Re: [External Mail] Re: [Csgo_servers] Update broke Windows servers?

2022-06-28 Thread Asher Baker
Valve released an update to fix this on Monday morning, so next working day
from when it was broken.

On Tue, Jun 28, 2022 at 7:46 AM John  wrote:

> This seems like a major bug that causes widespread issues on community
> servers and should have been fixed the same day, or next day. But it's been
> four days now.
>
> It's great that the community has found workarounds (reverting to previous
> files or using the hacked DLL), but I am a bit concerned that it's not
> being taken seriously by Valve developers -- and more broadly, that there's
> been a further deterioration in respect for server operators and the
> communities around them.
>
> Please reassure me.
>
> -John
>
> On 6/23/2022 9:28 PM, Eric Smith - erics at valvesoftware.com (via
> csgo_servers list) wrote:
>
> I’ll forward the details to the CS:GO team.
>
>
>
> -Eric
>
>
>
>
>
> *From:* csgo_servers@list.valvesoftware.com
> 
>  *On Behalf Of *Naleksuh
> *Sent:* Thursday, June 23, 2022 9:27 PM
> *To:* csgo_servers 
> 
> *Subject:* [External Mail] Re: [Csgo_servers] Update broke Windows
> servers?
>
>
>
> Hm, for me when I start with SourceMod I get the crash after a few seconds
> but when I rename "addons" folder to something else, it starts up as
> normal. Might not be a Valve issue, then. @erics Thoughts?
>
>
>
>
>
>
>
>  On Thu, 23 Jun 2022 21:23:22 -0700 *John
> >* wrote
> ---
>
>
>
> Negative, this is on a fresh server without mods.
>
> -John
>
> On 6/23/2022 7:54 PM, Naleksuh wrote:
>
>
>
>
>
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>
> It works fine as long as you aren't using SourceMod or similar. You would
> likely need to reach out to them.
>
>
>
>
>
>
>
>  On Thu, 23 Jun 2022 19:29:05 -0700 *John
>  * wrote
> ---
>
>
>
> Windows servers seem to not be able to start following the update a few
> hours ago. Linux servers do start. Is this a known issue that is being
> worked on?
>
> (The console pops up but there is an immediate crash.)
>
> -John
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Re: [Csgo_servers] Client's sv_allowupload is now 0 by default

2018-02-11 Thread Asher Baker
On Sun, Feb 11, 2018 at 8:48 PM, lay295  wrote:

> Why would this not let clients download files? It's not like
> sv_allowdownload is 0


 Because it was changed on the client as well as the server.

>From the client's perspective, a download from the server is an upload to
the client.
Therefore sv_allowupload controls downloads from the server, and
sv_allowdownload controls uploads to the server.
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Re: [Csgo_servers] Valve should create a place to report cheating servers, on website

2017-06-14 Thread Asher Baker
The same has happened on the modding / server plugin front - people used to
share information pretty much freely and help each out (and server admins
willing to try their hand at coding), now it's all private in the name of
exclusivity, $$$, and laziness.
This has had a double effect of pushing away a lot of the old crowd very
quickly, so now a lot of that knowledge is lost.

On Wed, Jun 14, 2017 at 5:54 PM, Saint K.  wrote:

> Also I think I am still listed as top donor on sourcemod after all these
> years. A simple “10% of our income in donations goes to projects we use to
> support them”. See how this world (used?) to work?


And we wish there were more of you!


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  And they went to sea in a Sieve." - Edward Lear
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Re: [Csgo_servers] A LOT of IPs in servers bann-list. any ideas?!

2017-01-17 Thread Asher Baker
https://forums.alliedmods.net/showthread.php?t=257947
https://forums.alliedmods.net/showthread.php?t=258292


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear

On Tue, Jan 17, 2017 at 9:04 PM, Neuro Toxin  wrote:

> LMFAO!
>
> Another good reason to have your TCP port from RCON blocked from the
> public.
>
> Can u link me via email lol?
>
>
>
> --
> View this message in context: http://csgo-servers.1073505.
> n5.nabble.com/A-LOT-of-IPs-in-servers-bann-list-any-ideas-
> tp12266p12271.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
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Re: [Csgo_servers] Problem with slots and console connect command

2016-08-24 Thread Asher Baker
https://forums.alliedmods.net/showthread.php?t=263596 is the plugin, there
are some suggestions in the thread and it's worth reading.


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear

On Wed, Aug 24, 2016 at 4:27 PM, Absurd Minds 
wrote:

> No. I only use sourcemod on a few of my servers and found that the plugin
> caused issues with people being able to join at all, so I gave up the
> plugin a year ago or so. I have no recollection of what the name of it was.
>
> On Aug 24, 2016 11:23 AM, "Don Park"  wrote:
>
>> Do you happen to have a link to the sourcemod about it?
>>
>>
>>
>> On Thu, Aug 25, 2016 at 12:17 AM, Absurd Minds 
>> wrote:
>>
>>> It is a bug. There might be a sourcemod plugin to "fix" it, but if you
>>> don't run sourcemod you're out of luck until valve can fix it.
>>>
>>> On Aug 24, 2016 11:16 AM, "TecnoHard Clãn" 
>>> wrote:
>>>
 Hi,
 I own a server with 12 slots, but trough the command "connect" in
 console, more of 12 people can enter in my server.

 This is a bug? How to solve?

 Thx,
 G66

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Re: [Csgo_servers] Problem with .bz2 map big size > 150 MB

2016-02-12 Thread Asher Baker
The documentation is on the page that ics linked...

https://developer.valvesoftware.com/wiki/BSPZIP#Repacking


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear

On Fri, Feb 12, 2016 at 11:46 AM, Mambo <mambo...@gmail.com> wrote:

> is there a way to compress into BSPZIP without using the workshop?
>
> On Fri, Feb 12, 2016 at 11:27 AM, Asher Baker <asher...@gmail.com> wrote:
>
>> Large bzip2 unpacking is disabled because people were exploiting it to
>> consume all available disk space on clients.
>>
>> As ics said, it has been replaced by BSPZIP's compressed repacking, which
>> provides a better compression ratio (it uses LZMA2 iirc, which is a much
>> better compression algorithm all-around) and works with both in-netchannel
>> and fastdl downloads.
>>
>>
>> ~
>> "Their heads are green, and their hands are blue,
>>   And they went to sea in a Sieve." - Edward Lear
>>
>> On Fri, Feb 12, 2016 at 9:17 AM, Usman Khan <usman.ghazan...@gmail.com>
>> wrote:
>>
>>> Neuro Toxin is correct. Valve really needs to enable large map
>>> downloading of compressed files.
>>> If uncompressed file size is >= 150 MB, then do not compress and put it
>>> uncompressed on FASTDL and it will work.
>>>
>>> On Fri, Feb 12, 2016 at 10:42 AM, ics <i...@ics-base.net> wrote:
>>>
>>>> You should forget bzip2 packing and start using bzpzip repacking. Steam
>>>> workshop does the same automatically when map is uploaded there. It's more
>>>> efficient and smallerfilesize. For example
>>>>
>>>> You mentioned FMPONE's maps, none of them are over 150 megs repacked in
>>>> the workshop.
>>>>
>>>> https://developer.valvesoftware.com/wiki/BSPZIP
>>>>
>>>> -ics
>>>>
>>>> helpme_please kirjoitti:
>>>>
>>>> why
>>>>> Counter-Strike: Source can compressed map > 150 MB but...
>>>>> Counter-Strike: Global Offensive can't compressed map > 150 MB
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> View this message in context:
>>>>> http://csgo-servers.1073505.n5.nabble.com/Problem-with-bz2-map-big-size-150-MB-tp11402p11408.html
>>>>> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>>>>>
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Re: [Csgo_servers] Problem with .bz2 map big size > 150 MB

2016-02-12 Thread Asher Baker
Large bzip2 unpacking is disabled because people were exploiting it to
consume all available disk space on clients.

As ics said, it has been replaced by BSPZIP's compressed repacking, which
provides a better compression ratio (it uses LZMA2 iirc, which is a much
better compression algorithm all-around) and works with both in-netchannel
and fastdl downloads.


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear

On Fri, Feb 12, 2016 at 9:17 AM, Usman Khan 
wrote:

> Neuro Toxin is correct. Valve really needs to enable large map downloading
> of compressed files.
> If uncompressed file size is >= 150 MB, then do not compress and put it
> uncompressed on FASTDL and it will work.
>
> On Fri, Feb 12, 2016 at 10:42 AM, ics  wrote:
>
>> You should forget bzip2 packing and start using bzpzip repacking. Steam
>> workshop does the same automatically when map is uploaded there. It's more
>> efficient and smallerfilesize. For example
>>
>> You mentioned FMPONE's maps, none of them are over 150 megs repacked in
>> the workshop.
>>
>> https://developer.valvesoftware.com/wiki/BSPZIP
>>
>> -ics
>>
>> helpme_please kirjoitti:
>>
>> why
>>> Counter-Strike: Source can compressed map > 150 MB but...
>>> Counter-Strike: Global Offensive can't compressed map > 150 MB
>>>
>>>
>>>
>>> --
>>> View this message in context:
>>> http://csgo-servers.1073505.n5.nabble.com/Problem-with-bz2-map-big-size-150-MB-tp11402p11408.html
>>> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>>>
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Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-28 Thread Asher Baker
I have unapproved all plugins I could find that fall afoul of the new
interpretation of the rules (yeah, clearly the clearest of policies).
As always, if you run into them, please report them - we're not omniscient.


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear

On Thu, Jan 28, 2016 at 11:04 PM, Neuro Toxin  wrote:

> :(
>
> Ill say sorry for that comment.
>
> --
> * From: * Absurd Minds ;
> * To: * ;
> * Subject: * Re: [Csgo_servers] Anyone else hit with a GSLT ban?
> * Sent: * Thu, Jan 28, 2016 11:00:21 PM
>
> A tampon would just hurt it more.
> On Jan 28, 2016 5:58 PM, "Neuro Toxin"  wrote:
>
>> So set it to only allow swapknife or giveknife.
>>
>> Your really buthurt for some reason. Try jamming a tampon up there.
>>
>> --
>> * From: * Absurd Minds ;
>> * To: * ;
>> * Subject: * Re: [Csgo_servers] Anyone else hit with a GSLT ban?
>> * Sent: * Thu, Jan 28, 2016 10:50:11 PM
>>
>> Takeknife doesn't let me use my item in a new way. Takeknife allows
>> another user to use my item in a new without without my input.
>> On Jan 28, 2016 5:33 PM, "Neuro Toxin"  wrote:
>>
>>> Jul 10, 2015; 7:51pm Vitaliy Genkin Vitaliy Genkin
>>> (4) Assuming that I’m not granting an item that a player does not own:
>>> -Is it ok to have a “remove all weapons”/”hide knife” function on a
>>> server?
>>> -Is it ok to have a “knife drop”/”knife switch” function that allows a
>>> player to drop their knife (that they own) so another player can pick it up?
>>> Both of these functions are fine. There are some game modes where it
>>> makes sense to have unarmed players (e.g., surf), and in a trading server
>>> being able give a player your knife to inspect is fine too. In general,
>>> letting players use what they own in a new way isn’t a problem.
>>>
>>>
>>>
>>> knife drop”/”knife switch
>>>
>>> In general, letting players use what they own in a new way isn’t a
>>> problem.
>>>
>>> In general, letting players use what they own in a new way isn’t a
>>> problem.
>>>
>>> In general, letting players use what they own in a new way isn’t a
>>> problem.
>>>
>>> Pretty ambiguous to me.
>>>
>>> --
>>> * From: * Absurd Minds ;
>>> * To: * ;
>>> * Subject: * Re: [Csgo_servers] Anyone else hit with a GSLT ban?
>>> * Sent: * Thu, Jan 28, 2016 1:11:10 PM
>>>
>>> Sorry for the double email. I meant to save, not send.
>>>
>>> Vitaliy specifically said that a plugin that "allows a player to drop
>>> their knife (that they own)  so another player can pick it up" is
>>> acceptable. It's not even remotely ambiguous.
>>> On Jan 28, 2016 7:37 AM, "Fernando Sanch3z" 
>>> wrote:
>>>
 If this is so clear, how is this plugin not unapproved on alliedmods
 yet like knifeupgrade is?
 I'm not saying alliedmods represents valve's policy but that definitely
 shows that they did NOT make it clear SIX MONTHS ago.

 Doesn't dropping the knife and respawning duplicate the knife too?

 Am 28.01.2016 um 12:54 schrieb Absurd Minds:

 I don't understand why they would remove the ban. They made it clear SIX
 MONTHS ago that the ONLY type of knife plugin that was allowed was one that
 allowed one player to DROP their knife for another player. Takeknife
 duplicates the knife into the other person's hand. I'm not sure how you can
 justify the excuse "I didn't read the rules, I got banned, no please unban
 me" at all.

 On Thu, Jan 28, 2016 at 4:37 AM, Roland Mondek  wrote:


 Please unban servers that used knife swap plugin! You have just added the
 cvar after massive ban.

 On Thu, Jan 28, 2016 at 8:10 AM, Robin Groppe 
 wrote:


 I have no response since 24h either. Yesterday i started up my servers
 with another gslt and queried the masterserver. It sais rejected bad
 version but the servers are 100% clean and up to date.
 this is ridicalous.
 someone should power off valves store servers for no apparent reason. i
 guess they would not like that either.

 fix this! but i guess i dont want to take this stupid shit anymore.
 Am 28.01.2016 07:49 schrieb "Παναγιώτης Φλωρούς" 
  
 

Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-27 Thread Asher Baker
I see Valve are taking the same measured, data-driven approach to destroying 
their community as they do to game development. 

Sent from my iPhone

> On 27 Jan 2016, at 05:39, Max Krivanek  wrote:
> 
> Yeah, 12 years is practically indefinite anyway.  CSGO probably won't even be 
> played in 12 years.
> 
> Either way, this is a very crappy system.  I've already expressed concerns 
> about the complete lack of security around GSLT.  If someone can acquire your 
> GSLT token then well, your screwed.  Since its obvious they're in infinite 
> ban mode (why display a date?).  They're treating GSLT like its VAC bans.  
> But this entire system is worse, and obviously designed to stifle community 
> servers.  I can only guess Valve wishes to go the way of CoD:MW2, Titanfall, 
> etc.  In not having community servers at all, but they're keeping them for 
> now because it'd cause way too much of a backlash to just kill community 
> servers.
> 
>> On Tue, Jan 26, 2016 at 11:15 PM, Nathaniel Theis  wrote:
>> The bans are likely indefinite, not in 12 years; they expire in 2038
>> because of https://en.wikipedia.org/wiki/Year_2038_problem .
>> 
>> On Tue, Jan 26, 2016 at 8:31 PM, Max Krivanek  wrote:
>> > Correction: The ban is apparently for 12 years.
>> >
>> > Which of course really sucks, since we don't use any of those plugins.
>> >
>> > On Tue, Jan 26, 2016 at 8:46 PM, Max Krivanek  wrote:
>> >>
>> >> Yup, HeLLsGamers servers were just hit with this ban.  Its nice that the
>> >> ban message tells me nothing about why HG servers got banned.  Just tells 
>> >> me
>> >> it expires in 2 days.  It'd be very nice if we knew why.  And as far as 
>> >> I'm
>> >> aware none of HG's servers use retake or any other plugin like it.
>> >>
>> >> On Tue, Jan 26, 2016 at 8:32 PM, Matthias "InstantMuffin" Kollek
>> >>  wrote:
>> >>>
>> >>> There is for me, because I read all those messages.
>> >>> Feel free to find them, it shouldn't be too hard. Until then, please
>> >>> don't be a dick and call "bullshit" on others.
>> >>>
>> >>>
>> >>> On 27.01.2016 03:29, Daniel Barreiro wrote:
>> >>>
>> >>> For all we know, when Valve said "custom content" they could have meant
>> >>> "custom knives" and not "existing knives with custom skins". There's no 
>> >>> way
>> >>> to 100% know for sure without someone either finding that original 
>> >>> message
>> >>> where it was OK'd that Asherkin is referencing, or we get a statement
>> >>> straight from Valve.
>> >>>
>> >>> On Tue, Jan 26, 2016 at 9:23 PM, Matthias "InstantMuffin" Kollek
>> >>>  wrote:
>> 
>>  "he claimed that it's not against Valve's rule"
>>  Depends on what you use it for.
>> 
>>  That said, sure, go ahead, trust Francisco with anything. rofl
>>  FYI: As all his other plugins, this one is riddled with numerous
>>  (beginner) mistakes. It runs the risk of potentially using uninitialized
>>  memory, and putting that into a query/in the db.
>>  It also improperly uses the admin/command access system. Few things on
>>  top of my head.
>> 
>> 
>>  On 27.01.2016 03:17, Ben Roy wrote:
>> 
>>  The plugin used was Custom Weapon Models. It can be linked:
>>  https://forums.alliedmods.net/showthread.php?t=276779
>>  It allows community-made weapon models instead.
>>  Read the OP(plugin link)'s post, he claimed that it's not against
>>  Valve's rule.
>> 
>>  On 1/26/2016 9:06 PM, Daniel Barreiro wrote:
>> 
>>  Let's drop the word semantics and view it how it is.
>> 
>>  Did you let someone use a knife that was not in their inventory. Don't
>>  bullshit "it wasn't a flip knife slaughter, it was just a flip knife". 
>>  Don't
>>  bullshit "it wasn't an official knife it was a custom one therefore it's
>>  okay!". Don't bullshit "It was the original knife model so it was in 
>>  their
>>  inventory! I may have put a custom pattern onto that default knife, but 
>>  the
>>  knife itself was in their inventory! It's totally different than giving 
>>  a
>>  player with a vanilla karambit a karambit slaughter"
>> 
>>  Did you let someone use a knife that was not in their inventory. It's
>>  that simple of a question. If you let someone use a knife that was not 
>>  in
>>  their inventory, you broke the rule. It's that simple.
>> 
>>  On Tue, Jan 26, 2016 at 9:01 PM, Ivan Ho  wrote:
>> >
>> > Yep, my server has been banned. No custom skins active what so ever.
>> >
>> >
>> > Anyone else?
>> >
>> >
>> > On 27/01/2016 12:46 pm, Absurd Minds wrote:
>> >
>> > Custom skins are not "csgo items". They're custom items viewable
>> > within csgo.
>> > On Jan 26, 2016 8:44 PM, "Daniel Barreiro"
>> >  wrote:
>> >
>> > Going back 

Re: [Csgo_servers] Weird kick error

2016-01-25 Thread Asher Baker
You're kicking them with an outdated server plugin.


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear

On Mon, Jan 25, 2016 at 7:32 PM, rob mira  wrote:

> Hello,
>
> Whenever a clients get kicked/banned from one of my servers they get send
> into the loading screen and instantly reconnect. This means they get stuck
> in a loop when they're banned until they restart csgo.
>
> Anybody have an idea why this is?
>
> Thanks in advance,
> SilverLlama
>
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Re: [Csgo_servers] Kick Immunity

2015-12-23 Thread Asher Baker
https://forums.alliedmods.net/showthread.php?p=150

This plugin will work fine. 

Sent from my iPhone

> On 23 Dec 2015, at 15:07, Jack Holloway  wrote:
> 
> Does anyone have much experience with offering votekick immunity to players? 
> I can set it up through SourceMod but this does not protect you from the 
> built in votekick feature. Any ideas guys?
> 
> Cheers
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Re: [Csgo_servers] Optimal hardware for csgo server for specific gameplay

2015-12-19 Thread Asher Baker
Those 3 have nothing to do with CPU usage. Don't randomly change cvars.


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear

On Sat, Dec 19, 2015 at 4:36 PM, MiShU # gameserver-syndicate.de <
mi...@gameserver-syndicate.de> wrote:

> Hey guys.
>
> what about a list of all relevant CVARs to reduce/decrease the CPU usage?
> There are some that could help like these:
> sv_maxusrcmdprocessticks
> 
> 16
> Maximum number of client-issued usrcmd ticks that can be replayed in
> packet loss conditions, 0 to allow no restrictions
> sv_maxusrcmdprocessticks_holdaim
> 
> 1
> Hold client aim for multiple server sim ticks when client-issued usrcmd
> contains multiple actions (0: off; 1: hold this server
> sv_maxusrcmdprocessticks_warning
> 
> -1
> Print a warning when user commands get dropped due to insufficient usrcmd
> ticks allocated, number of seconds to throttle, negat
> There are more i think so it could be nice, if we could fill a list of
> CVARs for the new ones in mailinglist.
>
>
>
>
> Am 18.12.2015 um 23:59 schrieb Kevin C:
>
> You need very fast CPU cores to run servers with bots/players. What CPU
> are you currently on? If you're using a "cloud" provider you are probably
> on a ~2Ghz CPU, which isn't enough. Go with a standalone game server from a
> reputable provider, or get a VPS with a very fast CPU(3.2Ghz or more is
> recommended).
>
> On 12/18/2015 5:35 PM, Sergey Minaev wrote:
>
> Hello!
>
> I have a little trouble that I can't solve alone. I need server to play
> only bots in 6 (2-3 players + 4-3 bots) vs 12 match, but on my current
> server I have big and unstable sv in the net_graph. It reaches about 30 in
> the first seconds of the round and decreases with the each bot killed or
> time, but it red most of the time.
>
> So my question is, how much RAM and which processor do I need? I don't
> have enough time and money to test every hardware possible, so I
> desperately need direction in my tries. For now I'm usin VPS with 2 core,
> 2024 Mb RAM and doesn't seem enough. Should I try more cores? More RAM? As
> I missing something important? I didn't have a lot of experience with
> servers and hardware, so any help would be valuable.
>
> Thanks in advance!
>
>
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Re: [Csgo_servers] GSLT change

2015-12-09 Thread Asher Baker
On Wed, Dec 9, 2015 at 12:35 PM, Marc.B  wrote:

> I thought a stage 2 was supposed to add the steamaccount feature, but
> would still allow server to run without it until stage 3 ?


Stage 2 was ages ago, Stage 3 (no longer listed in the server browser) was on
Nov 16, we're now at Stage 4.


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Re: [Csgo_servers] Server Again and Again Disappearing from Server Browser

2015-11-21 Thread Asher Baker
Make sure you're not re-using the same token across multiple servers.


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear

On Sat, Nov 21, 2015 at 3:59 PM, Usman Khan 
wrote:

> One of my server out of many is constantly disappearing from server list
> and it is listed on steam api for a little while and then it disappears
> from there too. started happening after new change although i added auth
> key and other servers are working fine. Please help
>
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-11-17 Thread Asher Baker
The new-ish backend for the server browser, replacing the old "master
server".


~
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  And they went to sea in a Sieve." - Edward Lear

On Tue, Nov 17, 2015 at 9:11 AM, Team Niederbayern Serveradministration <
ser...@teamniederbayern.com> wrote:

> What the heck is GMS?
>
> Sorry for the dumb question though :)
>
>
> Am 16.11.2015 um 19:52 schrieb Ido Magal:
>
> As of tomorrow, dedicated servers that do not use a GSLT to log in will
> no longer list in the GMS.
>
>
>
> Cheers.
>
>
>
>
>
>
> --
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>
> Diese E-Mail wurde von Avast Antivirus-Software auf Viren geprüft.
> www.avast.com 
>
>
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-16 Thread Asher Baker
You can re-use a token on multiple servers - you just can't have multiple
logged in using the same token. You only need as many tokens as you are
running concurrent instances.


~
"Their heads are green, and their hands are blue,
  And they went to sea in a Sieve." - Edward Lear

On Thu, Oct 15, 2015 at 11:32 PM, Daniel Saewitz 
wrote:

> Thanks for raising the limit to 1000.
>
> Would you consider the ability to reuse a single token for multiple
> servers?
>
> I run a large number of instances that are ephemeral and therefore do
> not necessitate long-lasting “favorites”. Assuming there is an API to
> create and delete tokens, this new restriction on servers would add a
> single point of failure if Steam’s API goes down.
>
> On Thursday, October 15, 2015 at 6:16 PM, Ido Magal wrote:
>
> We do not intend to ban IPs once we can hold Steam users (not the GSLT)
> accountable for their servers.
>
>
>
> On Oct 15, 2015, at 14:35, Michael Loveless 
> wrote:
>
> I would also like to pose the same question as Mishu but in
> reverse...let's say I have all my community servers assigned to my personal
> account and I get overwatch or VAC banned...can I just make a new account,
> new tokens, reassign them to my servers and be good to go? or will my IP
> get a permanent blacklist? I'm assuming new tokens would fix it up but it's
> worth asking since Ido hasn't done another follow up on the questions yet.
>
> On Thu, Oct 15, 2015 at 5:24 PM, MiShU # gameserver-syndicate.de <
> mi...@gameserver-syndicate.de> wrote:
>
> Hey Ido, hey Vitaly,
>
> what will happen if someone of your friends/customers do anything
> forbidden with the server with a token of for example me?  Will i get
> 'personal punishment' or is just the token 'banned/blacklisted'?
>
> thx!
>
>
>
> Am 15.10.2015 um 21:47 schrieb Ido Magal:
>
> The token limit has been increased from 50 to 1000.
>
> Cheers.
>
> On Oct 13, 2015, at 18:38, Ido Magal  wrote:
>
> Q. What is the purpose of this update?
> A. We had intended to adopt Favorites migration from TF2 for some time
> now. Game Server Providers' complaint about the impact that the current IP
> banning method has on their operation has made this more urgent since with
> this feature we'll also be able to shield GSPs from bad actors.
>
> Q. Is this [ new method ] just to generate the token, or if this occurs
> will the tokens become invalid while that ban/lock is in place?
> A. Any such or similar infraction by the GSLT owning Steam User will
> result in the disabling of all of that user's GSLTs.
>
> Q. So does this mean I can't run a CS:GO server unless I own CS:GO?
> A. That will be correct as of Stage 3.
>
> Q. So people need to have landlines to run servers now?
> A. No. But there are currently restrictions on what constitutes a
> qualifying phone number. VOIP / burner numbers are currently non-qualifying.
>
> Q. What specifically happens if you don't log into an account after stage
> three?
> A. The result will be identical to the current IP ban: players will not be
> able to connect.
>
> Q. So can these tokens be used in place of the webapi_authkey ? will we
> need BOTH keys now to use the workshop?
> A. The webapi authkey was previously an intermediate step to creating a
> GSLT. It is no longer necessary.
>
> Q. And just to be clear, it's 50 at any one time, not 50 total lifetime,
> correct?
> A. Correct. You can delete unused GSLTs and generate new ones. We're
> reevaluating the 50 token limit.
>
> Q. Why don't my previously registered servers show up?
> A. Fixed.
>
>
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Re: [Csgo_servers] Weapon Skins mod legality

2015-07-03 Thread Asher Baker
On Fri, Jul 3, 2015 at 9:08 PM, Sazid Hossain cryingran...@gmail.com
wrote:

 the plugin has been banned from sourcemod forum


The plugin was removed by the author of his own volition.

~
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  And they went to sea in a Sieve. - Edward Lear
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Re: [Csgo_servers] Socket ProcessAccept Error: Too many open files

2015-04-15 Thread Asher Baker
This is an attack against the RCON implementation, you should use a
firewall to restrict access to TCP on the gameserver port to only IP
addresses that need RCON access (if any).


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear

On Wed, Apr 15, 2015 at 9:59 PM, csgo clan csgo_c...@yahoo.com wrote:

 Thanks for the reply. I have increased the ulimit and I will monitor.

   --
  *From:* ics i...@ics-base.net
 *To:* csgo clan csgo_c...@yahoo.com; csgo_servers@list.valvesoftware.com
 *Sent:* Wednesday, April 15, 2015 4:27 PM
 *Subject:* Re: [Csgo_servers] Socket ProcessAccept Error: Too many open
 files

 Your system is propably hindering gameserver from working properly.
 Whats your ulimit? Simple googling also helps.

 http://askubuntu.com/questions/181215/too-many-open-files-how-to-find-the-culprit

 -ics



 csgo clan kirjoitti:
  Hi everyone, my csgo sourcemod server running on CentOS has been
  experiencing crashes with the error message: Socket ProcessAccept
  Error: Too many open files
 
  It repeats that message in console until the server crashes with
  segmentation fault. I searched and on alliedmoders people say its
  because of dos attacks. I am wondering of any of you know why this is
  crash is happening and how I can prevent it.
 
  Thanks.

 
 
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Re: [Csgo_servers] [CS:GO] Community Improvements

2014-12-29 Thread Asher Baker
On Mon, Dec 29, 2014 at 9:18 PM, Gamemann gamem...@gflclan.com wrote:

 Ninth, I have a suggestion for Counter-Strike: Global Offensive. Players
 do not like the fact that custom server/map sounds are adjusted under
 “Music Volume”. Many players do not prefer to hear the CS:GO music and
 adjust the “Music Volume”. There should be a “Custom Sounds” adjustment
 option where players can control the volume of custom server/map sounds.


This is a plugin problem due to an outdated work-around for a change in
modern Source engines, there are better methods that should be used instead.
https://wiki.alliedmods.net/Csgo_quirks

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Re: [Csgo_servers] Server brought down by attack

2014-11-04 Thread Asher Baker
UDP packet sources can be spoofed - and always are for these attacks.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear

On Tue, Nov 4, 2014 at 4:00 PM, ics i...@ics-base.net wrote:

 If you know the source IP, can't you just drop all traffic from it with
 iptables?

 -ics

 Kevin C kirjoitti:

  It's hard to tell anything with these captures, you need to use detailed.


 On 11/4/2014 2:14 AM, p0stpwned wrote:

 Never mind. We were up for about 10 minutes when all of a sudden the
 server
 went down again. Now it's spamming stuff like this:

 00:12:50.578328 IP 74.91.113.223.27015  78.221.214.144.27005: udp,
 payload
 42 (DF)
 00:12:50.578353 IP 75.27.12.222.27005  74.91.113.223.27015: udp,
 payload 23
 00:12:50.578389 IP 74.91.113.223.27015  218.246.105.131.27005: udp,
 payload
 42 (DF)
 00:12:50.578430 IP 114.225.30.236.27005  74.91.113.223.27015: udp,
 payload
 23

 Not sure what the significance of the 42 (DF) one is but whatever it is
 it
 looks like it brought down my server? lol



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Re: [Csgo_servers] net_splitpacket_maxrate

2014-07-10 Thread Asher Baker
Have you experimented with increasing net_splitrate since the change?


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Thu, Jul 10, 2014 at 8:27 PM, Winnie the Pooh win...@timetokill.net
wrote:

 Bruce,

 For me at least, I could see the choke and loss values in the in net_graph
 on a live server drop as well as the the spikes on the bottom of net_graph
 5 go away when the value was increased. Of course, over all smoothness of
 the server was noticed as well - movement and shooting seem less choppy.
 At the default rate it almost feels like friction is added your movement
 slightly every few seconds. I'm not sure if that the kind of description of
 symptoms you're looking for, lol. Maybe someone else can describe it better.

 I'm not sure about now, but before this update if you had a live server
 filled 24+ and changed the values while playing and looking at the
 net_graph you couldn't miss the change.


 On Thu, Jul 10, 2014 at 11:59 AM, Ejziponken - sza...@hotmail.com wrote:

 32 players 128tickrate  = choke for all players

 And what about the other huger problems all servers have?

 I think there is still some issues with the servers and sessions.
  Sometimes new players cant join a server until the server becomes empty or
 restarted.
 So lets say a server has 20/24 players. Nobody can join and at some point
 those  20 players will stop playing so the server will get empty and then
 new players can start joining again.

 And I think players trying to join get could not find matching gametype
 in the console. Or session is full

 Its really hard to catch this bug tho but I can see our servers being
 full and 30 min later empty.
 I can see it several times a day and I've talked with another server
 owner saying the same thing.

 --
 From: bru...@valvesoftware.com
 To: csgo_servers@list.valvesoftware.com
 Date: Thu, 10 Jul 2014 18:08:39 +
 Subject: Re: [Csgo_servers] net_splitpacket_maxrate


  Good to know. We’ll see what we can do.



 The change to reduce packet loss was to increase buffering on our network
 sockets. This only affected Windows because the buffers on Linux defaulted
 to a reasonable size.



 Can you explain more precisely what you mean by ‘choke’? What are the
 symptoms and when do they happen? Thanks.



 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Ejziponken -
 *Sent:* Thursday, July 10, 2014 10:28 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] net_splitpacket_maxrate



 On linux I had to set it higher than 80k to get rid of the choke.




  --

 Date: Thu, 10 Jul 2014 10:02:05 -0700
 From: win...@timetokill.net
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] net_splitpacket_maxrate

 Thanks! The more you know.



 Would re-exposing the variable and setting the default value or minimum
 value to 8 be an options instead of blocking it altogether? Or do the
 changes made render the affects of that variable useless altogether?



 What does the change mean for Linux servers? Did they not suffer from the
 problem in the first place or?



 Thanks again. We appreciate all the information we can get.



 On Thu, Jul 10, 2014 at 9:54 AM, Bruce Dawson bru...@valvesoftware.com
 wrote:

 I agree that the old default value of 15,000 was very low. Setting it to
 128,000 would allow split packets to be transmitted much faster.



 However when net_splitpacket_maxrate was removed we switched to using the
 global data rate, which defaults to 80,000. So, if you were previously
 setting net_splitpacket_maxrate to 128,000 there should not be a dramatic
 difference now.



 The better we understand your current symptoms the better we will be able
 to understand the underlying issue and how best to address it. The change
 fixed some real packet loss problems for Windows servers so simply undoing
 the change is not a good option.



 BTW, the lack of mention of this change in the release notes was merely
 because we make too many small changes to list them all and this was
 assumed to be a small change.



 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Winnie the
 Pooh
 *Sent:* Thursday, July 10, 2014 9:32 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] net_splitpacket_maxrate



 Bruce,



 The effect that most of us noticed and are now missing is that setting
 that cvar to a higher value eliminated some choke and loss especially on
 128tick and higher populated server. The difference between the default
 value and max value was very noticeable on a fully populated server.



 Honestly, I'm not sure many of us know what the variable actually did
 behind the scenes to help but experimenting with it got us better results.



 On Thu, Jul 10, 

Re: [Csgo_servers] Client name received failure code 6

2014-05-08 Thread Asher Baker
Your reasoning is backwards, the client crashing is what causes that
message.

On Thu, May 8, 2014 at 9:31 AM, L33TGaming billgates8...@gmail.com wrote:

 Every since patch v1.32.9.0, my server has been getting *Client name
 received failure code 6* in the logs causing game crashes to every client
 who joins the server. Any server owners out there please help!



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Re: [Csgo_servers] Can't sign up to mailinglist

2014-04-17 Thread Asher Baker
No, it's saying that your domain's SPF record is misconfigured - that
error is coming from the mailing list's SMTP server.

Sent from my iPhone

 On 17 Apr 2014, at 20:44, Dennis mailingli...@primaservers.com wrote:

 Hi,

 Whenever I try signing up to the mailinglist, I receive the following email:
 This message was created automatically by mail delivery software.

 A message that you sent could not be delivered to one or more of its
 recipients. This is a permanent error. The following address(es) failed:

  csgo_servers-requ...@list.valvesoftware.com
SMTP error from remote mail server after RCPT
 TO:csgo_servers-requ...@list.valvesoftware.com:
host list.valvesoftware.com [208.64.203.132]:
550-[SPF] 216.139.236.26 is not allowed to send mail from
 primaservers.com.
550 Please see
 http://www.openspf.org/Why?scope=mfrom;identity=mailingli...@primaservers.com;ip=216.139.236.26

 -- This is a copy of the message, including all the headers. --

 Return-path: mailingli...@primaservers.com
 Received: from [192.168.236.26] (helo=sam.nabble.com)
by sam.nabble.com with esmtp (Exim 4.72)
(envelope-from mailingli...@primaservers.com)
id 1WasAf-0002WA-II
for csgo_servers-requ...@list.valvesoftware.com; Thu, 17 Apr 2014 12:40:29
 -0700
 Date: Thu, 17 Apr 2014 12:40:29 -0700 (PDT)
 From: Dennis mailingli...@primaservers.com
 To: csgo_servers-requ...@list.valvesoftware.com
 Message-ID: 7972878.275110.1397763629560.javamail.nab...@sam.nabble.com
 MIME-Version: 1.0
 Content-Type: text/plain; charset=us-ascii
 Content-Transfer-Encoding: 7bit
 X-SA-Exim-Connect-IP: 192.168.236.26
 X-SA-Exim-Mail-From: mailingli...@primaservers.com
 X-SA-Exim-Scanned: No (on sam.nabble.com); SAEximRunCond expanded to false

 subscribe off0rvua

 Is the signup mail being sent from our own domain? That seems a bit weird...



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Re: [Csgo_servers] Lag compensation is punishing low-pingers?

2014-03-12 Thread Asher Baker
You can't, it's correct, nothing you could have done in those 60ms could
have kept you alive, you were already dead. No one is at any advantage or
disadvantage, the whole point of lag compensation is that everyone has an
equal chance (within bounds) to kill other players, the drawback is that
you may not realise you were killed for a while. This doesn't change the
fact you /were/ killed at that time, if the other player also had a very
low ping, you *would still have been killed at the exact same time*, your
client would have just realised it faster.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Wed, Mar 12, 2014 at 3:05 PM, Jermin Hu jermin...@espc.asia wrote:

   Well, if it's the server who controls the game world, high pingers
 still receive an advantage.

 Let's say the lerp 1000 ms for both clients and the server tick is 50,
 which means the server sends out a packet every 20 ms. The client's
 cl_updaterate is also 50, which means the clients send out a packet every
 20 ms

 Let's redo the above example. My ping is 5 and my opponent's is 45. At
 1000 the server sends out a processed packet, where I have been running
 from south to north for a long time and my opponent is aiming at me. At
 1045, my opponent receives the packet. His client then rendered what
 happened at 945 ms using the packets it just received and the packets it
 received at 1005 and 1025.

 At 1045, my opponent killed me with his AWP. Then his client sends a
 packet containing this command to the server at 1060. It arrives at 1105.
 Then the server compares where I was at 945. Because the interpolation on
 his client is perfect, the server confirms the kill. At 1120, the server
 sends out the packet containing the confirmation to my client. And it
 arrives at 1105.

 My client is trying to render what happened at 1005 according to the last
 3 packets I received at 1105 (containing what happened at 945), 1085
 (containing what happened at 925)  and 1065 (containing what happened at
 905). And guess what? The packet says I was already dead at 945. So even
 after I ran behind the crate in this 60 ms, I was still killed.

 That's should be the correct explanation for what really happened in my
 server.

 So please tell me how I can avoid being killed 60 ms ago?

 Regards,

 *From:* Netshroud netshr...@gmail.com
  *Sent:* Wednesday, March 12, 2014 1:27 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Lag compensation is punishing low-pingers?


 In the lag compensation mechanism, the high-ping players dictates the game
 world, not the low-ping players.


 Actually, the server controls the game mode. The lag compensation
 mechanism rewinds time for players of all ping so that what they see on
 their screen is what they're interacting with. When you shoot a player,
 even if you have 5ms lag time, the server goes and rewrites history so that
 what you shoot is what you were aiming at. When a player with 300ms lag
 does the same thing, the server rewrites history (just more history) too.

 There's no advantage or disadvantage to be had depending on your ping - in
 fact without lag compensation, players with high ping would be severely
 disadvantaged. What's happening with lag compensation is not that you were
 sentenced to death 100ms ago, but rather you were running for 100ms based
 on a prediction that turned out to be false - the prediction that nobody
 killed you in that time. Your death is retroactive.

  On 12 Mar 2014, at 8:54 am, Jermin Hu jermin...@espc.asia wrote:

   Of course low pingers have a disadvantage. In the lag compensation
 mechanism, the high-ping players dictates the game world, not the low-ping
 players. That's why my opponent only need to focus on what's happening the
 screen. If he hits me on his screen, the server would think he hit me.

 My game world doesn't have the final say, because if it is, I shouldn't
 die after I run behind the crate.


 Let's say the server time now is 100 (unit: ms). Let's assume itt takes no
 time for server to process the received packets. That means when the server
 receives a packet, it can immediately send out the packet containing the
 processed game world to both players. And both players' game client can
 render the received packet right away.

 My ping is 5 and my opponent's is 45. At 100 the server sends out a
 processed packet, where I have been running from south to north for 10 ms
 and my opponent is aiming at me. At 145, my opponent receives the package,
 his game client uses the packet containing data of what I was doing at 95
 to interpolate (predict) where I should be rendered on his screen at 145.

 If I suddenly stopped and started running reversely at 96, his client is
 unable to correctly predict it, because the packet he received only
 contains what I was doing at 95 (100-5). His client still thinks that I am
 running to north. After he hit me on his screen, his client 

Re: [Csgo_servers] Persistent Server Accounts for CS:GO

2014-02-24 Thread Asher Baker
The system is in very early beta testing, it'll make it to other games in
due time - the worst thing would be to rush it.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Mon, Feb 24, 2014 at 11:19 PM, fontaine fonta...@syndicate-gamers.netwrote:

 In the most recent Steam Client Update, it appears a new feature was added
 to
 the server browser:

 -Added IP tracking to game server favorites. Favorites will automatically
 update to new server IP addresses if the game server is using a persistent
 account.

 After doing some research and digging around, I was only able to find
 mention of it in some recent TF2 patch notes. This is taken from the
 February 7th, 2014 client update notes:

 -Added the server command *sv_setsteamaccount* for logging in with a
 persistent game server account using a login token. Login tokens may be
 acquired via the IGameServersService/CreateAccount web API. Using a login
 token is not required to run a game server, but allows Steam users to
 continue to access your game server from their favorites list if your game
 server changes IP in the future.

 My question is, am I missing something regarding CS:GO's access to this new
 feature of the server browser? Or is it truly limited to just TF2 right
 now?
 If it is not now, I think it would be extremely beneficial for server
 owners
 and players to have this feature. When one of your favorite servers changes
 host/IPs, steam will automatically update your favorites to the new IP
 without having to go through the whole manual changing of favorites and
 renaming old servers telling people to add the new one. Currently when game
 servers change hosts/IPs, they usually suffer a significant population
 loss.



 --
 View this message in context:
 http://csgo-servers.1073505.n5.nabble.com/Persistent-Server-Accounts-for-CS-GO-tp6457.html
 Sent from the CSGO_Servers mailing list archive at Nabble.com.

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Re: [Csgo_servers] Since CSGO update 1.32.0.0

2014-01-24 Thread Asher Baker
Someone that had this issue resolved it by manually creating a
steam_appid.txt file with CS:GO's appid in. It seems steamcmd was
repeatedly deleting it when verifying.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Fri, Jan 24, 2014 at 2:57 PM, Will Graham wgra...@altpug.com wrote:

 I’m getting the same issue on fresh installs; will try again, though.



 Regards,



 Will Graham

 Co-founder | altPUG LLC



 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *mi...@hs-s.com
 *Sent:* Friday, January 24, 2014 8:30 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Since CSGO update 1.32.0.0



 I will test it and i will report results here.


 Am 24.01.2014 13:51, schrieb Intoxicated bawNg:

 I had the same problem with one of my servers. You need to delete and
 re-download your entire CS:GO SRCDS. SteamCMD is bugged and validate is
 failing to detect and re-download missing or corrupt files.



 On Fri, Jan 24, 2014 at 12:30 PM, mi...@hs-s.com mi...@hs-s.com wrote:

 Hello,

 since the last update i cant start a new installed server.

 Cmd: /bin/sh -c '/home/kd0010/.steam/root/steam.sh steam://run/215 -game 
 csgo console -usercon -maxplayers_override 12 -ip  -port 27015 
 -tickrate 128 +map aim_ag_texture_metal_csgo -nowatchdog -retry' 

 serverGameDLL-DLLInit() failed.



 /bin/sh: 1: /home/kd0010/.steam/root/steam.sh: not found

 Segmentation fault


 Anybody have a similar problem or knows what could be the prob? I have no
 idea, cause it worked fine before the update was released yesterday/today.

 I also have this lines since a few month in console when i start the
 server:

 [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
 [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance
 of Steam, or a local steamclient.dll.

 Any idea how i can fix this?

 Thx for ur answers/ideas!

 Greetings,
 mishu


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Re: [Csgo_servers] Help: Hosting a VAC-enabled workshop server

2014-01-20 Thread Asher Baker
-ip is the bind IP, i.e. the interface's address, +net_public_adr should be
set to the public IP address.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Mon, Jan 20, 2014 at 2:28 PM, Comberbach . acan...@hotmail.com wrote:

 Greetings fellow server operators,

 I really liked the idea of workshop servers, as it finally offered an
 alternative to using a FastDL http server to run custom maps, but I gave up
 on it after trying for ages to get a workshop server to launch with VAC
 enabled.

 I have followed the official guide to the letter (
 https://developer.valvesoftware.com/wiki/CSGO_Workshop_For_Server_Operators),
 but it simply won't activate VAC. VAC enables skin drops and clients to use
 skins: a fairly essential part of the CS:GO experience, in my opinion.

 The problem seems to rest with this line:

 -ip YOUR.PUBLIC.IP.ADDR.HERE

 because if you remove it, the server's VAC is activated, but the server
 becomes unjoinable.

 I'm running Windows, all ports are forwarded to the right IP, no SourceMod
 is getting in the way, I've set up my collections and starting map
 correctly and the -authkey works as well.

 I have spent 50+ hours scratching my head with this. Has anyone achieved
 the above? If so, any help would be mega appreciated!

 Phantom

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Re: [Csgo_servers] Banning problems, banns are disapearing.

2014-01-20 Thread Asher Baker
Make sure you have exec banned_user.cfg before writeid.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Mon, Jan 20, 2014 at 3:31 PM, Molnár László mlaszl...@freemail.huwrote:

 Hy

 Recenlty i noticed that the bans are not working.
 I dont know why, i tried to reinstall the server but still.
 We are using sourcemod to administrate the server, the bans are fine till
 the nex map or restarting the server.

 I noticed it too that if i had writeid cmd in the server.cfg then it
 always overwrites the previous banns writen it it (in the banned_user.cfg
 file), and if when no one was banned in the last map then it will delete
 the pervious too.

 Does anyone hgot the same problems or is it just us?


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Re: [Csgo_servers] CSGO update

2013-11-15 Thread Asher Baker
On Sat, Nov 16, 2013 at 12:23 AM, Ido Magal i...@valvesoftware.com wrote:

 Linux dedicated servers now upload core dumps out-of-process and more
 reliably.


That's awesome! Do you know if/when we might see this in the 2013 engine
games?


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear
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Re: [Csgo_servers] Server Jitter/Lag on 128 tick Server with 24 players

2013-10-28 Thread Asher Baker
1. Real-time priority will degrade performance in most cases.
2. Virtual hardware is fine as long as SRCDS gets enough resources - there
is no inherent problem with VMs.
3. Hyper-threading is almost pointless on a machine dedicated to SRCDS, as
it doesn't make use of multiple threads for the heavy lifting, raw clock
speed is a lot more important (although it may be worthwhile for squeezing
some perf out if you're trying to run more servers than your hardware can
comfortably handle).


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Mon, Oct 28, 2013 at 10:12 AM, Артем Добревич dobrev...@gmail.comwrote:

 Hi

 Did you run your srcds process with realtime priority ?

 Pls see that link


 http://www.srcds.com/db/engine.php?subaction=showfullid=1103579727archive=

 The main issue here is that script can works only with root access.

 Also i faced with server FPS drops when my servers was installed on
 Virtual Machines.
 Hyper threading should be also enabled on server bios.


 So there is 3 main things

 1 Real time priority.
 2 No virtual machines. Only host systems.
 3 Hyper Threading.


 2013/10/28 V V vl910...@yahoo.com

 Hi,
 you problem  Processor: E5-2690v2 (4 cores)
 and CPU Usage: 38.61%
 why?
 dedicated server dosen't support multithread.
 check top and you will see, 1 core have 100%, other 0%.
 how to fix?
 only change processor.
 gl.



   On Monday, 28 October 2013 2:35 PM, AtomicZone Server 
 ser...@azclan.net wrote:
   As requested:

 Server Specs (VDS):
 * OS: Linux (Gentoo) w/Optimized Kernel
 * Processor: E5-2690v2 (4 cores)
 * Memory: 4096MB | Free: 2189MB
 * CPU Usage: 38.61%
 * HDD: 400GB (15k RPM I believe)

 Bandwidth:
 * 1 Gbps available on server with a 20 Gbps pipe to the internet (shared,
 of course).  But, never saturated except possibly during a DDoS, which
 doesn't seem to happen often.

 SRCDS Params:
 * Startup: -game csgo -ip 74.91.123.66 +maxplayers 33
 -maxplayers_override 33 -debug -console -usercon -nocrashdialog -norestart
 -nodefaultmap +host_timer_spin_ms 0 +sv_pure 0 -tickrate 128

 * Other possibly-applicable configuration settings:
 mp_timelimit 0
 sv_hibernate_when_empty 0
 mp_backup_round_file 
 mp_backup_round_file_pattern 
 mp_backup_round_last 
 sv_hibernate_ms 0
 sv_hibernate_ms_vgui 0
 host_sleep 0
 sv_client_cmdrate_difference 0
 sm_cvar sv_client_min_interp_ratio 1
 sm_cvar sv_client_max_interp_ratio 1
 sv_clockcorrection_msecs 15
 sv_maxusrcmdprocessticks 0

 //SM commands
 sm_vote_delay 300

 //NoRoundStats - Fixes Timeout
 sv_noroundstats 1

 // bot-related commands
 bot_difficulty 1
 bot_chatter off
 bot_join_after_player 0
 bot_quota 0
 bot_quota_mode normal
 sm_csgobotquotafix_enable 1
 sm_csgobotquotafix_quota 10

 fps_max 0
 sv_minrate 128000
 sv_maxrate 0
 sm_cvar sv_minupdaterate 128
 sm_cvar sv_maxupdaterate 128
 sv_mincmdrate 128
 sv_hibernate_when_empty 0

 * Server running Classic Casual with Deathmatch plugin (
 https://forums.alliedmods.net/showthread.php?t=189577).  Rounds never
 end.  Every so often (usually daily), server map is changed.  However,
 server has latency issues even when freshly started.

 Thanks,
 cyberdeath




 On Sun, Oct 27, 2013 at 10:32 PM, Левинчук Федор 
 fedot-da-ne-...@yandex.ru wrote:

 HI,
 are you sure it server side problem?
 can you specify more info for your server? (server specs, bandwidth,
 srcds params)


 --

 --
 With regards
 Levinchuk F.


 28.10.2013, 11:07, AtomicZone Server ser...@azclan.net:

 I have noticed that our server consistently gets rather laggy when near
 full.  I currently run two 33 player servers (16v16 with 1 spectator).
  When the player count gets above 24, our 128 tick server starts to lag
 below 128 ticks.  The only plugins/addons running on the servers are
 MetaMod and SourceMod.  I originally thought it was a misconfiguration on
 our server, but I see that other servers with high player counts (that
 aren't even 128 tick) have this same latency problem.  I have asked our
 server host for assistance but they assure me it's not a hardware issue.  I
 contacted Steam support for assistance and they referenced this mailing
 list.  I was hoping a SRCDS developer would be able to work with us to get
 the latency issues resolved.

 See below link for a screenshot with net_graph and player count on the
 screen.

 http://i.imgur.com/jGs8Qwc.jpg

 Thanks,
 cyberdeath
 ,
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Re: [Csgo_servers] CSGO 1.30.7.0

2013-10-11 Thread Asher Baker
According to that graph, it became unstable before the update.
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Re: [Csgo_servers] steamcmd update release

2013-09-23 Thread Asher Baker
Thanks! this is a great addition.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Tue, Sep 24, 2013 at 12:09 AM, Taylor Sherman
tayl...@valvesoftware.comwrote:

  Hi everyone,

 ** **

 We've updated steamcmd today (as well as the regular Steam Client). The
 main thing you might notice/want is there's now a way to download the game
 contents cross-platform. To do that, just set @sSteamCmdForcePlatformType
 to be the platform (windows, linux, or macos) before issuing the app_update
 command. So, something like this:

 ** **

 Steam @sSteamCmdForcePlatformType windows

 @sSteamCmdForcePlatformType = windows

 Steam app_update 10

 (begins updating Counter-Strike, downloading the Windows binaries instead
 of the local platform version)

 ** **

 You must override the platform each time you run steamcmd, it is not
 persisted in any way. 

 ** **

 regards,

 Taylor

 ** **

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Re: [Csgo_servers] Please Fix this Valve!! Exploit!!! Many Communities are getting hit with Ads

2013-09-16 Thread Asher Baker
Won't help at all.


~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Mon, Sep 16, 2013 at 7:18 PM, Bruno Garcia garcia.bru...@gmail.comwrote:

 sv_allowupload 0

 perhaps?...


 On Mon, Sep 16, 2013 at 6:12 AM, Adam Thompson 
 adamto...@googlemail.comwrote:

 We Should'nt be forced to run plugins to fix an exploit in the server
 software

 Please fix this ASAP Valve..

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Re: [Csgo_servers] CSGO secure fix

2013-06-03 Thread Asher Baker
I think you've misread secure for security, the update was fixing
VAC (secure mode) not initializing correctly, not a security bug.

On Mon, Jun 3, 2013 at 11:05 PM, Andre Müller gbs.dead...@gmail.com wrote:
 And the fix is 'Security by obscurity'. Thx


 2013/6/3 Adam Thompson adamto...@googlemail.com

 Thks Ido!

 On 3 June 2013 20:45, Ido Magal i...@valvesoftware.com wrote:

 Hi,



 we’ve just shipped an optional update to 740 that addresses the Windows
 dedicated server ‘secure’ issue.



 Thanks.


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Re: [Csgo_servers] Update

2013-05-27 Thread Asher Baker
This sounds like an issue with a plugin you are running.

On Mon, May 27, 2013 at 5:30 PM, Emanuel Caceres | Gmail 
caceres...@gmail.com wrote:

 **
 Ey Guys.

 I have a problem with the name of a map.
 There is a character limit, generating the problem.
 At map change workshop/125499116/de_inferno_s, do not read the last E of
 the name. Causing the following error CModelLoader :: Map_IsValid: No such
 map 'maps/workshop/125499116/de_inferno_s.bsp'
 Pls repaired or explain how to fix it, I'm using the workshop should run
 correctly and not have this sort of trouble, it's just a character add more
 or remove the limit, there is something illogical such.


 --
   *Emanuel Caceres Soporte Técnico * *127.0.0.1 *
 http://www.localhost.net.ar/
 *Soluciones Innovadoras *   Mendoza 2917 :: C1428DKY
 Ciudad Autónoma de Buenos Aires :: Argentina
 Tel/Fax: 0810 55 LOCALHOST | (011) 4784-6993
 http://www.localhost.net.ar/
 sopo...@localhost.net.ar

 - Original Message -
 *From:* Bella Zio bellaziot...@gmail.com
 *To:* csgo_servers@list.valvesoftware.com
 *Sent:* 27 May, 2013 11:22
 *Subject:* Re: [Csgo_servers] Update

 Thx guys


 2013/5/27 Toms Seisums toms.seis...@gmail.com

 Bella Zio, specific questions would be better suited for
 http://www.reddit.com/r/GlobalOffensive/.

 But in short, i5 will handle it, the problem relies in RAM though.


 On 27 May 2013 16:42, Bella Zio bellaziot...@gmail.com wrote:

 Oh ok thx for your answer guys , i want to host an 32 slots 128 tick
 server , its an i5 2500 https://cp.seflow.it/ordiniweb/dserver.php?id=52 
 enough
 to keep always the tick on 128 even when server full? :) Thx


 2013/5/27 Saul Rennison saul.renni...@gmail.com

 Some tasks are performed in parallel in the engine and game code, so do
 NOT set affinity on your srcds instances. Let the OS choose which cores
 which servers run on. Some recent TF2 CPU/lag spikes were a result of
 server operators forcing srcds onto a single core.



 Kind regards,
 Saul Rennison


 On 27 May 2013 13:50, Evourr evo...@gmail.com wrote:

 **
 useless.

  - Original Message -
 *From:* Bella Zio bellaziot...@gmail.com
 *To:* V V vl910...@yahoo.com ; csgo_servers@list.valvesoftware.com
 *Sent:* Monday, May 27, 2013 7:40 AM
 *Subject:* Re: [Csgo_servers] Update

 Is srcds supporting multicores cpu? Or still multicore almost useless ?


 2013/5/21 V V vl910...@yahoo.com

   Dear Ido,
 I have serious question about thread.
 Source engine using thread, this good. For setting thread need using
 command –thread in start parameter. This working only for “video” thread
 and working very good.
 But, for sound you always using 8 thread, I’m check this J, my
 question, how to set thread for sound.
 Making this possibility in start parameter, for example –sound_thread
 …, for sound good 1 thread only, may be 2, need test … for me :).
 Thanks you.
 p.s. question why? This other story J, may be it's strange for you,
 but this fix problem with latency ….., I'm spend more time while found 
 this
 problem ...
   --
 *From:* Ido Magal i...@valvesoftware.com
 *To:* csgo_servers@list.valvesoftware.com 
 csgo_servers@list.valvesoftware.com
 *Sent:* Friday, 17 May 2013 1:39 AM
 *Subject:* Re: [Csgo_servers] Update

   Worldwide peak is usually around 10am PST. We prefer to ship as
 far from peak while still being around the office to be able to address 
 any
 issues that might arise and for us that’s late afternoon or early 
 evening.

 If we miss our window then we may opt to push it out Thursday morning.

 Hotfixes are shipped when we determine that the value of the fix
 outweighs the disruption that results.

 Thanks.

  *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Cody Lee
 *Sent:* Thursday, May 16, 2013 8:06 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Update

 Patches occur on Wednesdays in the US. Ido usually announces that
 there is an update pending around 3:00 p.m. PST and updates typically 
 push
 out around 5:00 p.m. PST. At least that's the pattern that ive noticed.
  On May 16, 2013 9:23 AM, Calder Lewis lewis...@gmail.com wrote:
  Not but valve needs to be like blizzard and announce when it's
 occurring. Realms will be down for scheduled maintenance. And announce it
 on twitter. @csgo_dev? Releasing an update.

 Sent from my iPhone

 On May 16, 2013, at 9:59 AM, Andre Müller gbs.dead...@gmail.com
 wrote:

  In Germany it's ok. (UTC+2)
 It's not possible to make everyone happy. There is not another good
 possible solution.
  Am 16.05.2013 11:29 schrieb Evourr evo...@gmail.com:
 you cannot find a right time for this, there will be alway one
 region where the peak time is now.

 It sounds like you want updates tailored to your timezone, even
 though you realize they can't make everyone happy.


 - Original Message - From: Molnár 

Re: [Csgo_servers] CSGO 1.22.2.3

2013-02-21 Thread Asher Baker
All of them? :)

TF2 being the major one, but it's abused pretty much everywhere.

On Thu, Feb 21, 2013 at 5:47 PM, Ido Magal i...@valvesoftware.com wrote:
 If you specify the other games then I can forward this to those teams.

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com 
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Asher Baker
 Sent: Thursday, February 21, 2013 9:43 AM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] CSGO 1.22.2.3

 On Thu, Feb 21, 2013 at 5:41 PM, Ido Magal i...@valvesoftware.com wrote:
 point_servercommand was amended to only function when a map is played
 offline.

 It was deemed a server security vulnerability.

 This is *awesome*, any chance of this change coming to other engines?

 ~
 Their heads are green, and their hands are blue,
   And they went to sea in a Sieve. - Edward Lear

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Re: [Csgo_servers] No CSGO update today.

2013-01-17 Thread Asher Baker
Protobuf makes it easier to maintain compatibility across updates (needed
for demo files).

On Thu, Jan 17, 2013 at 3:46 PM, Saul Rennison saul.renni...@gmail.comwrote:

 Yeah but why? Bitbuffer works fine.



 Kind regards,
 Saul Rennison


 On 17 January 2013 15:43, ics i...@ics-base.net wrote:

  As the google page says, it's language-neutral, platform-neutral,
 extensible mechanism for serializing structured data. Small, fast and
 simple.

 I'm sure they have done internal tests before changing to it.

 -ics

 17.1.2013 17:04, Valentin G. kirjoitti:

 Can someone shed some light on how protobuf performs vs. bitbuffer? I'm
 just curious as to why the switch is/was made, what benefits it has (even
 if only for valve internally).


 On Thu, Jan 17, 2013 at 2:50 PM, Nicholas Hastings 
 psycho...@alliedmods.net wrote:

 I've made a news post about this now at SourceMod.net, including a link
 to all of the info necessary for SM scripters to prepare.

 --
 Nicholas Hastings
 AlliedMods.net http://www.alliedmods.net

   Marcin Paterek mrpate...@gmail.com
  Thursday, January 17, 2013 6:59 AM
   Almost.

  https://forums.alliedmods.net/showpost.php?p=1874693postcount=2



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ics i...@ics-base.net
  Thursday, January 17, 2013 6:57 AM

 Did the sourcemod folks got the protobuf sorted with beta already? I
 haven't had time to pay attention.

 -ics

 - Alkuperäinen viesti -
  SM will break again if it is not updated by then. I don't think you
 need
  to worry about anything else.
 
 
  On Thu, Jan 17, 2013 at 9:48 AM, Chris Strand
  milkmansreve...@gmail.comwrote:
 
   Are there any resources available that explain what differences we
 will
   see from the protobuf update? I would normally wait for patch notes,
   but a major change to networking code seems like there is a risk of
   breaking peoples set ups!
  
   Chris
   --
   From: Ido Magal
   Sent: 16/01/2013 23:00
   To: csgo_servers@list.valvesoftware.com
   Subject: [Csgo_servers] No CSGO update today.
  
   FYI, We intend to ship an update that will include the new
   protobuffered messages next Wednesday ( Jan 23rd ).
  
  
  
   Thanks.
  
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  Thursday, January 17, 2013 4:45 AM
   SM will break again if it is not updated by then. I don't think you
 need to worry about anything else.



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Chris Strand milkmansreve...@gmail.com
  Thursday, January 17, 2013 3:48 AM
Are there any resources available that explain what differences we
 will see from the protobuf update? I would normally wait for patch notes,
 but a major change to networking code seems like there is a risk of
 breaking peoples set ups!

 Chris
   --
 From: Ido Magal
 Sent: 16/01/2013 23:00
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] No CSGO update today.

  FYI, We intend to ship an update that will include the new
 protobuffered messages next Wednesday ( Jan 23rd ).



 Thanks.
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Re: [Csgo_servers] maxplayers in start command

2013-01-17 Thread Asher Baker
-maxplayers_override is the CS:GO specific one.

On Fri, Jan 18, 2013 at 3:38 AM, David Fountain savsi...@gmail.com wrote:
 That's what they show here

 https://forums.alliedmods.net/showthread.php?t=198360

 This is for 64 slots

 SavSin

 On Jan 17, 2013 7:24 PM, Techgunner techgun...@americanbloodsport.com
 wrote:

 I had to replace the hard drive in my 2003 server to SSD drive (old drive
 died). I am trying to set maxplayer in start command line but can't remember
 for the life of me what that command was. -maxplayers does not work. I know
 it was force something..correct?

 --
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 Clan Leader/Founder
 American BloodSport Gaming Community
 www.americanbloodsport.com


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Re: [Csgo_servers] mp_warmup_start/end exploit is now a big problem

2013-01-13 Thread Asher Baker
On Sun, Jan 13, 2013 at 12:01 PM, kdl_512 kenlawren...@yahoo.com wrote:
 I can't speak to the technical details, though I suspect it was an honest
 oversight with a trivial fix. The supposed hotfix was shipped quite
 quickly. What shipped means or how one would use such a fix is unclear.

Shipped means released, and you use it by updating your server like
any other update.

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Re: [Csgo_servers] mp_warmup_start/end exploit is now a big problem

2013-01-13 Thread Asher Baker
You should open a ticket with your host if they're not providing
updates (even if it is only optional), you clearly don't have the
access to run steamcmd yourself (the install/update tool). The patch
is optional as clients do not require it to play on the server, so in
order to minimize disruption it can be applied whenever individual
servers want to (or possibly never, at least until the next mandatory
one, if they've already worked around it).

And while I understand your frustration, if you'd installed the server
yourself you would know how to update it, which is why I felt no need
to include instructions to that effect. However, having gone the easy
route of paying a GSP to host it, you're at their mercy and should be
having this conversation with their support channels, no one here can
offer anything but workarounds using server plugins.

On Sun, Jan 13, 2013 at 2:06 PM, Kenny kenlawren...@yahoo.com wrote:
 Pardon, how exactly do YOU update a server?  Please don't make assumptions.  
 I wouldn't have gone through the trouble of registering in half a dozen 
 places in order to get answers to this problem.

 Many (most?) Cs:go communities use managed- server hosts which provide only 
 ftp access and a web gui to install updates and to restart the server;  I do 
 not have access to our clan's server control panel outside of a crippled one 
 that only provides restart capability, but I'm told that there is no patch 
 pending.  Only mandatory ones have been pushed to the server panel in the 
 past.  So, we're not sure what to do.  Still wonder why this isn't a 
 mandatory update.   If there is another way to get access to the files, and 
 if ftp access also allows for updating core server files to be updated (this 
 I do not know- we may only have the ability to modify files in certain 
 folders -- and we certainly do not have ssh) then it would be helpful to know 
 where this patch has been archived...

 I realize that in part this is a host support issue, but it seems improper 
 that we should have to jump through hoops to get information about something 
 so fundamentally important.  I think the main problem here is the labeling of 
 the patch as optional when clearly it is necessary.Optional means the 
 host doesn't have to provide it... But as evidenced, it is a show stopper, 
 and clearly a majority of community servers are still vulnerable days after 
 the patch was published... This is not my area of expertise, but from 
 a purely observational perspective, I think it's safe to say that the problem 
 has not been solved if all of the top 20 North American community servers are 
 empty late on a saturday night.  I am not interested in 5v5 matchmaking 
 servers, but I have heard that some still aren't patched.

 -Original Message-
 From: Asher Baker asher...@gmail.com
 Sender: csgo_servers-boun...@list.valvesoftware.com
 Date: Sun, 13 Jan 2013 13:16:51
 To: csgo_servers@list.valvesoftware.com
 Reply-To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] mp_warmup_start/end exploit is now a big problem

 On Sun, Jan 13, 2013 at 12:01 PM, kdl_512 kenlawren...@yahoo.com wrote:
 I can't speak to the technical details, though I suspect it was an honest
 oversight with a trivial fix. The supposed hotfix was shipped quite
 quickly. What shipped means or how one would use such a fix is unclear.

 Shipped means released, and you use it by updating your server like
 any other update.

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Re: [Csgo_servers] mp_warmup_start/end exploit is now a big problem

2013-01-13 Thread Asher Baker
It was not my intention to be condescending. My apologies if you found
my reply offending.

On Sun, Jan 13, 2013 at 6:04 PM, Absurd Minds goabs...@absurdminds.net wrote:
 I agree. But here was no need to direct any condescension at the op. This is
 a place to help others, not to boost egos by pretending we're all so much
 better than others for trivial reasons.

 On Jan 13, 2013 1:01 PM, Stephen Bevan ssbe...@gmail.com wrote:

 Absurd (and original poster).

 Paying a GSP can be done in two ways... one where you pay the GSP to have
 full access (like a virtual dedicated server (VDS)) or a fully managed
 server (whether fully managed VDS or simply a fully managed game server).

 If you have a self managed VDS (or somehow ssh access to your install and
 subsequent steamcmd) then you have full update capabilities and should know
 how to update your servers with the optional update that has been available
 for a few days now.  If you depend on your GSP for any/all updates (aka the
 easy route), then you can only use alternative work arounds until your GSP
 updates your servers to fix this issue, which was already addressed with an
 optional update.

 As Asher already stated, this complaint needs to be addressed to the game
 provider since it appears they hold the reigns for any/all updates in this
 case.

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Re: [Csgo_servers] CS:GO messaging changes.

2012-12-27 Thread Asher Baker
SourceMod

On Thu, Dec 27, 2012 at 2:44 PM, Christopher Meng cicku...@gmail.com wrote:
 BTW,are there any alternatives to mani?


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Re: [Csgo_servers] CS:GO messaging changes.

2012-12-27 Thread Asher Baker
Once the usermessage changes drop again it's going to require massive
changes anyway.

On Thu, Dec 27, 2012 at 4:50 PM, Bruno Garcia garcia.bru...@gmail.com wrote:
 Or people could contribute analyzing signatures/offsets for player functions
 and updating gametypes.txt
 That will keep the plugin alive longer unless an interface function is
 updated and you would have to compile a new set of code.


 On Thu, Dec 27, 2012 at 1:38 PM, Techgunner
 techgun...@americanbloodsport.com wrote:

 Yeah that made me sad. I have used Mani since version 1.0 back in 2004 for
 my CS:S servers. At least it is working on my servers for the time being
 since the rollback. I guess I better start learning Sourcemod if Valve
 releases another patch that Breaks Mani.

 {{A-BS}}Techgunner
 Clan Leader/Founder
 American BloodSport Gaming Community
 www.americanbloodsport.com

 On 12/27/2012 6:00 AM, Bruno Garcia wrote:

 I think the rollback was necessary.
 I don't think VALVe would want the *ONLY* community mod (plugin/addon)
 breaking for long periods of time in csgo servers.
 Why the only community mod? Because Mani Admin Plugin shut down a few
 weeks ago, they won't update their binaries anymore...

 Think about that...


 On Wed, Dec 26, 2012 at 10:40 PM, Adam Piatek a...@galoregameservers.com
 wrote:

 Ditto what Mike said.

 I've been watching the boards since cs1.6, and I don't recall ever seeing
 this happen in the past.

 Thanks Guys,
 Adam
 NoobGalore

 On Wed, Dec 26, 2012 at 8:06 PM, Mike Didiano m...@networks-llc.com
 wrote:

 It’s amazing that you guys listened to the community and helped us by
 rolling back that update.



 Let the rest of us not forget that Valve and the CS:GO team actually do
 CARE and LISTEN.



 Sometimes it’s more complicated to make everyone happy than it seems.





 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Ido Magal
 Sent: Wednesday, December 26, 2012 5:56 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] CS:GO messaging changes.



 CS:GO version 1.21.5.2, that contained protobuffered messaging, is now
 available for download.



 To get the client, go to CS:GO properties, and select ‘protobuf’ on the
 ‘betas’ tab.



 To get the matching server, append ‘-beta protobuf’ to your steamcmd
 ‘app_update’ command. This should be done in a destination separate from 
 the
 usual install dir.



 We’ll reship the new messaging in a couple of weeks.



 Thanks.


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 a...@galoregameservers.com
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 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2013.0.2805 / Virus Database: 2637/5989 - Release Date: 12/26/12



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Re: [Csgo_servers] Where is mp_chattime?

2012-12-11 Thread Asher Baker
You can change any convar that exists.

On Tue, Dec 11, 2012 at 8:00 AM, Marcin Paterek mrpate...@gmail.com wrote:
 Unfortunately you can't change every convar with SourceMod.

 Marcin


 2012/12/11 Saul Rennison saul.renni...@gmail.com

 But anybody who knows what they're doing will just use SourceMod to change
 ConVar values anyway. I know the FCVAR_RELEASE way of things comes from the
 L4D branch, but why was it kept? What was the reasoning behind it? If people
 wish to mess with ConVars, then surely they should be allowed?



 Kind regards,
 Saul Rennison



 On 10 December 2012 21:29, Ido Magal i...@valvesoftware.com wrote:

 We switched to a white-listing method from a black-listing method to
 reduce the code complexity that we’d need to support at the outset. Many
 convars are/were written for debugging purposes during development and don’t
 necessarily interact well with others. Chasing down those bad interactions
 is a black hole of engineering time.



 As people request ones that make sense, we whitelist them.



 I’ll go ahead and whitelist mp_match_restart_delay.



 Thanks.



 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd
 Minds
 Sent: Monday, December 10, 2012 1:08 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Where is mp_chattime?



 Ido, why are so many of these important cvars locked?

 On Dec 10, 2012 4:04 PM, Winnie the Pooh win...@timetokill.net wrote:

 That seems to work for my purposes. It is a locked cvar.

 Thanks Ido.

 On Dec 10, 2012 1:49 PM, Ido Magal i...@valvesoftware.com wrote:

 Does mp_match_restart_delay do what you’re expecting?



 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
 Charalampos Galanis
 Sent: Monday, December 10, 2012 8:04 AM
 To: Csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] Where is mp_chattime?



 Hello ,  i want to shorten the time when a map ends , before changing to
 the next one , what is the new command now? (because mp_chattime doesn't
 work on csgo anymore , not even sm_cvar of it)


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Re: [Csgo_servers] Reporting cheaters

2012-12-11 Thread Asher Baker
And now we see the reason for these new Official Violations -
banning people without the technical proof required by VAC.
This can go nowhere but badly.

On Tue, Dec 11, 2012 at 8:01 AM, Nomaan Ahmad n0man@gmail.com wrote:
 http://forums.steampowered.com/forums/showthread.php?t=3025067

 This dude managed to get VAC banned.


 On 11 December 2012 07:26, AnAkIn anakin...@gmail.com wrote:

 He's not vac banned, check his profile.

 Le 11 déc. 2012 01:13, Bruno Garcia garcia.bru...@gmail.com a écrit :

 @Vitaliy Genkin:
 Is this the appropriate way of reporting cheaters?
 Does the profile report violation actually work? I've never seen VAC Bans
 applied when reporting cheaters through a profile report.

 @Anakin: He's Vac banned on CS:GO , he can't play on official servers
 (vac enabled servers), that's what he ment.



 On Mon, Dec 10, 2012 at 8:22 PM, AnAkIn anakin...@gmail.com wrote:

 If he's cheating, why aren't you vac banning him then?

 Le 10 déc. 2012 23:00, Vitaliy Genkin vita...@valvesoftware.com a
 écrit :

 Thank you for bringing this up to our attention and providing the
 details. We did more investigation on our side and agreed with the 
 cheating
 verdict. We assigned the appropriate CS:GO official violations and they 
 will
 not be able to play on official game servers.


 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of a2115781
 Sent: Monday, December 10, 2012 11:21 AM
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] Reporting cheaters

 Does reporting cheaters on their profile actually do anything? I was
 wondering if submitting proof of cheaters would be enough to get them 
 admin
 assigned cooldowns so they could no longer play on matchmaking servers.

 This guy (http://steamcommunity.com/id/Kureneko/ ID: 0:1:56990980) was
 speed hacking and aimbotting in a competitive matchmaking game, and we
 couldn't do anything except wait for the game to end.

 He has screenshots on his own profile of him cheating in css:
 http://steamcommunity.com/sharedfiles/filedetails/?id=108133681
 http://steamcommunity.com/sharedfiles/filedetails/?id=110580311

 Demo of him cheating in csgo if the screenshots he took himself aren't
 enough proof: http://www.mediafire.com/?lwtcbp6j2228lua

 His friend http://steamcommunity.com/id/13874893274/ was in the game
 with him and stopping him from getting kicked. I suspect this
 http://steamcommunity.com/profiles/76561197975901831 is the cheaters
 alt account as they have the same name and are both friends with the same
 person.




 --
 View this message in context:
 http://csgo-servers.1073505.n5.nabble.com/Reporting-cheaters-tp2587.html
 Sent from the CSGO_Servers mailing list archive at Nabble.com.

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Re: [Csgo_servers] Reporting cheaters

2012-12-11 Thread Asher Baker
On Tue, Dec 11, 2012 at 12:21 PM, ics i...@ics-base.net wrote:
 Problem is that the ban applies ONLY to official valve servers, not to any
 community servers.

The patch notes from 2 updates ago mention
sv_kick_players_with_cooldown, which defaults to a value of 1 - the
help for this says kick players with official assigned violation. It
sounds like this relates to the same thing.

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Re: [Csgo_servers] Strange problem: teams are full

2012-12-02 Thread Asher Baker
How about just doing what was said to check instead of writing it
off immediately?

On Sun, Dec 2, 2012 at 8:28 AM, Ronny Schedel i...@ronny-schedel.de wrote:

   No, this is not map dependend. Players report this issue on all maps,
 even standard maps. Server is running in casual mode.

  *From:* Andreas Grimm c...@saigns.de
 *Sent:* Sunday, December 02, 2012 9:15 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Strange problem: teams are full


 Hey,

 

 this happens, when there are no more spawn points available in a map. I
 guess this map has only 12 for each team.

 You need to add more spawn points for a team (per plugin or editing the
 .bsp) to get rid of that message.

 

 - Andreas

 

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Ronny Schedel
 *Sent:* Sunday, December 02, 2012 8:49 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* [Csgo_servers] Strange problem: teams are full

 

 Hello,

  

 we have a strange problem with our CSGO server. Maxplayers is set to 25
 and sv_visiblemaxplayers is set to 24, this setting allows a hidden
 reserved slot. SourceTV ist running.

  

 If the server is maxed out with 24/24 human players and a new player joins
 (25/24), he cannot join any team, the server says “Team xxx is full.”

  

 How can this happen and what is the workaround?

  

 Best regards

  

 Ronny

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Re: [Csgo_servers] console bans, and auto vacating bots

2012-11-20 Thread Asher Baker
Can you clarify how you have the bots setup and what you're seeing?

With a mode of fill, a quota of 10, and 20 slots you should see the
following (from what I understand of the documentation):
0 players = 10 bots
5 players = 10 bots
10 players = 10 bots (probably 9 however, as I believe the game leaves a
slot free so more players can join)
15 players = 5 bots (same as above, but 4)
20 players = 0 bots

On Tue, Nov 20, 2012 at 2:32 AM, David Fountain savsi...@gmail.com wrote:

 The only way i can think of is to have a third party plugin do
 the following Psuedocode.

 Start Event_PlayerJoins
 Kick Bot
 Change Quota to match
 End Event_PlayerJoins

 Start Event_PlayerLeaves
Add Bot
Spawn Bot
 End Event_PlayerLeaves


 should be possible... but what you want sounds custom and is not part of
 the game itself. Autovacate in my mind works like you have explained it..
 even in CZ when the player is live the bot then leaves.  Though this
 sounds more like an issue for the sourcemod website not the mailing list :)

 On Mon, Nov 19, 2012 at 5:32 PM, Absurd Minds goabs...@absurdminds.netwrote:

 Oh, I'm fine with the round time. I've got it set to a 30 minute round
 with a roundlimit of 1, effectively making it a 30 minute map. The
 problem is that it seems that GO is designed to only deal with bots
 upon round end. So if a player joins, a bot won't vacate because it
 isn't yet the end of the round. Or if a player leaves, a bot won't
 join because it isn't yet the end of a round. I'm looking for a
 workaround for that problem.

 On Mon, Nov 19, 2012 at 8:30 PM, David Fountain savsi...@gmail.com
 wrote:
  Anubis the cvar i posted was for your round timer... did it not work?
 If not
  it can be done with a third party plugin. Let me know
 
 
  On Mon, Nov 19, 2012 at 5:08 PM, Absurd Minds goabs...@absurdminds.net
 
  wrote:
 
  As I posted above, it didn't work.
 
  On Nov 19, 2012 8:08 PM, Travis Brown tbrown7...@gmail.com wrote:
 
  You can try it. I havent tried to to be honest. Post back if it works.
 
  On Mon, Nov 19, 2012 at 7:35 PM, Absurd Minds 
 goabs...@absurdminds.net
  wrote:
 
  Shouldn't I be able to use sm_cvar bot_auto_vacate 1 then?
 
  On Mon, Nov 19, 2012 at 7:28 PM, Absurd Minds 
 goabs...@absurdminds.net
  wrote:
   That cvar did not solve my bot problem. (I added sm_cvar
   mp_ignore_round_win_conditions 1 to the server config file - is
 that
   right?) Bots still don't vacate when a player, nor reconnect when a
   player leaves.
  
   On Sun, Nov 18, 2012 at 10:19 PM, David Fountain 
 savsi...@gmail.com
   wrote:
   confirmed works from HLSW ban my self restarted server and
 works.as
   for
   round timer
   Look up mp_ignore_round_win_conditions here
   http://forums.alliedmods.net/showthread.php?t=186668 needs
 sm_cvar
  
   On Sun, Nov 18, 2012 at 2:51 PM, Absurd Minds
   goabs...@absurdminds.net
   wrote:
  
   Why are console bans not saving? For example, I tried to ban
   somebody
   today.
  
   rcon banid 0.0 STEAM_1:...
   rcon writeid
   rcon kickid 34
  
   Two minutes later they were back. Looking at my ban list, it was
   empty. I had to manually enter them into the ban list, and enter
   writeid into the server console for it to save.
  
  
   Second question: How can I get bots to autovacate in a server
   without
   round times? I am running a 20 slot deathmatch server with 10
 bots.
   When humans join, bots don't vacate, even with bot_quota_mode
   fill,
   I guess because they round didn't end or something. Is there a
 way
   to
   have them auto vacate the moment a human joins?
  
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   --
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   David Fountain
  
  
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  David Fountain
 
 
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Re: [Csgo_servers] CSGO 1.21

2012-10-26 Thread Asher Baker
On Fri, Oct 26, 2012 at 6:32 AM, Techgunner
techgun...@americanbloodsport.com wrote:
 I understand your frustration guys. I use Mani Admin Plugin to administrate
 our servers. However, I will play devil's advocate here. It is not Valve's
 responsibility to make sure their game works with third party mods. It is
 the responsibility of the third party developer to make the mod work with
 the game.

Except there is nothing us plugin developers can do - HPE broke it on
the client side.


On Fri, Oct 26, 2012 at 6:32 AM, Techgunner
techgun...@americanbloodsport.com wrote:
 I understand your frustration guys. I use Mani Admin Plugin to administrate
 our servers. However, I will play devil's advocate here. It is not Valve's
 responsibility to make sure their game works with third party mods. It is
 the responsibility of the third party developer to make the mod work with
 the game. There is a workaround that you can use. It is a bit time
 consuming, but so is bitching and whining. Just bind your menuselect
 options to other keys (I don't know...maybe the 10-keys...just a thought). I
 have no problems at all when dead or spectate to bring up mani admin to
 control the server. While in-game, bring up console and start binding keys
 for your admin menu:
 type: bind Kp_End menuselect 1
 type: bind Kp_DnArrow menuselect 2
 type: bind Kp_PgDn menuselect 3
 type: bind Kp_RightArrow menuselect 4
 type: bind Kp_5 menuselect 5
 And so on and so on. You will find that using the 10-keys to admin your
 server will actually work better for you.

 {{A-BS}}Techgunner
 Clan Leader/Founder
 American BloodSport Gaming Community
 www.americanbloodsport.com

 On 10/25/2012 9:28 PM, Zeta8706 wrote:

 You'd think they would test most of these problems prior to release, not to
 mention the minor things like reassignment of number keys for plugins. I
 understand competition is of the utmost importance as they'll get their name
 and csgo in mlg and such but people are spending hundreds and even thousands
 each on building or renting servers. We can't get public servers filled when
 CS:S is more stable and developed and GO doesn't offer anything but visual
 upgrades and a weapon or two (that no one wants to use anyway).
 -iLL

 On Oct 26, 2012, at 12:12 AM, David Fountain savsi...@gmail.com wrote:

 They seem to be only concerned about the competition side right now Well
 have to wait for them to finish that dev

 On Oct 25, 2012 9:02 PM, pater.invictus pater.invic...@gmail.com wrote:

 So glad Valve didnt fix the Broken Menus!  I love Being an admin on a
 server where I can't use my plugins in Spec and Dead.  cheers Valve!

 On Thu, Oct 25, 2012 at 9:35 PM, John lists.va...@nuclearfallout.net
 wrote:

 When these are posted to the Steam news page, please don't backdate them.
 You posted this later than other updates, but it ended up far below the fold
 because it was listed with an incorrect time of 5:44pm PDT.

 -John


 On 10/25/2012 8:03 PM, Ido Magal wrote:

 It’s live. Thanks.





 Release Notes for 10/25/2012



 [ SPECTATING ]

 - Resurrected SourceTV as 'GOTV.'

 - Added a map overview that displays players, events, grenade
 detonations, etc. Can be drawn on in a select-able colored pen when
 spectating or if the sv_competitive_official_5v5 convar is set to 1 on the
 server or if the client convar mapoverview_allow_client_draw is set on the
 client (drawings are not currently networked to other players).

 - Added free camera to spectator modes cycle.

 clamped hud_scaling to 0.95.

 - Added convar 'cl_spec_show_bindings' that toggles the visibility of the
 spectator key bindings.

 - Added spectator ability to toggle competitive scoreboard player data
 using the 'drop' command.

 - Extended team clan name support to the Team Select Screen. To use team
 clan name, all humans should match their Team name in Games-Settings, or
 the server admin can use the 'mp_teamname_1' and 'mp_teamname_2 convars.'

 - After halftime, teams no longer switch sides visually on the spectator
 screen, they now stay where they are and the team colors switch instead.

 - Created a server convar that lets you swap the default player side
 position manually (CTs on right and T's on left) called
 mp_spec_swapplayersides.

 - Made the hotkey that's assigned to jump to a player not change after
 half-time.

 - You can now display a country flag next to your custom team name on the
 spectator scoreboard by setting mp_teamflag_1/2 to ISO Alpha-2 country
 code of the country you want to display.



 [ CLASSIC COMPETITIVE ]

 - Introduced Skill Groups, the new Skill Group emblems are now visible
 in the main menu and at the end of a competitive match. A players' Skill
 Group will be displayed after they achieve at least 10 competitive match
 wins.

 - Reworked conditions of valid match leaving: A vote to concede becomes
 available to the team that lost a player. Otherwise the match continues.

 - Number of players searching for a competitive match will 

Re: [Csgo_servers] [Update issue]v1.20.2.0 Menu problems....

2012-10-18 Thread Asher Baker
He was replying to Intoxicated bawNg's list of other issues, which
are caused by trying to use the menu in the tiny amount of time
between it being reopened (OB radio menu's automatically dismiss after
a few seconds, server plugins workaround this by reopening the menu
repeatedly until manually closed) on OrangeBox games, and are
unrelated to the issue at hand.

~
Their heads are green, and their hands are blue,
  And they went to sea in a Sieve. - Edward Lear


On Thu, Oct 18, 2012 at 2:35 AM, pater.invictus
pater.invic...@gmail.com wrote:
 Am I the only one who has no clue what Andre is saying?
 Please read from the first email to know what this thread is about and not
 just the title. Makes you look really stupid.


 On Wed, Oct 17, 2012 at 1:21 PM, Andre Müller gbs.dead...@gmail.com wrote:

 You mean the 4 second bug in the menus of all OB-Games?
 This is well kown and it was easy to fix it.

 The problem with CS:GO is client side. How can a plugin devoloper fix
 this things with a serverplugin?
 We are talking about two different things. Please differ between
 server and client.


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Re: [Csgo_servers] [please fix]Custom Loading Screens

2012-10-15 Thread Asher Baker
Are you sure Gameserver's system knows to transfer swf files to the
fast-dl host?


On Mon, Oct 15, 2012 at 1:08 PM, pater.invictus
pater.invic...@gmail.com wrote:
 We're using Gameservers as our host and they have a redirect server
 autmatically syncs with the files we have on our Gameserver.  That's why I
 can't understand how the files do not transfer.

 We've tried using the plugin to upload these files but it doesn't work
 either.  It just gives the sae error.


 On Mon, Oct 15, 2012 at 12:08 AM, ics i...@ics-base.net wrote:

 I'll forward your thanks to him. I'm not sure why it doesn't work for you.
 Do you perhaps pack the file to .bz2? Do you use really tight ratio on
 packing or default? Try not the .bz2 pack the file, leave it as it is unless
 it already is like that.

 Apache logs tell me that the files download with the code 200 and i was
 just able to test out myself that i get the files too. I removed the
 loading-de_keidas_b2.swf and connected to my server which had it on, i got
 the file.

 There has been cases with some server softwares in the past (mainly
 Microsoft IIS) with filetypes but flash is so common that i wouldn't think
 that is the cause.

 -ics

 15.10.2012 5:01, pater.invictus kirjoitti:

 I've tried the plugin, doesn't work.
 My question is, why doesn't it work w/o the plugin?

 On Sun, Oct 14, 2012 at 3:02 PM, David Fountain savsi...@gmail.com
 wrote:

 For this we use a sourcemod plugin.

 On Oct 14, 2012 2:00 PM, pater.invictus pater.invic...@gmail.com
 wrote:

 So why would our redirect not be sending this file?  I have never had an
 swf file upload to a client at all...on any custom map.  I put the file in
 the Server FTPin the resource/flash/  folder.   The redirect syncs with
 it and the maps download no problem but the SWF files (and the radar files)
 for that matter do not upload to the clients.
 (keidas is a fantastic map btw, tell your friend it's the best map I've
 ever seen and I can't wait for his next one)

 On Sun, Oct 14, 2012 at 9:01 AM, ics i...@ics-base.net wrote:

 That map (de_keidas_b2) is done by a fellow admin of mine and i use the
 same _b2 version on our server. All files download from our host, 
 including
 .swf. I just checked the logs just to be sure.

 -ics

 14.10.2012 17:31, Andre Müller kirjoitti:

 Give a shit on security!
 Which developer has the silly idea for supporting flash animations in
 csgo?
 I thnik it's better not to start csgo with custommaps, if custom flash
 animations will work.

 Check the url in your browser. Maybe there is a misstype or you
 forget, that under Linux files are case-sensitive.

 2012/10/14 pater.invictus pater.invic...@gmail.com:

 Seems like a little thing, but custom .swf loading screens do not
 Upload to
 clients - even when a .res file is attached and we are using a Fast
 D/L
 Redirect.

 We keep getting the same error all the time

 Downloading

 http://redirect.chi.gameservers.com/xxx.xxx.xxx.xx_27015//resource/flash/loading-de_keidas_b2.swf.bz2.
 Error downloading

 http://redirect.chi.gameservers.com/xxx.xxx.xxx.xx_27015//resource/flash/loading-de_keidas_b2.swf.bz2
 Downloading

 http://redirect.chi.gameservers.com/xxx.xxx.xxx.xx_27015//resource/flash/loading-de_keidas_b2.swf.
 Error downloading

 http://redirect.chi.gameservers.com/xxx.xxx.xxx.xx.146_27015//resource/flash/loading-de_keidas_b2.swf


 This happens for every custom map SWF that we try to add.


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Re: [Csgo_servers] [please fix]Custom Loading Screens

2012-10-14 Thread Asher Baker
 Which developer has the silly idea for supporting flash animations in csgo?
All of CS:GO's UI is flash...


On Sun, Oct 14, 2012 at 3:31 PM, Andre Müller gbs.dead...@gmail.com wrote:
 Give a shit on security!
 Which developer has the silly idea for supporting flash animations in csgo?
 I thnik it's better not to start csgo with custommaps, if custom flash
 animations will work.

 Check the url in your browser. Maybe there is a misstype or you
 forget, that under Linux files are case-sensitive.

 2012/10/14 pater.invictus pater.invic...@gmail.com:
 Seems like a little thing, but custom .swf loading screens do not Upload to
 clients - even when a .res file is attached and we are using a Fast D/L
 Redirect.

 We keep getting the same error all the time

 Downloading
 http://redirect.chi.gameservers.com/xxx.xxx.xxx.xx_27015//resource/flash/loading-de_keidas_b2.swf.bz2.
 Error downloading
 http://redirect.chi.gameservers.com/xxx.xxx.xxx.xx_27015//resource/flash/loading-de_keidas_b2.swf.bz2
 Downloading
 http://redirect.chi.gameservers.com/xxx.xxx.xxx.xx_27015//resource/flash/loading-de_keidas_b2.swf.
 Error downloading
 http://redirect.chi.gameservers.com/xxx.xxx.xxx.xx.146_27015//resource/flash/loading-de_keidas_b2.swf


 This happens for every custom map SWF that we try to add.


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Re: [Csgo_servers] [Update issue]v1.20.2.0 Menu problems....

2012-10-13 Thread Asher Baker
These are interfaces that have been around since the very early
versions of the Source engine - the only reason they're not working
correctly while dead are because of HPE's botched ScaleForm
integration into the Source engine using manual input handling instead
of commands.

On Sun, Oct 14, 2012 at 12:09 AM, Mike Didiano m...@networks-llc.com wrote:
 It has to do with the overlay when you are dead.  They do not 'break our
 menus on purpose'.  It probably has to do with fixing an exploit more than
 anything.  You all seem to think their #1 priority is making sure they don't
 break mods.   Anyone that has run a gungame python server over the past 5
 years knows that they do what they can but ultimately it is the mod
 communitys responsibility to adapt their addon to the game.   So much
 whining on here.

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Valentin
 G.
 Sent: Saturday, October 13, 2012 6:36 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] [Update issue]v1.20.2.0 Menu problems

 No, it's not the fault of a plugin. Menus are plain unusable when you are
 dead.

 And SourceMod does not use some kind of black magic way to open menus, those
 are the default menus we are talking about.

 On Sun, Oct 14, 2012 at 12:02 AM, Jonathan bartoua Schneider
 bart...@gmail.com wrote:
 Guys,

 That's clearly a problem about that plugin, if you do not understand
 that valve is not in charge of mod development, please just stop
 sending mail about bullsh*t.

 You bored me when you say things like :

 I tell them something and they do not developped it devs have a
 roadmap, they do not have time to deal with your complaints, if it is
 not a critical or major bug, they will not fix it while they do not
 fix real bugs (as memory leaks).

 with XXX mod something doesn't work if you use a mod go whining to
 the mod developer ML or forum. A software editor doesn't care about
 external development.

 The primary goal of a mailing list is to help people with the power of
 a community, not whining like babies on a bug wich appears when you
 use external code (so a non valve bug).

 My 2 cents

 Jonathan bartoua Schneider

 Le 13 oct. 2012 22:05, Benjamin Vergnaud benja...@verygames.net a
 écrit
 :



 Hi guys.

 I'm quite appalled by the number of people whining here.

 How, on earth, are you guys able to judge what issues are important
 or not ? Or what they are working on or not ?

 Because you don't care about an issue doesn't mean everyone think the
 same way. All issues are important. Not to the same level, agreed, but
 still.
 Stop saying they fix things nobody cares about, it's just plain wrong.
 With the same reasoning, why do you think they're not working on
 other issues too ? Did it ever occured to you that they might ALSO be
 working on more important issues, but that they just take more time
 on those, to release a decent fix, that will work, instead of another
 reason for you to whine ?
 This is even more true when we know that most of you guys have no
 clue, really. Most of you are far from being developpers, and even
 further from being professional.

 These guys spend part of their weeks working to improve this game.
 The majority of their work on CS:GO is about fixing issues. They
 release patches at a reasonable rate.
 Do you really think they don't give a crap ? Then why do they keep
 working ? They could've released the game and moved on.

 I don't even know how they can remain motivated while working for
 such a community. My point ? You are babies (well most of you).

 Originally, a mailing list is used to address issues to the devs. So
 address them, and that's it. If people want to add their experience,
 it's cool, it helps even more. But quit whining. IT DOESN'T HELP.

 Start by doing their job before saying they're incapable of doing it.

 And before anyone says something stupid, NO, i'm not saying they're
 doing a perfect job.


 --
 Benjamin ‘kRYOoX’ Vergnaud

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Re: [Csgo_servers] 1.20.2.x

2012-10-11 Thread Asher Baker
Any chance of, ya know, after all this time, getting server-plugin
radio menus working while observing / dead?

On Fri, Oct 12, 2012 at 12:41 AM, Ido Magal i...@valvesoftware.com wrote:
 As noted, we fixed several crashes related to rendering, scaleform, and the 
 spectator panel.

 Without a callstack to compare against, I can't say for certain whether or 
 not we fixed the one you experienced.


 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com 
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Adam 
 Thompson
 Sent: Thursday, October 11, 2012 4:36 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] 1.20.2.x

 Still not fixed the Multicore rendering crash?

 Sent from my iPad

 On 12 Oct 2012, at 00:29, Ido Magal i...@valvesoftware.com wrote:

 The update is live. Thanks.


 Release notes for 10/11/2012

 [ Minor Fixes ]
 -Fixed bomb defusal resetting when a server lags below 20fps.
 -Fixed a case where the round and timer were not being updated when 
 spectating.
 -Fixed another case where warmup alerts panel didn't show for late joiners.
 -Fixed a crash that would happen when you died that associated with the 
 spectator panel.
 -Fixed general scaleform crashes.
 -Made radio commands also selectable via the keypad numbers.
 -Fixed enemies on radar that were above/below you showing their up/down 
 indicators rotated.
 -Made alive/dead state on the spectator UI easier to read.
 -Replaced mp_teamname_t and mp_teamname_ct with mp_teamname_1 and 
 mp_teamname_2 to disambiguate convars from sides in a mode that supports 
 team switching at halftime. Now the names follow the teams after the switch. 
 ( mp_teamname_1 is the team that first plays CT ).
 -Changed spectator HUD to show which primary weapon each player has 
 purchased during freeze time.
 -Made spectator HUD show all grenades carried by each player.

 [ Classic Competitive Changes ]
 -Added an explanation about competitive mode rules to better explain its 
 difference from other modes.
 -Added save/restore of cash for competitive matches: When a player 
 disconnects and reconnects in competitive mode, their pre-disconnect money 
 will now be preserved.
 -Added a button requiring players to ready-up when a competitive match is 
 found. When all 10 players ready-up then the matchmaking servers lock them 
 in for the match. Abandoning at any point after clicking the ACCEPT button 
 will result in Competitive cooldown.
 -Increased competitive cooldowns to 30 minutes for first offense, 2 hours 
 for second offense and so on.
 -Kicking a player no longer offers a vote to continue. The game will proceed 
 with a bot in place of the kicked player.


 From: Ido Magal
 Sent: Thursday, October 11, 2012 3:50 PM
 To: 'csgo_servers@list.valvesoftware.com'
 Subject: 1.20.2.x

 We hope to ship a mandatory update for CSGO within the hour.

 Thanks.


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Re: [Csgo_servers] STEAM_1:x:xxxxx ... STEAM_0:x:xxxxx .. ?

2012-09-27 Thread Asher Baker
The number there is meant to represent the Steam Universe, it's meant
to be 1 (which is Public), the 0 being used was the bug.

Personally, I hope it doesn't get changed back, as it'll just repeat
this drama again. The engine only guarantees it's an identifying
string for that player for that game.


On Thu, Sep 27, 2012 at 12:20 PM, Andreas Grimm c...@saigns.de wrote:
 Here we don't (and never will) use plugins like sourcebans.
 Our own plugins are already able to handle STEAM_0 and STEAM_1 formats, but
 that's not the topic. The usability in general could be better.

  - Why two different entries for the same user in a banned_user.cfg?

  - Why no unique SteamIDs for the same users in serverlogs from different
 games?

  - Why do we have to remove the strings STEAM_0: and STEAM_1: when we
 want to work with SteamIDs + the support for multiple valve games just to
 identify the same user?

 Where is the big deal in just updating the engine, that it reports STEAM_0
 instead of STEAM_1 like it's already done for Orange Box games?
 Is there any real(!) reason, why CS:GO uses STEAM_1:x:x ?

  - Andreas

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd
 Minds
 Sent: Thursday, September 27, 2012 12:34 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] STEAM_1:x:x ... STEAM_0:x:x .. ?

 I personally hate sourcebans and I'm sure others do as well. I don't
 know why all these threads degenerate into This is only a problem if
 you don't use X third party plugin. These are real issues that valve
 can address - we shouldn't need to use a myriad of other plugins just
 to get the functionality we desire. If I had to use one plugin for
 every thread on this site my server wouldn't register at all!

 (hey... maybe that's why nobody can tell the difference between 128
 and 64 tick, because the servers are so loaded down with this and that
 plugin to fix all the problems because every time they are brought up
 they are dismissed with just use this third party plugin instead...)

 On Thu, Sep 27, 2012 at 6:30 AM, Saul Rennison saul.renni...@gmail.com
 wrote:
 If you used Sourcebans, you only need to ban one ID because STEAM_0 ==
 STEAM_1 in the plugin's eyes.


 Kind regards,
 Saul Rennison



 On 27 September 2012 11:18, Absurd Minds goabs...@absurdminds.net wrote:

 Plugins might, but if you are running a huge community and you also
 have a policy that getting banned from one server means getting banned
 from all of them (or that being admin of one server means you can
 admin all), it becomes more cumbersome.

 On Thu, Sep 27, 2012 at 5:59 AM, Saul Rennison saul.renni...@gmail.com
 wrote:
  CS:GO is based off the L4D engine branch (I'm pretty sure that engine
  branch
  has been merged into main now anyway), so STEAM_1 is here to stay.
 
  What's the huge deal? Don't all the plugins treat STEAM_0 and STEAM_1
  the
  same? (At least Steambans does).
 
 
  Kind regards,
  Saul Rennison
 
 
  On 27 September 2012 10:04, Andreas Grimm c...@saigns.de wrote:
 
  Hello,
 
 
 
  is it really necessary, that steam ids have the format STEAM_1:x:x
  in
  CS:GO?
 
  In all other games (except l4d, not sure how it's there) it's
  STEAM_0:x:x.
 
 
 
  The x digits are equal for all games, so I don't really understand why
  using a different format.
 
  It's just annoying.
 
 
 
  For the orange box it get fixed 3-4 years ago:
 
  http://store.steampowered.com/news/2252
 
 
 
   - Updated the engine to report SteamIDs using the Steam_0 format
  instead
  of Steam_1
 
 
 
  I would appreciate a similar update for CS:GO
 
 
 
   - Andreas
 
 
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Re: [Csgo_servers] Arms Race Server crashes on map change

2012-09-11 Thread Asher Baker
The watchdog is designed to detect if the server is hung and restart
it if it is. Basically, your server took too long to do something in a
frame, in general you should try and find the cause of that instead of
disabling the watchdog.

On Tue, Sep 11, 2012 at 2:24 PM, feugatos feuga...@ceidwarfare.net wrote:
 I added this command line switch and it seem to work for now. I'll monitor
 the server and see how it goes.
 What does exactly this switch do? Does anyone know?

 Thanks

 -Dimitrios.



 On 11/9/2012 3:47 μμ, Sunkist wrote:

 Hello feugatos,

 At 11.09.2012, feugatos wrote

 And when the server crashes I get the same error on the console:
 ./srcds_run: line 318: 16802 Alarm clock $HL_CMD

 [...]

 did you try
   -nowatchdog

 at the command line?

 Regards, Sunkist

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Re: [Csgo_servers] CSGO Data from .dem?

2012-09-10 Thread Asher Baker
On Mon, Sep 10, 2012 at 10:34 AM, Birkir Baldvinsson
pusbir...@gmail.com wrote:
 Right now it is not possible to parse data from the CS:GO demos.

It's exactly as-possible as any other Source game, unlike Source 2009,
it's just that no one has put in the time to do the requisite reverse
engineering (at least not to write any spec that's public) for CS:GO.

On Mon, Sep 10, 2012 at 10:34 AM, Birkir Baldvinsson
pusbir...@gmail.com wrote:
 Hey,

 Right now it is not possible to parse data from the CS:GO demos. I've been
 in talks with Ido from Valve about this, and he said he would ask around the
 office. I've yet to hear anything, though. It's a shame this isn't
 prioritized, seeing as how this would make it possible to do proper
 statistics - a feature that is much sought-after by the public.

 On Mon, Sep 3, 2012 at 1:49 AM, Ejziponken - sza...@hotmail.com wrote:

 Is it possible to get data like nick, map, steamids from a recorded demo
 in CSGO? (without status in console).

 In 1.6 and even source you can use Col demoplayer to get information, but
 not working witch CSGO, wrong protocol.

 So how can I get the info I need from demos?

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 --
 Birkir Baldvinsson

 (+47) 941 61 449
 p...@hltv.org  ||  www.HLTV.org


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Re: [Csgo_servers] Mirroring downloadurl in console

2012-09-03 Thread Asher Baker
What would be the point? it would be trivial to see the HTTP requests
with a network sniffer.

The correct solution is to limit this on your web server, the game
client passes the server's IP and port as part of the request headers.

On Mon, Sep 3, 2012 at 8:30 PM, Absurd Minds goabs...@absurdminds.net wrote:
 Yep I sure could go through all that trouble to find a workaround. But I was
 hoping that by suggesting it to valve they would realize that mirroring the
 IP isn't a great idea and would be willing to re-hide it

 On Sep 3, 2012 3:29 PM, Devin O'Malley omalley@gmail.com wrote:

 Oh, okay, I understand what you mean now.

 Couldn't you just firewall the box with the maps on it? Then you can
 whitelist your server, which should be handling the requests. I do believe
 that is what we do, I don't handle that end of it.

 On Mon, Sep 3, 2012 at 4:26 PM, Absurd Minds goabs...@absurdminds.net
 wrote:

 It mirrors it in console when you connect to a server.  It specifically
 says 'downloading URL.map.nap' out whatever.

 On Sep 3, 2012 3:24 PM, Devin O'Malley omalley@gmail.com wrote:

 Unless someone has rcon, they can't retrieve most server convars'
 values. If they try to do it in their console, they will only get their own
 replicated values. For instance on my TF2 servers, if I type in sv_lan on a
 server, it tells me 1. In order for me to connect to a server, sv_lan has 
 to
 be 0, so it is telling me what my local set up is, not what the server's
 value is.

 At least, I assume that is how CSGO is.

 On Mon, Sep 3, 2012 at 4:21 PM, Absurd Minds goabs...@absurdminds.net
 wrote:

 Is there a way to keep the downloadurl private so that other people
 can't just put that URL into their server config ?


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Re: [Csgo_servers] Getting a server identity for a CS:GO server, when I don't own the game

2012-08-23 Thread Asher Baker
 What I mean't wasn't for installing the server, but to create a server
 identify for it, like you do with cl_gameserver_create_identity in TF2.
 Or maybe this isn't used in CS:GO yet?
It isn't.

 (Although I can see that it assigns the server an anonymous ID upon starting)
That's completely different and all recent Source games print that.

On Thu, Aug 23, 2012 at 7:36 AM, Peter Reinhold peter_va...@reinhold.dk wrote:
 On 23.08.2012 00:30, Gordon wrote:

 Any steam account can install/update a server now that it is not in
 beta. You will need a steam account but it doesnt need to have CS:GO
 on its account.


 What I mean't wasn't for installing the server, but to create a server
 identify for it, like you do with cl_gameserver_create_identity in TF2.

 Or maybe this isn't used in CS:GO yet? (Although I can see that it assigns
 the server an anonymous ID upon starting)



 /Peter

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Re: [Csgo_servers] CSGO heads up

2012-08-15 Thread Asher Baker
You're clearly completely crazy.


On Thu, Aug 16, 2012 at 1:24 AM, Ido Magal i...@valvesoftware.com wrote:
 We hope to release another patch within the hour.



 Thanks.


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