounds linux - Added steamcmd support to srcds_run. In order to have srcds_run auto-update when the CS:GO dedicated servers get patched, the srcds_run script must be run with the following options: -autoupdate -steam_dir STEAMDIR -steamcmd_script STEAMSCRIPT where STEAMDIR is the directory to the steamcmd dir ( example: ~/Steam/ ) where STEAMSCRIPT is the name of the script that steamcmd should execute ( example: ~/Steam/csgo.txt ) For information on how to create a script for steamcmd, see https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers#Automating_SteamCmd From: Ido Magal Sent: Wednesday, August 22, 2012 12:05 PM To: csgo_servers@list.valvesoftware.com Subject: CSGO patch today We have a patch forthcoming. This patch will include an srcds_run that supports steamcmd and autoupdating. Here are the details: In order to have srcds_run auto-update when the CS:GO dedicated servers get patched, the srcds_run script must be run with the following options: -autoupdate -steam_dir STEAMDIR -steamcmd_script STEAMSCRIPT where STEAMDIR is the directory to the steamcmd dir ( example: ~/Steam/ ) where STEAMSCRIPT is the name of the script that steamcmd should execute ( example: ~/Steam/csgo.txt ) The server is in 'test' beta in case anyone wants to confirm that there are no major issues. To get the 'test' beta, add the following to your steamcmd command: -beta test Thanks. ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Tick Rate command line?
It is just to fulfill players requests. If someone want to run a server at 1000fps I'm perfectly fine with that. I do not want to sound like the player mother to educate him about what is good and what is bad (especially since I'm not a professional player ... I'm just a server admin) They can set that little fps_max number to whatever they want as long it falls within developer predefined ranges. We are not talking about windows server operating systems requiring boost tools or linux nanosleep rewrites to reach 25k fps... we are just talking about pure standard cfg settings placed there by the developer in a game released few hours ago (not ages ago when cpu and timers (bot sw and hw) were very different from now) When you go out to buy a new car and you ask for the 250cv model does the seller spend a whole day convincing you that you do not need a 250cv engine but the cheap version with a 90cv engine is just fine for any US road and maybe possibly also propose you a version with a with a speed limiter set to 50mph even if the car builder set the official speed limiter way higher? Il 23/08/2012 21:38, Gordon ha scritto: Isn't that just your computer doing extra work for literally no extra performance over 128 though? I can understanding wanting to keep some kind of buffer over 128 (because we as humans feel computer should work a certain way), but letting it get up to 990 just seems like a waste. On Thu, Aug 23, 2012 at 12:26 PM, Marco Padovan e...@evcz.tk mailto:e...@evcz.tk wrote: tickrate commandline, the rest is fine into the cfg as for pointless or not in case of doubt I leave fps_max to 1000 and see it doing constant 990fps rather then limiting it to just 128 :) Il 23/08/2012 18:45, Collin Howard ha scritto: Good question Mario, I was wondering what server performance cvars we can set and if they go in command line or server.cfg I am used to running 1.6 and we set them in server.cfg but I am not sure what cvars work with csgo. tickrate? maxupdaterate etc etc, can someone enlighten me? *From:* AnAkIn anakin...@gmail.com mailto:anakin...@gmail.com *To:* csgo_servers@list.valvesoftware.com mailto:csgo_servers@list.valvesoftware.com *Sent:* Thursday, August 23, 2012 12:37:05 PM *Subject:* Re: [Csgo_servers] Tick Rate command line? And setting the FPS above 128 is obviously pointless. 2012/8/23 Marco Padovan e...@evcz.tk mailto:e...@evcz.tk Currently tickrate can be as high as 128tick server fps can be as high a 1000fps as in the gold old days :D Il 23/08/2012 17:36, Philip Giuliani ha scritto: Just set -tickrate 128 for example at the start command and in the server.cfg fps_max 128 for example 2012/8/23 Mario Massa ma...@trinitygames.com mailto:ma...@trinitygames.com Hi all , I am sure I missed any discussions regarding the tick rate . Can this be done by command line ? I know at one point it was done inside the server.cfg ( I think ) Can someone please educate me on this . Thank You. -M ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers -- Best regards, AnAkIn ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com
Re: [Csgo_servers] tickrate + fps = 1000 is absurd
Just set your maxfps to whatever you prefer so you can use less cpu. Nobody is forcing you to run a 1000fps server O.o Il 24/08/2012 01:08, Krillins World ha scritto: From our 12 years of running HL1 servers, having a 1000FPS server is nothing but hype and bragging rights. It doesn't provide much for the Server Operator nor the Server Clients. We have always geared our servers towards performance. As it should be about the game, not the hype or bragging rights. Best Regards, Krillin ** But those extra frames aren't being used for anything. So how does that help? ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] CSGO patch today
But they said that existing sessions get kicked out when opening new sessions with a specific account :| Il 24/08/2012 11:53, JKavs(ek ha scritto: I used one. 2012/8/24 Peter Svensson min.satans.facebook.m...@gmail.com mailto:min.satans.facebook.m...@gmail.com Do we need a steam account for every gameserver or can you log in with one account on multiple gameservers at the same time when updating? 2012/8/22 Ido Magal i...@valvesoftware.com mailto:i...@valvesoftware.com 1.17.4.0 is now live. Thanks. http://store.steampowered.com/news/8702/ Release notes for 8/22 Update - Addressed some stability issues. - Fixed perf issues when logging is enabled. - Added a convar (cl_crosshairgap) to control the gap of the classic crosshair. - The smoke grenade smoke is now taller so it's now more useful to use it to block places like double-doors in dust2. - Players can no longer interrupt another player defusing the bomb by standing in between them and the bomb. - Disabled sv_pure on listen servers. - Fixed an sv_pure bug that resulted in false inconsistent MD5s - Increased search iterations and time delay for keeping sessions in the ignored pool. mm_ignored_sessions_reset can now reset the ignored pool. - Fixed a case where MOTD prevents input to the team select screen. - Fixed occasional server is full error when matchmaking into classic casual games. - Fixed an exploit where a vote could be called for an invalid map. - added some sound mix settings suggested by pros - increased the volume of bullet impacts and ricochets - increased the volume of 3rd person footsteps - increased the volume of weapon foley sounds (reloads, etc.) -decreased the volume of ambient sounds linux - Added steamcmd support to srcds_run. In order to have srcds_run auto-update when the CS:GO dedicated servers get patched, the srcds_run script must be run with the following options: -autoupdate -steam_dir STEAMDIR -steamcmd_script STEAMSCRIPT where STEAMDIR is the directory to the steamcmd dir ( example: ~/Steam/ ) where STEAMSCRIPT is the name of the script that steamcmd should execute ( example: ~/Steam/csgo.txt ) For information on how to create a script for steamcmd, see https://developer.valvesoftware.com/wiki/Counter- Strike:_Global_Offensive_Dedicated_Servers#Automating_SteamCmd From: Ido Magal Sent: Wednesday, August 22, 2012 12:05 PM To: csgo_servers@list.valvesoftware.com mailto:csgo_servers@list.valvesoftware.com Subject: CSGO patch today We have a patch forthcoming. This patch will include an srcds_run that supports steamcmd and autoupdating. Here are the details: In order to have srcds_run auto-update when the CS:GO dedicated servers get patched, the srcds_run script must be run with the following options: -autoupdate -steam_dir STEAMDIR -steamcmd_script STEAMSCRIPT where STEAMDIR is the directory to the steamcmd dir ( example: ~/Steam/ ) where STEAMSCRIPT is the name of the script that steamcmd should execute ( example: ~/Steam/csgo.txt ) The server is in 'test' beta in case anyone wants to confirm that there are no major issues. To get the 'test' beta, add the following to your steamcmd command: -beta test Thanks. ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Arms Race client crash
The client times out, the server stays up. Garcia JR garci...@gmail.com wrote: Server or Client? Here I am experiencing random server crashs. Follow the log entry generated in 'debug.log' file: CRASH: Fri Aug 24 00:22:04 BRT 2012 Start Line: ./srcds_linux -game csgo -console -usercon -debug +game_type 0 +game_mode 0 +mapgroup mg_bomb +map de_dust +sv_pure 0 -maxplayers_override 16 +net_public_adr x -port 27015 -ip x End of Source crash report It doesn't mean anything for me. Any chance to turn on some useful log level? On Fri, Aug 24, 2012 at 1:34 AM, Mitch M macgyversmul...@live.com wrote: I was about to post this. I am crashing when the player count goes above 16 also. DoGz Gaming ad...@dogzgaming.com wrote: Clients crash on Arms Race servers when there are more than 16 players in-game. I have reported it a few times on the Steam User Forums, I would just like to know if the devs are aware and working on this issue? It would be nice to at least have 24 players in Arms Race mode. TigerOx ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers -- Garcia ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
[Csgo_servers] banned by server?
I was noticing that one particular server appeared offline in hlsw even though it was clearly up, so I went into game to test out if I could still connect to it. Apparently my ip got banned from the server. Since I clearly didn't ban myself, I have no idea how it could have happened. What sort of feature is there that could have automatically banned my ip from the server? (I have no server.cfg commands to automatically ban people.) ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
[Csgo_servers] Hardware for CSGO?
