Re: [Csgo_servers] CSGO 1.32.3.0

2014-02-21 Thread Hege Hegemon
I also think that giving us access to the BETA would help alot fixing any
issues BEFORE they even get to the public.


2014-02-21 9:57 GMT+02:00 Molnár László mlaszl...@freemail.hu:

 Another useless upadte, what gave us more bugs and errors.
 But hey cheer up m8ts we got teh Operation Phoenix :D Hats for veryone.

 This game has lost it's purpose, and now it's only a fasshion game for
 girls, carry fanci weapons and stuff.

 Dev don't care if the server performing bad and unplayable cause off
 lagas, and memory leaks. (shit i can't eveny play 2 maps in a row cause my
 client eats up 3Gb of memory and i will have 10fps instead of normaly 120 )

 This is not Counter Strike anymore, this is a non Comic version of Team
 Fortress.

 By the way why do we have a beta client if they are not using it for
 testing before releasing the update.

 Shame.



 ___
 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 1.32.3.0

2014-02-21 Thread tpunkt
same lacy dedicated server performance as before (on amd and intel) +1



--
View this message in context: 
http://csgo-servers.1073505.n5.nabble.com/CSGO-1-32-3-0-tp6404p6414.html
Sent from the CSGO_Servers mailing list archive at Nabble.com.

___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


Re: [Csgo_servers] CSGO 1.32.3.0

2014-02-21 Thread Jermin Hu
I used to be able to get rock-solid 128 fps with maxed out video settings. 
But now I can't even maintain a 128 fps with medium video settings.


Jermin Hu
http://espc.asia


-Original Message- 
From: tpunkt

Sent: Friday, February 21, 2014 4:46 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] CSGO 1.32.3.0

same lacy dedicated server performance as before (on amd and intel) +1



--
View this message in context: 
http://csgo-servers.1073505.n5.nabble.com/CSGO-1-32-3-0-tp6404p6414.html

Sent from the CSGO_Servers mailing list archive at Nabble.com.

___
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 1.32.3.0

2014-02-21 Thread Ejziponken -
Tickrate not fixed. 
Suprise suprise..

 Date: Fri, 21 Feb 2014 01:36:43 -0800
 From: mtmu...@web.de
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] CSGO 1.32.3.0
 
 Man, i wish they'd finally fix those server issues.
 
 Valve, pls ...improve the server performance again. U broke it ...now fix
 it.
 
 
 
 --
 View this message in context: 
 http://csgo-servers.1073505.n5.nabble.com/CSGO-1-32-3-0-tp6404p6416.html
 Sent from the CSGO_Servers mailing list archive at Nabble.com.
 
 ___
 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 1.32.3.0

2014-02-21 Thread Marc Leuser

Any documentation on how to activate the threaded socket processing (especially 
server-sided)?

And what qualifies the match to be official e.g. the client address won't be 
transmitted to the server?



Am Freitag, 21. Februar 2014 05:30 CET, Ido Magal i...@valvesoftware.com 
schrieb:
 [...]
[NETWORK]
- Added support for threaded socket processing on clients and servers.[...]
- Client address is no longer transmitted in official game events or saved in 
official GOTV demos.[...] ___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Re: [Csgo_servers] CSGO 1.32.3.0

2014-02-21 Thread Kim Sønderup - SpeedGaming . pro
well hope to get a update or i know alot of lanparty this week-end gets pist 
with over 50 csgo match server is down 

all 50 servers say the same and cant get online.


[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58353 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58353 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:36908 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:36908 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:51010 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:51010 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:52170 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:52170 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:33202 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:33202 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:59326 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:59326 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:54282 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:54282 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:46722 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:46722 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:49571 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:49571 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:54588 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:54588 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:46854 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:46854 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:55043 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:55043 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:52619 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:52619 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58587 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58587 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:44809 '0x45' 
exceeding MTU (2447)
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:44809 '0x45' 
exceeding MTU (2447___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Re: [Csgo_servers] CSGO 1.32.3.0

2014-02-21 Thread Marco Padovan
AS2INFO requests now replying with only partial results?


On Fri, Feb 21, 2014 at 1:11 PM, Kim Sønderup - SpeedGaming.pro 
k...@speedgaming.pro wrote:

  well hope to get a update or i know alot of lanparty this week-end gets
 pist with over 50 csgo match server is down

 all 50 servers say the same and cant get online.


 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58353 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58353 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:36908 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:36908 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:51010 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:51010 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:52170 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:52170 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:33202 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:33202 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:59326 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:59326 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:54282 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:54282 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:46722 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:46722 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:49571 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:49571 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:54588 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:54588 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:46854 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:46854 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:55043 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:55043 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:52619 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:52619 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58587 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58587 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:44809 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:44809 '0x45'
 exceeding MTU (2447

 ___
 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 1.32.3.0

2014-02-21 Thread Vitaliy Genkin
Do server operators need S2A_RULES response from game servers? Previously 
S2A_RULES response included names and values of all server convars flagged as 
FCVAR_NOTIFY, but nothing in Steam uses this packet type anymore so I don't 
think any services are affected.

If you have control of your tool(s)/webpage(s) you can stop requesting rules 
from the game server(s) (e.g. don't generate PHP GetRules() request). If you 
really need something in response we can come up with ideas, or we can just 
stop spamming the console and still not respond to that packet.

The spew comes up because the server can no longer send more than one packet in 
response to a single packet external request, and if the response is exceeding 
MTU size the server will not send anything at all instead of sending a partial 
truncated packet. This is the message that is spewed to server console to 
inform about response that was not sent out and its estimated bytelength -
[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58353 '0x45' 
exceeding MTU (2447)

Also replying to a question asked earlier -- threaded socket processing is on 
by default. Official servers are operated by Valve, unless server operators 
install special server plug-ins game servers should no longer record or 
transmit client IP addresses.

Hope this helps,
-Vitaliy
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Re: [Csgo_servers] CSGO 1.32.3.0

2014-02-21 Thread Dmitri Ionin
What a fancy way of saying console spam won't be fixed, don't use 
documented feature.


At least soucemod's nextmap variable is published and accessible with 
this, also I think friendlyfire status and others can only be obtained 
from S2A_RULES. Or has that changed?


 /Dmitri

21.02.2014 19:48, Vitaliy Genkin kirjoitti:


Do server operators need S2A_RULES response from game servers? 
Previously S2A_RULES response included names and values of all server 
convars flagged as FCVAR_NOTIFY, but nothing in Steam uses this 
packet type anymore so I don't think any services are affected.


If you have control of your tool(s)/webpage(s) you can stop requesting 
rules from the game server(s) (e.g. don't generate PHP GetRules() 
request). If you really need something in response we can come up with 
ideas, or we can just stop spamming the console and still not respond 
to that packet.


The spew comes up because the server can no longer send more than one 
packet in response to a single packet external request, and if the 
response is exceeding MTU size the server will not send anything at 
all instead of sending a partial truncated packet. This is the message 
that is spewed to server console to inform about response that was not 
sent out and its estimated bytelength -


[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58353 
'0x45' exceeding MTU (2447)


Also replying to a question asked earlier -- threaded socket 
processing is on by default. Official servers are operated by Valve, 
unless server operators install special server plug-ins game servers 
should no longer record or transmit client IP addresses.


Hope this helps,

-Vitaliy



___
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 1.32.3.0

2014-02-21 Thread Absurd Minds
It's not up to valve to fix how third party programs interact with steam
products.
On Feb 21, 2014 12:58 PM, Dmitri Ionin w...@wbm.dyndns.org wrote:

  What a fancy way of saying console spam won't be fixed, don't use
 documented feature.

 At least soucemod's nextmap variable is published and accessible with
 this, also I think friendlyfire status and others can only be obtained from
 S2A_RULES. Or has that changed?

  /Dmitri

 21.02.2014 19:48, Vitaliy Genkin kirjoitti:

  Do server operators need S2A_RULES response from game servers?
 Previously S2A_RULES response included names and values of all server
 convars flagged as FCVAR_NOTIFY, but nothing in Steam uses this packet
 type anymore so I don't think any services are affected.



 If you have control of your tool(s)/webpage(s) you can stop requesting
 rules from the game server(s) (e.g. don't generate PHP GetRules() request).
 If you really need something in response we can come up with ideas, or we
 can just stop spamming the console and still not respond to that packet.



 The spew comes up because the server can no longer send more than one
 packet in response to a single packet external request, and if the response
 is exceeding MTU size the server will not send anything at all instead of
 sending a partial truncated packet. This is the message that is spewed to
 server console to inform about response that was not sent out and its
 estimated bytelength -

 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58353 '0x45'
 exceeding MTU (2447)

   Also replying to a question asked earlier -- threaded socket processing
 is on by default. Official servers are operated by Valve, unless server
 operators install special server plug-ins game servers should no longer
 record or transmit client IP addresses.



 Hope this helps,

 -Vitaliy


 ___
 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 1.32.3.0

2014-02-21 Thread Drifter
It's not about third party programs. It's the fact that they broke a public
protocol that's been used by valve games for years.

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd
Minds
Sent: Friday, February 21, 2014 1:00 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] CSGO 1.32.3.0

 

It's not up to valve to fix how third party programs interact with steam
products. 

On Feb 21, 2014 12:58 PM, Dmitri Ionin w...@wbm.dyndns.org wrote:

What a fancy way of saying console spam won't be fixed, don't use documented
feature.

At least soucemod's nextmap variable is published and accessible with this,
also I think friendlyfire status and others can only be obtained from
S2A_RULES. Or has that changed?

 /Dmitri

21.02.2014 19 tel:21.02.2014%2019 :48, Vitaliy Genkin kirjoitti:

Do server operators need S2A_RULES response from game servers? Previously
S2A_RULES response included names and values of all server convars flagged
as FCVAR_NOTIFY, but nothing in Steam uses this packet type anymore so I
don't think any services are affected.

 

If you have control of your tool(s)/webpage(s) you can stop requesting rules
from the game server(s) (e.g. don't generate PHP GetRules() request). If you
really need something in response we can come up with ideas, or we can just
stop spamming the console and still not respond to that packet.

 

The spew comes up because the server can no longer send more than one packet
in response to a single packet external request, and if the response is
exceeding MTU size the server will not send anything at all instead of
sending a partial truncated packet. This is the message that is spewed to
server console to inform about response that was not sent out and its
estimated bytelength -

[NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58353 '0x45'
exceeding MTU (2447)

Also replying to a question asked earlier -- threaded socket processing is
on by default. Official servers are operated by Valve, unless server
operators install special server plug-ins game servers should no longer
record or transmit client IP addresses.

 

Hope this helps,

-Vitaliy

 

___
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 1.32.3.0

2014-02-21 Thread Absurd Minds
Vitaliy just said the protocol is not used in steam anymore. So what is
requiring that protocol?
On Feb 21, 2014 1:10 PM, Drifter drifter01...@gmail.com wrote:

 It's not about third party programs. It's the fact that they broke a
 public protocol that's been used by valve games for years.



 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Absurd Minds
 *Sent:* Friday, February 21, 2014 1:00 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] CSGO 1.32.3.0



 It's not up to valve to fix how third party programs interact with steam
 products.

 On Feb 21, 2014 12:58 PM, Dmitri Ionin w...@wbm.dyndns.org wrote:

 What a fancy way of saying console spam won't be fixed, don't use
 documented feature.

 At least soucemod's nextmap variable is published and accessible with
 this, also I think friendlyfire status and others can only be obtained from
 S2A_RULES. Or has that changed?

  /Dmitri

 21.02.2014 19:48, Vitaliy Genkin kirjoitti:

 Do server operators need S2A_RULES response from game servers? Previously
 S2A_RULES response included names and values of all server convars flagged
 as FCVAR_NOTIFY, but nothing in Steam uses this packet type anymore so
 I don't think any services are affected.



 If you have control of your tool(s)/webpage(s) you can stop requesting
 rules from the game server(s) (e.g. don't generate PHP GetRules() request).
 If you really need something in response we can come up with ideas, or we
 can just stop spamming the console and still not respond to that packet.



 The spew comes up because the server can no longer send more than one
 packet in response to a single packet external request, and if the response
 is exceeding MTU size the server will not send anything at all instead of
 sending a partial truncated packet. This is the message that is spewed to
 server console to inform about response that was not sent out and its
 estimated bytelength -

 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58353 '0x45'
 exceeding MTU (2447)

 Also replying to a question asked earlier -- threaded socket processing is
 on by default. Official servers are operated by Valve, unless server
 operators install special server plug-ins game servers should no longer
 record or transmit client IP addresses.



 Hope this helps,

 -Vitaliy



 ___

 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 1.32.3.0

2014-02-21 Thread ics
We really need a cvar to toggle this, since most community servers run 
3rd party software for stats and bans, ip addresses are vital from 
players to identify.


-ics



Also replying to a question asked earlier -- threaded socket 
processing is on by default. Official servers are operated by Valve, 
unless server operators install special server plug-ins game servers 
should no longer record or transmit client IP addresses.


Hope this helps,

-Vitaliy



___
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 1.32.3.0

2014-02-21 Thread Kyle Sanderson
 Do server operators need S2A_RULES response from game servers?
Yes.

 Nothing in Steam uses this packet type anymore so I don’t think any services 
 are affected.
Steam uses this packet type. It may be possible the matchmaking in
CS:GO doesn't check nearly as much as Team Fortress 2, but it's
definitely still used internally and externally in your matchmaking
enabled products.

Until Steam adds iterative queries (a feature present with the old
master), we're pretty much pinned on these legacy interfaces. Even
then, expecting everyone to move over silently over night isn't really
a thing either (Protobuf on Christmas Eve).

Please revert this, and hopefully the LTCG nightmare someone decided
to turn on with all Windows Builds.
Kyle.

On Fri, Feb 21, 2014 at 9:48 AM, Vitaliy Genkin
vita...@valvesoftware.com wrote:
 Do server operators need S2A_RULES response from game servers? Previously
 S2A_RULES response included names and values of all server convars flagged
 as “FCVAR_NOTIFY”, but nothing in Steam uses this packet type anymore so I
 don’t think any services are affected.



 If you have control of your tool(s)/webpage(s) you can stop requesting rules
 from the game server(s) (e.g. don’t generate PHP GetRules() request). If you
 really need something in response we can come up with ideas, or we can just
 stop spamming the console and still not respond to that packet.



 The spew comes up because the server can no longer send more than one packet
 in response to a single packet external request, and if the response is
 exceeding MTU size the server will not send anything at all instead of
 sending a partial truncated packet. This is the message that is spewed to
 server console to inform about response that was not sent out and its
 estimated bytelength -

 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58353 '0x45'
 exceeding MTU (2447)

 Also replying to a question asked earlier -- threaded socket processing is
 on by default. Official servers are operated by Valve, unless server
 operators install special server plug-ins game servers should no longer
 record or transmit client IP addresses.



 Hope this helps,

 -Vitaliy


 ___
 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] bot quote mode

2014-02-21 Thread Collin Howard
Hi all, is bot_quota_mode fill still a problem on the servers? With my 
deathmatch server, when people join the server, only one bot will leave and 
then none leave. i remember this was a problem before and I was wondering if it 
still has not been fixed and also if this AM thread is still the workaround fix 
for it: https://forums.alliedmods.net/showthread.php?t=195000
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers