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

2020-12-08 Thread Kyle Sanderson
> Unfortunately, my testing revealed that at least one relatively large game 
> hosting provider was blocking packets that had only 4 extra 0’s appended to 
> the original A2S_INFO request.
> So for that hosting provider, at least, there doesn’t appear to be any change 
> that could be made to the original packet that would not get blocked.
> And that is just the first example of very aggressive filtering brought to 
> our attention, because it was a relatively large user of this service, from a 
> partner with whom we happen to be in frequent communication.
> There are presumably many other hosting providers and server operators that 
> have already (quite reasonably) taken draconian steps such as this to protect 
> their servers against abuse of this ancient and poorly-designed protocol from 
> the early 2000’s.

This is where we disagree again :-). I too wrote a L7 firewall nearly
a decade ago (which is still running today) looking at common floods
and (incredibly) slow paths in the engine to patch them. I didn't go
so far as to what JohnS did with a third-party condom app in the
middle (although I did indeed wear it at points in time). Adjusting L7
"appliances" to me here actually makes more sense. For whatever reason
I'm still getting daily DDoS attacks and various mitigations have held
true - and if I'm a GSP a dozen lines of code resolves the issue for
my entire client base which is another win.

If the issue is GSPs, their customers will bring the doors down quite
quickly on a well-defined query protocol change. That's why pulling
this data from the GMS removes 90%+ of the hurdles for everyone, and
the remaining 10%- feels incredibly trivial as it may not even exist.

I guess where things are breaking down for me is why is the client
querying the server, to get the ISBN|IBAN equivalent for a catalog
return, to go back to the GMS to say "give me the goods" | "hook me
up" when the GMS can return all relevant data upon query. The query
can even be secured by the user pubkey - so if folks start flooding
you'll know exactly which {A,S}ID it is and drop them. If the query is
invalidly signed - ban the tuple for a minute. These queries don't
even need to happen anymore as far as I'm aware, the only thing
missing is latency which is the revival of A2A_PING and that's a 1
byte amplification which is less than the current proposal.

The summary I suppose is I don't understand why this is so complicated
;-). This doesn't need to happen to begin with, but there's many
different avenues to boil the ocean that avoid massive headaches for
all and can really improve the lives of players by avoiding "fake
player" servers with guaranteed signed client counts.

Kyle.

On Fri, Dec 4, 2020 at 11:31 AM Fletcher Dunn - fletcherd at
valvesoftware.com (via csgo_servers list)
 wrote:
>
> Yes, the A2S_INFO w/ challenge just appends the 4 byte challenge after 
> “TSource Engine Query\0”.  PLUS in the future there may be other stuff!  
> Specifically, a future update to the protocol may append a server-assigned 
> “revision number” of the game data (map name, server name, tags, etc) 
> obtained from the master server.  The game server may then omit those details 
> in its reply that have not changed since that revision.  This is totally 
> optional.  The server can continue to provide all the details if it wishes.  
> (Or if some middle box is caching them.)  But if it wishes to send a smaller 
> reply, it can do so.
>
>
>
> Unfortunately, my testing revealed that at least one relatively large game 
> hosting provider was blocking packets that had only 4 extra 0’s appended to 
> the original A2S_INFO request.  So for that hosting provider, at least, there 
> doesn’t appear to be any change that could be made to the original packet 
> that would not get blocked.  And that is just the first example of very 
> aggressive filtering brought to our attention, because it was a relatively 
> large user of this service, from a partner with whom we happen to be in 
> frequent communication.  There are presumably many other hosting providers 
> and server operators that have already (quite reasonably) taken draconian 
> steps such as this to protect their servers against abuse of this ancient and 
> poorly-designed protocol from the early 2000’s.
>
>
>
> This is why “Just tell the game hosting providers to change their filters” is 
> not a serious alternative.  There are too many of them, and there is not a 
> clear channel through which the communication could be made to reach all of 
> them.  This forum is perhaps the best, and many did not get the first 
> message.  Even now, they are slow to respond when I was in direct 
> communication when them.  So “Just make them change the filters” in practice 
> means to go ahead and break games, and use player reports of the game being 
> broken to get the attention of the operators.  Personally I find that 
> approach unacceptable.  This latest proposal is definitely not the ideal 
> design 

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

2020-12-08 Thread Kyle Sanderson
That's kind of the rub here though - this is against goldsrc as well
per a previous note when someone else inquired. This is all HL(2)
games from what I've seen. As long as it's consistent on both sides I
agree and totally appreciate it's compatibility - the trick is boiling
the ocean to see what floats up.

Kyle.

On Fri, Dec 4, 2020 at 4:45 PM Nicholas Hastings  wrote:
>
> Total conversions on Source aren’t affected any differently. Mods using the 
> Source 2006 Base do the queries manually on both client and server, bypassing 
> the stramclient entirely for that piece. Anything newer uses steamclient on 
> both sides.
>
> Sent from my iPhone
>
> On Dec 4, 2020, at 5:49 PM, Mecha Weasel  wrote:
>
> 
> Thanks for the clarification.
>
> I wonder how this applies to 3rd party "total-conversion" Mods for Source?  
> Do new versions of the Mods need to be released? or would their setup 
> continue to work (presumably they are dynamic linking to various Steam 
> client-side components)?
>
> Also does this also apply to older GoldSrc games?
>
> Regarding game-server providers, my 2cents is in agreement ... I would expect 
> that game-server hosting companies that is worth a darn (including NFO and 
> other majors) are probably monitoring lists like this and will adjust any 
> intervening packet-inspection accordingly.  Frankly, any game-server hosting 
> company that knows how to set that up, should know how to adjust or remove 
> it.  Otherwise, they probably shouldn't be in the business - IMH(f)O.  
> Game-server hosting has always been a specialty when it comes to networking.  
> Personally, I've gone through many hosting providers over the years, and 
> settled on NFO (one of the longest standing) because they has enough 
> experience in it to handle it properly, especially when it comes to 
> networking and DDoS mitigation, etc.  Many game-hosting providers are really 
> just web-hosting providers who just happen to allow other non-HTTP/HTTPS 
> ports/protocols also (only to later kick me off because they don't know how 
> to consider UDP traffic, etc.).
>
>
> On Fri, Dec 4, 2020 at 12:52 PM Fletcher Dunn - fletcherd at 
> valvesoftware.com (via csgo_servers list) 
>  wrote:
>>
>> >Third-party server-list browsers/query tools?
>>
>> Correct, and thanks for asking for this clarification.  All games that use 
>> the ISteamMatchmakingServers API from the Steamworks SDK (that’s basically 
>> all games) get that code from the steam client, so they are all updated when 
>> we update the client.  (Although there is a transition period as players 
>> update their client.  It does not happen instantly.)  This is why releasing 
>> a new steam client beta can break existing games, as happened this week.
>>
>>
>>
>> >When we say "server-side plugins, what are we talking about?
>>
>> That was an overly specific term on my part.  For purposes of this 
>> discussion, I just mean that any special processing or filtering that is 
>> being done to these packets, it doesn’t have to be a “plugin”.  All of that 
>> will continue to work, because the client will continue to behave exactly as 
>> it did before.
>
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Re: [Csgo_servers] RFC: Changes to the A2S_INFO protocol

2020-11-17 Thread Kyle Sanderson
> 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
 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) 
>  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 wasn’t planning on changing 
> > the server browser in steamclient.dll to do it, I was just going to do the 
> > simple thing of padding the packet.)  Given that it is 2020 The Year of Our 
> > Lord Gaben, probably the extra bandwidth needed to ping a bunch of servers 
> > is just not significant.
> >
> >
> >
> > Regarding 1200: although this technically maybe not OK according to RFCs 
> > from the mid 90’s, being larger than the absurdly small minimum IPv4 MTU, I 
> > believe it is OK in practice in 2020 TYOOLG, especially since the minimum 
> > MTU for IPv6 is 1280.  In the SDR protocol used by CSGO and Dota, clients 
> > always initiate their communication with a 1200 byte packet, and that has 
> > not caused any problems.
> >
> >
> >
> > To Kyle Sanderson’s point: I realize that this is not the most pressing 
> > issue facing the Internet today.  However, I am currently working on 
> > integrating SDR functionality with the server browser, and so while I 

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

2020-11-17 Thread Kyle Sanderson
>  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)
 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 wasn’t planning on changing the 
> server browser in steamclient.dll to do it, I was just going to do the simple 
> thing of padding the packet.)  Given that it is 2020 The Year of Our Lord 
> Gaben, probably the extra bandwidth needed to ping a bunch of servers is just 
> not significant.
>
>
>
> Regarding 1200: although this technically maybe not OK according to RFCs from 
> the mid 90’s, being larger than the absurdly small minimum IPv4 MTU, I 
> believe it is OK in practice in 2020 TYOOLG, especially since the minimum MTU 
> for IPv6 is 1280.  In the SDR protocol used by CSGO and Dota, clients always 
> initiate their communication with a 1200 byte packet, and that has not caused 
> any problems.
>
>
>
> To Kyle Sanderson’s point: I realize that this is not the most pressing issue 
> facing the Internet today.  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.  
> However, Valve is very sensitive to breaking old games.  It’s my 
> understanding that this plan allows old games to continue to operate, even if 
> the code cannot be updated.  If I’m mistaken, let me know.
>
>
>
> From: John 
> Sent: Tuesday, November 17, 2020 9:38 AM
> To: csgo_servers@list.valvesoftware.com
> Cc: Fletcher Dunn 
> Subject: Re: [Csgo_servers] RFC: Changes to the A2S_INFO protocol
>
>
>
> Fletcher,
>
> This sounds like a reasonable idea.
>
> Of the two, requiring a large request (#1) might be best. Both #1 and #2 help 
> with reflection attacks, but #1 also helps to mitigate directly spoofed query 
> attacks on game servers. There is less overhead involved on the server side 
> with rejecting an improperly sized packet than in generating a randomized 
> challenge response and having to locally store that state; and, should the 
> spoofer generate properly-sized packets, they would be limited to a lower 
> overall packet rate (which also drastically reduces overhead on the server 
> side). Further, an external firewall could easily drop improperly-formatted 
> packets based on size, cutting out many attacks.
>
> (By the same token, connection and all other unsolicited packets should 
> probably also be required to be large.)
>
> The only real downside would be that tools would need to be updated. I don't 
> see a blocker there.
>
> The specific size of the packets isn't too important as long as it beats 
> lowest-common-denominator MTUs. 800-1200 should be fine.
>
> One other consideration here is whether this can be coupled with changes 
> designed to mitigate the negatives of proxied responses (some hosts have 
> taken to advertising their prefixes from multiple PoPs and proxying query 
> responses in order to fake lower latencies, which degrades the player 
> experience). I can't immediately think of a good mechanism for that in the 
> query protocol itself; the primary way to deal with it would seem to be at 
> the global level, by penalizing servers whose latencies are measured to be 
> low from multiple locations in an impossible way.
>
> 

