Re: [Csgo_servers] RE: Changes to A2S_INFO - take 2

2020-12-03 Thread David Parker
Thanks for the updates.  I assume this means that the "TSource Engine
Query\0" remains in place, and the challenge response (when provided) gets
appended after the trailing null byte?

Also, this may be a silly question, but is there a smaller padded packet
size that could be used, which doesn't trigger DDoS protections but is
still big enough that it makes a reflection attack less appealing to the
asshats who launch them?  Just curious.

Thanks,
Dave

On Thu, Dec 3, 2020 at 10:54 PM Fletcher Dunn - fletcherd at
valvesoftware.com (via csgo_servers list) <
csgo_servers@list.valvesoftware.com> wrote:

> A steam client beta has been released:
>
>
>
>
> https://steamcommunity.com/groups/SteamClientBeta/announcements/detail/2896341257765264787
>
>
>
> It understands how to respond if the server issues a challenge in response
> to an A2S_INFO request.  Importantly because of the existing filtering
> environment servers run in, the client will behave EXACTLY as it did
> before, until the server replies in the new method.  (
> https://twitter.com/ZPostFacto/status/1334700095221104640)
>
>
>
> The protocol is now as follows:
>
>
>
> ·Client will send the exact A2S_INFO packet that it has always
> sent, no more, no less.
>
> ·A new server will reply with a challenge, using the same
> S2C_CHALLENGE packet that’s used for the A2S_PLAYERS and A2S_RULES
> packets.  (Indeed, if a client is quick enough, it can use the same
> challenge for multiple requests.)
>
> ·Now, a client will send a A2S_INFO with the challenge appended.
> Also: *DO NOT ASSUME THAT ANY EXTRA BYTES AFTER THE CHALLENGE ARE INVALID*.
> This is reserved for future expansion to the protocol!  There are some more
> protocol changes in development right now designed to have the client
> obtain more information from the master server, thus reducing the amount of
> information that must come from the server.  Those improvements won’t be
> possible if assumptions are made about packet sizes!
>
>
>
> I’ll post again when there are server binaries available that can opt into
> the new behavior, fixing the reflection attack vulnerability.  You will not
> want to opt in until all clients you care about are speaking the new
> protocol.  For steam clients, that will probably at least a couple of weeks.
>
>
>
> Please share this with any authors of third party clients that you know!
>
>
>
>
>
> *From:* csgo_servers@list.valvesoftware.com <
> csgo_servers@list.valvesoftware.com>
> *Sent:* Thursday, December 3, 2020 2:42 PM
> *To:* 'hlds_annou...@list.valvesoftware.com' <
> hlds_annou...@list.valvesoftware.com>; csgo_servers@list.valvesoftware.com
> *Subject:* [Csgo_servers] Changes to A2S_INFO - take 2
>
>
>
> The previous change to pad the server browser query A2S_INFO packets has
> triggered some aggressive Anti-DDoS filters for some games.  This change
> was made to address a reflection amplification attack in the protocol.  So
> it looks like we will need to address the vulnerability by securing the
> response with a challenge, in the same way that the A2S_PLAYERS and
> A2S_RULES queries work.  We’ll be releasing a new client soon that sends
> the small A2S_INFO packets again, but also understands how to reply to a
> server that replies with a challenge instead of the data.  This protocol
> does make it more complicated to write a custom client for the protocol
> (although not drastically so), and means that the query traffic cannot be
> trivially filtered at the edge.  Unfortunately, it looks like in the
> current environment, that is what we need to do.
>
>
>
> Further bulletins as events warrant.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
>


-- 
Dave Parker '11
Database & Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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Re: [External Mail] Re: [Csgo_servers] Steam Client beta released with changes to the A2S_INFO protocol

2020-12-01 Thread David Parker
Thanks for clarifying that, Fletch.  That answers my question.  In my test
queries I am padding the packets with zeros, but I was querying against
current production versions of TF2 and CS:GO, not the new testing
binaries.  So that explains why I still needed a challenge response to get
anything from A2S_PLAYER, regardless of the packet size.

So if this change is going to require that all A2S_INFO, A2S_RULES, and
A2S_PLAYER queries are >=1200 bytes, and any such request which is >=1200
bytes gets an immediate response with no challenge required, then does that
mean that the whole challenge request/response model is effectively moot?
Because if I'm understanding this correctly, the server won't answer a
challenge request which is <1200 bytes, and will respond to a proper one
with the requested information.

I'm mostly just trying to determine which steps can be disabled or removed
completely in my query app, once these engine changes are live.

Thanks!

On Tue, Dec 1, 2020 at 12:09 PM Fletcher Dunn - fletcherd at
valvesoftware.com (via csgo_servers list) <
csgo_servers@list.valvesoftware.com> wrote:

> But to answer this question:
>
>
>
> >Can I just send a header and 0x55 with nothing after it, if it's padded
> to >=1200 bytes?
>
>
>
> Yes (after the first four 0xff bytes).
>
>
>
> Also, is it required that you always pad with **zeros**.  (Just in case
> we need to extend the protocol in the future.)
>
>
>
>
>
> *From:* Fletcher Dunn
> *Sent:* Tuesday, December 1, 2020 9:06 AM
> *To:* csgo_servers@list.valvesoftware.com
> *Subject:* RE: [External Mail] Re: [Csgo_servers] Steam Client beta
> released with changes to the A2S_INFO protocol
>
>
>
> Previously, an A2S_PLAYER packet with a challenge of zero (or any
> incorrect challenge for that matter) was interpreted as a challenge
> request, and the server would reply with a challenge number for the client
> to use.  The new behavior will be that if the packet is padded to be at
> least 1200 bytes, the server should just go ahead and reply with the info,
> even if the field where the challenge normally goes is zero.
>
>
>
> The CSGO server has not yet been updated to use the new binaries,
> however!  Let me work with the CSGO guys to get that updated.
>
>
>
> I was about to suggest that you obtain the latest binaries to use for
> testing by opting into the beta client on linux.  However, those are
> compiled to target a newer distro, and we compile special “server” binaries
> that target older distro.  If you have a server running on a relatively
> recent distro, I believe it should work to mix those binaries, but I cannot
> say for sure – I have not ever actually tested this.
>
>
>
>
>
> *From:* csgo_servers@list.valvesoftware.com <
> csgo_servers@list.valvesoftware.com> *On Behalf Of *David Parker
> *Sent:* Monday, November 30, 2020 1:45 PM
> *To:* csgo_servers@list.valvesoftware.com
> *Subject:* Re: [External Mail] Re: [Csgo_servers] Steam Client beta
> released with changes to the A2S_INFO protocol
>
>
>
> Thanks, Fletcher.  But doesn't A2S_PLAYER require the challenge response
> to be included in the query?
>
>
>
> In my testing I have found that SRCDS will accept a challenge request
> which is padded to 1200 bytes and return a challenge response.  And then I
> can send an A2S_PLAYER query with that challenge response and pad it to
> 1200 bytes, and then get the player info back.  I just wanted to see if
> this is the correct way moving forward, or if the need for a challenge was
> removed.  And if so, what it has been replaced with.
>
>
>
> Can I just send a header and 0x55 with nothing after it, if it's padded to
> >=1200 bytes?
>
>
>
> Thanks!
>
>
>
> On Mon, Nov 30, 2020 at 3:41 PM Fletcher Dunn - fletcherd at
> valvesoftware.com (via csgo_servers list) <
> csgo_servers@list.valvesoftware.com> wrote:
>
> The new gameserver code will drop all A2S_PLAYER packets < 1200 bytes, if
> the environment variable is set.  No challenge is necessary for packets >=
> 1200, but if the environment variable is set to allow <1200 packets, then
> the challenge will be required for such packets.
>
>
>
> The new client code will always send 1200 byte packets.  It will also know
> how to do the challenge handshake, for compatibility with old servers.
>
>
>
> *From:* csgo_servers@list.valvesoftware.com <
> csgo_servers@list.valvesoftware.com> *On Behalf Of *David Parker
> *Sent:* Monday, November 23, 2020 10:39 AM
> *To:* csgo_servers@list.valvesoftware.com
> *Subject:* [External Mail] Re: [Csgo_servers] Steam Client beta released
> with changes to the A2S_INFO protocol
>
>
>
> Hi Fle

Re: [External Mail] Re: [Csgo_servers] Steam Client beta released with changes to the A2S_INFO protocol

2020-11-30 Thread David Parker
Thanks, Fletcher.  But doesn't A2S_PLAYER require the challenge response to
be included in the query?

In my testing I have found that SRCDS will accept a challenge request which
is padded to 1200 bytes and return a challenge response.  And then I can
send an A2S_PLAYER query with that challenge response and pad it to 1200
bytes, and then get the player info back.  I just wanted to see if this is
the correct way moving forward, or if the need for a challenge was
removed.  And if so, what it has been replaced with.

Can I just send a header and 0x55 with nothing after it, if it's padded to
>=1200 bytes?

Thanks!

On Mon, Nov 30, 2020 at 3:41 PM Fletcher Dunn - fletcherd at
valvesoftware.com (via csgo_servers list) <
csgo_servers@list.valvesoftware.com> wrote:

> The new gameserver code will drop all A2S_PLAYER packets < 1200 bytes, if
> the environment variable is set.  No challenge is necessary for packets >=
> 1200, but if the environment variable is set to allow <1200 packets, then
> the challenge will be required for such packets.
>
>
>
> The new client code will always send 1200 byte packets.  It will also know
> how to do the challenge handshake, for compatibility with old servers.
>
>
>
> *From:* csgo_servers@list.valvesoftware.com <
> csgo_servers@list.valvesoftware.com> *On Behalf Of *David Parker
> *Sent:* Monday, November 23, 2020 10:39 AM
> *To:* csgo_servers@list.valvesoftware.com
> *Subject:* [External Mail] Re: [Csgo_servers] Steam Client beta released
> with changes to the A2S_INFO protocol
>
>
>
> Hi Fletcher,
>
>
>
> I was just hoping you could clarify something for me.  For A2S_PLAYER, is
> the challenge still required once the 1200 byte minimum is implemented?
> And if so, does the challenge query need to be >1200 bytes, or just the
> subsequent A2S_PLAYER query which includes the challenge response?
>
>
>
> Thanks!
>
> Dave
>
>
>
> On Wed, Nov 18, 2020 at 7:53 PM Fletcher Dunn - fletcherd at
> valvesoftware.com (via csgo_servers list) <
> csgo_servers@list.valvesoftware.com> wrote:
>
> A Steam client beta has just been released, with the following change
> notes relevant to the A2S_INFO discussion:
>
>
>
> *Server Browser*
>
> ·   Server browser packets (A2S_INFO, A2S_PLAYER, A2S_RULES) sent by
> clients will now be at least 1200 bytes. (For more details, see
> https://steamcommunity.com/discussions/forum/14/2989789048633291344/)
> Third party tools that send these packets are especially encouraged to read
> this thread.)
>
> ·   Improved gameserver challenge generation to harden against
> certain DoS attacks
>
>
>
>
> https://steamcommunity.com/groups/SteamClientBeta/announcements/detail/2896339990496271925
>
>
>
> Also, if you use the steamclient.dll/.so with that beta, you can activate
> the new, stricter message handling on the gameserver by setting the
> environment variable STEAM_GAMESERVER_MIN_CONNECTIONLESS_PACKET_SIZE=1200
>
>
>
> This is just the *beta* steam client, not the full public release.  Only
> a set of users will be using this client, and we are not quite to
> deployment step #1 described below.
>
>
>
>
>
>
>
> *From:* Fletcher Dunn
> *Sent:* Monday, November 16, 2020 4:47 PM
> *To:* 'hlds_annou...@list.valvesoftware.com' <
> hlds_annou...@list.valvesoftware.com>
> *Subject:* RFC: Changes to the A2S_INFO protocol
>
>
>
> Hello!
>
>
>
> Over the next couple of months we will be releasing some changes to how
> servers and clients using steamclent.so/dll handle the venerable Source
> engine A2S_INFO message used by the server browser.  This includes the
> Steam client server browser, all Source engine games, and all Steam games
> using the ISteamMatchmaking API.  The purpose of these changes is a long
> overdue fix for a reflection attack vulnerability.
>
>
>
> This email is to let you know what those plans are and to solicit your
> feedback.  Fixing the vulnerability requires changing the protocol and will
> necessarily break existing third party utilities that speak the protocol.
>
>
>
> Currently, the A2S_INFO packet looks like this:
>
> 4 bytes: 0x
>
> 1 byte: 0x54  (A2S_INFO packet type identifier)
>
> 20 bytes: "Source Engine Query\0"
>
>
>
> The proposal is for clients to modify the A2S_INFO  packet they send in
> one of two ways:
>
>
>
> Option 1: Pad the message with zeros, so that the request is larger than
> the reply.  The passes size is TBD, but it will probably be at least 800
> bytes, and perhaps as high as 1200.  Feedback is requested concerning this
> size.
>
>
>
> Option 2: Append a 4-byte ant

Re: [Csgo_servers] Steam Client beta released with changes to the A2S_INFO protocol

2020-11-23 Thread David Parker
Hi Fletcher,

I was just hoping you could clarify something for me.  For A2S_PLAYER, is
the challenge still required once the 1200 byte minimum is implemented?
And if so, does the challenge query need to be >1200 bytes, or just the
subsequent A2S_PLAYER query which includes the challenge response?

Thanks!
Dave

On Wed, Nov 18, 2020 at 7:53 PM Fletcher Dunn - fletcherd at
valvesoftware.com (via csgo_servers list) <
csgo_servers@list.valvesoftware.com> wrote:

> A Steam client beta has just been released, with the following change
> notes relevant to the A2S_INFO discussion:
>
>
>
> *Server Browser*
>
> ·   Server browser packets (A2S_INFO, A2S_PLAYER, A2S_RULES) sent by
> clients will now be at least 1200 bytes. (For more details, see
> https://steamcommunity.com/discussions/forum/14/2989789048633291344/)
> Third party tools that send these packets are especially encouraged to read
> this thread.)
>
> ·   Improved gameserver challenge generation to harden against
> certain DoS attacks
>
>
>
>
> https://steamcommunity.com/groups/SteamClientBeta/announcements/detail/2896339990496271925
>
>
>
> Also, if you use the steamclient.dll/.so with that beta, you can activate
> the new, stricter message handling on the gameserver by setting the
> environment variable STEAM_GAMESERVER_MIN_CONNECTIONLESS_PACKET_SIZE=1200
>
>
>
> This is just the *beta* steam client, not the full public release.  Only
> a set of users will be using this client, and we are not quite to
> deployment step #1 described below.
>
>
>
>
>
>
>
> *From:* Fletcher Dunn
> *Sent:* Monday, November 16, 2020 4:47 PM
> *To:* 'hlds_annou...@list.valvesoftware.com' <
> hlds_annou...@list.valvesoftware.com>
> *Subject:* RFC: Changes to the A2S_INFO protocol
>
>
>
> Hello!
>
>
>
> Over the next couple of months we will be releasing some changes to how
> servers and clients using steamclent.so/dll handle the venerable Source
> engine A2S_INFO message used by the server browser.  This includes the
> Steam client server browser, all Source engine games, and all Steam games
> using the ISteamMatchmaking API.  The purpose of these changes is a long
> overdue fix for a reflection attack vulnerability.
>
>
>
> This email is to let you know what those plans are and to solicit your
> feedback.  Fixing the vulnerability requires changing the protocol and will
> necessarily break existing third party utilities that speak the protocol.
>
>
>
> Currently, the A2S_INFO packet looks like this:
>
> 4 bytes: 0x
>
> 1 byte: 0x54  (A2S_INFO packet type identifier)
>
> 20 bytes: "Source Engine Query\0"
>
>
>
> The proposal is for clients to modify the A2S_INFO  packet they send in
> one of two ways:
>
>
>
> Option 1: Pad the message with zeros, so that the request is larger than
> the reply.  The passes size is TBD, but it will probably be at least 800
> bytes, and perhaps as high as 1200.  Feedback is requested concerning this
> size.
>
>
>
> Option 2: Append a 4-byte anti-spoofing challenge obtained using the
> existing A2S_PLAYER or A2S_RULES messages.
>
>
>
> Note that both options produce a packet that is acceptable to the current
> code in steamclient.so/dll.  However, any custom handlers might have
> stricter behavior, and will need to be updated to be aware than “extra”
> data might appear after the end of the magic string in packets from
> legitimate clients.
>
>
>
> Once all clients are using one of these two options, a server wishing to
> avoid being vulnerable to reflection attacks could drop any A2S_INFO
> packets below a minimum size without a challenge.
>
>
>
> The changes would be deployed as follows:
>
>
>
> 1.) First, we will release a new Steam client that sends A2S_INFO
> messages padding to a minimum size.  (Option #1 above.)  Since it takes
> time for Steam client updates to roll out to all Steam users, and for third
> parties to change their code to make queries in the new format, we will not
> change the server to require the new format by default.  However, the
> server code will be updated to look for an environment variable that can be
> used to opt into the new, stricter behavior.  This is so that third parties
> can test their clients to make sure they are compliant with the new server
> code.
>
> 2.) As more clients upgrade to the new code and third party tools are
> updated to send queries in the new format, server operators may elect to
> opt into the new behavior at their discretion using the environment
> variable.
>
> 3.) After some time has passed (and we have posted several warnings
> on this mailing list), we will ship a new steamclient.so/.dll that has
> the strict behavior enabled by default.  A different environment variable
> can be used to use the older, more permissive behaviour.
>
>
>
> If you have any concerns or feedback about this change, please post it to
> hlds_annou...@list.valvesoftware.com.  After feedback has been collected
> and details finalized, I’ll post again with more technical details 

Re: [Csgo_servers] RFC: Changes to the A2S_INFO protocol

2020-11-18 Thread David Parker
Ah yes, I see it now.  Thank you Marco for that breakdown.

On Wed, Nov 18, 2020 at 3:00 AM Marco Padovan  wrote:

> What is being tackled here is the amplification factor
>
>
> https://github.com/Phenomite/AMP-Research/tree/master/Port%2027015%20(%2B%20more%20ports)%20-%20SRCDS%20(Arma3%2C%20Gmod%2C%20CSGO%2C%20etc)
>
> that means an attacker with a 100mbps connection at hand that allows
> spoofing could use srcds servers to achieve a 500mbps reflected attack
> towards a target
>
> big packets means the same attacker with a 100mbps connection would end up
> being able to only attack the target with potentially even less mbps then
> what he already had access to
>
> On Wed, 18 Nov 2020 at 04:23, David Parker  wrote:
>
>> Moving the server side of the query handling to the GMS would solve all
>> of the issues for GSPs and others hosting the games.  That makes perfect
>> sense to me.
>>
>> However, regarding the increased packet size (option #1), I'm a little
>> confused.  If the idea here is that the servers expect really big packets
>> and reject anything too small, couldn't the asshats who launch these
>> attacks just update their existing code to pad the requests with zeros, and
>> we're back to the same problem?  There's probably a piece to this that I'm
>> missing, and I apologize for my ignorance.
>>
>> Thanks!
>> Dave
>>
>> On Tue, Nov 17, 2020 at 4:53 PM Fletcher Dunn - fletcherd at
>> valvesoftware.com (via csgo_servers list) <
>> csgo_servers@list.valvesoftware.com> wrote:
>>
>>> >It depends now on what you're doing with SDR ;-).
>>>
>>> Yes, there are mechanisms to measure the latency to servers in known
>>> data centers, as well as to arbitrary hosts on the Internet using SDR P2P
>>> functionality.  I was referring to the ordinary servers.
>>>
>>> -Original Message-
>>> From: Kyle Sanderson 
>>> Sent: Tuesday, November 17, 2020 1:15 PM
>>> To: Fletcher Dunn 
>>> Cc: csgo_servers@list.valvesoftware.com
>>> Subject: Re: [Csgo_servers] RFC: Changes to the A2S_INFO protocol
>>>
>>> > I think some ping will always be necessary to measure the latency and
>>> > confirm UDP connectivity
>>>
>>> It depends now on what you're doing with SDR ;-).
>>>
>>> If you're planning on opening this up for optimized PoPs you already
>>> have the latency from the client, and the latency from the PoP to the
>>> server so you can return the sum there. One of the no-steam guys did this
>>> in like 2003 with his browser but he didn't control the PoPs. The latency
>>> was still off because he did addition of the requesting client
>>> + his master latency to the server then divided by two - with SDR you
>>> control the network (and the paths).
>>>
>>> > that the server is running
>>>
>>> Tweaking steamclient to be more happy with sharing alive updates (30s
>>> heartbeats) with the GMS would probably do the trick for stale
>>> information. It's not like it needs to be super up to date (although it
>>> could impact the "wait for a server slot" feature).
>>>
>>> Just a thought, anyway.
>>>
>>> Kyle.
>>>
>>> On Tue, Nov 17, 2020 at 12:23 PM Fletcher Dunn <
>>> fletch...@valvesoftware.com> wrote:
>>> >
>>> > The GMS does indeed have all of this information.
>>> >
>>> > Let me investigate moving more data to be in the GMS reply, instead of
>>> being returned in A2S_INFO.
>>> >
>>> > I think some ping will always be necessary to measure the latency and
>>> confirm UDP connectivity and that the server is running.  But there are
>>> probably some simple changes that can be made to reduce the size of these
>>> replies significantly and move them to the GMS.
>>> >
>>> > -Original Message-
>>> > From: Kyle Sanderson 
>>> > Sent: Tuesday, November 17, 2020 11:38 AM
>>> > To: csgo_servers@list.valvesoftware.com
>>> > Cc: Fletcher Dunn 
>>> > Subject: Re: [Csgo_servers] RFC: Changes to the A2S_INFO protocol
>>> >
>>> > >  However, I am currently working on integrating SDR functionality
>>> > > with the server browser, and so while I am touching this code, it
>>> seemed like the right time to address this longstanding issue.
>>> >
>>> > Ahha! If we're already in there making other changes - I'd like to
>>> propose something 

Re: [Csgo_servers] RFC: Changes to the A2S_INFO protocol

2020-11-17 Thread David Parker
Moving the server side of the query handling to the GMS would solve all of
the issues for GSPs and others hosting the games.  That makes perfect sense
to me.

However, regarding the increased packet size (option #1), I'm a little
confused.  If the idea here is that the servers expect really big packets
and reject anything too small, couldn't the asshats who launch these
attacks just update their existing code to pad the requests with zeros, and
we're back to the same problem?  There's probably a piece to this that I'm
missing, and I apologize for my ignorance.

Thanks!
Dave

On Tue, Nov 17, 2020 at 4:53 PM Fletcher Dunn - fletcherd at
valvesoftware.com (via csgo_servers list) <
csgo_servers@list.valvesoftware.com> wrote:

> >It depends now on what you're doing with SDR ;-).
>
> Yes, there are mechanisms to measure the latency to servers in known data
> centers, as well as to arbitrary hosts on the Internet using SDR P2P
> functionality.  I was referring to the ordinary servers.
>
> -Original Message-
> From: Kyle Sanderson 
> Sent: Tuesday, November 17, 2020 1:15 PM
> To: Fletcher Dunn 
> Cc: csgo_servers@list.valvesoftware.com
> Subject: Re: [Csgo_servers] RFC: Changes to the A2S_INFO protocol
>
> > I think some ping will always be necessary to measure the latency and
> > confirm UDP connectivity
>
> It depends now on what you're doing with SDR ;-).
>
> If you're planning on opening this up for optimized PoPs you already have
> the latency from the client, and the latency from the PoP to the server so
> you can return the sum there. One of the no-steam guys did this in like
> 2003 with his browser but he didn't control the PoPs. The latency was still
> off because he did addition of the requesting client
> + his master latency to the server then divided by two - with SDR you
> control the network (and the paths).
>
> > that the server is running
>
> Tweaking steamclient to be more happy with sharing alive updates (30s
> heartbeats) with the GMS would probably do the trick for stale
> information. It's not like it needs to be super up to date (although it
> could impact the "wait for a server slot" feature).
>
> Just a thought, anyway.
>
> Kyle.
>
> On Tue, Nov 17, 2020 at 12:23 PM Fletcher Dunn <
> fletch...@valvesoftware.com> wrote:
> >
> > The GMS does indeed have all of this information.
> >
> > Let me investigate moving more data to be in the GMS reply, instead of
> being returned in A2S_INFO.
> >
> > I think some ping will always be necessary to measure the latency and
> confirm UDP connectivity and that the server is running.  But there are
> probably some simple changes that can be made to reduce the size of these
> replies significantly and move them to the GMS.
> >
> > -Original Message-
> > From: Kyle Sanderson 
> > Sent: Tuesday, November 17, 2020 11:38 AM
> > To: csgo_servers@list.valvesoftware.com
> > Cc: Fletcher Dunn 
> > Subject: Re: [Csgo_servers] RFC: Changes to the A2S_INFO protocol
> >
> > >  However, I am currently working on integrating SDR functionality
> > > with the server browser, and so while I am touching this code, it
> seemed like the right time to address this longstanding issue.
> >
> > Ahha! If we're already in there making other changes - I'd like to
> propose something else then.
> >
> > 1. Lets promote the GMS (if this still exists) to have all server
> information (players, rules, etc).
> > 2. Have steamclient default to leaving old queries enabled, but the
> games themselves with a convar to disable old queries by default.
> > 3. This way technically the client doesn't have to ping the server (I
> mean - it should still A2A_PING at some point), and tiny GSPs won't have to
> deal with conntrack as much.
> >
> > I think this is what was done with the old master > GMS flip(?) - same
> idea here. There can be a huge win because the GMS can immediately return
> all these results to the client (or pages - whatever), without destroying
> the conntrack table on bad home appliances. Simple stream, challenge,
> response with the full rendered list. "Steam Desktop Client" can still do
> the full query in the favourites list, but do a GMS query first for results
> and if it's missing try hitting it directly.
> >
> > WDYT?
> >
> > Kyle.
> >
> > On Tue, Nov 17, 2020 at 10:00 AM Fletcher Dunn - fletcherd at
> valvesoftware.com (via csgo_servers list) <
> csgo_servers@list.valvesoftware.com> wrote:
> > >
> > > John!  Good to hear from all old folks from years ago!
> > >
> > >
> > >
> > > TL/DR: New proposal: the server requires all 3 connectionless packets
> from clients to be at least 1200 bytes.
> > >
> > >
> > >
> > > I’ve gotten similar feedback from a few people now.  The only reason
> to consider allowing a smaller packet with a challenge is to give the
> client a way to reduce the bandwidth sent when pinging a ton of servers.
> But doing this would impair the ability to filter out these packets further
> out, and it is also more complicated to implement.  (I 

Re: [Csgo_servers] RFC: Changes to the A2S_INFO protocol

2020-11-17 Thread David Parker
I will also jump in here and say that I like option #2 better.  It's
simpler and more consistent with the other protocols used by SRCDS, and
keeps the packets nice and small while also (hopefully) mitigating these
attacks.