not in one chunk :), 5x10 or 2x24 :) -- Kind regards, Dusan Tomic Od: csgo_servers-boun...@list.valvesoftware.com [csgo_servers-boun...@list.valvesoftware.com] u ime korisnika goran jakovljevic [emza...@gmail.com] Poslato: 24. avgust 2012 12:38 Za: csgo_servers@list.valvesoftware.com Tema: Re: [Csgo_servers] Hardware for CSGO? 50 slots for csgo :)) its crazy man that will be crazy 2012/8/23 Dusan Tomic d...@mojsajt.co.ukmailto:d...@mojsajt.co.uk Windows (or linux if it's a big difference), fps_max didnt know it still exists, arent the servers capped? 128tick -- Kind regards, Dusan Tomic Od: csgo_servers-boun...@list.valvesoftware.commailto:csgo_servers-boun...@list.valvesoftware.com [csgo_servers-boun...@list.valvesoftware.commailto:csgo_servers-boun...@list.valvesoftware.com] u ime korisnika Marco Padovan [e...@evcz.tkmailto:e...@evcz.tk] Poslato: 23. avgust 2012 18:37 Za: csgo_servers@list.valvesoftware.commailto:csgo_servers@list.valvesoftware.com Tema: Re: [Csgo_servers] Hardware for CSGO? depends on the platform you are planning to use and with which settings (tickrate, fps_max and cmdrate) Il 23/08/2012 17:31, Dusan Tomic ha scritto: Guys wanted to see if i can calculate which server to use for CSGO. Can anyone give me estimate of how many ram per slot do you need, and also some examples how many slots per core (for some xeons). I heard that 20slots full CSGO server can take ~1GB of ram, and like 50slots per core on 5520? Thanks in advance. -- Kind regards, Dusan Tomic ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.commailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.commailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO
So we need to make one account for every gameserver and have a seperate SteamCMD installation for every server, that seems really stupid. 2012/8/24 Krillins World krillinswo...@yahoo.com You can only run one instance at a time, sadly. This is typical of the new steamcmd as it is used on a per account basis. Best Regards, Krillin -- ** I just tried to open 2 steamcmd and got this error. [] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance already exists CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO
No you don't have to. You would just have to update them one at a time otherwise. Updates take about two minutes usually so it's not too bad. Or you can have a master install and symlink if even that is too much On Aug 24, 2012 9:33 AM, Peter Svensson min.satans.facebook.m...@gmail.com wrote: So we need to make one account for every gameserver and have a seperate SteamCMD installation for every server, that seems really stupid. 2012/8/24 Krillins World krillinswo...@yahoo.com You can only run one instance at a time, sadly. This is typical of the new steamcmd as it is used on a per account basis. Best Regards, Krillin -- ** I just tried to open 2 steamcmd and got this error. [] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance already exists CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO
Whats the point of autoupdate if you have to update one at a time. 2012/8/24 Absurd Minds goabs...@absurdminds.net No you don't have to. You would just have to update them one at a time otherwise. Updates take about two minutes usually so it's not too bad. Or you can have a master install and symlink if even that is too much On Aug 24, 2012 9:33 AM, Peter Svensson min.satans.facebook.m...@gmail.com wrote: So we need to make one account for every gameserver and have a seperate SteamCMD installation for every server, that seems really stupid. 2012/8/24 Krillins World krillinswo...@yahoo.com You can only run one instance at a time, sadly. This is typical of the new steamcmd as it is used on a per account basis. Best Regards, Krillin -- ** I just tried to open 2 steamcmd and got this error. [] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance already exists CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO
Update one and copy the files elsewhere? May be better for you than fetching from Valve for every server you're trying to update. On Fri, Aug 24, 2012 at 9:47 AM, Peter Svensson min.satans.facebook.m...@gmail.com wrote: Whats the point of autoupdate if you have to update one at a time. 2012/8/24 Absurd Minds goabs...@absurdminds.net No you don't have to. You would just have to update them one at a time otherwise. Updates take about two minutes usually so it's not too bad. Or you can have a master install and symlink if even that is too much On Aug 24, 2012 9:33 AM, Peter Svensson min.satans.facebook.m...@gmail.com wrote: So we need to make one account for every gameserver and have a seperate SteamCMD installation for every server, that seems really stupid. 2012/8/24 Krillins World krillinswo...@yahoo.com You can only run one instance at a time, sadly. This is typical of the new steamcmd as it is used on a per account basis. Best Regards, Krillin -- ** I just tried to open 2 steamcmd and got this error. [] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance already exists CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO
Not so bad ??? 100 servers x of 2 min update time / 60 min = 3,333 hours to update 100 server - Original Message - From: Absurd Minds To: csgo_servers@list.valvesoftware.com Sent: Friday, August 24, 2012 3:36 PM Subject: Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO No you don't have to. You would just have to update them one at a time otherwise. Updates take about two minutes usually so it's not too bad. Or you can have a master install and symlink if even that is too much On Aug 24, 2012 9:33 AM, Peter Svensson min.satans.facebook.m...@gmail.com wrote: So we need to make one account for every gameserver and have a seperate SteamCMD installation for every server, that seems really stupid. 2012/8/24 Krillins World krillinswo...@yahoo.com You can only run one instance at a time, sadly. This is typical of the new steamcmd as it is used on a per account basis. Best Regards, Krillin -- I just tried to open 2 steamcmd and got this error. [] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance already exists CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers -- ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers -- Ingen virus fundet i denne meddelelse. Kontrolleret af AVG - www.avg.com Version: 2012.0.1913 / Virusdatabase: 2437/5220 - Udgivelsesdato: 23-08-2012 ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO
If you have a 100 servers I would expect you set up some centralized distribution system. Update one install, and apply the updated files to the other servers. Saint K. From: csgo_servers-boun...@list.valvesoftware.com [csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Kim Sønderup [gamema...@esportservers.dk] Sent: 24 August 2012 16:09 To: csgo_servers@list.valvesoftware.com Subject: Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO Not so bad ??? 100 servers x of 2 min update time / 60 min = 3,333 hours to update 100 server - Original Message - From: Absurd Mindsmailto:goabs...@absurdminds.net To: csgo_servers@list.valvesoftware.commailto:csgo_servers@list.valvesoftware.com Sent: Friday, August 24, 2012 3:36 PM Subject: Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO No you don't have to. You would just have to update them one at a time otherwise. Updates take about two minutes usually so it's not too bad. Or you can have a master install and symlink if even that is too much On Aug 24, 2012 9:33 AM, Peter Svensson min.satans.facebook.m...@gmail.commailto:min.satans.facebook.m...@gmail.com wrote: So we need to make one account for every gameserver and have a seperate SteamCMD installation for every server, that seems really stupid. 2012/8/24 Krillins World krillinswo...@yahoo.commailto:krillinswo...@yahoo.com You can only run one instance at a time, sadly. This is typical of the new steamcmd as it is used on a per account basis. Best Regards, Krillin I just tried to open 2 steamcmd and got this error. [] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance already exists CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.commailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.commailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.commailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers Ingen virus fundet i denne meddelelse. Kontrolleret af AVG - www.avg.comhttp://www.avg.com Version: 2012.0.1913 / Virusdatabase: 2437/5220 - Udgivelsesdato: 23-08-2012 ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO
Does somebody have autoupdate working with more than one server running? 2012/8/24 Rajan Patel rajanpa...@64bitvps.com: Update one and copy the files elsewhere? May be better for you than fetching from Valve for every server you're trying to update. On Fri, Aug 24, 2012 at 9:47 AM, Peter Svensson min.satans.facebook.m...@gmail.com wrote: Whats the point of autoupdate if you have to update one at a time. 2012/8/24 Absurd Minds goabs...@absurdminds.net No you don't have to. You would just have to update them one at a time otherwise. Updates take about two minutes usually so it's not too bad. Or you can have a master install and symlink if even that is too much On Aug 24, 2012 9:33 AM, Peter Svensson min.satans.facebook.m...@gmail.com wrote: So we need to make one account for every gameserver and have a seperate SteamCMD installation for every server, that seems really stupid. 2012/8/24 Krillins World krillinswo...@yahoo.com You can only run one instance at a time, sadly. This is typical of the new steamcmd as it is used on a per account basis. Best Regards, Krillin I just tried to open 2 steamcmd and got this error. [] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance already exists CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] CSGO update 1.17.5.1
Yes, autoupdate has always been like that Indeed it has. Among the main reasons I started using nemrun to update with. I got nemrun working with CS:GO by editing what it uses as the steam command to update with to call the little update script I wrote instead. Works perfectly - nemrun was already checking with the steam API (as of 1.8.5 I believe) to see if it would report server is out of date. So I have one update daemon running, which takes down all of the CS:GO servers when a mandatory update is released and locks them down until the update completes successfully (except it's using the new SteamCmd instead of the old hsdsupdatetool/steam stuff). all the servers are running out of the same install dir with different server/gamemode cfg files defined on the cmdline, so I only have to pull the update in once, and when its done, they all come back up at the same time. Of course, I'm still sort of gritting my teeth and crossing my fingers a bit, remembering how much fun I had in times past due to 104 Connection Reset By Peer RST's from the content server, missing steam.inf files in updates, etc. None of which were nemrun's fault. But the 'validate' seems to be a LOT faster with the new update toolchain than it was with the older stuff. Il 24/08/2012 00:38, Nick Emson ha scritto: My linux server has picked up the notification and is sat there with the message: MasterRequestRestart Your server will be restarted on map change. So, until a lobby connects and changes level it wont patch...? 2 obvious flaws with that logic: 1/ Guess the matchmaking system isn't going to throw anyone to my server being out-of-date 2/ If anone does join (browser?) then they are going to get harshly disconnected as they server goes to patch itself This the same behaviour for others? - Nick -Original Message- From: csgo_servers-boun...@list.valvesoftware.com [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Server.it - Zelatech srl Sent: 23 August 2012 23:33 To: csgo_servers@list.valvesoftware.com Subject: Re: [Csgo_servers] CSGO update 1.17.5.1 Auto-update not working in cmline on windows but working manually, does this is supposed to work only on linux os? This is really annoying... ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO
Well all my users can steam update there server by them self, just not cs:go, do to new system :( - Original Message - From: Saint K. sai...@specialattack.net To: csgo_servers@list.valvesoftware.com Sent: Friday, August 24, 2012 4:12 PM Subject: Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO If you have a 100 servers I would expect you set up some centralized distribution system. Update one install, and apply the updated files to the other servers. Saint K. From: csgo_servers-boun...@list.valvesoftware.com [csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Kim Sønderup [gamema...@esportservers.dk] Sent: 24 August 2012 16:09 To: csgo_servers@list.valvesoftware.com Subject: Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO Not so bad ??? 100 servers x of 2 min update time / 60 min = 3,333 hours to update 100 server - Original Message - From: Absurd Mindsmailto:goabs...@absurdminds.net To: csgo_servers@list.valvesoftware.commailto:csgo_servers@list.valvesoftware.com Sent: Friday, August 24, 2012 3:36 PM Subject: Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO No you don't have to. You would just have to update them one at a time otherwise. Updates take about two minutes usually so it's not too bad. Or you can have a master install and symlink if even that is too much On Aug 24, 2012 9:33 AM, Peter Svensson min.satans.facebook.m...@gmail.commailto:min.satans.facebook.m...@gmail.com wrote: So we need to make one account for every gameserver and have a seperate SteamCMD installation for every server, that seems really stupid. 2012/8/24 Krillins World krillinswo...@yahoo.commailto:krillinswo...@yahoo.com You can only run one instance at a time, sadly. This is typical of the new steamcmd as it is used on a per account basis. Best Regards, Krillin I just tried to open 2 steamcmd and got this error. [] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance already exists CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.commailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.commailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.commailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers Ingen virus fundet i denne meddelelse. Kontrolleret af AVG - www.avg.comhttp://www.avg.com Version: 2012.0.1913 / Virusdatabase: 2437/5220 - Udgivelsesdato: 23-08-2012 ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers - Ingen virus fundet i denne meddelelse. Kontrolleret af AVG - www.avg.com Version: 2012.0.1913 / Virusdatabase: 2437/5220 - Udgivelsesdato: 23-08-2012 ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO
Their (Valve's) purpose is to distribute just the changed files. It is cheaper for them this way, and more efficient for you to get the download on your end. If you want to tar.gz up the whole thing and copy the entire bundle, you can. If that is impractical for you, with a little system admin ingenuity you can determine which files have the current timestamp and .tar.gz just those for your internal distribution. On Fri, Aug 24, 2012 at 10:32 AM, Erik-jan Riemers riem...@binkey.nlwrote: Well if it says already in use, it would restart my server again. Try again if it fails restart later again, so there is a 2 to 3 minute window before it tries again. But this is indeed time consuming, even if you link maps or have a distributed system. The whole point of steamcmd is that it updates only the files that are updated, if you use some sort of distributed system and copy all changed files it defeats the purpose in my eyes. They should just change steamcd and allow multiple logins, or as once said: remove the need for username/pwd. If they remove the username/pwd i would be really eager to have this for cs:s and tf2 too. 2012/8/24 Kim Sønderup gamema...@esportservers.dk Well all my users can steam update there server by them self, just not cs:go, do to new system :( - Original Message - From: Saint K. sai...@specialattack.net To: csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com Sent: Friday, August 24, 2012 4:12 PM Subject: Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO If you have a 100 servers I would expect you set up some centralized distribution system. Update one install, and apply the updated files to the other servers. Saint K. __**__ From: csgo_servers-bounces@list.**valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com[ csgo_servers-bounces@list.**valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com] On Behalf Of Kim Sønderup [gamema...@esportservers.dk] Sent: 24 August 2012 16:09 To: csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com Subject: Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO Not so bad ??? 100 servers x of 2 min update time / 60 min = 3,** 33**3 hours to update 100 server - Original Message - From: Absurd Mindsmailto:goabsurd@**absurdminds.netgoabs...@absurdminds.net To: csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com mailto:csgo_**serv...@list.valvesoftware.comcsgo_servers@list.valvesoftware.com ** Sent: Friday, August 24, 2012 3:36 PM Subject: Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO No you don't have to. You would just have to update them one at a time otherwise. Updates take about two minutes usually so it's not too bad. Or you can have a master install and symlink if even that is too much On Aug 24, 2012 9:33 AM, Peter Svensson min.satans.facebook.mail@** gmail.com min.satans.facebook.m...@gmail.commailto:min.satans.** facebook.m...@gmail.com min.satans.facebook.m...@gmail.com wrote: So we need to make one account for every gameserver and have a seperate SteamCMD installation for every server, that seems really stupid. 2012/8/24 Krillins World krillinswo...@yahoo.com**mailto: krillinswo...@yahoo.com** You can only run one instance at a time, sadly. This is typical of the new steamcmd as it is used on a per account basis. Best Regards, Krillin __**__ I just tried to open 2 steamcmd and got this error. [] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance already exists CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps __**_ Csgo_servers mailing list Csgo_servers@list.**valvesoftware.comCsgo_servers@list.valvesoftware.com mailto:Csgo_**serv...@list.valvesoftware.comCsgo_servers@list.valvesoftware.com ** https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**csgo_servershttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers __**_ Csgo_servers mailing list Csgo_servers@list.**valvesoftware.comCsgo_servers@list.valvesoftware.com mailto:Csgo_**serv...@list.valvesoftware.comCsgo_servers@list.valvesoftware.com ** https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**csgo_servershttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers __**_ Csgo_servers mailing list Csgo_servers@list.**valvesoftware.comCsgo_servers@list.valvesoftware.com mailto:Csgo_**serv...@list.valvesoftware.comCsgo_servers@list.valvesoftware.com **
Re: [Csgo_servers] Nextmap, mapgroups vs. SM
I won't tell you this is the only correct way to do this or necessarily the best way, but it does work for me very reliably: 1. create a mapcyclefile named whatever you want to call it in your csgo/ directory (where you'll find one already named mapcycle.txt) - putting the maps you want to run in that cycle in the order you want them. 2. Add a +mapcyclefile filename to the server startup command line, pointing to this file. An explicit path isn't necessary as long as you put it in the server's csgo/ directory. Note that since the stock mapcycle.txt file will get overwritten by an update, you really WANT to custom-define mapcyclefile to a different filename so it won't get overwritten when an update is released. This is especially important for sourcemod, see below. 3. In either your main GamesModes_Server.txt file, or if you're custom-defining the file per-server with -gamemodes_serverfile filename on the server cmdline, you define the map group the server will run containing EXACTLY the same maps you put in the mapcyclefile in EXACTLY the same order. NOTE: the map cycle that will actually be LOADED next is what you define to be next in the config for that mapgroup, although the server will TELL you (correct or not) at the end of the current map (ingame chat Next Map: whatever that the next map will be whatever is listed to be next in the mapcyclefile. I tested this out last weekend. Not trying to ruffle any feathers or start any arguments about whether mapcyclefile is still followed by the server engine or not, I'm just telling you what I proved by testing myself without MM/SM even loaded. 4. For sourcemod, it's notion of the mapcycle and thus what it thinks the next map will be if somebody says nextmap, etc. comes from addons/sourcemod/configs/maplists.cfg. I've gotten into the habit of reconfiguring this file a bit anyway, because I don't like players being able to vote a map in that I know will empty the server out, etc. So what I do is this, and it works well for CS:GO as well: In maplists.cfg, the default contents set the key named default to a file named mapcycle.txt: /** * Default requests go right to the mapcyclefile. */ default { targetmapcyclefile //filemapcycle.txt } Do what I did instead in the example above -- comment the file out, and create a line saying target mapcyclefile instead. This tells sourcemod, whatever the server thinks the mapcycle file is (by the mapcyclefile cvar), use this as the default target. Wanting to be sure what it thought the mapcyclefile was, I also specifically defined it above the entry excerpted above: mapcyclefile { file mymapcycle_se.txt } Since everything else in maplists.cfg can be set to use target default, or already is by default, you can end up with a config that basically enforces sourcemod and the server (mapcyclefile-using parts of the server AND the mapchange part that really obeys the mapgroup config) to all be on the same page. enjoy. A response from IRC if anyone wants to get any info on this. @asherkin karil, I dont know about the game's, but you can disable SourceMod's easily @asherkin we're hoping to get them synced in the future - SRCDS originally didn't have built-in nextmap tracking, and that part of SM hasn't changed since the ep1 days, so they conflict more and more as time goes o ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO
Well i disagree that we should be creating yet again some form of scripts, i believe in the end valve will make a proper solution for this and in the mean time we just have to deal with it. I am perfectly fine with that, i can also understand that not everyone can/will be able to create a complex bash/whatever script to cope with syncing. It would be also a good point if valve/whomever could shed some light on where they want to go with steamcmd in the future. Would be much nicer if you could have your own hub where your clients would just download the files from. But i have no insight on valve's way of thinking, i just know that they are on the right track and if they fix the login restrictions i'll buy another hat ;p (o wait, this is cs:go list) 2012/8/24 Rajan Patel rajanpa...@64bitvps.com Their (Valve's) purpose is to distribute just the changed files. It is cheaper for them this way, and more efficient for you to get the download on your end. If you want to tar.gz up the whole thing and copy the entire bundle, you can. If that is impractical for you, with a little system admin ingenuity you can determine which files have the current timestamp and .tar.gz just those for your internal distribution. On Fri, Aug 24, 2012 at 10:32 AM, Erik-jan Riemers riem...@binkey.nlwrote: Well if it says already in use, it would restart my server again. Try again if it fails restart later again, so there is a 2 to 3 minute window before it tries again. But this is indeed time consuming, even if you link maps or have a distributed system. The whole point of steamcmd is that it updates only the files that are updated, if you use some sort of distributed system and copy all changed files it defeats the purpose in my eyes. They should just change steamcd and allow multiple logins, or as once said: remove the need for username/pwd. If they remove the username/pwd i would be really eager to have this for cs:s and tf2 too. 2012/8/24 Kim Sønderup gamema...@esportservers.dk Well all my users can steam update there server by them self, just not cs:go, do to new system :( - Original Message - From: Saint K. sai...@specialattack.net To: csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com Sent: Friday, August 24, 2012 4:12 PM Subject: Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO If you have a 100 servers I would expect you set up some centralized distribution system. Update one install, and apply the updated files to the other servers. Saint K. __**__ From: csgo_servers-bounces@list.**valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com[ csgo_servers-bounces@list.**valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com] On Behalf Of Kim Sønderup [gamema...@esportservers.dk] Sent: 24 August 2012 16:09 To: csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com Subject: Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO Not so bad ??? 100 servers x of 2 min update time / 60 min = 3,** 33**3 hours to update 100 server - Original Message - From: Absurd Mindsmailto:goabsurd@**absurdminds.netgoabs...@absurdminds.net To: csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com mailto:csgo_**serv...@list.valvesoftware.comcsgo_servers@list.valvesoftware.com ** Sent: Friday, August 24, 2012 3:36 PM Subject: Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO No you don't have to. You would just have to update them one at a time otherwise. Updates take about two minutes usually so it's not too bad. Or you can have a master install and symlink if even that is too much On Aug 24, 2012 9:33 AM, Peter Svensson min.satans.facebook.mail@** gmail.com min.satans.facebook.m...@gmail.commailto:min.satans.** facebook.m...@gmail.com min.satans.facebook.m...@gmail.com wrote: So we need to make one account for every gameserver and have a seperate SteamCMD installation for every server, that seems really stupid. 2012/8/24 Krillins World krillinswo...@yahoo.com**mailto: krillinswo...@yahoo.com** You can only run one instance at a time, sadly. This is typical of the new steamcmd as it is used on a per account basis. Best Regards, Krillin __**__ I just tried to open 2 steamcmd and got this error. [] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance already exists CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps __**_ Csgo_servers mailing list Csgo_servers@list.**valvesoftware.comCsgo_servers@list.valvesoftware.com
Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO
If I'm not mistaken that's how a big worldwide GSP does for tf2 and css and that's everybody using that specific GSP are mad at them because servers get restarted randomly with no control over them... even during an ongoing match... Il 24/08/2012 16:12, Saint K. ha scritto: If you have a 100 servers I would expect you set up some centralized distribution system. Update one install, and apply the updated files to the other servers. Saint K. From: csgo_servers-boun...@list.valvesoftware.com [csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Kim Sønderup [gamema...@esportservers.dk] Sent: 24 August 2012 16:09 To: csgo_servers@list.valvesoftware.com Subject: Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO Not so bad ??? 100 servers x of 2 min update time / 60 min = 3,333 hours to update 100 server - Original Message - From: Absurd Mindsmailto:goabs...@absurdminds.net To: csgo_servers@list.valvesoftware.commailto:csgo_servers@list.valvesoftware.com Sent: Friday, August 24, 2012 3:36 PM Subject: Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO No you don't have to. You would just have to update them one at a time otherwise. Updates take about two minutes usually so it's not too bad. Or you can have a master install and symlink if even that is too much On Aug 24, 2012 9:33 AM, Peter Svensson min.satans.facebook.m...@gmail.commailto:min.satans.facebook.m...@gmail.com wrote: So we need to make one account for every gameserver and have a seperate SteamCMD installation for every server, that seems really stupid. 2012/8/24 Krillins World krillinswo...@yahoo.commailto:krillinswo...@yahoo.com You can only run one instance at a time, sadly. This is typical of the new steamcmd as it is used on a per account basis. Best Regards, Krillin I just tried to open 2 steamcmd and got this error. [] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance already exists CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.commailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.commailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.commailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers Ingen virus fundet i denne meddelelse. Kontrolleret af AVG - www.avg.comhttp://www.avg.com Version: 2012.0.1913 / Virusdatabase: 2437/5220 - Udgivelsesdato: 23-08-2012 ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
[Csgo_servers] More random server crashes since last update
Hi all, since the latest cs:go update I have more random server crashes than before. Anyone else here with similar experience? One dump file is available here: http://pfiles.saigns.de/csgo/crash_srcds.exe_20120824172832_1.dmp - Andreas ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] More random server crashes since last update
I do, running on Linux. On Fri, Aug 24, 2012 at 12:44 PM, Andreas Grimm c...@saigns.de wrote: Hi all, ** ** since the latest cs:go update I have more random server crashes than before. Anyone else here with similar experience? ** ** One dump file is available here: http://pfiles.saigns.de/csgo/crash_srcds.exe_20120824172832_1.dmp ** ** - Andreas ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers -- Garcia ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Get Server Content Version
You can look at your_install_folder/csgo/steam.inf There is a line that reads: PatchVersion=1.17.5.1 Removing the dots it is 11751, same as: http://api.steampowered.com/ISteamApps/UpToDateCheck/v0001?appid=730version=11751 2012/8/24 Philipp Heuer philbr...@live.de: Is there a way to get the Server Version? I want to get the content version of a server to compare them whit the newest over the steam api. But how i do i get the content version whitout starting an update? I would realy be greatefull for some help ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] banned by server?