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

2020-11-17 Thread Kyle Sanderson
All good Tyler. Yes, while this is on csgo_servers, the first paragraph
clearly states this impacts all consumers.

```
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 is not just a change against CSGO, this is a change across the entire
platform that has massive implications. Additionally, CSGO has not
responded to these messages (completely, anyway) by default for many years
(over 6 years if memory serves) which makes this all the more difficult to
comprehend as this is not a change that impacts CSGO in the slightest.

I really don't like this proposal because it's going to break old, stable,
orphaned games that no one has the source code to anymore as the studios /
artists are long gone. This is why I was claiming arson - because these
games will finally die. I think the vast majority of us are against game
death which is why I was/am quite irked by some of the comments saying this
is fine for GSPs.

Kyle.

On Tue, 17 Nov 2020, 07:48 Tyler Janse,  wrote:

> Kyle,
>
> I understand your argument however I think you're focusing on the wrong
> baseline.  I'm familiar with SNMP and NTP and the volume of reflection
> attacks.
>
> SNMP and NTP are significantly more widely adopted than SRCDS which is why
> you'll get those volumes of traffic.  I'm not disagreeing with you on
> that.  However, the point still stands that this is only focusing on
> A2S_INFO protocol and the potential changes to the structure of said
> protocol to minimize such issues.  This isn't a discussion about changes to
> the SNMP and NTP protocol to mitigate these issues (most might argue
> "configure SNMPD right!" or "put it behind a firewall"...).  Also I don't
> see the "breaking tens of orphaned games" when this is the CSGO_Servers
> listserv.  If you're talking about servers that have been orphaned then
> those servers probably haven't been updated anyways, therefore preventing
> people (with updated game clients) from connecting to them.  With or
> without this change, server hosters have to update the game and underlying
> mods anyways to continue to get players into their games.
>
> I think we can sum this up in a fairly simple way.
>
> *PROS*
> - Reduce potential for reflection attacks from SRCDS
>
> *CONS*
> - Additional effort needed to modify solutions built on top of this
> protocol
>
> I'm not saying that developer time and attention is nothing, especially
> since so much has been built off the backs of third party developers and
> modders.  However, from what I see, it seems like this time investment will
> continue to refine the underlying servers that props this game up.  I see
> the argument of SNMP and NTP irrelevant as we're talking here about
> something else.
>
> Also notice that they've published a schedule of staged deployments for
> this solution.  It's not like they're going to flip the switch tomorrow and
> all hell breaks loose.  If I'm misinformed, then please let me know.
>
> There's no reason to be condescending.  I'm not trying to be an arsonist
> or "ruin everyone's fun".  Let's have a healthy discussion instead of
> biting off everyone's head.
>
> - Tyler
>
>
>
> On Tue, Nov 17, 2020 at 9:50 AM David Parker  wrote:
>
>> 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 

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

2020-11-16 Thread Kyle Sanderson
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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>>> please visit:
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Re: [Csgo_servers] RFC: Changes to the A2S_INFO protocol

2020-11-16 Thread Kyle Sanderson
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] RFC: Changes to the A2S_INFO protocol

2020-11-16 Thread Kyle Sanderson
> thousands of srcds servers
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:
>
> Kyle,
>
> SRCDS doesn't need to be a "majority stakeholder" to receive patches to known 
> security vulnerabilities. There's tens of thousands of srcds servers, nearly 
> all of which can be sent a spoofed query and will respond to a victim address 
> with server information. "Only 8x" is still enough to cause plenty of people 
> issues, when this can be resolved by a patch like Fletcher is suggesting. We 
> still see dozens of these attacks per month. Patching this won't have the 
> same impact as patching the memcached reflection, but it will still result in 
> a decrease in attacks, and allow a simplified mitigation solution.
>
> To break down how 8x can still overwhelm plenty of providers:
>
> Five servers/zombies on providers non-compliant with BCP38/RFC2827, each with 
> 1000mbit uplinks, send spoofed source engine queries to 5,000 srcds servers. 
> At 8x average amplification, the victim address will theoretically receive 
> 40Gbps worth of responses from those 5,000 srcds instances.
>
> Also, if I'm not mistaken, they did try to patch this previously a couple 
> years ago on CSGO, with the addition of the sv_max_queries_sec. But 
> unfortunately there's tens of thousands of srcds servers malicious actors can 
> cycle through, so those commands aren't very effective at their default 
> values.
>
>
> I think where I'm going with this is why on gods green earth are we
> doing this when SRCDS is just not a majority stakeholder on the
> internet anymore. I'm confuzzled: and now I'm confused.
>
> Kyle.
>
>
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Re: [Csgo_servers] RFC: Changes to the A2S_INFO protocol

2020-11-16 Thread Kyle Sanderson
Hope you're well Fletcher.

I stopped following the list and similar for a number of reasons -
like breaking stable behaviour, it being debated in internal scrums
(and no one reached back before Valve issued threats!) for no reason.
I gave up after defeating the latest regression fully using basic
asmjs + remote code exec which is 100% not the avenue that I wanted to
utilize + ultimately aging out. SRCDS is not the same reflection
avenue that SNMP and some russian STB HTTP protocol had a decade ago -
and even now post other games implementing the wire protocol.
Arbitrarily it looks like it's 8x right now and you're proposing
breaking stable wire for an additional Byte which does not help fix
this. The game thread will still get destroyed on responses per usual,
and reflection attacks using SRCDS are just not relevant anymore.

I think where I'm going with this is why on gods green earth are we
doing this when SRCDS is just not a majority stakeholder on the
internet anymore. I'm confuzzled: and now I'm confused.

Kyle.

On Mon, Nov 16, 2020 at 5:22 PM Fletcher Dunn - fletcherd at
valvesoftware.com (via csgo_servers list)
 wrote:
>
> 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 reply to this 
> steam post:
>
> https://steamcommunity.com/discussions/forum/14/2989789048633291344/
>
>
>
> After feedback has been collected and details finalized, I’ll post again with 
> more technical details about the changes that are going to be made.
>
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Re: [Csgo_servers] Update

2018-05-09 Thread Kyle Sanderson
Don't disparage the mentally ill. It's pretty clear StealthMode has
problems; just leave it be and it will sort itself out.

Kyle.


On Tue, 8 May 2018, 22:59 Ryan Bentley,  wrote:

> "I am back tracing the Mac address of the proton VPN user now. I am
> awaiting protons I.T. department to go through their server logs for the
> Swiss proxy server they went through."
>
> Stealth is a 10/10 troll, I'm convinced. Bravo.
>
> On Tue, May 8, 2018 at 8:45 PM, Stealth Mode 
> wrote:
>
>> The bad part is the bot mails aren't on one device. I have been contacted
>> outside of this list from someone using proton VPN/protonmail
>> harassing/stalking me with outdated personal information.
>>
>> I suspect this is the same person who has these scripts running to spam
>> the list with random mail domain porn bots.
>>
>> I am back tracing the Mac address of the proton VPN user now. I am
>> awaiting protons I.T. department to go through their server logs for the
>> Swiss proxy server they went through.
>>
>> -Stealthmode
>>
>> On Tue, May 8, 2018, 08:44 ics  wrote:
>>
>>> These bots seem to spoof existing users and cause issues for them. For
>>> example, i got 2 mails from the list that i've been unsubscribed due to
>>> excessive bounces few weeks ago and i havent even posted to this list
>>> more than once in the last 4-5 months.
>>>
>>> Your membership in the mailing list Csgo_servers has been disabled due
>>> to excessive bounces The last bounce received from you was dated
>>> 22-Apr-2018.
>>>
>>> Propably going to receive yet another porn mail after this mail where
>>> some bot showcases image of some naked girl and pretends to be her.
>>>
>>> -ics
>>>
>>> ProJaCore wrote:
>>> > Porn bots are just a huge risk.
>>> >
>>> > they could reaolve your mac address and use the exploit to vacnet ban
>>> > you instantly permanent from valve servers.
>>> >
>>> > you should use a swarm cluster to protect yourself from incoming
>>> attacks;
>>> > all you need is just stackoverflows.
>>> >
>>> > Nomaan Ahmad >
>>> > schrieb am Di., 8. Mai 2018, 09:59:
>>> >
>>> > Porn bots are a huge exploit. Just imagine if they uploaded a
>>> > picture and executed MD5 hashes on your PC through your browser or
>>> > email client. You're all doomed.
>>> >
>>> > Trust me, I have done PhD in hacking. I have branched off rocket
>>> > science into computer hacking.
>>> >
>>> > On Tue, 8 May 2018, 7:43 am Maxence Sartiaux, >> > > wrote:
>>> >
>>> > Ban the porn bot by mac address
>>> >
>>> >
>>> > On 05/08/2018 07:55 AM, Stealth Mode wrote:
>>> >> BTW. Vitaliy. There is a lot of spam incoming from a porn bot
>>> >> to this list. From multiple domains. There is also someone
>>> >> using proton VPN and protonmail to stalk, and harass people
>>> >> on this list. Please forward this info to security.
>>> >>
>>> >> Thanks in advance.
>>> >>
>>> >> -Stealthmode
>>> >>
>>> >> 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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>>> >> 
>>> >>
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>> >
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>>> > 
>>> >
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>>> >
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>>> > 
>>> >
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Re: [Csgo_servers] Compatibility test for incoming change

2017-08-11 Thread Kyle Sanderson
Fletch is back.

Any idea if you guys ever fixed the master IP binding issue on multi-homed
systems? I still have my iptables rules forcing UDP as this was still an
issue the last time you were kicking around.

Kyle.

On 11 Aug 2017 11:02 am, "Fletcher Dunn" 
wrote:

> Hello!  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.
>
>
>
> 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_20170811.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 IP or port this connection is bound to.  However, it does obey
> HTTP proxy,
>
> so if you need to control the public IP you can do that.  (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.)  Alternatively, you can add "-udpforce" on
> the command line
>
> to disable websockets and force the use of the old UDP protocol.  Please
> don't do this
>
> unless you need 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.
>
>
>
> 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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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-13 Thread Kyle Sanderson
All major cell carriers (when you're on a business plan) in Canada offer
you the ability to change your number within 5 minutes, an unlimited number
of times. I doubt this is an exclusive feature for Canadian Telcos. Even
going pre-paid and just burning numbers in the States would do the same
thing for a nominal fee ($5). Like any Steam binding there's no constant
heartbeat, it's the same throwaway situation.

This is doesn't solve anything besides significantly harm the dedicated
server communities when Steam has it's hourly flinch. The 90 emails back
and forth over the last few hours show this.

Kyle.
On 13 Oct 2015 9:12 p.m., "zAfLu - Dennis"  wrote:

> OK fyi:
>
> Using the same phone number on 2 accounts is not working.
> "This phone number is already associated with a different Steam account.
> Adding this phone number to your account will remove its association from
> any other Steam account"
> So i need to buy a new phone/number to get server running? that sux -.-
>
>
>
> Am 14.10.2015 um 04:17 schrieb Daniel Barreiro:
>
> A single phone number can be used on two Steam accounts last I checked.
>
> On Tue, Oct 13, 2015 at 10:16 PM, zAfLu - Dennis 
> wrote:
>
>> Is it possible to link a phone number twice? Because i have a standalone
>> server steam account (because of security reasons) but only one phone
>> number.
>>
>>
>> Am 14.10.2015 um 03:37 schrieb Ido Magal:
>>
>>> Q. What is the purpose of this update?
>>> A. We had intended to adopt Favorites migration from TF2 for some time
>>> now. Game Server Providers' complaint about the impact that the current IP
>>> banning method has on their operation has made this more urgent since with
>>> this feature we'll also be able to shield GSPs from bad actors.
>>>
>>> Q. Is this [ new method ] just to generate the token, or if this occurs
>>> will the tokens become invalid while that ban/lock is in place?
>>> A. Any such or similar infraction by the GSLT owning Steam User will
>>> result in the disabling of all of that user's GSLTs.
>>>
>>> Q. So does this mean I can't run a CS:GO server unless I own CS:GO?
>>> A. That will be correct as of Stage 3.
>>>
>>> Q. So people need to have landlines to run servers now?
>>> A. No. But there are currently restrictions on what constitutes a
>>> qualifying phone number. VOIP / burner numbers are currently non-qualifying.
>>>
>>> Q. What specifically happens if you don't log into an account after
>>> stage three?
>>> A. The result will be identical to the current IP ban: players will not
>>> be able to connect.
>>>
>>> Q. So can these tokens be used in place of the webapi_authkey ? will we
>>> need BOTH keys now to use the workshop?
>>> A. The webapi authkey was previously an intermediate step to creating a
>>> GSLT. It is no longer necessary.
>>>
>>> Q. And just to be clear, it's 50 at any one time, not 50 total lifetime,
>>> correct?
>>> A. Correct. You can delete unused GSLTs and generate new ones. We're
>>> reevaluating the 50 token limit.
>>>
>>> Q. Why don't my previously registered servers show up?
>>> A. Fixed.
>>>
>>>
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>>
>>
>>
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Re: [Csgo_servers] How to use sv_setsteamaccount

2014-08-17 Thread Kyle Sanderson
Has it been 24 hours yet? or was that until the main gets revoked? So
long as it's set, as people fire up their steam client it should be
updated with the account id. Then if you move it over at your leisure
later, you should be okay.

If you have any trouble setting up that plugin or SteamWorks, fire up
IRC or post in the thread.
Kyle.

On Sun, Aug 17, 2014 at 11:35 AM, Dennis Midjord
mailingli...@primaservers.com wrote:
 There's nothing from that site, unfortunately. Nothing to be saved...

 Den 17-08-2014 kl. 20:33 skrev The H4x0r:

 If you do find something in the web archive back it up ASAP because they
 could do this: https://archive.org/about/exclude.php

 
 Date: Sun, 17 Aug 2014 12:34:07 -0400
 From: dv9unkno...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] How to use sv_setsteamaccount

 Try this site for the old ToS https://archive.org/web/


 On Sun, Aug 17, 2014 at 11:12 AM, Dennis Midjord
 mailingli...@primaservers.com wrote:

 Only problem is that we doesn't have the old version of their ToS. One other
 GSP in Denmark had to close because of these foolish changes.

 Den 17-08-2014 kl. 15:47 skrev Matthias InstantMuffin Kollek:

 On the other hand:
 If you would have set the steamaccount, they probably wouldn't have changed
 the ips, and maybe found some other way to screw you over. Luckily that's
 what steamgroups are for. If you were to find a loophole in the old TOS you
 could probably put some leverage on them. But I'm not a lawyer.

 On 17.08.2014 15:44, Dennis Midjord wrote:

 That's sad.
 They started hosting game servers themselves, and ever since they did, they
 started breaking our deals, and their very legit reason is that they're
 losing too many clients to us. I'm really pissed, and there's absolutely
 nothing to do. Yesterday they updated their terms, stating that they can
 change prices for a client's active product within 90 days, and that they
 could revoke any IP at any time.

 I'm furious.
 Den 17-08-2014 kl. 15:35 skrev Matthias InstantMuffin Kollek:

 It's too late for that. You needed to do that beforehand.
 Regardless, first google result of said convar brings you to a guide that
 not only generates a key for you, but also tells you that csgo doesn't
 support this yet.

 On 17.08.2014 15:26, Dennis wrote:

 Hi!

 Our provider just decided to withdraw every single one of our IP's, except
 for the main IP with a 24 hour notice.
 They are breaking every single deal we had with them regarding prices, IP's
 and support, and they won't even listen to what we say. We need to find a
 solution quick, and then we thought of the sv_setsteamaccount option. We
 haven't found any information on how to use this, so can anyone please
 explain how it works? We need this for CS:S, CS:GO and Garry's Mod servers.

 Any help is highly appreciated.

 Dennis



 --
 View this message in context:
 http://csgo-servers.1073505.n5.nabble.com/How-to-use-sv-setsteamaccount-tp7737.html
 Sent from the CSGO_Servers mailing list archive at Nabble.com.

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Re: [Csgo_servers] CSGO update

2014-08-04 Thread Kyle Sanderson
What bug are you seeing?

Does https://forums.alliedmods.net/showthread.php?p=2108509 not work
for you? I think Kevin has said extension already on your servers.

Thanks,
Kyle.

On Mon, Aug 4, 2014 at 7:25 PM, Gamemann gamem...@gflclan.com wrote:
 Thanks Ido!

 Are there any plans to address the query bug with A2S_PLAYER in the next
 update?


 On 8/4/2014 10:10 PM, Ido Magal wrote:

 CS:GO 1.34.4.0 is now live.



 Thanks.









 Release Notes for 8/4/2014



 [CSGO]

 - Added ESL One Cologne 2014 Legends Sticker Capsule

 - Added ESL One Cologne 2014 Challengers Sticker Capsule



 [WATCH]

 - Added the Cologne 2014 Pick'Em Challenge, available in the WATCH menu.
 http://www.counter-strike.net/pickem/eslcologne2014



 [MISC]

 - Added sv_server_graphic2 that specifies a 220x45 image that is placed
 above the right side team.

 - Renamed sv_server_graphic to sv_server_graphic1.

 - Fixed classic static crosshair (cl_crosshairstyle 4) not being totally
 static.





 From: Ido Magal
 Sent: Monday, August 04, 2014 6:50 PM
 To: csgo_servers@list.valvesoftware.com;
 'hlds_annou...@list.valvesoftware.com'
 Subject: CSGO update



 We hope to have an update soon.



 Thanks.



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Re: [Csgo_servers] sv_parallel_sendsnapshot 1 = 15% loss

2014-07-22 Thread Kyle Sanderson
Were you guys able to fix the race conditions present with this on the
new engine? OrangeBox could use some lovin' if so. I saw in some
scenarios about a year ago where you guys made it serialized
(performance complaints ensued).

Thanks,
Kyle.

On Mon, Jul 21, 2014 at 1:59 PM, Bruce Dawson bru...@valvesoftware.com wrote:
 sv_parallel_sendsnapshot controls whether the sending of network data is done 
 on the main thread (when set to zero) or on worker threads (when set to one). 
 Doing this on worker threads can reduce how long it takes to process a frame, 
 if you have sufficient cores.

 Using sv_parallel_sendsnapshot 1 doesn't reduce the amount of CPU used -- in 
 fact it probably slightly increases it. So, if you want to run as many 
 servers as possible you may want to set it to zero. If you want to minimize 
 latency then you may need to set it to 1. If you want to run a 128-tick 
 server on slow CPUs with lots of cores then you may need this set to 1.

 I hope this makes sense.

 The main thing is, on Windows servers for a while this setting could cause 
 packet loss. It should not anymore so it is once again safe to use.

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com 
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Kevin
 Sent: Monday, July 21, 2014 1:56 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] sv_parallel_sendsnapshot 1 = 15% loss

 Could you explain what that command does? I remember in CS:S our server FPS 
 used to cut in half with that set to 0(55 slot server).

 Thanks

 On 7/21/2014 4:53 PM, Bruce Dawson wrote:
 This problem was caused by insufficient buffering on the UDP sockets on 
 Windows. sv_parallel_sendsnapshot 1 caused data to be sent quickly enough to 
 overrun the buffers, leading to packet loss. This was fixed with the July 
 1st update.

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
 L33TGaming
 Sent: Saturday, June 28, 2014 3:04 AM
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] sv_parallel_sendsnapshot 1 = 15% loss

 Recently my servers have been experiencing high loss. After
 investigating it with the datacentre, they confirmed it not to be a
 network issue. As loss was generally associated with network, I was at
 first puzzled as to why the server would be receiving loss. After
 poking around, I found out that sv_parallel_sendsnapshot 1
 http://csgo-servers.1073505.n5.nabble.com/file/n7306/15%25_loss.png
 was the cause to the 15% loss that everyone was receiving

 After setting it to
 sv_parallel_sendsnapshot 0
 http://csgo-servers.1073505.n5.nabble.com/file/n7306/Zero_Loss.png
 everything was fine.

 There is no problems with the network. The exact moment I switch to 
 sv_parallel_sendsnapshot 1 the loss starts and the packets I receive 
 instantly drops to roughly half.

 OS: Windows Server 2008
 Network: 100 Megabit
 CPU: E5-2650 V2
 Tickrate: 128

 Developer's please fix threaded network packets for windows.



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 http://csgo-servers.1073505.n5.nabble.com/sv-parallel-sendsnapshot-1-1
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 Nabble.com.

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Re: [Csgo_servers] sv_setsteamaccount - request addition in CSGO

2014-06-14 Thread Kyle Sanderson
If you could expand on this that would be appreciated. Are you still
connected to Steam? Is it just VAC? The people who I've known that had
trouble they either didn't install it properly, or were signing in
with the wrong App-id.

Thanks,
Kyle.

On Fri, Jun 13, 2014 at 11:41 PM, ShoGun-KmKz musashiw...@free.fr wrote:
 My serv goes insecure when i use SteamWorks.



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Re: [Csgo_servers] sv_setsteamaccount - request addition in CSGO

2014-06-14 Thread Kyle Sanderson
Alrighty! So you're actually not connected to Steam and this has nothing to
do with VAC. To clarify, the token you generated was for appid 730?

Thanks,
Kyle.
On 14 Jun 2014 03:37, ShoGun-KmKz musashiw...@free.fr wrote:

 Here is the logging message :

 Logging into anonymous gameserver account.
 Logging into a steam server account, token:
 () ...
 hostname: ***
 version : 1.33.4.0/13340 5687 insecure (secure mode enabled, disconnected
 from Steam3)

 Here exts list :

 [SM] Displaying 12 extensions:
  [01] Automatic Updater (1.6.0-dev+4335): Updates SourceMod
 gamedata
 files
  [02] Webternet (1.6.0-dev+4335): Extension for interacting with
 URLs
  [03] Player Connect Event Fix (1.0.0.0): Re-adds player ip address
 to player_connect event data
  [04] SDK Tools (1.6.0-dev+4335): Source SDK Tools
  [05] BinTools (1.6.0-dev+4335): Low-level C/C++ Calling API
  [06] CS Tools (1.6.0-dev+4335): CS extended functionality
  [07] Top Menus (1.6.0-dev+4335): Creates sorted nested menus
  /[08] SteamWorks Extension (1.1): Exposes SteamWorks functions to
 Developers/
  [09] Client Preferences (1.6.0-dev+4335): Saves client preference
 settings
  [10] SQLite (1.6.0-dev+4335): SQLite Driver
  [11] SDK Hooks (1.6.0-dev+4335): Source SDK Hooks
  [12] MySQL-DBI (1.6.0-dev+4335): MySQL driver implementation for
 DBI





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Re: [Csgo_servers] Still not fixed after 2 years of public release!

2014-05-27 Thread Kyle Sanderson
To my knowledge from around a year ago, there are two active
developers on the CS:GO team. The rest are artists, or graphics guys.
As far as actually fixing blatant issues like these, they're on the
back-burner because there's less of an impact in comparison to visual
stimulation. Oh hey, another mapping event! We can participate in it
for $1 and play these maps on matchmaking servers!

It's easier to add new content then to fix existing bugs, especially
if someone else may have already looked at it and couldn't figure it
out. As far as I'm aware, this is the direction Valve as a whole took
many years ago, and they're already way too far down the path.

No one wants to support existing games, or any configurations outside
of their purview (Windows servers are explicitly unsupported). Before
the game shipped it was purely a PR thing, and it's remained as such
all this time. The few back and forth emails we've exchanged with
various employees basically tried to impress everything's fine. The
latest iteration about a month ago didn't even realize the malicious
cvar player_nevershow_communityservermessage still existed, and
defaulted to 0. At least I think someone's looking at breakpad dumps
now?

As to if CS2 is on the prowl, and that's why this is still such a sh!t
show; I couldn't tell you.

Kyle.

On Tue, May 27, 2014 at 7:04 AM, Roman Kováč musos...@gmail.com wrote:
 Some bugs can also be fixed by recording demo (e.g. record xxx to
 console), but those bugs shouldn't happen at all. I know that it's hard to
 debug. But Valve... instead of making business on new operations, weapon
 skins etc. please take priority on more important things!

 Other things I've forgot to mention in first mail are:
 - Footsteps bug (ghost footsteps appears in position where bot is taken by
 human)
 - m_rawinput 1 doesn't work (acceleration is not overridden)
 - No crash dialog (game shut downs with absolutely no error info)
 - Scoreboard shows only less than 24 players
 - Builtinvotes lacks on configurability (random map order, exclude map for x
 changes, count of maps in vote etc..)


 On Tue, May 27, 2014 at 2:55 PM, Craig Shannon cr...@mynameiscraig.com
 wrote:

 When you press escape to bring up the menu then escape again to go back it
 automatically runs hud_reloadscheme.

 This fixes the disappearing radar for me. Also if you change one of the
 new hud commands and it does not refresh just double tap escape.


 On 27 May 2014 13:45, Calder Lewis lewis...@gmail.com wrote:

 I've found this issue isn't caused by the game, but by the directX. To
 fix the only solution I've had is to verify game cache and let it reinstall
 the directX. Hope this helps.

 Sent from my iPhone

 On May 27, 2014, at 8:38 AM, Michael Loveless mloveless1...@gmail.com
 wrote:

 hud_reloadscheme doesn't work for what OP is talking about. Tried it
 numerous times. Also, changing your resolution and changing it back does
 help when your scoreboard or radar is not functioning properly, though it
 causes it's own set of problems in relation to text on the screen (chat,
 game related)at least for me it does.


 On Tue, May 27, 2014 at 7:29 AM, Kryštof Kováč kov.krys...@gmail.com
 wrote:

 There is hud_reloadscheme


 2014-05-27 0:09 GMT+02:00 Mathias Aerts mathias_ae...@hotmail.com:

 Last couple of weeks I've been more irritated by missing HUD elements
 (radar/scoreboard).
 I understand if these bugs are hard to locate or reproduce, but it
 would be great if we didn't have to restart the game or even Steam to fix
 this.

 I'm thinking about some sort of cl_hud_reload command which would clear
 all HUD elements and then reload everything correctly,
 making sure everything is there, untill the actual bugs are fixed.

 But of course, mentioned bugs below should be fixed as well.

 
 Date: Thu, 22 May 2014 13:03:31 +0200
 From: louloubi...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Still not fixed after 2 years of public
 release!


 for me the - ED_Alloc: No free edicts crash when a map is loaded too
 long without change

 is the worst problem ...


 2014-05-21 11:24 GMT+02:00 Roman Kováč musos...@gmail.com:

 - de_nuke tick 128 slow door
 - CSysSessionClient: Unable to get session information from host
 (clients can't connect to server after mapchange)
 - Weapon models disappearing randomly
 - Sometimes, spectators can't join team, it throws Only 1 Team Change
 Allowed
 - Sometimes, CT's can't buy defusers
 - ED_Alloc: No free edicts crash when a map is loaded too long
 without change
 - Sometimes, players can't join server after mapchange, they get
 CSysSessionClient: Cannot join lobby, response 2! (or 6), even with 
 default
 maps and server settings!

 So Valve, what's up? Two years after final release, and there are still
 important problems, that aren't fixed, or have poor workarounds via server
 plugins. Even default server configuration doesn't work well. Scripters 
 and
 

Re: [Csgo_servers] CSGO update problem

2014-03-26 Thread Kyle Sanderson
 A 1270 can run 30 slots at 128 tick with 2var
It looks like your Dust2/Office server, as well as your Zombie server
has been nearly always empty. Your surf server sees some traffic (24
player ceiling?); where did you get this figure from?

Are you still running Gentoo on NFO?
Kyle.

On Wed, Mar 26, 2014 at 8:24 PM, Kevin s...@serveredirect.com wrote:
 A 1270 can run 30 slots at 128 tick with 2var


 On 3/26/2014 10:24 PM, Ejziponken - wrote:

 Maybe u can help the rest of us then.
 Are you running 32 slots with stable 128 tickrate?

 How?

 
 Date: Thu, 27 Mar 2014 03:08:48 +0100
 From: kov.krys...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] CSGO update problem

 I have no performance issues. Must be on your end.


 2014-03-27 1:56 GMT+01:00 Ejziponken - sza...@hotmail.com:

 Yeah. I tried the calm way for 5 months.
 Didnt even get a respond from them.


 
 From: airv...@clgw.ca
 To: csgo_servers@list.valvesoftware.com; i...@valvesoftware.com
 Date: Thu, 27 Mar 2014 00:55:13 +
 Subject: Re: [Csgo_servers] CSGO update problem


 Bro, you need to calm down.

 Sincerely, everyone.

 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Ejziponken
 -
 Sent: March 26, 2014 8:54 PM
 To: csgo_servers@list.valvesoftware.com; i...@valvesoftware.com
 Subject: [Csgo_servers] CSGO update problem

 WHEN ARE U FIXING THE PERFORMANCE PROBLEMS?=!?!?!?!?!?!?!
 Its been over 5 months now.

 / Chris
 
 From: i...@valvesoftware.com
 To: csgo_servers@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
 Date: Thu, 27 Mar 2014 00:47:48 +
 Subject: Re: [Csgo_servers] CSGO update
 The update is now live.

 The previous build has been pinned as 'mar_09'

 Thanks.


 Release Notes for 3/26/2014

 [UI]
 - Scoreboard changes:
 -- Added ability to use mouse cursor in scoreboard.
 -- Cursor will be enabled on the scoreboard by default in halftime and
 endmatch.
 -- When alive or spectating, if the scoreboard is visible, the cursor can be
 enabled by using secondary fire.
 -- Players in scoreboards have left click context menus that allow you to
 commend, report, block communcation, etc.
 -- Scoreboard will adjust to the size of the number of players in the match.
 Max is still 24 players.
 -- Combined clan tag and name tag into one field.
 - Fixed the CZ-75A icon not showing overhead during freetime.
 - Added Commonwealth of Independent States flag, uses alpha 2 code CC.
 - Fixing aspect ratio of a few flags.
 - On community servers after mp_swapteams or vote to swap teams the game
 will also swap team names and flags.


 [GAMEPLAY]
 - Adjusted the rules for dropping a grenade upon death: you now drop your
 most recently selected grenade. If you never selected a grenade, you will
 drop the most expensive one.
 - Improved player hitbox alignment.
 - Players shot in the head from the side will play a new left or right
 headshot flinch animation, instead of forward or backward.
 - Defuse kit art has been adjusted to make them more visible.


 [MISC]
 - Reduced client virtual memory usage.
 - Fixed an out of memory crash that could occur while downloading workshop
 maps.
 - Fixed a hitch related to inventory icon loading.
 - Players that fail to properly validate with VAC will no longer get the
 generic Invalid STEAM UserID Ticket message and instead see An issue with
 your computer is blocking the VAC system. You cannot play on secure
 servers.
 - Started a trial of official competitive matchmaking on servers in South
 Africa.


 [MAPS]
 - Overpass:
 -- Added connector from T water to T tunnels
 -- Opened up small concrete hut near Bombsite A
 -- Made wood stack near door to A tunnels climbable
 -- Made it possible to shoot through wood wall near Bombsite B
 -- Made area near fountain in park slightly larger
 -- Tweaked environment light

 - Dust2:
 -- Removed some small gaps between crates in Bombsite B

 - Inferno:
 -- Added wallbanging on low wall near barbecue (Thanks Spunj!)
 -- Revised clipping on balcony near mid


 From: Ido Magal
 Sent: Wednesday, March 26, 2014 4:34 PM
 To: 'csgo_servers@list.valvesoftware.com';
 'hlds_annou...@list.valvesoftware.com'
 Subject: CSGO update

 We hope to have an update ready soon.

 Thanks.

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Re: [Csgo_servers] CSGO 1.32.3.0

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

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

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

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

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



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



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

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

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



 Hope this helps,

 -Vitaliy


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Re: [Csgo_servers] Linux: higher var after CSGO glibc version update

2013-12-03 Thread Kyle Sanderson
https://groups.google.com/forum/#!topic/google-breakpad-discuss/Tktyyf8m_t4

It's clear they're not on the list, and just have a bunch of their
servers now sig-alarming (not that they weren't before). They're
looking into it, maybe in the wrong places, but at least someone's on
it.

Kyle.

On Tue, Dec 3, 2013 at 1:37 PM, Marco Padovan e...@evcz.tk wrote:
 +1 on this issue :/


 On Tue, Dec 3, 2013 at 9:19 PM, ics i...@ics-base.net wrote:

 Can we get some light shed into this? Is there a fix in the works or do
 you guys have no clue why our servers perform much worse now than before 2
 updates ago?

 -ics

 ics kirjoitti:

 Same here, now tick128 the var goes up to 3 and starts going yellow
 instead of being steady white and no more than 2,5 the most. Performance
 went definitely in bad direction.

 -ics

 Absurd Minds kirjoitti:


 Yes I think there was an email recently about this issue. Pretty much
 everybody saw a decrease in performance.

 On Nov 27, 2013 8:01 AM, Elysium Gamers League sa...@egl.net.au
 mailto:sa...@egl.net.au wrote:

 Hi Guys,

 We had our servers running really really nicely 0.2-0.4 var with
 12 slot CSGO 128 tick servers.

 Since the update we are seeing 0.5-1.2 which is a significant
 increase. We’re seeing a lot of complaints about this unfortunately.

 It seems the advantage Linux had over Windows is gone, the same
 variance is being seen on both platforms.

 We have even tested a new E3-1240v3 with an SSD running just one
 server, no luck.