And Fletcher, I appreciate you reaching out and soliciting feedback before
making this change.  Scrambling to implement a change in our A2S_INFO
clients after the fact would not have been much fun.

Thanks!

On Tue, Nov 17, 2020 at 3:33 AM YUAN RUI - number201724 at me.com (via
csgo_servers list)  wrote:

> In another case, someone sends a fake connect packet to fill the server.
>
> FF FF FF FF connect.
>
> The server always prompts "server is full."
>
> They use proxy ips, and thousands of ips are sending fake data.
>
>
> On 11/17/2020 3:44 PM, Kyle Sanderson wrote:
>
> Tyler,
>
> SNMP attacks are easily 1500x+ the reflection capability (yes, fifteen
> hundred times) from a single packet. NTP is a couple hundred but there were
> systemic fixes over half a decade ago. What is being proposed here is 100%
> a non-issue (SRCDS is again, 8x at best) for the entire internet, and is
> instead proposing breaking tens of orphaned games. I really don't know what
> yourself or Calvin are thinking but this is absolutely a non issue and is
> threatening the entire ecosystem over absolutely nothing. There's plenty of
> non-source games that use the same wire protocol (hell, even a call of duty
> game) - why are we changing it...
>
> Why the hell are you guys thinking this is okay lol. I'm actually really
> confused now if you're not attempting to be arsonists.
>
> Kyle.
>
> On Mon, 16 Nov 2020, 22:56 Tyler Janse,  wrote:
>
>> Hi all,
>>
>> I'd like to echo Calvin's opinion.  I think Option 2 is in the right
>> direction.  I don't have anything new technical-wise to contribute beyond
>> what's already been stated.
>>
>> I don't think anyone is worried about carriers or datacenters going down
>> over source engine reflection attacks, and I made no comment that would
>> imply that.
>>
>> My goal is to keep customer's services online throughout the attacks,
>> regardless of method or size. DNS/NTP/SNMP reflections are far less
>> resource intensive to mitigate compared to attacks that require hashlimits
>> or DPI, even if they are magnitudes larger on average.
>>
>> I'd like to accent this thought.  We're talking about an issue that can
>> hit individual instances, not a whole datacenter.  This is even more true
>> in a game played in short periods (45 minutes per game) compared to other
>> longer-played/persistent games.
>>
>> The fact that these options are proposed and community feedback is
>> solicited suggest that even internally they recognize this is an issue that
>> needs to be addressed.
>>
>> Cheers.
>>
>> Tyler
>>
>>
>> On Tue, Nov 17, 2020 at 12:27 AM Kyle Sanderson 
>> wrote:
>>
>>> lol. Who are you.
>>>
>>> Best,
>>> Kyle.
>>>
>>> On Mon, 16 Nov 2020, 19:45 Calvin Judy - calvin at swiftnode.net (via
>>> csgo_servers list),  wrote:
>>>
 So your argument is because there are reflection attacks with higher
 amplification, Valve should, do nothing?

 I don't think anyone is worried about carriers or datacenters going
 down over source engine reflection attacks, and I made no comment that
 would imply that.

 My goal is to keep customer's services online throughout the attacks,
 regardless of method or size. DNS/NTP/SNMP reflections are far less
 resource intensive to mitigate compared to attacks that require hashlimits
 or DPI, even if they are magnitudes larger on average.

 I'm not sure why anyone would condemn Valve for patching a well known
 reflection vector.


 What are you talking about 
 There's millions of other boxes. The genesis for all of this was SNMP
 +- NTP, which came after and was 50x worse per academia. NTP, SNMP,
 and CoD were the basic reflection staples of 2010.

 There's MTU hacks that break other queries which further destroy the
 ecosystem regarding statistics. Breaking outside of the hacked STB
 ecosystem (and oh my lord is there a lot) this is not really a hot
 market anymore. There's boxes that can actually saturate the entire
 link now that don't have to spoof. My single port server receiving on
 27015 killing an entire datacentre (which hit many other folks - to
 the point of pings on IRC) from getting a simple reflection attack is
 long gone.

 Basically, it's great that you've found the entire Valve + self-hosted
 ecosystem at its peak. But this is a decade old issue that no longer
 impacts real carriers,
 Kyle.

 On Mon, Nov 16, 2020 at 6:43 PM Calvin Judy - calvin at swiftnode.net
 (via csgo_servers list)  
  wrote:

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Re: [Csgo_servers] Operation of more than 2 Servers on the same IP

2019-05-24 Thread David Parker
Hello,

I would try starting just one instance and see which ports are in use.
That will give you an idea of the ports SRCDS is grabbing for various
purposes, in addition to the listen port you're specifying with -port.  It
may just be the case that you need to spread the listen ports out more.  I
believe that the Steam port, client port, and TV port will each use the
next available port number beyond the default, unless you override them.  I
could be misremembering, though.

Good luck.

On Fri, May 24, 2019 at 1:06 PM Mecha Weasel 
wrote:

> I believe for all Source-based games, there are FOUR (4) ports each
> instance potentially consumes, which can be specified at the command-line
> with these options:
>
> +port
> -steamport
> +clientport
> -tv_port
>
> I believe the plus (+) versus minus (-) for each IS significant by the way.
>
> For old GoldSrc-based games, the command-line options are specified a bit
> differently:
> +port
> -sport (instead of -steamport)
> +clientport
> (not sure about TV port, never used it on GoldSrc).
>
> Hope that helps!
>
> - Weasel
>
>
> On Fri, May 24, 2019 at 8:46 AM Absurd Minds 
> wrote:
>
>> Sorry, it's -nohltv
>>
>> On Fri, May 24, 2019, 11:42 AM Absurd Minds 
>> wrote:
>>
>>> Sometimes GOTV can "steal" the port you're trying to use. Try using
>>> -notv (I think that's the command) on the other two servers and see if the
>>> third launches.
>>>
>>> On Fri, May 24, 2019, 10:42 AM Christopher Hawker 
>>> wrote:
>>>
 Hello All,



 I’m attempting to setup multiple servers on the same host, using -port
 in the server start command. For some reason, it will only launch two
 instances. I have tried using my Google Fu as well as the Steam
 documentation, however nothing is working. Any ideas?



 Cheers,

 Christopher H.

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-- 
Dave Parker '11
Database & Systems Administrator
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Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
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Re: [Csgo_servers] Update

2018-05-07 Thread David
Yeah if anyone wants to reply to him further please do it directly.

On 7 May 2018 at 23:49, Dan B (Narry) <smelly.feet.you.h...@gmail.com>
wrote:

> Are we doing this again?
>
> On Mon, May 7, 2018 at 6:41 PM, Stealth Mode <stealthmode1...@gmail.com>
> wrote:
>
>> I was mapping before you knew what cs even was. Lmao. Ever hear of
>> worldcraft 3.3?
>>
>> On Mon, May 7, 2018, 18:28 David <dsenys...@gmail.com> wrote:
>>
>>> oh look, another topic stealthmode is clueless on
>>>
>>> On 7 May 2018 at 23:04, ProJaCore <projac...@gmail.com> wrote:
>>>
>>>> And there we go
>>>>
>>>> again? :)
>>>>
>>>> Stealth Mode <stealthmode1...@gmail.com> schrieb am Di., 8. Mai 2018,
>>>> 01:03:
>>>>
>>>>> One additional feedback. Any chance tour environment mapping people
>>>>> can go through there maps? And fix the tears, collisions, and other high
>>>>> polygon/calculation areas? Meaning, fix the bugs in their mapping to help
>>>>> reduce gfx lag/stuttering on some clients?
>>>>>
>>>>> If they need help shoot the uncompiled maps to this email address. It
>>>>> really isn't hard to line up faces, and vertices properly.
>>>>>
>>>>> -Stealthmode
>>>>>
>>>>> On Mon, May 7, 2018, 17:57 Stealth Mode <stealthmode1...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> +1
>>>>>>
>>>>>> Great job getting this update coded, and patched quickly to address
>>>>>> the issues.
>>>>>>
>>>>>> On Mon, May 7, 2018, 16:43 Vitaliy Genkin <vita...@valvesoftware.com>
>>>>>> wrote:
>>>>>>
>>>>>>> An optional stability update for CS:GO game servers to address
>>>>>>> several network exploits has been released with PatchVersion=1.36.3.4 
>>>>>>> and
>>>>>>> ServerVersion=667.
>>>>>>>
>>>>>>>
>>>>>>> ___
>>>>>>> Csgo_servers mailing list
>>>>>>> Csgo_servers@list.valvesoftware.com
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>>>>
>>>>>> ___
>>>>> Csgo_servers mailing list
>>>>> Csgo_servers@list.valvesoftware.com
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>>
>>>>
>>>> ___
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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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Re: [Csgo_servers] Update

2018-05-07 Thread David
oh look, another topic stealthmode is clueless on

On 7 May 2018 at 23:04, ProJaCore  wrote:

> And there we go
>
> again? :)
>
> Stealth Mode  schrieb am Di., 8. Mai 2018,
> 01:03:
>
>> One additional feedback. Any chance tour environment mapping people can
>> go through there maps? And fix the tears, collisions, and other high
>> polygon/calculation areas? Meaning, fix the bugs in their mapping to help
>> reduce gfx lag/stuttering on some clients?
>>
>> If they need help shoot the uncompiled maps to this email address. It
>> really isn't hard to line up faces, and vertices properly.
>>
>> -Stealthmode
>>
>> On Mon, May 7, 2018, 17:57 Stealth Mode 
>> wrote:
>>
>>> +1
>>>
>>> Great job getting this update coded, and patched quickly to address the
>>> issues.
>>>
>>> On Mon, May 7, 2018, 16:43 Vitaliy Genkin 
>>> wrote:
>>>
 An optional stability update for CS:GO game servers to address several
 network exploits has been released with PatchVersion=1.36.3.4 and
 ServerVersion=667.


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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] Exploit that spams/lags clients

2018-04-24 Thread David
Can we kill this here? it's not going anywhere and is just noise at this
point (I'm aware by that definition this is noise too but someone has to
say it)

Cheers

David

On 24 April 2018 at 14:28, m0gely <m0g...@gmail.com> wrote:

> MAC addresses are unique to each network hardware component and assigned
> by the manufacture. They are also non-routable, meaning that information
> doesn't make it past the home router the device is connected to. A CS
> server won't see a client's MAC. Also, IP addresses are handed out by each
> ISP. How could one ever be translated into another? Clients can get
> different IP's from their router at home at any time and their router will
> get different IP's from the ISP frequently as well. The MAC doesn't change,
> the IP likely will. The two are unrelated to each other. This is all basic
> network knowledge and easily searchable. Maybe you can provide a link to
> something that is the reason you think this way.
>
> Going back to lurker mode.
>
> On Tue, Apr 24, 2018 at 3:57 AM Stealth Mode <stealthmode1...@gmail.com>
> wrote:
>
>> When you uneducated people learn electronics you will understand the
>> difference between a script kiddie. And a professional electronics engineer
>> who branched into I.T.
>>
>> Everything I have stated is fact.
>>
>> On Tue, Apr 24, 2018, 05:34 Ryan Bentley <rdp...@gmail.com> wrote:
>>
>>> Literally everything you type is completely incorrect. You completely
>>> misunderstand the fundamental basics. I nearly choked laughing on my tea
>>> when you thought you could translate a MAC address to an IP address. How do
>>> you screw up so badly? Get some therapy or something man, you are lying to
>>> yourself every day.
>>>
>>> On Tue, Apr 24, 2018 at 9:25 AM, Stealth Mode <stealthmode1...@gmail.com
>>> > wrote:
>>>
>>>> Ok kids. Have fun trying to denounce without having the education, or
>>>> knowledge of electronics engineering + I.T. to even have a valid base to
>>>> speak from. I shared what I was here to share. Call it nonsense if you
>>>> wish. Professionals know it is not.
>>>>
>>>> Good day.
>>>>
>>>> On Mon, Apr 23, 2018, 04:39 Ryan Bentley <rdp...@gmail.com> wrote:
>>>>
>>>>> Stealth, you are either a 10/10 troll or a seriously deluded person.
>>>>> You have less knowledge than a 1st year CS student.
>>>>>
>>>>> On Mon, Apr 23, 2018 at 6:47 AM, Stealth Mode <
>>>>> stealthmode1...@gmail.com> wrote:
>>>>>
>>>>>> Your Mac address is converted at the handoff between the hardware
>>>>>> layer, and the transport/packet layer. It then converts to an IP address.
>>>>>> Google converters for deci to hexidecimal. There are plenty out there. 
>>>>>> Run
>>>>>> a plt sniffer or rcon or netstat table of connections for the IP 
>>>>>> connected
>>>>>> to your machine.
>>>>>>
>>>>>> On Sun, Apr 22, 2018, 01:39 Zaretti Steve <kosso...@gmail.com> wrote:
>>>>>>
>>>>>>> you are right. You can only see the mac of the nearest switch/router.
>>>>>>> Stealth Mode is just spamming some random word.
>>>>>>>
>>>>>>> 2018-04-22 6:42 GMT+02:00 Mukunda Johnson <muku...@mukunda.com>:
>>>>>>> > I'm pretty sure mac addresses aren't even exposed to the server;
>>>>>>> this topic
>>>>>>> > is getting pretty derailed isn't it?
>>>>>>> >
>>>>>>> > On Sat, Apr 21, 2018 at 8:48 PM, Nomaan Ahmad <n0man@gmail.com>
>>>>>>> wrote:
>>>>>>> >>
>>>>>>> >> Where can I find this IP/decimal to Mac converter you speak of?
>>>>>>> Could you
>>>>>>> >> give an example? You speak highly of yourself, here is your
>>>>>>> chance to prove
>>>>>>> >> it.
>>>>>>> >>
>>>>>>> >> On Sun, 22 Apr 2018, 4:07 am Stealth Mode, <
>>>>>>> stealthmode1...@gmail.com>
>>>>>>> >> wrote:
>>>>>>> >>>
>>>>>>> >>> The fix is to create a bash script that looks for that in the
>>>>>>> server log
>>>>>>> >>> 

Re: [Csgo_servers] Compatibility test for incoming change (again)

2017-12-20 Thread David Parker
Hi Fletch,

If we have these test binaries in place, is it safe to continue to update
via steamcmd or will an update overwrite these files and break something?

Thanks,
Dave

On Thu, Dec 7, 2017 at 10:30 AM, David Parker <dpar...@utica.edu> wrote:

> Hi Fletcher,
>
> Seems to work fine on 64-bit Debian 8 (Jessie).  Haven't had any players
> join yet so I'm not sure if connections or gameplay will be affected, but
> the server itself started up just fine.  I'm running 6 instances of SRCDS
> on different IPs on the same box, and CS:GO still is bound to the correct
> IP.
>
> On Wed, Dec 6, 2017 at 8:16 PM, Fletcher Dunn <fletch...@valvesoftware.com
> > wrote:
>
>> Hello!  I’m back for another test.
>>
>>
>>
>> We're planning on updating the method that CSGO servers uses to talk to
>> Steam in the week or two.  We'd appreciate your help testing this change in
>> advance to identify any potential problems.  When we ran this test before,
>> we didn’t have a mechanism to bind the new websocket connection to a
>> particular IP.  We realized that this was a necessary feature, and so the
>> binaries in this test should include that functionality.  The method to
>> select the IP to bind to is the same, so basically your current
>> configuration should just work.
>>
>>
>>
>> To see if this change will cause any problems with your setup, download
>> this zip and follow the instructions in the readme.txt.  (Also pasted
>> below.)
>>
>>
>>
>> http://media.steampowered.com/apps/730/steam_bins_test_20171206.zip
>>
>>
>>
>> Thanks for your help.  Post a reply here if you have any issues.  We're
>> especially interested in hearing your results if you are running an older
>> distribution of linux or have a complicated network environment.
>> (Multi-homed, NAT, etc.)
>>
>>
>>
>> This change will also be coming to the older Source games, as well.  The
>> binaries in this zip *should* be compatible with those games, although I
>> haven't tested it specifically so there might be an issue.  We'll send a
>> similar announcement to operators of those servers on the appropriate
>> mailing list when we get closer to updating those games.
>>
>>
>>
>> - Fletch
>>
>>
>>
>>
>>
>>
>>
>> README.TXT:
>>
>>
>>
>> Thanks for helping test compatibility with these new Steam binaries for
>> the
>>
>> dedicated server.
>>
>>
>>
>> Place the files for your platform into your "bin" folder.  They should
>> replace
>>
>> files with the same name.  (steamerrorreporter.exe on Win32 is new.)
>>
>>
>>
>> **PLEASE DELETE** the files listed below, if they are present:
>>
>>
>>
>> Linux:
>>
>> libstdc++.so.6
>>
>> libtier0_s.so
>>
>> libvstdlib_s.so
>>
>> libsteam.so
>>
>>
>>
>> Windows:
>>
>> steam.dll
>>
>>
>>
>> We believe that they are no longer be needed and we will no longer be
>> shipping them.
>>
>> Please let us know if this is not the case.
>>
>>
>>
>> These binaries will communicate with Steam using the new WebSockets
>> protocol. Previously
>>
>> a bespoke UDP protocol was used.  You should see a TCP connection to a
>> Valve server on
>>
>> port 443, bound to a local ephemeral port.  There is currently no
>> mechanism to control
>>
>> what local port this connection is bound to.  However, it should obey
>> your IP binding,
>>
>> as before, and that is one of the main things we want to confirm with
>> this test.
>>
>> (The master server may refuse to list your server if the public IP used
>> to talk
>>
>> to Steam does not match the IP you are advertising for game traffic.)  It
>> also should
>>
>> obey HTTP_PROXY.  You also should be able to add "-udpforce" on the
>> command line
>>
>> to disable websockets and force the use of the old UDP protocol.  But
>> please don't do this
>>
>> unless you absolutely have to.  In the future WebSockets will be the
>> preferred (and
>>
>> better-supported) protocol.  The UDP protocol will likely be around for
>> some time, but
>>
>> eventually we'll phase it out.
>>
>>
>>
>

Re: [Csgo_servers] Compatibility test for incoming change (again)

2017-12-07 Thread David Parker
Hi Fletcher,

Seems to work fine on 64-bit Debian 8 (Jessie).  Haven't had any players
join yet so I'm not sure if connections or gameplay will be affected, but
the server itself started up just fine.  I'm running 6 instances of SRCDS
on different IPs on the same box, and CS:GO still is bound to the correct
IP.

On Wed, Dec 6, 2017 at 8:16 PM, Fletcher Dunn 
wrote:

> Hello!  I’m back for another test.
>
>
>
> We're planning on updating the method that CSGO servers uses to talk to
> Steam in the week or two.  We'd appreciate your help testing this change in
> advance to identify any potential problems.  When we ran this test before,
> we didn’t have a mechanism to bind the new websocket connection to a
> particular IP.  We realized that this was a necessary feature, and so the
> binaries in this test should include that functionality.  The method to
> select the IP to bind to is the same, so basically your current
> configuration should just work.
>
>
>
> To see if this change will cause any problems with your setup, download
> this zip and follow the instructions in the readme.txt.  (Also pasted
> below.)
>
>
>
> http://media.steampowered.com/apps/730/steam_bins_test_20171206.zip
>
>
>
> Thanks for your help.  Post a reply here if you have any issues.  We're
> especially interested in hearing your results if you are running an older
> distribution of linux or have a complicated network environment.
> (Multi-homed, NAT, etc.)
>
>
>
> This change will also be coming to the older Source games, as well.  The
> binaries in this zip *should* be compatible with those games, although I
> haven't tested it specifically so there might be an issue.  We'll send a
> similar announcement to operators of those servers on the appropriate
> mailing list when we get closer to updating those games.
>
>
>
> - Fletch
>
>
>
>
>
>
>
> README.TXT:
>
>
>
> Thanks for helping test compatibility with these new Steam binaries for the
>
> dedicated server.
>
>
>
> Place the files for your platform into your "bin" folder.  They should
> replace
>
> files with the same name.  (steamerrorreporter.exe on Win32 is new.)
>
>
>
> **PLEASE DELETE** the files listed below, if they are present:
>
>
>
> Linux:
>
> libstdc++.so.6
>
> libtier0_s.so
>
> libvstdlib_s.so
>
> libsteam.so
>
>
>
> Windows:
>
> steam.dll
>
>
>
> We believe that they are no longer be needed and we will no longer be
> shipping them.
>
> Please let us know if this is not the case.
>
>
>
> These binaries will communicate with Steam using the new WebSockets
> protocol. Previously
>
> a bespoke UDP protocol was used.  You should see a TCP connection to a
> Valve server on
>
> port 443, bound to a local ephemeral port.  There is currently no
> mechanism to control
>
> what local port this connection is bound to.  However, it should obey your
> IP binding,
>
> as before, and that is one of the main things we want to confirm with this
> test.
>
> (The master server may refuse to list your server if the public IP used to
> talk
>
> to Steam does not match the IP you are advertising for game traffic.)  It
> also should
>
> obey HTTP_PROXY.  You also should be able to add "-udpforce" on the
> command line
>
> to disable websockets and force the use of the old UDP protocol.  But
> please don't do this
>
> unless you absolutely have to.  In the future WebSockets will be the
> preferred (and
>
> better-supported) protocol.  The UDP protocol will likely be around for
> some time, but
>
> eventually we'll phase it out.
>
>
>
> Note that there is no change to the UDP protocols used to talk to clients,
> either game
>
> traffic or for server browser pings.  This only changes how the gameserver
> talks to Steam.
>
> For that purpose the local port has never been relevant.  As mentioned
> above, we do
>
> require that the public IP match.
>
>
>
>
>
> Things to test:
>
> * Does the server boot with those files deleted.
> (Especially on old distros.)
>
> * Does the server have any trouble talking to Steam using
> websockets.
>
>
>
> The connection_log[_xxx].txt file is also a potentially interesting source
> of
>
> information about how your server is talking to Steam.
>
>
>
> We will make a special announcement when we release the update that makes
> this change.
>
> Until you see that announcement, you can assume that no change has been
> made to the
>
> Steam binaries or method used to talk to Steam.
>
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>



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

2017-10-13 Thread David Parker
Just be sure to wear a ski mask while you do it.  You know, old-school
style...

:-)

On Thu, Oct 12, 2017 at 2:44 PM, Ryan Bentley  wrote:

> I'll be right back. I'm working on hacking into his JTag layer. I'll get a
> proof-of-communication going soon
>
> On Thu, Oct 12, 2017 at 7:35 PM, Ryan Bentley  wrote:
>
>> "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."
>>
>> I'm from the UK and have never met you before. Are you insane?
>>
>> On Thu, Oct 12, 2017 at 5:57 PM, Don Park  wrote:
>>
>>> The thing that probably rubbed people the wrong way was that his first
>>> response to asking for clarification and proof that this even is a problem
>>> (the guy literally writes, "Don't take this the wrong way"), was a
>>> condescending and aggressive tone of:
>>>
>>> " Yes, IT skills. Electronics skills. And old school knowledge of how to
>>> inject image files with malicious code (NetSec/ITSec). This is an older
>>> style of "hacking". Remember those warnings about clicking download
>>> attachments from the 90s onward? Same thing still applies. Except, there is
>>> no detection for any hlds/go server, so an injected image can contaminate a
>>> server cache. Which in turn will infect clients. Any image file, any data
>>> file really, can be modified like this. Willing to bet good money those
>>> $500. go weapon skins have hack code scripted and injected into the image."
>>>
>>> Or another goodie:
>>>
>>> "No disrespect intended but you have no idea what you are speaking
>>> about." <- kinda hard to not take offense to that for some people.
>>>
>>> Since then, every single response has been an escalation and reflection
>>> of that aggressiveness.  Also the fact that he tries to show he knows his
>>> "thing" by giving himself "Professional" "Independent" labels, as if those
>>> justify/strengthen his stance.
>>>
>>> I'm familiar with what he's saying, but the reason why I didn't take him
>>> seriously is because he's thinking at a too theoretical of a level.  If you
>>> think of a problem at a high-enough level, it makes sense.  But, like any
>>> major/professional project people work on, the devil is always in the
>>> details.  I'm more keen to trust the developers and engineers at Valve to
>>> have figured out that detail than an email about an exploit that makes
>>> sense at a theoretical level but has provided no proof or reason that this
>>> actually can be exploited.
>>>
>>> Basically asking for some preliminary results since it seemed
>>> under-prepared.
>>>
>>> - Don
>>>
>>>
>>> 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 <
>> stealthmode1...@gmail.com> 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/mode
>>> ration.
>>>
>>> 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.
>>>

Re: [Csgo_servers] Custom files exploit

2017-10-10 Thread David
none of these videos looks current or relevant? 1.6/CZ server exploits have
no baring on CSGO server installations.

On 10 October 2017 at 17:34, Stealth Mode  wrote:

> @Ryan, etc.
>
> I studied radio electronics before IT was a thing. NetSec and ITSec go
> hand in hand. My credentials aren't CS, because CS was radio electronics.
> The industry hasn't changed, just a little more vulnerable. Not like I am
> specifically stating how to inject code, or what code to inject on a public
> mailing list. Don't need to. Professionals here know what I am referring
> to. I guess the rest do not have the knowledge to understand what the
> exploit can actually do. You are aware. That is all that matters. Don't
> secure your servers, that is on you. When they get exploited, that is on
> you.
>
> Have a nice day! End of discussion. No further communications.
>
> Sincerely,
> Christopher "StealthMode" Stephen Larkins
> Independent IT Field Engineer
> fieldnation.com
> workmarket.com
> onforce.com
> clearancejobs.com
>
>
> On Tue, Oct 10, 2017 at 12:09 PM, Ryan Bentley  wrote:
>
>> My sides at this thread. At first I just rolled my eyes but now I
>> actually believe that Stealth Mode is either a troll or delusional. Please
>> stop saying "ITSec". Any first year CS student knows what PoC is but you
>> don't? Please.
>>
>> You are embarrassing yourself. Which institution did you get your degree?
>> It must be a very old BSc indeed. You talk complete nonsense and have a
>> fundamental misunderstanding of basic computer science tenets.
>>
>> On Tue, Oct 10, 2017 at 4:34 PM, Nomaan Ahmad 
>> wrote:
>>
>>> Nice hat there. Stealth might get this one though:
>>> https://i.imgur.com/329jfXt.gif
>>>
>>> On 10 Oct 2017 4:29 pm, "PistonMiner"  wrote:
>>>
 The person in question should never have written a message about an
 open vulnerability into a public mailing list in the first place. Just
 because they did doesn't mean that you should ask for PoCs in public
 mailing lists, there's a multitude of issues with that.
 To make it perfectly clear, I'm not defending this person, I seriously
 doubt the seriousness of their statements and a lot of what they're saying
 makes no sense at all and looks like trying to maintain an image of
 competence while knowing little, but responsible disclosure still applies.
 If this person has a vulnerability to report, they should do so with the
 information listed at http://www.valvesoftware.com/security/.
 And I think I know what I'm talking about seeing as I have two Finder's
 Fees. See https://wiki.teamfortress.com/wiki/Finder%27s_Fee and
 https://wiki.teamfortress.com/wiki/List_of_Finder%27s_Fee_owners

 On 10.10.2017 17:08, Vaya wrote:

 I think someone needs to ‘stealth mode’ out of this email chain. This
 is just noise without a repeatable Test

 Sent from my iPhone

 On 10 Oct 2017, at 16:01, PistonMiner  wrote:

 If you have a vulnerability to report, don't do it in a public mailing
 list. Report it directly to Valve, and no place else. This conversation has
 so many problems, but asking for a PoC in a *public* mailing list is
 one of them. Look up responsible disclosure. (I should note though, at this
 point I am not convinced a vulnerability even exists.)

 --
 PistonMiner (Linus S.)

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>>>
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>>>
>>
>>
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>>
>
>
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Re: [Csgo_servers] CS:GO server crashing on Linux

2017-05-17 Thread David Parker
Thanks for the replies everyone.  The server was being started with the
same script I've always used, same user, etc.  It looks like a new
server.so file was delivered on May 12 and that's when the crashing
started.  The -nobreakpad workaround seems to fix the problem, although I'm
still curious as to why this is suddenly happening.

Thanks!

On Wed, May 17, 2017 at 1:42 PM, spendenanmich <spendenanm...@web.de> wrote:

> Have you tried adding the -nobreakpad workaround yet?
>
>
>
> Am 17.05.2017 um 19:08 schrieb Till Schlechtweg:
>
> Hey,
>
> maybe start up your SteamCMD and validate your Serverfiles, maybe the file
> that cant be opened, isnt there to be found. Second could be permissions,
> maybe you are starting the server woth the wrong user?
>
> h0lysh!t
>
> Am 17.05.2017 19:04 schrieb "David Parker" <dpar...@utica.edu>:
>
>> Hello,
>>
>> I have been running a CS:GO server on Debian 8 (64-bit) for a long time
>> without any problems.  But within the last few days, it has started
>> crashing on startup.  No addons are loaded, so this is just a vanilla
>> server.  The console output is below.  Any help is greatly appreciated!
>>
>>
>> Enabling debug mode
>> Server will auto-restart if there is a crash.
>> WARNING: Could not locate steam dir:, ignoring.
>> LD_LIBRARY_PATH=/usr/local/srcds_3/cs_go/bin:/usr/local/srcd
>> s_3/cs_go:/usr/local/srcds_3/cs_go/bin:
>> #
>> #Console initialized.
>> Setting breakpad minidump AppID = 740
>> #Using breakpad minidump system 740/13579.498.DC
>> Using breakpad crash handler
>> Forcing breakpad minidump interfaces to load
>> Looking up breakpad interfaces from steamclient
>> Calling BreakpadMiniDumpSystemInit
>> #Loading VPK file hashes for pure server operation.
>> #Loading VPK file hashes for pure server operation.
>> #Loading VPK file hashes for pure server operation.
>> # failed to dlopen /usr/local/srcds_3/cs_go/csgo/bin/server.so
>> error=dlopen: cannot load any more object with static TLS
>> Shutdown function g_pMatchFramework->Shutdown() not in list!!!
>> Shutdown function Sys_ShutdownAuthentication() not in list!!!
>> Shutdown function Host_Shutdown() not in list!!!
>> Shutdown function Decal_Shutdown() not in list!!!
>> Shutdown function modelloader->Shutdown() not in list!!!
>> Shutdown function ShutdownStudioRender() not in list!!!
>> Shutdown function StaticPropMgr()->Shutdown() not in list!!!
>> Shutdown function ShutdownMaterialSystem() not in list!!!
>> Shutdown function HLTV_Shutdown() not in list!!!
>> Shutdown function g_Log.Shutdown() not in list!!!
>> Shutdown function g_GameEventManager.Shutdown() not in list!!!
>> Shutdown function sv.Shutdown() not in list!!!
>> Shutdown function NET_Shutdown() not in list!!!
>> Shutdown function g_pSteamSocketMgr->Shutdown() not in list!!!
>> Shutdown function Filter_Shutdown() not in list!!!
>> Shutdown function COM_Shutdown() not in list!!!
>> Shutdown function g_pCVar->Shutdown() not in list!!!
>> Shutdown function Cmd_Shutdown() not in list!!!
>> Shutdown function Cbuf_Shutdown() not in list!!!
>> Shutdown function Con_Shutdown() not in list!!!
>> Shutdown function Memory_Shutdown() not in list!!!
>> Shutdown function Sys_ShutdownMemory() not in list!!!
>> Shutdown function Sys_Shutdown() not in list!!!
>> PreMinidumpCallback: updating dump comment
>> crash_20170517125610_1.dmp[23061]: Uploading dump (out-of-process)
>> /tmp/dumps/crash_20170517125610_1.dmp
>> Segmentation fault (core dumped)
>> BFD: Warning: /usr/local/srcds_3/cs_go/core is truncated: expected core
>> file size >= 81403904, found: 1019904.
>> Cannot access memory at address 0xf77c391c
>> Cannot access memory at address 0xf77c3918
>> Python Exception  Cannot access memory at
>> address 0xffc3c160:
>> debug.cmds:1: Error in sourced command file:
>> Cannot access memory at address 0xffc3c160
>> email debug.log to li...@valvesoftware.com
>> Wed May 17 12:56:10 EDT 2017: Server restart in 10 seconds
>>
>>
>> --
>> Dave Parker
>> Database & Systems Administrator
>> Utica College
>> Integrated Information Technology Services
>> (315) 792-3229 <%28315%29%20792-3229>
>> Registered Linux User #408177
>>
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>>
>
>
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> list

[Csgo_servers] CS:GO server crashing on Linux

2017-05-17 Thread David Parker
Hello,

I have been running a CS:GO server on Debian 8 (64-bit) for a long time
without any problems.  But within the last few days, it has started
crashing on startup.  No addons are loaded, so this is just a vanilla
server.  The console output is below.  Any help is greatly appreciated!


Enabling debug mode
Server will auto-restart if there is a crash.
WARNING: Could not locate steam dir:, ignoring.
LD_LIBRARY_PATH=/usr/local/srcds_3/cs_go/bin:/usr/local/srcds_3/cs_go:/usr/local/srcds_3/cs_go/bin:
#
#Console initialized.
Setting breakpad minidump AppID = 740
#Using breakpad minidump system 740/13579.498.DC
Using breakpad crash handler
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
#Loading VPK file hashes for pure server operation.
#Loading VPK file hashes for pure server operation.
#Loading VPK file hashes for pure server operation.
# failed to dlopen /usr/local/srcds_3/cs_go/csgo/bin/server.so
error=dlopen: cannot load any more object with static TLS
Shutdown function g_pMatchFramework->Shutdown() not in list!!!
Shutdown function Sys_ShutdownAuthentication() not in list!!!
Shutdown function Host_Shutdown() not in list!!!
Shutdown function Decal_Shutdown() not in list!!!
Shutdown function modelloader->Shutdown() not in list!!!
Shutdown function ShutdownStudioRender() not in list!!!
Shutdown function StaticPropMgr()->Shutdown() not in list!!!
Shutdown function ShutdownMaterialSystem() not in list!!!
Shutdown function HLTV_Shutdown() not in list!!!
Shutdown function g_Log.Shutdown() not in list!!!
Shutdown function g_GameEventManager.Shutdown() not in list!!!
Shutdown function sv.Shutdown() not in list!!!
Shutdown function NET_Shutdown() not in list!!!
Shutdown function g_pSteamSocketMgr->Shutdown() not in list!!!
Shutdown function Filter_Shutdown() not in list!!!
Shutdown function COM_Shutdown() not in list!!!
Shutdown function g_pCVar->Shutdown() not in list!!!
Shutdown function Cmd_Shutdown() not in list!!!
Shutdown function Cbuf_Shutdown() not in list!!!
Shutdown function Con_Shutdown() not in list!!!
Shutdown function Memory_Shutdown() not in list!!!
Shutdown function Sys_ShutdownMemory() not in list!!!
Shutdown function Sys_Shutdown() not in list!!!
PreMinidumpCallback: updating dump comment
crash_20170517125610_1.dmp[23061]: Uploading dump (out-of-process)
/tmp/dumps/crash_20170517125610_1.dmp
Segmentation fault (core dumped)
BFD: Warning: /usr/local/srcds_3/cs_go/core is truncated: expected core
file size >= 81403904, found: 1019904.
Cannot access memory at address 0xf77c391c
Cannot access memory at address 0xf77c3918
Python Exception  Cannot access memory at address
0xffc3c160:
debug.cmds:1: Error in sourced command file:
Cannot access memory at address 0xffc3c160
email debug.log to li...@valvesoftware.com
Wed May 17 12:56:10 EDT 2017: Server restart in 10 seconds


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Re: [Csgo_servers] multiple network interfaces

2016-12-09 Thread David Parker
I use +ip in the srcds command line for CS:GO and it works.

On Fri, Dec 9, 2016 at 11:19 AM, dedimark  wrote:

> Hello
>
> https://developer.valvesoftware.com/...d_Line_Options
>
> -ip
> Specifies the address to use for the bind(2) syscall, which controls on
> which IP addresses the program is reachable on. It must either be a local
> address (an addresses of the host it runs on) or 0.0.0.0 (the wildcard).
> This has nothing to do with externally-visible addresses in NAT setups.
>
> +ip - Specifies the IP when multiple network cards are installed (Old, but
> still works).
>
> OS debian 8
>
> auto eth1:1
> iface eth1:1 inet static
> address 45.35.XXX.XXX
> netmask 255.255.255.224
> gateway 45.35.XXX.XXX
>
> auto eth1:2
> iface eth1:2 inet static
> address 45.35.XXX.XXX
> netmask 255.255.255.224
> gateway 45.35.XXX.XXX
>
> auto eth1
> iface eth1 inet static
> address 45.35.XXX.XXX
> netmask 255.255.255.224
> gateway 45.35.XXX.XXX
>
> Hello guys,what is really Right choice ? -ip or +ip ? Thanks
>
>
>
> --
> View this message in context: http://csgo-servers.1073505.
> n5.nabble.com/multiple-network-interfaces-tp12213.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
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Re: [Csgo_servers] Pause and changelevel issue

2016-10-27 Thread David Parker
Does it only happen if a player on the server disconnects and re-joins, or
does it happen if any player joins (even one who was not there before)?

On Thu, Oct 27, 2016 at 11:05 AM, Jonathan SKRZYPEK 
wrote:

> Hi guys,
>
> I'm seeing the following issue :
>
> If a player disconnects and then re-joins when the server is in pause (via
> mp_pause_match)
> then the server changes the map :
>
> -> Reservation cookie 8866b364cc95aac7:  reason [R] Connect from
> 172.16.10.156:27005
> L 10/27/2016 - 15:18:16: server_cvar: "nextlevel" "de_dust2"
>  Host_Changelevel 
>
> If the player re-joins the same server without it being in pause :
>
> CHANGELEVEL: ConVar 'nextlevel' is set, next map will be
> 'workshop/128263495/scoutknifez'
> CHANGELEVEL: Not changing level, mp_match_end_restart is false,
> mp_match_end_changelevel is false
>
> So it seems that a player joining forces a changelevel/nextlevel on the
> server, but in the case of no pause the server (thankfully) refuses to do
> it because of mp_match_end_restart and mp_match_end_changelevel.
>
> Does anyone know why would a player join would trigger a map change ?
> Could it be a workshop related issue ?
> Map files/versions conflicting ?
>
> Any suggestions welcome :(
>
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Re: [Csgo_servers] Please Fix CSGO! Petition for Valve Fix Your Game @csgo_dev on YouTube.

2016-08-29 Thread David
This mailing list is for communicating and discussing issues with hosting
servers. not your personal chat line to the devs.

On 29 August 2016 at 17:46, Robin Groppe  wrote:

> Are you always that friendly? Communication is important especially in
> Software developement. What is this mailinglist for if I cant ask others
> for their opinion? Who are you to tell me to go cry somewhere else?
>
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Re: [Csgo_servers] Skin/Knife/WS/Kosy/Skiny - Valve Politics

2016-06-08 Thread David Parker
Not at the time you register your token.  They can check to see if the
plugin is installed when SRCDS starts up, or on each map load for example.

- Dave

On Wed, Jun 8, 2016 at 2:17 PM, Calder Lewis <lewis...@gmail.com> wrote:

> How would valve know you intend to put the plugin on the server when you
> register your token?
>
> -Calder Lewis
>
> On Jun 8, 2016, at 1:10 PM, David Parker <dpar...@utica.edu> wrote:
>
> The major difference between Valve enforcing rules on dedicated servers
> and police enforcing rules on the highway is the fact that Valve has full
> control over many aspects of this issue.  Police (usually) can't know that
> you plan to break the law as soon as you start up your car, or start
> driving down the street.  Valve, however, has a set of rules which they
> want to enforce on game servers and it seems to me like they could build
> these rules into the server code itself, and make the server simply refuse
> to start if any of the violations are detected (and even tell you what the
> problem is so you can correct it *before* you get banned).  Moreover, if
> someone does manage to start a server which violates the rules, couldn't
> the master servers detect this and at least refuse to list the server?  It
> seems odd to me that servers which are in clear violation of Valve's stated
> rules are still able to be listed, queried, and played on because the
> process for detecting violators is apparently manual.  Seems like it should
> be automated somehow, so the rules apply to everyone without human error
> involved.
>
> Just my two cents.
>
> - Dave
>
> On Wed, Jun 8, 2016 at 1:18 PM, Mathias Mortensen <uartigzo...@gmail.com>
> wrote:
>
>> I have one Game Anti-DDoS OVH Dedicated Server.
>>
>> What can i do if i keep getting DDoS'ed? It just goes offline on steam,
>> nothing else? new kind of attack or? And how can i stop it?
>>
>> Theese are 4 of the ips...
>>
>> IP rate limit under distributed packet load (1798 buckets, 3601 global
>> count), rejecting 91.176.20.87:27015.
>> IP rate limit sustained 11803 distributed packets at 196.7 pps (1628
>> buckets).
>> IP rate limit under distributed packet load (1801 buckets, 3601 global
>> count), rejecting 218.0.149.137:27015.
>> IP rate limit sustained 11846 distributed packets at 197.4 pps (1632
>> buckets).
>> IP rate limit under distributed packet load (1828 buckets, 3601 global
>> count), rejecting 161.138.196.38:27015.
>> IP rate limit sustained 12068 distributed packets at 201.1 pps (1651
>> buckets).
>> IP rate limit under distributed packet load (1812 buckets, 3601 global
>> count), rejecting 193.184.4.136:27015.
>>
>> 2016-06-08 18:59 GMT+02:00 Calder Lewis <lewis...@gmail.com>:
>>
>>> Valve is/are the police. They don't catch everyone but that is the risk.
>>> If the profit is greater than the risk go ahead and put the plugins back,
>>> but I do not see the value for me to put those plugins on any of my
>>> servers.
>>>
>>> -Calder
>>>
>>> On Jun 8, 2016, at 11:41 AM, Risk <risk-to-free...@wp.pl> wrote:
>>>
>>> W dniu 2016-06-08 o 18:26, Calder Lewis pisze:
>>>
>>> Listen,
>>> This is like speeding on the highway. Do you do it? Most people yes. Why
>>> because the chance of getting caught will be to have to pay a fine. In our
>>> case, GSLT tokens are banned. If you are willing to take the risk of your
>>> token being banned, use the plugin, but if not then don't worry. You are
>>> using risk analysis and deciding to not use the plugins.
>>>
>>> -Calder Lewis
>>>
>>> On Jun 8, 2016, at 11:17 AM, Absurd Minds < <goabs...@absurdminds.net>
>>> goabs...@absurdminds.net> wrote:
>>>
>>> They're prohibited, but I agree that valve needs to step up the counter
>>> measures. There are still so many servers with skin plugins. It's
>>> frustrating to have people join my server, type !knife, say "gay" and then
>>> immediately leave.
>>>
>>> I mean, if all they care about is skins, they probably don't play
>>> competitively enough to be in my server in the first place, but it's still
>>> hard to not be frustrated.
>>> On Jun 8, 2016 12:13 PM, "Risk" < <risk-to-free...@wp.pl>
>>> risk-to-free...@wp.pl> wrote:
>>>
>>>> Good morning,
>>>> A year ago, was the information on the prohibition of the use of
>>>> counterfeiting player's inventory?
>>>> It was created token?
>>>> I

Re: [Csgo_servers] Skin/Knife/WS/Kosy/Skiny - Valve Politics

2016-06-08 Thread David Parker
The major difference between Valve enforcing rules on dedicated servers and
police enforcing rules on the highway is the fact that Valve has full
control over many aspects of this issue.  Police (usually) can't know that
you plan to break the law as soon as you start up your car, or start
driving down the street.  Valve, however, has a set of rules which they
want to enforce on game servers and it seems to me like they could build
these rules into the server code itself, and make the server simply refuse
to start if any of the violations are detected (and even tell you what the
problem is so you can correct it *before* you get banned).  Moreover, if
someone does manage to start a server which violates the rules, couldn't
the master servers detect this and at least refuse to list the server?  It
seems odd to me that servers which are in clear violation of Valve's stated
rules are still able to be listed, queried, and played on because the
process for detecting violators is apparently manual.  Seems like it should
be automated somehow, so the rules apply to everyone without human error
involved.

Just my two cents.

- Dave

On Wed, Jun 8, 2016 at 1:18 PM, Mathias Mortensen 
wrote:

> I have one Game Anti-DDoS OVH Dedicated Server.
>
> What can i do if i keep getting DDoS'ed? It just goes offline on steam,
> nothing else? new kind of attack or? And how can i stop it?
>
> Theese are 4 of the ips...
>
> IP rate limit under distributed packet load (1798 buckets, 3601 global
> count), rejecting 91.176.20.87:27015.
> IP rate limit sustained 11803 distributed packets at 196.7 pps (1628
> buckets).
> IP rate limit under distributed packet load (1801 buckets, 3601 global
> count), rejecting 218.0.149.137:27015.
> IP rate limit sustained 11846 distributed packets at 197.4 pps (1632
> buckets).
> IP rate limit under distributed packet load (1828 buckets, 3601 global
> count), rejecting 161.138.196.38:27015.
> IP rate limit sustained 12068 distributed packets at 201.1 pps (1651
> buckets).
> IP rate limit under distributed packet load (1812 buckets, 3601 global
> count), rejecting 193.184.4.136:27015.
>
> 2016-06-08 18:59 GMT+02:00 Calder Lewis :
>
>> Valve is/are the police. They don't catch everyone but that is the risk.
>> If the profit is greater than the risk go ahead and put the plugins back,
>> but I do not see the value for me to put those plugins on any of my
>> servers.
>>
>> -Calder
>>
>> On Jun 8, 2016, at 11:41 AM, Risk  wrote:
>>
>> W dniu 2016-06-08 o 18:26, Calder Lewis pisze:
>>
>> Listen,
>> This is like speeding on the highway. Do you do it? Most people yes. Why
>> because the chance of getting caught will be to have to pay a fine. In our
>> case, GSLT tokens are banned. If you are willing to take the risk of your
>> token being banned, use the plugin, but if not then don't worry. You are
>> using risk analysis and deciding to not use the plugins.
>>
>> -Calder Lewis
>>
>> On Jun 8, 2016, at 11:17 AM, Absurd Minds < 
>> goabs...@absurdminds.net> wrote:
>>
>> They're prohibited, but I agree that valve needs to step up the counter
>> measures. There are still so many servers with skin plugins. It's
>> frustrating to have people join my server, type !knife, say "gay" and then
>> immediately leave.
>>
>> I mean, if all they care about is skins, they probably don't play
>> competitively enough to be in my server in the first place, but it's still
>> hard to not be frustrated.
>> On Jun 8, 2016 12:13 PM, "Risk" < 
>> risk-to-free...@wp.pl> wrote:
>>
>>> Good morning,
>>> A year ago, was the information on the prohibition of the use of
>>> counterfeiting player's inventory?
>>> It was created token?
>>> It created application servers that are abusing this rule?
>>>
>>> What has been done on this year?
>>> NOTHING.
>>>
>>> Network servers are all completely somewhere, one of those involved in
>>> the creation of the servers does not pay attention to the ban. Why is this
>>> happening?
>>> There were maybe 3-4 waves bans on IP or token.
>>> Has anyone took this? No, generate a new token that moment. These
>>> developers have several accounts steam. Each of the accounts of tokens,
>>> prepared the unit if a bummer!
>>>
>>> Punish you where you can see exactly .. Look at the top 50 servers,
>>> according to GT.
>>> http://www.gametracker.com/search/csgo/?=50#search
>>>
>>> We are looking for:
>>> !knife result 13
>>> !ws result 10
>>> 30% of servers with top uses prohibited plugins!
>>>
>>> But let's see how things look on? GT's search under the word !knife,
>>> !ws, siny, kosy:
>>> http://www.gametracker.com/search/csgo/?query=%21ws=50#search
>>> 9 pages of 50 results, or 450 servers ws
>>>
>>> http://www.gametracker.com/search/csgo/?query=%21knife=50#search
>>> 9 pages of 50 results, just 450 servers knife. Practically the same
>>> servers.
>>> 

[Csgo_servers] Server went insecure and now it fails to start

2015-12-03 Thread David Parker
Hello,

Let me begin by saying that I have had my GSLT in place and configured
correctly for quite a while, and my server was showing the correct status
in the web API query and also showed the message that it successfully
logged in during startup.

Within the last few days, my CS:GO server started showing as "insecure".
So I restarted it this morning, and now I'm having a new problem.  It loads
the config just fine, but after all the "server_cvar" messages on the
console I get this:

Stopping 0 worker threads
Starting 1 worker threads
1 threads. 678,888 ticks
exec: couldn't exec gamemode_casual_server.cfg
Commentary: Could not find commentary data file
'maps/de_dust_commentary.txt'.
Error parsing BotProfile.db - unknown attribute 'Rank'
Error parsing BotProfile.db - unknown attribute 'Rank'
Error parsing BotProfile.db - unknown attribute 'Rank'
Error parsing BotProfile.db - unknown attribute 'Rank'
Error parsing BotProfile.db - unknown attribute 'Rank'
Error parsing BotProfile.db - unknown attribute 'Rank'
Error parsing BotProfile.db - unknown attribute 'Rank'
Error parsing BotProfile.db - unknown attribute 'Rank'
Initializing Steam libraries for secure Internet server
[S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
Setting breakpad minidump AppID = 730
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Setting breakpad minidump AppID = 740
Logging into Steam gameserver account with logon token
''
FillInMachineIDInfo took a total of 0 milliseconds
enum_names.cpp (136) : Assertion Failed: Missing String for EResult
(103)
Assert( Assertion Failed: Missing String for EResult (103)
):enum_names.cpp:136

Then the message "enum_names.cpp (136) : Assertion Failed: Missing String
for EResult (103)" just keeps repeating once every few seconds.

I verified the game data via SteamCMD with "app_update 740 validate" and it
did not find any errors.  This server was working fine just a few days
ago.  Does anyone have any ideas as to what the problem might be?  The
server is running on Debian 8 64-bit.

Thanks!
Dave

-- 
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Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
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Re: [Csgo_servers] Server went insecure and now it fails to start

2015-12-03 Thread David Parker
When the server was in insecure mode, the "status" command showed the
following:

version : 1.35.1.1/13511 6211 insecure (secure mode enabled,
disconnected from Steam3)

Looking through the logs, this seems to have just started yesterday after
the server finished a game and went into hibernation.  Then I restarted it
this morning, and now it crashes on startup every time.

- Dave

On Thu, Dec 3, 2015 at 9:54 AM, David Parker <dpar...@utica.edu> wrote:

> Hello,
>
> Let me begin by saying that I have had my GSLT in place and configured
> correctly for quite a while, and my server was showing the correct status
> in the web API query and also showed the message that it successfully
> logged in during startup.
>
> Within the last few days, my CS:GO server started showing as "insecure".
> So I restarted it this morning, and now I'm having a new problem.  It loads
> the config just fine, but after all the "server_cvar" messages on the
> console I get this:
>
> Stopping 0 worker threads
> Starting 1 worker threads
> 1 threads. 678,888 ticks
> exec: couldn't exec gamemode_casual_server.cfg
> Commentary: Could not find commentary data file
> 'maps/de_dust_commentary.txt'.
> Error parsing BotProfile.db - unknown attribute 'Rank'
> Error parsing BotProfile.db - unknown attribute 'Rank'
> Error parsing BotProfile.db - unknown attribute 'Rank'
> Error parsing BotProfile.db - unknown attribute 'Rank'
> Error parsing BotProfile.db - unknown attribute 'Rank'
> Error parsing BotProfile.db - unknown attribute 'Rank'
> Error parsing BotProfile.db - unknown attribute 'Rank'
> Error parsing BotProfile.db - unknown attribute 'Rank'
> Initializing Steam libraries for secure Internet server
> [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
> Setting breakpad minidump AppID = 730
> Looking up breakpad interfaces from steamclient
> Calling BreakpadMiniDumpSystemInit
> Setting breakpad minidump AppID = 740
> Logging into Steam gameserver account with logon token
> ''
> FillInMachineIDInfo took a total of 0 milliseconds
> enum_names.cpp (136) : Assertion Failed: Missing String for EResult
> (103)
> Assert( Assertion Failed: Missing String for EResult (103)
> ):enum_names.cpp:136
>
> Then the message "enum_names.cpp (136) : Assertion Failed: Missing String
> for EResult (103)" just keeps repeating once every few seconds.
>
> I verified the game data via SteamCMD with "app_update 740 validate" and
> it did not find any errors.  This server was working fine just a few days
> ago.  Does anyone have any ideas as to what the problem might be?  The
> server is running on Debian 8 64-bit.
>
> Thanks!
> Dave
>
> --
> Dave Parker
> Systems Administrator
> Utica College
> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
>



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Integrated Information Technology Services
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Re: [Csgo_servers] Server went insecure and now it fails to start

2015-12-03 Thread David Parker
So it turns out that these were two issues of the same problem: I didn't
have a phone number associated with my Steam account (although I thought I
did).

I didn't discover this until I tried creating a new server token, but got
an error about my account not having any phone number on it.  I added a
phone number to my Steam account, and the server became secure and started
working within seconds (no restart necessary).

It would be nice if the server console told you what the problem was,
instead of spewing out an assertion error.

- Dave

On Thu, Dec 3, 2015 at 10:18 AM, David Parker <dpar...@utica.edu> wrote:

> When the server was in insecure mode, the "status" command showed the
> following:
>
> version : 1.35.1.1/13511 6211 insecure (secure mode enabled,
> disconnected from Steam3)
>
> Looking through the logs, this seems to have just started yesterday after
> the server finished a game and went into hibernation.  Then I restarted it
> this morning, and now it crashes on startup every time.
>
> - Dave
>
> On Thu, Dec 3, 2015 at 9:54 AM, David Parker <dpar...@utica.edu> wrote:
>
>> Hello,
>>
>> Let me begin by saying that I have had my GSLT in place and configured
>> correctly for quite a while, and my server was showing the correct status
>> in the web API query and also showed the message that it successfully
>> logged in during startup.
>>
>> Within the last few days, my CS:GO server started showing as "insecure".
>> So I restarted it this morning, and now I'm having a new problem.  It loads
>> the config just fine, but after all the "server_cvar" messages on the
>> console I get this:
>>
>> Stopping 0 worker threads
>> Starting 1 worker threads
>> 1 threads. 678,888 ticks
>> exec: couldn't exec gamemode_casual_server.cfg
>> Commentary: Could not find commentary data file
>> 'maps/de_dust_commentary.txt'.
>> Error parsing BotProfile.db - unknown attribute 'Rank'
>> Error parsing BotProfile.db - unknown attribute 'Rank'
>> Error parsing BotProfile.db - unknown attribute 'Rank'
>> Error parsing BotProfile.db - unknown attribute 'Rank'
>> Error parsing BotProfile.db - unknown attribute 'Rank'
>> Error parsing BotProfile.db - unknown attribute 'Rank'
>> Error parsing BotProfile.db - unknown attribute 'Rank'
>> Error parsing BotProfile.db - unknown attribute 'Rank'
>> Initializing Steam libraries for secure Internet server
>> [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
>> Setting breakpad minidump AppID = 730
>> Looking up breakpad interfaces from steamclient
>> Calling BreakpadMiniDumpSystemInit
>> Setting breakpad minidump AppID = 740
>> Logging into Steam gameserver account with logon token
>> ''
>> FillInMachineIDInfo took a total of 0 milliseconds
>> enum_names.cpp (136) : Assertion Failed: Missing String for EResult
>> (103)
>> Assert( Assertion Failed: Missing String for EResult (103)
>> ):enum_names.cpp:136
>>
>> Then the message "enum_names.cpp (136) : Assertion Failed: Missing String
>> for EResult (103)" just keeps repeating once every few seconds.
>>
>> I verified the game data via SteamCMD with "app_update 740 validate" and
>> it did not find any errors.  This server was working fine just a few days
>> ago.  Does anyone have any ideas as to what the problem might be?  The
>> server is running on Debian 8 64-bit.
>>
>> Thanks!
>> Dave
>>
>> --
>> Dave Parker
>> Systems Administrator
>> Utica College
>> Integrated Information Technology Services
>> (315) 792-3229
>> Registered Linux User #408177
>>
>
>
>
> --
> Dave Parker
> Systems Administrator
> Utica College
> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
>



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Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
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Re: [Csgo_servers] Regarding CS:GO Game Server Operation

2015-11-18 Thread David Parker
According to Michael, you won't need the tokens if you're using "sv_lan
1".  That makes sense, as I believe that's the same way TF2 works now.

As for assigning tokens, you could create a file in the master image with
all of your tokens in it, something like this:

1,TOKEN1
2,TOKEN2
3,TOKEN3

And a script which assigns the token based on user input, a number in the
hostname, or something else.  For example:

#!/bin/bash
TOKENFILE=/var/tmp/tokens# List of tokens
CFGFILE=/usr/local/csgo/cfg/autoexec.cfg# The autoexec.cfg file for
CS:GO
echo "Enter host number: " ; read n
token=$(grep "^$n," ${TOKENFILE} | cut -d',' -f2)
echo "sv_setsteamaccount ${token}" > ${CFGFILE}
echo "Assigned GSLT ${token}"
exit 0

This would require user input, but if you are somehow numbering the
hostnames, then you could even automate it by having this script get the
number from the hostname and run on boot.

Just some ideas.

- Dave

On Wed, Nov 18, 2015 at 11:28 AM, Mark Johansen <mark.s.johan...@gmail.com>
wrote:

> My setup is based on Hyper-V platform with virtualized ubuntu lts servers.
>
> But from what i hear i need to come up with some kind of checkin checkout
> system that will allow each server to pull a token from a service.
>
> Med venlig hilsen
>
> Mark S. Johansen
> Tlf.: 27 59 39 42
>
> 2015-11-18 16:52 GMT+01:00 Michael Valentine <
> michaelf.valent...@googlemail.com>:
>
>> LAN servers are fine and not affected.
>>
>> If you run a LAN server with +sv_setsteamaccount you will see the
>> following message in console:
>>
>> Warning: sv_setsteamaccount is not applicable in LAN mode.
>>
>>
>>
>> On Wed, Nov 18, 2015 at 2:48 PM, David Parker <dpar...@utica.edu> wrote:
>>
>>> I would imaging that LAN servers will still work, but the devs will need
>>> to confirm or refute that in order for us to know for sure.  Are you
>>> deploying Windows or Linux servers?
>>>
>>> On Wed, Nov 18, 2015 at 1:23 AM, Mark Johansen <
>>> mark.s.johan...@gmail.com> wrote:
>>>
>>>> Hi!,
>>>>
>>>> Is this considered the same for servers configured with "sv_lan 1" ?
>>>>
>>>> --
>>>> Mark S. Johansen
>>>>
>>>>
>>>> 2015-11-18 0:35 GMT+01:00 Niko <mail...@go-free.info>:
>>>>
>>>>> Hey,
>>>>> light has been shed already. sorry but it's not positive for you:
>>>>>
>>>>> Stage 4: Dedicated Servers that use anonymous login will no longer list 
>>>>> in the GMS nor be connectable by CS:GO clients.
>>>>>
>>>>>
>>>>> BR,
>>>>> Niko
>>>>>
>>>>>
>>>>>
>>>>> On 11/18/2015 00:31, Mark Johansen wrote:
>>>>>
>>>>> Hi Everyone!,
>>>>>
>>>>> Each year I'm responsible for hosting somewhere between 200-300 CS:GO
>>>>> for an competitive gaming event. When we deploy our servers each instance
>>>>> is a copy of our template image - by doing it this way we eliminate
>>>>> configuration for each instance. From what I've been reading about "CS:GO
>>>>> Game Server Operation" i'm feeling rather afraid that this will require me
>>>>> to configure each instance with a specific token to allow the clients to
>>>>> connect. When the projects enters the last stage will this deactivate all
>>>>> connections? by this meaning direct connect commands?
>>>>>
>>>>> I hope that someone shed a light on the subject
>>>>>
>>>>> --
>>>>> Mark S. Johansen
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> ___
>>>>> Csgo_servers mailing 
>>>>> listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>>>
>>>>>
>>>>>
>>>>> ___
>>>>> Csgo_servers mailing list
>>>>> Csgo_servers@list.valvesoftware.com
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>>>
>>>>
>>>>
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&

Re: [Csgo_servers] Regarding CS:GO Game Server Operation

2015-11-18 Thread David Parker
A bit off-topic for this thread, but "login anonymous" still works in
steamcmd.  The GSLT is only required for the game server to register itself
with Steam once it has started up.

On Wed, Nov 18, 2015 at 2:04 PM, Ejziponken - <sza...@hotmail.com> wrote:

> How do we update the server now? You cant login with a token can you?
>
> Using this script:
> @ShutdownOnFailedCommand 1
> @NoPromptForPassword 1
> login anonymous
> force_install_dir /home/server1
> app_update 740
> quit
>
> --
> From: dpar...@utica.edu
> Date: Wed, 18 Nov 2015 11:44:52 -0500
> To: csgo_servers@list.valvesoftware.com
> Subject: Re: [Csgo_servers] Regarding CS:GO Game Server Operation
>
>
> According to Michael, you won't need the tokens if you're using "sv_lan
> 1".  That makes sense, as I believe that's the same way TF2 works now.
>
> As for assigning tokens, you could create a file in the master image with
> all of your tokens in it, something like this:
>
> 1,TOKEN1
> 2,TOKEN2
> 3,TOKEN3
>
> And a script which assigns the token based on user input, a number in the
> hostname, or something else.  For example:
>
> #!/bin/bash
> TOKENFILE=/var/tmp/tokens# List of tokens
> CFGFILE=/usr/local/csgo/cfg/autoexec.cfg# The autoexec.cfg file
> for CS:GO
> echo "Enter host number: " ; read n
> token=$(grep "^$n," ${TOKENFILE} | cut -d',' -f2)
> echo "sv_setsteamaccount ${token}" > ${CFGFILE}
> echo "Assigned GSLT ${token}"
> exit 0
>
> This would require user input, but if you are somehow numbering the
> hostnames, then you could even automate it by having this script get the
> number from the hostname and run on boot.
>
> Just some ideas.
>
> - Dave
>
> On Wed, Nov 18, 2015 at 11:28 AM, Mark Johansen <mark.s.johan...@gmail.com
> > wrote:
>
> My setup is based on Hyper-V platform with virtualized ubuntu lts servers.
>
> But from what i hear i need to come up with some kind of checkin checkout
> system that will allow each server to pull a token from a service.
>
> Med venlig hilsen
>
> Mark S. Johansen
> Tlf.: 27 59 39 42
>
> 2015-11-18 16:52 GMT+01:00 Michael Valentine <
> michaelf.valent...@googlemail.com>:
>
> LAN servers are fine and not affected.
>
> If you run a LAN server with +sv_setsteamaccount you will see the
> following message in console:
>
> Warning: sv_setsteamaccount is not applicable in LAN mode.
>
>
>
> On Wed, Nov 18, 2015 at 2:48 PM, David Parker <dpar...@utica.edu> wrote:
>
> I would imaging that LAN servers will still work, but the devs will need
> to confirm or refute that in order for us to know for sure.  Are you
> deploying Windows or Linux servers?
>
> On Wed, Nov 18, 2015 at 1:23 AM, Mark Johansen <mark.s.johan...@gmail.com>
> wrote:
>
> Hi!,
>
> Is this considered the same for servers configured with "sv_lan 1" ?
>
> --
> Mark S. Johansen
>
>
> 2015-11-18 0:35 GMT+01:00 Niko <mail...@go-free.info>:
>
> Hey,
> light has been shed already. sorry but it's not positive for you:
>
> Stage 4: Dedicated Servers that use anonymous login will no longer list in 
> the GMS nor be connectable by CS:GO clients.
>
>
> BR,
> Niko
>
>
>
> On 11/18/2015 00:31, Mark Johansen wrote:
>
> Hi Everyone!,
>
> Each year I'm responsible for hosting somewhere between 200-300 CS:GO for
> an competitive gaming event. When we deploy our servers each instance is a
> copy of our template image - by doing it this way we eliminate
> configuration for each instance. From what I've been reading about "CS:GO
> Game Server Operation" i'm feeling rather afraid that this will require me
> to configure each instance with a specific token to allow the clients to
> connect. When the projects enters the last stage will this deactivate all
> connections? by this meaning direct connect commands?
>
> I hope that someone shed a light on the subject
>
> --
> Mark S. Johansen
>
>
>
>
> ___
> Csgo_servers mailing 
> listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>
>
>
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Re: [Csgo_servers] Regarding CS:GO Game Server Operation

2015-11-18 Thread David Parker
I would imaging that LAN servers will still work, but the devs will need to
confirm or refute that in order for us to know for sure.  Are you deploying
Windows or Linux servers?

On Wed, Nov 18, 2015 at 1:23 AM, Mark Johansen 
wrote:

> Hi!,
>
> Is this considered the same for servers configured with "sv_lan 1" ?
>
> --
> Mark S. Johansen
>
>
> 2015-11-18 0:35 GMT+01:00 Niko :
>
>> Hey,
>> light has been shed already. sorry but it's not positive for you:
>>
>> Stage 4: Dedicated Servers that use anonymous login will no longer list in 
>> the GMS nor be connectable by CS:GO clients.
>>
>>
>> BR,
>> Niko
>>
>>
>>
>> On 11/18/2015 00:31, Mark Johansen wrote:
>>
>> Hi Everyone!,
>>
>> Each year I'm responsible for hosting somewhere between 200-300 CS:GO for
>> an competitive gaming event. When we deploy our servers each instance is a
>> copy of our template image - by doing it this way we eliminate
>> configuration for each instance. From what I've been reading about "CS:GO
>> Game Server Operation" i'm feeling rather afraid that this will require me
>> to configure each instance with a specific token to allow the clients to
>> connect. When the projects enters the last stage will this deactivate all
>> connections? by this meaning direct connect commands?
>>
>> I hope that someone shed a light on the subject
>>
>> --
>> Mark S. Johansen
>>
>>
>>
>>
>> ___
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>>
>>
>>
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>>
>
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-11-16 Thread David Parker
Ido, could you guys please update the CS:GO "status" command to show
whether or not the server is logged in, like TF2 does?  That's a lot easier
than simply watching for lines in the console at startup, especially if
you're running in a screen session on Linux and can't scroll back through
the lines which have left the screen.

Thanks.

On Sat, Nov 14, 2015 at 11:24 AM, Anders Ekman 
wrote:

> Hi,
>
> So I don't know if this has been answered yet, but at what point will bans
> start being handed out by token / steam account instead of IP? At stage 3?
>
> 2015-11-14 15:19 GMT+01:00 ch4os :
>
>> I just started a local listenserver to practise some smokes and saw this
>> in console:
>>
>> 
>> 
>> 
>> *  No Steam account token was specified.   *
>> *  Logging into anonymous game server account. *
>> *  Support for anonymous logins will go away soon. *
>> *  To create a game server account go to   *
>> *  http://steamcommunity.com/dev/managegameservers *
>> 
>> 
>> 
>>
>> This is the same warning message you get when starting up a dedicated
>> server.
>> Will this be required for listenservers aswell? Or is this message just a
>> bug?
>>
>> Thanks!
>> Alex
>>
>>
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Re: [Csgo_servers] FreeBSD & CS:GO (crazy net_graph numbers)

2015-10-21 Thread David Parker
Also, for what it's worth, my CS:GO server console has always been
inexplicably laggy compared to any other game.  It almost seems to be some
sort of buffering issue.  So that's likely not relevant to your other
issues, it's just the way the server is.

On Wed, Oct 21, 2015 at 1:59 PM, David Parker <dpar...@utica.edu> wrote:

> If you're seeing that kind of behavior with a single client connected,
> then I think it's almost certainly due to your CPU not supporting the
> correct instructions.  I'm curious, does it do this if it's only you
> connected, and no bots?
>
> Also, have you checked CPU utilization on the server while your testing
> it?  I would watch the actual CPU load using top, htop, etc., and also run
> the "stats" command on the SRCDS console at some regular interval while
> you're connected.  You could do this with and without bots to compare.  It
> certainly sounds like a CPU issue, though.
>
> - Dave
>
> On Wed, Oct 21, 2015 at 1:47 PM, m0gely <m0g...@gmail.com> wrote:
>
>> Well, this is just a single player connection. The game appears to be
>> running at 1/16 of normal speed. Optimization isn't part of the picture
>> yet. To desribe what I'm seeing is like running ahead in game about 5 steps
>> then being teleported back 4 or so. This is what I see on the screen. The
>> bot's appear to be running but they are moving along very slowly compared
>> to what their legs are doing. I'm getting a Windows server ready for
>> testing. Gah.
>>
>> Alfred@valve are you still there? Eh?
>>
>> --
>> m0gely
>>
>>
>> Intoxicated bawNg wrote:
>>
>> I had to shutdown the majority of the servers which I hosted since the
>> closed beta started in January 2012 due to this issue. The remaining
>> servers had to have their slots greatly reduced and still experience poor
>> performance.
>>
>> At first some Valve devs were apparently investigating the issue, but
>> nothing was ever heard back from them and it seems they simply stopped
>> caring about performance.
>>
>> Examples of the performance difference on a linux box with a 3.9gHz Xeon
>> CPU include:
>> - 128 tick PUG and DM servers which used to be stable with up to 32
>> players experience large performance spikes with only 10 players.
>> - 64 tick mini-game servers which used to run without any spikes with
>> more than 55 players connected started experiencing major spikes with only
>> 20 players.
>>
>> Unless you can get latest generation hardware to make up for the lack of
>> optimization, you'll be better off hosting servers for another game.
>>
>> On Wed, Oct 21, 2015 at 7:07 PM, m0gely <m0g...@gmail.com> wrote:
>>
>>> No it does not support those features. That's unfortunate, but that post
>>> is so old. Is there better or more information on this? It seams my results
>>> are more extreme.
>>>
>>> --
>>> m0gely
>>>
>>>
>>> Syam wrote:
>>>
>>> According to this post :
>>>
>>> http://csgo-servers.1073505.n5.nabble.com/Valve-bug-report-regarding-XEON-cpus-and-csgo-servers-td6091.html
>>>
>>> Does your CPU support abm and fma instructions ?
>>>
>>> cat /var/run/dmesg.boot | grep Features (on freebsd)
>>> or
>>> cat /proc/cpuinfo (on linux)
>>>
>>> Syamwww.nexen.org
>>>
>>>
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>>>
>>
>>
>>
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>
>
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> Systems Administrator
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> Integrated Information Technology Services
> (315) 792-3229
> Registered Linux User #408177
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Re: [Csgo_servers] FreeBSD & CS:GO (crazy net_graph numbers)

2015-10-21 Thread David Parker
If you're seeing that kind of behavior with a single client connected, then
I think it's almost certainly due to your CPU not supporting the correct
instructions.  I'm curious, does it do this if it's only you connected, and
no bots?

Also, have you checked CPU utilization on the server while your testing
it?  I would watch the actual CPU load using top, htop, etc., and also run
the "stats" command on the SRCDS console at some regular interval while
you're connected.  You could do this with and without bots to compare.  It
certainly sounds like a CPU issue, though.

- Dave

On Wed, Oct 21, 2015 at 1:47 PM, m0gely  wrote:

> Well, this is just a single player connection. The game appears to be
> running at 1/16 of normal speed. Optimization isn't part of the picture
> yet. To desribe what I'm seeing is like running ahead in game about 5 steps
> then being teleported back 4 or so. This is what I see on the screen. The
> bot's appear to be running but they are moving along very slowly compared
> to what their legs are doing. I'm getting a Windows server ready for
> testing. Gah.
>
> Alfred@valve are you still there? Eh?
>
> --
> m0gely
>
>
> Intoxicated bawNg wrote:
>
> I had to shutdown the majority of the servers which I hosted since the
> closed beta started in January 2012 due to this issue. The remaining
> servers had to have their slots greatly reduced and still experience poor
> performance.
>
> At first some Valve devs were apparently investigating the issue, but
> nothing was ever heard back from them and it seems they simply stopped
> caring about performance.
>
> Examples of the performance difference on a linux box with a 3.9gHz Xeon
> CPU include:
> - 128 tick PUG and DM servers which used to be stable with up to 32
> players experience large performance spikes with only 10 players.
> - 64 tick mini-game servers which used to run without any spikes with more
> than 55 players connected started experiencing major spikes with only 20
> players.
>
> Unless you can get latest generation hardware to make up for the lack of
> optimization, you'll be better off hosting servers for another game.
>
> On Wed, Oct 21, 2015 at 7:07 PM, m0gely  wrote:
>
>> No it does not support those features. That's unfortunate, but that post
>> is so old. Is there better or more information on this? It seams my results
>> are more extreme.
>>
>> --
>> m0gely
>>
>>
>> Syam wrote:
>>
>> According to this post :
>>
>> http://csgo-servers.1073505.n5.nabble.com/Valve-bug-report-regarding-XEON-cpus-and-csgo-servers-td6091.html
>>
>> Does your CPU support abm and fma instructions ?
>>
>> cat /var/run/dmesg.boot | grep Features (on freebsd)
>> or
>> cat /proc/cpuinfo (on linux)
>>
>> Syamwww.nexen.org
>>
>>
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Re: [Csgo_servers] FreeBSD & CS:GO (crazy net_graph numbers)

2015-10-21 Thread David Parker
I'd be really curious what the CPU usage is when this is happening, as
measured in both the OS and SRCDS.  I'm going to bet that the usage is
actually low, but the CPU's lack of support for the needed instructions is
forcing the engine to do things in more convoluted (and perhaps less
optimized) ways.  It would be really great to hear from a dev on this
topic, though.

It's interesting because many years ago, CS 1.6 started requiring support
for a certain instruction set (MMX maybe?), and the dedicated server
checked for support on startup.  The server quit with an error if the CPU
wouldn't work.  If this truly is a case of your CPU not meeting the
requirements, it seems like they could just make it so the server tells you
that and won't start.

Also, in my experience, the server console (on Linux) is laggy regardless
of whether or not the server is hibernating.  It's just always that way.
On Oct 21, 2015 7:40 PM, "m0gely" <m0g...@gmail.com> wrote:

> It's like that with just myself and no bots yes. Wow this is maddening.
> CS:S does this too, but is nowhere as bad. sv ~66: var: spikes to ~33.
> Still unplayable, but not 1000. I will get into CPU instructions when I
> have a little more time.
>
> The console being laggy on Linux is ironic. The (old interface) HLDS
> Windows console was one of the motivating reasons not to run a Windows
> server.
>
> On Wed, Oct 21, 2015 at 2:02 PM, louloubizou <louloubi...@gmail.com>
> wrote:
>
>> Its the hibernation state...
>>
>>
>> Le mercredi 21 octobre 2015, David Parker <dpar...@utica.edu> a écrit :
>>
>>> Also, for what it's worth, my CS:GO server console has always been
>>> inexplicably laggy compared to any other game.  It almost seems to be some
>>> sort of buffering issue.  So that's likely not relevant to your other
>>> issues, it's just the way the server is.
>>>
>>> On Wed, Oct 21, 2015 at 1:59 PM, David Parker <dpar...@utica.edu> wrote:
>>>
>>>> If you're seeing that kind of behavior with a single client connected,
>>>> then I think it's almost certainly due to your CPU not supporting the
>>>> correct instructions.  I'm curious, does it do this if it's only you
>>>> connected, and no bots?
>>>>
>>>> Also, have you checked CPU utilization on the server while your testing
>>>> it?  I would watch the actual CPU load using top, htop, etc., and also run
>>>> the "stats" command on the SRCDS console at some regular interval while
>>>> you're connected.  You could do this with and without bots to compare.  It
>>>> certainly sounds like a CPU issue, though.
>>>>
>>>> - Dave
>>>>
>>>> On Wed, Oct 21, 2015 at 1:47 PM, m0gely <m0g...@gmail.com> wrote:
>>>>
>>>>> Well, this is just a single player connection. The game appears to be
>>>>> running at 1/16 of normal speed. Optimization isn't part of the picture
>>>>> yet. To desribe what I'm seeing is like running ahead in game about 5 
>>>>> steps
>>>>> then being teleported back 4 or so. This is what I see on the screen. The
>>>>> bot's appear to be running but they are moving along very slowly compared
>>>>> to what their legs are doing. I'm getting a Windows server ready for
>>>>> testing. Gah.
>>>>>
>>>>> Alfred@valve are you still there? Eh?
>>>>>
>>>>> --
>>>>> m0gely
>>>>>
>>>>>
>>>>> Intoxicated bawNg wrote:
>>>>>
>>>>> I had to shutdown the majority of the servers which I hosted since the
>>>>> closed beta started in January 2012 due to this issue. The remaining
>>>>> servers had to have their slots greatly reduced and still experience poor
>>>>> performance.
>>>>>
>>>>> At first some Valve devs were apparently investigating the issue, but
>>>>> nothing was ever heard back from them and it seems they simply stopped
>>>>> caring about performance.
>>>>>
>>>>> Examples of the performance difference on a linux box with a 3.9gHz
>>>>> Xeon CPU include:
>>>>> - 128 tick PUG and DM servers which used to be stable with up to 32
>>>>> players experience large performance spikes with only 10 players.
>>>>> - 64 tick mini-game servers which used to run without any spikes with
>>>>> more than 55 players connected started experiencing major spikes with only
>>&g

Re: [Csgo_servers] My motd stopped working

2015-10-16 Thread David Parker
This is a just guess, but do you perhaps have the custom MOTD in one place,
and the stock MOTD file in another?  For example, do you have MOTD files in
both your CS:GO install directory *and* the cfg subfolder?

On Fri, Oct 16, 2015 at 11:14 AM, Absurd Minds 
wrote:

> And my motd is just a link.
> On Oct 16, 2015 10:59 AM,  wrote:
>
>> Are you using a plugin to open the motd page? Did you check for errors in
>> the plugin?
>>
>> Have you tried setting the link in motd.txt and checking it on server
>> join?
>>
>> BR,
>>
>> Niko
>>
>>
>>
>> *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
>> csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Absurd Minds
>> *Sent:* Friday, October 16, 2015 16:52
>> *To:* csgo_servers@list.valvesoftware.com
>> *Subject:* Re: [Csgo_servers] My motd stopped working
>>
>>
>>
>> It's a link to a Web page.
>>
>> On Oct 16, 2015 10:48 AM, "Daniel Barreiro" <
>> smelly.feet.you.h...@gmail.com> wrote:
>>
>> HTML motd or text based?
>>
>>
>>
>> On Fri, Oct 16, 2015 at 10:45 AM, Absurd Minds 
>> 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 
>> 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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>>
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Re: [Csgo_servers] Issue with logaddress_add where server is binded to one IP

2015-09-02 Thread David Parker
If SRCDS is bound to a specific IP, it doesn't seem like the application
itself could be sending data from a different IP.  Are you sure it's really
bound to just a.a.a.a, and not 0.0.0.0 instead?  Because it it was
listening on all IPs, then one would expect to see the behavior you're
describing.

Also, what OS is this on?

- Dave

On Wed, Sep 2, 2015 at 3:15 PM, qhrizz  wrote:

> What happens if you remove all NICs but one? a.a.a.a and config it to
> logaddress_add c.c.c.c:27500? Does it send data correctly to hlstats? Have
> you configured hlstats correctly? Portforward for 27500-> c.c.c.c
>
> I dont use a multiwan host for my csgoserver but i have my hlstats server
> accepting data from many different servers, some residing on the same host
> and some outside of my network.
>
>
>
> --
> View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/Issue-with-logaddress-add-where-server-is-binded-to-one-IP-tp10047p10048.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
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Re: [Csgo_servers] valve stop.

2015-07-18 Thread David
Someone might be more likely to listen to you if you spell more words right
by the way.

On 18 July 2015 at 12:48, wickedplayer494 wickedplayer...@gmail.com wrote:

  Please, for the sake of us all, take your whining to SPUF or SPUD
 instead of here. The only thing you might be accomplishing is some abuse
 reports to Google for spamming this crap multiple times.


 On 7/18/2015 6:43 AM, Omar Haider 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.


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Re: [Csgo_servers] Bug - Get Extra Money in First Round

2015-06-16 Thread David Parker
From the link posted by k HAN:

sm_save_scores_css_cash
default: 1
For CS only if set to 1 the save scores will also restore their cash

sm_save_scores_css_spec_cash
default: 1
For CS only if set to 1 the save scores will save spectators cash and
restore it after team join. 0 = off/1 = on

I bet one (or both) of those settings are causing this.  You could try
simply setting them to 0 in your config file and see what happens.

On Tue, Jun 16, 2015 at 2:10 PM, k HAN mhan.sen...@gmail.com wrote:

 My guess is that your Save Scores (1.3.5) by exvel is saving the
 player's balance when the move to spectate.  Try disabling that plugin
 and see if the issue persists.  If so I would reccomend posting on the
 dev's forum post at allied mods:
 https://forums.alliedmods.net/showthread.php?p=660327

 On Tue, Jun 16, 2015 at 12:57 PM, Usman Khan usman.ghazan...@gmail.com
 wrote:
  Here is how it is done; not sure if it is a Valve SRCDS bug or some
 plugin
  issue that people use to get extra money on first round. However, please
  note that I am not using any warmup plugin at all:
 
  Steps:
  here how its done
  At map end and after next map started if there is warmup and u join
  spectators instead of joining ct or t and u join team at round start u
 will
  get 16000 money
 
  Anyone else tried like that on default warmup without any warmup plugin?
 
 
  Plugins:
01 Admin all spec (1.0.2) by Dr!fter
02 Admin File Reader (1.7.2-dev+5202) by AlliedModders LLC
03 Admin Help (1.7.2-dev+5202) by AlliedModders LLC
04 Admin Menu (1.7.2-dev+5202) by AlliedModders LLC
05 AFK Manager (3.5.3) by Rothgar
06 Anti-Flood (1.7.2-dev+5202) by AlliedModders LLC
07 Ban disconnected players (1.05) by mad_hamster
08 Basic Chat (1.7.2-dev+5202) by AlliedModders LLC
09 Basic Comm Control (1.7.2-dev+5202) by AlliedModders LLC
10 Basic Commands (1.7.2-dev+5202) by AlliedModders LLC
11 Basic Info Triggers (1.7.2-dev+5202) by AlliedModders LLC
12 Basic Votes (1.7.2-dev+5202) by AlliedModders LLC
13 Client Preferences (1.7.2-dev+5202) by AlliedModders LLC
14 CS:GO Admin ESP (2.1) by Root
15 Fun Commands (1.7.2-dev+5202) by AlliedModders LLC
16 Fun Votes (1.7.2-dev+5202) by AlliedModders LLC
17 [CS:GO] Music Kits [Menu] (1.5.0) by iEx
18 Player Commands (1.7.2-dev+5202) by AlliedModders LLC
19 Reserved Slots (1.7.2-dev+5202) by AlliedModders LLC
20 Save Scores (1.3.5) by exvel
21 SourceMod Anti-Cheat (0.8.6.0) by SMAC Development Team
22 SMAC Aimbot Detector (0.8.6.0) by SMAC Development Team
23 SMAC AutoTrigger Detector (0.8.6.0) by SMAC Development Team
24 SMAC Client Protection (0.8.6.0) by SMAC Development Team
25 SMAC Command Monitor (0.8.6.0) by SMAC Development Team
26 SMAC ConVar Checker (0.8.6.0) by SMAC Development Team
27 SMAC Eye Angle Test (0.8.6.0) by SMAC Development Team
28 SMAC Rcon Locker (0.8.6.0) by SMAC Development Team
29 SMAC Spinhack Detector (0.8.6.0) by SMAC Development Team
30 Knife Upgrade (2.5.7) by Klexen
31 Sound Commands (1.7.2-dev+5202) by AlliedModders LLC
32 SourceBans (1.4.11) by SourceBans Development Team
33 SwapTeam (1.2.6) by Rogue - Originally by MistaGee
34 Updater (1.2.2) by GoD-Tony
35 PlayersList [dimic's mod] (0.4 dmt) by O!KAK  dimic
 
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Re: [Csgo_servers] Srcds IP restriction

2015-03-11 Thread David Parker
So if I understand correctly, you have multiple instances running on the
same physical server and you only want to restrict access to one of them.
In that case, if you build your iptables rules to apply only to a specific
IP and port (or port range) on the server, then it should only affect the
instance on the specified IP and port.  Wouldn't that work?

- Dave

On Wed, Mar 11, 2015 at 11:39 AM, Geoffrey B. bachel...@gmail.com wrote:

 With iptables it will restrict ip for both server but i have some serves
 on my dedicated and want to provide a public server especially for some
 countries

 2015-03-11 16:36 GMT+01:00 David Parker dpar...@utica.edu:

 Why don't you want to use iptables?  That certainly seems like it would
 be the easiest way.  Another option might be to set a password on the
 server (if that's still possible in CS:GO) and give it to those players you
 want to allow.

 On Wed, Mar 11, 2015 at 9:53 AM, Geoffrey B. bachel...@gmail.com wrote:

 Haven't found anything related to it by googling so maybe someone in the
 mailling list can help.

 I want to know if it's possible to allow just a pool of public IP
 address on a srcds instance ? Don't wanna use iptables to do it.

 Thanks

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Re: [Csgo_servers] Srcds IP restriction

2015-03-11 Thread David Parker
Why don't you want to use iptables?  That certainly seems like it would be
the easiest way.  Another option might be to set a password on the server
(if that's still possible in CS:GO) and give it to those players you want
to allow.

On Wed, Mar 11, 2015 at 9:53 AM, Geoffrey B. bachel...@gmail.com wrote:

 Haven't found anything related to it by googling so maybe someone in the
 mailling list can help.

 I want to know if it's possible to allow just a pool of public IP address
 on a srcds instance ? Don't wanna use iptables to do it.

 Thanks

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Re: [Csgo_servers] ./srcds_run: line 318: 952 Segmentation fault (core dumped) $HL_CMD

2015-01-12 Thread David Parker
Is this a vanilla server, or do you have SourceMod or other plugins
installed?

On Mon, Jan 12, 2015 at 10:20 AM, Geoffrey B. bachel...@gmail.com wrote:

 I forget few lines in the console :

 ./srcds_run: line 318:  1340 Segmentation fault  (core dumped) $HL_CMD
 BFD: Warning: /home/steam/steamcmd/master-retake/core is truncated:
 expected core file size = 201478144, found: 1024000.
 Cannot access memory at address 0xee1408f8
 Cannot access memory at address 0xee1408f4
 debug.cmds:1: Error in sourced command file:
 Cannot access memory at address 0xf6aabca0

 2015-01-12 16:18 GMT+01:00 Geoffrey B. bachel...@gmail.com:

 Hi,

 I have a little annoying problem on a newly installed server. I already
 installd ia32-libs and gcc but still have an error at launch :

 ./srcds_run: line 318: 952 Segmentation fault (core dumped) $HL_CMD

 Here is the debug.log file :
 CRASH: Mon Jan 12 16:14:34 CET 2015
 Start Line: ./srcds_linux -game csgo -console -usercon -secure
 -autoupdate -steam_dir /home/steam/steamcmd -steamcmd_script
 /home/steam/steamcmd/runscript_server-1 -maxplayers_override 10
 -tickrate 128 +hostport 27015 +game_type 0 +game_mode 1 +mapgroup mg_bomb
 +map de_dust2 +sv_pure 0 +fps_max 0 +exec rserver-1.c
 fg -debug
 [New LWP 1258]
 [New LWP 1264]
 [New LWP 1262]
 [New LWP 1263]
 [New LWP 1259]
 #0  0xec79b017 in ?? ()
 End of Source crash report

 Didn't found anythin on internet :/
 It's a Debian 7



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Re: [Csgo_servers] failed to open libtier0.so

2014-12-16 Thread David Parker
In my srcds_run for CS:GO, the LD_LIBRARY_PATH gets set as follows:

# setup the libraries, local dir first!
export
LD_LIBRARY_PATH=${SRCDS_DIR}:${SRCDS_DIR}/bin:${LD_LIBRARY_PATH}

So, it seems like your LD_LIBRARY_PATH should be:


  
LD_LIBRARY_PATH=/home/steam/steamcmd/games/csgoretake:/home/steam/steamcmd/games/csgoretake/bin

The fact that it only has /home/steam/steamcmd/games/csgoretake/bin and
then (null) makes me wonder if you're starting CS:GO from the wring
directory.  Are you starting it from
/home/steam/steamcmd/games/csgoretake/bin, or the SRCDS root
(/home/steam/steamcmd/games/csgoretake:/home/steam/steamcmd/games/csgoretake)?

- Dave

On Tue, Dec 16, 2014 at 8:37 AM, Geoffrey Bachelot bachel...@gmail.com
wrote:

 Hi all admins / gurus.


 I am experiencing a little issue since today.
 I have a dedicated server which actually runs 2 csgo servers without
 problems. So i just installed a new instance to create a new csgods btu i
 have a problem with this last one. When i launch it, it give me this awful
 error :

 *LD_LIBRARY_PATH=/home/steam/steamcmd/games/csgoretake/bin:(null)*
 *Failed to open libtier0.so (libtier0.so: cannot open shared object file:
 No such file or directory)*


 I triied all things i can found on internet but nothing works.

 Here is the result of ldd../libtier0.so. The first from a working
 instance the second with the last installed instance.

 *ldd /var/steamcmd/games/csgo/bin/libtier0.so
*
 *linux-gate.so.1 =  (0xf77b6000)*
 *libm.so.6 = /lib/i386-linux-gnu/i686/cmov/libm.so.6 (0xf7734000)*
 *libdl.so.2 = /lib/i386-linux-gnu/i686/cmov/libdl.so.2
 (0xf773)*
 *libpthread.so.0 = /lib/i386-linux-gnu/i686/cmov/libpthread.so.0
 (0xf7716000)*
 */lib/ld-linux.so.2 (0xf77b7000)*
 *libc.so.6 = /lib/i386-linux-gnu/i686/cmov/libc.so.6 (0xf75b1000)*

 *ldd /home/steam/steamcmd/games/csgoretake/bin/libtier0.so
   *
 *linux-gate.so.1 =  (0xf77cb000)*
 *libm.so.6 = /lib/i386-linux-gnu/i686/cmov/libm.so.6 (0xf7749000)*
 *libdl.so.2 = /lib/i386-linux-gnu/i686/cmov/libdl.so.2
 (0xf7745000)*
 *libpthread.so.0 = /lib/i386-linux-gnu/i686/cmov/libpthread.so.0
 (0xf772b000)*
 */lib/ld-linux.so.2 (0xf77cc000)   *
 *libc.so.6 = /lib/i386-linux-gnu/i686/cmov/libc.so.6 (0xf75c6000)*


 Any help is really welcome !

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Re: [Csgo_servers] failed to open libtier0.so

2014-12-16 Thread David Parker
The only thing I can think of is to try deleting the instance and doing a
clean install via SteamCMD.  Save these commands in a file:

@ShutdownOnFailedCommand 1
@NoPromptForPassword 1
login anonymous
force_install_dir /home/steam/steamcmd/games/csgoretake
app_update 740
quit

Let's name the file update_csgo.  Save it in your steamcmd directory and
then run it:

./steamcmd.sh +runscript update_csgo

Once that's done, you should have a fresh install with everything default.
See if srcds_run will work after that.  Sorry, but that's all I can think
of.

On Tue, Dec 16, 2014 at 10:03 AM, Geoffrey Bachelot bachel...@gmail.com
wrote:

 Same problem with LD_LIBRARY_PATH hardcoded into srcds_run, when I launch
 srcds_linux the problem don't wanna leave :/

 2014-12-16 15:52 GMT+01:00 Geoffrey Bachelot bachel...@gmail.com:

 Thanks, i'll hardcode it but sure it doesn't explain why it's bugging.

 It's a fresh install from a script i made. I used this scripts on others
 servers without problems :/

 2014-12-16 15:48 GMT+01:00 David Parker dpar...@utica.edu:

 I guess you could just hard-code it into your srcds_run script and it
 should work, but that doesn't answer the question as to why it doesn't work
 correctly on its own.  It's acting
 like /home/steam/steamcmd/games/csgoretake/bin is the current working
 directory when srcds_run is started, and if you're sure that it's not, then
 I'm stumped.

 Was this is a clean install (new download), or was it copied from one of
 the existing instances?  It shouldn't matter, but perhaps there's something
 weird about this particular installation.

 On Tue, Dec 16, 2014 at 9:39 AM, Geoffrey Bachelot bachel...@gmail.com
 wrote:

 Works well with LD_LIBRARY_PATH set in the launch options. Should i add
 it to my init script or is there a possible workaround ?

 2014-12-16 15:36 GMT+01:00 David Parker dpar...@utica.edu:

 LD_LIBRARY_PATH will be different for each installation because it
 contains the full path to the SRCDS install directory and its /bin
 subdirectory.  What happens if you run it with LD_LIBRARY_PATH specified 
 on
 the command line:

 cd /home/steam/steamcmd/games/csgoretake

 LD_LIBRARY_PATH=/home/steam/steamcmd/games/csgoretake:/home/steam/steamcmd/games/csgoretake/bin
 ./srcds_linux -game csgo ...

 And replace the ... with all of your command-line options.  Does
 that at least get the server to start?

 On Tue, Dec 16, 2014 at 9:14 AM, Geoffrey Bachelot 
 bachel...@gmail.com wrote:

 In my srcds_run, LD_LIBRARY_PATH is set like this :

 *export
 LD_LIBRARY_PATH=${SRCDS_DIR}:${SRCDS_DIR}/bin:${LD_LIBRARY_PATH}*


 And I am starting srcds from */home/steam/steamcmd/games/csgoretake*
 that contain srcds_linux.

 Maybe should i set the path manually ? I assume Ld_LIBRARY_PATH sould
 be different for each installation ?!

 2014-12-16 15:08 GMT+01:00 David Parker dpar...@utica.edu:

 In my srcds_run for CS:GO, the LD_LIBRARY_PATH gets set as follows:

 # setup the libraries, local dir first!
 export
 LD_LIBRARY_PATH=${SRCDS_DIR}:${SRCDS_DIR}/bin:${LD_LIBRARY_PATH}

 So, it seems like your LD_LIBRARY_PATH should be:


   
 LD_LIBRARY_PATH=/home/steam/steamcmd/games/csgoretake:/home/steam/steamcmd/games/csgoretake/bin

 The fact that it only has /home/steam/steamcmd/games/csgoretake/bin
 and then (null) makes me wonder if you're starting CS:GO from the 
 wring
 directory.  Are you starting it from
 /home/steam/steamcmd/games/csgoretake/bin, or the SRCDS root
 (/home/steam/steamcmd/games/csgoretake:/home/steam/steamcmd/games/csgoretake)?

 - Dave

 On Tue, Dec 16, 2014 at 8:37 AM, Geoffrey Bachelot 
 bachel...@gmail.com wrote:

 Hi all admins / gurus.


 I am experiencing a little issue since today.
 I have a dedicated server which actually runs 2 csgo servers
 without problems. So i just installed a new instance to create a new 
 csgods
 btu i have a problem with this last one. When i launch it, it give me 
 this
 awful error :

 *LD_LIBRARY_PATH=/home/steam/steamcmd/games/csgoretake/bin:(null)*
 *Failed to open libtier0.so (libtier0.so: cannot open shared object
 file: No such file or directory)*


 I triied all things i can found on internet but nothing works.

 Here is the result of ldd../libtier0.so. The first from a
 working instance the second with the last installed instance.

 *ldd /var/steamcmd/games/csgo/bin/libtier0.so
  *
 *linux-gate.so.1 =  (0xf77b6000)*
 *libm.so.6 = /lib/i386-linux-gnu/i686/cmov/libm.so.6
 (0xf7734000)*
 *libdl.so.2 = /lib/i386-linux-gnu/i686/cmov/libdl.so.2
 (0xf773)*
 *libpthread.so.0 =
 /lib/i386-linux-gnu/i686/cmov/libpthread.so.0 (0xf7716000)*
 */lib/ld-linux.so.2 (0xf77b7000)*
 *libc.so.6 = /lib/i386-linux-gnu/i686/cmov/libc.so.6
 (0xf75b1000)*

 *ldd /home/steam/steamcmd/games/csgoretake/bin/libtier0.so
   *
 *linux-gate.so.1 =  (0xf77cb000)*
 *libm.so.6 = /lib/i386-linux-gnu/i686/cmov

Re: [Csgo_servers] CSGO update

2014-09-02 Thread David
'Previous build of the game client will not be pinned due to compatibility
issues and all clients and game servers will be required to update to the
new build after the game update is released.'

CS:GO related for sure. Hopefully a big content update rather than engine
refactoring :)


On 2 September 2014 19:07, wickedplayer494 wickedplayer...@gmail.com
wrote:

  Is the maintenance window going to affect only CS:GO interests, or will
 it be Steam-wide?


 On 9/2/2014 1:02 PM, Ido Magal wrote:

  We hope to have an update later today.



 We hope to begin performing maintenance on our backend around 3:45 PM Tue
 Sep 2, 2014 PDT (GMT-0700).

 Connectivity to official and community game servers will be affected,
 game lobbies, matchmaking, inventories and weapon loadouts will be
 unavailable for the duration of this maintenance.



 Previous build of the game client will not be pinned due to compatibility
 issues and all clients and game servers will be required to update to the
 new build after the game update is released.



 Thanks.




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Re: [Csgo_servers] Lobby Reservations

2014-08-20 Thread David
adding a -tcp flag to my steam exe. seemed to fix it for me last night.

not sure if that was a placebo fix?


On 19 August 2014 22:02, ics i...@ics-base.net wrote:

 Seems to me there is a hardware issue since even regular players are
 getting cannot create a session error while they try to initiate
 matchmaking. Same thing happened when people wanted to watch ESL stream.
 Took usually more than 1 try to get it work.

 So servers losing connection isn't that odd after all.

 -ics

 mi...@hs-s.com kirjoitti:

  Since the last days the lobby problem reached a new peak. We have to
 restart the most of our servers several times per day.
 Today for example 4times and now it happened again... but not all servers
 at the same time... no. that would be too logic. ;)

 I would prefer a focus on this issue by valve, because after esl one
 cologne we noticed a rising curve of players on our server and are new in
 this game. They need communities like yours and ours to find help and
 support - normally they prefer support from human to human and not via
 supportticket. ;)

 This could be a win-win-situation if u would focus the
 lobby-reservation-issue a bit. Pls help us! Thanks!!


 Am 19.08.2014 16:21, schrieb Alberts00:

 One of my servers yesterday also experienced this issue and I just didn't
 know what to do, so I subscribed here to find out what is happening and
 what
 I can do to fix it. It is somewhat miserable, that Valve hasn't fixed
 this
 for such a long time... I am thankful for people here who are bringing up
 this issue and I hope it will be fixed ASAP. This needs attention.



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Re: [Csgo_servers] CSGO update

2014-08-09 Thread David Neilsen
Get used to it especially around content updates etc. If the game needs 
updating then it needs updating, they aren't updating it for no reason. If you 
can't manage your servers including updating when necessary then you should 
reevaluate whether you should be running servers. It's a good thing Valve 
support and enhance their games after release and don't follow the cod 
method... Otherwise we'd be on Counter-Strike Modern Warfare 6 by now. 


Sent from Samsung Mobile

div Original message /divdivFrom: lilly 
clan...@yahoo.com /divdivDate:09/08/2014  10:20 AM  (GMT+08:00) 
/divdivTo: csgo_servers@list.valvesoftware.com /divdivSubject: Re: 
[Csgo_servers] CSGO update /divdiv
/divPlease make the Update on Thursday and Stop doing 2 updates a week, that's
too much



-
ClanVPP.com

192.223.29.203:27015 Very Poor People | Dallas| Competitive 
192.99.148.54:27015 Very Poor People | Canada| Competitive 
192.223.29.184:27015 Very Poor People | DeathMatch | Dallas


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Re: [Csgo_servers] Server Var question/request

2014-07-16 Thread David Parker
I'm not sure how the client collects that information.  The sv value
might be part of the data from the server in each update, but I bet the
var value is calculated on the client.  Either way, there doesn't seem to
be a specific server-side variable to read which reveals this information.
 I think you're stuck running commands and parsing the output.


On Tue, Jul 15, 2014 at 11:32 PM, Winnie the Pooh win...@timetokill.net
wrote:

 Take a look at host_timer_report and host_filtered_time_report.


 On Tue, Jul 15, 2014 at 5:47 PM, Versatile BFG versatile_...@hotmail.com
 wrote:

 Var isn't about the player. It is about the server.


 This area shows the performance of the server the client is connected
 to. The sv tag shows the fps of the server as of the latest networking
 update delivered to the client. *The var shows the standard deviation
 of the server's frametime (where server fps = 1.0 / frametime) over the
 last 50 frames recorded by the server.* If the server's framerate is
 below 20 fps, then this line will draw in yellow. If the server's framerate
 is below 10 fps, then this line will draw in red. -
 https://developer.valvesoftware.com/wiki/TF2_Network_Graph

 I know that is the TF2 netgraph but you get the general idea what I'm
 after. It may not be possible but it is always good to ask.

 Cheers

 Versatile

 --
 Date: Tue, 15 Jul 2014 17:32:47 -0700
 From: thisisgordonsem...@gmail.com

 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Server Var question/request

 Does that kind of information require a player to be connected to the
 server? As in: it will only be available to currently active and connected
 users? I don't know if the server knows about each player's Var.


 On Tue, Jul 15, 2014 at 4:39 PM, Versatile BFG versatile_...@hotmail.com
  wrote:

 I know I can do that with the stats command. What I'm after is the
 actual Var output as well. Clients can get it on netgraph. I'm just after a
 way I can get it via RCON/console.

 Cheers

 Versatile

 --
 From: dpar...@utica.edu
 Date: Tue, 15 Jul 2014 09:27:18 -0400
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Server Var question/request


 Just to clarify, it sounds like you want to get operational information
 about the server (FPS, etc.) via a query.  Is that correct?  If so, I don't
 believe this can be done using an actual server query.  The best option is
 probably to write a script which runs the 'stat' command (and maybe a few
 others) via RCON, and then parse the output.

 - Dave


 On Tue, Jul 15, 2014 at 2:38 AM, Glen E versatile_...@hotmail.com
 wrote:

 Hi,

 I'm just wondering if there is a way to get the var info via a server
 command or any way of collecting it similarly to how the client does, on
 the game server.

 I'm looking to monitoring the performance of our servers at certain
 points.

 I know stats command has the FPS and other info but is there a way to
 get the var? or can it be added to the 'stats' command as well?

 Any info about this would be really helpful.

 Cheers

 Versatile

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Re: [Csgo_servers] Server Var question/request

2014-07-15 Thread David Parker
Just to clarify, it sounds like you want to get operational information
about the server (FPS, etc.) via a query.  Is that correct?  If so, I don't
believe this can be done using an actual server query.  The best option is
probably to write a script which runs the 'stat' command (and maybe a few
others) via RCON, and then parse the output.

- Dave


On Tue, Jul 15, 2014 at 2:38 AM, Glen E versatile_...@hotmail.com wrote:

 Hi,

 I'm just wondering if there is a way to get the var info via a server
 command or any way of collecting it similarly to how the client does, on
 the game server.

 I'm looking to monitoring the performance of our servers at certain
 points.

 I know stats command has the FPS and other info but is there a way to get
 the var? or can it be added to the 'stats' command as well?

 Any info about this would be really helpful.

 Cheers

 Versatile

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Re: [Csgo_servers] Rewards only from Valve-servers?

2014-07-02 Thread David Neilsen
For obvious reasons? Idle servers that allow you to complete your 
missions easily, plugins that make it easier to complete missions and 
dilute the market. It's how it was always going to work.



On 2/07/2014 9:17 PM, Ejziponken - wrote:
WTF is this shit? This is a huge slap in the face for all communities 
that are hosting servers.

You can only get mission drops and rewards from Valves official servers?!




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Re: [Csgo_servers] Weapons Disappearing Randomly

2014-06-20 Thread David Parker
You could also watch for messages spewing to the developer console on the
client when this happens.  You can log console output on the client using
the con_logfile command.

- Dave


On Fri, Jun 20, 2014 at 5:28 AM, Michael Loveless mloveless1...@gmail.com
wrote:

 No, it does not come pre-installed.


 On Fri, Jun 20, 2014 at 5:25 AM, Ms. Trooper andy.pope...@gmail.com
 wrote:

 Thanks for your replies guys. I have many clients complaining about this
 issue on my servers. It never happens at the same time to the same person
 though. I never install smac. Does it come pre-installed?



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Re: [Csgo_servers] Weapons Disappearing Randomly

2014-06-19 Thread David Parker
That really sounds like a client-side bug, but who knows.  Are there any
messages spewing on the server console when this happens?  Also, have you
played on any other servers to see if this occurs?

I'm also running one on Debian 7 x64 - fof.utica.edu - you can try playing
on that for a while if you want and see if the same glitch occurs.

- Dave


On Thu, Jun 19, 2014 at 11:52 PM, Ms. Trooper andy.pope...@gmail.com
wrote:

 Hello guys,

 I have two servers from NFO. One:

 /Single core
 One full, dedicated HT CPU core (Nehalem or better)
 1024 MB of RAM
 100 GB of RAID-protected storage/

 And one:
 /Two core
 Two full, dedicated HT CPU cores (Nehalem or better)
 2048 MB of RAM
 200 GB of RAID-protected storage/

 Both server are running Debian 7 Wheezy x64. On both, occasionally, your
 hand holding the weapon will disappear. The floating weapon becomes
 unusable, and if you switch weapons that previous weapon will disappear.
 This happens relatively often so I dont think its a game bug. I am not
 running any plugins that mess with your weapons. What could be causing
 this?
 How can I fix this?

 Thanks a ton guys!



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Re: [Csgo_servers] Corrupted demos

2014-05-28 Thread David Neilsen
A similar thing happens with TF2 demo's. If the game is updated/changed 
too much the older demos stop working. I know Valve fixed some of it 
from occuring but really really old demos may just refuse to work now


On 28/05/2014 5:38 AM, mi...@hs-s.com wrote:

Same here.

Im testing it since today. Reinstall and so... when i want to watch a 
gotv-demo - gameclient crashed immediately.




Am 27.05.2014 22:48, schrieb Marco Padovan:

Hi,

since a few days all the demo files csgotv has created are corrupted 
/ can't be watched.


Is that happening to anybody else?


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[Csgo_servers] CS:GO Client Crash issue that's appeared since last update

2014-05-17 Thread David Hurren
Hey,

 

I know this is a server mailing list, but this might need to be brought up
to valve quickly due to the nature of the issue and can be affecting people
in mm games and standard games.

 

It seems people who are on Windows 8 and 8.1 since the CS GO update last
night are seeing CS GO lock up and crash. When ending via task manager, it
also causes steam to completely exit. Could you guys at valve look into this
issue?

 

Kind Regards

David

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Re: [Csgo_servers] CS:GO Client Crash issue that's appeared since last update

2014-05-17 Thread David
there's a reddit thread for this issue.
http://www.reddit.com/r/GlobalOffensive/comments/25rbzi/its_been_over_24_hours_now_no_word_from_valve_no/

Valve will be aware of it and will be working on a fix, it's apparently
affecting lots of Source based games. It's the weekend thought so don't
expect anything until next week!

out of intrest- those with the issue - have you tried running the Csgo.exe
in compatibility mode?


On 17 May 2014 11:18, Arató, Ádám ad...@nihil.hu wrote:

 Hi,

 Your problem is not the same for the previously found?

 Check server console for messages like these:
 STEAMAUTH: Client name received failure code 6
 Dropped name from server: No Steam logon

 Because when this happens in server side, the client crashing immediately.

 Regards,
 a.


 2014-05-15 20:18 GMT+02:00 David Hurren thunderfox19...@gmail.com:

 Hey,



 I know this is a server mailing list, but this might need to be brought
 up to valve quickly due to the nature of the issue and can be affecting
 people in mm games and standard games.



 It seems people who are on Windows 8 and 8.1 since the CS GO update last
 night are seeing CS GO lock up and crash. When ending via task manager, it
 also causes steam to completely exit. Could you guys at valve look into
 this issue?



 Kind Regards

 David

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Re: [Csgo_servers] maps with workshop

2014-04-07 Thread David
You can download the map and upload it via SFTP to your server and point 
the game server to it manually. That's pretty much it.



On 4/6/2014 6:41 PM, Collin Howard wrote:
hi all, when using workshop maps for a dedicated server, is it 
possible to have it not show the workshop map id in the server browser 
and just show the map name? if not possible, are there any 
workarounds? do i just not use workshops?



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[Csgo_servers] Sending Reservation Request

2014-02-05 Thread David

Hello Gentlemen,

I recently had an issue where I could not connect to my server and it 
would hang at Sending reservation request...:


=
Connecting to public(69.174.240.64:27015) ...
12.110:  Sending UDP connect to public IP 69.174.240.64:27015
Server using 'public' lobbies, requiring pw no, lobby id 0
RememberIPAddressForLobby: lobby 0 from address 69.174.240.64:27015
Grace request retry for unreserved server...
Retrying public(69.174.240.64:27015) ...
12.119:  Sending UDP connect to public IP 69.174.240.64:27015
Server using 'public' lobbies, requiring pw no, lobby id 0
RememberIPAddressForLobby: lobby 0 from address 69.174.240.64:27015
Server approved grace request...
Retrying connection to 69.174.240.64:27015, server requires lobby 
reservation but is unreserved.

Received game details information from 69.174.240.64:27015...
[MM] Sending reservation request to 69.174.240.64:27015
[MM] Sending reservation request to 69.174.240.64:27015
[MM] Sending reservation request to 69.174.240.64:27015
[MM] Sending reservation request to 69.174.240.64:27015
[MM] Sending reservation request to 69.174.240.64:27015
[MM] Sending reservation request to 69.174.240.64:27015
[MM] Sending reservation request to 69.174.240.64:27015
=

It will not connect to the server and eventually time out notifying me 
that it could not find an acceptable server with my current ping options.


I found some information after googling that there were two files in the 
CSGO directory to delete, subscribed_.  Deleting both of these allowed 
me to actually connect to the server.


The issue I have now is the same issue although I can connect to the 
server after I bring it online but after awhile of it being online, it 
begins behaving this same way and preventing a connection by just saying 
it's sending a reservation request.


I have no idea why these issues keep showing themselves -- I miss 
hldsupdatetool :'(


Thanks

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Re: [Csgo_servers] MOTD

2014-01-29 Thread David
You may be best off pointing the MOTD to a web page that exists on a web 
server some where rather than trying to get everything to work on the 
motd.txt file in the server files.


I am not sure on the limitations but I believe there were some servers 
spreading malware using an exploit on the motd page.  Valve may have 
disabled javascript as a security precaution when it comes to the MOTD.  
Most of the player stats and server stats are pulled via PHP, jQuery, 
etc etc.  I don't think Java is used a lot for these.


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Re: [Csgo_servers] clients fps drops

2013-12-20 Thread David
People have been complaining about this issue since the first skins update.
I don't think it's an issue with your server as I've seen it on matchmaking
too. Think there's a mem leak affecting a lot of users.


On 19 December 2013 22:00, Marco Padovan e...@evcz.tk wrote:

 here we are talking about clients doing 100fps+ that suddenly drop a lot
 and start lagging badly


 On Thu, Dec 19, 2013 at 10:55 PM, louloubizou louloubi...@gmail.comwrote:

 I confirm the issue

 Loose 10 to 15 fps

 Le jeudi 19 décembre 2013, Marco Padovan a écrit :

 Hi,

 we are having some clients reporting random fps drops.

 Could they be caused by some cvar setting?

 Currently we are running with tickrate 128 and these settings:

 sv_minrate 35000
 sv_maxrate 128000
 sv_minupdaterate 40
 sv_maxupdaterate 128
 sv_mincmdrate 40
 sv_maxcmdrate 128

 sv_maxusrcmdprocessticks 0


 and will try to change to:

 sv_minrate 2
 sv_maxrate 128000
 sv_minupdaterate 40
 sv_maxupdaterate 128
 sv_mincmdrate 40
 sv_maxcmdrate 128

 without forcing sv_maxusrcmdprocessticks

 Anything else we could look to find out why certain clients have fps
 drops?


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Re: [Csgo_servers] Where is IDO?

2013-10-05 Thread David Fountain
Down the only road I've ever known!

SavSin
On Oct 5, 2013 8:16 AM, Michael Loveless mloveless1...@gmail.com wrote:

 Here I go agai on my ow



 On Sat, Oct 5, 2013 at 11:07 AM, lilly clan...@yahoo.com wrote:

 So from now on we are on our own about csgo patches?



 -
 ClanVPP.com

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Re: [Csgo_servers] Where is IDO?

2013-10-05 Thread David Fountain
White snake lol good song

SavSin
On Oct 5, 2013 2:04 PM, Michael Loveless mloveless1...@gmail.com wrote:

 David Fountain gets it


 On Sat, Oct 5, 2013 at 4:49 PM, David Fountain savsi...@gmail.com wrote:

 Down the only road I've ever known!

 SavSin
 On Oct 5, 2013 8:16 AM, Michael Loveless mloveless1...@gmail.com
 wrote:

 Here I go agai on my ow



 On Sat, Oct 5, 2013 at 11:07 AM, lilly clan...@yahoo.com wrote:

 So from now on we are on our own about csgo patches?



 -
 ClanVPP.com

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Re: [Csgo_servers] Massive FPS drops?

2013-08-26 Thread David Fountain
SavSin
On Aug 25, 2013 8:03 PM, Will Graham wgra...@altpug.com wrote:

 All,

 ** **

 Has anyone else been hearing reports from your players on massive FPS
 drops/lag spikes?  They seem to be occurring at the same time across
 multiple clients.  I am trying to figure out if it is an issue with the
 CS:GO dedicated server or with our server plugin, but it started with the
 Arms Deal update (and upgrading to beta NVidia drivers does not fix – this
 also affects ATI users).

 ** **

 If it helps, we are running 128-tick servers, each with 1 dedicated core
 and 1GB dedicated RAM.  We are running “_se” workshop maps and some others
 – including cache, mill, and season.

 ** **

 Any advice or knowledge that we are not alone in this issue would be much
 appreciated.

 ** **

 Thanks,

 ** **

 Will Graham

 Co-founder | altPUG LLC

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Re: [Csgo_servers] Massive FPS drops?

2013-08-26 Thread David Fountain
Love my empty message.

Anyway I know some of my players running crossfire/sli have reported choppy
play at times. They don't monitor their fps but after disabling
crossfire/sli no more choppyness

SavSin
On Aug 25, 2013 8:03 PM, Will Graham wgra...@altpug.com wrote:

 All,

 ** **

 Has anyone else been hearing reports from your players on massive FPS
 drops/lag spikes?  They seem to be occurring at the same time across
 multiple clients.  I am trying to figure out if it is an issue with the
 CS:GO dedicated server or with our server plugin, but it started with the
 Arms Deal update (and upgrading to beta NVidia drivers does not fix – this
 also affects ATI users).

 ** **

 If it helps, we are running 128-tick servers, each with 1 dedicated core
 and 1GB dedicated RAM.  We are running “_se” workshop maps and some others
 – including cache, mill, and season.

 ** **

 Any advice or knowledge that we are not alone in this issue would be much
 appreciated.

 ** **

 Thanks,

 ** **

 Will Graham

 Co-founder | altPUG LLC

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Re: [Csgo_servers] random spawns in csdm

2013-06-08 Thread David Fountain
Have you tried putting it in the config specified by gamemodes_server.txt?

That's where ours is an the map change works fine.

Place an echo in the server config text. See if it's getting executed on
manual change

SavSin
On Jun 8, 2013 7:22 PM, Absurd Minds goabs...@absurdminds.net wrote:

 I have a problem since the introduction of mp_randomspawn. Even though I
 have mp_randomspawn set to 1 in the server.cfg file, if I change the map
 manually through console mp_randomspawn gets set to 0, and I either have to
 reset it in console or wait for the next map. If the map changes normally
 through the sourcemod map changer, the cvar stays at 1.

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Re: [Csgo_servers] random spawns in csdm

2013-06-08 Thread David Fountain
The random spawns should be working as that is how our dm server is however
I don't run csdm

SavSin
On Jun 8, 2013 7:42 PM, Absurd Minds goabs...@absurdminds.net wrote:

 I was under the impression from an earlier message thread that this
 functionality no longer works. Is this not correct?
 On Jun 8, 2013 10:39 PM, David Fountain savsi...@gmail.com wrote:

 Have you tried putting it in the config specified by gamemodes_server.txt?

 That's where ours is an the map change works fine.

 Place an echo in the server config text. See if it's getting executed on
 manual change

 SavSin
 On Jun 8, 2013 7:22 PM, Absurd Minds goabs...@absurdminds.net wrote:

 I have a problem since the introduction of mp_randomspawn. Even though I
 have mp_randomspawn set to 1 in the server.cfg file, if I change the map
 manually through console mp_randomspawn gets set to 0, and I either have to
 reset it in console or wait for the next map. If the map changes normally
 through the sourcemod map changer, the cvar stays at 1.

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Re: [Csgo_servers] random spawns in csdm

2013-06-08 Thread David Fountain
As whinne said mine I works fine defining the config.

Also check all your configs as you may have that convar set to 0 by default
some place where it's hiding.

Also when you say change the map manually which command do you use?

SavSin

I meant defining configs in gamemodes server
On Jun 8, 2013 10:43 PM, David Fountain savsi...@gmail.com wrote:

 The random spawns should be working as that is how our dm server is
 however I don't run csdm

 SavSin
 On Jun 8, 2013 7:42 PM, Absurd Minds goabs...@absurdminds.net wrote:

 I was under the impression from an earlier message thread that this
 functionality no longer works. Is this not correct?
 On Jun 8, 2013 10:39 PM, David Fountain savsi...@gmail.com wrote:

 Have you tried putting it in the config specified by
 gamemodes_server.txt?

 That's where ours is an the map change works fine.

 Place an echo in the server config text. See if it's getting executed on
 manual change

 SavSin
 On Jun 8, 2013 7:22 PM, Absurd Minds goabs...@absurdminds.net wrote:

 I have a problem since the introduction of mp_randomspawn. Even though
 I have mp_randomspawn set to 1 in the server.cfg file, if I change the map
 manually through console mp_randomspawn gets set to 0, and I either have to
 reset it in console or wait for the next map. If the map changes normally
 through the sourcemod map changer, the cvar stays at 1.

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Re: [Csgo_servers] random spawns in csdm

2013-06-08 Thread David Fountain
Odd I'll have to look at mine again I only use work Shop maps and haven't
noticed that. Any way you can test without csdm?

SavSin
On Jun 8, 2013 10:04 PM, Absurd Minds goabs...@absurdminds.net wrote:

 And no, the cvar is not defined to 0 elsewhere.


 On Sun, Jun 9, 2013 at 1:00 AM, Absurd Minds goabs...@absurdminds.netwrote:

 Looks like the error is actually that the random spawns get reset when
 switching to a workshop map, not when switching through console.


 On Sun, Jun 9, 2013 at 12:52 AM, David Fountain savsi...@gmail.comwrote:

 As whinne said mine I works fine defining the config.

 Also check all your configs as you may have that convar set to 0 by
 default some place where it's hiding.

 Also when you say change the map manually which command do you use?

 SavSin

 I meant defining configs in gamemodes server
 On Jun 8, 2013 10:43 PM, David Fountain savsi...@gmail.com wrote:

 The random spawns should be working as that is how our dm server is
 however I don't run csdm

 SavSin
 On Jun 8, 2013 7:42 PM, Absurd Minds goabs...@absurdminds.net
 wrote:

 I was under the impression from an earlier message thread that this
 functionality no longer works. Is this not correct?
 On Jun 8, 2013 10:39 PM, David Fountain savsi...@gmail.com wrote:

 Have you tried putting it in the config specified by
 gamemodes_server.txt?

 That's where ours is an the map change works fine.

 Place an echo in the server config text. See if it's getting executed
 on manual change

 SavSin
 On Jun 8, 2013 7:22 PM, Absurd Minds goabs...@absurdminds.net
 wrote:

 I have a problem since the introduction of mp_randomspawn. Even
 though I have mp_randomspawn set to 1 in the server.cfg file, if I 
 change
 the map manually through console mp_randomspawn gets set to 0, and I 
 either
 have to reset it in console or wait for the next map. If the map changes
 normally through the sourcemod map changer, the cvar stays at 1.

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Re: [Csgo_servers] CSGO patch

2013-04-04 Thread David Fountain
Well here in the US we hate everyone and are hated by everyone so it should
just be understood...  and when you pull up Google maps and look its
named correctly. ..

SavSin
On Apr 4, 2013 4:23 AM, Charalampos Galanis xngala...@gmail.com wrote:

 So? It is not recognized as Macedonia by several countries, especially
 Greece!!! I found it offensive to hear it from a corporation like this ,
 but you will tell me that valve is American company and so the United
 States recognize them like thisanyway

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Re: [Csgo_servers] trouble getting a server to launch with workshop maps

2013-03-26 Thread David Fountain
Let it sit for a bit see if it comes up. It shows offline while downloading

SavSin
On Mar 26, 2013 2:49 PM, Absurd Minds goabs...@absurdminds.net wrote:

 If I run a server with mapgroups it works fine. If I replace the
 command line with appropriate workshop cvars
 (+host_workshop_collection 134273184 +workshop_start_map 125488374
 -authkey ###) it starts but appears offline. I can send status
 commands through HLSW, but can't connect to the server and the server
 shows as being timed out.

 I can, however, change maps through HLSW. If I manually change the map
 to de_dust2_se, the server appears back online.

 I attempted to circumvent this by adding the workshop_start_map or
 just map de_dust2_se to server.cfg, but that didn't work.

 Not sure if this is relevant, but if I type status in console running
 either mapgroups or workshop, it doesn't output map like it normally
 would. It gives this output (with hostname and IP redacted)
 version : 1.22.3.0/12230 5247 secure
  udp/ip  :
  os  :  Windows
  type:  community dedicated
  players : 0 humans, 0 bots (20/0 max) (not hibernating)

 Any ideas on how to fix this?

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[Csgo_servers] Teams Limited to half the max players

2013-03-24 Thread David Fountain
Ido,
   Since release (and beta times) the teams have been limited to half of
the maxplayers. I'm not exactly sure why this is the way it is as
mp_limitteams achieves the functionality of this except for servers that
overload one side such as zombies. mp_limitteams to zero only allows me on
a 32 slot server 16 players on one side. If you could explain to me why
this is that way. I understand competitive gameplay needs event teams but
in past versions of Cstrike they have competed and the
teams weren't restricted as they are here.

-- 
Sincerely,
David Fountain
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Re: [Csgo_servers] Mobile server management

2013-03-16 Thread David Fountain
I second or third this lol

SavSin
On Mar 16, 2013 8:09 AM, Absurd Minds goabs...@absurdminds.net wrote:

 Yes, connectbot is what I use. I think it's worth paying for HLSW,
 though, as it's much more convenient than trying to do all those
 screen commands in connectbot.

 On Sat, Mar 16, 2013 at 4:56 AM, Charalampos Galanis
 xngala...@gmail.com wrote:
  If it is linux server, use connect bot from google play, it is exactly
  like putty from pc...or use teamviewer if it is on windows machine
 
 
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Re: [Csgo_servers] Can you change authkey to start with +authkey?

2013-03-16 Thread David Fountain
It goes in your root csgo folder. That's what mod means. Tf2, csgo. Like
that

SavSin
On Mar 16, 2013 1:02 PM, Dusan Tomic du...@e-sports.rs wrote:

  Hi mate, many thanks for the hint.

 I have never used this .txt so need a bit help, since they say it should
 be under MOD dir, by default this dir doesn't exist, should i create it
 under CSGO folder?

  --
 *Od:* csgo_servers-boun...@list.valvesoftware.com [
 csgo_servers-boun...@list.valvesoftware.com] u ime korisnika Winnie the
 Pooh [win...@timetokill.net]
 *Poslato:* 16. mart 2013 20:54
 *Za:* csgo_servers@list.valvesoftware.com
 *Tema:* Re: [Csgo_servers] Can you change authkey to start with +authkey?

  Take a look at
 https://developer.valvesoftware.com/wiki/CSGO_Workshop_For_Server_Operators

  You can specify it in webapi_authkey.txt without interaction from your
 GSP.

 On Sat, Mar 16, 2013 at 12:51 PM, Dusan Tomic d...@mojsajt.co.uk wrote:

  Hello guys,

  Would it be possible to change this cvar to be started with + instead
 of -, this way it could be used in server.cfg file and you wont be GSP
 dependant. I noticed many GSPs still use 'old' way of running servers with
 gamemodes etc.
 It would be nice if you could specify authkey, host_workshop_collection
 and workshop_start_map in your cfg and run servers without GSP having to
 set this on their side.

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Re: [Csgo_servers] CS:GO Running under linux with workshop

2013-03-15 Thread David Fountain
On this note I would say Labbe it up for a while and see if it ever comes
up. It freaked me out at first to lol

SavSin
On Mar 15, 2013 10:30 AM, Gordon Reynolds thisisgordonsem...@gmail.com
wrote:

 Can you see your server downloading any of the maps? While they are
 downloading nobody can connect.


 On Fri, Mar 15, 2013 at 3:10 AM, נועם ליבר n...@gaming.org.il wrote:

 This is my first server start with workshop, yes

 נשלח מה-iPhone שלי

 ב-15 במרץ 2013, בשעה 07:13, Ka0sX kaos...@hotmail.com כתב/ה:

  Was that your first server start since trying to download from workshop?

 if not restart your server and just let it go for 10 to 15mins mine took
 awhile sometimes to

 Cheers



 --
 View this message in context:
 http://csgo-servers.1073505.n5.nabble.com/Re-Csgo-servers-CS-GO-Running-under-linux-with-workshop-tp4127p4128.html
 Sent from the CSGO_Servers mailing list archive at Nabble.com.

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Re: [Csgo_servers] No CSGO patch today.

2013-03-13 Thread David Fountain
I read this and was wondering if I missed an email lol

SavSin
On Mar 13, 2013 1:45 PM, ics i...@ics-base.net wrote:

 There is a word no in the message or Ido is just teasing. I guess night
 will tell.

 -ics

 sergiusz majer kirjoitti:

 We appreciate the feedback and heads up :)

 On Wed, Mar 13, 2013 at 4:19 PM, Saint K. sai...@specialattack.netmailto:
 saintk@specialattack.**net sai...@specialattack.net wrote:

 You’re welcome sir.

 
 *From:*csgo_servers-bounces@**list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com
 
 mailto:csgo_servers-bounces@**list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com
 
 
 [mailto:csgo_servers-bounces@**list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com
 
 mailto:csgo_servers-bounces@**list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com]
 *On Behalf
 Of *Ido Magal
 *Sent:* Wednesday, March 13, 2013 9:18 PM
 *To:* 
 'csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com
 
 mailto:csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com
 '
 *Subject:* [Csgo_servers] No CSGO patch today.

 thanks.


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Re: [Csgo_servers] No CSGO patch today.

2013-03-13 Thread David Fountain
Oh haha.

SavSin
On Mar 13, 2013 2:00 PM, Ido Magal i...@valvesoftware.com wrote:

  To clarify,

 ** **

 We try to patch on Wednesdays if we’re going to patch at all during the
 week. Today is Wednesday but we don’t have a patch planned for this week.*
 ***

 ** **

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Ido Magal
 *Sent:* Wednesday, March 13, 2013 1:18 PM
 *To:* 'csgo_servers@list.valvesoftware.com'
 *Subject:* [Csgo_servers] No CSGO patch today.

 ** **

 thanks.

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Re: [Csgo_servers] SteamCMD

2013-03-12 Thread David Fountain
For what game. The steamCMD tool uses the steam pipe delivery system

SavSin
On Mar 12, 2013 11:36 AM, Abdulrahman Abdulkawi abdulk...@live.co.uk
wrote:

 Sorry just realized I posted this topic, it was meant for SteamPipe :3

 --
 From: abdulk...@live.co.uk
 To: csgo_servers@list.valvesoftware.com
 Subject: RE: [Csgo_servers] SteamCMD
 Date: Tue, 12 Mar 2013 18:35:34 +

 Is SteamCMD arriving now? Or is this speculation.

 http://forums.steampowered.com/forums/showthread.php?t=3092208

  From: thomas.wietzo...@gmx.de
  Date: Tue, 12 Mar 2013 15:32:36 +0100
  To: csgo_servers@list.valvesoftware.com
  Subject: Re: [Csgo_servers] SteamCMD
 
  @Andre
  Would you share your script with us?
 
  Mit iPhone online
 
 
  Am 11.03.2013 um 23:08 schrieb Andre Müller gbs.dead...@gmail.com:
 
   I've written a little Updaterscript, which let me choose the updater.
   I've spent lot of time for testing everything and all combinations of
 updaters.
   Now I'm a little bit smarter.
   The UpdateTool works better. Less errors with this tool and better
 output.
  
   Maybe I will test steamcmd in one year again.
  
   2013/3/11 David Fountain savsi...@gmail.com:
   Try logging in with an account
  
   SavSin
  
   On Mar 11, 2013 11:31 AM, Andrew Irvine airv...@clgw.ca wrote:
  
   Excellent.
  
   I presume it's an issue with Steam itself then.
  
   Thanks!
  
   -Original Message-
   From: csgo_servers-boun...@list.valvesoftware.com
   [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
 Nassim
   Lakebir
   Sent: March-11-13 2:30 PM
   To: csgo_servers@list.valvesoftware.com
   Subject: Re: [Csgo_servers] SteamCMD
  
   Your command seems to be good.
  
   My script (update.sh) (just an extract) :
  
   FOLDER=$1
   STEAMEXE=steamcmd ./steam.sh +login anonymous +force_install_dir
   ../$FOLDER +app_update 740 validate +exit
  
   Just having the same issue :
  
   [ 0%] Checking for available updates...
   [ 0%] Download complete.
   [] Verifying installation...
   Steam Console Client (c) Valve Corporation
   -- type 'quit' to exit --
   Loading Steam3...OK.
   Loading Steam2...OK.
  
   Connecting anonymously to Steam Public...Failed to receive license
 info.
   Success.
   ERROR! Timed out waiting for AppInfo update.
  
   On Mon, 11 Mar 2013 18:18:54 +, Andrew Irvine airv...@clgw.ca
   wrote:
   Got two different messages the last two times running SteamCMD
  
   First time:
  
   Connecting anonymously to Steam Public…Login Failure: No Connection
  
  
   Failed
  
   ERROR! Failed to request AppInfo update, not online or not logged in
   to Steam.
  
   Second time:
   Connecting anonymously to Steam Public…Success
  
   ERROR! Timed out waiting for AppInfo update.
  
   Andrew
  
   FROM: csgo_servers-boun...@list.valvesoftware.com
   [mailto:csgo_servers-boun...@list.valvesoftware.com] ON BEHALF OF
   Andrew Irvine
   SENT: March-11-13 2:01 PM
   TO: csgo_servers@list.valvesoftware.com
   SUBJECT: [Csgo_servers] SteamCMD
  
   Just rebooted my hypervisor due to a power failure and I lost my
   SteamCMD and srcds startup lines.
  
   Now I'm not sure if something happened to my SteamCMD or if it's
 just
   down right now.
  
   When I run the following:
  
   STEAMEXE=steamcmd ./steam.sh +runscript csgo_ds.txt
  
   It gets to login anonymous
  
   Connecting anonymously to Steam Public… Failed to receive license
   info.
  
   Success
  
   Force_install_dir /home/cs/csgo-ds
  
   App_update 740
  
   ERROR! Timed out waiting for AppInfo update.
  
   Exit
  
   Anyone having issues with SteamCMD now or any ideas why this might
 not
   be connecting?
  
   Andrew
  
  
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Re: [Csgo_servers] (no subject)

2013-03-11 Thread David Fountain
Yes it's - on phone they are to close didn't notice I got the plus

SavSin
On Mar 10, 2013 7:41 PM, Winnie the Pooh win...@timetokill.net wrote:

 It would be -port. port isn't a cvar so +port wouldn't work.

 On Sun, Mar 10, 2013 at 7:38 PM, Eric Franzen ericpics2...@gmail.comwrote:

 The server works fine until I add workshop collections. Wouldnt that mean
 the ip and port are fine? I am renting the server.

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Re: [Csgo_servers] (no subject)

2013-03-11 Thread David Fountain
What's host port vs port

SavSin
On Mar 11, 2013 3:25 AM, Absurd Minds goabs...@absurdminds.net wrote:

 I always define +host_port rather than -port and that works fine here.

 On Mon, Mar 11, 2013 at 5:22 AM, David Fountain savsi...@gmail.com
 wrote:
  Yes it's - on phone they are to close didn't notice I got the plus
 
  SavSin
 
  On Mar 10, 2013 7:41 PM, Winnie the Pooh win...@timetokill.net
 wrote:
 
  It would be -port. port isn't a cvar so +port wouldn't work.
 
  On Sun, Mar 10, 2013 at 7:38 PM, Eric Franzen ericpics2...@gmail.com
  wrote:
 
  The server works fine until I add workshop collections. Wouldnt that
 mean
  the ip and port are fine? I am renting the server.
 
 
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Re: [Csgo_servers] SteamCMD

2013-03-11 Thread David Fountain
Try logging in with an account

SavSin
On Mar 11, 2013 11:31 AM, Andrew Irvine airv...@clgw.ca wrote:

 Excellent.

 I presume it's an issue with Steam itself then.

 Thanks!

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Nassim Lakebir
 Sent: March-11-13 2:30 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] SteamCMD

 Your command seems to be good.

 My script (update.sh) (just an extract) :

 FOLDER=$1
 STEAMEXE=steamcmd ./steam.sh +login anonymous +force_install_dir
 ../$FOLDER +app_update 740 validate +exit

 Just having the same issue :

 [  0%] Checking for available updates...
 [  0%] Download complete.
 [] Verifying installation...
 Steam Console Client (c) Valve Corporation
 -- type 'quit' to exit --
 Loading Steam3...OK.
 Loading Steam2...OK.

 Connecting anonymously to Steam Public...Failed to receive license info.
 Success.
 ERROR! Timed out waiting for AppInfo update.

 On Mon, 11 Mar 2013 18:18:54 +, Andrew Irvine airv...@clgw.ca
 wrote:
  Got two different messages the last two times running SteamCMD
 
  First time:
 
  Connecting anonymously to Steam Public…Login Failure: No Connection
 
 
  Failed
 
  ERROR! Failed to request AppInfo update, not online or not logged in
  to Steam.
 
  Second time:
   Connecting anonymously to Steam Public…Success
 
  ERROR! Timed out waiting for AppInfo update.
 
  Andrew
 
  FROM: csgo_servers-boun...@list.valvesoftware.com
  [mailto:csgo_servers-boun...@list.valvesoftware.com] ON BEHALF OF
  Andrew Irvine
   SENT: March-11-13 2:01 PM
   TO: csgo_servers@list.valvesoftware.com
   SUBJECT: [Csgo_servers] SteamCMD
 
  Just rebooted my hypervisor due to a power failure and I lost my
  SteamCMD and srcds startup lines.
 
  Now I'm not sure if something happened to my SteamCMD or if it's just
  down right now.
 
  When I run the following:
 
  STEAMEXE=steamcmd ./steam.sh +runscript csgo_ds.txt
 
  It gets to login anonymous
 
  Connecting anonymously to Steam Public… Failed to receive license
  info.
 
  Success
 
  Force_install_dir /home/cs/csgo-ds
 
  App_update 740
 
  ERROR! Timed out waiting for AppInfo update.
 
  Exit
 
  Anyone having issues with SteamCMD now or any ideas why this might not
  be connecting?
 
  Andrew


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Re: [Csgo_servers] (no subject)

2013-03-11 Thread David Fountain
Have you connected your gsp?

SavSin
On Mar 11, 2013 2:45 PM, Eric Franzen ericpics2...@gmail.com wrote:

 adding +net_public_adr x did nothing to my server and I still cannot
 connect to it while its using the workshop


 On Mon, Mar 11, 2013 at 6:44 AM, Absurd Minds goabs...@absurdminds.netwrote:

 I think they're the same thing. Since +port didn't work, I just used
 +host_port

 On Mon, Mar 11, 2013 at 6:39 AM, David Fountain savsi...@gmail.com
 wrote:
  What's host port vs port
 
  SavSin
 
  On Mar 11, 2013 3:25 AM, Absurd Minds goabs...@absurdminds.net
 wrote:
 
  I always define +host_port rather than -port and that works fine here.
 
  On Mon, Mar 11, 2013 at 5:22 AM, David Fountain savsi...@gmail.com
  wrote:
   Yes it's - on phone they are to close didn't notice I got the plus
  
   SavSin
  
   On Mar 10, 2013 7:41 PM, Winnie the Pooh win...@timetokill.net
   wrote:
  
   It would be -port. port isn't a cvar so +port wouldn't work.
  
   On Sun, Mar 10, 2013 at 7:38 PM, Eric Franzen 
 ericpics2...@gmail.com
   wrote:
  
   The server works fine until I add workshop collections. Wouldnt
 that
   mean
   the ip and port are fine? I am renting the server.
  
  
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Re: [Csgo_servers] CSGO f2p?

2013-03-11 Thread David Fountain
Might get more players that are non competion so community issues get the
same priority as competion upgrades

SavSin
On Mar 11, 2013 2:47 PM, Eric Franzen ericpics2...@gmail.com wrote:

 No way will it happen
 On Mar 11, 2013 5:45 PM, Absurd Minds goabs...@absurdminds.net wrote:

 Not gonna happen.
 On Mar 11, 2013 5:44 PM, Ejziponken - sza...@hotmail.com wrote:

  Heard rumors about CSGO becoming Free2Play. Wanna discuss it here. What
 do you guys think about that?

 Also, how will Valve handle the cheaters? Everybody knows that the CS
 games has always had a lot of cheaters. What happens when it becomes f2p?

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Re: [Csgo_servers] (no subject)

2013-03-11 Thread David Fountain
What did they tell you as ultimately it is an issue they need to fix.

Can you share your entire cmd line with us?  Hide your Auth key

SavSin
On Mar 11, 2013 2:51 PM, Eric Franzen ericpics2...@gmail.com wrote:

 If you meant contacted my game server provider yes

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Re: [Csgo_servers] CSGO f2p?

2013-03-11 Thread David Fountain
Most people who complain about hackers are complaining because they are
getting beat. I see it all the time in any game I play. Not to say there
are no hackers but less than people think

SavSin
On Mar 11, 2013 3:02 PM, Absurd Minds goabs...@absurdminds.net wrote:

 The gane is also not f2p yet either. I see significantly more hackers in
 tf2 than in go. And plenty of people complain about hackers already.
 On Mar 11, 2013 6:00 PM, David Fountain savsi...@gmail.com wrote:

 Lol I dont have hackers on my servers and most except for two are vs bots

 SavSin
 On Mar 11, 2013 2:56 PM, Ejziponken - sza...@hotmail.com wrote:

  Yeah agree. Im running a publicserver community. Im a serveradmin
 there. With free2play, lol I dont even want to imagine what happens to us.
 There is no way we can sit and record and ban the same players over and
 over. Its hard enough to ban them the first time. :P

 VAC needs to be like 100 times better than now if its gonna be f2p. :P

 --
 Date: Mon, 11 Mar 2013 16:53:54 -0500
 From: wickedplayer...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] CSGO f2p?

 It would directly affect server admins too, because of a likely influx
 of cheaters would swarm the game. Plus, the Steam forums aren't usually the
 best place to discuss things, as it's usually filled with bitching about
 various things during calm periods with little news.

 On Mon, Mar 11, 2013 at 4:48 PM, DontWannaName! 
 ad...@topnotchclan.comwrote:

 This is a server mailing list... Discussions on rumors go to SPUF.

 Sent from my iPhone 5

 On Mar 11, 2013, at 2:45 PM, Absurd Minds goabs...@absurdminds.net
 wrote:

 Not gonna happen.
 On Mar 11, 2013 5:44 PM, Ejziponken - sza...@hotmail.com wrote:

  Heard rumors about CSGO becoming Free2Play. Wanna discuss it here. What
 do you guys think about that?

 Also, how will Valve handle the cheaters? Everybody knows that the CS
 games has always had a lot of cheaters. What happens when it becomes f2p?

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Re: [Csgo_servers] (no subject)

2013-03-10 Thread David Fountain
Only on the port param. +port

SavSin
On Mar 10, 2013 7:26 PM, Eric Franzen ericpics2...@gmail.com wrote:

 Do I addthe port?

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Re: [Csgo_servers] (no subject)

2013-03-10 Thread David Fountain
Dedicated or renting a slot based server

SavSin
On Mar 10, 2013 7:38 PM, Eric Franzen ericpics2...@gmail.com wrote:

 The server works fine until I add workshop collections. Wouldnt that mean
 the ip and port are fine? I am renting the server.

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Re: [Csgo_servers] (no subject)

2013-03-10 Thread David Fountain
Have you tried submitting a ticket with your gsp?

SavSin
On Mar 10, 2013 7:41 PM, Eric Franzen ericpics2...@gmail.com wrote:

 Slot based server
 On Mar 10, 2013 10:39 PM, David Fountain savsi...@gmail.com wrote:

 Dedicated or renting a slot based server

 SavSin
 On Mar 10, 2013 7:38 PM, Eric Franzen ericpics2...@gmail.com wrote:

 The server works fine until I add workshop collections. Wouldnt that
 mean the ip and port are fine? I am renting the server.

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Re: [Csgo_servers] downloading same map over and over

2013-03-09 Thread David Fountain
is it downloading or just checking it? mine checks every map but
looks weird and says they are up to date.

On Sat, Mar 9, 2013 at 1:44 PM, Ejziponken - sza...@hotmail.com wrote:

  Why is my server downloading the same map when its already in the
 workshop?

 its an official inferno_se map.

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-- 
Sincerely,
David Fountain
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Re: [Csgo_servers] Modify srcds_run

2013-03-08 Thread David Fountain
You don't have to place the script in with the server mine sit in the steam
cmd directory. That way if I delete and reinstall the server I don't have
to rewrite the script and it makes it easier for my start scripts

SavSin
On Mar 8, 2013 12:59 PM, Emanuel Caceres | Gmail caceres...@gmail.com
wrote:

 **
 Thats line start

 ./srcds_run -ip IP -port PORT -game csgo -console +game_type 0 +game_mode
 0 -nohltv  -usercon +mapgroup mg_bomb +map de_dust -maxplayers_override 20
 +sv_pure 0 -autoupdate -steam_dir /usr/local/games/GO/X/configs
 -steamcmd_script /usr/local/games/GO/X/update.txt  +exec
 csgo_server.cfg +servercfgfile csgo_server.cfg

 REMOVE  -autoupdate -steam_dir /usr/local/games/GO/X/configs
 -steamcmd_script /usr/local/games/GO/X/update.txt +exec csgo_server.cfg
 +servercfgfile csgo_server.cfg

 srcds_run -ip IP -port PORT -game csgo -console +game_type 0 +game_mode 1
 -nohltv  -usercon +mapgroup mg_bomb +map de_dust -maxplayers_override 12
 +sv_pure 0 -autoupdate

 this prevents script.txt and locate the directory where the server is
 located.

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

 - Original Message -
 *From:* David Fountain savsi...@gmail.com
 *To:* csgo_servers@list.valvesoftware.com
 *Sent:* 08 March, 2013 17:42
 *Subject:* Re: [Csgo_servers] Modify srcds_run

 My bad didn't see the text at the bottom

 SavSin
 On Mar 8, 2013 12:37 PM, Emanuel Caceres | Gmail caceres...@gmail.com
 wrote:

 **
 Dears;

 Could you please replace in the file srcds_run the following lines
 -autoupdate)
 AUTO_UPDATE=yes
 RESTART=yes ;;
 for

 $DIR = Where is located the steam.sh

 -autoupdate)
 AUTO_UPDATE=yes
 STEAM=$DIR/steam.sh
 RESTART=yes ;;
 and

 updatesingle() {
 # Run the steam update
 # exits on failure if STEAMERR is set

 if test -n $AUTO_UPDATE; then
 if test -d $STEAM_DIR; then
 echo Updating server using Steam.
 echo 
 OLDWD=$(pwd)
 eval cd $STEAM_DIR
 eval STEAMEXE=steamcmd ./steam.sh +runscript
 $STEAMCMD_SCRIPT
 eval cd $OLDWD
 echo 
 else
 if test -n $STEAMERR; then
 echo ERROR: Could not locate steam
 dir:$STEAM_DIR, exiting.;
 quit 1
 else
 echo WARNING: Could not locate steam
 dir:$STEAM_DIR, ignoring.
 return 0
 fi
 fi
 fi

 return 1
 }
 for

 updatesingle() {
 # Run the steam update
 # exits on failure if STEAMERR is set

 if test -n $AUTO_UPDATE; then
 if test -f $STEAM; then
 echo Updating server using Steam.
 CMD=$STEAM +logon anonymous +force_install_dir
 .. +app_update 740 +quit;
 if  test -n $BETA_VERSION; then
   CMD=$CMD -beta $BETA_VERSION;
 fi

 STEAMEXE=steamcmd $CMD
 if test $? -ne 0; then
 if test -n $STEAMERR; then
 echo `date`: Steam Update
 failed, exiting.
 quit 1
 else
 echo `date`: Steam Update
 failed, ignoring.
 return 0
 fi
 fi
 else
 if test -n $STEAMERR; then
 echo Could not locate steam
 binary:$STEAM, exiting.;
 quit 1
 else
 echo Could not locate steam
 binary:$STEAM, ignoring.;
 return 0
 fi
 fi
 fi

 return 1
 }

 for these ones in order to avoid putting in the start.sh all this ?

  -steam_dir /usr/local/games/X/configs -steamcmd_script
 /usr/local/games/X/update.txt

 Best Regards
 --
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 http://localhost.net.ar/
 *Soluciones Innovadoras *   Mendoza 2917 :: C1428DKY
 Ciudad Autónoma de Buenos Aires :: Argentina
 Tel

Re: [Csgo_servers] Modify srcds_run

2013-03-08 Thread David Fountain
Yea. I use logins for each of my scripts they have yet to fail to actually
connect when I ran anonymous it connects like 50% of the time.

I could see maybe having the paths and scripts named inside of the srcds
script but the anonymous login had to many issues

SavSin
On Mar 8, 2013 1:46 PM, Winnie the Pooh win...@timetokill.net wrote:

 What he is talking about is hard coding -steamcmd_script in the
 -autoupdate launch parameters. Before anonymous login was permitted with
 SteamCMD, the -steamcmd_script was necessary to store passwords. He's
 saying the -autoupdate should make everyone autologin with SteamCMD
 anonymous and the rest of the script variables.

 I don't think it's a bad idea but sometimes the anonymous user has issues
 logging in and steam credentials work.

 The CS:GO launch parameter is is starting to get longer and longer and the
 solution to a lot of issues is set it in the start up line so it is
 growing quickly.


 On Fri, Mar 8, 2013 at 2:04 PM, David Fountain savsi...@gmail.com wrote:

 You don't have to place the script in with the server mine sit in the
 steam cmd directory. That way if I delete and reinstall the server I don't
 have to rewrite the script and it makes it easier for my start scripts

 SavSin
 On Mar 8, 2013 12:59 PM, Emanuel Caceres | Gmail caceres...@gmail.com
 wrote:

 **
 Thats line start

 ./srcds_run -ip IP -port PORT -game csgo -console +game_type 0
 +game_mode 0 -nohltv  -usercon +mapgroup mg_bomb +map de_dust
 -maxplayers_override 20 +sv_pure 0 -autoupdate -steam_dir
 /usr/local/games/GO/X/configs -steamcmd_script
 /usr/local/games/GO/X/update.txt  +exec csgo_server.cfg +servercfgfile
 csgo_server.cfg

 REMOVE  -autoupdate -steam_dir /usr/local/games/GO/X/configs
 -steamcmd_script /usr/local/games/GO/X/update.txt +exec csgo_server.cfg
 +servercfgfile csgo_server.cfg

 srcds_run -ip IP -port PORT -game csgo -console +game_type 0 +game_mode
 1 -nohltv  -usercon +mapgroup mg_bomb +map de_dust -maxplayers_override 12
 +sv_pure 0 -autoupdate

 this prevents script.txt and locate the directory where the server is
 located.

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

 - Original Message -
 *From:* David Fountain savsi...@gmail.com
 *To:* csgo_servers@list.valvesoftware.com
 *Sent:* 08 March, 2013 17:42
 *Subject:* Re: [Csgo_servers] Modify srcds_run

 My bad didn't see the text at the bottom

 SavSin
 On Mar 8, 2013 12:37 PM, Emanuel Caceres | Gmail caceres...@gmail.com
 wrote:

 **
 Dears;

 Could you please replace in the file srcds_run the following lines
 -autoupdate)
 AUTO_UPDATE=yes
 RESTART=yes ;;
 for

 $DIR = Where is located the steam.sh

 -autoupdate)
 AUTO_UPDATE=yes
 STEAM=$DIR/steam.sh
 RESTART=yes ;;
 and

 updatesingle() {
 # Run the steam update
 # exits on failure if STEAMERR is set

 if test -n $AUTO_UPDATE; then
 if test -d $STEAM_DIR; then
 echo Updating server using Steam.
 echo 
 OLDWD=$(pwd)
 eval cd $STEAM_DIR
 eval STEAMEXE=steamcmd ./steam.sh +runscript
 $STEAMCMD_SCRIPT
 eval cd $OLDWD
 echo 
 else
 if test -n $STEAMERR; then
 echo ERROR: Could not locate steam
 dir:$STEAM_DIR, exiting.;
 quit 1
 else
 echo WARNING: Could not locate steam
 dir:$STEAM_DIR, ignoring.
 return 0
 fi
 fi
 fi

 return 1
 }
 for

 updatesingle() {
 # Run the steam update
 # exits on failure if STEAMERR is set

 if test -n $AUTO_UPDATE; then
 if test -f $STEAM; then
 echo Updating server using Steam.
 CMD=$STEAM +logon anonymous +force_install_dir
 .. +app_update 740 +quit;
 if  test -n $BETA_VERSION; then
   CMD=$CMD -beta $BETA_VERSION;
 fi

 STEAMEXE=steamcmd $CMD
 if test $? -ne 0; then
 if test -n $STEAMERR; then
 echo `date`: Steam Update
 failed, exiting.
 quit 1
 else

Re: [Csgo_servers] CSGO patch

2013-03-08 Thread David Fountain
According to someone on sm neither did sm_cvar in server.cfg

SavSin
On Mar 8, 2013 3:15 PM, Absurd Minds goabs...@absurdminds.net wrote:

 Adding it to my server start line did not disable the vote.
 On Mar 8, 2013 3:49 PM, Winnie the Pooh win...@timetokill.net wrote:

 Yes, it does interfere with custom map voting because the votenextmap
 happens after the SourceMod vote...

 You can run access and change the cvar with SourceMod.

 sm_cvar mp_endmatch_votenextmap 0 OR you can put +mp_endmatch_votenextmap
 0 in your launch parameter



 On Fri, Mar 8, 2013 at 10:57 AM, Absurd Minds 
 goabs...@absurdminds.netwrote:

 It has destroyed all of mine, since I run mod free servers.
 On Mar 8, 2013 12:13 PM, Aleksandar Petrov geniu...@gmail.com wrote:

 Isn't this a bit exaggerated?
 1. As far as I know, the majority of servers use SM for map voting
 2. Surely something like this is not destroying servers


 On Fri, Mar 8, 2013 at 6:03 PM, Intoxicated bawNg 
 ba...@intoxicated.co.za wrote:

 Not only does mp_endmatch_votenextmap get ignored but the winning map
 in the vote is also ignored regardless of the value
 of mp_endmatch_votenextmap. On any custom map server (not using the
 workshop), the vote shows the correct map names from the mapgroup but
 ignores the winning map and changes to a random standard map that is not
 even in the map cycle.

 This is a ridiculous bug and has completely destroyed all servers that
 run non-stock maps.


 On Fri, Mar 8, 2013 at 4:04 AM, Absurd Minds goabs...@absurdminds.net
  wrote:

 Oh I see. Yeah, it won't disable for me, either.

 On Thu, Mar 7, 2013 at 8:46 PM, David Fountain savsi...@gmail.com
 wrote:
  Does it turn off for you?
 
  SavSin
 
  On Mar 7, 2013 5:40 PM, Absurd Minds goabs...@absurdminds.net
 wrote:
 
  I get that as the output in console but I successfully set it and
 it
  worked as advertised
 
  On Mar 7, 2013 8:37 PM, Andrew Irvine airv...@clgw.ca wrote:
 
  I just get Unknown command “mp_endmatch_votenextmap”
 
 
 
  This is a vanilla linux server.
 
 
 
 
 
  From: csgo_servers-boun...@list.valvesoftware.com
  [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf
 Of Absurd
  Minds
  Sent: March 7, 2013 8:35 PM
  To: csgo_servers@list.valvesoftware.com
  Subject: Re: [Csgo_servers] CSGO patch
 
 
 
  I was able to set it just fine on my server.
 
  On Mar 7, 2013 8:23 PM, Winnie the Pooh win...@timetokill.net
 wrote:
 
  mp_endmatch_votenextmap exists. It's locked though.
 
 
 
  If you're using sourcemod you can use sm_cvar
 mp_endmatch_votenextmap to
  access it or you could probably access it in the command line with
  +mp_endmatch_votenextmap 0 but it should probably be
 whitelisted...
 
  On Thu, Mar 7, 2013 at 6:08 PM, Andrew Irvine airv...@clgw.ca
 wrote:
 
  Cvarlist mp_end lists only mp_endmatch_votenextleveltime for me
 
  However, the description references mp_endmatch_votenextmap
 
  Perhaps it’s an oversight.
 
 
 
  Andrew
 
 
 
  From: csgo_servers-boun...@list.valvesoftware.com
  [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf
 Of Michael
  Han
  Sent: March 7, 2013 8:01 PM
 
 
  To: csgo_servers@list.valvesoftware.com
  Subject: Re: [Csgo_servers] CSGO patch
 
 
 
 
 
  Unknown command mp_endmatch_votenextmap
 
 
 
  Is anyone else getting this? How do I disable the map vote?
 
 
 
  On Thu, Mar 7, 2013 at 5:04 PM, Absurd Minds 
 goabs...@absurdminds.net
  wrote:
 
  Thank goodness.
 
  On Mar 7, 2013 6:01 PM, Ido Magal i...@valvesoftware.com
 wrote:
 
  No. To prevent requiring an unbounded time commitment from
 players,
  Official Matches will not OT and can result in a draw.
 
 
 
  From: csgo_servers-boun...@list.valvesoftware.com
  [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf
 Of Andrew
  Irvine
  Sent: Thursday, March 07, 2013 2:47 PM
  To: csgo_servers@list.valvesoftware.com
  Subject: Re: [Csgo_servers] CSGO patch
 
 
 
  Also, just a generic question about the overtime feature…
 
 
 
  Will the Valve competitive MM servers be implementing this OT
 cvar?
 
 
 
  From: csgo_servers-boun...@list.valvesoftware.com
  [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf
 Of Ido Magal
  Sent: March 7, 2013 2:02 PM
  To: csgo_servers@list.valvesoftware.com
  Subject: [Csgo_servers] CSGO patch
 
 
 
  will be out shortly.
 
 
 
  Thanks.
 
 
 
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Re: [Csgo_servers] CSGO patch

2013-03-08 Thread David Fountain
Ehh cody no one uses left hands :)

On Fri, Mar 8, 2013 at 6:10 PM, Cody Lee codyf...@gmail.com wrote:

 Hopefully the reversed hands when using left handed models is fixed too.
 On Mar 8, 2013 8:08 PM, Absurd Minds goabs...@absurdminds.net wrote:

 I'm guessing a patch for the map vote cvar, but you'll never know
 until the patch is released. Ido never tells his secrets.

 On Fri, Mar 8, 2013 at 9:03 PM, AK amiracl...@gmail.com wrote:
  What will be included in this patch?
 
  On Fri, Mar 8, 2013 at 7:16 PM, Ido Magal i...@valvesoftware.com
 wrote:
 
  We hope to have a minor patch within the hour.
 
 
 
  thanks.
 
 
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Re: [Csgo_servers] CSGO patch

2013-03-08 Thread David Fountain
HAHA :) i can do the spawn part my self lol i just love the way it
generates the spawns automatically saves a ton of work of walking around my
maps pressing menu keys haha.

On Fri, Mar 8, 2013 at 7:04 PM, Winnie the Pooh win...@timetokill.netwrote:

 And no one uses random spawns per team. Point? lol just kidding.

 Ido has this patch been postponed?

 On Fri, Mar 8, 2013 at 8:02 PM, David Fountain savsi...@gmail.com wrote:

 Ehh cody no one uses left hands :)


 On Fri, Mar 8, 2013 at 6:10 PM, Cody Lee codyf...@gmail.com wrote:

 Hopefully the reversed hands when using left handed models is fixed too.
 On Mar 8, 2013 8:08 PM, Absurd Minds goabs...@absurdminds.net wrote:

 I'm guessing a patch for the map vote cvar, but you'll never know
 until the patch is released. Ido never tells his secrets.

 On Fri, Mar 8, 2013 at 9:03 PM, AK amiracl...@gmail.com wrote:
  What will be included in this patch?
 
  On Fri, Mar 8, 2013 at 7:16 PM, Ido Magal i...@valvesoftware.com
 wrote:
 
  We hope to have a minor patch within the hour.
 
 
 
  thanks.
 
 
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Re: [Csgo_servers] CSGO patch

2013-03-07 Thread David Fountain
Does it turn off for you?

SavSin
On Mar 7, 2013 5:40 PM, Absurd Minds goabs...@absurdminds.net wrote:

 I get that as the output in console but I successfully set it and it
 worked as advertised
 On Mar 7, 2013 8:37 PM, Andrew Irvine airv...@clgw.ca wrote:

  I just get Unknown command “mp_endmatch_votenextmap”

 ** **

 This is a vanilla linux server.

 ** **

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Absurd Minds
 *Sent:* March 7, 2013 8:35 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] CSGO patch

 ** **

 I was able to set it just fine on my server. 

 On Mar 7, 2013 8:23 PM, Winnie the Pooh win...@timetokill.net wrote:*
 ***

 mp_endmatch_votenextmap exists. It's locked though.

 ** **

 If you're using sourcemod you can use sm_cvar mp_endmatch_votenextmap to
 access it or you could probably access it in the command line with
 +mp_endmatch_votenextmap 0 but it should probably be whitelisted...

 On Thu, Mar 7, 2013 at 6:08 PM, Andrew Irvine airv...@clgw.ca wrote:***
 *

 Cvarlist mp_end lists only mp_endmatch_votenextleveltime for me

 However, the description references mp_endmatch_votenextmap

 Perhaps it’s an oversight.

  

 Andrew

  

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Michael Han
 *Sent:* March 7, 2013 8:01 PM


 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] CSGO patch

  

  

 Unknown command mp_endmatch_votenextmap

  

 Is anyone else getting this? How do I disable the map vote?

  

 On Thu, Mar 7, 2013 at 5:04 PM, Absurd Minds goabs...@absurdminds.net
 wrote:

 Thank goodness.

 On Mar 7, 2013 6:01 PM, Ido Magal i...@valvesoftware.com wrote:

   No. To prevent requiring an unbounded time commitment from players,
 Official Matches will not OT and can result in a draw.

  

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Andrew Irvine
 *Sent:* Thursday, March 07, 2013 2:47 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] CSGO patch

  

 Also, just a generic question about the overtime feature…

  

 Will the Valve competitive MM servers be implementing this OT cvar?

  

 *From:* csgo_servers-boun...@list.valvesoftware.com [
 mailto:csgo_servers-boun...@list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com]
 *On Behalf Of *Ido Magal
 *Sent:* March 7, 2013 2:02 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* [Csgo_servers] CSGO patch

  

 will be out shortly. 

  

 Thanks.

  

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[Csgo_servers] (no subject)

2013-03-07 Thread David Fountain
So trying to run the steam cmd i get this error..

gamer@ncbserver:~/servers/steamcmd$ ./steamcmd.sh
Redirecting stderr to '/home/gamer/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[  0%] Download complete.
[] Verifying installation...
[] !!! Fatal Error: Steam failed to load: *SteamStartEngine(0xfffb5210)
failed with error 1: CMultiFieldBlob(pSerialized): Partial field header at
end of record

Not sure what this is caused by but i cant update.

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Re: [Csgo_servers] (no subject)

2013-03-07 Thread David Fountain
Fixed by deleting the ClientRegistry.blob in the /home/username/Steam
folder.

On Thu, Mar 7, 2013 at 7:08 PM, David Fountain savsi...@gmail.com wrote:

 So trying to run the steam cmd i get this error..

 gamer@ncbserver:~/servers/steamcmd$ ./steamcmd.sh
 Redirecting stderr to '/home/gamer/Steam/logs/stderr.txt'
 [  0%] Checking for available updates...
 [  0%] Download complete.
 [] Verifying installation...
 [] !!! Fatal Error: Steam failed to load:
 *SteamStartEngine(0xfffb5210) failed with error 1:
 CMultiFieldBlob(pSerialized): Partial field header at end of record

 Not sure what this is caused by but i cant update.

 --
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Re: [Csgo_servers] Workshop Collection

2013-03-06 Thread David Fountain
And they download to the server without issue?

SavSin
On Mar 6, 2013 10:27 AM, Absurd Minds goabs...@absurdminds.net wrote:

 I've noticed that it actually saves automatically whether I click save or
 not. I've added a map and just closed the Window, facepalmed, and opened
 the collection back up only to see the new map is in there.
 On Mar 6, 2013 1:15 PM, Gordon Reynolds thisisgordonsem...@gmail.com
 wrote:

 I found a few caveats while working/editing with Map Workshop
 Collections. Once you click edit collection, you have to add some maps,
 and then you hit save. At this point you're presented with an option to
 edit the logo/video of the collection, you must hit save again (my first
 miss, I sometimes just leave the page after the first save).

 The second is, after the collection was updated, there is no push
 function from workshopserver, so it does help to run
 host_workshop_collection id again. Sometimes I've had it pick up the
 new map immediately, other times I've had to wait a bit before it would
 pick up the new maps.


 On Tue, Mar 5, 2013 at 1:34 PM, David Fountain savsi...@gmail.comwrote:

 That's what we did. We tried adding maps once the collection was
 published those new maps never downloaded to the server

 SavSin
 On Mar 5, 2013 1:32 PM, The H4x0r free123...@hotmail.com wrote:

 I've never had this problem since I've always used my own self-made
 collection. Just create your own collection and add maps to that.

 --
 Date: Sun, 3 Mar 2013 21:16:11 -0800
 From: savsi...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] Workshop Collection

 Anyone else notice an issue with 'editing' a collection?

 I created a collection with the basic SE maps to test a mod of mine.. I
 then edited that collection adding in more maps. Once i hit save and
 continue I clicked I'm Done Editing and restarted my server... The new
 maps wouldn't download... I deleted my /maps/workshop folder and started
 the server again. This time it only downloaded the original maps from the
 collection before i edited it. I deleted that collection and created a new
 one with ALL the maps i wanted and changed the host_workshop_collection
 parameter on my cmdline and it downloaded all the maps in that 
 collection...


 Is that a known issue that you can't edit an existing collection and it
 update to the server?

 --
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Re: [Csgo_servers] Workshop Collection

2013-03-05 Thread David Fountain
That's what we did. We tried adding maps once the collection was published
those new maps never downloaded to the server

SavSin
On Mar 5, 2013 1:32 PM, The H4x0r free123...@hotmail.com wrote:

 I've never had this problem since I've always used my own self-made
 collection. Just create your own collection and add maps to that.

 --
 Date: Sun, 3 Mar 2013 21:16:11 -0800
 From: savsi...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] Workshop Collection

 Anyone else notice an issue with 'editing' a collection?

 I created a collection with the basic SE maps to test a mod of mine.. I
 then edited that collection adding in more maps. Once i hit save and
 continue I clicked I'm Done Editing and restarted my server... The new
 maps wouldn't download... I deleted my /maps/workshop folder and started
 the server again. This time it only downloaded the original maps from the
 collection before i edited it. I deleted that collection and created a new
 one with ALL the maps i wanted and changed the host_workshop_collection
 parameter on my cmdline and it downloaded all the maps in that collection...


 Is that a known issue that you can't edit an existing collection and it
 update to the server?

 --
 Sincerely,
 David Fountain

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Re: [Csgo_servers] Servers do not need to subscribe to Workshop maps

2013-03-03 Thread David Fountain
if your using map groups you need to specify the map group in the command
line.

+map_group mapgroupname

On Sun, Mar 3, 2013 at 10:34 AM, Ka0sX kaos...@hotmail.com wrote:

 there is a _ce map ham5

 You have any ideas about the net_maxfilesize   ?





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[Csgo_servers] Workshop Collection

2013-03-03 Thread David Fountain
Anyone else notice an issue with 'editing' a collection?

I created a collection with the basic SE maps to test a mod of mine.. I
then edited that collection adding in more maps. Once i hit save and
continue I clicked I'm Done Editing and restarted my server... The new
maps wouldn't download... I deleted my /maps/workshop folder and started
the server again. This time it only downloaded the original maps from the
collection before i edited it. I deleted that collection and created a new
one with ALL the maps i wanted and changed the host_workshop_collection
parameter on my cmdline and it downloaded all the maps in that collection...


Is that a known issue that you can't edit an existing collection and it
update to the server?

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Re: [Csgo_servers] Any command of depicting workshop collection maps cycle (like status one)?

2013-03-01 Thread David Fountain
maps *  from the server console worked for me.

If in game rcon or sm_rcon the command if it doesn't work for you.

SavSin
On Mar 1, 2013 3:19 PM, Absurd Minds goabs...@absurdminds.net wrote:

 Actually, maps looks like it lists all the maps on the client, not on
 the server. listmaps listed all the maps on the server.

 On Sun, Feb 24, 2013 at 6:24 PM, Absurd Minds goabs...@absurdminds.net
 wrote:
  Yes, actually, that's exactly what listmaps used to do.
 
  On Sun, Feb 24, 2013 at 5:02 PM, djtod...@gmail.com djtod...@gmail.com
 wrote:
  Not exactly sure of what you're asking, but have you tried maps *?
 
 
 
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Re: [Csgo_servers] Any command of depicting workshop collection maps cycle (like status one)?

2013-03-01 Thread David Fountain
This is what it printed.

15:23:59 maps *
15:23:59 -
 PENDING:   (fs) workshop/125499116/de_inferno_se.bsp
 PENDING:   (fs) workshop/125498851/de_dust_se.bsp
 PENDING:   (fs) workshop/125498692/de_aztec_se.bsp
 PENDING:   (fs) workshop/125498553/de_nuke_se.bsp
 PENDING:   (fs) workshop/125498231/de_train_se.bsp
 PENDING:   (fs) workshop/125488374/de_dust2_se.bsp
 PENDING:   (fs) workshop/125487905/cs_office_se.bsp
 PENDING:   (fs) workshop/125487705/cs_italy_se.bsp
 PENDING:   (fs) training1.bsp
 PENDING:   (fs) de_vertigo.bsp
 PENDING:   (fs) de_train.bsp
 PENDING:   (fs) de_sugarcane.bsp
 PENDING:   (fs) de_stmarc.bsp
 PENDING:   (fs) de_shorttrain.bsp
 PENDING:   (fs) de_safehouse.bsp
 PENDING:   (fs) de_nuke.bsp
 PENDING:   (fs) de_lake.bsp
 PENDING:   (fs) de_inferno.bsp
 PENDING:   (fs) de_dust2.bsp
 PENDING:   (fs) de_dust.bsp
 PENDING:   (fs) de_bank.bsp
 PENDING:   (fs) de_aztec.bsp
 PENDING:   (fs) cs_office.bsp
 PENDING:   (fs) cs_italy.bsp
 PENDING:   (fs) cs_assault.bsp
 PENDING:   (fs) ar_shoots.bsp
 PENDING:   (fs) ar_monastery.bsp
 PENDING:   (fs) ar_baggage.bsp


On Fri, Mar 1, 2013 at 3:25 PM, David Fountain savsi...@gmail.com wrote:

 maps *  from the server console worked for me.

 If in game rcon or sm_rcon the command if it doesn't work for you.

 SavSin
 On Mar 1, 2013 3:19 PM, Absurd Minds goabs...@absurdminds.net wrote:

 Actually, maps looks like it lists all the maps on the client, not on
 the server. listmaps listed all the maps on the server.

 On Sun, Feb 24, 2013 at 6:24 PM, Absurd Minds goabs...@absurdminds.net
 wrote:
  Yes, actually, that's exactly what listmaps used to do.
 
  On Sun, Feb 24, 2013 at 5:02 PM, djtod...@gmail.com djtod...@gmail.com
 wrote:
  Not exactly sure of what you're asking, but have you tried maps *?
 
 
 
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 http://csgo-servers.1073505.n5.nabble.com/Csgo-servers-Any-command-of-depicting-workshop-collection-maps-cycle-like-status-one-tp3707p3853.html
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Re: [Csgo_servers] (no subject)

2013-02-28 Thread David Fountain
Looks like it doesn't have Internet lol but how are you connecting to it

SavSin
On Feb 28, 2013 12:58 PM, Eric Franzen ericpics2...@gmail.com wrote:

 Currently my server is not starting and is giving me the error of

 *Server UGC Manager: Failed to get file info. Internal IHTTP error or 
 clientside internet connection problem.Failed to get file info information 
 from steam, HTTP status: 0*

 *
 *

 would this be a problem with my server or with the company hosting it?


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Re: [Csgo_servers] Is gamemodes_server.txt obsolete , when the server is using workshop maps?

2013-02-25 Thread David Fountain
The gamemodes.txt. will get over written if there is a change to the file
like when they added deathmatch. So if you change things in it the will
return to default.

SavSin
On Feb 25, 2013 4:14 AM, Charalampos Galanis xngala...@gmail.com wrote:

 since gamemodes.txt is required as is (without any changes) for the
 gametypes to work, I am wondering if gamemodes_server.txt is needed
 anymore, provided the server uses maps from workshop.

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