Sounds like a failed rcon ban. On Aug 24, 2012 6:51 AM, Absurd Minds goabs...@absurdminds.net wrote: I was noticing that one particular server appeared offline in hlsw even though it was clearly up, so I went into game to test out if I could still connect to it. Apparently my ip got banned from the server. Since I clearly didn't ban myself, I have no idea how it could have happened. What sort of feature is there that could have automatically banned my ip from the server? (I have no server.cfg commands to automatically ban people.) ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Code editors for gamemodes_server.txt?
The guy comes saying Notepad++ is too difficult to edit text with and you recommend vim, that's pretty terrible of you, haha. Also COMPLETELY BADASS YEAH. To answer the question: I don't think this file needs whitespace really so as long as you have the right curly braces in the right spot you're good, don't need a specialized tool for editing text. On Fri, Aug 24, 2012 at 7:36 AM, Tackdriver listac...@lvwnet.com wrote: What are you all using to edit your gamemodes_server.txt files? Currently I'm trying to add some custom maps but keeping the different levels organized is getting infuriating. Right now I'm using Notepad++ on Windows, which at least gives me a red vertical line to follow when I click on a specific curly brace, but I want to be able to navigate between levels with the keyboard. What tools are you all using to keep your sanity (regardless of platform)? I use vi ;) Or more correctly, vim (enhanced vi). (Linux thing) If I'm not mistaken, in vim, if you are in a file that it understand the syntax of, when your cursor is on a curly brace, you can type the % key and it will take you to what it thinks is the matching close/open. I wouldn't be surprised if your editor has something similar especially since it can highlight it for you. -- Bryan ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
[Csgo_servers] RES files replacement?
Hello, the *.res files don't seem to work or I am doing something wrong. Is there a replacement for res files with the same functionality? Best regards Ronny Schedel ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Code editors for gamemodes_server.txt?
Nowhere did I say that Notepad++ was too difficult to edit with. It's just that there may be a better tool for the job, especially since it fails to fold/unfold levels. I feel like I'm hammering nails with a baking sheet. Of course, this could all have been made easier IF WE HAD PROPER DOCUMENTATION ON THE FILE TO BEGIN WITH. -- Bryan -Original Message- From: csgo_servers-boun...@list.valvesoftware.com [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Gordon Sent: Friday, August 24, 2012 12:40 PM To: csgo_servers@list.valvesoftware.com Subject: Re: [Csgo_servers] Code editors for gamemodes_server.txt? The guy comes saying Notepad++ is too difficult to edit text with and you recommend vim, that's pretty terrible of you, haha. Also COMPLETELY BADASS YEAH. To answer the question: I don't think this file needs whitespace really so as long as you have the right curly braces in the right spot you're good, don't need a specialized tool for editing text. On Fri, Aug 24, 2012 at 7:36 AM, Tackdriver listac...@lvwnet.com wrote: What are you all using to edit your gamemodes_server.txt files? Currently I'm trying to add some custom maps but keeping the different levels organized is getting infuriating. Right now I'm using Notepad++ on Windows, which at least gives me a red vertical line to follow when I click on a specific curly brace, but I want to be able to navigate between levels with the keyboard. What tools are you all using to keep your sanity (regardless of platform)? I use vi ;) Or more correctly, vim (enhanced vi). (Linux thing) If I'm not mistaken, in vim, if you are in a file that it understand the syntax of, when your cursor is on a curly brace, you can type the % key and it will take you to what it thinks is the matching close/open. I wouldn't be surprised if your editor has something similar especially since it can highlight it for you. -- Bryan ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] RES files replacement?
Hello, the *.res files don't seem to work or I am doing something wrong. Is there a replacement for res files with the same functionality? Ah, man. That's something we'll need to know to really get into running custom maps - so we can serve the .nav file and any other files the map needs to run correctly. Its amusing getting onto a server (older games) that doesn't have the .res file completely populated and finding the purple/black checkerboards etc. because the server didn't feed you that file. :) But also a good point as to why we need to know the right way to do it for CS:GO ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Code editors for gamemodes_server.txt?
what did you need in terms of documentation? model after the gameservers.txt file, any cvars not in the gameservers.txt file that need to be set, go into your servers.cfg file. if you're doing something truly exotic and you lose changes on map changes cfg/sourcemod/sourcemod.cfg sm_cvar sv_funkyconvar value bingo bango done? On Fri, Aug 24, 2012 at 1:53 PM, bbiloc...@gmail.com wrote: Nowhere did I say that Notepad++ was too difficult to edit with. It's just that there may be a better tool for the job, especially since it fails to fold/unfold levels. I feel like I'm hammering nails with a baking sheet. Of course, this could all have been made easier IF WE HAD PROPER DOCUMENTATION ON THE FILE TO BEGIN WITH. -- Bryan -Original Message- From: csgo_servers-boun...@list.valvesoftware.com [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Gordon Sent: Friday, August 24, 2012 12:40 PM To: csgo_servers@list.valvesoftware.com Subject: Re: [Csgo_servers] Code editors for gamemodes_server.txt? The guy comes saying Notepad++ is too difficult to edit text with and you recommend vim, that's pretty terrible of you, haha. Also COMPLETELY BADASS YEAH. To answer the question: I don't think this file needs whitespace really so as long as you have the right curly braces in the right spot you're good, don't need a specialized tool for editing text. On Fri, Aug 24, 2012 at 7:36 AM, Tackdriver listac...@lvwnet.com wrote: What are you all using to edit your gamemodes_server.txt files? Currently I'm trying to add some custom maps but keeping the different levels organized is getting infuriating. Right now I'm using Notepad++ on Windows, which at least gives me a red vertical line to follow when I click on a specific curly brace, but I want to be able to navigate between levels with the keyboard. What tools are you all using to keep your sanity (regardless of platform)? I use vi ;) Or more correctly, vim (enhanced vi). (Linux thing) If I'm not mistaken, in vim, if you are in a file that it understand the syntax of, when your cursor is on a curly brace, you can type the % key and it will take you to what it thinks is the matching close/open. I wouldn't be surprised if your editor has something similar especially since it can highlight it for you. -- Bryan ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Code editors for gamemodes_server.txt?
Yes, that part is easy. But what else is possible with it? Can you do map-specific convars? What about all the values defined in the map sections? What are the different values available for the UI/scoreboard? I'm assuming, but don't know for sure, that anything with a hash (#) in front of it is a localization or replacement string? How do map-specific minplayers and maxplayers interact with maxplayers defined at the gamemode level? NameID? What the hell is that? -- Bryan -Original Message- From: csgo_servers-boun...@list.valvesoftware.com [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Rajan Patel Sent: Friday, August 24, 2012 1:13 PM To: csgo_servers@list.valvesoftware.com Subject: Re: [Csgo_servers] Code editors for gamemodes_server.txt? what did you need in terms of documentation? model after the gameservers.txt file, any cvars not in the gameservers.txt file that need to be set, go into your servers.cfg file. if you're doing something truly exotic and you lose changes on map changes cfg/sourcemod/sourcemod.cfg sm_cvar sv_funkyconvar value bingo bango done? On Fri, Aug 24, 2012 at 1:53 PM, bbiloc...@gmail.com wrote: Nowhere did I say that Notepad++ was too difficult to edit with. It's just that there may be a better tool for the job, especially since it fails to fold/unfold levels. I feel like I'm hammering nails with a baking sheet. Of course, this could all have been made easier IF WE HAD PROPER DOCUMENTATION ON THE FILE TO BEGIN WITH. -- Bryan -Original Message- From: csgo_servers-boun...@list.valvesoftware.com [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Gordon Sent: Friday, August 24, 2012 12:40 PM To: csgo_servers@list.valvesoftware.com Subject: Re: [Csgo_servers] Code editors for gamemodes_server.txt? The guy comes saying Notepad++ is too difficult to edit text with and you recommend vim, that's pretty terrible of you, haha. Also COMPLETELY BADASS YEAH. To answer the question: I don't think this file needs whitespace really so as long as you have the right curly braces in the right spot you're good, don't need a specialized tool for editing text. On Fri, Aug 24, 2012 at 7:36 AM, Tackdriver listac...@lvwnet.com wrote: What are you all using to edit your gamemodes_server.txt files? Currently I'm trying to add some custom maps but keeping the different levels organized is getting infuriating. Right now I'm using Notepad++ on Windows, which at least gives me a red vertical line to follow when I click on a specific curly brace, but I want to be able to navigate between levels with the keyboard. What tools are you all using to keep your sanity (regardless of platform)? I use vi ;) Or more correctly, vim (enhanced vi). (Linux thing) If I'm not mistaken, in vim, if you are in a file that it understand the syntax of, when your cursor is on a curly brace, you can type the % key and it will take you to what it thinks is the matching close/open. I wouldn't be surprised if your editor has something similar especially since it can highlight it for you. -- Bryan ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] banned by server?