 Ubuntu 12.04.3 LTS w/ 3.2 lowlatency kernel. No improvement using
 the 3.5 or 3.8 kernels.

 Anyone else having similar issues?

 Cheers.


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Re: [Csgo_servers] Server lobby randomly breaking with response 2

2013-11-13 Thread Kyle Sanderson
No solution, but the lobby doesn't exist anymore which is why client's are
getting rejected. I don't believe you're at fault, this used to happen to
me daily for months. If I had to hazard a guess, the lobby isn't recreated
once the server loses it's connection to Steam.

Kyle.


On Wed, Nov 13, 2013 at 7:10 PM, Calder Lewis lewis...@gmail.com wrote:

 Anyone have a solution to this? I'm getting the same errors on servers.


 On Wed, Nov 13, 2013 at 7:57 PM, hasser css hasserva...@gmail.com wrote:

 Is there any way to debug or fix this problem without rebooting my
 server? This happens to me very randomly, from a few hours to even a few
 days it will happen, and the only way to fix is to reboot the server.

 Everything I have read about it is talking about the mapgroups, but I
 have that configured correctly (and it shouldn't even be needed, as I run
 the same map 24/7). It is very annoying to have to kick a 16+/20 slot
 server filled with people because the lobby reservation expired or
 something, and reboot srcds...

 Connect console:
  Connecting to public(ip:addr) ...
  34.630:  Sending UDP connect to public IP ip:addr
  Server using 'public' lobbies, requiring pw no, lobby id 18683822f51
  RememberIPAddressForLobby: lobby 18683822f51 from address ip:addr
  GameTypes: could not find matching game type .
  CSysSessionClient: Cannot join lobby, response 2!

 Please give insight to fix this, other then the repeated your mapgroups
 are broken, which should not be the issue in my case. Thanks all.

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Re: [Csgo_servers] HitReg Fail as usual? Somethimes not! Examples.

2013-11-04 Thread Kyle Sanderson
This is far from a new problem unfortunately, which is why lerp toggling
ingame was so powerful. Toggling the cvar would return the actual position
of the client, not the predicted position, which is why the toggle was
`patched` and not fixed. You're pretty lucky though, I've played some
Source 2k13 mods and it's completely busted there. Maybe I just notice it
more because I have a just a little bit of loss? HL2:DM was broken for
about a month (it may still be broken today), maybe there's some new switch
that no one has turned on?

GitHub issue: https://github.com/ValveSoftware/source-sdk-2013/issues/201

Thanks,
Kyle.


On Mon, Nov 4, 2013 at 7:45 AM, Archimage archim...@yandex.ru wrote:

 Hello.

 Ido Magal you better watch this.

 http://forums.steampowered.com/forums/showthread.php?t=3197417


 Ty.

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Re: [Csgo_servers] [hlds] Family Sharing Ban Bypass.

2013-10-25 Thread Kyle Sanderson
In case anyone is following this, there's a WebAPI update planned for next
week which allows for getting the owner's account from a lender id.

There's also a Steamworks update planned for between yesterday and (?),
which adds the owner's id to the ticket verification result
(ValidateAuthTicketResponse_t). However, this is too late for servers to
get the owner's id. SourceMod at the moment supports checking if they're
verified (by not handing out admin before IsClientFullyAuthenticated
happens). However, this happens far too late in the process (30 seconds
typically to a couple minutes, to never if Steam is down), subsequently
most servers (to my knowledge) have the feature disabled (or at least want
it disabled; from the threads I've seen).

After the Steamworks update happens, I believe we need the owner's
accountid passed to the server at the same time as the actual rendered
SteamID (how it is at the moment, sent from the client at connection time).
This should allow for the same verification result as
IsClientFullyAuthenticated, and pre-usage that most of the engine does.
This should continue to allow for immediate usage, which is what is used
now.

A public engine function would be appreciated to get the owner's account id
(or rendered SteamID, as to conform with everything else). Unless if I'm
neglecting something major, this should resolve the exploit for everyone as
clients are updated to support sending the supposed ownerid.

Thanks,
Kyle.


On Tue, Oct 22, 2013 at 1:56 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 The Steam Family Sharing Exploit is still a vivid problem CS:S, as it
 takes roughly 90 seconds to connect to a new VPN Server, create a new Steam
 account, and rejoin. I've re-banned the same griefer about 7 times now in
 the last 19 minutes; they're pretty persistent. Please help everyone using
 your products protect ourselves against this new `feature`.

 Thanks,
 Kyle.


 On Sat, Oct 19, 2013 at 5:23 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 Today, we're seeing a ton of banned, griefing players using VPNs and
 throw-away Steam accounts to bypass server bans. The problem already seems
 to be pretty widespread in CS:S. Considering this is the first weekend
 where the beta was opened up, it's only going to get worse. I'm sure this
 isn't isolated to CS:S, or my servers. There are many others running
 community servers, some probably not even using Source that are impacted by
 this. The native Steam Exploit seems to be getting abused quite heavily.

 The theoretical is now the present,
 Kyle.


 On Fri, Oct 18, 2013 at 7:09 AM, Jesse Oak wazanato...@gmail.com wrote:

 Every game copy should have an ID associated with it, this way an admin
 can ban per copy of the game rather then player ID. It's bad enough right
 now in TF2 and some of the Source mod games where a griefer can just
 quickly make a new account and reset their IP address having this start to
 happen in games like CSGO is going to be a major pain for admins.


 On Fri, Oct 18, 2013 at 1:29 AM, Valentin G. nextra...@gmail.comwrote:

 Banning by IP is useless for many countries. And if cheaters abuse the
 family sharing they will certainly go to the lengths of making a quick
 new dial-in to grab that new IP.

 I have already said this much on the Beta Forums, and fully agree with
 Kyle. This brings the TF2 F2P dilemma to every title.


 On Fri, Oct 18, 2013 at 6:58 AM, Dominik Friedrichs d...@forlix.orgwrote:

 On 2013/10/18 03:38, N-Gon wrote:

 I agree with Dog.
 However, I would also like to note that with SourceMod you could ban
 the
 users by IP. Sure they can change it, but most of the trolls are
 either
 too stupid to figure out how or too stupid to figure out how to do it
 quickly. Meaning you'd see the repeat offender now and then, but not
 enough to be too much of a nuisance.


 I'd like to note that for broadband providers in my area it is quite
 common to hand out a different IP on every dial in, while a connection 
 with
 that same IP can be kept alive for 24 hours at maximum. Hence I would 
 never
 bother to ban by IP if the ban is supposed to be longer than a few hours.



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Re: [Csgo_servers] [hlds] Family Sharing Ban Bypass.

2013-10-19 Thread Kyle Sanderson
Today, we're seeing a ton of banned, griefing players using VPNs and
throw-away Steam accounts to bypass server bans. The problem already seems
to be pretty widespread in CS:S. Considering this is the first weekend
where the beta was opened up, it's only going to get worse. I'm sure this
isn't isolated to CS:S, or my servers. There are many others running
community servers, some probably not even using Source that are impacted by
this. The native Steam Exploit seems to be getting abused quite heavily.

The theoretical is now the present,
Kyle.


On Fri, Oct 18, 2013 at 7:09 AM, Jesse Oak wazanato...@gmail.com wrote:

 Every game copy should have an ID associated with it, this way an admin
 can ban per copy of the game rather then player ID. It's bad enough right
 now in TF2 and some of the Source mod games where a griefer can just
 quickly make a new account and reset their IP address having this start to
 happen in games like CSGO is going to be a major pain for admins.


 On Fri, Oct 18, 2013 at 1:29 AM, Valentin G. nextra...@gmail.com wrote:

 Banning by IP is useless for many countries. And if cheaters abuse the
 family sharing they will certainly go to the lengths of making a quick
 new dial-in to grab that new IP.

 I have already said this much on the Beta Forums, and fully agree with
 Kyle. This brings the TF2 F2P dilemma to every title.


 On Fri, Oct 18, 2013 at 6:58 AM, Dominik Friedrichs d...@forlix.orgwrote:

 On 2013/10/18 03:38, N-Gon wrote:

 I agree with Dog.
 However, I would also like to note that with SourceMod you could ban the
 users by IP. Sure they can change it, but most of the trolls are either
 too stupid to figure out how or too stupid to figure out how to do it
 quickly. Meaning you'd see the repeat offender now and then, but not
 enough to be too much of a nuisance.


 I'd like to note that for broadband providers in my area it is quite
 common to hand out a different IP on every dial in, while a connection with
 that same IP can be kept alive for 24 hours at maximum. Hence I would never
 bother to ban by IP if the ban is supposed to be longer than a few hours.



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[Csgo_servers] Family Sharing Ban Bypass.

2013-10-17 Thread Kyle Sanderson
Using Steam's new Family Sharing feature, Server Bans can be easily
bypassed, along with other Steam based bans. This is due to the fact that
the launched game doesn't use the owner's Account ID, rather the newly
created account id. This impacts CS:GO's banning mechanisms (blocked
friends, abandon match timeout), all Community Server based bans, and many
other community based stat tracking functions. Bypassing bans has been a
rampant problem in TF2 since the game went F2P, and hasn't been addressed
since the change.

Please add a Function to any public interface so server operators can get
the primary holder AccountID, or glue the Primary User's accountid onto
launched games. The former would be nice to preserve the idea of different
accounts, but this is a pretty significant problem for everyone going
forward...

Kyle.
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Re: [Csgo_servers] CSGO 1.30.7.0

2013-10-11 Thread Kyle Sanderson
All Source 2k9 games play horribly with the Windows mixer.
On 2013-10-11 2:57 PM, Hege Hegemon archangel.hege...@gmail.com wrote:

 Also, i just lost my sound after manualy shutting down the game from Task
 Manager. I needed to restart the PC in order to restore the sound.


 2013/10/11 Absurd Minds goabs...@absurdminds.net

 Not to mention completely unrelated to server set up and if people have
 this issue can just find the solution in the forums.
  On Oct 11, 2013 4:36 PM, Gordon Reynolds thisisgordonsem...@gmail.com
 wrote:

 While neat, that seems like a whole lot of work for just trying to quit
 a program, haha.


 On Fri, Oct 11, 2013 at 11:01 AM, mohammad yousuf 
 madd...@hotmail.comwrote:

 As a temporary solution for csgo taking long to close and staying in
 the process list:

 http://i.imgur.com/wUbc3zi.png
 http://i.imgur.com/wUbc3zi.pngI%20just%20use%20this%20bat%20file%20to%20close%20csgo.steps%20to%20make%20one:1-%20create%20a%20.txt%20file%20on%20your%20desktop2-%20open%20it%20and%20put%20in%20the%20following%20text:%20taskkill%20/F%20/IM%20csgo.exe3-%20save%20it%20and%20close%20the%20notepad4-%20rename%20it%20to%20%22csgo%20quit.bat%225-%20now%20when%20ever%20you%20want%20to%20close%20csgo,%20just%20alt%20tab%20to%20your%20desktop%20and%20double%20click%20on%20this%20.bat%20file%20and%20the%20game%20will%20close%20instantly.

  I use this bat file to close csgo.
 http://i.imgur.com/wUbc3zi.pngI%20just%20use%20this%20bat%20file%20to%20close%20csgo.steps%20to%20make%20one:1-%20create%20a%20.txt%20file%20on%20your%20desktop2-%20open%20it%20and%20put%20in%20the%20following%20text:%20taskkill%20/F%20/IM%20csgo.exe3-%20save%20it%20and%20close%20the%20notepad4-%20rename%20it%20to%20%22csgo%20quit.bat%225-%20now%20when%20ever%20you%20want%20to%20close%20csgo,%20just%20alt%20tab%20to%20your%20desktop%20and%20double%20click%20on%20this%20.bat%20file%20and%20the%20game%20will%20close%20instantly.

 steps to make one:  
 http://i.imgur.com/wUbc3zi.pngI%20just%20use%20this%20bat%20file%20to%20close%20csgo.steps%20to%20make%20one:1-%20create%20a%20.txt%20file%20on%20your%20desktop2-%20open%20it%20and%20put%20in%20the%20following%20text:%20taskkill%20/F%20/IM%20csgo.exe3-%20save%20it%20and%20close%20the%20notepad4-%20rename%20it%20to%20%22csgo%20quit.bat%225-%20now%20when%20ever%20you%20want%20to%20close%20csgo,%20just%20alt%20tab%20to%20your%20desktop%20and%20double%20click%20on%20this%20.bat%20file%20and%20the%20game%20will%20close%20instantly.

 1- create a .txt file on your desktop  
 http://i.imgur.com/wUbc3zi.pngI%20just%20use%20this%20bat%20file%20to%20close%20csgo.steps%20to%20make%20one:1-%20create%20a%20.txt%20file%20on%20your%20desktop2-%20open%20it%20and%20put%20in%20the%20following%20text:%20taskkill%20/F%20/IM%20csgo.exe3-%20save%20it%20and%20close%20the%20notepad4-%20rename%20it%20to%20%22csgo%20quit.bat%225-%20now%20when%20ever%20you%20want%20to%20close%20csgo,%20just%20alt%20tab%20to%20your%20desktop%20and%20double%20click%20on%20this%20.bat%20file%20and%20the%20game%20will%20close%20instantly.

 2- open it and put in the following text: taskkill /F /IM csgo.exe  
 http://i.imgur.com/wUbc3zi.pngI%20just%20use%20this%20bat%20file%20to%20close%20csgo.steps%20to%20make%20one:1-%20create%20a%20.txt%20file%20on%20your%20desktop2-%20open%20it%20and%20put%20in%20the%20following%20text:%20taskkill%20/F%20/IM%20csgo.exe3-%20save%20it%20and%20close%20the%20notepad4-%20rename%20it%20to%20%22csgo%20quit.bat%225-%20now%20when%20ever%20you%20want%20to%20close%20csgo,%20just%20alt%20tab%20to%20your%20desktop%20and%20double%20click%20on%20this%20.bat%20file%20and%20the%20game%20will%20close%20instantly.

 3- save it and close the notepad  
 http://i.imgur.com/wUbc3zi.pngI%20just%20use%20this%20bat%20file%20to%20close%20csgo.steps%20to%20make%20one:1-%20create%20a%20.txt%20file%20on%20your%20desktop2-%20open%20it%20and%20put%20in%20the%20following%20text:%20taskkill%20/F%20/IM%20csgo.exe3-%20save%20it%20and%20close%20the%20notepad4-%20rename%20it%20to%20%22csgo%20quit.bat%225-%20now%20when%20ever%20you%20want%20to%20close%20csgo,%20just%20alt%20tab%20to%20your%20desktop%20and%20double%20click%20on%20this%20.bat%20file%20and%20the%20game%20will%20close%20instantly.

 4- rename it to csgo quit.bat  
 http://i.imgur.com/wUbc3zi.pngI%20just%20use%20this%20bat%20file%20to%20close%20csgo.steps%20to%20make%20one:1-%20create%20a%20.txt%20file%20on%20your%20desktop2-%20open%20it%20and%20put%20in%20the%20following%20text:%20taskkill%20/F%20/IM%20csgo.exe3-%20save%20it%20and%20close%20the%20notepad4-%20rename%20it%20to%20%22csgo%20quit.bat%225-%20now%20when%20ever%20you%20want%20to%20close%20csgo,%20just%20alt%20tab%20to%20your%20desktop%20and%20double%20click%20on%20this%20.bat%20file%20and%20the%20game%20will%20close%20instantly.

 

Re: [Csgo_servers] CSGO 1.30.7.0

2013-10-11 Thread Kyle Sanderson
ASW+ (L4D2, Portal 2, CS:GO, and Dota 2) all have this regression.
Depending on Windows version, the game will also repeatedly mute your
microphone. I believe I filed a bug on GitHub before they announced it, so
maybe that's why it was never looked at? I doubt it's that they don't care
about global breakage on all platforms that aren't Windows 7+. This isn't a
problem on Source 2k7, just 2k9.

Regardless, sorry for the client mail.
Kyle.
On 2013-10-11 5:14 PM, Gordon Reynolds thisisgordonsem...@gmail.com
wrote:

 Is this why CS:GO starts off SO LOUD?


 On Fri, Oct 11, 2013 at 3:43 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 All Source 2k9 games play horribly with the Windows mixer.
 On 2013-10-11 2:57 PM, Hege Hegemon archangel.hege...@gmail.com
 wrote:

 Also, i just lost my sound after manualy shutting down the game from
 Task Manager. I needed to restart the PC in order to restore the sound.


 2013/10/11 Absurd Minds goabs...@absurdminds.net

 Not to mention completely unrelated to server set up and if people have
 this issue can just find the solution in the forums.
  On Oct 11, 2013 4:36 PM, Gordon Reynolds 
 thisisgordonsem...@gmail.com wrote:

 While neat, that seems like a whole lot of work for just trying to
 quit a program, haha.


 On Fri, Oct 11, 2013 at 11:01 AM, mohammad yousuf madd...@hotmail.com
  wrote:

 As a temporary solution for csgo taking long to close and staying in
 the process list:

 http://i.imgur.com/wUbc3zi.png
 http://i.imgur.com/wUbc3zi.pngI%20just%20use%20this%20bat%20file%20to%20close%20csgo.steps%20to%20make%20one:1-%20create%20a%20.txt%20file%20on%20your%20desktop2-%20open%20it%20and%20put%20in%20the%20following%20text:%20taskkill%20/F%20/IM%20csgo.exe3-%20save%20it%20and%20close%20the%20notepad4-%20rename%20it%20to%20%22csgo%20quit.bat%225-%20now%20when%20ever%20you%20want%20to%20close%20csgo,%20just%20alt%20tab%20to%20your%20desktop%20and%20double%20click%20on%20this%20.bat%20file%20and%20the%20game%20will%20close%20instantly.

  I use this bat file to close csgo.
 http://i.imgur.com/wUbc3zi.pngI%20just%20use%20this%20bat%20file%20to%20close%20csgo.steps%20to%20make%20one:1-%20create%20a%20.txt%20file%20on%20your%20desktop2-%20open%20it%20and%20put%20in%20the%20following%20text:%20taskkill%20/F%20/IM%20csgo.exe3-%20save%20it%20and%20close%20the%20notepad4-%20rename%20it%20to%20%22csgo%20quit.bat%225-%20now%20when%20ever%20you%20want%20to%20close%20csgo,%20just%20alt%20tab%20to%20your%20desktop%20and%20double%20click%20on%20this%20.bat%20file%20and%20the%20game%20will%20close%20instantly.

 steps to make one:  
 http://i.imgur.com/wUbc3zi.pngI%20just%20use%20this%20bat%20file%20to%20close%20csgo.steps%20to%20make%20one:1-%20create%20a%20.txt%20file%20on%20your%20desktop2-%20open%20it%20and%20put%20in%20the%20following%20text:%20taskkill%20/F%20/IM%20csgo.exe3-%20save%20it%20and%20close%20the%20notepad4-%20rename%20it%20to%20%22csgo%20quit.bat%225-%20now%20when%20ever%20you%20want%20to%20close%20csgo,%20just%20alt%20tab%20to%20your%20desktop%20and%20double%20click%20on%20this%20.bat%20file%20and%20the%20game%20will%20close%20instantly.

 1- create a .txt file on your desktop  
 http://i.imgur.com/wUbc3zi.pngI%20just%20use%20this%20bat%20file%20to%20close%20csgo.steps%20to%20make%20one:1-%20create%20a%20.txt%20file%20on%20your%20desktop2-%20open%20it%20and%20put%20in%20the%20following%20text:%20taskkill%20/F%20/IM%20csgo.exe3-%20save%20it%20and%20close%20the%20notepad4-%20rename%20it%20to%20%22csgo%20quit.bat%225-%20now%20when%20ever%20you%20want%20to%20close%20csgo,%20just%20alt%20tab%20to%20your%20desktop%20and%20double%20click%20on%20this%20.bat%20file%20and%20the%20game%20will%20close%20instantly.

 2- open it and put in the following text: taskkill /F /IM csgo.exe  
 http://i.imgur.com/wUbc3zi.pngI%20just%20use%20this%20bat%20file%20to%20close%20csgo.steps%20to%20make%20one:1-%20create%20a%20.txt%20file%20on%20your%20desktop2-%20open%20it%20and%20put%20in%20the%20following%20text:%20taskkill%20/F%20/IM%20csgo.exe3-%20save%20it%20and%20close%20the%20notepad4-%20rename%20it%20to%20%22csgo%20quit.bat%225-%20now%20when%20ever%20you%20want%20to%20close%20csgo,%20just%20alt%20tab%20to%20your%20desktop%20and%20double%20click%20on%20this%20.bat%20file%20and%20the%20game%20will%20close%20instantly.

 3- save it and close the notepad  
 http://i.imgur.com/wUbc3zi.pngI%20just%20use%20this%20bat%20file%20to%20close%20csgo.steps%20to%20make%20one:1-%20create%20a%20.txt%20file%20on%20your%20desktop2-%20open%20it%20and%20put%20in%20the%20following%20text:%20taskkill%20/F%20/IM%20csgo.exe3-%20save%20it%20and%20close%20the%20notepad4-%20rename%20it%20to%20%22csgo%20quit.bat%225-%20now%20when%20ever%20you%20want%20to%20close%20csgo,%20just%20alt%20tab%20to%20your%20desktop%20and%20double%20click%20on%20this%20.bat%20file%20and%20the%20game%20will%20close%20instantly.

 4- rename it to csgo quit.bat  
 http://i.imgur.com/wUbc3zi.pngI%20just%20use%20this%20bat%20file%20to%20close

Re: [Csgo_servers] CSGO 1.30.4.0

2013-09-19 Thread Kyle Sanderson
On Thu, Sep 19, 2013 at 7:41 PM, Ido Magal i...@valvesoftware.com wrote:
 - Fixed a community server file transfer exploit.

Thank you for protecting the matchmaking servers.

Kyle.

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Re: [Csgo_servers] Failed to join session (same old bug...)

2013-08-23 Thread Kyle Sanderson
I happened to try the game again last week; the same pre-launch client
glitches are vividly present, along with new ones. Apparently screens
still go blurry / greyscale on map changes, it happened to myself just
on Monday. I mean, we don't host GO servers anymore due to them being
extremely fragile and not worth the effort, but there are others who
do...

From what I remember about the failed to join session bug, if you
disable hibernation it shouldn't initially occur. Over the course of a
day though, I do seem to recall the server getting into an irreparable
state. If it's preventing you from joining due to a lobby reservation,
the most likely fix will come from a server plugin.

Not trying to be a downer, but besides the inclusion of CEcon, Removal
of DWARF info, the Custom Map crash fix from Vitaliy, and Menu fix
from Tanio: this is still the same pre-launch game. It's a year later,
HPE hasn't been on the team for longer then that. I understand the
Ricochet team has been working on Source 2 stuff for well over a year,
but this is getting more and more depressing to see. Unless if the
game is getting ported to S2? (in which case the engine neglect makes
sense)

I still want GO to do well, but if there's no actual server support
from Valve, it's still a losing battle.
Kyle.

PS: The first time I hit Browse Community Servers my client crashed
(10 minutes ago). The second run around I see the server browser is
still totally isolated from the rest of the GUI. A message that I've
answered Never Show Again to pops up asking if I want to browse
community servers. Are we lost?

On Thu, Aug 22, 2013 at 8:20 PM, Joshua Travis
joshua.w.tra...@gmail.com wrote:
 Ido,

 The game has been out over a year.  Do you think you guys could possibly
 take some time and fix this...  You remarked that it is a known bug months
 ago.  I would love to not have to either kick everyone in the server or
 reboot it to fix this.

 At least let us know you are actually working on it...

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Re: [Csgo_servers] CSGO Workshop ... still got problems

2013-08-23 Thread Kyle Sanderson
HPE hasn't been on CS:GO since the beginning of July last year.

Thanks,
Kyle.
On Aug 23, 2013 1:41 AM, Cody Lee codyf...@gmail.com wrote:

 I hope HPE stays far, far away from this, and VALVe fixes it.
 On Aug 23, 2013 3:39 AM, Seyhan AKDENIZ s_akde...@hotmail.com wrote:

 Yes, this is very important bug and HPE should resolve and fix this
 problem asap.

  Date: Fri, 23 Aug 2013 09:43:22 +0200
  From: mlaszl...@freemail.hu
  To: csgo_servers@list.valvesoftware.com
  Subject: [Csgo_servers] CSGO Workshop ... still got problems
 
  Hy!
 
  So, after the the know update the workshop method stopped working on
 our servers.
  I had read the mailing list and tried the possible fixes but non of
 them worked for us.To be honest on one of our server the fix had almost
 solved the problem but the server still refuses to start on the specified
 workshop startmap, it defaults to the map what is in the startup line. On
 another server the workshop is completly useless, it cannot connect to
 download the maps, but it is on the same machine as the first.
 
  The first server start line is simple just the usual parameters
 ip,port,mapgroup,map,maxplayeroverride,usercon. We managed to get the
 workshop to work whit an autoexec.cfg file what contained the collection id
 and startmap commands, and a webapiautheky.txt in the csgo directiory. This
 worked till the update fine. After the update i tired to remove the
 metnioned 3 files ( only found 2 of them, i don't know why there isn't
 ugc_txt). In this case the server boots up, subscribes to the colletion
 id (dl-s map if needed), but it is useless cause it won't change to a map
 so you can't join) After i pub back the 2 subscribe txt files and worte the
 id in it the server start fine but it default to the map in the startline.
 
  The second server is a scrim/war server. The difference is thaht it got
 the id start map and authkey in the start line. This on boots up fine too
 but hang on the map dl cause it cannot connect of something. None of the
 fixed worked, or half worked like on the 1st server.
 
  Fire walls setting are the same for the 2 servers, they ar on one
 phisycal machine, on the same IP but still, different problems.
 
  So here i am runing out of options and ideas, could someone help me?
 What are we doing wrong?
  Our server are symlinked, only the needed directories are visible.
 
  Thx in adnvance for any ideas to fix this problem, cause from now on we
 cannot rely on valve, they are going to be very busy implementing new skins
 and weapons and tweaking them no real bugfixes and so on...
 
  And sry for the wall of text, mobile users.
 
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Re: [Csgo_servers] csgo update

2013-04-25 Thread Kyle Sanderson
Loving the delayed roll out, thanks a ton!

Kyle.


On Thu, Apr 25, 2013 at 1:03 PM, Ido Magal i...@valvesoftware.com wrote:

  Hi,

 ** **

 we hope to have an update ready later today.

 ** **

 I’ve pinned the current version as an “april_03” beta for those that are
 running events this weekend and would rather not update.

 ** **

 Thanks.

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Re: [Csgo_servers] Patch

2013-03-28 Thread Kyle Sanderson
The list died yesterday shortly after Eric announced there would be an
update coming for OB. His email was delayed significantly as well :P

Thanks,
Kyle.
On 28 Mar 2013 14:36, Ido Magal i...@valvesoftware.com wrote:

  Did my email not make it to the list yesterday?

 ** **

 ** **

 ** **

 1.22.3.1 is now live.

 ** **

 I’ve pegged the previous build as beta ‘mar21’

 ** **

 Thanks.

 ** **

 ** **

 Release Notes for 3/27/2013

 ** **

 [ MISC ]

 ** **

 - If CTs rescue a hostage and win game now plays Hostage has been
 rescued announcement before announcing Counter-Terrorists Win.

 - Hostages now correctly drop to ground when hostage carrier was killed
 mid-air.

 - Menus will now correctly display on various resolution ratios including
 5:4 and triple monitor

 - Friends panel will now display an invited icon for invited friends.

 - Fixed mouse input in demo playback .

 - Lobby leader is now highlighted in lobby.

 - Various layout changes to Lobby and Scoreboard.

 - Map makers can now choose to show a custom loading image in place of the
 map overview/radar image

   --To do this, place a .jpg image in the same directory as the .bsp (in
 maps) named _loading.jpg (it needs to be packed manually into the bsp
 before uploading to the workshop)

 - Fixed player viewmodel arms rendering inside out when cl_righthand was
 set to 0

 - Added back player_say game event for server plugins.

 ** **

 ** **

 ** **

 *From:* Ido Magal
 *Sent:* Wednesday, March 27, 2013 4:56 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* csgo patch

 ** **

 we hope to have a minor patch ready in minutes.

 ** **

 thanks.

 . 

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Re: [Csgo_servers] today's CSGO update

2013-03-21 Thread Kyle Sanderson
Amazing. Thanks Ido!

Kyle.
On 21 Mar 2013 13:00, Ido Magal i...@valvesoftware.com wrote:

  We hope to ship *that* update today.

 ** **

 It’s come to my attention that there are some mid-ranged lan events this
 weekend and there’s concern that the large update might be an issue.

 ** **

 To avoid disruption, I’ve gone ahead and created a march11 tag for the
 current public build, which will allow clients and servers to avoid the
 update. 

 ** **

 for the clients, in Steam, 

 right click on CSGO, 

 select properties,

 select the beta tab,

 select mar11 from the dropdown.

 ** **

 for servers, when you use steamcmd to update them, add ‘-betas mar11’ to
 the app_update command.

 ** **

 mar11 clients and servers will be compatible with each other but not with
 any other client or server once we update.

 ** **

 I’ll remove the tag next week since old beta tags generally cause
 confusion in the community.

 ** **

 let me know if you have any further questions.

 ** **

 Thanks.

 ** **

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Re: [Csgo_servers] CSGO 1.22.2.3

2013-02-22 Thread Kyle Sanderson
Just to clarify, if I were to add the say command to that file, would the
same functionality be retained with point_servercommand? I was under the
impression that the entity (point_servercommand) was simply ignored when
running a dedicated server.

Thanks,
Kyle.


On Fri, Feb 22, 2013 at 10:20 AM, Ido Magal i...@valvesoftware.com wrote:

  The server whitelist you suggest is the way it is currently implemented
 ( when playing on a dedicated server. )

 ** **

 The whitelist is /csgo/bspconvar_whitelist.txt

 ** **

 ** **

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *[#OMEGA] - K2
 *Sent:* Thursday, February 21, 2013 11:39 PM
 *To:* csgo_servers@list.valvesoftware.com

 *Subject:* Re: [Csgo_servers] CSGO 1.22.2.3

  ** **

 I see the reason why they disabled it. You were able to execute any server
 command, back in the day you could just change the rcon_password with a
 point server command (I think this was fixed at some point though,), though
 it still poses problems. Thinking of executing random admin commands if you
 have mods installed, or “crash” buttons hidden in a map that could shutdown
 your server or change server variables randomly. Also, with mani admin you
 can just add yourself as admin secretly, but at least mani isn’t used as
 much anymore these days (is it even working? :P)

 ** **

 Problem is the entities are so hidden they can easily be used as backdoor
 unless you specifically examine every map before you put it on your server
 (to be more specific, the entities). However, with stuff like
 Stripper:Source this was fixable to some degree (or by directly editing the
 map, which is not viable for workshop maps though).

 ** **

 I propose they add a whitelist for commands for the command for servers.
 Simple solution that allows us to have best of both worlds, by default, no
 command can be executed, however, if you still wish to have the map control
 cvars and the like, you can just specifiy them as whitelisted.

 Possibly this should implemented as map file and general whitelist, i.e
 something like

 ** **

 Cvarcontrol.txt

 “cvars”

 {

   “mp_timelimit” “1” // point_servercommand is allowed to override this
 command on any map

   “say” “1” // Not very dangerous, let the mappers say hello

 }

 ** **

 badmap_cvarcontrol.txt

 “cvars” 

 {

   “mp_timelimit” “0” // Blacklisted (override generic whitelist)

   “mp_maxrounds” “1” // But this can be overridden on this map only

 }

 ** **

 This has 2 advantages, maps can ship with their own cvar control file and
 admins have complete control over it for those kinds of map that actually
 need it. And by default, any new generic server will be “protected” from
 abuse though point_servercommand in maps. 

 ** **

 I also might put this one on 64bitvips list later, but I’m not too happy
 with server, coding and SDK related suggestions, as we are pretty much the
 minority of the userbase, so people usually ignore these kind of issues (or
 worse, don’t even understand them and still respond), even though they
 could help a lot of people (especially with the magic word “support”
 instead of “force whatever down everyone’s throat because we think
 whatever is the best”)

 ** **
  --

 *Von:* csgo_servers-boun...@list.valvesoftware.com [
 mailto:csgo_servers-boun...@list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com]
 *Im Auftrag von *arnold lam
 *Gesendet:* Freitag, 22. Februar 2013 03:47
 *An:* csgo_servers@list.valvesoftware.com
 *Betreff:* Re: [Csgo_servers] CSGO 1.22.2.3

 ** **

 Yes it's that entity. Please fix

 Sent from my iPhone


 On 22 Feb, 2013, at 3:48 AM, David Fountain savsi...@gmail.com wrote:*
 ***

  Ido,
 In the future will the team restrictions ever be lifted?  If a server is
 24 slots only 12 on each side. Maybe make it follow the mp_limitteams cvar
 

 SavSin

 On Feb 21, 2013 10:17 AM, ics i...@ics-base.net wrote:

 Removing point_servercommand unfortunately breaks a lot of mods, for
 example if this update ever goes to CSS, it will break VIP mod along with
 others that Kyle mentioned. But that's really not a CSGO issue.

 -ics

 Kyle Sanderson kirjoitti:

 I assume he meant OrangeBox (CS:S and TF2 primarily), but this would break
 quite a few existing maps. There are maps that have special gamemodes,
 that change friction, gravity, acceleration, and other elements ~randomly~.
 I'm not sure if this is possible with vscript, so this could be completely
 unwarranted. But I too would like to see the point_servercommand problem
 fixed in earlier games. I have a pretty gross hack using
 https://forums.alliedmods.net/showthread.php?p=1700947 at the moment, I
 mean it works, but a different solution would definitely be preferable.

 Thanks,
 Kyle.


 On Thu, Feb 21, 2013 at 9:47 AM, Ido

Re: [Csgo_servers] CSGO 1.22.2.3

2013-02-21 Thread Kyle Sanderson
I assume he meant OrangeBox (CS:S and TF2 primarily), but this would break
quite a few existing maps. There are maps that have special gamemodes,
that change friction, gravity, acceleration, and other elements ~randomly~.
I'm not sure if this is possible with vscript, so this could be completely
unwarranted. But I too would like to see the point_servercommand problem
fixed in earlier games. I have a pretty gross hack using
https://forums.alliedmods.net/showthread.php?p=1700947 at the moment, I
mean it works, but a different solution would definitely be preferable.

Thanks,
Kyle.


On Thu, Feb 21, 2013 at 9:47 AM, Ido Magal i...@valvesoftware.com wrote:

 If you specify the other games then I can forward this to those teams.

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

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

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

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

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Re: [Csgo_servers] CS:GO workshop maps and dedicated servers

2013-02-07 Thread Kyle Sanderson
I think the confusion is: Can a server opt into Workshop, and still offer
custom maps that haven't been added to the workshop via their own FastDL
server? Is it an all or nothing operation?

Thanks,
Kyle.
On 7 Feb 2013 09:16, Ido Magal i...@valvesoftware.com wrote:

 Q. Did i understood correctly that you can only pick a method where your
 servers content are from *workshop only* or from *direct sv_downloadurl*
 - not both?

 A. I don't understand the question. A map is either downloaded from Steam
 or from the server. Not both.

 Q. This effectively kills any player from joining a server that has been
 set to work only if the user has the map from the workshop. Player cannot
 anymore download the map from the server itself and join by that?

 A. Again, I'm not sure I understand. If the server specifies a workshop
 map then the client checks with the workshop to make sure it's up-to-date
 and downloads it from the workshop if it is not.

 Q. Does the player get a prompt where he will be asked to download the map
 from workshop if that method is in use or does he just get plain forever
 connect (5x untill drop) to the server like now if the server is running a
 map that is not in cycle?

