Re: [Csgo_servers] CSGO update 1.17.5.1

2012-08-24 Thread RTL-Servers | Lee

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

2012-08-24 Thread Philip Giuliani
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

2012-08-24 Thread Marco Padovan
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

2012-08-24 Thread Peter Svensson
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

2012-08-24 Thread Garcia JR
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?

2012-08-24 Thread JKavšek
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

2012-08-24 Thread Peter Svensson
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?

2012-08-24 Thread Marco Padovan
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

2012-08-24 Thread Marco Padovan
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

2012-08-24 Thread Marco Padovan
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

2012-08-24 Thread Mitch M
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?

2012-08-24 Thread Absurd Minds
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?

2012-08-24 Thread Dusan Tomic
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

2012-08-24 Thread Peter Svensson
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

2012-08-24 Thread Absurd Minds
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

2012-08-24 Thread Peter Svensson
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

2012-08-24 Thread Rajan Patel
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

2012-08-24 Thread Kim Sønderup
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

2012-08-24 Thread Saint K .
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

2012-08-24 Thread Nevermore Imperium
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

2012-08-24 Thread Tackdriver
 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

2012-08-24 Thread Kim Sønderup
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

2012-08-24 Thread Rajan Patel
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

2012-08-24 Thread Tackdriver
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

2012-08-24 Thread Erik-jan Riemers
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

2012-08-24 Thread Marco Padovan
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

2012-08-24 Thread Andreas Grimm
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

2012-08-24 Thread Garcia JR
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

2012-08-24 Thread Nevermore Imperium
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?

2012-08-24 Thread Travis Brown
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?

2012-08-24 Thread Gordon
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?

2012-08-24 Thread Ronny Schedel

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?

2012-08-24 Thread bbilocura
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?

2012-08-24 Thread Tackdriver
 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?

2012-08-24 Thread Rajan Patel
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?

2012-08-24 Thread bbilocura
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?

2012-08-24 Thread Absurd Minds
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

2012-08-24 Thread Andre Müller
#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

2012-08-24 Thread JKavšek
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?

2012-08-24 Thread Absurd Minds
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?

2012-08-24 Thread Jim Fountain
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?

2012-08-24 Thread John
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

2012-08-24 Thread Gordon
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?

2012-08-24 Thread JKavšek
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?

2012-08-24 Thread John

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?

2012-08-24 Thread Absurd Minds
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?

2012-08-24 Thread Garcia JR
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

2012-08-24 Thread Devin O'Malley
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

2012-08-24 Thread Absurd Minds
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?

2012-08-24 Thread Garcia JR
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

2012-08-24 Thread Ido Magal
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

2012-08-24 Thread Travis Brown
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

2012-08-24 Thread Mitch M

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

2012-08-24 Thread Taylor Sherman
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

2012-08-24 Thread Ssh
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

2012-08-24 Thread Brent Hill
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

2012-08-24 Thread Marco Padovan
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

2012-08-24 Thread Brent Hill
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

2012-08-24 Thread Ssh
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

2012-08-24 Thread Absurd Minds
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

2012-08-24 Thread Devin O'Malley
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

2012-08-24 Thread Taylor Sherman
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

2012-08-24 Thread Marco Padovan
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

2012-08-24 Thread bbilocura
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

2012-08-24 Thread Rodrigo Peña
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

2012-08-24 Thread lcz # GalegO
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

2012-08-24 Thread ics
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

2012-08-24 Thread Kush Mahajani
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?

2012-08-24 Thread Matthew Kendig
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?

2012-08-24 Thread Absurd Minds
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?

2012-08-24 Thread ics
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