Sure does but it's clearly not as there was no way for an rcon ban to have failed. On Aug 24, 2012 1:36 PM, Travis Brown tbrown7...@gmail.com wrote: Sounds like a failed rcon ban. On Aug 24, 2012 6:51 AM, Absurd Minds goabs...@absurdminds.net wrote: I was noticing that one particular server appeared offline in hlsw even though it was clearly up, so I went into game to test out if I could still connect to it. Apparently my ip got banned from the server. Since I clearly didn't ban myself, I have no idea how it could have happened. What sort of feature is there that could have automatically banned my ip from the server? (I have no server.cfg commands to automatically ban people.) ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Get Server Content Version
#steaminf.py is only the class for reading the steam.inf for getting appid and version from it. #check.py use the class from steaminf.py and get the information about the current version from the steamapi chmod u+x *.py ./check.py /home/manzzo/csgo_public/csgo/csgo/steam.inf If you want to use this on your webspace, your webserver have to support python. I think a version in php is better for webspace. 2012/8/24 JKavšek jkav...@gmail.com: Hey, thanks for the script. It gives me an error: root@ubuntu:/home/manzzo/csgo_public/csgo# python steaminf.py root@ubuntu:/home/manzzo/csgo_public/csgo# python check.py Traceback (most recent call last): File check.py, line 7, in module server = steaminf(sys.argv[1]) IndexError: list index out of range What's this about. I have very little clue of python. How could I embed this somehow to a website. So I could go to for example www.myserver.com/checkcsgopublic ? Are these guides okay and will I be able to do it or are you prepared to do a basic website in html or whatever? http://www.ehow.com/how_10039640_embed-python-html.html http://www.digi.com/wiki/developer/index.php/Python_inside_HTML 2012/8/24 Andre Müller gbs.dead...@gmail.com Oh, sorry. There are some wrong newlines in the script which come from copypaste. I think pastebin is better for exchange codesnippets: http://pastebin.com/Ghpy7Eyc http://pastebin.com/uA0RNwCT 2012/8/24 Andre Müller gbs.dead...@gmail.com: This Script is not ready (missing exceptions ...). Maybe you can use some parts. steaminf.py: #!/usr/bin/python import re class steaminf: def __init__(self, steamfile): self.steamfile = open(steamfile) self.steaminfo = self.steamfile.read() self.steaminfo = self.steaminfo.replace('\r','') self.steamfile.close() def getVersion(self): self.version = re.findall(r'PatchVersion=(.+)',self.steaminfo) return self.version[0] def getProductName(self): self.productname = re.findall(r'ProductName=(.+)',self.steaminfo) return self.productname[0] def getAppId(self): self.appid = re.findall(r'appID=(.+)',self.steaminfo) return self.appid[0] check.py: #!/usr/bin/python import sys import urllib import json from steaminf import steaminf server = steaminf(sys.argv[1]) produkt = server.getProductName() appid = server.getAppId() version = server.getVersion() requrl = 'http://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=%sversion=%sformat=json' % (appid,version) print Der installierte %s Server mit der AppID %s hat die Version %s % (produkt,appid,version) try: response = urllib.urlopen(requrl) except: print('Sorry, ein Fehler ist beim Aufruf der URL aufgetreten :-(') sys.exit() response = json.load(response) response = response['response']['up_to_date'] if response is True: print('Der Server ist aktuell') else: print('Der Server ist nicht mehr aktuell') Examlpe use: csgo@n017:~$ ./check.py servers/war1/csgo/steam.inf Der installierte csgo Server mit der AppID 730 hat die Version 1.17.5.1 Der Server ist aktuell csgo@n017:~$ Later i'll implement the tool srcdscheck for fallback and write a class to update all games with hldsupdatetool and steamcmd. At the moment i'm not motivated :-( ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Get Server Content Version
Okay, I managed to get your python script to work for me. 'python ./check.py /home/manzzo/csgo_public/csgo/steam.inf' is correct for me if anyone else will be looking at this. So now as you said php version would suit me better I am trying that. I almost set it up at http://93.103.128.120/motd/gameq/examples/ but I don't know in which file and where to put the code Philip Giuliani posted. I have tried a couple of places but no success :/. Help? 2012/8/24 Andre Müller gbs.dead...@gmail.com #steaminf.py is only the class for reading the steam.inf for getting appid and version from it. #check.py use the class from steaminf.py and get the information about the current version from the steamapi chmod u+x *.py ./check.py /home/manzzo/csgo_public/csgo/csgo/steam.inf If you want to use this on your webspace, your webserver have to support python. I think a version in php is better for webspace. 2012/8/24 JKavšek jkav...@gmail.com: Hey, thanks for the script. It gives me an error: root@ubuntu:/home/manzzo/csgo_public/csgo# python steaminf.py root@ubuntu:/home/manzzo/csgo_public/csgo# python check.py Traceback (most recent call last): File check.py, line 7, in module server = steaminf(sys.argv[1]) IndexError: list index out of range What's this about. I have very little clue of python. How could I embed this somehow to a website. So I could go to for example www.myserver.com/checkcsgopublic ? Are these guides okay and will I be able to do it or are you prepared to do a basic website in html or whatever? http://www.ehow.com/how_10039640_embed-python-html.html http://www.digi.com/wiki/developer/index.php/Python_inside_HTML 2012/8/24 Andre Müller gbs.dead...@gmail.com Oh, sorry. There are some wrong newlines in the script which come from copypaste. I think pastebin is better for exchange codesnippets: http://pastebin.com/Ghpy7Eyc http://pastebin.com/uA0RNwCT 2012/8/24 Andre Müller gbs.dead...@gmail.com: This Script is not ready (missing exceptions ...). Maybe you can use some parts. steaminf.py: #!/usr/bin/python import re class steaminf: def __init__(self, steamfile): self.steamfile = open(steamfile) self.steaminfo = self.steamfile.read() self.steaminfo = self.steaminfo.replace('\r','') self.steamfile.close() def getVersion(self): self.version = re.findall(r'PatchVersion=(.+)',self.steaminfo) return self.version[0] def getProductName(self): self.productname = re.findall(r'ProductName=(.+)',self.steaminfo) return self.productname[0] def getAppId(self): self.appid = re.findall(r'appID=(.+)',self.steaminfo) return self.appid[0] check.py: #!/usr/bin/python import sys import urllib import json from steaminf import steaminf server = steaminf(sys.argv[1]) produkt = server.getProductName() appid = server.getAppId() version = server.getVersion() requrl = ' http://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=%sversion=%sformat=json ' % (appid,version) print Der installierte %s Server mit der AppID %s hat die Version %s % (produkt,appid,version) try: response = urllib.urlopen(requrl) except: print('Sorry, ein Fehler ist beim Aufruf der URL aufgetreten :-(') sys.exit() response = json.load(response) response = response['response']['up_to_date'] if response is True: print('Der Server ist aktuell') else: print('Der Server ist nicht mehr aktuell') Examlpe use: csgo@n017:~$ ./check.py servers/war1/csgo/steam.inf Der installierte csgo Server mit der AppID 730 hat die Version 1.17.5.1 Der Server ist aktuell csgo@n017:~$ Later i'll implement the tool srcdscheck for fallback and write a class to update all games with hldsupdatetool and steamcmd. At the moment i'm not motivated :-( ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] banned by server?
I cleared the IP ban. My question is where it could have come from in the first place. On Aug 24, 2012 4:08 PM, Travis Brown tbrown7...@gmail.com wrote: Check ip ban file and restart. Sounds really weird. On Aug 24, 2012 3:39 PM, Absurd Minds goabs...@absurdminds.net wrote: Sure does but it's clearly not as there was no way for an rcon ban to have failed. On Aug 24, 2012 1:36 PM, Travis Brown tbrown7...@gmail.com wrote: Sounds like a failed rcon ban. On Aug 24, 2012 6:51 AM, Absurd Minds goabs...@absurdminds.net wrote: I was noticing that one particular server appeared offline in hlsw even though it was clearly up, so I went into game to test out if I could still connect to it. Apparently my ip got banned from the server. Since I clearly didn't ban myself, I have no idea how it could have happened. What sort of feature is there that could have automatically banned my ip from the server? (I have no server.cfg commands to automatically ban people.) ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] banned by server?
Using HLSW, if you hit Test without an RCON password specified or enter a wrong password then you will get a failed RCON attempt. A few of those and your IP will be banned. I did that to one of my CZ servers about a year ago. On Fri, Aug 24, 2012 at 1:23 PM, Absurd Minds goabs...@absurdminds.netwrote: I cleared the IP ban. My question is where it could have come from in the first place. On Aug 24, 2012 4:08 PM, Travis Brown tbrown7...@gmail.com wrote: Check ip ban file and restart. Sounds really weird. On Aug 24, 2012 3:39 PM, Absurd Minds goabs...@absurdminds.net wrote: Sure does but it's clearly not as there was no way for an rcon ban to have failed. On Aug 24, 2012 1:36 PM, Travis Brown tbrown7...@gmail.com wrote: Sounds like a failed rcon ban. On Aug 24, 2012 6:51 AM, Absurd Minds goabs...@absurdminds.net wrote: I was noticing that one particular server appeared offline in hlsw even though it was clearly up, so I went into game to test out if I could still connect to it. Apparently my ip got banned from the server. Since I clearly didn't ban myself, I have no idea how it could have happened. What sort of feature is there that could have automatically banned my ip from the server? (I have no server.cfg commands to automatically ban people.) ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] banned by server?
We've been seeing this with many servers as well, for no apparent reason. Some internal server mechanism is definitely going haywire. Possibly an anti-DoS mechanism put in to block those who query the server frequently, and it's being overly zealous or not counting right. -John On 8/24/2012 12:39 PM, Absurd Minds wrote: Sure does but it's clearly not as there was no way for an rcon ban to have failed. On Aug 24, 2012 1:36 PM, Travis Brown tbrown7...@gmail.com mailto:tbrown7...@gmail.com wrote: Sounds like a failed rcon ban. On Aug 24, 2012 6:51 AM, Absurd Minds goabs...@absurdminds.net mailto:goabs...@absurdminds.net wrote: I was noticing that one particular server appeared offline in hlsw even though it was clearly up, so I went into game to test out if I could still connect to it. Apparently my ip got banned from the server. Since I clearly didn't ban myself, I have no idea how it could have happened. What sort of feature is there that could have automatically banned my ip from the server? (I have no server.cfg commands to automatically ban people.) ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] General Server and game suggestions
I want dead people of any team to be able to talk to each other. sv_alltalk 1 is the only way to do this, but it lets them talk to each other while alive as well. On Fri, Aug 24, 2012 at 1:38 PM, JKavšek jkav...@gmail.com wrote: Absolutely great list for fixes servers need. I was surprised point by point how you really listed up almost all the most disturbing stuff that need fixing. Another thing is when I set mp_maxrounds it incorrectly shows remaining rounds in the tab panel. 2012/8/24 Neil Rajani nelion...@yahoo.co.uk Hi Valve, ** ** I have to say CSGO is proving to be an impressive game, with some very good updates recently, it definitely seems to have rejuvenated the CS brand and is attracted both old and new players. However we all want the game to get even better and we know it can. I feel reading from the mailing list that there can still be some improvements which can be made to give server admins and players a better playing environment. ** ** I have collected a few issues and suggestions from the mailing list for easy reference - which i hope you can look out. I am trying to get it into one thread in particular just to prevent clogging up the mailing list.*** * ** ** 1 – Downloading content (maps, sounds, materials) off servers. Please implement the download progress box as in previous games . It is inconvenient to look at the console and for those people who don’t use a console or new players, they might think their game has crashed if all they see is a blank screen. 2 – Exposing some convars. E.g. net_maxfilesize, sv_client_min_interp_ratio, sv_disablefreezecam, sv_minupdaterate, sv_maxupdaterate, the vote and rcon commands etc... I see no reason why these have been hidden, and using workarounds to access these make no sense. 3 – Bug with forcecamera. The command does not work in practise compared to CS 1.6 and CSS. With it disabled, you should be able to see both teams but sometimes you can see only the enemy team and not your own, and it displays random behaviour. 4 – Increase the real maxplayers value on servers to 64. Most popular servers usually cannot get more than 25-28 players on the server. There is also the problem with sometimes not being able to connect to server because of a queue reservation if the server is almost full. 5 – Introduce the anonymous STEAMCmd login as you have mentioned in the past and allow more than one server to be updated accordingly. 6 – Create a CVAR to disable the ability to blocking players from playing in your session. It’s not right that someone can block various players on the server, including admins and they won’t be able to play just because of an idiot. 7 – Fix the ability to use the Zeus in competitive mode. mp_weapons_allow_zeus does not quite work. 8 – Arms race servers seems to crash a lot with more than 15/16 for no reason, using same mods as on a classic servers. 9 – mp_halftime in classic casual mode displaying crazy behaviour (as mentioned in mailing list). It seems to run fine in classic competitive mode. 10 – Fixing the “You do not have this 3rd party mod installed” error message when trying to join a game directly when CSGO has not yet been launched. 11 – Fix the sv_password issue where people can join private servers with any password 12 – Enable the menuselect command to work whilst dead or in spectator mode, it currently works only when alive. 3rd party admin mods obviously rely on this. Also please enable slot 0! 13 – Enable html pages (e.g motd) like in CSS and CS 1.6 through in game commands 14 – Enable .res files to work so clients can download custom content along with a map which was not originally packaged into it. E.g. Radar overviews. Currently, only NAV files (and possibly KV files???) get downloaded with the map. 15 – Reintroduce the connect function from CSS (I believe the button was F3) to allow players to directly to jump into another server ingame. 16 – Fix a bug where sometimes you are “banned from joining this session” if you have just restarted a server. Happens randomly 17 – Some better documentation on the CSGO Dedicated Server Valve wiki. For experienced admins, it can be OK to navigate and understand but for new people, it’s a daunting task. Especially with the issue of custom maps*** * 18 – Bring back ability to go in freelook when dead/spec. Its good to pass by moments flying around the map. ** ** Some general suggestions J ** ** 1 – Good enforcement of the “policy of truth”. E.g. Sending warnings to communities who abuse certain policies in running servers. For example, running mods which create fake players on servers without showing them as bots in the master list, or running fast respawn mods which do not show the sv_tags. Or joining a server and automatically getting invited to a steam community group. Maybe 2
Re: [Csgo_servers] banned by server?
Hehe, is it HLSW? 2012/8/24 Gordon thisisgordonsem...@gmail.com I have a program that queries for status every few minutes, and in testing it I found I could get myself banned by doing it too often. On Fri, Aug 24, 2012 at 1:23 PM, Absurd Minds goabs...@absurdminds.netwrote: I cleared the IP ban. My question is where it could have come from in the first place. On Aug 24, 2012 4:08 PM, Travis Brown tbrown7...@gmail.com wrote: Check ip ban file and restart. Sounds really weird. On Aug 24, 2012 3:39 PM, Absurd Minds goabs...@absurdminds.net wrote: Sure does but it's clearly not as there was no way for an rcon ban to have failed. On Aug 24, 2012 1:36 PM, Travis Brown tbrown7...@gmail.com wrote: Sounds like a failed rcon ban. On Aug 24, 2012 6:51 AM, Absurd Minds goabs...@absurdminds.net wrote: I was noticing that one particular server appeared offline in hlsw even though it was clearly up, so I went into game to test out if I could still connect to it. Apparently my ip got banned from the server. Since I clearly didn't ban myself, I have no idea how it could have happened. What sort of feature is there that could have automatically banned my ip from the server? (I have no server.cfg commands to automatically ban people.) ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] banned by server?
On 8/24/2012 1:41 PM, Gordon wrote: I have a program that queries for status every few minutes, and in testing it I found I could get myself banned by doing it too often. I also don't see a tunable for this. We need to have a way to allow some IPs to query the server frequently. Preferably a whitelist, but in the short term, a knob that allows us to bump up everyone's allotment would be one potential workaround. Valve? -John ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] banned by server?
Unfortunately I thought of that. That wasn't the problem. On Aug 24, 2012 4:36 PM, Jim Fountain juscam...@gmail.com wrote: Using HLSW, if you hit Test without an RCON password specified or enter a wrong password then you will get a failed RCON attempt. A few of those and your IP will be banned. I did that to one of my CZ servers about a year ago. On Fri, Aug 24, 2012 at 1:23 PM, Absurd Minds goabs...@absurdminds.netwrote: I cleared the IP ban. My question is where it could have come from in the first place. On Aug 24, 2012 4:08 PM, Travis Brown tbrown7...@gmail.com wrote: Check ip ban file and restart. Sounds really weird. On Aug 24, 2012 3:39 PM, Absurd Minds goabs...@absurdminds.net wrote: Sure does but it's clearly not as there was no way for an rcon ban to have failed. On Aug 24, 2012 1:36 PM, Travis Brown tbrown7...@gmail.com wrote: Sounds like a failed rcon ban. On Aug 24, 2012 6:51 AM, Absurd Minds goabs...@absurdminds.net wrote: I was noticing that one particular server appeared offline in hlsw even though it was clearly up, so I went into game to test out if I could still connect to it. Apparently my ip got banned from the server. Since I clearly didn't ban myself, I have no idea how it could have happened. What sort of feature is there that could have automatically banned my ip from the server? (I have no server.cfg commands to automatically ban people.) ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] server empty... is it an issue?
That means it's listed in the master server and available to user browser, correct? http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=177.71.189.176format=json On Fri, Aug 24, 2012 at 7:06 PM, Garcia JR garci...@gmail.com wrote: I just realized that my server kept empty entire day. Since yesterday (when I put it online) I really realized players could logon just after some other player be online. I don't know how, but at some point someone could join. I use Linux as desktop and I have a netbook with Windows which doesn't run CS:GO due video card limitation. I can't tell what is happening on client side. Can some good soul try to logon and tell me what message you got? /server 177.71.189.176 my startup command line is /srcds_run -game csgo -console -usercon -debug +game_type 0 +game_mode 0 +mapgroup mg_bomb +map de_aztec -steam_dir /home/csgo -steamcmd_script autologin.cfg +fps_max 550 -tickrate 128 +net_public_adr 177.71.189.176 -port 27015 -ip [internalip] -- Garcia -- Garcia ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
[Csgo_servers] Hey all, custom maps
Hey, I just got back after some time away. I am just wondering if we figured out fully how to host custom maps from a remote, fast download server? Thanks, Devin O'Malley ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
[Csgo_servers] demolition on custom map group
I can't get demolition to work on a custom map group, even though I played in such a server the other day. If I define my own map group in GameModes_Server.txt (for example, mg_mycustom with all the _se maps in it), it tells me invalid map group. If I use mg_bomb, it tells me that map group is not available in demolition. What's the secret? ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] server empty... is it an issue?
What does (18/0 max) mean? What is this /0 ? Status output: hostname:xx version : 1.17.5.1/11751 5038 secure udp/ip : x.x.x.x:27015 (public ip: 177.71.189.176) os : Linux type: community dedicated map : de_aztec players : 0 humans, 0 bots (18/0 max) (hibernating) What does (18/0 max) mean? What is /0 ? On Fri, Aug 24, 2012 at 7:23 PM, Garcia JR garci...@gmail.com wrote: That means it's listed in the master server and available to user browser, correct? http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=177.71.189.176format=json On Fri, Aug 24, 2012 at 7:06 PM, Garcia JR garci...@gmail.com wrote: I just realized that my server kept empty entire day. Since yesterday (when I put it online) I really realized players could logon just after some other player be online. I don't know how, but at some point someone could join. I use Linux as desktop and I have a netbook with Windows which doesn't run CS:GO due video card limitation. I can't tell what is happening on client side. Can some good soul try to logon and tell me what message you got? /server 177.71.189.176 my startup command line is /srcds_run -game csgo -console -usercon -debug +game_type 0 +game_mode 0 +mapgroup mg_bomb +map de_aztec -steam_dir /home/csgo -steamcmd_script autologin.cfg +fps_max 550 -tickrate 128 +net_public_adr 177.71.189.176 -port 27015 -ip [internalip] -- Garcia -- Garcia -- Garcia ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
[Csgo_servers] gamemodes.txt
In our continued effort to alleviate the frustration with gamemodes.txt, we plan to replace the convar block in gamemodes.txt with an exec block which, instead of convar keyvalue pairs, will contain a list of config files to execute. This will allow us to continue to define gamemode convar sets while allowing community admins to manage their own configs and re-execute them at will. Normally we prefer not to announce such features ahead of time because if the feature is aborted or changed due to implementation issues that arise in development then it results in confusion. In this case it seems appropriate to share our plan to avoid your over-investment in the current setup; some of you struggling with gamemodes.txt and gamemodes_server.txt may wish to wait for the change. We're working on it but unfortunately have no ETA. Have a good weekend. -Original Message- From: Ido Magal Sent: Monday, August 20, 2012 1:44 PM To: 'c...@nick-emson.co.uk'; csgo_servers@list.valvesoftware.com Subject: RE: [Csgo_servers] FW: Reloading gamemodes_server.txt A main menu that expresses multiple game modes and a centralized matchmaking system are the two major new features that required some new infrastructure. Hence gamemodes.txt. We configure our servers with gamemodes.txt but appreciate that you guys prefer to configure servers in the old manner, and so we're constantly addressing issues that are being reported. We'll look into cleaning up the knowledge base once the codebase has stabilized. At the pace that we're implementing changes the best advice is to pay attention to this list. In the meantime I've removed the misleading statement by NGamache, who, btw, is not a Valve employee. Thank you for your patience. ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] gamemodes.txt
Does this mean the several cvars that are blocked or locked in the hardcode will not be when this happens? On Aug 24, 2012 8:50 PM, Ido Magal i...@valvesoftware.com wrote: In our continued effort to alleviate the frustration with gamemodes.txt, we plan to replace the convar block in gamemodes.txt with an exec block which, instead of convar keyvalue pairs, will contain a list of config files to execute. This will allow us to continue to define gamemode convar sets while allowing community admins to manage their own configs and re-execute them at will. Normally we prefer not to announce such features ahead of time because if the feature is aborted or changed due to implementation issues that arise in development then it results in confusion. In this case it seems appropriate to share our plan to avoid your over-investment in the current setup; some of you struggling with gamemodes.txt and gamemodes_server.txt may wish to wait for the change. We're working on it but unfortunately have no ETA. Have a good weekend. -Original Message- From: Ido Magal Sent: Monday, August 20, 2012 1:44 PM To: 'c...@nick-emson.co.uk'; csgo_servers@list.valvesoftware.com Subject: RE: [Csgo_servers] FW: Reloading gamemodes_server.txt A main menu that expresses multiple game modes and a centralized matchmaking system are the two major new features that required some new infrastructure. Hence gamemodes.txt. We configure our servers with gamemodes.txt but appreciate that you guys prefer to configure servers in the old manner, and so we're constantly addressing issues that are being reported. We'll look into cleaning up the knowledge base once the codebase has stabilized. At the pace that we're implementing changes the best advice is to pay attention to this list. In the meantime I've removed the misleading statement by NGamache, who, btw, is not a Valve employee. Thank you for your patience. ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] gamemodes.txt
Thanks Ido, gamemodes and gamemodes_server.txt aren't that bad once you figure them out but being able to re-execute configs without restarting the server is good news! Thanks :) From: i...@valvesoftware.com To: csgo_servers@list.valvesoftware.com Date: Sat, 25 Aug 2012 00:49:27 + Subject: [Csgo_servers] gamemodes.txt In our continued effort to alleviate the frustration with gamemodes.txt, we plan to replace the convar block in gamemodes.txt with an exec block which, instead of convar keyvalue pairs, will contain a list of config files to execute. This will allow us to continue to define gamemode convar sets while allowing community admins to manage their own configs and re-execute them at will. Normally we prefer not to announce such features ahead of time because if the feature is aborted or changed due to implementation issues that arise in development then it results in confusion. In this case it seems appropriate to share our plan to avoid your over-investment in the current setup; some of you struggling with gamemodes.txt and gamemodes_server.txt may wish to wait for the change. We're working on it but unfortunately have no ETA. Have a good weekend. -Original Message- From: Ido Magal Sent: Monday, August 20, 2012 1:44 PM To: 'c...@nick-emson.co.uk'; csgo_servers@list.valvesoftware.com Subject: RE: [Csgo_servers] FW: Reloading gamemodes_server.txt A main menu that expresses multiple game modes and a centralized matchmaking system are the two major new features that required some new infrastructure. Hence gamemodes.txt. We configure our servers with gamemodes.txt but appreciate that you guys prefer to configure servers in the old manner, and so we're constantly addressing issues that are being reported. We'll look into cleaning up the knowledge base once the codebase has stabilized. At the pace that we're implementing changes the best advice is to pay attention to this list. In the meantime I've removed the misleading statement by NGamache, who, btw, is not a Valve employee. Thank you for your patience. ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO
Hi All, This is a regression, I'll try to figure out why it doesn't work anymore. Sorry for the trouble. Taylor From: csgo_servers-boun...@list.valvesoftware.com [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Krillins World Sent: Friday, August 24, 2012 5:57 AM To: csgo_servers@list.valvesoftware.com Subject: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO You can only run one instance at a time, sadly. This is typical of the new steamcmd as it is used on a per account basis. Best Regards, Krillin I just tried to open 2 steamcmd and got this error. [] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance already exists CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.commailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] gamemodes.txt
Stupid question but will there be a possibility to keep the old system ( maybe with a convar ), because in my eyes it's not that bad. -Original Message- From: Ido Magal i...@valvesoftware.com To: 'csgo_servers@list.valvesoftware.com' csgo_servers@list.valvesoftware.com Sent: Sat, Aug 25, 2012 2:50 am Subject: [Csgo_servers] gamemodes.txt In our continued effort to alleviate the frustration with gamemodes.txt, we plan to replace the convar block in gamemodes.txt with an exec block which, instead of convar keyvalue pairs, will contain a list of config files to execute. This will allow us to continue to define gamemode convar sets while allowing community admins to manage their own configs and re-execute them at will. Normally we prefer not to announce such features ahead of time because if the feature is aborted or changed due to implementation issues that arise in development then it results in confusion. In this case it seems appropriate to share our plan to avoid your over-investment in the current setup; some of you struggling with gamemodes.txt and gamemodes_server.txt may wish to wait for the change. We're working on it but unfortunately have no ETA. Have a good weekend. -Original Message- From: Ido Magal Sent: Monday, August 20, 2012 1:44 PM To: 'c...@nick-emson.co.uk'; csgo_servers@list.valvesoftware.com Subject: RE: [Csgo_servers] FW: Reloading gamemodes_server.txt A main menu that expresses multiple game modes and a centralized matchmaking system are the two major new features that required some new infrastructure. Hence gamemodes.txt. We configure our servers with gamemodes.txt but appreciate that you guys prefer to configure servers in the old manner, and so we're constantly addressing issues that are being reported. We'll look into cleaning up the knowledge base once the codebase has stabilized. At the pace that we're implementing changes the best advice is to pay attention to this list. In the meantime I've removed the misleading statement by NGamache, who, btw, is not a Valve employee. Thank you for your patience. ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Map change server error
I see this as well, Arms race too. On Fri, Aug 24, 2012 at 3:39 PM, DoGz Gaming ad...@dogzgaming.com wrote: Since the 8/22 update I have been seeing this server error once in a while. Connection is behind sending UDP packets (1802 pending), closing It only happens on map change on our Arms Race servers. All clients are disconnected with 'timed out', the server does not crash. TigerOx __**_ Csgo_servers mailing list Csgo_servers@list.**valvesoftware.comCsgo_servers@list.valvesoftware.com https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**csgo_servershttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO
same account too? or just multiple instances but with different accounts? Il 25/08/2012 03:02, Taylor Sherman ha scritto: Hi All, This is a regression, I'll try to figure out why it doesn't work anymore. Sorry for the trouble. Taylor *From:*csgo_servers-boun...@list.valvesoftware.com [mailto:csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Krillins World *Sent:* Friday, August 24, 2012 5:57 AM *To:* csgo_servers@list.valvesoftware.com *Subject:* [Csgo_servers] Running 2 steamcmd simultaneously == NO NO You can only run one instance at a time, sadly. This is typical of the new steamcmd as it is used on a per account basis. Best Regards, Krillin I just tried to open 2 steamcmd and got this error. [] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance already exists CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Hey all, custom maps
sv_downloadurl works fine for me On Fri, Aug 24, 2012 at 5:23 PM, Devin O'Malley omalley@gmail.comwrote: Hey, I just got back after some time away. I am just wondering if we figured out fully how to host custom maps from a remote, fast download server? Thanks, Devin O'Malley ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] demolition on custom map group
I don't know if you want it, but I can offer you my program and you create a new GameModes_Server.txt, as I said, just if you want :) Link -- https://csgoelite.com/help -Original Message- From: Absurd Minds goabs...@absurdminds.net To: csgo_servers csgo_servers@list.valvesoftware.com Sent: Sat, Aug 25, 2012 2:33 am Subject: [Csgo_servers] demolition on custom map group I can't get demolition to work on a custom map group, even though I played in such a server the other day. If I define my own map group in GameModes_Server.txt (for example, mg_mycustom with all the _se maps in it), it tells me invalid map group. If I use mg_bomb, it tells me that map group is not available in demolition. What's the secret? ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] demolition on custom map group
I really don't think there is a problem with my gamemodes_server file. It's the same as other, working servers. For example, it's a perfect conglomeration of my classic competitive on se maps and my stock demolition server. It just has a few words switched around as appropriate. On Fri, Aug 24, 2012 at 9:09 PM, Ssh s...@aol.at wrote: I don't know if you want it, but I can offer you my program and you create a new GameModes_Server.txt, as I said, just if you want :) Link -- https://csgoelite.com/help -Original Message- From: Absurd Minds goabs...@absurdminds.net To: csgo_servers csgo_servers@list.valvesoftware.com Sent: Sat, Aug 25, 2012 2:33 am Subject: [Csgo_servers] demolition on custom map group I can't get demolition to work on a custom map group, even though I played in such a server the other day. If I define my own map group in GameModes_Server.txt (for example, mg_mycustom with all the _se maps in it), it tells me invalid map group. If I use mg_bomb, it tells me that map group is not available in demolition. What's the secret? ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Hey all, custom maps
It seems that only maps with .kv files work for me, is that normal? On Fri, Aug 24, 2012 at 10:07 PM, Brent Hill brent...@gmail.com wrote: sv_downloadurl works fine for me On Fri, Aug 24, 2012 at 5:23 PM, Devin O'Malley omalley@gmail.comwrote: Hey, I just got back after some time away. I am just wondering if we figured out fully how to host custom maps from a remote, fast download server? Thanks, Devin O'Malley ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO
Multiple instances, but they need to be different accounts, sorry. This should be fixed now, once your steamcmd self-updates at least. If you still get the Steam engine already exists error, then 1. if you are using a Steam.cfg file, send it to me as it might have something in it preventing the update 2. otherwise, try deleting the package folder in your steamcmd install directory, to force a self-update Taylor From: csgo_servers-boun...@list.valvesoftware.com [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan Sent: Friday, August 24, 2012 6:08 PM To: csgo_servers@list.valvesoftware.com Subject: Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO same account too? or just multiple instances but with different accounts? Il 25/08/2012 03:02, Taylor Sherman ha scritto: Hi All, This is a regression, I'll try to figure out why it doesn't work anymore. Sorry for the trouble. Taylor From: csgo_servers-boun...@list.valvesoftware.commailto:csgo_servers-boun...@list.valvesoftware.com [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Krillins World Sent: Friday, August 24, 2012 5:57 AM To: csgo_servers@list.valvesoftware.commailto:csgo_servers@list.valvesoftware.com Subject: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO You can only run one instance at a time, sadly. This is typical of the new steamcmd as it is used on a per account basis. Best Regards, Krillin I just tried to open 2 steamcmd and got this error. [] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance already exists CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.commailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.commailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO
Thanks for the clarification, personally I consider this a big limit :( Will have to spend half a day creating a bunch of steam accounts so servers can pick random acconts without risking a conflict :( Il 25/08/2012 03:49, Taylor Sherman ha scritto: Multiple instances, but they need to be different accounts, sorry. This should be fixed now, once your steamcmd self-updates at least. If you still get the Steam engine already exists error, then 1. if you are using a Steam.cfg file, send it to me as it might have something in it preventing the update 2. otherwise, try deleting the package folder in your steamcmd install directory, to force a self-update Taylor *From:*csgo_servers-boun...@list.valvesoftware.com [mailto:csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Marco Padovan *Sent:* Friday, August 24, 2012 6:08 PM *To:* csgo_servers@list.valvesoftware.com *Subject:* Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO same account too? or just multiple instances but with different accounts? Il 25/08/2012 03:02, Taylor Sherman ha scritto: Hi All, This is a regression, I'll try to figure out why it doesn't work anymore. Sorry for the trouble. Taylor *From:*csgo_servers-boun...@list.valvesoftware.com mailto:csgo_servers-boun...@list.valvesoftware.com [mailto:csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Krillins World *Sent:* Friday, August 24, 2012 5:57 AM *To:* csgo_servers@list.valvesoftware.com mailto:csgo_servers@list.valvesoftware.com *Subject:* [Csgo_servers] Running 2 steamcmd simultaneously == NO NO You can only run one instance at a time, sadly. This is typical of the new steamcmd as it is used on a per account basis. Best Regards, Krillin I just tried to open 2 steamcmd and got this error. [] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance already exists CAsyncIOManager: 0 threads terminating. 0 reads, 0 writes, 0 deferrals. CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps CAsyncIOManager: 0 single object alertable sleeps, 1 multi object alertable sleeps ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Hey all, custom maps
What exactly is your problem? Only maps with .kv files download from your web server? I have non-kv maps that work alright on my end. Any hint in the web server error logs? -- Bryan -Original Message- From: csgo_servers-boun...@list.valvesoftware.com [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Devin O'Malley Sent: Friday, August 24, 2012 8:25 PM To: csgo_servers@list.valvesoftware.com Subject: Re: [Csgo_servers] Hey all, custom maps It seems that only maps with .kv files work for me, is that normal? On Fri, Aug 24, 2012 at 10:07 PM, Brent Hill brent...@gmail.com wrote: sv_downloadurl works fine for me On Fri, Aug 24, 2012 at 5:23 PM, Devin O'Malley omalley@gmail.com wrote: Hey, I just got back after some time away. I am just wondering if we figured out fully how to host custom maps from a remote, fast download server? Thanks, Devin O'Malley ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Hey all, custom maps
After 1 hour of continuous testing, I could manage to run a custom map and make clients download it and not be kicked for missing map or stringtable error Combinations tested: -Map with KV (w/o dlurl) -Map with KV (w dlurl) -Map without KV (w/o dlurl) -Map without KV (w/o dlurl) -Map with only 1 under score (aim_ak-colt_pool_v1 - aim_ak-colt-pool-1) (w/o dlurl) -Map with only 1 under score (aim_ak-colt_pool_v1 - aim_ak-colt-pool-1) (w dlurl) -Map with shorter name (you can expect everything from CSGO paid beta).. -Player connecting to the server with the map -Player connected to the server with a stock map, then map change to the custom map -with SM Plugin dlurl combinations tested: -with bz2 -without bz2 This is driving me mad :/ I Hope that they fix this error soon -Rodrigo On 24-08-2012 21:24, Devin O'Malley wrote: It seems that only maps with .kv files work for me, is that normal? On Fri, Aug 24, 2012 at 10:07 PM, Brent Hill brent...@gmail.com mailto:brent...@gmail.com wrote: sv_downloadurl works fine for me On Fri, Aug 24, 2012 at 5:23 PM, Devin O'Malley omalley@gmail.com mailto:omalley@gmail.com wrote: Hey, I just got back after some time away. I am just wondering if we figured out fully how to host custom maps from a remote, fast download server? Thanks, Devin O'Malley ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com mailto:Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] General Server and game suggestions
This is the BEST thread ever from the forums: http://forums.steampowered.com/forums/showthread.php?t=2653052 BR, lcz # GalegO De: Gordon thisisgordonsem...@gmail.com Para: csgo_servers@list.valvesoftware.com Enviadas: Sexta-feira, 24 de Agosto de 2012 17:40 Assunto: Re: [Csgo_servers] General Server and game suggestions I want dead people of any team to be able to talk to each other. sv_alltalk 1 is the only way to do this, but it lets them talk to each other while alive as well. On Fri, Aug 24, 2012 at 1:38 PM, JKavšek jkav...@gmail.com wrote: Absolutely great list for fixes servers need. I was surprised point by point how you really listed up almost all the most disturbing stuff that need fixing. Another thing is when I set mp_maxrounds it incorrectly shows remaining rounds in the tab panel. 2012/8/24 Neil Rajani nelion...@yahoo.co.uk Hi Valve, I have to say CSGO is proving to be an impressive game, with some very good updates recently, it definitely seems to have rejuvenated the CS brand and is attracted both old and new players. However we all want the game to get even better and we know it can. I feel reading from the mailing list that there can still be some improvements which can be made to give server admins and players a better playing environment. I have collected a few issues and suggestions from the mailing list for easy reference - which i hope you can look out. I am trying to get it into one thread in particular just to prevent clogging up the mailing list. 1 – Downloading content (maps, sounds, materials) off servers. Please implement the download progress box as in previous games . It is inconvenient to look at the console and for those people who don’t use a console or new players, they might think their game has crashed if all they see is a blank screen. 2 – Exposing some convars. E.g. net_maxfilesize, sv_client_min_interp_ratio, sv_disablefreezecam, sv_minupdaterate, sv_maxupdaterate, the vote and rcon commands etc... I see no reason why these have been hidden, and using workarounds to access these make no sense. 3 – Bug with forcecamera. The command does not work in practise compared to CS 1.6 and CSS. With it disabled, you should be able to see both teams but sometimes you can see only the enemy team and not your own, and it displays random behaviour. 4 – Increase the real maxplayers value on servers to 64. Most popular servers usually cannot get more than 25-28 players on the server. There is also the problem with sometimes not being able to connect to server because of a queue reservation if the server is almost full. 5 – Introduce the anonymous STEAMCmd login as you have mentioned in the past and allow more than one server to be updated accordingly. 6 – Create a CVAR to disable the ability to blocking players from playing in your session. It’s not right that someone can block various players on the server, including admins and they won’t be able to play just because of an idiot. 7 – Fix the ability to use the Zeus in competitive mode. mp_weapons_allow_zeus does not quite work. 8 – Arms race servers seems to crash a lot with more than 15/16 for no reason, using same mods as on a classic servers. 9 – mp_halftime in classic casual mode displaying crazy behaviour (as mentioned in mailing list). It seems to run fine in classic competitive mode. 10 – Fixing the “You do not have this 3rd party mod installed” error message when trying to join a game directly when CSGO has not yet been launched. 11 – Fix the sv_password issue where people can join private servers with any password 12 – Enable the menuselect command to work whilst dead or in spectator mode, it currently works only when alive. 3rd party admin mods obviously rely on this. Also please enable slot 0! 13 – Enable html pages (e.g motd) like in CSS and CS 1.6 through in game commands 14 – Enable .res files to work so clients can download custom content along with a map which was not originally packaged into it. E.g. Radar overviews. Currently, only NAV files (and possibly KV files???) get downloaded with the map. 15 – Reintroduce the connect function from CSS (I believe the button was F3) to allow players to directly to jump into another server ingame. 16 – Fix a bug where sometimes you are “banned from joining this session” if you have just restarted a server. Happens randomly 17 – Some better documentation on the CSGO Dedicated Server Valve wiki. For experienced admins, it can be OK to navigate and understand but for new people, it’s a daunting task. Especially with the issue of custom maps 18 – Bring back ability to go in freelook when dead/spec. Its good to pass by moments flying around the map. Some general suggestions J 1 – Good enforcement of the “policy of truth”. E.g. Sending warnings to communities who abuse certain policies in running servers. For example, running mods which create fake players on servers
Re: [Csgo_servers] gamemodes.txt
This sounds like a great idea to make it execute config files so that transition between the old and new system will be smoother and more simple for everyone. Thanks. -ics 25.8.2012 3:49, Ido Magal kirjoitti: In our continued effort to alleviate the frustration with gamemodes.txt, we plan to replace the convar block in gamemodes.txt with an exec block which, instead of convar keyvalue pairs, will contain a list of config files to execute. This will allow us to continue to define gamemode convar sets while allowing community admins to manage their own configs and re-execute them at will. Normally we prefer not to announce such features ahead of time because if the feature is aborted or changed due to implementation issues that arise in development then it results in confusion. In this case it seems appropriate to share our plan to avoid your over-investment in the current setup; some of you struggling with gamemodes.txt and gamemodes_server.txt may wish to wait for the change. We're working on it but unfortunately have no ETA. Have a good weekend. -Original Message- From: Ido Magal Sent: Monday, August 20, 2012 1:44 PM To: 'c...@nick-emson.co.uk'; csgo_servers@list.valvesoftware.com Subject: RE: [Csgo_servers] FW: Reloading gamemodes_server.txt A main menu that expresses multiple game modes and a centralized matchmaking system are the two major new features that required some new infrastructure. Hence gamemodes.txt. We configure our servers with gamemodes.txt but appreciate that you guys prefer to configure servers in the old manner, and so we're constantly addressing issues that are being reported. We'll look into cleaning up the knowledge base once the codebase has stabilized. At the pace that we're implementing changes the best advice is to pay attention to this list. In the meantime I've removed the misleading statement by NGamache, who, btw, is not a Valve employee. Thank you for your patience. ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] General Server and game suggestions
If we're going to be discussing changes to the game and not just the servers, then please re-add silencers! On Fri, Aug 24, 2012 at 8:05 PM, lcz # GalegO frisao86-csgos...@yahoo.com.br wrote: This is the BEST thread ever from the forums: http://forums.steampowered.com/forums/showthread.php?t=2653052 BR, lcz # GalegO -- *De:* Gordon thisisgordonsem...@gmail.com *Para:* csgo_servers@list.valvesoftware.com *Enviadas:* Sexta-feira, 24 de Agosto de 2012 17:40 *Assunto:* Re: [Csgo_servers] General Server and game suggestions I want dead people of any team to be able to talk to each other. sv_alltalk 1 is the only way to do this, but it lets them talk to each other while alive as well. On Fri, Aug 24, 2012 at 1:38 PM, JKavšek jkav...@gmail.com wrote: Absolutely great list for fixes servers need. I was surprised point by point how you really listed up almost all the most disturbing stuff that need fixing. Another thing is when I set mp_maxrounds it incorrectly shows remaining rounds in the tab panel. 2012/8/24 Neil Rajani nelion...@yahoo.co.uk Hi Valve, ** ** I have to say CSGO is proving to be an impressive game, with some very good updates recently, it definitely seems to have rejuvenated the CS brand and is attracted both old and new players. However we all want the game to get even better and we know it can. I feel reading from the mailing list that there can still be some improvements which can be made to give server admins and players a better playing environment. ** ** I have collected a few issues and suggestions from the mailing list for easy reference - which i hope you can look out. I am trying to get it into one thread in particular just to prevent clogging up the mailing list. ** ** 1 - Downloading content (maps, sounds, materials) off servers. Please implement the download progress box as in previous games . It is inconvenient to look at the console and for those people who don't use a console or new players, they might think their game has crashed if all they see is a blank screen. 2 - Exposing some convars. E.g. net_maxfilesize, sv_client_min_interp_ratio, sv_disablefreezecam, sv_minupdaterate, sv_maxupdaterate, the vote and rcon commands etc... I see no reason why these have been hidden, and using workarounds to access these make no sense. 3 - Bug with forcecamera. The command does not work in practise compared to CS 1.6 and CSS. With it disabled, you should be able to see both teams but sometimes you can see only the enemy team and not your own, and it displays random behaviour. 4 - Increase the real maxplayers value on servers to 64. Most popular servers usually cannot get more than 25-28 players on the server. There is also the problem with sometimes not being able to connect to server because of a queue reservation if the server is almost full. 5 - Introduce the anonymous STEAMCmd login as you have mentioned in the past and allow more than one server to be updated accordingly. 6 - Create a CVAR to disable the ability to blocking players from playing in your session. It's not right that someone can block various players on the server, including admins and they won't be able to play just because of an idiot. 7 - Fix the ability to use the Zeus in competitive mode. mp_weapons_allow_zeus does not quite work. 8 - Arms race servers seems to crash a lot with more than 15/16 for no reason, using same mods as on a classic servers. 9 - mp_halftime in classic casual mode displaying crazy behaviour (as mentioned in mailing list). It seems to run fine in classic competitive mode. 10 - Fixing the You do not have this 3rd party mod installed error message when trying to join a game directly when CSGO has not yet been launched. 11 - Fix the sv_password issue where people can join private servers with any password 12 - Enable the menuselect command to work whilst dead or in spectator mode, it currently works only when alive. 3rd party admin mods obviously rely on this. Also please enable slot 0! 13 - Enable html pages (e.g motd) like in CSS and CS 1.6 through in game commands 14 - Enable .res files to work so clients can download custom content along with a map which was not originally packaged into it. E.g. Radar overviews. Currently, only NAV files (and possibly KV files???) get downloaded with the map. 15 - Reintroduce the connect function from CSS (I believe the button was F3) to allow players to directly to jump into another server ingame. 16 - Fix a bug where sometimes you are banned from joining this session if you have just restarted a server. Happens randomly 17 - Some better documentation on the CSGO Dedicated Server Valve wiki. For experienced admins, it can be OK to navigate and understand but for new people, it's a daunting task. Especially with the issue of custom maps 18 - Bring back
[Csgo_servers] Am I going to get a refund on the cost of my extra dedicated server copy of CS:GO?
Am I going to get a refund on the cost of my extra dedicated server copy of CS:GO? Previously, it was required to have an extra copy of CS:GO in order to run the server, however, since the 17th (I believe,) it is now free to run servers. Please advise. ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Am I going to get a refund on the cost of my extra dedicated server copy of CS:GO?
Why did you need an extra copy? I've only had the one the whole time. On Sat, Aug 25, 2012 at 12:41 AM, Matthew Kendig matthewwayneken...@gmail.com wrote: Am I going to get a refund on the cost of my extra dedicated server copy of CS:GO? Previously, it was required to have an extra copy of CS:GO in order to run the server, however, since the 17th (I believe,) it is now free to run servers. Please advise. ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Re: [Csgo_servers] Am I going to get a refund on the cost of my extra dedicated server copy of CS:GO?
I doubt you will. If you were on this list months ago, you coud just ask one extra for updating servers if you were in the beta. In any case, contact steam support in this matter. -ics - Alkuperäinen viesti - Am I going to get a refund on the cost of my extra dedicated server copy of CS:GO? Previously, it was required to have an extra copy of CS:GO in order to run the server, however, since the 17th (I believe,) it is now free to run servers. Please advise. ___ Csgo_servers mailing list Csgo_servers@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers