Re: [Csgo_servers] BUG pure 1

2012-08-29 Thread Anton Ronsjö
Just read in an other thread that sv_pure is bugged. Use sv_pure 0 :/


26 aug 2012 kl. 00:57 skrev Alan Kennedy kenne...@3dgames.com.ar:

 
 Any news on this? I get same issue when cs_italy is voted or changed via 
 rotation. For now i'll leave cs_italy out.
 
 --
 3DGames Argentina
 http://www.3dgames.com.ar
 Libertad 41, 5to Piso - Capital Federal
 Tel: 4-332-4709
 
 From: Nick Emson n...@nick-emson.co.uk
 To: csgo servers csgo_servers@list.valvesoftware.com
 Sent: Monday, August 20, 2012 2:17:24 PM
 Subject: Re: [Csgo_servers] BUG pure 1
 
 I can confirm this – led to me disabling sv_pure for now. As it happened I 
 had this as my 1st map, so I presumed it was a wider issue than just cs_italy.
 -  Nick
  
 From: csgo_servers-boun...@list.valvesoftware.com 
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of  
 ?
 Sent: 20 August 2012 13:55
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] BUG pure 1
  
  
 Hi notoced Bug with cs_italy with sv_pure 1
 L 08/20/2012 - 23:51:49: Filoret368STEAM_1:1:13391165Unassigned 
 disconnected (reason Pure server: file [GAME]\pak01_000.vpk does not match 
 the server's file.)
  
 kicks all players
 made cache check - without changes
 
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Re: [Csgo_servers] getting servers on the right ports

2012-08-29 Thread Anton Ronsjö
For those who wondered about SourceTV to CS:GO, I have read that the TV is not 
yet implemented but it hopefully will be and tv_enable 1 is the cvar to put in 
to your autoexec. Here is a link with all the cvar and commandlines. 
https://developer.valvesoftware.com/wiki/SourceTV


29 aug 2012 kl. 02:46 skrev Absurd Minds goabs...@absurdminds.net:

 Guess that was the problem. I re-launched them with -nohltv and they
 all loaded on the correct ports since there weren't random hltvs
 taking up these ports.
 
 On Tue, Aug 28, 2012 at 6:25 PM, Winnie Pooh win...@timetokill.net wrote:
 I think there is a launch parameter. I'm not at my desk but something along
 the lines of -nohltv?
 https://developer.valvesoftware.com/wiki/Command_Line_Options
 
 -winnie
 
 On Aug 28, 2012 3:21 PM, Absurd Minds goabs...@absurdminds.net wrote:
 
 So it does launch automatically and I can't disable it?
 
 On Aug 28, 2012 6:20 PM, Philip Giuliani giiul...@gmail.com wrote:
 
 try tv_port X in gamemodes_server.txt
 
 How you enabled sourcetv?
 
 2012/8/29 Absurd Minds goabs...@absurdminds.net
 
 So TV starts automatically? How do I disable it to allow me to control
 my ports better?
 
 On Aug 28, 2012 6:02 PM, Winnie Pooh win...@timetokill.net wrote:
 
 27020 is used for TV be default.
 
 Skip some ports if you don't want to disable TV on all your servers.
 27039 should work fine.
 
 -winnie
 
 On Tue, Aug 28, 2012 at 2:59 PM, Absurd Minds
 goabs...@absurdminds.net wrote:
 
 I do both.
 
 On Aug 28, 2012 5:57 PM, Rowien Bolkensteyn r...@wgames.ch wrote:
 
 Maybe you could try to specify the IP adress in the launch and the
 port using : -hostport
 
 2012/8/28 Absurd Minds goabs...@absurdminds.net
 
 I run a few servers from one machine. It was one nic, set to have
 five
 IP addresses. I used to run servers on all five IPs, ports
 27015-27020
 on all of them, running that many 1.6 and cz servers (plus a couple
 tf2 ones). It went fine. No problems whatsoever.
 
 I'm having a lot of problems with GO. Right now, I'm attempting to
 run
 servers on port 27015-27020. The problem is that when I try to
 launch
 the ones on 27020, that port, 27020, has already been assigned to
 another server. It just picks a random port to launch some component
 on. So instead of being able to launch on the appropriate port, it
 just picks one at random. How can I fix this? Is there a way to
 specify which port the other servers are choosing for that one
 aspect?
 Can I just launch them in reverse order because it always picks a
 port
 above the launch port? Any workarounds at all other than using
 non-standard ports?
 
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Re: [Csgo_servers] Hashing all VPK files for pure server operation

2012-08-29 Thread Marcel
+1 fore caching the hashes! It really kills the whole server if you want 
to start some servers at once!


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Re: [Csgo_servers] Hashing all VPK files for pure server operation

2012-08-29 Thread Philip Giuliani
+1

but if they get cached.. its not easier to manipulate them?! :D

2012/8/29 Marcel hlds_li...@vermasslt.de

 +1 fore caching the hashes! It really kills the whole server if you want
 to start some servers at once!


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Re: [Csgo_servers] Hashing all VPK files for pure server operation

2012-08-29 Thread Marcel

On 29.08.2012 17:41, Philip Giuliani wrote:

+1

but if they get cached.. its not easier to manipulate them?! :D


This doesn't make sense. If you manipulate the hashes, then all clients 
need the manipulated files, otherwise the vanilla clients are detected 
as unpure.


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[Csgo_servers] Community Servers Quick Play

2012-08-29 Thread feugatos

Hi there,

Sorry if this has already been asked before but I'm new to the mailing list.
For my CS:GO servers to be joinable via the Community Servers Quick Play 
function do I have to set any variable like in TF2 (tf_mm_servermode) ?


Thanks in advance,
Dimitrios


PS. Is there a way to access the mailing list archives?

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Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread Jeff Morello
I would like to know this as well. I never get players in my public server
even when my friends and I are playing in it. I get more players joining my
passworded private server while we're scrimming than the public lol.

On Wed, Aug 29, 2012 at 11:35 AM, feugatos feuga...@ceidwarfare.net wrote:

 Hi there,

 Sorry if this has already been asked before but I'm new to the mailing
 list.
 For my CS:GO servers to be joinable via the Community Servers Quick Play
 function do I have to set any variable like in TF2 (tf_mm_servermode) ?

 Thanks in advance,
 Dimitrios


 PS. Is there a way to access the mailing list archives?

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Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread Andreas Grimm
You don't have to set any cvars.

Just start the server and it will be available for quickplay. As far as i
know there is only one conditition, that it needs at least 3 players online.

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Jeff
Morello
Sent: Wednesday, August 29, 2012 8:54 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers Quick Play

 

I would like to know this as well. I never get players in my public server
even when my friends and I are playing in it. I get more players joining my
passworded private server while we're scrimming than the public lol.

On Wed, Aug 29, 2012 at 11:35 AM, feugatos feuga...@ceidwarfare.net wrote:

Hi there,

Sorry if this has already been asked before but I'm new to the mailing list.
For my CS:GO servers to be joinable via the Community Servers Quick Play
function do I have to set any variable like in TF2 (tf_mm_servermode) ?

Thanks in advance,
Dimitrios


PS. Is there a way to access the mailing list archives?

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Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread feugatos

On 29/8/2012 10:07 ??, Jeff Morello wrote:
If the server is running a mapgroup with strictly _se maps should it 
still be possible for players to be directed there, or does it have to 
be on one of the regular maps?


On Wed, Aug 29, 2012 at 12:04 PM, Ido Magal i...@valvesoftware.com 
mailto:i...@valvesoftware.com wrote:


Correct. The default is 3 players. This is a client-set minimum
using the convar 'mm_csgo_community_search_players_min'

*From:*csgo_servers-boun...@list.valvesoftware.com
mailto:csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com
mailto:csgo_servers-boun...@list.valvesoftware.com] *On Behalf
Of *Andreas Grimm
*Sent:* Wednesday, August 29, 2012 12:00 PM


*To:* csgo_servers@list.valvesoftware.com
mailto:csgo_servers@list.valvesoftware.com
*Subject:* Re: [Csgo_servers] Community Servers Quick Play

You don't have to set any cvars.

Just start the server and it will be available for quickplay. As
far as i know there is only one conditition, that it needs at
least 3 players online.

*From:*csgo_servers-boun...@list.valvesoftware.com
mailto:csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of
*Jeff Morello
*Sent:* Wednesday, August 29, 2012 8:54 PM
*To:* csgo_servers@list.valvesoftware.com
mailto:csgo_servers@list.valvesoftware.com
*Subject:* Re: [Csgo_servers] Community Servers Quick Play

I would like to know this as well. I never get players in my
public server even when my friends and I are playing in it. I get
more players joining my passworded private server while we're
scrimming than the public lol.

On Wed, Aug 29, 2012 at 11:35 AM, feugatos
feuga...@ceidwarfare.net mailto:feuga...@ceidwarfare.net wrote:

Hi there,

Sorry if this has already been asked before but I'm new to the
mailing list.
For my CS:GO servers to be joinable via the Community Servers
Quick Play function do I have to set any variable like in TF2
(tf_mm_servermode) ?

Thanks in advance,
Dimitrios


PS. Is there a way to access the mailing list archives?

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Will I be OK with this as my server config file:


//ip 91.215.159.133
//hostport 27045
//clientport 27045
//steamport 27046 (actually 27048)
//tv_port 27049

hostname CEID Warfare - CS:GO Arms Race
sv_contact supp...@ceidwarfare.net
sv_lan 0
sv_region 3
sv_password 

rcon_password *
sv_rcon_banpenalty 1440
sv_rcon_maxfailures 4

sv_logsdir logs/csgo_arms_race
sv_logbans 1
sv_logecho 1
sv_logfile 1
sv_log_onefile 1
log on

sv_cheats 0
sv_consistency 0
sv_pure 1
sv_pure_kick_clients 1

//sv_allowupload 1
//sv_allowdownload 1
//net_maxfilesize 75
//sv_downloadurl gamefiles.ceidwarfare.net/Source/CSGO

writeid
writeip
exec banned_user.cfg
exec banned_ip.cfg



And this as my start line:

screen -d -m -S csgo-ar ./srcds_run -game csgo -console -usercon +ip 
91.215.159.133 +hostport 27045 +clientport 27046 -steamport 27047 
-nohltv +game_type 1 +game_mode 0 +mapgroup mg_armsrace +servercfgfile 
server_27045.cfg +map ar_shoots



?

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Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread Jeff Morello
Thank you, Ido.

On Wed, Aug 29, 2012 at 12:31 PM, Ido Magal i...@valvesoftware.com wrote:

  No. The only requirements are that you meet the user’s minimum number of
 players and that you do not have sv_steamgroup_exclusive set to 1.

 ** **

 You could be running surf or zm or anything.

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Nick Emson
 *Sent:* Wednesday, August 29, 2012 12:29 PM

 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Community Servers Quick Play

  ** **

 Also interested in the response to this question. To further simplify it,
 I guess the question might be “Do we have to be running the default Valve
 supplied mapgroup’s (mg_bomb etc)?”

 **-  **Nick

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [
 mailto:csgo_servers-boun...@list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com]
 *On Behalf Of *Jeff Morello
 *Sent:* 29 August 2012 20:08
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Community Servers Quick Play

 ** **

 If the server is running a mapgroup with strictly _se maps should it still
 be possible for players to be directed there, or does it have to be on one
 of the regular maps?

 On Wed, Aug 29, 2012 at 12:04 PM, Ido Magal i...@valvesoftware.com wrote:
 

 Correct. The default is 3 players. This is a client-set minimum using the
 convar ‘mm_csgo_community_search_players_min’

 ** **

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Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread Mitch M
Awesome :)

Ido Magal i...@valvesoftware.com wrote:

No. The only requirements are that you meet the user's minimum number of 
players and that you do not have sv_steamgroup_exclusive set to 1.

You could be running surf or zm or anything.

From: csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Nick Emson
Sent: Wednesday, August 29, 2012 12:29 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers Quick Play

Also interested in the response to this question. To further simplify it, I 
guess the question might be Do we have to be running the default Valve 
supplied mapgroup's (mg_bomb etc)?

-  Nick

From: 
csgo_servers-boun...@list.valvesoftware.commailto:csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Jeff Morello
Sent: 29 August 2012 20:08
To: 
csgo_servers@list.valvesoftware.commailto:csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers Quick Play

If the server is running a mapgroup with strictly _se maps should it still be 
possible for players to be directed there, or does it have to be on one of the 
regular maps?
On Wed, Aug 29, 2012 at 12:04 PM, Ido Magal 
i...@valvesoftware.commailto:i...@valvesoftware.com wrote:
Correct. The default is 3 players. This is a client-set minimum using the 
convar 'mm_csgo_community_search_players_min'

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Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread haeufi
Thanks thanks thanks Ido for your work on this list! It is very useful 
to have such comments and hints AND announcements of upcoming updates.


By the way: Do you have an estimated date for the next update? It´s 
because I am the next two evenings not at a computer (evening in Germany 
is usually valveupdate time) and can´t have a look permanently.


Thanks

haeufi from www.teamniederbayern.de

Am 29.08.2012 21:31, schrieb Ido Magal:


No. The only requirements are that you meet the user's minimum number 
of players and that you do not have sv_steamgroup_exclusive set to 1.


You could be running surf or zm or anything.

*From:*csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of 
*Nick Emson

*Sent:* Wednesday, August 29, 2012 12:29 PM
*To:* csgo_servers@list.valvesoftware.com
*Subject:* Re: [Csgo_servers] Community Servers Quick Play

Also interested in the response to this question. To further simplify 
it, I guess the question might be Do we have to be running the 
default Valve supplied mapgroup's (mg_bomb etc)?


-Nick

*From:*csgo_servers-boun...@list.valvesoftware.com 
mailto:csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of 
*Jeff Morello

*Sent:* 29 August 2012 20:08
*To:* csgo_servers@list.valvesoftware.com 
mailto:csgo_servers@list.valvesoftware.com

*Subject:* Re: [Csgo_servers] Community Servers Quick Play

If the server is running a mapgroup with strictly _se maps should it 
still be possible for players to be directed there, or does it have to 
be on one of the regular maps?


On Wed, Aug 29, 2012 at 12:04 PM, Ido Magal i...@valvesoftware.com 
mailto:i...@valvesoftware.com wrote:


Correct. The default is 3 players. This is a client-set minimum using 
the convar 'mm_csgo_community_search_players_min'




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Re: [Csgo_servers] GO TV

2012-08-29 Thread Philip Giuliani
WE NEED:

- GO TV
- Password FIX (REAY IMPORTANT)

2012/8/29 S.Lund l...@allai.eu

 Hi all,

 Any information about when TV will be available in GO?
 Would be great with some sort of info regarding this.

 //Scotty.G

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Re: [Csgo_servers] warmup round keeps looping forever, cant start a game

2012-08-29 Thread Absurd Minds
http://pastebin.com/raw.php?i=UmzxCyHs

Here's my arms race server's config. Perhaps somebody can find an error?

On Wed, Aug 29, 2012 at 6:46 AM, Absurd Minds goabs...@absurdminds.net wrote:
 I have mp_timelimit 60 and mp_maxrounds to 20 and still get the problem.

 On Tue, Aug 28, 2012 at 11:03 PM, Nomaan Ahmad n0man@gmail.com wrote:
 I think bug occurs when the map has just changed and everytime the round
 ends before the warmup timer's 25 seconds (default), when the new round
 starts the timer goes back to 25 seconds creating a loop. You can stop this
 by preventing to round to end.


 On 29 August 2012 03:53, Adam Piatek a...@galoregameservers.com wrote:

 As discussed above, the mp_timelimit 0 produces a looping @ the warmup
 round.  Maybe this is simply an overlooked bug?


 So those settings are proper, but they don't work currently.

 -Adam


 On Tue, Aug 28, 2012 at 10:51 PM, Nomaan Ahmad n0man@gmail.com
 wrote:

 mp_timelimit 0
 mp_maxrounds 0

 Inside your gamemodes_server.cfg.


 On 29 August 2012 02:34, Adam Piatek a...@galoregameservers.com wrote:

 Anyone know why you cant set maptime as 0 now? Is there another way to
 make it not reset the map now?  I'm wondering if there is a new cvar for
 that?

 Regards,


 On Tue, Aug 28, 2012 at 9:08 PM, Nomaan Ahmad n0man@gmail.com
 wrote:

 This was happening to me as well. I disabled the warmup completely by
 adding these in server.cfg:
 mp_do_warmup_period 0
 mp_warmuptime 0


 On 29 August 2012 01:57, Absurd Minds goabs...@absurdminds.net wrote:

 It was, but even after changing it I get the same problem. I join the
 team, the game hangs (I can switch through my weapons but can't move
 or even turn my mouse), saying it's a warmup round. After the warmup
 round ends, it tells me that the match is over and switches maps.

 On Tue, Aug 28, 2012 at 8:53 PM, Ido Magal i...@valvesoftware.com
 wrote:
  Is mp_maxrounds set to 0?
 
  -Original Message-
  From: csgo_servers-boun...@list.valvesoftware.com
  [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of 
  Absurd
  Minds
  Sent: Tuesday, August 28, 2012 5:52 PM
  To: csgo_servers@list.valvesoftware.com
  Subject: Re: [Csgo_servers] warmup round keeps looping forever, cant
  start a game
 
  Something similar is happening to me on demolition and arms race. It
  gets stuck on warm up round, then after the warmup round it just 
  changes
  maps.
 
  On Sun, Aug 26, 2012 at 7:35 AM, Adam Piatek
  a...@galoregameservers.com wrote:
  Hey guys,
 
  Just curious, I got all my gamemodes, and gamemodes_server done up
  properly, and server has been working however after the last update
  now the server just keeps restarting the warmup mode over and over.
 
  I have checked the list, and threads but everything suggested I've
  already done to no avail.
 
 
  I've re-validated the files, double checked the gamemodes, and
  gamemodes_server (which I have made read-only to avoid the
  overwriting
  issue).
 
  Any help would be greatly appreciated, this is driving me bannanas!
 
  --
  Adam N Piatek
  a...@galoregameservers.com
 
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Re: [Csgo_servers] warmup round keeps looping forever, cant start a game

2012-08-29 Thread Absurd Minds
Woops, sorry, wrong one. I forgot I had only made the changes to my
demo server. HEre is my demo server's file:

http://pastebin.com/raw.php?i=bBDmKX85

You can see I have set a timelimit and a round limit and still have it
constantly changing maps.

On Wed, Aug 29, 2012 at 5:24 PM, Absurd Minds goabs...@absurdminds.net wrote:
 http://pastebin.com/raw.php?i=UmzxCyHs

 Here's my arms race server's config. Perhaps somebody can find an error?

 On Wed, Aug 29, 2012 at 6:46 AM, Absurd Minds goabs...@absurdminds.net 
 wrote:
 I have mp_timelimit 60 and mp_maxrounds to 20 and still get the problem.

 On Tue, Aug 28, 2012 at 11:03 PM, Nomaan Ahmad n0man@gmail.com wrote:
 I think bug occurs when the map has just changed and everytime the round
 ends before the warmup timer's 25 seconds (default), when the new round
 starts the timer goes back to 25 seconds creating a loop. You can stop this
 by preventing to round to end.


 On 29 August 2012 03:53, Adam Piatek a...@galoregameservers.com wrote:

 As discussed above, the mp_timelimit 0 produces a looping @ the warmup
 round.  Maybe this is simply an overlooked bug?


 So those settings are proper, but they don't work currently.

 -Adam


 On Tue, Aug 28, 2012 at 10:51 PM, Nomaan Ahmad n0man@gmail.com
 wrote:

 mp_timelimit 0
 mp_maxrounds 0

 Inside your gamemodes_server.cfg.


 On 29 August 2012 02:34, Adam Piatek a...@galoregameservers.com wrote:

 Anyone know why you cant set maptime as 0 now? Is there another way to
 make it not reset the map now?  I'm wondering if there is a new cvar for
 that?

 Regards,


 On Tue, Aug 28, 2012 at 9:08 PM, Nomaan Ahmad n0man@gmail.com
 wrote:

 This was happening to me as well. I disabled the warmup completely by
 adding these in server.cfg:
 mp_do_warmup_period 0
 mp_warmuptime 0


 On 29 August 2012 01:57, Absurd Minds goabs...@absurdminds.net wrote:

 It was, but even after changing it I get the same problem. I join the
 team, the game hangs (I can switch through my weapons but can't move
 or even turn my mouse), saying it's a warmup round. After the warmup
 round ends, it tells me that the match is over and switches maps.

 On Tue, Aug 28, 2012 at 8:53 PM, Ido Magal i...@valvesoftware.com
 wrote:
  Is mp_maxrounds set to 0?
 
  -Original Message-
  From: csgo_servers-boun...@list.valvesoftware.com
  [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of 
  Absurd
  Minds
  Sent: Tuesday, August 28, 2012 5:52 PM
  To: csgo_servers@list.valvesoftware.com
  Subject: Re: [Csgo_servers] warmup round keeps looping forever, cant
  start a game
 
  Something similar is happening to me on demolition and arms race. It
  gets stuck on warm up round, then after the warmup round it just 
  changes
  maps.
 
  On Sun, Aug 26, 2012 at 7:35 AM, Adam Piatek
  a...@galoregameservers.com wrote:
  Hey guys,
 
  Just curious, I got all my gamemodes, and gamemodes_server done up
  properly, and server has been working however after the last update
  now the server just keeps restarting the warmup mode over and over.
 
  I have checked the list, and threads but everything suggested I've
  already done to no avail.
 
 
  I've re-validated the files, double checked the gamemodes, and
  gamemodes_server (which I have made read-only to avoid the
  overwriting
  issue).
 
  Any help would be greatly appreciated, this is driving me bannanas!
 
  --
  Adam N Piatek
  a...@galoregameservers.com
 
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Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread Ido Magal
We hope to push out an update by the end of the week.

From: csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of haeufi
Sent: Wednesday, August 29, 2012 1:44 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers Quick Play

Thanks thanks thanks Ido for your work on this list! It is very useful to have 
such comments and hints AND announcements of upcoming updates.

By the way: Do you have an estimated date for the next update? It´s because I 
am the next two evenings not at a computer (evening in Germany is usually 
valveupdate time) and can´t have a look permanently.

Thanks

haeufi from www.teamniederbayern.dehttp://www.teamniederbayern.de

Am 29.08.2012 21:31, schrieb Ido Magal:
No. The only requirements are that you meet the user's minimum number of 
players and that you do not have sv_steamgroup_exclusive set to 1.

You could be running surf or zm or anything.

From: 
csgo_servers-boun...@list.valvesoftware.commailto:csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Nick Emson
Sent: Wednesday, August 29, 2012 12:29 PM
To: 
csgo_servers@list.valvesoftware.commailto:csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers Quick Play

Also interested in the response to this question. To further simplify it, I 
guess the question might be Do we have to be running the default Valve 
supplied mapgroup's (mg_bomb etc)?

-  Nick

From: 
csgo_servers-boun...@list.valvesoftware.commailto:csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Jeff Morello
Sent: 29 August 2012 20:08
To: 
csgo_servers@list.valvesoftware.commailto:csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers Quick Play

If the server is running a mapgroup with strictly _se maps should it still be 
possible for players to be directed there, or does it have to be on one of the 
regular maps?
On Wed, Aug 29, 2012 at 12:04 PM, Ido Magal 
i...@valvesoftware.commailto:i...@valvesoftware.com wrote:
Correct. The default is 3 players. This is a client-set minimum using the 
convar 'mm_csgo_community_search_players_min'





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Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread ToG Admin

Ido

Any chance of having the twitter account (csgo_dev) to tweet when the 
next update is being pushed out? It would mean that those on twitter can 
sign up for mobile (cell phone) alerts from that account and will be 
ready to update the servers as soon as the message is received?


Regards
Mike

On 29/08/2012 23:08, Ido Magal wrote:


We hope to push out an update by the end of the week.

*From:*csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *haeufi

*Sent:* Wednesday, August 29, 2012 1:44 PM
*To:* csgo_servers@list.valvesoftware.com
*Subject:* Re: [Csgo_servers] Community Servers Quick Play

Thanks thanks thanks Ido for your work on this list! It is very useful 
to have such comments and hints AND announcements of upcoming updates.


By the way: Do you have an estimated date for the next update? It´s 
because I am the next two evenings not at a computer (evening in 
Germany is usually valveupdate time) and can´t have a look permanently.


Thanks

haeufi from www.teamniederbayern.de http://www.teamniederbayern.de

Am 29.08.2012 21:31, schrieb Ido Magal:

No. The only requirements are that you meet the user's minimum number 
of players and that you do not have sv_steamgroup_exclusive set to 1.


You could be running surf or zm or anything.

*From:*csgo_servers-boun...@list.valvesoftware.com 
mailto:csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of 
*Nick Emson

*Sent:* Wednesday, August 29, 2012 12:29 PM
*To:* csgo_servers@list.valvesoftware.com 
mailto:csgo_servers@list.valvesoftware.com

*Subject:* Re: [Csgo_servers] Community Servers Quick Play

Also interested in the response to this question. To further simplify 
it, I guess the question might be Do we have to be running the 
default Valve supplied mapgroup's (mg_bomb etc)?


-Nick

*From:*csgo_servers-boun...@list.valvesoftware.com 
mailto:csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of 
*Jeff Morello

*Sent:* 29 August 2012 20:08
*To:* csgo_servers@list.valvesoftware.com 
mailto:csgo_servers@list.valvesoftware.com

*Subject:* Re: [Csgo_servers] Community Servers Quick Play

If the server is running a mapgroup with strictly _se maps should it 
still be possible for players to be directed there, or does it have to 
be on one of the regular maps?


On Wed, Aug 29, 2012 at 12:04 PM, Ido Magal i...@valvesoftware.com 
mailto:i...@valvesoftware.com wrote:


Correct. The default is 3 players. This is a client-set minimum using 
the convar 'mm_csgo_community_search_players_min'





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Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread Ido Magal
Sounds like a fine idea. We'll try that.

From: csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of ToG Admin
Sent: Wednesday, August 29, 2012 3:13 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers Quick Play

Ido

Any chance of having the twitter account (csgo_dev) to tweet when the next 
update is being pushed out? It would mean that those on twitter can sign up for 
mobile (cell phone) alerts from that account and will be ready to update the 
servers as soon as the message is received?

Regards
Mike

On 29/08/2012 23:08, Ido Magal wrote:
We hope to push out an update by the end of the week.

From: 
csgo_servers-boun...@list.valvesoftware.commailto:csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of haeufi
Sent: Wednesday, August 29, 2012 1:44 PM
To: 
csgo_servers@list.valvesoftware.commailto:csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers Quick Play

Thanks thanks thanks Ido for your work on this list! It is very useful to have 
such comments and hints AND announcements of upcoming updates.

By the way: Do you have an estimated date for the next update? It´s because I 
am the next two evenings not at a computer (evening in Germany is usually 
valveupdate time) and can´t have a look permanently.

Thanks

haeufi from www.teamniederbayern.dehttp://www.teamniederbayern.de

Am 29.08.2012 21:31, schrieb Ido Magal:
No. The only requirements are that you meet the user's minimum number of 
players and that you do not have sv_steamgroup_exclusive set to 1.

You could be running surf or zm or anything.

From: 
csgo_servers-boun...@list.valvesoftware.commailto:csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Nick Emson
Sent: Wednesday, August 29, 2012 12:29 PM
To: 
csgo_servers@list.valvesoftware.commailto:csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers Quick Play

Also interested in the response to this question. To further simplify it, I 
guess the question might be Do we have to be running the default Valve 
supplied mapgroup's (mg_bomb etc)?

-  Nick

From: 
csgo_servers-boun...@list.valvesoftware.commailto:csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Jeff Morello
Sent: 29 August 2012 20:08
To: 
csgo_servers@list.valvesoftware.commailto:csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers Quick Play

If the server is running a mapgroup with strictly _se maps should it still be 
possible for players to be directed there, or does it have to be on one of the 
regular maps?
On Wed, Aug 29, 2012 at 12:04 PM, Ido Magal 
i...@valvesoftware.commailto:i...@valvesoftware.com wrote:
Correct. The default is 3 players. This is a client-set minimum using the 
convar 'mm_csgo_community_search_players_min'






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Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread Philip Giuliani
JEEEA!!! :D finally a Password fix :) whats about
GO TV? :P

2012/8/30 Ido Magal i...@valvesoftware.com

  We hope to push out an update by the end of the week.

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *haeufi
 *Sent:* Wednesday, August 29, 2012 1:44 PM

 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Community Servers Quick Play

  ** **

 Thanks thanks thanks Ido for your work on this list! It is very useful to
 have such comments and hints AND announcements of upcoming updates.

 By the way: Do you have an estimated date for the next update? It´s
 because I am the next two evenings not at a computer (evening in Germany is
 usually valveupdate time) and can´t have a look permanently.

 Thanks

 haeufi from www.teamniederbayern.de

 Am 29.08.2012 21:31, schrieb Ido Magal: 

 No. The only requirements are that you meet the user’s minimum number of
 players and that you do not have sv_steamgroup_exclusive set to 1.

  

 You could be running surf or zm or anything.

  

 *From:* csgo_servers-boun...@list.valvesoftware.com [
 mailto:csgo_servers-boun...@list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com]
 *On Behalf Of *Nick Emson
 *Sent:* Wednesday, August 29, 2012 12:29 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Community Servers Quick Play

  

 Also interested in the response to this question. To further simplify it,
 I guess the question might be “Do we have to be running the default Valve
 supplied mapgroup’s (mg_bomb etc)?”

 **-  **Nick

  

 *From:* csgo_servers-boun...@list.valvesoftware.com [
 mailto:csgo_servers-boun...@list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com]
 *On Behalf Of *Jeff Morello
 *Sent:* 29 August 2012 20:08
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Community Servers Quick Play

  

 If the server is running a mapgroup with strictly _se maps should it still
 be possible for players to be directed there, or does it have to be on one
 of the regular maps?

 On Wed, Aug 29, 2012 at 12:04 PM, Ido Magal i...@valvesoftware.com wrote:
 

 Correct. The default is 3 players. This is a client-set minimum using the
 convar ‘mm_csgo_community_search_players_min’

  




 

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Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread Anton Ronsjö
Awesome idea and I hope that you will keeping on doing that. Because what I 
heared there is no other way to get to know that an update has released. :)

30 aug 2012 kl. 00:14 skrev Ido Magal i...@valvesoftware.com:

 Sounds like a fine idea. We’ll try that.
  
 From: csgo_servers-boun...@list.valvesoftware.com 
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of ToG Admin
 Sent: Wednesday, August 29, 2012 3:13 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Community Servers Quick Play
  
 Ido
 
 Any chance of having the twitter account (csgo_dev) to tweet when the next 
 update is being pushed out? It would mean that those on twitter can sign up 
 for mobile (cell phone) alerts from that account and will be ready to update 
 the servers as soon as the message is received?
 
 Regards
 Mike
 
 On 29/08/2012 23:08, Ido Magal wrote:
 We hope to push out an update by the end of the week.
  
 From: csgo_servers-boun...@list.valvesoftware.com 
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of haeufi
 Sent: Wednesday, August 29, 2012 1:44 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Community Servers Quick Play
  
 Thanks thanks thanks Ido for your work on this list! It is very useful to 
 have such comments and hints AND announcements of upcoming updates.
 
 By the way: Do you have an estimated date for the next update? It´s because I 
 am the next two evenings not at a computer (evening in Germany is usually 
 valveupdate time) and can´t have a look permanently. 
 
 Thanks
 
 haeufi from www.teamniederbayern.de
 
 Am 29.08.2012 21:31, schrieb Ido Magal:
 No. The only requirements are that you meet the user’s minimum number of 
 players and that you do not have sv_steamgroup_exclusive set to 1.
  
 You could be running surf or zm or anything.
  
 From: csgo_servers-boun...@list.valvesoftware.com 
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Nick Emson
 Sent: Wednesday, August 29, 2012 12:29 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Community Servers Quick Play
  
 Also interested in the response to this question. To further simplify it, I 
 guess the question might be “Do we have to be running the default Valve 
 supplied mapgroup’s (mg_bomb etc)?”
 -  Nick
  
 From: csgo_servers-boun...@list.valvesoftware.com 
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Jeff Morello
 Sent: 29 August 2012 20:08
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Community Servers Quick Play
  
 If the server is running a mapgroup with strictly _se maps should it still be 
 possible for players to be directed there, or does it have to be on one of 
 the regular maps?
 
 On Wed, Aug 29, 2012 at 12:04 PM, Ido Magal i...@valvesoftware.com wrote:
 Correct. The default is 3 players. This is a client-set minimum using the 
 convar ‘mm_csgo_community_search_players_min’
  
 
 
 
 
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Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread Anton Ronsjö
I also think you should make a new account csgo_updates or something like that 
and restricts that account to only post news about updates so you get alerted 
for every tweet that account makes. 


30 aug 2012 kl. 00:14 skrev Ido Magal i...@valvesoftware.com:

 Sounds like a fine idea. We’ll try that.
  
 From: csgo_servers-boun...@list.valvesoftware.com 
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of ToG Admin
 Sent: Wednesday, August 29, 2012 3:13 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Community Servers Quick Play
  
 Ido
 
 Any chance of having the twitter account (csgo_dev) to tweet when the next 
 update is being pushed out? It would mean that those on twitter can sign up 
 for mobile (cell phone) alerts from that account and will be ready to update 
 the servers as soon as the message is received?
 
 Regards
 Mike
 
 On 29/08/2012 23:08, Ido Magal wrote:
 We hope to push out an update by the end of the week.
  
 From: csgo_servers-boun...@list.valvesoftware.com 
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of haeufi
 Sent: Wednesday, August 29, 2012 1:44 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Community Servers Quick Play
  
 Thanks thanks thanks Ido for your work on this list! It is very useful to 
 have such comments and hints AND announcements of upcoming updates.
 
 By the way: Do you have an estimated date for the next update? It´s because I 
 am the next two evenings not at a computer (evening in Germany is usually 
 valveupdate time) and can´t have a look permanently. 
 
 Thanks
 
 haeufi from www.teamniederbayern.de
 
 Am 29.08.2012 21:31, schrieb Ido Magal:
 No. The only requirements are that you meet the user’s minimum number of 
 players and that you do not have sv_steamgroup_exclusive set to 1.
  
 You could be running surf or zm or anything.
  
 From: csgo_servers-boun...@list.valvesoftware.com 
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Nick Emson
 Sent: Wednesday, August 29, 2012 12:29 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Community Servers Quick Play
  
 Also interested in the response to this question. To further simplify it, I 
 guess the question might be “Do we have to be running the default Valve 
 supplied mapgroup’s (mg_bomb etc)?”
 -  Nick
  
 From: csgo_servers-boun...@list.valvesoftware.com 
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Jeff Morello
 Sent: 29 August 2012 20:08
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Community Servers Quick Play
  
 If the server is running a mapgroup with strictly _se maps should it still be 
 possible for players to be directed there, or does it have to be on one of 
 the regular maps?
 
 On Wed, Aug 29, 2012 at 12:04 PM, Ido Magal i...@valvesoftware.com wrote:
 Correct. The default is 3 players. This is a client-set minimum using the 
 convar ‘mm_csgo_community_search_players_min’
  
 
 
 
 
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Re: [Csgo_servers] Help request: Demolition mode weapon order will not change

2012-08-29 Thread Brendan Cosman
Hi,

If this is the case, surely it is a bug - can we get any confirmation that this 
is a known issue and will be addressed?

Regards,
Brendan.

- Original Message -
From: Travis Brown tbrown7...@gmail.com
To: csgo servers csgo_servers@list.valvesoftware.com
Sent: Wednesday, 29 August, 2012 3:57:50 PM GMT +10:00 Brisbane
Subject: Re: [Csgo_servers] Help request: Demolition mode weapon order will not 
change




Servers only take weapon order changes i gamemodes.txt. 

Somewhat related. Ive edited a demolition servers weapon order. Is there any 
way to have more then 10 weapons/rounds? 
On Aug 28, 2012 9:14 PM, Brendan Cosman  brendan.cos...@mammothmedia.com.au 
 wrote: 
 
 Hi All, 
 
 I'm trying to alter the weapon order for a demolition server. 
 
 I've attached the gamemodes_server.txt file for the server. The server 
 console shows that it merges the file on startup. You'll see that there is a 
 convars section, and I can confirm that the bot_quota variable on the server 
 is set to 8, indicating the file is being read. 
 
 However, the changes to the weapon order do not work. All I've done is swap 
 the position of the starting weapon with the nova for each team (this isn't 
 what I'm after, but its the simplest change I could think of for testing 
 purposes), but when I join the server the weapon order is unchanged (CT's 
 start with the M4, T's start with the AK). 
 
 If I edit the gamemodes.txt file directly, copy and pasting in the changes 
 from that gamemodes_server.txt file, the weapon order properly changes 
 (starts with the nova). I even changed both gamemodes.txt and 
 gamemodes_server.txt with different starting weapons (elites in gamemodes.txt 
 and nova in gamemodes_server.txt) and the server starts with elites as the 
 first weapon. 
 
 The server is running the latest sourcemod and metamod snapshots, but 
 disabling these didn't resolve the problem. 
 
 I'd greatly appreciate any help with this. 
 
 Regards, 
 Brendan. 
 
 
 
 
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Re: [Csgo_servers] Arms Race Server crashes on map change

2012-08-29 Thread feugatos
On 30/8/2012 1:53 ??, Philip Giuliani wrote:
 Have you tried to run only 1 instance out of 1 installation?

 2012/8/30 feugatos feuga...@ceidwarfare.net
 mailto:feuga...@ceidwarfare.net

 Hi there,

 I run two cs-go servers from the same installation (I don't if that's
 relevant). One server is Classic Casual and the other is Arms Race. I
 have a problem with the Arms Race servers. Whenever a match ends
 and the
 servers tries to load the new map, it constantly crashes. I run the
 server with the -debug option but the debug log only contains this:

 --
 CRASH: Thu Aug 30 00:06:13 CEST 2012
 Start Line: ./srcds_linux -console -usercon -debug -pidfile
 /var/www/gameservers/data/CS-GO/PIDS/27045/THREAD.pid -game csgo +ip
 91.215.159.133 +hostport 27045 +clientport 27046 -steamport 27047
 -nohltv +servercfgfile server_27045.cfg +map ar_shoots
 End of Source crash report
 --

 I run Ubuntu 12.04 with ia32-libs, build-essentials and gdb installed.
 What could be wrong? How can I get a more detailed debug.log?

 Thanks in advance,
 Dimitrios.

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When the server crashes that is the output in the server console.

Going to intermission...
L 08/30/2012 - 01:27:55: Team TERRORIST triggered
SFUI_Notice_Terrorists_Win (CT 0) (T 0)
L 08/30/2012 - 01:27:55: Team CT scored 0 with 5 players
L 08/30/2012 - 01:27:55: Team TERRORIST scored 0 with 5 players
L 08/30/2012 - 01:27:55: World triggered Round_End
./srcds_run: line 318: 16802 Alarm clock $HL_CMD
email debug.log to li...@valvesoftware.com
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Re: [Csgo_servers] Arms Race Server crashes on map change

2012-08-29 Thread feugatos
On Πέμπτη, 30 Αύγουστος 2012 2:31:58 πμ, feugatos wrote:
 On 30/8/2012 1:53 πμ, Philip Giuliani wrote:
 Have you tried to run only 1 instance out of 1 installation?

 2012/8/30 feugatos feuga...@ceidwarfare.net
 mailto:feuga...@ceidwarfare.net

 Hi there,

 I run two cs-go servers from the same installation (I don't if that's
 relevant). One server is Classic Casual and the other is Arms Race. I
 have a problem with the Arms Race servers. Whenever a match ends
 and the
 servers tries to load the new map, it constantly crashes. I run the
 server with the -debug option but the debug log only contains this:

 --
 CRASH: Thu Aug 30 00:06:13 CEST 2012
 Start Line: ./srcds_linux -console -usercon -debug -pidfile
 /var/www/gameservers/data/CS-GO/PIDS/27045/THREAD.pid -game csgo +ip
 91.215.159.133 +hostport 27045 +clientport 27046 -steamport 27047
 -nohltv +servercfgfile server_27045.cfg +map ar_shoots
 End of Source crash report
 --

 I run Ubuntu 12.04 with ia32-libs, build-essentials and gdb
 installed.
 What could be wrong? How can I get a more detailed debug.log?

 Thanks in advance,
 Dimitrios.

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 No I haven't tried that. Will do...


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Runnning each server with its own installation didn't help either. The 
Arms Race server keeps crashing.

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[Csgo_servers] CS:GO bot cvars not working

2012-08-29 Thread Chuck Gibke
I run a CS:S adaptive bot server (poor man's man vs. machine) and am trying
to get the CS:GO version operating a similar fashion.
Here are some problems I am seeing:

The bot_prefix cvar doesn't do anything to the bot's names.
Sv_show_bot_difficulty_in_name (or something like that) does nothing as
well.
The server does not enforce the mp_humanteam and bot_join_team cvars. If
you chose the wrong team, you are stuck. This is the biggest problem.
There are a couple of others that I have not fully tested yet.

...Old and Slow
[TxA] CS:S and CS:GO servers

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Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread Travis Brown
I prefer this list. They usually give us an extended notice. Then a notice
the day of and a notice when its out. There are ways of using steam api as
well to tell you when updates drop.
On Aug 29, 2012 6:55 PM, s...@aol.at s...@aol.at wrote:




 Von Samsung Mobile gesendet

 Andreas Grimm c...@saigns.de hat geschrieben:

 You don't have to set any cvars.

 Just start the server and it will be available for quickplay. As far as i
 know there is only one conditition, that it needs at least 3 players online.
 

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Jeff Morello
 *Sent:* Wednesday, August 29, 2012 8:54 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Community Servers Quick Play

 ** **

 I would like to know this as well. I never get players in my public server
 even when my friends and I are playing in it. I get more players joining my
 passworded private server while we're scrimming than the public lol.

 On Wed, Aug 29, 2012 at 11:35 AM, feugatos feuga...@ceidwarfare.net
 wrote:

 Hi there,

 Sorry if this has already been asked before but I'm new to the mailing
 list.
 For my CS:GO servers to be joinable via the Community Servers Quick Play
 function do I have to set any variable like in TF2 (tf_mm_servermode) ?

 Thanks in advance,
 Dimitrios


 PS. Is there a way to access the mailing list archives?

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Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread Travis Brown
This list is archived back from the first messages. Mail-archive.com search
for csgo_ servers
On Aug 29, 2012 2:37 PM, feugatos feuga...@ceidwarfare.net wrote:

 Hi there,

 Sorry if this has already been asked before but I'm new to the mailing
 list.
 For my CS:GO servers to be joinable via the Community Servers Quick Play
 function do I have to set any variable like in TF2 (tf_mm_servermode) ?

 Thanks in advance,
 Dimitrios


 PS. Is there a way to access the mailing list archives?

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[Csgo_servers] Sv crash [Core dumps]

2012-08-29 Thread Victor Corrêa
Hi guys, my servers is crashing with a core dump error
/tmp/dumps/crash_20120830005435_1.dmp

that dmp is not actually a log.. it just displayed on console...

Anyone getting this problem too ? Ty
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