Re: [Csgo_servers] Recent harassment on Cs go server mail list

2017-10-12 Thread Daniel Barreiro
I got you fam https://imgur.com/jb8VCX6

On Thu, Oct 12, 2017 at 12:35 PM, Nathaniel Theis  wrote:

> honestly this is the funniest this list has been in years and I approve
>
> although I do want to see some sweet looking stock photos of hackers in
> trenchcoats or ski masks
>
> On Oct 12, 2017 9:31 AM, "Michael Loveless" 
> wrote:
>
>> Seriously man, please stop with the spam. You provided the information
>> you felt was necessary and while Valve rarely responds here, they see the
>> things reported here. If they feel it holds any credibility, they will look
>> into it. Sourcemod devs frequent this as well, and always do anything they
>> can to provide security for their users. Your original thread served it's
>> purpose, time to move on.
>>
>> On Thu, Oct 12, 2017 at 12:21 PM, Hasser Css 
>> wrote:
>>
>>> You had your fun already, now stop wasting everyone's time, Mister
>>> PoC-in-security-means-Point-Of-Contact, amongst other funny things. :)
>>>
>>> On Thu, Oct 12, 2017 at 5:48 PM, Stealth Mode >> > wrote:
>>>
 Alfred, please have whoever is moderating these lists monitor the list
 better.

 A recent topic posted about the custom file exploit vulnerability has
 demonstrated a problem with list management/administration/moderation.

 A number of persons on this list do not have a lot of education in
 cybersecurity. In their ignorance they attack/harass some of the more
 experienced IT professionals on this list.

 Some of them I recognize from hlds, and Cs 1.0-1.6 days.

 Thanks in advance. Watch this thread on the go list, I bet they even
 harass on this topic. Even One Warrior Nation Ryan surprised me with his
 attacks (funny because he got into computer science in Baltimore because of
 conversations we used to have on owns 1.0-1.6 servers). Some of these
 members need suspended, or banned outright for harassing persons on this
 list.

 Sincerely,
 Christopher "StealthMode" Stephen Larkins
 HL Mod server professional since 1999
 Professional CS competitor, and beta tester since 1998
 Independent IT Field Engineer

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Re: [Csgo_servers] Update

2016-03-21 Thread Daniel Barreiro
Well that's one way to patch the exploit. Thanks Vitaliy!

On Mon, Mar 21, 2016 at 4:52 PM, Vitaliy Genkin 
wrote:

> An optional server stability update for CS:GO has been released. It is
> recommended for server operators to update servers with
> PatchVersion=1.35.2.9 to the latest build ServerVersion=310.
>
> Community servers that need clients to upload changes to their userinfo
> entries during gameplay must set all allowed server-side userinfo setting
> keys when processing client connect.
>
> GL HF!
>
>
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Re: [Csgo_servers] [ GSLT ] - User accounts will also receive a temporary cooldown when their Game Server Login Token gets banned.

2016-02-25 Thread Daniel Barreiro
You're proving my point.

On Thu, Feb 25, 2016 at 9:39 PM, Matthias "InstantMuffin" Kollek <
proph...@sticed.org> wrote:

> Not sure why you're making stuff up, but it's not particularly nice, even
> compared to the average writer here on this list (see Daniel's reply).
>
> On 26.02.2016 03:31, Absurd Minds wrote:
>
>>
>> No I mean matthias. I had him on steam for a while and all he did was
>> call me an idiot and criticized or argued with everything I said, so I
>> removed him. Sorry if I came across as meaning you. I don't even know you
>> and have nothing against you. I just thought it was funny we both had the
>> same toxic experience with matthias.
>>
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Re: [Csgo_servers] [ GSLT ] - User accounts will also receive a temporary cooldown when their Game Server Login Token gets banned.

2016-02-25 Thread Daniel Barreiro
Everyone has a toxic experience with Matthias. He just likes to complain.

On Thu, Feb 25, 2016 at 9:31 PM, Absurd Minds 
wrote:

> No I mean matthias. I had him on steam for a while and all he did was call
> me an idiot and criticized or argued with everything I said, so I removed
> him. Sorry if I came across as meaning you. I don't even know you and have
> nothing against you. I just thought it was funny we both had the same toxic
> experience with matthias.
> On Feb 25, 2016 9:15 PM, "Charalampos Galanis" 
> wrote:
>
>> Ι never behaved like this in any member here , could you please remind me
>> the cases I am toxic against you or someone else here? And if you don't
>> mind , send me a PM of what is your steam name, I honestly don't remember
>> insulting someone like you here or Steam, I could say the exact opposite,
>> that I admire your writings.
>>
>> Unless you love trolling with some people here but it is highly doubtable.
>>
>> Sorry if this becoming personal but I found your last post offensive.
>> Στις 26 Φεβ 2016 04:01, ο χρήστης "Absurd Minds" <
>> goabs...@absurdminds.net> έγραψε:
>>
>>> Haha he did the same to me. I ended up removing him as well. He's as
>>> toxic on steam as he is in the mailing list.
>>> On Feb 25, 2016 8:20 PM, "Charalampos Galanis" 
>>> wrote:
>>>
 Without wanting to deviate the discussion here in a  more personal
 level, the last time I spoke to you on Steam and I were asking some
 questions about the GSLT bans, you called me an "idiot" , "smurf" and just
 unfriend/blocked me. I understand that your privacy is top priority but it
 is strange that you blocked me then and now you act like this never
 happened by reminding me how "greek-friendly" you are.
 Στις 26 Φεβ 2016 03:05, ο χρήστης "Matthias "InstantMuffin" Kollek" <
 proph...@sticed.org> έγραψε:

> Yeah, that sucks as well.
> By the way, you still owe me that souvláki from for 5(?) years ago.
>
> On 26.02.2016 02:00, Charalampos Galanis wrote:
>
> Do you know what is the worst thing now? Just browse the most
> populated community servers (30 slots or above) and you will find (not big
> surprise)that they already have ws and other banned plugins , up and
> running as if they never got banned. And do you know the even worst thing?
> They profit A LOT from this , because all these many people (traffic)
> generate money to them via advertisement pop ups + banned skin chooser
> plugins are known to be player magnet. And I sit right here thinking if
> GSLT's are sold by means of black market someway or just these server
> owners have already about a dozen of mobile phone numbers and csgo 
> accounts
> (they make so much money  from their csgo gameservers everyday, not big
> issue for them)
>
> (Offtopic, answer to Matthias) Varoufakis is no more minister of
> economics , there were elections last summer and he just "ragequitted" 
> when
> he realised the big pile of s**t is my country now.
> Στις 26 Φεβ 2016 02:45, ο χρήστης "Absurd Minds" <
> goabs...@absurdminds.net> έγραψε:
>
>> I use h3bus's deathmatch plugin but I am not banned.
>> On Feb 25, 2016 7:02 PM, "Ejziponken -"  wrote:
>>
>>> Yeah but alot of people said they were wrongfully banned including
>>> h3bus (creator of Deathmatch advanced plugin).
>>> So I still think there is some false positive here.
>>>
>>> My biggest concern is that his plugin is the one being flagged. Its
>>> one of the most used plugins out there.
>>>
>>> It gives currently owned weapon skins with the DM menu.
>>>
>>> --
>>> Date: Fri, 26 Feb 2016 08:56:03 +0900
>>> From: st...@tbctactics.com
>>> To: csgo_servers@list.valvesoftware.com
>>> Subject: Re: [Csgo_servers] [ GSLT ] - User accounts will also
>>> receive a temporary cooldown when their Game Server Login Token gets 
>>> banned.
>>>
>>> I would like to remind people that sourcemod is a mod to the vanilla
>>> csgo server software.  Therefore, requesting which specific plugin 
>>> within
>>> sourcemod is not allowed is outside of valve's parameters.
>>>
>>> It should be your job to investigate which plugin it is thats
>>> causing your account to get banned.  Its not Valve's job to hold your 
>>> hands
>>> and support third party addon's plugins.
>>> On Feb 26, 2016 8:47 AM, "Matthias "InstantMuffin" Kollek" <
>>> proph...@sticed.org> wrote:
>>>
>>> I'd like to add that I don't give a damn about the process/detection
>>> behind it.
>>> If I were to get a single screenshot of some sort of skin-menu for
>>> example with the ip in it, that would be enough for me.
>>>
>>> Also, I'd like to further express, that while I 

Re: [Csgo_servers] Precache limit

2016-02-23 Thread Daniel Barreiro
Feel free not to read me calling you out if you want. Have fun in your safe
space where you can be a dick to someone else (Your previous comments on
Valve and the community make this a lot more than it would be on its own)
but once someone calls you out they're the bad guy.

You complain Valve doesn't care about the community and then when they do
something for the community you claim it wasn't done for the community.

Yes, Valve is known to fix stuff in hindsight. That doesn't change the fact
that that doesn't apply with this change. Was there any reason for them to
need to change it? No, there wasn't. It happened after an open discussion
on the subreddit.

Yes people have complained about this for a while, and it would have been
nice to seen it changed sooner, but at least they changed it. Don't
complain they don't listen/care when they VERY clearly do.



On Tue, Feb 23, 2016 at 8:30 PM, Matthias "InstantMuffin" Kollek <
proph...@sticed.org> wrote:

> Feel free to not reply if you don't like a response, instead of insulting
> people.
>
> First of all, Valve fixes stuff in hindsight. See the current patch notes
> regarding the ui issues with the medishot.
> Second of all, workshop maps have been affected by this limit for ages.
> Complaints and requests have been made "up their butts" from every possible
> direction for over a year.
>
> I'm simply asking myself what changed.
>
>
> On 24.02.2016 02:27, Daniel Barreiro wrote:
>
> Piss off. If it was needed for the operation it'd have been done last
> week.
> You're aware Valve can do something for the community, right?
> There was a huge discussion about this on /r/globaloffensive the other day
> and they VERY obviously listened to that request.
>
> On Tue, Feb 23, 2016 at 8:23 PM, Matthias "InstantMuffin" Kollek <
> <proph...@sticed.org>proph...@sticed.org> wrote:
>
>> "– Added engine support for up to 4096 model precache table entries."
>>
>> Keep in mind: This is not for "us", but for the operation.
>>
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Re: [Csgo_servers] Update

2016-02-18 Thread Daniel Barreiro
Thanks Vitaliy! Glad you're pushing update logs to the mailing list again
:-)

On Thu, Feb 18, 2016 at 2:54 PM, Vitaliy Genkin 
wrote:

> A client stability update for CS:GO has been released today to address
> several frequent crashes and a smoke grenade regression.
>
>
> -Original Message-
> From: csgo_servers-boun...@list.valvesoftware.com [mailto:
> csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Vitaliy Genkin
> Sent: Wednesday, February 17, 2016 7:24 PM
> To: csgo_servers@list.valvesoftware.com
> Subject: [Csgo_servers] Update
>
> CS:GO client, servers, and SDK have been updated to version 1.35.2.1
> Previous build has been pinned as "jan_27" label.
>
> Release notes for the latest update can be found here:
> http://blog.counter-strike.net/index.php/2016/02/13629/
>
> GL HF!
>
>
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Re: [Csgo_servers] Csgo_servers Digest, Vol 46, Issue 2

2016-02-01 Thread Daniel Barreiro
ok

On Mon, Feb 1, 2016 at 3:27 PM, Omar Haider  wrote:

> Botservice steam kit for msg add bot mm matchstick lobby dNS inject out of
> bonds please confirm
>
> omar haider
> On Feb 1, 2016 3:00 PM, 
> wrote:
>
>> Send Csgo_servers mailing list submissions to
>> csgo_servers@list.valvesoftware.com
>>
>> To subscribe or unsubscribe via the World Wide Web, visit
>>
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>> or, via email, send a message with subject or body 'help' to
>> csgo_servers-requ...@list.valvesoftware.com
>>
>> You can reach the person managing the list at
>> csgo_servers-ow...@list.valvesoftware.com
>>
>> When replying, please edit your Subject line so it is more specific
>> than "Re: Contents of Csgo_servers digest..."
>>
>>
>> Today's Topics:
>>
>>1. Re: ?s the following bug fixed? (Geo B.)
>>
>>
>> --
>>
>> Message: 1
>> Date: Mon, 1 Feb 2016 15:30:21 +0100
>> From: "Geo B." 
>> To: csgo_servers@list.valvesoftware.com
>> Subject: Re: [Csgo_servers] ?s the following bug fixed?
>> Message-ID:
>> > nmx8drvqfeuobquno...@mail.gmail.com>
>> Content-Type: text/plain; charset="utf-8"
>>
>> While we are on the topic "Is it still a bug?", maybe we can talk about
>> the
>> -nobots option which allow you players to see enemies on their radar
>> through smokes ?
>>
>>
>> 2016-02-01 15:15 GMT+01:00 whocodes :
>>
>> > I still wouldn't look at this as a bug anyways. As far as I can tell
>> this
>> > on the ground thing is the new "T-pose" (standing straight with the arms
>> > spread apart) that we've been used to seeing Valve playermodels do
>> without
>> > weapons for years. They just happened to make that position on the
>> ground
>> > for these new set of models they released.
>> >
>> > On Jan 31, 2016, at 11:13 PM, Matthias InstantMuffin Kollek <
>> > proph...@sticed.org> wrote:
>> >
>> > More or less. You misunderstood the annotation I made regarding
>> community
>> > servers. It's irrelevant whether or not this happens on an official
>> server
>> > or a community vanilla setup (topic being the definition of a "bug").
>> > I'd like to point out that I could not reproduce this under normal
>> > circumstances. Circumstances being, set up a local server with no bots,
>> > enabling cheats, switching to thirdperson, setting the convar, dropping
>> all
>> > weapons. But to be fair, no one has done this to themselves in a
>> > thirdperson perspective, it seems.
>> >
>> > What Niko is basically saying, based on what sourcemod does (memory
>> > hacking):
>> > "I'm pseudo-randomly accessing an application's memory, modifying it at
>> my
>> > own will. Now something in the application broke. That's a bug."
>> >
>> > On 01.02.2016 04:07, Don Park wrote:
>> >
>> > As a clarification, what "InstantMuffin" is basically saying is this.
>> >
>> > It's not used within the parameters of the normal/competitive game
>> > itself.  You don't see it being used in Competitive, Casual, Deathmatch,
>> > etc.  Therefore, it's not really 100% a bug as the game functions within
>> > the parameters its originally designed in.
>> >
>> > Now for mods and such they did give us a new cvar that we can use to
>> drop
>> > the knife, but it's not a clean implementation yet (as you can see,
>> there
>> > is no "no weapon" model available at the moment, therefore it defaults
>> to
>> > the model lying on the ground).
>> >
>> > It's something that they should look into fixing/updating, but I
>> wouldn't
>> > say this is a particularly important fix as there's more important
>> issues
>> > to tackle.  But hey that's my two cents.
>> >
>> > - Don
>> >
>> >
>> > On Mon, Feb 1, 2016 at 12:01 PM, lay295  wrote:
>> >
>> >> On a local server where I invite my friends the bug does happen, same
>> >> with a
>> >> remote vanilla server without sourcemod. Also on reddit when the update
>> >> went
>> >> live there are tons of people who don't even know about sourcemod that
>> >> mentioned it, a lot of people in their own local server aswell.
>> >>
>> >>
>> >>
>> https://www.reddit.com/r/GlobalOffensive/comments/4313nk/glitch_with_the_new_update_when_you_dont_have_a/?ref=search_posts
>> >>
>> >>
>> https://www.reddit.com/r/GlobalOffensive/comments/43b62m/mp_drop_knife_enable_1_is_great/
>> >>
>> >>
>> https://www.reddit.com/r/GlobalOffensive/comments/432af3/playing_around_with_the_new_knife_drop_command/
>> >>
>> >>
>> https://www.reddit.com/r/GlobalOffensive/comments/431f3w/reproducible_bug_from_knife_drop_patch/
>> >>
>> >>
>> https://www.reddit.com/r/GlobalOffensive/comments/436osj/bug_with_dropping_knife_this_will_be_interesting/
>> >>
>> >> There's like 10 more threads but don't really wanna link them all, it's
>> >> very
>> >> clearly a glitch reproducible on a 

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

2016-01-28 Thread Daniel Barreiro
Didn't valve say if one server got banned from an account, all of them
would?

On Thu, Jan 28, 2016 at 5:18 PM, Max Krivanek <m...@kigen.co> wrote:

> Our Jailbreak server didn't modify the knife. It only modified access to
> weapons and the player's model.  Ts get orange jumpsuits.
>
> On Thu, Jan 28, 2016 at 4:13 PM, Daniel Barreiro <
> smelly.feet.you.h...@gmail.com> wrote:
>
>> >So to clarify, if your not running a pretty vanilla gamemode, you will
>> be banned.  Jailbreak, Zombie Mod, etc, appear to be banned if they modify
>> player's model, or give a custom weapon.
>>
>> There's no reason for a custom weapon to need a unique model.
>> I don't know what their intention was with player models (it's not clear
>> if they meant no custom models whatsoever or just no custom weapon models
>> as that's what this whole kerfuffle was about)
>>
>> On Thu, Jan 28, 2016 at 5:06 PM, Max Krivanek <m...@kigen.co> wrote:
>>
>>> So to clarify, if your not running a pretty vanilla gamemode, you will
>>> be banned.  Jailbreak, Zombie Mod, etc, appear to be banned if they modify
>>> player's model, or give a custom weapon.
>>>
>>> On Thu, Jan 28, 2016 at 4:03 PM, Max Krivanek <m...@kigen.co> wrote:
>>>
>>>> So Valve updated their terms, custom content is banned.  Any custom
>>>> items/skins/whatever.  Lovely that they didn't bother to notify us using
>>>> that GSLT tool at all.  I don't know where or how they thought
>>>> changing Vitaliy Genkin's originally posted rules would get noticed.
>>>>
>>>> [To clarify: it is also not acceptable to provide players with custom
>>>> models and/or weapon skins that do not exist in the CS:GO ecosystem]
>>>>
>>>> http://blog.counter-strike.net/index.php/server_guidelines/
>>>>
>>>> On Thu, Jan 28, 2016 at 3:53 PM, Max Krivanek <m...@kigen.co> wrote:
>>>>
>>>>> Repost due to too long a message (it included previous messages in
>>>>> this thread before).
>>>>>
>>>>> --
>>>>>
>>>>> I really cannot believe they're treating these like VAC bans.  Client
>>>>> side cheating is very different from modified servers.  The server being
>>>>> modified means a good chance for a false positive.  A plugin could be 
>>>>> using
>>>>> an interface innocently, but be marked as a "inventory modifier."  Valve
>>>>> has never clearly communicated with the community on what exactly they
>>>>> consider wrong.  Does this mean just official items/skins, or does this
>>>>> mean server cannot have any custom weapons/items/skins?  Does this mean if
>>>>> the gamemode we use restricts certain items that we are up for ban?  Even
>>>>> though the server is clearly listed as a modified server like Jailbreak?
>>>>> What happens when a GSLT is compromised?  Shared GSPs aren't exactly rocks
>>>>> when it comes to security.  And either the GSLT token is set in command
>>>>> line, which is possible to see with process stats, or its set in
>>>>> autoexec.cfg.  Process stats are not generally privileged information on
>>>>> OSes. In Linux this can be accessed via the file system
>>>>> in /proc//cmdline.  A simple SourceMod plugin can strip through a
>>>>> GSP's /proc folder and steal all the GSLT tokens.  There is absolutely no
>>>>> security here.  The file method through autoexec.cfg would depend solely 
>>>>> on
>>>>> file permissions.
>>>>>
>>>>> There is just so many things wrong with this system that, unless Valve
>>>>> fixes it, will force us to abandon and boycott CS:GO and future Valve
>>>>> titles.  A lot of times this plugins are used for innocent purposes, and
>>>>> not to generate money.  But because of a few bad apples Valve decides to
>>>>> wack everyone else.  This is truly unacceptable.
>>>>>
>>>>> I say to those affected, get together with your communities and
>>>>> organize a protest for this over-reaching and over-bearing response by
>>>>> Valve to just a few people that were abusing the system.  The best and 
>>>>> most
>>>>> effective way would be to cease playing CS:GO, get a refund on it if you
>>>>> can, and post public announcements stating why such actions had to be 
>>>>> taken.
>>>>>
>>>>
>>>>
>>>
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Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-28 Thread Daniel Barreiro
That's how support generally works. If they are not unbanning servers then
they'll use a predefined reply instead of retyping the same thing over and
over again.

On Thu, Jan 28, 2016 at 4:51 PM, Team LANII <lanii.c...@gmail.com> wrote:

> I got the exact same replyfrom steamsupport, they are copy like I
> expected.
>
> On Thu, Jan 28, 2016 at 10:31 PM, whocodes <ad...@whocodes.pw> wrote:
>
>> Assuming his outrage is because he's innocent, I wouldn't consider that
>> progress — they told him he got banned for the only known reason to, and
>> now he'll have to wait another couple days for a different response.
>>
>> On Jan 28, 2016, at 4:17 PM, Daniel Barreiro <
>> smelly.feet.you.h...@gmail.com> wrote:
>>
>> Think of it this way, you got a reply from Steam support within 48 hours.
>> That's progress!
>>
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Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-28 Thread Daniel Barreiro
They should probably clarify that wording a bit more. I have a feeling
their intention was custom weapon models but there's no way to be sure

On Thu, Jan 28, 2016 at 5:07 PM, IBIS Customer Service <
ibis.serv...@gmail.com> wrote:

> So this means that zombie servers are banned from cs go?
> On Jan 28, 2016 5:05 PM, "Max Krivanek"  wrote:
>
>> So Valve updated their terms, custom content is banned.  Any custom
>> items/skins/whatever.  Lovely that they didn't bother to notify us using
>> that GSLT tool at all.  I don't know where or how they thought
>> changing Vitaliy Genkin's originally posted rules would get noticed.
>>
>> [To clarify: it is also not acceptable to provide players with custom
>> models and/or weapon skins that do not exist in the CS:GO ecosystem]
>>
>> http://blog.counter-strike.net/index.php/server_guidelines/
>>
>> On Thu, Jan 28, 2016 at 3:53 PM, Max Krivanek  wrote:
>>
>>> Repost due to too long a message (it included previous messages in this
>>> thread before).
>>>
>>> --
>>>
>>> I really cannot believe they're treating these like VAC bans.  Client
>>> side cheating is very different from modified servers.  The server being
>>> modified means a good chance for a false positive.  A plugin could be using
>>> an interface innocently, but be marked as a "inventory modifier."  Valve
>>> has never clearly communicated with the community on what exactly they
>>> consider wrong.  Does this mean just official items/skins, or does this
>>> mean server cannot have any custom weapons/items/skins?  Does this mean if
>>> the gamemode we use restricts certain items that we are up for ban?  Even
>>> though the server is clearly listed as a modified server like Jailbreak?
>>> What happens when a GSLT is compromised?  Shared GSPs aren't exactly rocks
>>> when it comes to security.  And either the GSLT token is set in command
>>> line, which is possible to see with process stats, or its set in
>>> autoexec.cfg.  Process stats are not generally privileged information on
>>> OSes. In Linux this can be accessed via the file system
>>> in /proc//cmdline.  A simple SourceMod plugin can strip through a
>>> GSP's /proc folder and steal all the GSLT tokens.  There is absolutely no
>>> security here.  The file method through autoexec.cfg would depend solely on
>>> file permissions.
>>>
>>> There is just so many things wrong with this system that, unless Valve
>>> fixes it, will force us to abandon and boycott CS:GO and future Valve
>>> titles.  A lot of times this plugins are used for innocent purposes, and
>>> not to generate money.  But because of a few bad apples Valve decides to
>>> wack everyone else.  This is truly unacceptable.
>>>
>>> I say to those affected, get together with your communities and organize
>>> a protest for this over-reaching and over-bearing response by Valve to just
>>> a few people that were abusing the system.  The best and most effective way
>>> would be to cease playing CS:GO, get a refund on it if you can, and post
>>> public announcements stating why such actions had to be taken.
>>>
>>
>>
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Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-28 Thread Daniel Barreiro
>So to clarify, if your not running a pretty vanilla gamemode, you will be
banned.  Jailbreak, Zombie Mod, etc, appear to be banned if they modify
player's model, or give a custom weapon.

There's no reason for a custom weapon to need a unique model.
I don't know what their intention was with player models (it's not clear if
they meant no custom models whatsoever or just no custom weapon models as
that's what this whole kerfuffle was about)

On Thu, Jan 28, 2016 at 5:06 PM, Max Krivanek  wrote:

> So to clarify, if your not running a pretty vanilla gamemode, you will be
> banned.  Jailbreak, Zombie Mod, etc, appear to be banned if they modify
> player's model, or give a custom weapon.
>
> On Thu, Jan 28, 2016 at 4:03 PM, Max Krivanek  wrote:
>
>> So Valve updated their terms, custom content is banned.  Any custom
>> items/skins/whatever.  Lovely that they didn't bother to notify us using
>> that GSLT tool at all.  I don't know where or how they thought
>> changing Vitaliy Genkin's originally posted rules would get noticed.
>>
>> [To clarify: it is also not acceptable to provide players with custom
>> models and/or weapon skins that do not exist in the CS:GO ecosystem]
>>
>> http://blog.counter-strike.net/index.php/server_guidelines/
>>
>> On Thu, Jan 28, 2016 at 3:53 PM, Max Krivanek  wrote:
>>
>>> Repost due to too long a message (it included previous messages in this
>>> thread before).
>>>
>>> --
>>>
>>> I really cannot believe they're treating these like VAC bans.  Client
>>> side cheating is very different from modified servers.  The server being
>>> modified means a good chance for a false positive.  A plugin could be using
>>> an interface innocently, but be marked as a "inventory modifier."  Valve
>>> has never clearly communicated with the community on what exactly they
>>> consider wrong.  Does this mean just official items/skins, or does this
>>> mean server cannot have any custom weapons/items/skins?  Does this mean if
>>> the gamemode we use restricts certain items that we are up for ban?  Even
>>> though the server is clearly listed as a modified server like Jailbreak?
>>> What happens when a GSLT is compromised?  Shared GSPs aren't exactly rocks
>>> when it comes to security.  And either the GSLT token is set in command
>>> line, which is possible to see with process stats, or its set in
>>> autoexec.cfg.  Process stats are not generally privileged information on
>>> OSes. In Linux this can be accessed via the file system
>>> in /proc//cmdline.  A simple SourceMod plugin can strip through a
>>> GSP's /proc folder and steal all the GSLT tokens.  There is absolutely no
>>> security here.  The file method through autoexec.cfg would depend solely on
>>> file permissions.
>>>
>>> There is just so many things wrong with this system that, unless Valve
>>> fixes it, will force us to abandon and boycott CS:GO and future Valve
>>> titles.  A lot of times this plugins are used for innocent purposes, and
>>> not to generate money.  But because of a few bad apples Valve decides to
>>> wack everyone else.  This is truly unacceptable.
>>>
>>> I say to those affected, get together with your communities and organize
>>> a protest for this over-reaching and over-bearing response by Valve to just
>>> a few people that were abusing the system.  The best and most effective way
>>> would be to cease playing CS:GO, get a refund on it if you can, and post
>>> public announcements stating why such actions had to be taken.
>>>
>>
>>
>
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Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-28 Thread Daniel Barreiro
I don't think they were trying to change what Vitaliy originally posted. I
think they were trying to clarify that custom stuff isn't allowed for
people who read it in the future. Don't try to twist this as "hurr they
changed what Vitaliy said and expected us to not notice".

That's a clarification. It's in a different font, style, etc. It says [TO
CLARIFY]. That's not them changing what he said. That's them making a
guideline page and clarifying that rule

On Thu, Jan 28, 2016 at 5:03 PM, Max Krivanek  wrote:

> So Valve updated their terms, custom content is banned.  Any custom
> items/skins/whatever.  Lovely that they didn't bother to notify us using
> that GSLT tool at all.  I don't know where or how they thought
> changing Vitaliy Genkin's originally posted rules would get noticed.
>
> [To clarify: it is also not acceptable to provide players with custom
> models and/or weapon skins that do not exist in the CS:GO ecosystem]
>
> http://blog.counter-strike.net/index.php/server_guidelines/
>
> On Thu, Jan 28, 2016 at 3:53 PM, Max Krivanek  wrote:
>
>> Repost due to too long a message (it included previous messages in this
>> thread before).
>>
>> --
>>
>> I really cannot believe they're treating these like VAC bans.  Client
>> side cheating is very different from modified servers.  The server being
>> modified means a good chance for a false positive.  A plugin could be using
>> an interface innocently, but be marked as a "inventory modifier."  Valve
>> has never clearly communicated with the community on what exactly they
>> consider wrong.  Does this mean just official items/skins, or does this
>> mean server cannot have any custom weapons/items/skins?  Does this mean if
>> the gamemode we use restricts certain items that we are up for ban?  Even
>> though the server is clearly listed as a modified server like Jailbreak?
>> What happens when a GSLT is compromised?  Shared GSPs aren't exactly rocks
>> when it comes to security.  And either the GSLT token is set in command
>> line, which is possible to see with process stats, or its set in
>> autoexec.cfg.  Process stats are not generally privileged information on
>> OSes. In Linux this can be accessed via the file system
>> in /proc//cmdline.  A simple SourceMod plugin can strip through a
>> GSP's /proc folder and steal all the GSLT tokens.  There is absolutely no
>> security here.  The file method through autoexec.cfg would depend solely on
>> file permissions.
>>
>> There is just so many things wrong with this system that, unless Valve
>> fixes it, will force us to abandon and boycott CS:GO and future Valve
>> titles.  A lot of times this plugins are used for innocent purposes, and
>> not to generate money.  But because of a few bad apples Valve decides to
>> wack everyone else.  This is truly unacceptable.
>>
>> I say to those affected, get together with your communities and organize
>> a protest for this over-reaching and over-bearing response by Valve to just
>> a few people that were abusing the system.  The best and most effective way
>> would be to cease playing CS:GO, get a refund on it if you can, and post
>> public announcements stating why such actions had to be taken.
>>
>
>
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Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-28 Thread Daniel Barreiro
Think of it this way, you got a reply from Steam support within 48 hours.
That's progress!
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Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-28 Thread Daniel Barreiro
He's probably a troll. Read the email of the person you're replying to.

On Thu, Jan 28, 2016 at 7:51 PM, Matthias "InstantMuffin" Kollek <
proph...@sticed.org> wrote:

> Real server operators (that supply actual content) are being punished as
> well (and actually specifically by these changes). Please read the post
> you're replying to.
>
>
> On 29.01.2016 01:47, Johnny Bane wrote:
>
> Best decision Valve ever made, eliminating all these servers ran by kids
> who just want money and/or want to flaunt the rules as much as possible
> while the real server operators that actually know what they're doing who
> follow the rules are being rewarded.
>
> Thanks Valve, you have my full support in all of this.
>
> On 29 January 2016 at 00:18, Matthias "InstantMuffin" Kollek <
> proph...@sticed.org> wrote:
>
>> Yeah, it's a shame they need to quantify stuff to the penny to be able to
>> see money. They don't notice that communities and their mods expand the
>> playerbase, allowing their game to be sold longer, as well as items that go
>> along with it. Furthermore some modders have actual talent, some people
>> from those parts have actually been hired in the past, and it's actually
>> where all their product comes from.
>> They're not really smart these days. Gaben, what's wrong with you today?
>>
>> On 29.01.2016 01:10, Alexander Corn wrote:
>>
>> It's really no secret that at this point, Valve wishes community servers
>> had never existed and is doing everything it can to get rid of them. Too
>> much trouble to moderate them and they don't make Valve any direct money.
>>
>>
>>
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Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-27 Thread Daniel Barreiro
– Added convar mp_drop_knife_enable (defaults to ‘0’) that allows players
on community servers to drop their knives.

lol

On Wed, Jan 27, 2016 at 2:37 PM, Charalampos Galanis 
wrote:

> I have a friend too , which tried the same thing (registering the phone
> number from a banned account to other accounts) and guess what? The
> accounts were already banned too!!!
>
> So yes , if you want to create new GSLT's , to a new or another account ,
> consider registering a new phone.
>
> 2016-01-27 20:42 GMT+02:00 Team LANII :
>
>> Really? Phone number banned?
>>
>> Valve, please clarify asap:
>> -Which problems are the problem exactly?
>> -Are server reports a problem? How can a serverowner defend against
>> unfair reports?
>> -Are servernames and servertags a problem?
>> -Is the phone number permanently banned?
>>
>>
>>
>> On Wed, Jan 27, 2016 at 7:37 PM, Charalampos Galanis > > wrote:
>>
>>> I fixed it trying my main account , and another phone numberstrange
>>>
>>>
>>> 2016-01-27 20:36 GMT+02:00 Charalampos Galanis :
>>>
 Do valve track the phone numbers too?

 Because I tried to register the same phone number and create tokens to
 an another smurf account too , but couldn't do it because of an existing
 ban and  I know that the account I tried had never hosted GLST
 beforestrange.

 2016-01-27 17:37 GMT+02:00 Matthias "InstantMuffin" Kollek <
 proph...@sticed.org>:

> People talking rubbish, other folks calling them out and talking
> rubbish themselves.
> "Valve ignored my valuable information". My favorite.
>
> Just going to do the only thing reasonable. Setting up a filter for
> these mails, waiting for anything official, and assuming that while there
> might be wrongful bans, people with rightful bans will definitely pretend
> the opposite and take their chances.
>
> On 27.01.2016 15:03, Usman Khan wrote:
>
>>
>> Valve please immediately take action, lots of users in my country are
>> affected due to this wrong banning, as we were not running any banned
>> plugins, infact nothing to change inventory or skins or anything , and
>> actually nk support for server owners to appeal against ban
>>
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Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-27 Thread Daniel Barreiro
Was the main account the one which the banned tokens are from? Also if you
got banned, you shouldn't be making new tokens ;-)

On Wed, Jan 27, 2016 at 1:37 PM, Charalampos Galanis 
wrote:

> I fixed it trying my main account , and another phone numberstrange
>
>
> 2016-01-27 20:36 GMT+02:00 Charalampos Galanis :
>
>> Do valve track the phone numbers too?
>>
>> Because I tried to register the same phone number and create tokens to an
>> another smurf account too , but couldn't do it because of an existing ban
>> and  I know that the account I tried had never hosted GLST
>> beforestrange.
>>
>> 2016-01-27 17:37 GMT+02:00 Matthias "InstantMuffin" Kollek <
>> proph...@sticed.org>:
>>
>>> People talking rubbish, other folks calling them out and talking rubbish
>>> themselves.
>>> "Valve ignored my valuable information". My favorite.
>>>
>>> Just going to do the only thing reasonable. Setting up a filter for
>>> these mails, waiting for anything official, and assuming that while there
>>> might be wrongful bans, people with rightful bans will definitely pretend
>>> the opposite and take their chances.
>>>
>>> On 27.01.2016 15:03, Usman Khan wrote:
>>>

 Valve please immediately take action, lots of users in my country are
 affected due to this wrong banning, as we were not running any banned
 plugins, infact nothing to change inventory or skins or anything , and
 actually nk support for server owners to appeal against ban

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

2016-01-26 Thread Daniel Barreiro
Going back to the original message, I see this:
-Allowing players to claim temporary ownership of CS:GO items that are not
in their inventory (Weapon skins, knives, etc.).

Were those knives in their inventory? If yes, then it was a false ban. If
no, it was a legit ban.
I'm fairly sure custom knives are CS:GO items that are not in their
inventory.

On Tue, Jan 26, 2016 at 8:32 PM, Kevin C  wrote:

> Our servers were all just hit with a ban of our server tokens. Anyone else
> have this issue? We don't run any knife skin plugins after valves
> announcement, we recently added a custom knife plugin that allows players
> to have knives that are community-made and not sold by valve. Based on
> valves original statement this should be allowed.
>
> Our GSLT account has this message:
> Your account has an active ban on its game server tokens.
> This ban expires on Friday, 01-Jan-38 00:00:00 GMT
>
> WTF Valve?
>
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Re: [Csgo_servers] Blacklisted servers?

2016-01-26 Thread Daniel Barreiro
Going back to the original message, I see this:
-Allowing players to claim temporary ownership of CS:GO items that are not
in their inventory (Weapon skins, knives, etc.).

Were those knives in their inventory? If yes, then it was a false ban. If
no, it was a legit ban.

Although they were just the vanilla versions of the knives, they're still
"not in their inventory". If the player bought a vanilla flip knife on the
market and equipped it, then it's in their inventory. If a player typed
!knife and got a vanilla flip knife, it wasn't in their inventory.

On Tue, Jan 26, 2016 at 8:43 PM, hlstriker  wrote:

> A short while ago my API key got blacklisted for god knows what reason.
> I've
> never ran any plugin that altered the players inventory after the original
> announcement that such plugins weren't allowed. My communities players have
> begged for such plugins and I've always denied such requests. So, why
> exactly did my API key get blacklisted?
>
> 
> *FATAL ERROR
> *  Steam account token specified was revoked.
> *  Double-check your sv_setsteamaccount setting.
> *
> *  To create a game server account go to
> *  http://steamcommunity.com/dev/managegameservers
> *
> 
>
> When visiting the game server account management page I see the following:
> Your account has an active ban on its game server tokens.
> This ban expires on Friday, 01-Jan-38 00:00:00 GMT
>
> My number one concern is the ban lift date "01-Jan-38 00:00:00 GMT". Is
> that
> to be read as January 1st 2038?
>
> The only thing I could possibly think of that would get my key banned is
> the
> !knife plugin on my surf servers but that command only gives the default
> model knives (not the knives obtained from the market) and doesn't apply
> any
> skin to them.
>
> It would be wonderful to know what the ban is all about as I have many
> members in my community that would like to play on our servers that I have
> been sure to follow your requests on
>
> Hopefully some devs read this message and I apologize to everyone else on
> the mailing list.
>
>
>
> --
> View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/Blacklisted-servers-tp11150.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?

2016-01-26 Thread Daniel Barreiro
Are we playing the manipulate the wording of a semi-poorly worded statement
to try to and bullshit a loophole game? I love that game! Let me play let
me play!

"We don't run knife skin plugins. We run a plugin that replaces the knife's
skin."



On Tue, Jan 26, 2016 at 8:46 PM, Absurd Minds <goabs...@absurdminds.net>
wrote:

> Custom skins are not "csgo items". They're custom items viewable within
> csgo.
> On Jan 26, 2016 8:44 PM, "Daniel Barreiro" <smelly.feet.you.h...@gmail.com>
> wrote:
>
>> Going back to the original message, I see this:
>> -Allowing players to claim temporary ownership of CS:GO items that are
>> not in their inventory (Weapon skins, knives, etc.).
>>
>> Were those knives in their inventory? If yes, then it was a false ban. If
>> no, it was a legit ban.
>> I'm fairly sure custom knives are CS:GO items that are not in their
>> inventory.
>>
>> On Tue, Jan 26, 2016 at 8:32 PM, Kevin C <s...@serveredirect.com> wrote:
>>
>>> Our servers were all just hit with a ban of our server tokens. Anyone
>>> else have this issue? We don't run any knife skin plugins after valves
>>> announcement, we recently added a custom knife plugin that allows players
>>> to have knives that are community-made and not sold by valve. Based on
>>> valves original statement this should be allowed.
>>>
>>> Our GSLT account has this message:
>>> Your account has an active ban on its game server tokens.
>>> This ban expires on Friday, 01-Jan-38 00:00:00 GMT
>>>
>>> WTF Valve?
>>>
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Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-26 Thread Daniel Barreiro
I wasn't talking specifically to you with that, but if it was disabled then
they presumably couldn't have known it was there (unless they searched
servers for known knife plugin binaries via the server itself and that's
ridiculous).  Did you happen to have "knife" or "ws" or "wskins" in
sv_tags?

What other plugins were you running on the server? Knife/skin plugins
weren't the only banned plugin, but they were the most prominent.

On Tue, Jan 26, 2016 at 9:12 PM, Ivan Ho <i...@host.org.au> wrote:

> Let me repeat this. No weapons mods. guns/knife/decoys, whatever.
>
> However, I have the knife mod in my disabled folder ever since they made
> the announcement. If they banned my tokens for that reason, IMO
> unreasonable.
>
>
>
> On 27/01/2016 1:06 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 <i...@host.org.au> 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"
> <smelly.feet.you.h...@gmail.com> wrote:
>
> Going back to the original message, I see this:
> -Allowing players to claim temporary ownership of CS:GO items that
> are not in their inventory (Weapon skins, knives, etc.).
>
> Were those knives in their inventory? If yes, then it was a false
> ban. If no, it was a legit ban.
> I'm fairly sure custom knives are CS:GO items that are not in their
> inventory.
>
> On Tue, Jan 26, 2016 at 8:32 PM, Kevin C <s...@serveredirect.com>
> wrote:
>
> Our servers were all just hit with a ban of our server tokens.
> Anyone else have this issue? We don't run any knife skin plugins
> after valves announcement, we recently added a custom knife plugin
> that allows players to have knives that are community-made and not
> sold by valve. Based on valves original statement this should be
> allowed.
>
> Our GSLT account has this message:
> Your account has an active ban on its game server tokens.
> This ban expires on Friday, 01-Jan-38 00:00:00 GMT
>
> WTF Valve?
>
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Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-26 Thread Daniel Barreiro
Let's not turn this into Franc1sco drama. Although you should never trust
what the plugin author says about something not being against the
rules,especially people with reputations like Franc1sco) in this case, the
"This is fine" came from Asherkin and not Franc1sco.
https://forums.alliedmods.net/showthread.php?p=2376637#post2376637

On Tue, Jan 26, 2016 at 9:23 PM, Matthias "InstantMuffin" Kollek <
proph...@sticed.org> 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>
> 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 <i...@host.org.au> 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"
>> <smelly.feet.you.h...@gmail.com> wrote:
>>
>> Going back to the original message, I see this:
>> -Allowing players to claim temporary ownership of CS:GO items that
>> are not in their inventory (Weapon skins, knives, etc.).
>>
>> Were those knives in their inventory? If yes, then it was a false
>> ban. If no, it was a legit ban.
>> I'm fairly sure custom knives are CS:GO items that are not in their
>> inventory.
>>
>> On Tue, Jan 26, 2016 at 8:32 PM, Kevin C < <s...@serveredirect.com>
>> s...@serveredirect.com>
>> wrote:
>>
>> Our servers were all just hit with a ban of our server tokens.
>> Anyone else have this issue? We don't run any knife skin plugins
>> after valves announcement, we recently added a custom knife plugin
>> that allows players to have knives that are community-made and not
>> sold by valve. Based on valves original statement this should be
>> allowed.
>>
>> Our GSLT account has this message:
>> Your account has an active ban on its game server tokens.
>> This ban expires on Friday, 01-Jan-38 00:00:00 GMT
>>
>> WTF Valve?
>>
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>>
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Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-26 Thread Daniel Barreiro
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 <
proph...@sticed.org> 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>
> 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 <i...@host.org.au> 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"
>> <smelly.feet.you.h...@gmail.com> wrote:
>>
>> Going back to the original message, I see this:
>> -Allowing players to claim temporary ownership of CS:GO items that
>> are not in their inventory (Weapon skins, knives, etc.).
>>
>> Were those knives in their inventory? If yes, then it was a false
>> ban. If no, it was a legit ban.
>> I'm fairly sure custom knives are CS:GO items that are not in their
>> inventory.
>>
>> On Tue, Jan 26, 2016 at 8:32 PM, Kevin C < <s...@serveredirect.com>
>> s...@serveredirect.com>
>> wrote:
>>
>> Our servers were all just hit with a ban of our server tokens.
>> Anyone else have this issue? We don't run any knife skin plugins
>> after valves announcement, we recently added a custom knife plugin
>> that allows players to have knives that are community-made and not
>> sold by valve. Based on valves original statement this should be
>> allowed.
>>
>> Our GSLT account has this message:
>> Your account has an active ban on its game server tokens.
>> This ban expires on Friday, 01-Jan-38 00:00:00 GMT
>>
>> WTF Valve?
>>
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>>
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Re: [Csgo_servers] Blacklisted servers?

2016-01-26 Thread Daniel Barreiro
Valve didn't specifically okay the "take knife" plugin.
First off, it says "that allows a player to *drop *their knife (that they
own) so another player can* pick it up*?"
What they ok'd would be at the volition of the knife owner. You would drop
the knife so one other player could pick it up. You wouldn't make a plugin
that allows you to choose the knife of anyone on the server and get it, in
some cases forcing it upon all players by default. I've played on surf
servers where it replaced my knife with someone else's by default. The
original post said "Interfering with systems that allow players to
correctly access their own CS:GO inventories, items, or profile." Those
servers ran plugins which gave my knife to other people against my will and
gave me someone else's knife by default.

Secondly, "*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."*

I'd like to point out he said trading server as an example. He then
followed it up with "l*etting players use what they own in a new way isn’t
a problem*"

When your server let other players take my knife without my permission,
when your server gave me someone else's knife by default, when multiple
people can use your knife, that's breaking the rules. What Vitaliy OK'd was
a plugin where you could drop a knife so one other player could see it.
What he didn't OK was a plugin where everyone on a server could take the
knife of a single player if they wanted to.


On Tue, Jan 26, 2016 at 9:46 PM, Ian <darkblackh...@gmail.com> wrote:

> I removed weapon skins and knife plugin literally the HOUR the email was
> sent out back in July restricting these types of plugins, since then I've
> only been running the take knife plugin which Valve specifically okayed
> (source):
> http://csgo-servers.1073505.n5.nabble.com/Request-to-Server-Operators-td9684i40.html#a9748
>
> Can I get my servers unbanned? This is ridiculous.
>
> On Tue, Jan 26, 2016 at 9:43 PM, Daniel Barreiro <
> smelly.feet.you.h...@gmail.com> wrote:
>
>> I'm trying to find the posts in the old thread, here's the best info I've
>> found from Vitaliy in the original thread so far. Doesn't cover custom
>> content, but this would cover the golden knife. I'd personally say it
>> implies you also can't use that custom content mod with the default knives,
>> but it's not outright stated. I'm looking for the statement on "custom
>> content"
>>
>> (1) Do mods that provide custom knives (e.g., ‘vanilla’ Karambit or
>> Bayonet knives) fall under the same restrictions as mods that spoof other
>> inventory items like weapon skins or display items?
>>
>> *Yes, these mods fall under the same restrictions because they are
>> generating/simulating items that are not owned by a player.*
>>
>>
>>
>> (2) Do mods that provide custom knives or weapons fall under these same
>> restrictions when the items are only visible to the player holding the
>> weapon?
>>
>> *Yes. Regardless of who can see the items, mods should not
>> generate/simulate items that are not owned by a player.*
>>
>>
>>
>>
>>
>>
>> On Tue, Jan 26, 2016 at 9:38 PM, hlstriker <hlstri...@gmail.com> wrote:
>>
>>> Here are some older threads from my forums talking about why we don't add
>>> things that can get the servers blacklisted:
>>>
>>> http://swoobles.com/forums/thread-5662.html
>>> http://swoobles.com/forums/thread-6942.html
>>>
>>> I was trying so hard not to get blacklisted yet still get screwed
>>> because of
>>> the damn golden knife... give me a break (it's not even on the market so
>>> doesn't everyone own it?). At least that's what I'm going to assume it
>>> was
>>> since they don't bother giving a description of why your token was
>>> banned.
>>>
>>> So if any other server operators give players the golden knife you better
>>> watch out!
>>>
>>>
>>>
>>> --
>>> View this message in context:
>>> http://csgo-servers.1073505.n5.nabble.com/Blacklisted-servers-tp11150p11180.html
>>> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>>>
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Re: [Csgo_servers] Weapon Paints and Knife plugins

2016-01-15 Thread Daniel Barreiro
Anyone feel like making a wall of shame of servers that do this? Might
benefit from increased reports leading to hopefully something being done.

On Fri, Jan 15, 2016 at 10:56 AM, Ian  wrote:

> Absurd, I pretty much agree with your observations here. There are still
> servers blatantly advertising "FREE SKINS AND KNIVES" in the server titles
> and they're still up and running, pretty ridiculous. Valve put up this big
> talk and now they're not backing it up, pretty sad.
>
> On Fri, Jan 15, 2016 at 9:45 AM, Roland Mondek  wrote:
>
>> Vlave should definitely remove the function to change the skins from the
>> engine and this should make the gameserver competition fair!
>>
>> On Fri, Jan 15, 2016 at 2:00 PM, Absurd Minds 
>> wrote:
>>
>>> Yes, they have voiced a specific method of dealing with these servers.
>>> All servers must be registered to a steam account. If servers are seen
>>> violating particular expectations (for example, showing incorrect inventory
>>> items), these servers will be blacklisted and the steam account to whom
>>> they are registered will be banned from hosting servers.
>>>
>>> However, like you, I suspect valve isn't doing anything about it at all.
>>> I have reported servers months ago and they are still up and running the
>>> same plugins. I don't know if they have plans of actually following through
>>> with their threats or if it was just empty talk.
>>> On Jan 15, 2016 7:51 AM, "Harry Barton"  wrote:
>>>
 Hi,

 I've recently launched a CS:GO server. After setting the server up, I
 figured I'd check out my local competition. While doing so, I noticed
 quite a few servers were running mods allowing players to use skins
 normally purchased or acquired through drops. Their plugins aren't
 reported on sv_tags and prior to joining there was no indication these
 mods were present.

 I have reported a number of these servers recently, yet I doubt
 they'll be banned from the master server list due to their sheer
 number. Has Valve any voice any concern or plans about these mods? I
 don't intend to install these mods but it feels unfair that these
 servers are allowed to operate while I run mine without going against
 the rules.

 Regards,
 Harry

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>>>
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>>
>>
>>
>> --
>> S pozdravom / Sincerely,
>> Roland Mondek
>>
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-11-10 Thread Daniel Barreiro
They're all banned. Tokens are linked to SteamID so all tokens on that
SteamID are banned.

On Tue, Nov 10, 2015 at 7:59 PM, Thiago Abreu 
wrote:

> Ido, for me it is not clear for GSPs.
>
> I can generate an token for every client.
> If one token get banned what happens with the remaining tokens?
>
> 2015-11-10 22:27 GMT-02:00 Ido Magal :
>
>> Notice of changes to CS:GO Game Server Operation
>> --
>>
>> *CS:GO dedicated servers will soon require Steam Game Server Login Tokens
>> (GSLTs). *This is the existing system that TF2 uses for Favorites
>> migration.
>>
>>
>>
>> This transition will happen in three stages:
>>
>> §  Stage 1: The GSLT creation utility went live:
>> https://steamcommunity.com/dev/managegameservers. Please test the
>> interface and report back any issues in creating accounts. Note that TF2
>> server operators can now use this form to create GSLTs for TF2 (AppId 440).
>>
>> §  Stage 2 *[NOW]*: You can now use the sv_setsteamaccount concommand to
>> log in with your GSLT. it is still possible to run a dedicated server
>> without a GSLT. Anonymous login will happen automatically if no game server
>> login token is specified. Please report back any issues with logging in
>> using the game server login token or otherwise.
>>
>> §  Stage 3: Anonymous logins will be disabled in CS:GO. Please report
>> back any issues.
>>
>>
>> --
>>
>> Please ask questions in this thread.
>>
>> Cheers.
>>
>>
>>
>>
>>
>>
>>
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Re: [Csgo_servers] My motd stopped working

2015-10-16 Thread Daniel Barreiro
Is it this way for all players?

On Fri, Oct 16, 2015 at 10:39 AM, Absurd Minds 
wrote:

> Does anybody have any other ideas? It no longer works on any of my
> servers.
> On Oct 15, 2015 10:22 AM, "Absurd Minds"  wrote:
>
>> Yes.
>> On Oct 15, 2015 3:47 AM, "Tom Devonport" 
>> wrote:
>>
>>> Have you checked the motd text files to make sure they haven't been
>>> overwritten accidentally?
>>>
>>> On Thu, 15 Oct 2015 03:50 Absurd Minds  wrote:
>>>
 I don't know why, but for some reason my server motd only shows the
 default csgo motd now. I haven't changed it at all, and I can load the
 website just fine through browser. Any idea what the problem might be?
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Re: [Csgo_servers] My motd stopped working

2015-10-16 Thread Daniel Barreiro
HTML motd or text based?

On Fri, Oct 16, 2015 at 10:45 AM, Absurd Minds <goabs...@absurdminds.net>
wrote:

> Yes. I've been having lots of issues with people not knowing the rules and
> asking them to read the motd and them saying it's just the default one.
> On Oct 16, 2015 10:42 AM, "Daniel Barreiro" <
> smelly.feet.you.h...@gmail.com> wrote:
>
>> Is it this way for all players?
>>
>> On Fri, Oct 16, 2015 at 10:39 AM, Absurd Minds <goabs...@absurdminds.net>
>> wrote:
>>
>>> Does anybody have any other ideas? It no longer works on any of my
>>> servers.
>>> On Oct 15, 2015 10:22 AM, "Absurd Minds" <goabs...@absurdminds.net>
>>> wrote:
>>>
>>>> Yes.
>>>> On Oct 15, 2015 3:47 AM, "Tom Devonport" <theking...@googlemail.com>
>>>> wrote:
>>>>
>>>>> Have you checked the motd text files to make sure they haven't been
>>>>> overwritten accidentally?
>>>>>
>>>>> On Thu, 15 Oct 2015 03:50 Absurd Minds <goabs...@absurdminds.net>
>>>>> wrote:
>>>>>
>>>>>> I don't know why, but for some reason my server motd only shows the
>>>>>> default csgo motd now. I haven't changed it at all, and I can load the
>>>>>> website just fine through browser. Any idea what the problem might be?
>>>>>> ___
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>>>>>> Csgo_servers@list.valvesoftware.com
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>>>
>>>>>
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>>>>>
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-15 Thread Daniel Barreiro
Well that was the original sweep where they were using tags and it was
automated. That's not really an issue that would apply if they were
manually checking servers with enough reports.

On Thu, Oct 15, 2015 at 7:23 PM, Ejziponken - <sza...@hotmail.com> wrote:

> Yeah, I removed our plugins as soon Vitality posted about it but I left
> the "knife" tag and got banned anyway...
>
> > To: csgo_servers@list.valvesoftware.com
> > From: mail...@go-free.info
> > Date: Fri, 16 Oct 2015 00:55:44 +0200
> > Subject: Re: [Csgo_servers] Notice of changes to CS:GO Game Server
> Operation
> >
> > Yes,
> > the previous system was banning ip blocks, so most of the banned servers
> > were wrongfully banned. Also, the bans were based on sv_tags only, where
> > a server could have been 100% legit with wrong tags, they would be
> banned.
> > VAC is a completely different system which i won't even start talking
> about.
> >
> > BR,
> > Niko
> >
> > PS: @Michael, please let's try not to argue but talk constructively. You
> > have a point there, I agree, but the problem sounds worse than what it
> > actually is.
> >
> >
> > On 10/16/2015 00:48, Daniel Barreiro wrote:
> > > I have no experience personally with it, but has there ever been any
> > > actual proof of servers being wrongly banned? If there is then yeah
> > > it's an issue, but I haven't had any issues with it and generally
> > > every time someone claims to have been wrongfully banned, they don't
> > > provide proof and just hope it will get them unbanned. Same as with
> > > VAC. 99% of the time the I WAS WRONGFULLY BANNED is bullshit.
> > >
> > > If there's a good example of a true wrongful ban then yeah it's an
> > > issue, but I don't know of any. Got any links?
> > >
> >
> >
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Re: [Csgo_servers] vac issue

2015-10-15 Thread Daniel Barreiro
That VAC is probably not for CSGO. VAC is on a game-by game basis.

On Thu, Oct 15, 2015 at 10:42 PM, Левинчук Федор 
wrote:

> Something strange with VAC
>
> hostname: xx
> version : 1.35.0.6/13506 6171 secure
> udp/ip : 
> os : Linux
> type : community dedicated
> map : de_inferno
> players : 20 humans, 0 bots (20/0 max) (not hibernating)
>
> # userid name uniqueid connected ping loss state rate adr
> # 250 1 "dancekir" STEAM_1:1:126229542 29:26 95 0 active 128000
> 93.177.18.53:27005
> # 283 2 "BoKa" STEAM_1:1:13433367 00:24 192 54 active 9
> 188.113.129.72:1041
> # 264 3 "ÂÎÇÜÌÈ È ÅÁÀØÜ!" STEAM_1:1:118721601 08:45 23 0 active 9
> 37.200.76.37:55605
> # 257 4 "Spartak!" STEAM_1:1:58737861 17:38 76 0 active 128000
> 80.83.239.18:19717
> # 256 5 "Ñåð¸ãà Áèöàê" STEAM_1:0:99099217 19:02 23 0 active 9
> 109.110.40.25:59394
> # 265 6 "ZELENIY SLONIK Go To GlobalElite" STEAM_1:0:91900275 08:37 26 0
> active 9 91.227.28.183:63709
> # 276 7 "Vel" STEAM_1:1:44582485 05:36 23 0 active 9
> 109.110.40.25:58862
> # 208 8 "Albrat" STEAM_1:1:53455030 53:02 34 0 active 9
> 37.146.127.244:3044
> # 277 9 "Valera" STEAM_1:0:24916384 05:23 24 0 active 128000
> 5.100.86.42:27005
> # 281 10 "@RiderTyT™" STEAM_1:1:82286652 01:52 70 0 active 128000
> 188.244.137.0:15111
> # 278 11 "KOLBASTER" STEAM_1:1:88524942 05:19 22 0 active 9
> 10.53.64.69:27005
> # 255 12 "1nsane" STEAM_1:1:21622833 20:06 72 0 active 9
> 95.70.1.117:27005
> # 279 13 "(*Ðàñòðåëÿòü Íàõóé*)" STEAM_1:1:57144516 04:03 23 0 active 9
> 37.8.148.101:27005
> # 258 14 "Smile" STEAM_1:1:28669843 17:17 26 0 active 9
> 95.154.94.133:26265
> # 280 15 "Sp00ntamer" STEAM_1:0:33823061 02:18 23 0 active 9
> 10.53.48.39:27005
> # 259 16 "BUGATTI" STEAM_1:1:89042116 16:10 32 0 active 9
> 37.146.123.207:2176
> # 253 17 "fntstc." STEAM_1:0:113861869 27:37 35 0 active 128000
> 85.15.117.242:27005
> # 282 18 "ftcn" STEAM_1:1:57056019 01:35 25 0 active 9
> 77.34.132.229:27005
> # 284 19 "Ìo?st®" STEAM_1:1:74499914 00:17 22 0 active 9
> 10.55.110.19:27005
> # 262 20 "»WERMUT" STEAM_1:0:10683611 14:16 24 0 active 9
> 10.45.124.46:27005
> #end
>
>
>
> this guy has vac ban but he play at server
>
> # 277 9 "Valera" STEAM_1:0:24916384 05:23 24 0 active 128000
> 5.100.86.42:27005
>
> http://steamcommunity.com/profiles/76561198010098496
>
>
>
> does any one have same issue?
>
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-15 Thread Daniel Barreiro
It takes five minutes tops to investigate a server. If they've taken the
effort to implement this system it means they care. Allot a 20 minute time
slot daily which rotates and someone on the csgo team checks the top
reports.

On Thu, Oct 15, 2015 at 7:26 PM, Ejziponken - <sza...@hotmail.com> wrote:

> BTW, BIG no for a report system. I simply don't trust any system that
> would have any kind of automation in it. I don't really see anyone from
> Valve investigating all the servers that gets X reports. People would raid
> report legit servers and they would probably get banned from time to time
> because someone makes a mistake or is to lazy to investigate it.
>
> --
> From: sza...@hotmail.com
> To: csgo_servers@list.valvesoftware.com
> Date: Fri, 16 Oct 2015 01:23:28 +0200
>
> Subject: Re: [Csgo_servers] Notice of changes to CS:GO Game Server
> Operation
>
> Yeah, I removed our plugins as soon Vitality posted about it but I left
> the "knife" tag and got banned anyway...
>
> > To: csgo_servers@list.valvesoftware.com
> > From: mail...@go-free.info
> > Date: Fri, 16 Oct 2015 00:55:44 +0200
> > Subject: Re: [Csgo_servers] Notice of changes to CS:GO Game Server
> Operation
> >
> > Yes,
> > the previous system was banning ip blocks, so most of the banned servers
> > were wrongfully banned. Also, the bans were based on sv_tags only, where
> > a server could have been 100% legit with wrong tags, they would be
> banned.
> > VAC is a completely different system which i won't even start talking
> about.
> >
> > BR,
> > Niko
> >
> > PS: @Michael, please let's try not to argue but talk constructively. You
> > have a point there, I agree, but the problem sounds worse than what it
> > actually is.
> >
> >
> > On 10/16/2015 00:48, Daniel Barreiro wrote:
> > > I have no experience personally with it, but has there ever been any
> > > actual proof of servers being wrongly banned? If there is then yeah
> > > it's an issue, but I haven't had any issues with it and generally
> > > every time someone claims to have been wrongfully banned, they don't
> > > provide proof and just hope it will get them unbanned. Same as with
> > > VAC. 99% of the time the I WAS WRONGFULLY BANNED is bullshit.
> > >
> > > If there's a good example of a true wrongful ban then yeah it's an
> > > issue, but I don't know of any. Got any links?
> > >
> >
> >
> > ___
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-15 Thread Daniel Barreiro
I highly doubt it'd be that high, they link it based on SteamID for a
reason (so they check whichever server from the owner's steamid gets the
most reports), and they'd only check the top reported servers.
DO you have something to hide? You seem to be really against this.

On Thu, Oct 15, 2015 at 7:33 PM, Ejziponken - <sza...@hotmail.com> wrote:

> I'm guessing it wont be only a handful of servers getting raid reported..
> What if its a 100 servers everyday? :P
>
> --
> Date: Thu, 15 Oct 2015 19:28:45 -0400
> From: smelly.feet.you.h...@gmail.com
> To: csgo_servers@list.valvesoftware.com
>
> Subject: Re: [Csgo_servers] Notice of changes to CS:GO Game Server
> Operation
>
> It takes five minutes tops to investigate a server. If they've taken the
> effort to implement this system it means they care. Allot a 20 minute time
> slot daily which rotates and someone on the csgo team checks the top
> reports.
>
> On Thu, Oct 15, 2015 at 7:26 PM, Ejziponken - <sza...@hotmail.com> wrote:
>
> BTW, BIG no for a report system. I simply don't trust any system that
> would have any kind of automation in it. I don't really see anyone from
> Valve investigating all the servers that gets X reports. People would raid
> report legit servers and they would probably get banned from time to time
> because someone makes a mistake or is to lazy to investigate it.
>
> --
> From: sza...@hotmail.com
> To: csgo_servers@list.valvesoftware.com
> Date: Fri, 16 Oct 2015 01:23:28 +0200
>
> Subject: Re: [Csgo_servers] Notice of changes to CS:GO Game Server
> Operation
>
> Yeah, I removed our plugins as soon Vitality posted about it but I left
> the "knife" tag and got banned anyway...
>
> > To: csgo_servers@list.valvesoftware.com
> > From: mail...@go-free.info
> > Date: Fri, 16 Oct 2015 00:55:44 +0200
> > Subject: Re: [Csgo_servers] Notice of changes to CS:GO Game Server
> Operation
> >
> > Yes,
> > the previous system was banning ip blocks, so most of the banned servers
> > were wrongfully banned. Also, the bans were based on sv_tags only, where
> > a server could have been 100% legit with wrong tags, they would be
> banned.
> > VAC is a completely different system which i won't even start talking
> about.
> >
> > BR,
> > Niko
> >
> > PS: @Michael, please let's try not to argue but talk constructively. You
> > have a point there, I agree, but the problem sounds worse than what it
> > actually is.
> >
> >
> > On 10/16/2015 00:48, Daniel Barreiro wrote:
> > > I have no experience personally with it, but has there ever been any
> > > actual proof of servers being wrongly banned? If there is then yeah
> > > it's an issue, but I haven't had any issues with it and generally
> > > every time someone claims to have been wrongfully banned, they don't
> > > provide proof and just hope it will get them unbanned. Same as with
> > > VAC. 99% of the time the I WAS WRONGFULLY BANNED is bullshit.
> > >
> > > If there's a good example of a true wrongful ban then yeah it's an
> > > issue, but I don't know of any. Got any links?
> > >
> >
> >
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-15 Thread Daniel Barreiro
I'm not saying that would be the only method. I'm saying that could be
included in the report and if something shows there, bumps up the priority

On Thu, Oct 15, 2015 at 6:41 PM, Matthias "InstantMuffin" Kollek <
proph...@sticed.org> wrote:

> I don't see how plugin lists are a definitive proof of abusive behavior. I
> recommend any server op to run their own sm and mm builds which disallow
> the use of the sm and meta commands just for security reasons.
>
>
> On 16.10.2015 00:34, Daniel Barreiro wrote:
>
> Honestly if a single community is getting a large number of claims, that's
> not a hard investigation to make. Would take about a minute to log onto the
> server and check what it's running for addons. You could also have the
> client include info like an automated output of sm_plugins in the report,
> the hostname (WEAPON SKINS), etc.
>
> On Thu, Oct 15, 2015 at 6:32 PM, Absurd Minds <goabs...@absurdminds.net>
> wrote:
>
>> I really hope this doesn't get implemented. It would be too easy for one
>> community to raid another community and report it a ton. I don't think
>> valve has the manpower to investigate all of the claims, which would mean
>> it would have to be automated to some extent.
>> On Oct 15, 2015 6:24 PM, "Daniel Barreiro" <
>> smelly.feet.you.h...@gmail.com> wrote:
>>
>>> That could actually be beneficial. Add a system similar to the one in OW
>>> that benefits players/gives them extra influence on reporting servers
>>> depending on record, and gives some form of XP boost for doing a good job.
>>>
>>> On Thu, Oct 15, 2015 at 6:19 PM, Matthias "InstantMuffin" Kollek <
>>> proph...@sticed.org> wrote:
>>>
>>>> Do you intent to add a report system? Perhaps something that implements
>>>> abuse detections/limits like csgo's player report function? Perhaps
>>>> something that credits people with xp for valid reports?
>>>>
>>>>
>>>> On 16.10.2015 00:16, 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 < <mloveless1...@gmail.com>
>>>> mloveless1...@gmail.com> 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>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 < <i...@valvesoftware.com>
>>>>>>> i...@valvesoftware.com> 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 in

Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-15 Thread Daniel Barreiro
So just to be 100% clear, if a single token gets banned all tokens from
that user are invalidated? So GSPs should NOT generate tokens for their
clients?

Also, will this change include more options to report community servers?
It's fairly limited at the moment and ways to report community servers for
abuse would be very helpful.

On Thu, Oct 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] Notice of changes to CS:GO Game Server Operation

2015-10-15 Thread Daniel Barreiro
Honestly if a single community is getting a large number of claims, that's
not a hard investigation to make. Would take about a minute to log onto the
server and check what it's running for addons. You could also have the
client include info like an automated output of sm_plugins in the report,
the hostname (WEAPON SKINS), etc.

On Thu, Oct 15, 2015 at 6:32 PM, Absurd Minds <goabs...@absurdminds.net>
wrote:

> I really hope this doesn't get implemented. It would be too easy for one
> community to raid another community and report it a ton. I don't think
> valve has the manpower to investigate all of the claims, which would mean
> it would have to be automated to some extent.
> On Oct 15, 2015 6:24 PM, "Daniel Barreiro" <smelly.feet.you.h...@gmail.com>
> wrote:
>
>> That could actually be beneficial. Add a system similar to the one in OW
>> that benefits players/gives them extra influence on reporting servers
>> depending on record, and gives some form of XP boost for doing a good job.
>>
>> On Thu, Oct 15, 2015 at 6:19 PM, Matthias "InstantMuffin" Kollek <
>> proph...@sticed.org> wrote:
>>
>>> Do you intent to add a report system? Perhaps something that implements
>>> abuse detections/limits like csgo's player report function? Perhaps
>>> something that credits people with xp for valid reports?
>>>
>>>
>>> On 16.10.2015 00:16, 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 < <mloveless1...@gmail.com>
>>> mloveless1...@gmail.com> 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>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 < <i...@valvesoftware.com>
>>>>>> i...@valvesoftware.com> 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

Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-15 Thread Daniel Barreiro
The thing about those breaking the rules is they don't care that much until
they get banned. If Valve doesn't ban them they wont stop. You still see
people post on this mailing list HELLO YES PLS UNBAN MY SERVER :((( and
adding an additional way to make those bans easier to implement for Valve
would be major. People do it because they can get away with it. If it was
easier to get caught, it'd be done a lot less.

On Thu, Oct 15, 2015 at 6:43 PM, Niko <mail...@go-free.info> wrote:

> I don't think anybody has time to play the police game here.
> Let valve handle the blacklist. Having this new token means that a lot of
> providers will think twice before breaking the rules as it would mean that
> they'd have to start over each time.
>
> Then again, not many gameservers are up breaking the rules.
>
> The main focus of this update shouldn't be "punishing the bad guys" but
> "bringing some new features" to us.
>
> BR,
> Niko
>
>
> On 10/16/2015 00:38, Matthias "InstantMuffin" Kollek wrote:
>
> No, but an investigation would be equal to visiting the servers and just
> seeing if everything is okay, then ignore all other reports towards that
> server/community if it's in the clear.
>
> On 16.10.2015 00:32, Absurd Minds wrote:
>
> I really hope this doesn't get implemented. It would be too easy for one
> community to raid another community and report it a ton. I don't think
> valve has the manpower to investigate all of the claims, which would mean
> it would have to be automated to some extent.
> On Oct 15, 2015 6:24 PM, "Daniel Barreiro" <smelly.feet.you.h...@gmail.com>
> wrote:
>
>> That could actually be beneficial. Add a system similar to the one in OW
>> that benefits players/gives them extra influence on reporting servers
>> depending on record, and gives some form of XP boost for doing a good job.
>>
>> On Thu, Oct 15, 2015 at 6:19 PM, Matthias "InstantMuffin" Kollek <
>> <proph...@sticed.org>proph...@sticed.org> wrote:
>>
>>> Do you intent to add a report system? Perhaps something that implements
>>> abuse detections/limits like csgo's player report function? Perhaps
>>> something that credits people with xp for valid reports?
>>>
>>>
>>> On 16.10.2015 00:16, 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 <mloveless1...@gmail.com>
>>> 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>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 < <i...@valvesoftware.com>
>>>>>> i...@valvesoftware.com> 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 

Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-15 Thread Daniel Barreiro
That could actually be beneficial. Add a system similar to the one in OW
that benefits players/gives them extra influence on reporting servers
depending on record, and gives some form of XP boost for doing a good job.

On Thu, Oct 15, 2015 at 6:19 PM, Matthias "InstantMuffin" Kollek <
proph...@sticed.org> wrote:

> Do you intent to add a report system? Perhaps something that implements
> abuse detections/limits like csgo's player report function? Perhaps
> something that credits people with xp for valid reports?
>
>
> On 16.10.2015 00:16, 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 < 
> mloveless1...@gmail.com> 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 < 
 i...@valvesoftware.com> 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.


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

 ___
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>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>
>>
>>
>> ___
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>>
>
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>
>
>
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>
>
>
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-15 Thread Daniel Barreiro
I have no experience personally with it, but has there ever been any actual
proof of servers being wrongly banned? If there is then yeah it's an issue,
but I haven't had any issues with it and generally every time someone
claims to have been wrongfully banned, they don't provide proof and just
hope it will get them unbanned. Same as with VAC. 99% of the time the I WAS
WRONGFULLY BANNED is bullshit.

If there's a good example of a true wrongful ban then yeah it's an issue,
but I don't know of any. Got any links?

On Thu, Oct 15, 2015 at 6:44 PM, Michael Loveless <mloveless1...@gmail.com>
wrote:

>
> Not only that but look at what's gone on already. A lot of banned servers
> with none of these plugins, a lot of servers not banned who are using these
> plugins. It's clear they don't have much intention on individually visiting
> servers. There are way too many out there. It has to be some kind of
> automated system, so I'm wondering what other offenses might be reportable
> outside of skin plugins and how are they going to reliably issue bans.
>
> On Thu, Oct 15, 2015 at 6:38 PM, Matthias "InstantMuffin" Kollek <
> proph...@sticed.org> wrote:
>
>> No, but an investigation would be equal to visiting the servers and just
>> seeing if everything is okay, then ignore all other reports towards that
>> server/community if it's in the clear.
>>
>>
>> On 16.10.2015 00:32, Absurd Minds wrote:
>>
>> I really hope this doesn't get implemented. It would be too easy for one
>> community to raid another community and report it a ton. I don't think
>> valve has the manpower to investigate all of the claims, which would mean
>> it would have to be automated to some extent.
>> On Oct 15, 2015 6:24 PM, "Daniel Barreiro" <
>> smelly.feet.you.h...@gmail.com> wrote:
>>
>>> That could actually be beneficial. Add a system similar to the one in OW
>>> that benefits players/gives them extra influence on reporting servers
>>> depending on record, and gives some form of XP boost for doing a good job.
>>>
>>> On Thu, Oct 15, 2015 at 6:19 PM, Matthias "InstantMuffin" Kollek <
>>> <proph...@sticed.org>proph...@sticed.org> wrote:
>>>
>>>> Do you intent to add a report system? Perhaps something that implements
>>>> abuse detections/limits like csgo's player report function? Perhaps
>>>> something that credits people with xp for valid reports?
>>>>
>>>>
>>>> On 16.10.2015 00:16, 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 <mloveless1...@gmail.com>
>>>> 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>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 < <i...@valvesoftware.com>
>>>>>>> i...@valvesoftware.com> 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 meth

Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-15 Thread Daniel Barreiro
You make it sound like allotting 10 minutes a day to look at servers with
over X amount of reports is a hard task.

On Thu, Oct 15, 2015 at 6:33 PM, Michael Loveless 
wrote:

> ​Those of you requesting a way to report community serverswhat type of
> report criteria are you thinking should be available? To add on that, how
> do you think reports should be handled? Is it going to be like if a server
> gets X amount of reports over Y amount of time, it's an automatic "server
> cooldown"? Or is a dev going to have to actually go to the reported server
> and be able to identify the reported problems, similar to how players do
> with OW?​
>
> I'm just thinking that there are really only 2 ways for reports to be
> handled, automatically by system or manually by a person(s). Beyond having
> a !knife or !skins plugin installed which Valve could do some kind of scan
> for, how would they be able to properly automate a system to identify
> whether reports are legit in regards to all other potentially reportable
> issues?
>
> For instance, what if you ban a couple of Dinosower kids who are trolling
> and next thing you know you got half their army joining your servers over
> the next 2-4 weeks issuing reports?
>
> Some general questions I think that would make for good discussion on the
> topic of reporting servers for XP.
>
> On Thu, Oct 15, 2015 at 6:32 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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>> Csgo_servers@list.valvesoftware.com
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>> 

Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-13 Thread Daniel Barreiro
A single phone number can be used on two Steam accounts last I checked.

On Tue, Oct 13, 2015 at 10:16 PM, zAfLu - Dennis 
wrote:

> Is it possible to link a phone number twice? Because i have a standalone
> server steam account (because of security reasons) but only one phone
> number.
>
>
> Am 14.10.2015 um 03:37 schrieb Ido Magal:
>
>> 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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>> Csgo_servers@list.valvesoftware.com
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>
>
>
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-13 Thread Daniel Barreiro
Potentially limit the amount of phone changes you can have between numbers
considered VOIP numbers. Honestly it's a hard issue. Getting a new VOIP
number to create an alt to re-register servers is easy. Getting a new
proper phone number is not quite as easy.

On Tue, Oct 13, 2015 at 9:55 PM, Nicholas Hastings  wrote:

> 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.
>
> I urge you to rethink this, at least for some cases.
>
> For me and I'm sure at least some others, the reverse is true. A "VOIP"
> number (Google Voice) is my primary number and is thus tied to my Steam
> account. Whatever cell number(s) that points to at any time is considered
> transient - I can change providers without my primary number being affected.
>
> Now, after stage three has been completed, I'll personally not be able to
> run a test server that I can join to test plugins or do other development
> without resorting to borrowing a GSLT from someone else or not being able
> to use my primary phone number for my Steam account's security.
>
> --
> Nicholas Hastings
> AlliedMods.net 
>
> Ido Magal 
> Tuesday, October 13, 2015 9:37 PM
> 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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> Ido Magal 
> Tuesday, October 13, 2015 8:21 PM
>
> Notice of changes to CS:GO Game Server Operation
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>
>
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-13 Thread Daniel Barreiro
We're currently in stage 1, the announcement stage, so it wont work yet.
Once they add the cvar I'm fairly sure that'll be the case

On Tue, Oct 13, 2015 at 10:03 PM, Absurd Minds 
wrote:

>
> On Oct 13, 2015 9:36 PM, "Ido Magal"  wrote:
> > 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.
>
> So my servers that run with workshop maps no longer need the -authkey
> server startup variable?
>
> 
> > Csgo_servers mailing list
> > Csgo_servers@list.valvesoftware.com
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>
> ___
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-13 Thread Daniel Barreiro
Is this why the CSGO GC is borked?

On Tue, Oct 13, 2015 at 8:21 PM, Ido Magal  wrote:

> Notice of changes to CS:GO Game Server Operation
> --
>
> *CS:GO dedicated servers will soon require Steam Game Server Login Tokens
> (GSLTs). *This is the existing system that TF2 uses for Favorites
> migration.
>
>
>
> This transition will happen in three stages:
>
> §  Stage 1 *[NOW]* : The GSLT creation utility goes live:
> https://steamcommunity.com/dev/managegameservers. Please test the
> interface and report back any issues in creating accounts. Note that TF2
> server operators can now use this form to create GSLTs for TF2 (AppId 440).
>
> §  Stage 2: An update to CS:GO's dedicated server will include the
> sv_setsteamaccount convar that allows you to log in with your GSLT. In this
> stage it will still be possible to run a dedicated server without a GSLT.
> Anonymous login will happen automatically if no game server login token is
> specified. Please report back any issues with logging in using the game
> server login token or otherwise.
>
> §  Stage 3: Anonymous logins will be disabled in CS:GO. Please report
> back any issues.
>
>
> --
>
> Please ask questions in this thread.
>
> Cheers.
>
>
>
>
>
>
>
> ___
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-13 Thread Daniel Barreiro
I see the first requirement is:
"Your Steam account must not be community banned or locked"

Is this just to generate the token, or if this occurs will the tokens
become invalid while that ban/lock is in place?

On Tue, Oct 13, 2015 at 8:21 PM, Daniel Barreiro <
smelly.feet.you.h...@gmail.com> wrote:

> Is this why the CSGO GC is borked?
>
> On Tue, Oct 13, 2015 at 8:21 PM, Ido Magal <i...@valvesoftware.com> wrote:
>
>> Notice of changes to CS:GO Game Server Operation
>> --
>>
>> *CS:GO dedicated servers will soon require Steam Game Server Login Tokens
>> (GSLTs). *This is the existing system that TF2 uses for Favorites
>> migration.
>>
>>
>>
>> This transition will happen in three stages:
>>
>> §  Stage 1 *[NOW]* : The GSLT creation utility goes live:
>> https://steamcommunity.com/dev/managegameservers. Please test the
>> interface and report back any issues in creating accounts. Note that TF2
>> server operators can now use this form to create GSLTs for TF2 (AppId 440).
>>
>> §  Stage 2: An update to CS:GO's dedicated server will include the
>> sv_setsteamaccount convar that allows you to log in with your GSLT. In this
>> stage it will still be possible to run a dedicated server without a GSLT.
>> Anonymous login will happen automatically if no game server login token is
>> specified. Please report back any issues with logging in using the game
>> server login token or otherwise.
>>
>> §  Stage 3: Anonymous logins will be disabled in CS:GO. Please report
>> back any issues.
>>
>>
>> --
>>
>> Please ask questions in this thread.
>>
>> Cheers.
>>
>>
>>
>>
>>
>>
>>
>> ___
>> Csgo_servers mailing list
>> Csgo_servers@list.valvesoftware.com
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>
>
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-13 Thread Daniel Barreiro
Pretty much

On Tue, Oct 13, 2015 at 9:34 PM, Jack M. <
catastropheproductions...@gmail.com> wrote:

> "Or you know, force the people renting the steam server to enter their
> own token somewhere so they're held accountable for their actions and not
> you."
>
> This is more than likely what would ideally happen. It isn't the host
> fault that someone uploads some BS sourcemod plugin that is against Valves
> rules and they can't be expected to police every server rented to them. So
> put the blacklisting on the heads of the people actually running and
> configuring the server and not the host giving them space.
>
> This will still probably be abused as people will just start asking
> friends to create keys they can use until they are banned again but it
> should really be Valves problem and the players risk to break the rules not
> the person providing the hosting space for the server.
>
> Because at this rate hasn't it been that the IP just gets black listed
> which creates headaches for the server host in the event a user abuses or
> breaks Valves rules?
>
> On Tue, Oct 13, 2015 at 8:28 PM, Nicolas Poublon  wrote:
>
>> Or you know, force the people renting the steam server to enter their own
>> token somewhere so they're held accountable for their actions and not you.
>>
>>
>> On 14/10/2015 12:22 PM, Alexander Corn wrote:
>>
>> This change wouldn't be so bad if it weren't for 4 things:
>>
>> 1. Steam is garbage and from time to time has been known to reject
>> perfectly valid login tokens
>> 2. Drop the requirement of a linked phone number; buying the game should
>> be enough of a requirement
>> 3. Increase the limit from 50 servers to something more reasonable like
>> 100 or 200
>> 4. Allow anonymous logins, just don't list anonymous servers in the
>> server browser or Community Quickplay
>>
>> This would allow LANs, tournaments, and third-party matchmaking sites to
>> run servers without any issues, and would enforce the requirements which I
>> can only assume are aimed at dealing with problematic and abusive servers.
>>
>> Finally, can I get my old accounts back? They appear to be logging in as
>> expected, but they don't appear either on the page or on the WebAPI.
>> Attempting to reset a login token for an old server account via the WebAPI
>> deactivates the account entirely and creates a new one (with a new SteamID)
>> in its place.
>>
>> On Tue, Oct 13, 2015 at 8:21 PM, Ido Magal  wrote:
>>
>>> Notice of changes to CS:GO Game Server Operation
>>> --
>>>
>>> *CS:GO dedicated servers will soon require Steam Game Server Login
>>> Tokens (GSLTs). *This is the existing system that TF2 uses for
>>> Favorites migration.
>>>
>>>
>>>
>>> This transition will happen in three stages:
>>>
>>> §  Stage 1 *[NOW]* : The GSLT creation utility goes live:
>>> 
>>> https://steamcommunity.com/dev/managegameservers. Please test the
>>> interface and report back any issues in creating accounts. Note that TF2
>>> server operators can now use this form to create GSLTs for TF2 (AppId 440).
>>>
>>> §  Stage 2: An update to CS:GO's dedicated server will include the
>>> sv_setsteamaccount convar that allows you to log in with your GSLT. In this
>>> stage it will still be possible to run a dedicated server without a GSLT.
>>> Anonymous login will happen automatically if no game server login token is
>>> specified. Please report back any issues with logging in using the game
>>> server login token or otherwise.
>>>
>>> §  Stage 3: Anonymous logins will be disabled in CS:GO. Please report
>>> back any issues.
>>>
>>>
>>> --
>>>
>>> Please ask questions in this thread.
>>>
>>> Cheers.
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> ___
>>> Csgo_servers mailing list
>>> Csgo_servers@list.valvesoftware.com
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>
>>
>>
>>
>> ___
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>>
>>
>>
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>>
>
>
>
> --
> Have a good one,
> Jack McEachern
>
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Re: [Csgo_servers] server grenade trajectory not working and giant memory leak with smokes over time for server providers

2015-09-04 Thread Daniel Barreiro
I've never seen them work on a real server. I could have sworn they only
work on listen servers. There are sourcemod plugins to replicate the
feature for this exact reason

On Fri, Sep 4, 2015 at 7:24 PM, Dennis B  wrote:

> Yes it has worked, and these vars are broken, this is not meant for
> casual/competitive play but for prac/testing.
>
> 2015-09-05 1:09 GMT+02:00 Matthias "InstantMuffin" Kollek <
> proph...@sticed.org>:
>
>> Have these ever worked? Is this a bug?
>> Because there is a few of these kind of commands in each source game
>> which are specifically meant for debugging and only work on local servers.
>>
>>
>> On 05.09.2015 01:05, Dennis B wrote:
>>
>> So
>>
>> sv_grenade_trajectory 1
>> sv_grenade_trajectory_dash 1
>>
>> are not working on server owners, its only working for local clients
>>
>> also hosting linux/windows servers and spamming smokes OR practicing with
>> them over time, will increase "net_graph" SV: ratio from avg 1-5 to
>> everything from 10 to 200(20 is red which is VERY BAD) depending on how
>> many smokes over time, only solution is to hard reboot servers.
>>
>> --
>> Best regards
>>
>>
>>
>> ___
>> Csgo_servers mailing 
>> listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>>
>>
>> ___
>> Csgo_servers mailing list
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>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>
>
>
> --
> Best regards
>
> Dennis B.
>
> ___
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Re: [Csgo_servers] Update

2015-07-29 Thread Daniel Barreiro
Purely stability?

Also I hope we get something fun for v200 3

On Wed, Jul 29, 2015 at 9:56 PM, Vitaliy Genkin vita...@valvesoftware.com
wrote:

  An optional stability update for CSGO version 1.34.9.4 (v199) has been
 released.



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Re: [Csgo_servers] Csgo_servers Digest, Vol 39, Issue 51

2015-07-18 Thread Daniel Barreiro
https://www.youtube.com/watch?v=ztVMib1T4T4

On Sat, Jul 18, 2015 at 5:00 AM, Moritz Uehling f...@flysoftiii.de wrote:

   I doubt Valve is doing anything without a permit / having everything
 checked 100% by lawyers.

 On July 18, 2015 10:59:20 AM Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 lol

 On Sat, Jul 18, 2015 at 4:52 AM, Omar Haider mrhdr...@gmail.com wrote:

 valve the Washington state attorney general has been appointed to ur
 concept of skins i.e keys for items this considered gambling u have no
 lisance of operations in this regard you must completely stop useing revine
 for valve tournys also
 (1) A business must not:
 (a) Charge participants a direct or indirect fee to participate in the
 PCOC. Indirect fees include, but are not limited to, cover charges; and
 (b) Operate the PCOC for no more than a total of three hours per day,
 twice per week. Participants must receive a bingo card immediately before
 the start of each game.
 (2) A business must:
 (a) Award only merchandise items, such as food, nonalcoholic beverages,
 hats, shirts, or other promotional items valued at less than twenty-five
 dollars each. The business must:
 (i) Not substitute cash prizes for merchandise prizes; and
 (ii) Not award prizes worth more than one hundred dollars per week or
 five thousand dollars per year; and
 (iii) Record the names of winners and prize(s) won for each game; and
 (b) Use recreational bingo cards that are not used in authorized bingo
 games.
 [Statutory Authority: RCW  9.46.070
 http://app.leg.wa.gov/RCW/default.aspx?cite=9.46.070. WSR 06-22-052 (Order
 603), § 230-18-010, filed 10/27/06, effective 1/1/08.]
 On Friday, July 17, 2015, csgo_servers-requ...@list.valvesoftware.com
 wrote:

 Send Csgo_servers mailing list submissions to
 csgo_servers@list.valvesoftware.com

 To subscribe or unsubscribe via the World Wide Web, visit

 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 or, via email, send a message with subject or body 'help' to
 csgo_servers-requ...@list.valvesoftware.com

 You can reach the person managing the list at
 csgo_servers-ow...@list.valvesoftware.com

 When replying, please edit your Subject line so it is more specific
 than Re: Contents of Csgo_servers digest...


 Today's Topics:

1. Re: Request to Server Operators (Neuro Toxin)
2. Can Not connect to steam servers (whosurdaddy)
3. Re: Can Not connect to steam servers (Ido Magal)


 --

 Message: 1
 Date: Sat, 18 Jul 2015 10:04:57 +1000
 From: Neuro Toxin coray...@yahoo.com.au
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Request to Server Operators
 Message-ID: 7ytg75qmmctv2j9k9bdxpert.1437177897...@email.android.com
 Content-Type: text/plain; charset=utf-8

 It's been a week.?Whats the go...

 div Original message /divdivFrom: Vitaliy Genkin 
 vita...@valvesoftware.com /divdivDate:11/07/2015  03:51
 (GMT+10:00) /divdivTo: csgo_servers@list.valvesoftware.com
 /divdivSubject: Re: [Csgo_servers] Request to Server Operators
 /divdiv
 /divHi all,

 Thanks for your responses, we?ve answered some of the most common
 questions below.

 (1) Do mods that provide custom knives (e.g., ?vanilla? Karambit or
 Bayonet knives) fall under the same restrictions as mods that spoof other
 inventory items like weapon skins or display items?
 Yes, these mods fall under the same restrictions because they are
 generating/simulating items that are not owned by a player.

 (2) Do mods that provide custom knives or weapons fall under these same
 restrictions when the items are only visible to the player holding the
 weapon?
 Yes. Regardless of who can see the items, mods should not
 generate/simulate items that are not owned by a player.

 (3) I use a mod that grants stock primary/secondary weapons and
 grenades to players through a gun selection menu. The mod only drops stock
 weapons and does not grant knives. Is this mod ok?
 Yes, it?s fine to provide basic stock weapons to players via a mod.

 (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.

 (5) I?m using a mod that doesn?t spoof competitive ranks or coins, but
 it does adjust the scoreboard (e.g., a surf server where group tags
 represent skill rating, score is your rank on the server, MVP is your
 completion percentage, etc.). Is this ok?
 At the moment we have no issue with mods

Re: [Csgo_servers] Csgo_servers Digest, Vol 39, Issue 51

2015-07-18 Thread Daniel Barreiro
lol

On Sat, Jul 18, 2015 at 4:52 AM, Omar Haider mrhdr...@gmail.com wrote:

 valve the Washington state attorney general has been appointed to ur
 concept of skins i.e keys for items this considered gambling u have no
 lisance of operations in this regard you must completely stop useing revine
 for valve tournys also
 (1) A business must not:
 (a) Charge participants a direct or indirect fee to participate in the
 PCOC. Indirect fees include, but are not limited to, cover charges; and
 (b) Operate the PCOC for no more than a total of three hours per day,
 twice per week. Participants must receive a bingo card immediately before
 the start of each game.
 (2) A business must:
 (a) Award only merchandise items, such as food, nonalcoholic beverages,
 hats, shirts, or other promotional items valued at less than twenty-five
 dollars each. The business must:
 (i) Not substitute cash prizes for merchandise prizes; and
 (ii) Not award prizes worth more than one hundred dollars per week or five
 thousand dollars per year; and
 (iii) Record the names of winners and prize(s) won for each game; and
 (b) Use recreational bingo cards that are not used in authorized bingo
 games.
 [Statutory Authority: RCW  9.46.070
 http://app.leg.wa.gov/RCW/default.aspx?cite=9.46.070. WSR 06-22-052 (Order
 603), § 230-18-010, filed 10/27/06, effective 1/1/08.]
 On Friday, July 17, 2015, csgo_servers-requ...@list.valvesoftware.com
 wrote:

 Send Csgo_servers mailing list submissions to
 csgo_servers@list.valvesoftware.com

 To subscribe or unsubscribe via the World Wide Web, visit

 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 or, via email, send a message with subject or body 'help' to
 csgo_servers-requ...@list.valvesoftware.com

 You can reach the person managing the list at
 csgo_servers-ow...@list.valvesoftware.com

 When replying, please edit your Subject line so it is more specific
 than Re: Contents of Csgo_servers digest...


 Today's Topics:

1. Re: Request to Server Operators (Neuro Toxin)
2. Can Not connect to steam servers (whosurdaddy)
3. Re: Can Not connect to steam servers (Ido Magal)


 --

 Message: 1
 Date: Sat, 18 Jul 2015 10:04:57 +1000
 From: Neuro Toxin coray...@yahoo.com.au
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Request to Server Operators
 Message-ID: 7ytg75qmmctv2j9k9bdxpert.1437177897...@email.android.com
 Content-Type: text/plain; charset=utf-8

 It's been a week.?Whats the go...

 div Original message /divdivFrom: Vitaliy Genkin 
 vita...@valvesoftware.com /divdivDate:11/07/2015  03:51
 (GMT+10:00) /divdivTo: csgo_servers@list.valvesoftware.com
 /divdivSubject: Re: [Csgo_servers] Request to Server Operators
 /divdiv
 /divHi all,

 Thanks for your responses, we?ve answered some of the most common
 questions below.

 (1) Do mods that provide custom knives (e.g., ?vanilla? Karambit or
 Bayonet knives) fall under the same restrictions as mods that spoof other
 inventory items like weapon skins or display items?
 Yes, these mods fall under the same restrictions because they are
 generating/simulating items that are not owned by a player.

 (2) Do mods that provide custom knives or weapons fall under these same
 restrictions when the items are only visible to the player holding the
 weapon?
 Yes. Regardless of who can see the items, mods should not
 generate/simulate items that are not owned by a player.

 (3) I use a mod that grants stock primary/secondary weapons and grenades
 to players through a gun selection menu. The mod only drops stock weapons
 and does not grant knives. Is this mod ok?
 Yes, it?s fine to provide basic stock weapons to players via a mod.

 (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.

 (5) I?m using a mod that doesn?t spoof competitive ranks or coins, but it
 does adjust the scoreboard (e.g., a surf server where group tags represent
 skill rating, score is your rank on the server, MVP is your completion
 percentage, etc.). Is this ok?
 At the moment we have no issue with mods that modify scores or player
 names in the scoreboard.

 (6) What is the time frame for making these changes?
 Ideally these changes would be made immediately, but we understand if
 server operators need a few days to make their adjustments. We?ll continue
 to monitor over the next week, and will post a notification 

Re: [Csgo_servers] Csgo_servers Digest, Vol 39, Issue 51

2015-07-18 Thread Daniel Barreiro
Wait are you serious?

On Sat, Jul 18, 2015 at 4:57 AM, Daniel Barreiro 
smelly.feet.you.h...@gmail.com wrote:

 lol

 On Sat, Jul 18, 2015 at 4:52 AM, Omar Haider mrhdr...@gmail.com wrote:

 valve the Washington state attorney general has been appointed to ur
 concept of skins i.e keys for items this considered gambling u have no
 lisance of operations in this regard you must completely stop useing revine
 for valve tournys also
 (1) A business must not:
 (a) Charge participants a direct or indirect fee to participate in the
 PCOC. Indirect fees include, but are not limited to, cover charges; and
 (b) Operate the PCOC for no more than a total of three hours per day,
 twice per week. Participants must receive a bingo card immediately before
 the start of each game.
 (2) A business must:
 (a) Award only merchandise items, such as food, nonalcoholic beverages,
 hats, shirts, or other promotional items valued at less than twenty-five
 dollars each. The business must:
 (i) Not substitute cash prizes for merchandise prizes; and
 (ii) Not award prizes worth more than one hundred dollars per week or
 five thousand dollars per year; and
 (iii) Record the names of winners and prize(s) won for each game; and
 (b) Use recreational bingo cards that are not used in authorized bingo
 games.
 [Statutory Authority: RCW  9.46.070
 http://app.leg.wa.gov/RCW/default.aspx?cite=9.46.070. WSR 06-22-052 (Order
 603), § 230-18-010, filed 10/27/06, effective 1/1/08.]
 On Friday, July 17, 2015, csgo_servers-requ...@list.valvesoftware.com
 wrote:

 Send Csgo_servers mailing list submissions to
 csgo_servers@list.valvesoftware.com

 To subscribe or unsubscribe via the World Wide Web, visit

 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 or, via email, send a message with subject or body 'help' to
 csgo_servers-requ...@list.valvesoftware.com

 You can reach the person managing the list at
 csgo_servers-ow...@list.valvesoftware.com

 When replying, please edit your Subject line so it is more specific
 than Re: Contents of Csgo_servers digest...


 Today's Topics:

1. Re: Request to Server Operators (Neuro Toxin)
2. Can Not connect to steam servers (whosurdaddy)
3. Re: Can Not connect to steam servers (Ido Magal)


 --

 Message: 1
 Date: Sat, 18 Jul 2015 10:04:57 +1000
 From: Neuro Toxin coray...@yahoo.com.au
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Request to Server Operators
 Message-ID: 7ytg75qmmctv2j9k9bdxpert.1437177897...@email.android.com
 Content-Type: text/plain; charset=utf-8

 It's been a week.?Whats the go...

 div Original message /divdivFrom: Vitaliy Genkin 
 vita...@valvesoftware.com /divdivDate:11/07/2015  03:51
 (GMT+10:00) /divdivTo: csgo_servers@list.valvesoftware.com
 /divdivSubject: Re: [Csgo_servers] Request to Server Operators
 /divdiv
 /divHi all,

 Thanks for your responses, we?ve answered some of the most common
 questions below.

 (1) Do mods that provide custom knives (e.g., ?vanilla? Karambit or
 Bayonet knives) fall under the same restrictions as mods that spoof other
 inventory items like weapon skins or display items?
 Yes, these mods fall under the same restrictions because they are
 generating/simulating items that are not owned by a player.

 (2) Do mods that provide custom knives or weapons fall under these same
 restrictions when the items are only visible to the player holding the
 weapon?
 Yes. Regardless of who can see the items, mods should not
 generate/simulate items that are not owned by a player.

 (3) I use a mod that grants stock primary/secondary weapons and grenades
 to players through a gun selection menu. The mod only drops stock weapons
 and does not grant knives. Is this mod ok?
 Yes, it?s fine to provide basic stock weapons to players via a mod.

 (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.

 (5) I?m using a mod that doesn?t spoof competitive ranks or coins, but
 it does adjust the scoreboard (e.g., a surf server where group tags
 represent skill rating, score is your rank on the server, MVP is your
 completion percentage, etc.). Is this ok?
 At the moment we have no issue with mods that modify scores or player
 names in the scoreboard.

 (6) What is the time frame for making these changes?
 Ideally these changes would be made immediately, but we understand if
 server operators need

Re: [Csgo_servers] Request to Server Operators

2015-07-13 Thread Daniel Barreiro
Thanks for the clarification!

On Fri, Jul 10, 2015 at 1:51 PM, Vitaliy Genkin vita...@valvesoftware.com
wrote:

  Hi all,



 Thanks for your responses, we’ve answered some of the most common
 questions below.



 (1) Do mods that provide custom knives (e.g., ‘vanilla’ Karambit or
 Bayonet knives) fall under the same restrictions as mods that spoof other
 inventory items like weapon skins or display items?

 *Yes, these mods fall under the same restrictions because they are
 generating/simulating items that are not owned by a player.*



 (2) Do mods that provide custom knives or weapons fall under these same
 restrictions when the items are only visible to the player holding the
 weapon?

 *Yes. Regardless of who can see the items, mods should not
 generate/simulate items that are not owned by a player.*



 (3) I use a mod that grants stock primary/secondary weapons and grenades
 to players through a gun selection menu. The mod only drops stock weapons
 and does not grant knives. Is this mod ok?

 *Yes, it’s fine to provide basic stock weapons to players via a mod.*



 (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.*



 (5) I’m using a mod that doesn’t spoof competitive ranks or coins, but it
 does adjust the scoreboard (e.g., a surf server where group tags represent
 skill rating, score is your rank on the server, MVP is your completion
 percentage, etc.). Is this ok?

 *At the moment we have no issue with mods that modify scores or player
 names in the scoreboard.*



 (6) What is the time frame for making these changes?

 *Ideally these changes would be made immediately, but we understand if
 server operators need a few days to make their adjustments. We’ll continue
 to monitor over the next week, and will post a notification if any further
 action needs to be taken.*



 Thanks,

 The CS:GO Team





 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Vitaliy Genkin
 *Sent:* Tuesday, July 07, 2015 6:59 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* [Csgo_servers] Request to Server Operators



 CS:GO community servers provide valuable experiences to players and
 communities, and are serving more players than ever before. Over the past
 month, 3.1 mln unique players were observed playing on community servers
 and this number keeps growing each month.



 We're aware that some server operators are offering to their players false
 inventories and/or profiles as a free or paid service via mods on their
 servers. These mods inaccurately report the contents of a players'
 inventory and/or matchmaking status, devaluing both and potentially
 creating a confusing experience for players.



 Therefore, we are asking server operators to remove any mods and plugins
 that falsify the contents of a players' profile or inventory.



 To be clear, the services that should not be offered on a community server
 include (but are not limited to):



 - Allowing players to claim temporary ownership of CS:GO items that are
 not in their inventory (Weapon skins, knives, etc.).

 - Providing a falsified competitive skill group and/or profile rank status
 or scoreboard coin (e.g., Operation Challenge Coins).

 - Interfering with systems that allow players to correctly access their
 own CS:GO inventories, items, or profile.



 If your server provides any of the above services then we request that you
 disable them. If for some reason you are unable or unsure of whether a
 particular plugin should be removed, feel free to contact us.



 We will continue to monitor the players experience on community servers,
 and may reevaluate if further actions need to be taken to ensure that
 server operators comply with the request above.



 Thanks,

 The CS:GO Team



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Re: [Csgo_servers] Is taskset -c {core id here} required?

2015-07-13 Thread Daniel Barreiro
CSGO servers can use more than one core, don't believe anyone who says
otherwise. You WILL get worse performance if you lock it to a single core.

On Mon, Jul 13, 2015 at 12:59 PM, Charalampos Galanis xngala...@gmail.com
wrote:

 I just ask this because it is known that csgo server uses only 1 core, so
 is this command will boost its performance? Or it make things worse, I mean
 reaching 100% cpu usage faster and server lagging?

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Re: [Csgo_servers] Request to Server Operators

2015-07-07 Thread Daniel Barreiro
Well he said
- Allowing players to claim temporary ownership of CS:GO items that are
not in their inventory (Weapon skins, knives, etc.).
So I'd assume it probably includes that.

On Tue, Jul 7, 2015 at 10:13 PM, Jack M. 
catastropheproductions...@gmail.com wrote:

 I'm assuming it will be included and I don't mind removing it from my one
 server that uses it but just want to clarify does this extend to
 KnifeUpgrade? https://forums.alliedmods.net/showthread.php?t=243254

 It hands out simply default skins of each knife type. Personally I find it
 kind of borderline but I don't want people to view that as a gateway of
 sorts to screw with false inventories or whatever else. So if you're
 against it I'll remove it. No need to be a negative spot in the community.

 On Tue, Jul 7, 2015 at 9:05 PM, 1nsane 1nsane...@gmail.com wrote:

 Yes, a way to report them would be great. Because you know there will
 always be someone who wants to break the rules. It would be great if that
 little minority didn't impact the rest of the community like it did in TF2.



 On Tue, Jul 7, 2015 at 10:01 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 Thanks for the notice Vitaliy!
 I hope it doesn't have to come to what it did with TF2 (completely
 breaking a large number of plugins to prevent the few communities using it
 maliciously from using a single feature).
  Will you guys be de-listing servers that have these plugins? Will there
 by any way to report servers not abiding?

 On Tue, Jul 7, 2015 at 9:58 PM, Vitaliy Genkin 
 vita...@valvesoftware.com wrote:

  CS:GO community servers provide valuable experiences to players and
 communities, and are serving more players than ever before. Over the past
 month, 3.1 mln unique players were observed playing on community servers
 and this number keeps growing each month.



 We're aware that some server operators are offering to their players
 false inventories and/or profiles as a free or paid service via mods on
 their servers. These mods inaccurately report the contents of a players'
 inventory and/or matchmaking status, devaluing both and potentially
 creating a confusing experience for players.



 Therefore, we are asking server operators to remove any mods and
 plugins that falsify the contents of a players' profile or inventory.



 To be clear, the services that should not be offered on a community
 server include (but are not limited to):



 - Allowing players to claim temporary ownership of CS:GO items that are
 not in their inventory (Weapon skins, knives, etc.).

 - Providing a falsified competitive skill group and/or profile rank
 status or scoreboard coin (e.g., Operation Challenge Coins).

 - Interfering with systems that allow players to correctly access their
 own CS:GO inventories, items, or profile.



 If your server provides any of the above services then we request that
 you disable them. If for some reason you are unable or unsure of whether a
 particular plugin should be removed, feel free to contact us.



 We will continue to monitor the players experience on community
 servers, and may reevaluate if further actions need to be taken to ensure
 that server operators comply with the request above.



 Thanks,

 The CS:GO Team



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 --
 Have a good one,
 Jack McEachern

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Re: [Csgo_servers] Request to Server Operators

2015-07-07 Thread Daniel Barreiro
I would assume you can use the !guns menu as it doesn't change any economy
items. This is strictly referring to skin changing plugins

On Tue, Jul 7, 2015 at 10:24 PM, Louis Crossing louisccross...@gmail.com
wrote:

 I operate a roundless deathmatch server on dust2 24/7 that has the knife
 mod others have mentioned (just standard knifes accessible only on the
 server) and it also has a !guns menu to choose any gun.
 It does not falsify the inventory and cannot be used once the player has
 left the server.

 Is that still a breach of these new rules?

 Without it, the entire concept of that server is dead. :(



 On 8 July 2015 at 12:21, Ejziponken - sza...@hotmail.com wrote:

 Yeah, I see this as a good way for the players to test the knifes out
 before buying them. Only using it on our knife only server atm.

 --
 From: mloveless1...@gmail.com
 Date: Tue, 7 Jul 2015 22:16:58 -0400
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Request to Server Operators

 Very interested in a response regarding the !knife plugin Jack listed
 above. It gives out just a stock/vanilla version of the knives. No skins,
 no inventory placement, strictly for the server it's on.

 On Tue, Jul 7, 2015 at 10:13 PM, Jack M. 
 catastropheproductions...@gmail.com wrote:

 I'm assuming it will be included and I don't mind removing it from my one
 server that uses it but just want to clarify does this extend to
 KnifeUpgrade? https://forums.alliedmods.net/showthread.php?t=243254

 It hands out simply default skins of each knife type. Personally I find
 it kind of borderline but I don't want people to view that as a gateway of
 sorts to screw with false inventories or whatever else. So if you're
 against it I'll remove it. No need to be a negative spot in the community.

 On Tue, Jul 7, 2015 at 9:05 PM, 1nsane 1nsane...@gmail.com wrote:

 Yes, a way to report them would be great. Because you know there will
 always be someone who wants to break the rules. It would be great if that
 little minority didn't impact the rest of the community like it did in TF2.



 On Tue, Jul 7, 2015 at 10:01 PM, Daniel Barreiro 
 smelly.feet.you.h...@gmail.com wrote:

 Thanks for the notice Vitaliy!
 I hope it doesn't have to come to what it did with TF2 (completely
 breaking a large number of plugins to prevent the few communities using it
 maliciously from using a single feature).
  Will you guys be de-listing servers that have these plugins? Will there
 by any way to report servers not abiding?

 On Tue, Jul 7, 2015 at 9:58 PM, Vitaliy Genkin vita...@valvesoftware.com
  wrote:

  CS:GO community servers provide valuable experiences to players and
 communities, and are serving more players than ever before. Over the past
 month, 3.1 mln unique players were observed playing on community servers
 and this number keeps growing each month.



 We're aware that some server operators are offering to their players
 false inventories and/or profiles as a free or paid service via mods on
 their servers. These mods inaccurately report the contents of a players'
 inventory and/or matchmaking status, devaluing both and potentially
 creating a confusing experience for players.



 Therefore, we are asking server operators to remove any mods and plugins
 that falsify the contents of a players' profile or inventory.



 To be clear, the services that should not be offered on a community
 server include (but are not limited to):



 - Allowing players to claim temporary ownership of CS:GO items that are
 not in their inventory (Weapon skins, knives, etc.).

 - Providing a falsified competitive skill group and/or profile rank
 status or scoreboard coin (e.g., Operation Challenge Coins).

 - Interfering with systems that allow players to correctly access their
 own CS:GO inventories, items, or profile.



 If your server provides any of the above services then we request that
 you disable them. If for some reason you are unable or unsure of whether a
 particular plugin should be removed, feel free to contact us.



 We will continue to monitor the players experience on community servers,
 and may reevaluate if further actions need to be taken to ensure that
 server operators comply with the request above.



 Thanks,

 The CS:GO Team



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Re: [Csgo_servers] Request to Server Operators

2015-07-07 Thread Daniel Barreiro
Yeah I misstated what I meant to say.
When I said strictly skin changing I was referring to vs the !guns menu
of a deathmatch plugin not being affected. What I meant to say is that the
!guns menu (as long as it doesn't break skins) would be allowed I'd assume
as it's items they could get anyway.



On Tue, Jul 7, 2015 at 10:35 PM, hlstriker hlstri...@gmail.com wrote:

 Wrong. Read the first post and you will know exactly what it's referring
 to.


 narry wrote
  This is strictly referring to skin changing plugins





 --
 View this message in context:
 http://csgo-servers.1073505.n5.nabble.com/Request-to-Server-Operators-tp9684p9703.html
 Sent from the CSGO_Servers mailing list archive at Nabble.com.

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Re: [Csgo_servers] Request to Server Operators

2015-07-07 Thread Daniel Barreiro
Thanks for the notice Vitaliy!
I hope it doesn't have to come to what it did with TF2 (completely breaking
a large number of plugins to prevent the few communities using it
maliciously from using a single feature).
 Will you guys be de-listing servers that have these plugins? Will there by
any way to report servers not abiding?

On Tue, Jul 7, 2015 at 9:58 PM, Vitaliy Genkin vita...@valvesoftware.com
wrote:

  CS:GO community servers provide valuable experiences to players and
 communities, and are serving more players than ever before. Over the past
 month, 3.1 mln unique players were observed playing on community servers
 and this number keeps growing each month.



 We're aware that some server operators are offering to their players false
 inventories and/or profiles as a free or paid service via mods on their
 servers. These mods inaccurately report the contents of a players'
 inventory and/or matchmaking status, devaluing both and potentially
 creating a confusing experience for players.



 Therefore, we are asking server operators to remove any mods and plugins
 that falsify the contents of a players' profile or inventory.



 To be clear, the services that should not be offered on a community server
 include (but are not limited to):



 - Allowing players to claim temporary ownership of CS:GO items that are
 not in their inventory (Weapon skins, knives, etc.).

 - Providing a falsified competitive skill group and/or profile rank status
 or scoreboard coin (e.g., Operation Challenge Coins).

 - Interfering with systems that allow players to correctly access their
 own CS:GO inventories, items, or profile.



 If your server provides any of the above services then we request that you
 disable them. If for some reason you are unable or unsure of whether a
 particular plugin should be removed, feel free to contact us.



 We will continue to monitor the players experience on community servers,
 and may reevaluate if further actions need to be taken to ensure that
 server operators comply with the request above.



 Thanks,

 The CS:GO Team



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Re: [Csgo_servers] Request to Server Operators

2015-07-07 Thread Daniel Barreiro
Yeah this isn't the forums this is a list for e-drama what's a server?

On Tue, Jul 7, 2015 at 10:30 PM, Matthias InstantMuffin Kollek 
proph...@sticed.org wrote:

  I'm not on the forums anymore. You might not have noticed that since
 you've been busy ignoring me.


 On 08.07.2015 04:28, Nicholas Hastings wrote:

 This list is not the Report Post button.

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

   Matthias InstantMuffin Kollek proph...@sticed.org
  Tuesday, July 7, 2015 10:26 PM
   Duck:
 https://forums.alliedmods.net/showthread.php?t=234536
 https://forums.alliedmods.net/showthread.php?t=264320

 I think theres another one with websupport. Cant find it atm.

 Also I would assume the same goes for people already trying to exploit the
 weapon pickups in tf2. I know nothing has been published yet, but people
 are quite active participating in discussions around it on your forum
 (powerlord, chdata, potato uno).
 https://forums.alliedmods.net/showthread.php?t=265850

 On 08.07.2015 04:20, Nicholas Hastings wrote:

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   Nicholas Hastings psycho...@alliedmods.net
  Tuesday, July 7, 2015 10:20 PM
   If anyone sees a plugin on the AlliedModders forum that breaks these
 rules , please use the [ ! ] Report Post button. I know there are at least
 a few out there.


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   Vitaliy Genkin vita...@valvesoftware.com
  Tuesday, July 7, 2015 9:58 PM

 CS:GO community servers provide valuable experiences to players and
 communities, and are serving more players than ever before. Over the past
 month, 3.1 mln unique players were observed playing on community servers
 and this number keeps growing each month.



 We're aware that some server operators are offering to their players false
 inventories and/or profiles as a free or paid service via mods on their
 servers. These mods inaccurately report the contents of a players'
 inventory and/or matchmaking status, devaluing both and potentially
 creating a confusing experience for players.



 Therefore, we are asking server operators to remove any mods and plugins
 that falsify the contents of a players' profile or inventory.



 To be clear, the services that should not be offered on a community server
 include (but are not limited to):



 - Allowing players to claim temporary ownership of CS:GO items that are
 not in their inventory (Weapon skins, knives, etc.).

 - Providing a falsified competitive skill group and/or profile rank status
 or scoreboard coin (e.g., Operation Challenge Coins).

 - Interfering with systems that allow players to correctly access their
 own CS:GO inventories, items, or profile.



 If your server provides any of the above services then we request that you
 disable them. If for some reason you are unable or unsure of whether a
 particular plugin should be removed, feel free to contact us.



 We will continue to monitor the players experience on community servers,
 and may reevaluate if further actions need to be taken to ensure that
 server operators comply with the request above.



 Thanks,

 The CS:GO Team


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Re: [Csgo_servers] Gabe twitter fake?

2015-07-02 Thread Daniel Barreiro
Fake...

On Thu, Jul 2, 2015 at 1:36 PM, Ejziponken - sza...@hotmail.com wrote:

 https://twitter.com/GabeLNewell

 Is that account real or fake? Only 4k followers..


 *Gabe L. Newell Valve* ‏@GabeLNewell  https://twitter.com/GabeLNewell 19
 jun https://twitter.com/GabeLNewell/status/611943665402032128

 CS:GO on source 2? Yes, in a near future. Stop asking.

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Re: [Csgo_servers] Exploit

2015-06-27 Thread Daniel Barreiro
You sure? He's implying it's a proper buffer overflow. There are a lot of
them it's Steam

On Sat, Jun 27, 2015 at 12:35 PM, ics i...@ics-base.net wrote:

 It's just classic point_servercommand related issue, nothing big.

 -ics

 Ejziponken - kirjoitti:


 http://www.reddit.com/r/GlobalOffensive/comments/3b9vgo/there_is_currently_a_customfiles_related/


 Hm.. :P


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Re: [Csgo_servers] Update

2015-06-12 Thread Daniel Barreiro
Thanks for the changelog Vitaliy!

On Fri, Jun 12, 2015 at 8:43 PM, Vitaliy Genkin vita...@valvesoftware.com
wrote:

  An optional update for CSGO version 1.34.8.9 has been released.



 Server and client version 190 change:

 Vote-kick is no longer disabled by default at any point in Official
 Casual, Demolition, Arms Race, or Deathmatch modes. Server operators can
 tune vote kick rules with the following convars:
 sv_vote_issue_kick_allowed, sv_vote_disallow_kick_on_match_point.



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[Csgo_servers] PSA: Some Yahoo Users Marked as Spam by Gmail

2015-05-28 Thread Daniel Barreiro
Just a notification to all of you, some of you.
Gmail flags some of the messages sent in this mailing list as spam for the
reason.
*Why is this message in Spam?* It has a from address in yahoo.com but has
failed yahoo.com's required tests for authentication

So if you use Yahoo, you might want to double check all your messages
aren't getting caught in gmail spam. I've seen this with a few different
people so just an FYI.
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Re: [Csgo_servers] Not receiving item drops on community servers.

2015-05-27 Thread Daniel Barreiro
It's funny how I said right after the initial email let's not turn this
into a conspiracy clusterfuck and then this happened.
Also https://yourlogicalfallacyis.com/ad-hominem

On Wed, May 27, 2015 at 8:07 PM, Ben Finzel omniusaspi...@gmail.com wrote:

 It's funny how the second you see wickedplayer you know you're about to
 get a heavy dose of holier than though washed down by a wholesome glass of
 Powertrip.

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Re: [Csgo_servers] Not receiving item drops on community servers.

2015-05-27 Thread Daniel Barreiro
Valve servers run a custom build of the server dll and are treated
differently on the backend.

On Wed, May 27, 2015 at 6:08 PM, Marcin Paterek mrpate...@gmail.com wrote:

 Yeah, right... But why this kind of stuff never happens to valve servers?

 2015-05-27 22:37 GMT+02:00 ics i...@ics-base.net:

 There's been a split between Valve servers and community servers ever
 since L4D got released. While you certainly can do something, it doesn't
 mean you should do it. So basically userbase is split and the most
 favorable modes are ran by them (Valve) alone. There isn't a system that
 works between.

 There were 0 Valve servers pre L4D in games. Things were just fine. Then
 someone got the idea that the community servers should be discouraged
 because players complain and put into their own pool of modded servers.
 Instead of doing something better, people at Valve just thought they will
 throw money at the issue and run their own servers for everyone of their
 game since. But people like me, who do not run modded servers that affect
 gameplay (only for admininstration), suffer the most.

 I still feel like a second class server owner. Changes on TF2 quickplay
 nearly 2 years ago emptied out servers in smaller countries like mine, from
 the state of being full most time of the day to have maybe few players
 evenings at few days of the week. CSGO will soon be the same state for us
 if this keeps up. Sure, in central europe or bigger countries like UK or
 US, you can have a lively server as a community one but not here.

 Things like this don't courage people to play on community servers, they
 discourage and drive players away to official ones. I don't feel much like
 throwing money for running a servers that are idling and lack of players
 due to all these changes. It's been a great hobby for 10 years now, but i
 see no reason to continue this discussion from my part. It leads nowhere.

 -ics

 yellowdot kirjoitti:

  @ics

 But what you need that XP for? If they would allow us for gaining XP on
 community servers, it wouldn't make sense to have that Leveling system at
 all, because we could easily cheat on it; e.g. by creating simple plugin
 faking frags, win-rounds during idling.



 --
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 http://csgo-servers.1073505.n5.nabble.com/Not-receiving-item-drops-on-community-servers-tp9313p9407.html
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Re: [Csgo_servers] Not receiving item drops on community servers.

2015-05-26 Thread Daniel Barreiro
Queue the conspiracies before any time and thought goes into it

On Tue, May 26, 2015 at 11:38 PM, Ejziponken - sza...@hotmail.com wrote:

 If thats true...

  Date: Tue, 26 May 2015 19:48:36 -0700
  From: alexbark...@gmail.com
  To: csgo_servers@list.valvesoftware.com
  Subject: [Csgo_servers] Not receiving item drops on community servers.

 
  Sense the latest update (184) no one on my community servers seem to be
  receiving drops. I’m also not seeing any on other servers as well. Has
  anyone found the fix? Seems as if the item server is down for community
  servers.
 
  Thanks :)
 
 
 
  -
  I'm The Lead Developer of https://steamprofilelookup.com
  --
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 http://csgo-servers.1073505.n5.nabble.com/Not-receiving-item-drops-on-community-servers-tp9313.html
  Sent from the CSGO_Servers mailing list archive at Nabble.com.
 
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Re: [Csgo_servers] [CS:GO] Linux Limitation (Performance)

2015-05-12 Thread Daniel Barreiro
I get similar CPU spikes on Ubuntu 12.04 and 14.04

On Tue, May 12, 2015 at 12:56 PM, Dennis Christ li...@ollic.de wrote:

  Those random CPU spikes where on linux. debian jessie. kernel
 3.16.0-4-amd64.

 By the way...maybe SourceMod makes a diffenrence there, too?


 Am 10.05.2015 um 16:43 schrieb Gamemann:

 Hello, the bot_flipout command is a locked convar. Therefore, I had to
 change it with SourceMod using sm_cvar.

 Are you seeing those random CPU spikes on Windows or linux?

 1. Yes, linux does perform much worse when it wants to use 100% CPU (the
 networking thread) but cannot. The server FPS is much worse, etc.
 2. As far as I know, there has always been a separate thread reserved for
 networking in the modern Source Engine games (CS:S, TF2, CS:GO, etc). I'm
 sure there are sources on the Internet giving more information about that.
 3. My game server host provided us with those graphs (NFOServers).
 Therefore, I'm not sure.
 4. Sadly, I cannot see the current CPU usage (real-time) of those test
 servers that use NFOServers. Although, I've set up another test server on
 my personal dedicated server using Windows and it does randomly go to
 200+%/400% (50+%/100%) CPU (Processor: Intel Xeon X3430).

 Thanks.

 On 5/10/2015 5:53 AM, Dennis Christ wrote:

 Hi,

 didn't know about sv_stressbots. Just tried it on my server. But bot_flipout
 doesn't seem to exist.
 It's a 20 player casual server and i looked at top and htop while playing
 alone with 19 bots in stresstest mode.

 I saw a very vary cpu usage. Usally 1-2%, then randomly jumping to 200%
 (it's a dual core).

 Some random thoughts:

 - Is it really performing worse on linux? Has it a higher var rate or
 something, loss, choke?
 - Where does the info with the networking thread on windows comes from?
 - How did you measure cpu for this rrdtool graph, commands?
 - Your graph in 5 minutes average, are the real values as jumpy as mine?


 Am 10.05.2015 um 00:32 schrieb Gamemann:

 Hello everybody, I want to talk about CS:GO’s server performance on
 linux. Currently, the performance isn’t poor for small servers, but for
 large servers that use much more CPU (100%), the performance is poor. This
 is due to a limitation in linux. Currently, Windows can use one full thread
 along with another half a thread for networking. However, it appears linux
 cannot use the networking thread. We’ve tried everything we could find to
 get linux to use the extra thread but nothing worked (-threads 2-4 didn’t
 work, etc).

 Proof:

 My CS:GO Surf Timer server (Windows):

 http://gflclan.com/gamemann/sharex/2015-05-09_18-13-58.png

 My other CS:GO Surf Timer server (Linux):

 http://gflclan.com/gamemann/sharex/2015-05-09_18-14-33.png

 A few months ago I switched this server from Windows to linux. The
 performance was great on Windows, but on linux, the performance was very
 poor. You can tell when we switched over to linux (nothing was changed
 configuration-wise):

 http://gflclan.com/gamemann/sharex/2015-05-09_18-17-31.png

 Here are my test servers I’ve set up with the same configuration (besides
 the operating systems):

 Windows:

 http://gflclan.com/gamemann/sharex/2015-05-09_18-18-21.png

 Linux:

 http://gflclan.com/gamemann/sharex/2015-05-09_18-18-34.png

 For a while, the CPU usage was still capped at 100% on Windows, but I
 tried a new configuration on both servers which pushed Windows up to over
 100% CPU:

 bot_quota 63

 bot_flipout 1 - If nonzero, bots use no CPU for AI. Instead, they run
 around randomly.

 sv_stressbots 1 - If set to 1, the server calculates data and fills
 packets to bots. Used for perf testing.

 With that being said, the linux server was still capped at 100% CPU even
 with the new configuration.

 Overall, I’ve seen many threads in the past addressing the poor
 performance issues with linux but none of them addressed this specific
 limitation. I hope Valve addresses this major issue.

 Thank you for reading.

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Re: [Csgo_servers] [CS:GO] Linux Limitation (Performance)

2015-05-10 Thread Daniel Barreiro
I've actually been having a lot of issues with my Linux servers lately. I
have some on Windows and some on Linux and my Linux ones have been locking
up randomly.

On Sun, May 10, 2015 at 10:43 AM, Gamemann gamem...@gflclan.com wrote:

  Hello, the bot_flipout command is a locked convar. Therefore, I had to
 change it with SourceMod using sm_cvar.

 Are you seeing those random CPU spikes on Windows or linux?

 1. Yes, linux does perform much worse when it wants to use 100% CPU (the
 networking thread) but cannot. The server FPS is much worse, etc.
 2. As far as I know, there has always been a separate thread reserved for
 networking in the modern Source Engine games (CS:S, TF2, CS:GO, etc). I'm
 sure there are sources on the Internet giving more information about that.
 3. My game server host provided us with those graphs (NFOServers).
 Therefore, I'm not sure.
 4. Sadly, I cannot see the current CPU usage (real-time) of those test
 servers that use NFOServers. Although, I've set up another test server on
 my personal dedicated server using Windows and it does randomly go to
 200+%/400% (50+%/100%) CPU (Processor: Intel Xeon X3430).

 Thanks.


 On 5/10/2015 5:53 AM, Dennis Christ wrote:

 Hi,

 didn't know about sv_stressbots. Just tried it on my server. But bot_flipout
 doesn't seem to exist.
 It's a 20 player casual server and i looked at top and htop while playing
 alone with 19 bots in stresstest mode.

 I saw a very vary cpu usage. Usally 1-2%, then randomly jumping to 200%
 (it's a dual core).

 Some random thoughts:

 - Is it really performing worse on linux? Has it a higher var rate or
 something, loss, choke?
 - Where does the info with the networking thread on windows comes from?
 - How did you measure cpu for this rrdtool graph, commands?
 - Your graph in 5 minutes average, are the real values as jumpy as mine?


 Am 10.05.2015 um 00:32 schrieb Gamemann:

 Hello everybody, I want to talk about CS:GO’s server performance on
 linux. Currently, the performance isn’t poor for small servers, but for
 large servers that use much more CPU (100%), the performance is poor. This
 is due to a limitation in linux. Currently, Windows can use one full thread
 along with another half a thread for networking. However, it appears linux
 cannot use the networking thread. We’ve tried everything we could find to
 get linux to use the extra thread but nothing worked (-threads 2-4 didn’t
 work, etc).

 Proof:

 My CS:GO Surf Timer server (Windows):

 http://gflclan.com/gamemann/sharex/2015-05-09_18-13-58.png

 My other CS:GO Surf Timer server (Linux):

 http://gflclan.com/gamemann/sharex/2015-05-09_18-14-33.png

 A few months ago I switched this server from Windows to linux. The
 performance was great on Windows, but on linux, the performance was very
 poor. You can tell when we switched over to linux (nothing was changed
 configuration-wise):

 http://gflclan.com/gamemann/sharex/2015-05-09_18-17-31.png

 Here are my test servers I’ve set up with the same configuration (besides
 the operating systems):

 Windows:

 http://gflclan.com/gamemann/sharex/2015-05-09_18-18-21.png

 Linux:

 http://gflclan.com/gamemann/sharex/2015-05-09_18-18-34.png

 For a while, the CPU usage was still capped at 100% on Windows, but I
 tried a new configuration on both servers which pushed Windows up to over
 100% CPU:

 bot_quota 63

 bot_flipout 1 - If nonzero, bots use no CPU for AI. Instead, they run
 around randomly.

 sv_stressbots 1 - If set to 1, the server calculates data and fills
 packets to bots. Used for perf testing.

 With that being said, the linux server was still capped at 100% CPU even
 with the new configuration.

 Overall, I’ve seen many threads in the past addressing the poor
 performance issues with linux but none of them addressed this specific
 limitation. I hope Valve addresses this major issue.

 Thank you for reading.

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Re: [Csgo_servers] Attack on servers?

2015-04-29 Thread Daniel Barreiro
Would an extension be able to block it or will we need to endure it for a
year until a half-working patch fixed it
On Apr 29, 2015 4:50 PM, ics i...@ics-base.net wrote:

 Looks to me as if someone can flood the server so that it spits that info
 to the console, saying it needs updating while it doesn't. So basically the
 message isn't coming from Valve masterserver, but from the flooder.

 -ics

 Dennis Midjord kirjoitti:


 Hi,

 Since today's patches, one of our client's servers has been under
 constant network attacks. We're able to filter the most common attacks
 away, but his server is undergoing some severe problems. This is how it
 looks after the server has been started:

 Connection to Steam servers successful.
 Public IP is 176.31.21.144.
 Assigned anonymous gameserver Steam ID [A:1:744758276(5437)].
 VAC secure mode is activated.
 GC Connection established for server version 0, instance idx 1
 IP rate limit sustained 3226924 distributed packets at 107564.1 pps
 (15000 buckets).
 IP rate limit under distributed packet load (27117 buckets, 15001 global
 count), rejecting 31.19.109.234:21087.
  MasterRequestRestart
 Your server needs to be restarted in order to receive the latest update.
  MasterRequestRestart
 Your server needs to be restarted in order to receive the latest update.
  MasterRequestRestart
 Your server needs to be restarted in order to receive the latest update.
 IP rate limit sustained 3547981 distributed packets at 118266.0 pps (0
 buckets).
 IP rate limit under distributed packet load (12239 buckets, 15001 global
 count), rejecting 153.2.88.188:20649.
 IP rate limit sustained 3341954 distributed packets at 111398.5 pps (0
 buckets).
 IP rate limit under distributed packet load (11992 buckets, 15001 global
 count), rejecting 89.119.30.56:20040.
 IP rate limit sustained 3372068 distributed packets at 112402.3 pps (0
 buckets).
 IP rate limit under distributed packet load (11966 buckets, 15001 global
 count), rejecting 44.31.244.113:9257.
 IP rate limit sustained 3354842 distributed packets at 111828.1 pps (0
 buckets).
 IP rate limit under distributed packet load (12158 buckets, 15001 global
 count), rejecting 74.249.226.153:60498.

 If we change the server's IP, there's nothing wrong with it, and the
 server doesn't say it needs to be updated (and it is updated - it's a bit
 strange…).

 Does anyone know why this is happening? I've looked on Google, but all I
 see is people saying they have the same problem without anyone being able
 to find out why…

 Med venlig hilsen / Best regards

 Dennis Skov Midjord

 Prima Servers CEO

 VAT: DK35290141

 den...@primaservers.com

 https://primaservers.com




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Re: [Csgo_servers] Attack on servers?

2015-04-29 Thread Daniel Barreiro
Well it looks like it's an engine exploit DDoS. There have been a few,
especially in csgo. The engine gets the specific query and then gets
overloaded with a query it should only get once, preventing legit traffic.
It's happened with a2s_connect before

On Wed, Apr 29, 2015 at 5:50 PM, Dennis Midjord 
mailingli...@primaservers.com wrote:

  The problem is that you can't connect to the server in any way. Our
 control panel (TCAdmin) can't query it, which forces the server to restart
 every 5 minutes. Clients couldn't connect to the server or anything. As
 soon as the attack (or whatever it was) stopped, we could all connect again.



 I've never seen anything like this before…



 Med venlig hilsen / Best regards

 Dennis Skov Midjord

 Prima Servers CEO

 VAT: DK35290141

 den...@primaservers.com

  https://primaservers.com

  ics i...@ics-base.net wrote:

 Looks to me as if someone can flood the server so that it spits that

 info to the console, saying it needs updating while it doesn't. So

 basically the message isn't coming from Valve masterserver, but from the

 flooder.



 -ics



 Dennis Midjord kirjoitti:

  

  Hi,

 

  Since today's patches, one of our client's servers has been under

  constant network attacks. We're able to filter the most common attacks

  away, but his server is undergoing some severe problems. This is how

  it looks after the server has been started:

 

  Connection to Steam servers successful.

  Public IP is 176.31.21.144.

  Assigned anonymous gameserver Steam ID [A:1:744758276(5437)].

  VAC secure mode is activated.

  GC Connection established for server version 0, instance idx 1

  IP rate limit sustained 3226924 distributed packets at 107564.1 pps
 (15000 buckets).

  IP rate limit under distributed packet load (27117 buckets, 15001 global
 count), rejecting 31.19.109.234:21087.

  MasterRequestRestart

  Your server needs to be restarted in order to receive the latest update.

  MasterRequestRestart

  Your server needs to be restarted in order to receive the latest update.

  MasterRequestRestart

  Your server needs to be restarted in order to receive the latest update.

  IP rate limit sustained 3547981 distributed packets at 118266.0 pps (0
 buckets).

  IP rate limit under distributed packet load (12239 buckets, 15001 global
 count), rejecting 153.2.88.188:20649.

  IP rate limit sustained 3341954 distributed packets at 111398.5 pps (0
 buckets).

  IP rate limit under distributed packet load (11992 buckets, 15001 global
 count), rejecting 89.119.30.56:20040.

  IP rate limit sustained 3372068 distributed packets at 112402.3 pps (0
 buckets).

  IP rate limit under distributed packet load (11966 buckets, 15001 global
 count), rejecting 44.31.244.113:9257.

  IP rate limit sustained 3354842 distributed packets at 111828.1 pps (0
 buckets).

  IP rate limit under distributed packet load (12158 buckets, 15001 global
 count), rejecting 74.249.226.153:60498.

 

  If we change the server's IP, there's nothing wrong with it, and the

  server doesn't say it needs to be updated (and it is updated - it's

  a bit strange…).

 

  Does anyone know why this is happening? I've looked on Google, but all

  I see is people saying they have the same problem without anyone being

  able to find out why…

 

  Med venlig hilsen / Best regards

 

  Dennis Skov Midjord

 

  Prima Servers CEO

 

  VAT: DK35290141

 

  den...@primaservers.com

 

  https://primaservers.com

 

 

 

 

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Re: [Csgo_servers] HTML MOTD issues after patch to allow CSGO popup java script

2015-04-26 Thread Daniel Barreiro
Didn't this beta update update to a newer version of CEF?

On Sun, Apr 26, 2015 at 9:38 PM, Will Graham wgra...@altpug.com wrote:

  Matthew,



 Are you by chance running the Steam beta client?  We are seeing various
 issues with the MOTD as well but it seems to be affecting users running
 Steam Beta only.  For what it’s worth, everything works fine on my machine
 with libcef.dll version *3.1916.1692* (check your C:\Program Files
 (x86)\Steam\bin\libcef.dll to verify) but I am not opted into the beta.



 Really hope this gets addressed before the Steam beta update goes into RTW.



 Will Graham

 altPUG LLC





 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Matthew Dunn
 *Sent:* Saturday, April 25, 2015 10:38 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* [Csgo_servers] HTML MOTD issues after patch to allow CSGO
 popup java script



 Hey,



 After the recent updates around the HTML MOTD. I'm getting some bugs that
 really shouldn't be apparent.



 1. HTML SELECT tags no longer show a drop down list. An example is here:
 http://console.aus-tg.com/test.php

  - You can click the select element in game, you can then press the up
 and down arrows to change the selection. The actual drop down list wont
 show.



 2. The java script Alert() function completely breaks the MOTD window.
 Once Alert is called, the window stops responding. You cant open another
 MOTD window until you restart your game. I also notice a nice delay when
 you go to close the window after calling Alert where the game hangs for
 around 2 seconds. An example is: http://console.aus-tg.com/test2.php



 3. HTML A tags with a href to open in a new window (target=_blank) do
 the same as in option 2 (I don't mind this and understand this is probably
 a deliberate action).



 4. Some basic java script errors completely break the MOTD window the same
 as in point 2. Once again, you need to restart your game for the MOTD
 window to display again.



 I'm interested to know if point 1 can be fixed as this makes life really
 difficult when it comes to server management via HTML MOTD windows. As I
 have to code my own dropdown lists to replicate select elements.



 Point 4 I cant replicate atm. However, I did have to fix a few java script
 errors which resolved some MOTD window crashes. (this is more of a FYI).



 Points 2 and 3 I don't really care about that much. I'm just putting it
 out their in case your not aware.

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Re: [Csgo_servers] CSGO update

2015-04-01 Thread Daniel Barreiro
I have a friend who is working on a client plugin for movie making and he
just told me the update broke everything.
All of his pointers are wrong and he said that it appears that a bunch of
structures were swapped around in the scoreboard. He said it didn't happen
until the second update though. It's probably related to the scoreboard
changes. It could very well just be a bug. A proper response would be nice
though.

On Wed, Apr 1, 2015 at 8:09 AM, Matthias InstantMuffin Kollek 
proph...@sticed.org wrote:

  It would be more constructive to ask why this has been altered and go
 from there instead of just motivating everyone to spam this mailing list.
 Also it should be noted that CSGO MOTDs already has distinct limitations
 to begin with (which seem intentional) and that the now-gone way was simply
 a workaround. Workaround.


 On 01.04.2015 14:00, Andreas Willinger wrote:

  +1 on fixing please.



 *Von:* csgo_servers-boun...@list.valvesoftware.com [
 mailto:csgo_servers-boun...@list.valvesoftware.com
 csgo_servers-boun...@list.valvesoftware.com] *Im Auftrag von *Michael
 Loveless
 *Gesendet:* Mittwoch, 01. April 2015 13:34
 *An:* csgo_servers@list.valvesoftware.com
 *Betreff:* Re: [Csgo_servers] CSGO update



 Confirmed what Intoxicated just said. I have 20 servers that rely on this
 motd pop-up functionality to allow players to look at rules, how-to's, and
 other things for our custom servers and services. Not a single server has
 that functionality working now. On top of that, they broke the regular MOTD
 a few months ago. The MOTD is notorious for reloading itself while still
 open due to: players joining a game, round starting, round ending, bomb
 dropped, respawning, and god knows how many other reasonssince then it
 just grays out and gives an error after game events force it's constant
 refresh a couple times. This is crippling to communities. Thanks Valve,
 jokes always on us.



 On Wed, Apr 1, 2015 at 7:24 AM, Intoxicated bawNg ba...@intoxicated.co.za
 wrote:

 When the MOTD was added to CS:GO, it had a major limitation which stopped
 it from being opened after a player had closed it, this was never an issue
 for any other source engine game. Modders found a workaround to this issue
 by using Javascript to open a pop up window instead. This is even more
 important due to the fact that the very limited legacy radio menus, which
 are the only other custom UI that plugins can use, have always been bugged
 in several ways.



 Today's CS:GO update has completely broken the ability to open a pop up
 window, making it impossible to open a custom page for players which is
 used by a huge number of modded servers in order to show custom end of game
 stats and many other kinds of UI when requested by players.



 Please fix this Valve, many community servers have been relying on this
 ability for years for countless different reasons.



 On Wed, Apr 1, 2015 at 9:34 AM, Ejziponken - sza...@hotmail.com wrote:

 omg...

  Date: Wed, 1 Apr 2015 08:00:33 +0300
  From: i...@ics-base.net
  To: csgo_servers@list.valvesoftware.com
  Subject: Re: [Csgo_servers] CSGO update
 

  It appears that there was another update made and no annoucement. This
  isn't the first time. So everyone better re-update your servers if you
  updated more than hour ago last time.
 
  -ics
 
  Ido Magal kirjoitti:
  
   CSGO version 1.34.7.8 is now live.
  
   Version 1.34.7.7 has been pinned as ‘mar_09’
  
   Thanks.
  
   Release Notes for 3/31/2015
  
   [OPERATION VANGUARD]
  
   - Operation Vanguard has come to a close.
  
   [MAP GROUPS]
  
   - Train has been added to the Active Duty map pool.
  
   - Nuke has been moved to the Reserve map pool.
  
   [GAMEPLAY]
  
   - Smoke grenades are now more reliably kept track of on the client to
   prevent mismatches between smoke particle visuals and screen overlay
   visuals.
  
   - Fixed players being able to double stack inside a smoke to peek out
   of the top (and be really hard to see from outside the smoke).
  
   - Updated expiration of the smoke screen overlay to match more closely
   to the visuals of when the third person particles expire and vice
 versa.
  
   - Updated the vertical position slightly of the smoke particles to
   reduce seeing though edges of the smoke (particularly at the bottom).
  
   - Fixed spectator sometimes not getting the smoke overlay for the
   player they are spectating when that alive player is inside smoke.
  
   - Improved spawnpoint selection code to not spawn at occupied spawn
   points or spawn points of a different team.
  
   - Tagging values have been tweaked slightly to increase tagging on
   higher mobility weapons, and updated values for tagging on multiple
   hits to make it more effective (Added a guide to explain how tagging
   works: http://steamcommunity.com/sharedfiles/filedetails/?id=412879303
  
   - Increased price of the M4A1-Silencer from 3100 to 3200 to align the
   weapon's price with its utility.
  
   - 

Re: [Csgo_servers] CSGO update

2015-04-01 Thread Daniel Barreiro
Is this an April Fools joke or do you have actual confirmation?

On 4/1/15, Ejziponken - sza...@hotmail.com wrote:
 They are working on it (confirmed).

 Date: Wed, 1 Apr 2015 14:00:52 -0700
 From: hlstri...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] CSGO update

 It would be very nice if the MOTDs were fixed as soon as possible. All of
 my
 servers use the MOTD in some way and I'll guarantee most other community
 servers do as well. Until it's fixed we won't be able to show things such
 as
 ranks, records, rules, community pages, etc.



 --
 View this message in context:
 http://csgo-servers.1073505.n5.nabble.com/CSGO-update-tp9059p9079.html
 Sent from the CSGO_Servers mailing list archive at Nabble.com.

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Re: [Csgo_servers] cl_connectmethod

2015-02-27 Thread Daniel Barreiro
I think he's referring to what was added in the recent TF2 update. The
command can only be run on players who connected via the server
browser but it does let you redirect people.

On 2/27/15, Geoffrey B. bachel...@gmail.com wrote:
 I join you on this point it would be really nice. I also heard about a cvar
 that allow direct server hopping that could redirect players to another
 server. It would also be a really nice update for us ;)
 Le 27 févr. 2015 16:50, Daniel Barreiro smelly.feet.you.h...@gmail.com
 a écrit :

 Is there any chance we could get support for this for CSGO? For those
 that
 don't know, cl_connectmethod is a cvar in TF2 that gets set on a client
 when they connect to a server. It can then be queried by the server to
 find
 out how they connected (quickplay, browser, history, favorites, friend,
 console, etc).


 It'd be nice to be able to see where my traffic is coming from in terms
 of
 community building.

 Daniel B aka NarryG
 http://steamcommunity.com/id/narrygewman
 http://steamcommunity.com/groups/graymanngaming

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[Csgo_servers] cl_connectmethod

2015-02-27 Thread Daniel Barreiro
Is there any chance we could get support for this for CSGO? For those that
don't know, cl_connectmethod is a cvar in TF2 that gets set on a client
when they connect to a server. It can then be queried by the server to find
out how they connected (quickplay, browser, history, favorites, friend,
console, etc).


It'd be nice to be able to see where my traffic is coming from in terms of
community building.

Daniel B aka NarryG
http://steamcommunity.com/id/narrygewman
http://steamcommunity.com/groups/graymanngaming
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Re: [Csgo_servers] Competitive server scoreboard bug

2015-02-22 Thread Daniel Barreiro
mp_competitive_official_5v5
There's a cvar on the lines of that which if I remember correctly, forces
the scoreboard to 10 players. It's something like that.

On Sun, Feb 22, 2015 at 9:05 PM, Firnwath firnw...@gmail.com wrote:

 Competitive server's scoreboard supports only 10 players? Scoreboard works
 fine on casual server with 16 players as you can see here:
 http://imgur.com/a/E51ZB

 Is there any fix for this? Or do I have to change gamemode to casual with
 competitive configs?

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Re: [Csgo_servers] Earn Money App

2015-02-19 Thread Daniel Barreiro
Why do we still use a mailing list? Why can't be just use a damn forum?

On Thu, Feb 19, 2015 at 8:14 PM, Jorge Cobos jorgecobo...@gmail.com wrote:

 Earn 0.10$ by clicking on the link bit.ly/SdYLd1 and registering with my
 invite code - gYKIHbXnv

 http://cashcatapp.com/BE8430

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Re: [Csgo_servers] cpu usage

2015-02-17 Thread Daniel Barreiro
So it's hitting 55% usage with 9 players on at once? What's the tickrate.
Also, what CPU is it? Are you locking it to one core via affinity or
letting it core swap?

On Tue, Feb 17, 2015 at 2:56 PM, Ejziponken - sza...@hotmail.com wrote:

 Im using htop and its the core that the server is assign to that shows up
 to 55%.

 --
 Date: Tue, 17 Feb 2015 14:51:52 -0500
 From: smelly.feet.you.h...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] cpu usage


 Clock speed isn't everything, but it's important. Architecture is also
 extremely important. An E5-2609v2 @ 2.5GHz came out in 2013.  A Pentium 4 @
 2.5GHz came out in 2002. They're both 2.5GHz but nowhere near the same in
 architecture. OS/Distro also plays a role. Tickrate is also a large part of
 it. You can run more slots on the same server with lower tickrates.

 Also, when you say 55% CPU, what is that number coming from? If it's the
 stats command that's nowhere near accurate. If you're using some form of
 task manager (windows task manager, top, etc) then check if that 55% is
 55% of the core or 55% of the entire CPU.

 What OS/Distro?

 On Tue, Feb 17, 2015 at 5:20 AM, Benjamin Vergnaud benjam...@kryoox.com
 wrote:

 Or if that's a possibility, switch to a machine with higher cpu clock.
 This is one of the most impactful change you'll be able to do.
 I have a small i3 with 2core/4threads. But at 3.4 GHz. Each thread can
 host a 16 to 18 slot server without any trouble.

 On Tue, 17 Feb 2015 10:36 mi...@gs-syndicate.de 
 mi...@gameserver-syndicate.de wrote:

   I dont know a was, but to reduce some choke i renice the process to -
 20. That helps a bit.

 Gesendet mit AquaMail für Android
 http://www.aqua-mail.com

 Am 17. Februar 2015 01:00:35 schrieb Ejziponken - sza...@hotmail.com:

 I have a 8 core 2.5 GhZ machine and I cant run more than one 9 slot CSGO
 server on each core..
 Thats insane right? How can one small server without heavy mods take up to
 55% CPU?

 Is there anyway to lower the CPU usage without lowering
 tickrate/rates/slots?
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Re: [Csgo_servers] cpu usage

2015-02-17 Thread Daniel Barreiro
Clock speed isn't everything, but it's important. Architecture is also
extremely important. An E5-2609v2 @ 2.5GHz came out in 2013.  A Pentium 4 @
2.5GHz came out in 2002. They're both 2.5GHz but nowhere near the same in
architecture. OS/Distro also plays a role. Tickrate is also a large part of
it. You can run more slots on the same server with lower tickrates.

Also, when you say 55% CPU, what is that number coming from? If it's the
stats command that's nowhere near accurate. If you're using some form of
task manager (windows task manager, top, etc) then check if that 55% is
55% of the core or 55% of the entire CPU.

What OS/Distro?

On Tue, Feb 17, 2015 at 5:20 AM, Benjamin Vergnaud benjam...@kryoox.com
wrote:

 Or if that's a possibility, switch to a machine with higher cpu clock.
 This is one of the most impactful change you'll be able to do.
 I have a small i3 with 2core/4threads. But at 3.4 GHz. Each thread can
 host a 16 to 18 slot server without any trouble.

 On Tue, 17 Feb 2015 10:36 mi...@gs-syndicate.de 
 mi...@gameserver-syndicate.de wrote:

   I dont know a was, but to reduce some choke i renice the process to -
 20. That helps a bit.

 Gesendet mit AquaMail für Android
 http://www.aqua-mail.com

 Am 17. Februar 2015 01:00:35 schrieb Ejziponken - sza...@hotmail.com:

 I have a 8 core 2.5 GhZ machine and I cant run more than one 9 slot CSGO
 server on each core..
 Thats insane right? How can one small server without heavy mods take up
 to 55% CPU?

 Is there anyway to lower the CPU usage without lowering
 tickrate/rates/slots?
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Re: [Csgo_servers] Intel turbo boost

2015-02-17 Thread Daniel Barreiro
Turboboost probably won't do much as it pretty much depends on the other
cores being free. A tl;dr would be one core = 4ghz, two cores used =
3.9ghz, etc. This is a very very rough outline and nothing how it actually
works, that's just a theoretically. It will help to an extent, but the more
overall CPU usage the less it'll do.

On Tue, Feb 17, 2015 at 3:38 PM, Ejziponken - sza...@hotmail.com wrote:

 Wanted to ask about another topic.

 I have a Dual E5-2687WV2 that runs in 3.4 GHz.
 With turbo it would be 4GHz.

 Is turbo something a CSGO server could use in any way?
 Each CSGO server has an assigned core and under full load CPU goes up to
 70-90% depending on slots/mods.

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Re: [Csgo_servers] cpu usage

2015-02-17 Thread Daniel Barreiro
SRCDS is NOT single threaded. It USED TO BE but it is NO LONGER single
threaded.

Caps aren't me yelling at you. Caps are so people don't quickly glance,
misread, and spread more misinformation.  After seeing how many people
don't know this, I'll do a whole breakdown of the threading of both the
client and the server. Will post it later.

-Daniel

On Tue, Feb 17, 2015 at 3:48 PM, Dennis Midjord 
mailingli...@primaservers.com wrote:

  Wow, I just looked up the benchmarking for that CPU - seems like it's the
 real deal!



 However, the single thread rating ain't much higher than cheaper CPU's.
 Isn't SRCDS a single thread proces? If that's the case, then it wouldn't
 really perform much better than a ​E5-1620 v2, would it? ​
 https://www.cpubenchmark.net/compare.php?cmp[]=2045cmp[]=2047



 Kind regards,

 Dennis

  Ejziponken - sza...@hotmail.com wrote:
 Well I cant even run a 32 DM 128 tick server on a E5-2687WV2 without
 it hitting almost 100% CPU.


  --
 Date: Tue, 17 Feb 2015 21:35:36 +0100
 From: proph...@sticed.org
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] cpu usage

 In case this would lead to notable performance improvements, I'd rather
 have the devs use some recent SSE instructions wherever possible at the
 cost of stopping support for some old CPUs.
 Like, seriously, scrds dares to take up to 55% of one core of my slowly
 clocked, 8 year old CPU, when I'm running a 128 tick server with 9
 players? That's good comedy. If you like your players and want to treat
 them well, host on decent hardware and have realistic expectations.

  On 17.02.2015 21:24, Kevin C wrote:

 That CPU is nearly 8 years old

 CPU usage you are seeing is expected on something that old.

  On 2/17/2015 3:09 PM, Ejziponken - wrote:

  Intel Xeon E5420  @ 2.50GHz

  And yes up to 55% with 9 players on one server with tick 128.
  And its locked to one core.

  Its Debian.


  --
 Date: Tue, 17 Feb 2015 14:58:02 -0500
 From: smelly.feet.you.h...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] cpu usage

  So it's hitting 55% usage with 9 players on at once? What's the tickrate.
 Also, what CPU is it? Are you locking it to one core via affinity or
 letting it core swap?

  On Tue, Feb 17, 2015 at 2:56 PM, Ejziponken - sza...@hotmail.com wrote:

  Im using htop and its the core that the server is assign to that shows
 up to 55%.

  --
 Date: Tue, 17 Feb 2015 14:51:52 -0500
 From: smelly.feet.you.h...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] cpu usage


  Clock speed isn't everything, but it's important. Architecture is also
 extremely important. An E5-2609v2 @ 2.5GHz came out in 2013.  A Pentium 4 @
 2.5GHz came out in 2002. They're both 2.5GHz but nowhere near the same in
 architecture. OS/Distro also plays a role. Tickrate is also a large part of
 it. You can run more slots on the same server with lower tickrates.

  Also, when you say 55% CPU, what is that number coming from? If it's the
 stats command that's nowhere near accurate. If you're using some form of
 task manager (windows task manager, top, etc) then check if that 55% is
 55% of the core or 55% of the entire CPU.

  What OS/Distro?

  On Tue, Feb 17, 2015 at 5:20 AM, Benjamin Vergnaud benjam...@kryoox.com
 wrote:

  Or if that's a possibility, switch to a machine with higher cpu clock.
 This is one of the most impactful change you'll be able to do.
 I have a small i3 with 2core/4threads. But at 3.4 GHz. Each thread can
 host a 16 to 18 slot server without any trouble.

  On Tue, 17 Feb 2015 10:36 mi...@gs-syndicate.de 
 mi...@gameserver-syndicate.de wrote:

   I dont know a was, but to reduce some choke i renice the process to -
 20. That helps a bit.

 Gesendet mit AquaMail für Android
 http://www.aqua-mail.com

 Am 17. Februar 2015 01:00:35 schrieb Ejziponken - sza...@hotmail.com:

  I have a 8 core 2.5 GhZ machine and I cant run more than one 9 slot CSGO
 server on each core..
 Thats insane right? How can one small server without heavy mods take up to
 55% CPU?

  Is there anyway to lower the CPU usage without lowering
 tickrate/rates/slots?
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Re: [Csgo_servers] cpu usage

2015-02-17 Thread Daniel Barreiro
What are the specs of the server? Graph isn't very helpful without the full
details which are lost in another thread.

On Tue, Feb 17, 2015 at 3:58 PM, Kevin C s...@serveredirect.com wrote:

 Starting a new thread because the other one got too big.

 To simplify this, here is a CPU usage graph for the #1 CS:GO server. 64
 slot @ 64 tick: http://i.gflclan.com/Screenshot_02-17-15-15-57-08.png

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Re: [Csgo_servers] cpu usage

2015-02-17 Thread Daniel Barreiro
Possibly. As far as I know, HT no longer causes problems with SRCDS, but I
could be wrong.

If you want to play with some cvars:

host_speeds  : 0: , launcher :
Show general system running times.
host_thread_mode : 1: , launcher :
Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)
host_threaded_sound  : 0: , launcher :
Run the sound on a thread (independent of mix)
host_threaded_sound_simplethread : 0: , launcher :
Run the sound on a simple thread not a jobthread
host_timer_report: cmd  :  :
Spew CPU timer jitter for the last 128 frames in microseconds (dedicated
only)



Most of these are hidden so you'll need to use sourcemod to change them.
Not sure if the sound ones apply (doubt it) but they're there.

Some other cvars to play with:


net_queued_packet_thread : 1: , launcher :
Use a high priority thread to send queued packets out instead of sending
them each frame.
net_threaded_socket_burst_cap: 256  :  :
Max number of packets per burst beyond which threaded socket pump algorithm
will start dropping packets.
net_threaded_socket_recovery_rate: 6400 :  :
Number of packets per second that threaded socket pump algorithm allows
from client.
net_threaded_socket_recovery_time: 60   :  :
Number of seconds over which the threaded socket pump algorithm will fully
recover client ratelimit.
sv_threaded_init : 0: , sv, launcher :

threadpool_cycle_reserve : cmd  :  :
Cycles threadpool reservation by powers of 2
threadpool_reserve   : 0: , launcher :
Consume the specified number of threads in the thread pool
threadpool_run_tests : cmd  :  :

cl_clockdrift_max_ms : 150  : , cheat:
Maximum number of milliseconds the clock is allowed to drift before the
client snaps its clock to the server's.
cl_clockdrift_max_ms_threadmode  : 0: , cheat:
Maximum number of milliseconds the clock is allowed to drift before the
client snaps its clock to the server's.



Most of these are tweaked and then hidden for a reason, so if you do adjust
them expect instability/potential worse performance.

Here's a full list of server cvars + the hidden ones. I did my best to
remove any plugin cvars but there may be a few I missed.
http://pastebin.com/mnj7GXUF

On Tue, Feb 17, 2015 at 4:05 PM, Ejziponken - sza...@hotmail.com wrote:

 And if the CSGO servers are using multithreading, should HT then be ON for
 best performance?

 --
 Date: Tue, 17 Feb 2015 16:01:26 -0500
 From: smelly.feet.you.h...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] cpu usage


 What are the specs of the server? Graph isn't very helpful without the
 full details which are lost in another thread.

 On Tue, Feb 17, 2015 at 3:58 PM, Kevin C s...@serveredirect.com wrote:

 Starting a new thread because the other one got too big.

 To simplify this, here is a CPU usage graph for the #1 CS:GO server. 64
 slot @ 64 tick: http://i.gflclan.com/Screenshot_02-17-15-15-57-08.png

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Re: [Csgo_servers] cpu usage

2015-02-17 Thread Daniel Barreiro
In my experience, locking them via affinity caused significantly worse
performance than leaving it up to SRCDS and the OS to decide what goes
where.

On Tue, Feb 17, 2015 at 5:12 PM, Dennis Midjord 
mailingli...@primaservers.com wrote:

  If it's multithreaded like Daniel says, you should be able to run more
 servers if not assigning them to any core… I'm 99% sure.



  Ejziponken - sza...@hotmail.com wrote:
 Alright HT off.

  Lets say I have an 8 core server with 7 scrds servers.
  ATM each server has one core assign to them and the last core left empty
 (for system to use).
  Each core takes 35-55% CPU under  load (9 slots)

  Would I be able to run more servers if I did not assign any of the
 servers to any cores at all?
  Because right now there is always  like 40% free on each core that goes
 unused.

  40% x 7 cores thats 280% of free CPU :P:p:P



   Date: Tue, 17 Feb 2015 23:54:34 +0200
  From: i...@ics-base.net
  To: csgo_servers@list.valvesoftware.com
  Subject: Re: [Csgo_servers] cpu usage
 
  While SRCDS these days is somewhat multithreaded, it is best to keep HT
  OFF. The main process, the core one, if that goes to the HT core, it
  will not run as good (lags) as on regular core. Also when the main
  process peaks at 100% cpu, it's game over and lag spikes occur, even on
  regular core.
 
  So if you have weak CPU, and you overload it thinking i have 4 cores, i
  can run 50 slots 128tick CSGO, then you're out of luck because the main
  process will hit the 100% and the other cores do not help in that case.
  I'm not sure what is running on other processes but i assume particle
  system or physics calculation.
 
  -ics
 
  Daniel Barreiro kirjoitti:
   Possibly. As far as I know, HT no longer causes problems with SRCDS,
   but I could be wrong.
  
   If you want to play with some cvars:
  
   host_speeds : 0 : , launcher
   : Show general system running times.
   host_thread_mode : 1 : , launcher
   : Run the host in threaded mode, (0 == off, 1 == if multicore, 2 ==
 force)
   host_threaded_sound : 0 : , launcher
   : Run the sound on a thread (independent of mix)
   host_threaded_sound_simplethread : 0 : , launcher
   : Run the sound on a simple thread not a jobthread
   host_timer_report : cmd : :
   Spew CPU timer jitter for the last 128 frames in microseconds
   (dedicated only)
  
  
  
   Most of these are hidden so you'll need to use sourcemod to change
   them. Not sure if the sound ones apply (doubt it) but they're there.
  
   Some other cvars to play with:
  
  
   net_queued_packet_thread : 1 : , launcher
   : Use a high priority thread to send queued packets out instead of
   sending them each frame.
   net_threaded_socket_burst_cap : 256 : :
   Max number of packets per burst beyond which threaded socket pump
   algorithm will start dropping packets.
   net_threaded_socket_recovery_rate : 6400 : :
   Number of packets per second that threaded socket pump algorithm
   allows from client.
   net_threaded_socket_recovery_time : 60 : :
   Number of seconds over which the threaded socket pump algorithm will
   fully recover client ratelimit.
   sv_threaded_init : 0 : , sv,
   launcher :
  
   threadpool_cycle_reserve : cmd : :
   Cycles threadpool reservation by powers of 2
   threadpool_reserve : 0 : , launcher
   : Consume the specified number of threads in the thread pool
   threadpool_run_tests : cmd : :
  
   cl_clockdrift_max_ms : 150 : , cheat
   : Maximum number of milliseconds the clock is allowed to drift before
   the client snaps its clock to the server's.
   cl_clockdrift_max_ms_threadmode : 0 : , cheat
   : Maximum number of milliseconds the clock is allowed to drift before
   the client snaps its clock to the server's.
  
  
  
   Most of these are tweaked and then hidden for a reason, so if you do
   adjust them expect instability/potential worse performance.
  
   Here's a full list of server cvars + the hidden ones. I did my best to
   remove any plugin cvars but there may be a few I missed.
   http://pastebin.com/mnj7GXUF
  
   On Tue, Feb 17, 2015 at 4:05 PM, Ejziponken - sza...@hotmail.com
   mailto:sza...@hotmail.com wrote:
  
   And if the CSGO servers are using multithreading, should HT then
   be ON for best performance?
  
  
 
   Date: Tue, 17 Feb 2015 16:01:26 -0500
   From: smelly.feet.you.h...@gmail.com
   mailto:smelly.feet.you.h...@gmail.com
   To: csgo_servers@list.valvesoftware.com
   mailto:csgo_servers@list.valvesoftware.com
   Subject: Re: [Csgo_servers] cpu usage
  
  
   What are the specs of the server? Graph isn't very helpful without
   the full details which are lost in another thread.
  
   On Tue, Feb 17, 2015 at 3:58 PM, Kevin C s...@serveredirect.com
   mailto:s...@serveredirect.com wrote:
  
   Starting a new thread because the other one got too big.
  
   To simplify this, here is a CPU usage graph for the #1 CS:GO
   server. 64 slot @ 64 tick:
   http

Re: [Csgo_servers] CSGO update

2015-01-28 Thread Daniel Barreiro
My three servers appear to be fine. All of them running on Ubuntu 12.04.5
x64
What distro are you on?

On Wed, Jan 28, 2015 at 7:32 PM, hasser css hasserva...@gmail.com wrote:

 You guys broke community servers (at least for Linux DS), no one can
 connect to my community server neither through the console nor server
 browser.

 On Thu, Jan 29, 2015 at 1:25 AM, Ido Magal i...@valvesoftware.com wrote:



 CSGO has been updated to version 1.34.6.9



 Thanks.



 Release Notes for 1/28/2014



 [GAMEPLAY]

 - Adjusted the radius at which incendiary and smoke grenades interact.



 [UI]

 - Loading screens will now display the icons for maps that have item
 collections associated with them

 - In Spectator Mode, Scoreboard and Server Graphic will now obey hud
 scale and position settings.

 - Fixed New Items alert showing incorrect number of items up when coming
 back to main menu from a match



 [MISC]

 - Added server convar tv_allow_camera_man_steamid that should be set on
 tournament servers to the full 64-bit numeric SteamID of production
 caster (e.g. 7650123456). Tournament production casters who launch
 the game with the -interactivecaster command line flag and join the
 in-game spectators will get all camera and voice recorded and broadcast on
 GOTV.

 - Upgraded runtime libraries to use the latest Steam SDK.

 - Fixed a frequent crash during map loading while the game was minimized.

 - Various weapon CPU optimizations.

 - Added flavor text to Chroma Case weapons.



 [MAPS]

 -Mirage

 --Fixed a bug where a boosted player in T spawn could peek into mid/CT
 sniper position.

 --Moved a prop to make peeking into palace easier, CT side.

 --Removed a strange boost in bombsite A.



 -Nuke

 --Fixed a bug where an incendiary grenade could explode on bombsite B
 ceiling beams and damage players in A site.



 -Overpass

 --Rerouted entrance into upper park from bombsite A.

 --Changed mid cover in bombsite A, corners can now be shot through with
 rifles.

 --Changed cover in T side of upper park.

 --Moved T spawns forward slightly.

 --Moved bombsite A plant zone up slightly.



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Re: [Csgo_servers] CSGO update

2015-01-15 Thread Daniel Barreiro
I'm still unable to update my Dallas server.

Sent from my Android Phone. Please ignore any typos.
On Jan 15, 2015 1:10 AM, ics i...@ics-base.net wrote:

 If the code compiles, it gets released. There is no additional testing
 untill the crash reports start pouring in automatically.

 -ics

 Marcos Silva kirjoitti:

 Hes kinda right. Me as a server owner and player paid for this game to be
 running smoothly. The current problems with the updates are mistakes from
 someone on the dev team. The strongest point he has is: Why not simply
 test
 it with time? If needed take a day or even 2 to see if the patch will run
 smooth. Or even update the game when needed. REALLY needed (x2 month?).



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 n5.nabble.com/CSGO-update-tp8703p8761.html
 Sent from the CSGO_Servers mailing list archive at Nabble.com.

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Re: [Csgo_servers] CSGO update

2015-01-14 Thread Daniel Barreiro
Steamstat.us says only 44 of the 62 US servers are online. My
connection_log.txt says that it failed to connect to
208.78.164.14:27017
which appears to be one of the offline servers. We're just gonna need to wait.

On Wed, Jan 14, 2015 at 10:41 PM, Marcos Silva marcos_s...@live.com wrote:
 My servers are fine. Though Ive heard many servers are down because of that.



 --
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 http://csgo-servers.1073505.n5.nabble.com/CSGO-update-tp8703p8748.html
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Re: [Csgo_servers] CSGO update

2015-01-14 Thread Daniel Barreiro
Seems like a bunch of the servers are down. I was able to update my
NYC and my Amsterdam based servers, but my Dallas one is throwing that
error.

On Wed, Jan 14, 2015 at 10:21 PM, ham5 c...@tehwebz.net wrote:
 Are your servers even able to get the update?

 Connecting anonymously to Steam Public...Login Failure: No Connection
 FAILED with result code 3
 force_install_dir ../cs_go
 app_update 740
 ERROR! Failed to request AppInfo update, not online or not logged in to
 Steam.




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Re: [Csgo_servers] corrupted packet errors on community servers

2015-01-13 Thread Daniel Barreiro
I've noticed some of these in my logs as well

On Tue, Jan 13, 2015 at 9:13 PM, Absurd Minds goabs...@absurdminds.net wrote:
 I've had a few people mention that they haven't been able to join any
 community servers (including mine) because they are getting corrupted
 packet errors, but can join Valve servers with no problems. (Clients solve
 this error by verifying the integrity of the game cache.) Today I looked in
 my console log and saw line after line after line of console spew about
 corrupted packets. For example, a particular client might be rejected with
 this console spew:

 Client IP:corrupted packet -1896658379 at 0
 Client IP:corrupted packet 1725518829 at 0
 Client IP:corrupted packet 246361023 at 0
 Client IP:corrupted packet -2035800685 at 0
 Client IP:corrupted packet 1465212487 at 0
 Client IP:corrupted packet -1662302680 at 0
 Client IP:corrupted packet -1467516812 at 0
 Client IP:corrupted packet 1955393777 at 0
 Client IP:corrupted packet -101126972 at 0
 Client IP:corrupted packet -978297987 at 0
 Client IP:corrupted packet 1041966784 at 0
 Client IP:corrupted packet 511506653 at 0
 Client IP:corrupted packet 1325284337 at 0
 Client IP:corrupted packet -1425232272 at 0

 Is this something that I can fix on my end or is this something gone wrong
 with valve servers? This is happening on vanilla servers (no sourcemod)

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Re: [Csgo_servers] High CPU usage since recoil/hit detection update

2015-01-10 Thread Daniel Barreiro
I've been having a lot of issues as well. People have been complaining.

On Sat, Jan 10, 2015 at 4:06 PM, MiShU # gameserver-syndicate.de
mi...@gameserver-syndicate.de wrote:
 I can confirm a much higher cpu-usage with serversiede fps-drops since the
 last update.

 To hold 128 FPS on a 24 Slot server is now impossible with the normal amount
 of plugins ( 30 including smac ). before it was 97% of the time on a 128
 tick public with an average of 21 players over the month. :/

 i hope, sorry, WE ALL hope there will be a fix in the following week(s). Thx
 Devs! :)


 Am 10.01.2015 um 21:55 schrieb Andreas Willinger:

 Not sure if anyone else has noticed this already, but the performance of
 CS:GO servers is quite horrible again.

 Ever since the update where recoil (or hit detection, not quite sure
 anymore) stuff was moved to the server-side, the CPU usage increased by
 about 20%.



 So with a full 40 slots server, I am at about 100-105% CPU usage, causing
 the var to be yellow/red 90% of the time, server-side fps drops down to 15.

 I didn’t have these problems before that update (and after the silent
 performance patch a few months ago).



 Obviously, Valve will not quote notice that as they aren’t running high slot
 servers, but it’s still an issue which hasn’t been there before.

 Anyone else?



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Re: [Csgo_servers] CSGO update

2014-12-18 Thread Daniel Barreiro
portal 3 confirmed for csgo dlc

On Thu, Dec 18, 2014 at 8:13 PM, Moritz Uehling f...@flysoftiii.de wrote:
 Thank you for helping us help you help us all

 On December 19, 2014 2:10:47 AM Gamemann gamem...@gflclan.com wrote:

 Thank you for fixing the server browser!

 Thanks.
 On 12/18/2014 6:15 PM, Ido Magal wrote:

 CSGO has been updated to version 1.34.6.5



 Thanks.



 Release Notes for 12/18/2014



 [MISC]

 - Added a holiday-themed Midnight Riders Music Kit, available as an offer
 for a limited time.

 - Updated the artwork on the M4A4 | Griffin.

 - Fixed server browser displaying very few results to users. (Thanks,
 Gamemann)

 - Fixed some cases where players would not smoothly slide along certain
 kinds of geometry while moving.



 [MAPS]

 - Train

 -- Widened lower ladder room.

 -- Blocked visibility from Bombsite B lower ramp to T ramp.

 -- Pushed back T spawn slightly.

 -- Updated collision model on train bumper models.

 -- Fixed some spots where C4 could get stuck.

 -- Fixed sun orientation.







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Re: [Csgo_servers] [hlds] Steam Master Servers Major Issue

2014-12-16 Thread Daniel Barreiro
Bumping this over to the CSGO mailing list as well, as many CSGO hosts
aren't in the general HLDS list. As this affects CSGO the most, I feel
it should be over there as well.
-Daniel

On Mon, Dec 15, 2014 at 4:28 PM, Gamemann gamem...@gflclan.com wrote:
 Dear Valve and others, I want to talk about a major issue with the Steam
 Master Servers. For a while now, the CS:GO server browser would only display
 1000 community servers in the server browser which is low especially for a
 very large game. The only people to blame were the CS:GO developers.
 Recently, I’ve been testing out the server browser, and I’ve concluded this
 isn’t a CS:GO specific issue, this issue impacts CS:GO more than other games
 due to the amount of Valve official servers.


 I’ve discovered that Valve official servers are not shown on the CS:GO
 in-game server browser. I’ve used a program called “Wireshark” and started a
 packet capture when I refreshed the server browser, in the detailed packet
 capture, all the tags are listed and for Valve official servers, there was a
 tag named “valve_ds”. I have set this tag for one of my servers on the
 server browser and it also disappeared immediately, removing the tag made
 the server reappear again. This shows that even though no Valve official
 servers are displayed on the in-game server browser, they are still being
 requested from the Steam Master Servers. The Steam server browser is
 different, it does not filter servers with the tag “valve_ds” and shows all
 servers the Steam Master Servers give you including Valve official servers.


 This leads to the problem with the Steam Master Servers. It is capped at
 5000 maximum servers. On the Steam server browser (no filters), every game
 that I’ve tested, including Team-Fortress 2, Counter-Strike: Global
 Offensive, Counter-Strike 1.6, Counter-Strike: Source, etc (¾ of these games
 overall have 7000+ servers) will not display any more than 5000 servers. The
 CS:GO server browser usually displays around 50-1000 servers because there
 are around 3000-4000+ Valve official servers. If there is a cap on the
 amount of servers it can give you, then this is a valid reason why it
 doesn’t display 1000+ community servers. Remember, the CS:GO in-game server
 browser still requests the Valve official servers but filters them in the
 browser itself.


 This should help Valve fix the issue. Another thing I would like to
 mention is that every game I listed uses the Steam Master Servers, I did a
 packet capture with Wireshark when I refreshed the in-game server browser
 and it gave me the same Steam server IP in Wireshark right before it
 requested all the game servers (the Steam server IP changes if you block the
 current Steam server IP through the Windows Firewall tool). One last thing I
 would like to mention is even if there isn’t exactly 5000 servers, doesn’t
 mean it isn’t capped at 5000 maximum servers, I’ve found that it sends a
 request to every IP the Steam Master Servers give you, if it doesn’t
 respond, it will not display on the server list (there were 50+ servers not
 responding with my search which is the reason why I only got 4911 servers on
 the Steam server browser for CS:GO instead of 5000 exactly).


 Valve should also consider setting Valve official servers to not report
 to the Steam Master Servers. CS:GO doesn't display any Valve official
 servers, but it still requests each server, therefore, the server browser
 will stop displaying new servers (server browser stops) for a period of
 time because it is filtering all the Valve official servers and it will take
 more time to display all the community servers after the Valve official
 servers.


 Overall, I hope Valve addresses this issue. Fixing this issue will
 benefit Valve and the community.


 Thanks for reading.


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Re: [Csgo_servers] Help needed - Dedicated (VPS) server requirements.

2014-12-10 Thread Daniel Barreiro
Are you asking if that those specifications can host enough servers to hold
350 users at once?
On Dec 10, 2014 3:40 PM, Michael Roes lifeliving4e...@gmail.com wrote:

 Hello CS-GO list members  ,

 My name is Michael and I am from a starting company in the E-Sports branch
 in the Netherlands.
 One of our key focusses are to organise Esport events , we also have a
 gaming webshop and offer server rental.
 Untill now we were hosting several virtual servers on private
 homemachines these were only for private and fun use.
 Now that our needs are getting bigger than our current hardware can
 handle, we are planning on investing in a dedicated server or farming VPS
 instances. We want to rent out Counter-Strike GO server instances to
 clients in a best practice method, these servers should also support
 competitve play for tournaments.  But I have some burning questions about
 this issue on what I can find almost no clear answer for so far.


 *-What are the minimum server requirements for  multiple (virtual)
 Counter-Strike GO servers capable for max 350 users in Europe?*.

 untill now I have found this data , is this accurate?

 • 2gb ram

 • 1.5ghz cpu dual core

 • 1 gb dskspace

 • HDD 15K RPM SAS drive Raid10

 • Bandwidth  50.5KB/s per player



 *-What sort of Fail-over methods is recommended ?* *(Network Load
 Balancing, Hardware Availability)*
 I am planning on using vSphere as virtualisation solution.



 *-What OS is adviced?*

 Currently we are using Debian and ubuntu but is CentOS, Red Hat a better
 choice considering a proper and complete support is required to offer
 professional services?



 Much Bless and Thanks in advance .

 greetZz, Michael



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Re: [Csgo_servers] US MM Servers

2014-11-18 Thread Daniel Barreiro
The Dota team actually made a post about it. Surprised the CSGO team didn't.
http://blog.dota2.com/2014/11/network-update/

On Tue, Nov 18, 2014 at 5:24 PM, Andrew Irvine airv...@clgw.ca wrote:
 More than likely, it’s an issue with one of their network providers, rather
 than Valve themselves. However, there are steps they can definitely take to
 investigate with the various organizations that provide their bandwidth.



 I haven’t had a look during the most recent outages, but in the past there
 were issues with several core routers on the East being saturated at peak
 times, creating bottlenecks.



 Perhaps someone can take some more detailed notes when the issues are
 actually happening, traceroute the server you’re playing on during the “lag”
 and after as well and black out your own IP and post to the list perhaps.
 This will give us an idea of where along the chain the issues are occurring
 and an idea of where to start looking for a solution.


 The lag is affecting everyone on the server, although not everyone “equally”
 which makes it seem like the routing issue could be closer to the datacenter
 than a particular ISP or region.



 I agree that it’s causing very big issues in the community and 50% of MM
 games on US east in my experience have had this happen once or twice during
 the match. Usually anywhere between 3-4 minutes to 20-30 (the game ends and
 everyone is still ~ 300ms latency)



 Here’s hoping we can track down where the issue is and that Valve can use
 their leverage to add some more bandwidth or get a better route or whatever
 the solution may be.



 Andrew



 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Calder
 Lewis
 Sent: November 18, 2014 11:43 AM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] US MM Servers



 We'll i guess that's a bit of a relief to know is based on the valve system
 that is causing problems.



 On Mon, Nov 17, 2014 at 8:58 PM, wickedplayer494 wickedplayer...@gmail.com
 wrote:

 USE (as the server cluster is commonly known within Dota 2) has been
 crapping the bed for the past two, maybe three weeks, with significant
 packet loss across all Valve Source MP games. It definitely isn't just you.

 On 11/17/2014 8:45 PM, Calder Lewis wrote:

 So is anyone else getting massive spikes. It doesn't act like lag spikes,
 more like a ddos,  but you can't do anything. This is ridiculous. I'm
 tracing the route and everything just drops.



 This has become a nightly thing. Why isn't the server smart enough to know
 that after X number of rounds it needs to just shut down?



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Re: [Csgo_servers] Someone else noticed a way more DDoS-Attacks?

2014-10-21 Thread Daniel Barreiro
Disable RCON if it's not needed. There's a fairly common layer 7 attack
that utilizes the rcon query to overload the server.

On Tue, Oct 21, 2014 at 8:41 AM, Dennis Midjord 
mailingli...@primaservers.com wrote:

  I think, too. Besides, I've watched streams for the past... very long
 time, and lately there has been A LOT of matches played 'offline' due to
 DDoS attacks, either against servers or the players.
 Den 21-10-2014 kl. 13:40 skrev Juliano:

 this is old, who does ddos attack must already know

  ** sorry for my bad engRish
  ᐧ

 Att.
 Juliano

 On Tue, Oct 21, 2014 at 9:16 AM, Cormac Ó Maoláin tfiish...@gmail.com
 wrote:

  OK that's scary. Tested it on myself, wasn't logged in to steam on my
 browser.

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

 Appearing offline does fix this, but it's a little crazy that information
 is available.


 On 21/10/2014 11:33, Juliano wrote:

 Marcus, It was I who found...

  ---
  I will show how easy to get IP of some match that the player* is
 playing.
 This is a warning for big events where attacks occur frequently.

  Profile1: http://i.imgur.com/NNnbIhd.jpg
 XML1: http://i.imgur.com/LNvDhew.png

  Profile2: http://i.imgur.com/vx6rxDu.jpg
 XML2: http://i.imgur.com/1EN5xkG.jpg

  Server: http://i.imgur.com/YdimYp6.jpg (Virtus.pro vs. HellRaisers
 (BO3) - Fragbite Masters)
  ---
 ᐧ

 Att.
 Juliano

 On Mon, Oct 20, 2014 at 9:43 PM, MiShU # gameserver-syndicate.de 
 mi...@gameserver-syndicate.de wrote:

  i just know, that the massive ddos attacks are gone for us after they
 introduced the change of the a2s_rules and the 3 new CVAR ( host_name_store
 - host_info_show - host_players_show ) and by setting sv_max_queries_sec
 to default ( 3 ). And know, exactly since the last update, we got very huge
 ddos attacks. we had to turn off two servers now.  :/

 So noone thinks there could be a correlation?

 Am 20.10.2014 23:20, schrieb Dennis Midjord:

 14-5 in favor of digni. http://i.imgur.com/qCeZnNj.jpg (a couple of
 seconds old)

 Unless they've set the GOTV to be horribly many seconds delayed.

 Ok, now I'm done doing offtopic things. How would a protocol change
 result in even more DDoS attacks? Our servers run as always.

 Den 20-10-2014 kl. 23:12 skrev Jonathan Irons:

 11-14 dig on Overpass currently

 Sent from my iPhone

 On 20 Oct 2014, at 23:08, Dennis Midjord mailingli...@primaservers.com
 wrote:

   Totally off-topic:
 Thanks a bunch :PpPpPP

 I really need to see how the match of Digni vs. VP is going. They
 stopped streaming it for some reason.

 Den 20-10-2014 kl. 22:43 skrev Marcus Mod:

 Are you talking about a private server or a publicserver?

  People have found out that you can find the server ip even if you are
 not friend with someone!

 Step 1: http://i.imgur.com/NNnbIhd.jpg
 Step 2: http://i.imgur.com/LNvDhew.png

 Valve is notified and a fix is on its way :)

 2014-10-20 22:01 GMT+02:00 MiShU # gameserver-syndicate.de 
 mi...@gameserver-syndicate.de:

 Hey Guys!

 Since the last update our servers got many very big ddos attacks.
 someone else here who noticed a big increase too so that there was maybe a
 change on protocol/network-basics?!

 kind regards,
 me-Shoe

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Re: [Csgo_servers] CSGO update

2014-10-13 Thread Daniel Barreiro
Some players are getting a crash with that error on occasion on some
of my TF2 servers. Might be more than just a CSGO issue

On Mon, Oct 13, 2014 at 1:48 PM,  nosfera...@mginformatica.com wrote:
 +1
 Em 2014-10-11 13:14, hlstriker escreveu:

 whosurdaddy92 wrote

 since patch my players are crashing every 5-10 minutes.


 My players (including myself) have also been crashing to their desktop
 after
 the recent update in all of our servers. The crashes seem to happen at
 random times and there is no error or dump file. Our servers are running
 on
 CentOS 6.5.

 Can anyone else confirm these client crashes?



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Re: [Csgo_servers] CSGO update

2014-10-13 Thread Daniel Barreiro
Guess it's just a coincidence then.

On Mon, Oct 13, 2014 at 3:18 PM, Hugo Tavares
hfctavares-p...@hotmail.com wrote:
 I can confirm though TF2 is fine also it’s unrelated to the discussion as
 network protocol differs

 Sent from Windows Mail

 From: Daniel Barreiro
 Sent: ‎Monday‎, ‎October‎ ‎13‎, ‎2014 ‎7‎:‎40‎ ‎PM
 To: csgo_servers@list.valvesoftware.com

 Some players are getting a crash with that error on occasion on some
 of my TF2 servers. Might be more than just a CSGO issue

 On Mon, Oct 13, 2014 at 1:48 PM,  nosfera...@mginformatica.com wrote:
 +1
 Em 2014-10-11 13:14, hlstriker escreveu:

 whosurdaddy92 wrote

 since patch my players are crashing every 5-10 minutes.


 My players (including myself) have also been crashing to their desktop
 after
 the recent update in all of our servers. The crashes seem to happen at
 random times and there is no error or dump file. Our servers are running
 on
 CentOS 6.5.

 Can anyone else confirm these client crashes?



 --
 View this message in context:
 http://csgo-servers.1073505.n5.nabble.com/CSGO-update-tp8059p8163.html
 Sent from the CSGO_Servers mailing list archive at Nabble.com.

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Re: [Csgo_servers] What's with the Draconian file size limit for FastDL map downloads?

2014-10-10 Thread Daniel Barreiro
Kinda. There was an exploit that allowed for you to send huge (4GB+
files) via fastdl as 100kb downloads and then have them decompress
into their full size. They initially just broke being above the limit,
but after a few patches they fixed it. The final fix was a file check
size between the fastdl and the server, not changing the limit. That
exploit wasn't what had the limit put in place though. I didn't think
fastdl maps had any form of limit. Last time I checked the limit was
if there was no FastDL

On Fri, Oct 10, 2014 at 12:20 PM, p0stpwned getmeabeerwo...@hotmail.com wrote:
 I think there was some sort of exploit with large file decompressions,
 leading to Valve's capping it at 150mb.



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