 A. I understood the first part: There is no prompt. The client downloads
 the map upon connection if it does not have it.


 -ics

 Ido Magal kirjoitti:
 
  Q. Is the workshop meant to completely replace the current manual
  hosting + sv_downloadurl scheme? So all servers must use workshop
  collections and should replace +mapgroup with
  +host_workshop_collection ##? If this is not the case, what
  happens if both +mapgroup and +host_workshop_collection are in the
  launch parameter?
 
  A. You can still use sv_downloadurl and mapgroups if you choose, but
  you should pick one method or the other.
 
  If any of the maps you want to serve are not in the Maps Workshop then
  you will need to use the older system. The systems do not mix.
 
  The advantages of using the Maps Workshop:
 
  *Maps are guaranteed to be up-to-date. They're checked at every
  changelevel.
 
  *Mappers can update their maps whenever and as often as they want and
  not worry about distribution.
 
  *Users download whatever Workshop map is hosted on a server on
  connection or changelevel.
 
  *Collections of maps can be edited on-line and shared. For example,
  someone can manage a collection of competitive maps that servers can
  subscribe to, and adding/removing maps applies to all servers that run
  that collection on their next changelevel.
 
  Q. Will this system eliminate the gamemodes.txt?
 
  A. No. Gamemodes.txt is still required to define valid game modes for
  the client. However, you no longer need to edit for creating mapgroups
  or defining community maps provided you use the Maps Workshop method.
 
  Q. Will webapi_authkey.txt get overwritten on updates?
 
  A. No. The depot does not contain a webapi_authkey.txt.
 
  Q. Will there be something posted to help learn to recreate
  mapgroups or more information on what that means?
 
  A. Once the Maps Workshop is live then you will be able to
 
  1. 'Favorite' a bunch of maps in the Workshop.
 
  2. Create collections of maps from the set of maps you've favorited.
 
  3. Run your server with '+host_map_collection ##' where
  # is the collection number.
 
  Alternatively, you can host any other collection by doing #3 with any
  one else's published collection number.
 
  On Wed, Feb 6, 2013 at 9:45 PM, Nicholas Hastings
  psycho...@alliedmods.net wrote:
 
  Ah, I had forgotten about GetCollectionDetails.
 
  Netshroud
 
  Wednesday, February 06, 2013 11:43 PM
 
  While GetPublishedFileDetails doesn't require a key,
  GetCollectionDetails and GetUGCFileDetails do. I'd assume CS:GO uses
  GetCollectionDetails for host_workshop_collection.
 
  ___
 
  Csgo_servers mailing list
 
  Csgo_servers@list.valvesoftware.com
 
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 
  Nicholas Hastings
 
  Wednesday, February 06, 2013 11:22 PM
 
  The output from the spew commands shown on the wiki make it look like
  ISteamRemoteStorage/GetPublishedFileDetails on the web api is used to
  get the details and download url for the map(s).
 
  If that is the case, why is an API key needed when neither that method
  nor downloading from the given ugc url require one?
 
  ___
 
  Csgo_servers mailing list
 
  Csgo_servers@list.valvesoftware.com
 
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 
  Ido Magal
 
  Wednesday, February 06, 2013 8:29 PM
 
  Hi,
 
  tomorrow we plan to launch the CS:GO Maps Workshop.
 
  1. We've started working on the wiki here:
 
 https://developer.valvesoftware.com/wiki/CSGO_Workshop_For_Server_Operators
 
  It would be helpful if people read through it and posted questions and
  helped us cover the basics by tomorrow.
 
  2. We're 

Re: [Csgo_servers] CSGO 128 tick - CPU Clock issue

2013-01-25 Thread Kyle Sanderson
I'm not sure if these exist in GO, but try with sm_cvar.

sv_parallel_sendsnapshot = 1
sv_parallel_packentities = 1

I should probably note that despite these being the default values, they
are not properly implemented in previous engines, and will result in
crashing if you miss enough frames.

Thanks,
Kyle.


On Thu, Jan 24, 2013 at 5:36 PM, Elysium Gamers League sa...@egl.net.auwrote:

 Anyone ?

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Elysium
 Gamers League
 *Sent:* Thursday, 24 January 2013 11:29 AM

 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* [Csgo_servers] CSGO 128 tick - CPU Clock issue

 ** **

 Hi All,

 ** **

 I have found a possible issue with CSGO 128 tick and clock speed of each
 CPU thread.

 ** **

 # Server 1

 1x Intel(R) Core(TM) i7-3930K CPU @ 3.20GHz (12 threads)

 ** **

 # Server 2

 2x Intel(R) Xeon(R) CPU E5-2630 0 @ 2.30GHz (32 threads)

 ** **

 Now, with TF2/CSS I can see that on Server 2 they are happy using 100% of
 a thread, let’s say, 150% for a busy large server of a night time.

 ** **

 With CSGO 128tick I have noticed an issue with fps drop when it hits 100%
 - 103% of a thread and won’t go any higher. I have verified this via a
 Sourcemod addon which logs tick and fps every 5 seconds to a log file.
 Server 1 will peak  to about 80% of a thread so ~2.56ghz. These processors
 are of the same generation etc so this should really just come down to raw
 clock speed per thread. This peak activity usually occurs around the start
 of rounds and is disruptive to the quality of the server visually. This box
 sits around 50% total CPU peak, all the monitoring under the sun shows
 almost no iowait or disk latency. I have pretty much well ruled out “all
 the things”

 ** **

 Looking at htop everything is fine, everything is balanced nicely, it’s
 not doing what gmod does and just chews the hell out of a thread then
 rubber bands and behaves horribly.

 ** **

 Both servers are running Ubuntu 12.04.1 LTS with the –lowlatency kernel, I
 have taken a copy of a working/good sever from Server 1 and placed it on
 Server 2 etc, I’ve tried everything J

 ** **

 Now, I’m just wondering, why is this the case? CSGO should just be able to
 do what any other srcds game does and just use whatever it needs?

 ** **

 Is anyone able to offer any assistance or verify the issue.

 ** **

 Valve, has this been reported to you before, I’m happy to work with you,
 share more data, complete tests etc to get this resolved.

 ** **

 ## Log exmaple

 ** **

 Server tickrate: 128.00

 CPU   InOut   Uptime  Users   FPSPlayers

 10.00 112085.05 201662.191391 3  137.80  10

 ** **

 Server tickrate: 128.00

 CPU   InOut   Uptime  Users   FPSPlayers

 10.00 115372.51 235407.471391 3   79.52  10

 ** **

 Server tickrate: 128.00

 CPU   InOut   Uptime  Users   FPSPlayers

 10.00 108717.33 226417.191391 3   52.90  10

 ** **

 Server tickrate: 128.00

 CPU   InOut   Uptime  Users   FPSPlayers

 10.00 104498.02 196216.811391 3  112.40  10

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Re: [Csgo_servers] CS:GO 1.22.0.3

2013-01-23 Thread Kyle Sanderson
Just to clarify, is this the end of debug server builds? or was the option
forgotten?

Thanks,
Kyle.


On Wed, Jan 23, 2013 at 4:42 PM, Ido Magal i...@valvesoftware.com wrote:

  Release notes for 1.22.0.3

 ** **

 **-  **fixed a crash.

 ** **

 Thanks.

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Charalampos
 Galanis
 *Sent:* Wednesday, January 23, 2013 4:40 PM
 *To:* csgo_servers@list.valvesoftware.com

 *Subject:* Re: [Csgo_servers] CS:GO 1.22.0.3

  ** **

 Is the changelog going to be released for this hotfix soon? ** **

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Re: [Csgo_servers] playing two custom maps in a row leaves players blurry

2013-01-13 Thread Kyle Sanderson
I've had it happen on official servers as well. It's been a problem since
the beta. I'm kind of perplexed how it still exists now, it's very
intrusive.

Thanks,
Kyle.


On Sun, Jan 13, 2013 at 4:24 PM, Absurd Minds goabs...@absurdminds.netwrote:

 Has anybody noticed how on the second custom map (or _se map) in a row
 you are really blurry until you open the buy menu? Is there any
 workaround to that other than opening the buy menu? It becomes very
 difficult to run any sort of custom maps server (eg, a deathmatch
 server or an awp server) when players are blurry on the second map.

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Re: [Csgo_servers] Connection issues

2013-01-10 Thread Kyle Sanderson
I've had servers get stuck in Hibernation before, this prevented anyone
from joining. I wasn't able to recover the server and it stayed in this
mode until I restarted it. This happened in August, I can't say I've really
messed with CS:GO since unfortunately.

Thanks,
Kyle.


On Thu, Jan 10, 2013 at 12:05 PM, ics i...@ics-base.net wrote:

  I'm not sure whats going on but i have similiar issue right now when i
 tested if your problem is your or everyones. I freshly started a server and
 it connected to Steam servers but i cannot see it in favorites or connect
 directly to it. It worked fine earlier and i have not changed any configs.
 Valves update may have caused this to happen.

 -ics

 10.1.2013 21:35, Marcin Paterek kirjoitti:

 I have a problem with connecting to my dedicated server. After the whole
 process starts (it's automaticaly restarted at 4 AM) everybody can connect
 to it, but if players play at least 1 map and then leave the game, it's
 impossible to connect. The only method is to manually restart server's
 process. What is more, if I run HLSW and check server's status, it says
 it's not hibernating. I put following commands to my server.cfg file, but
 still without luck:

  sv_hibernate_when_empty 0
 sv_hibernate_postgame_delay 0
 sv_hibernate_ms 0
 sv_hibernate_ms_vgui 0


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Re: [Csgo_servers] CSGO 1.21.5.3

2012-12-26 Thread Kyle Sanderson
Thanks for the temporary rollback!

Kyle.


On Wed, Dec 26, 2012 at 2:45 PM, Ido Magal i...@valvesoftware.com wrote:

  We’ve updated CS:GO.  Thanks.

 ** **

 **-  **Reverted the messaging changes to  unblock community mods.*
 ***

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Re: [Csgo_servers] CSGO 1.21.5.2

2012-12-25 Thread Kyle Sanderson
http://games.opensteamworks.org/Chart/View/730 ( http://puu.sh/1FdYw )

Unfortunately, roughly 4k servers are offline due to the changes in this
'minor' update (roughly half). The ones that are up, and rely on addons to
be remotely successful, have a password. While I don't fault you guys for
pushing a major breaking change (moving the UserMessages system over to
Protobuff (similar to Dota 2)) on Christmas Eve, is there any chance some
prior notification can be given? It appears that the Dev Prerelease beta is
still running, can this be opened at all? Both CS:S and TF2 still have
public betas, and they were nice when they were used.

Thanks,
Kyle.

On Mon, Dec 24, 2012 at 2:52 PM, Ido Magal i...@valvesoftware.com wrote:

 * Added some holiday cheer.
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Re: [Csgo_servers] motd crashes since latest patch

2012-12-13 Thread Kyle Sanderson
If possible, when you solve this can the fix be backported so all of the
other games using Chromium (OrangeBox) are playable as well?

Thanks,
Kyle.


On Thu, Dec 13, 2012 at 3:38 PM, Tanio Klyce tan...@valvesoftware.comwrote:

 http://motd.pinion.gg/motd/ispgamingcommunity/csgo/motd.html is an
 excellent repro case for this crash. This is very helpful in finding the
 crash. Thanks.

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Lash
 Sent: Thursday, December 13, 2012 3:23 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] motd crashes since latest patch

 There should be more examples coming in to
 http://64bitvps.com/csgo/ticket/message-of-the-day-with-video-causes-crashes-for-some-people/
 over time. Please refer to the comments for relevant info. For example:

 Here is a sample URL that crashes our clients 99% of the time UNLESS you
 manage to close the motd before the video loads OR the pinion page loads
 their “raffle page” which doesn’t include any video content.
 http://motd.pinion.gg/motd/ispgamingcommunity/csgo/motd.html;

 There are links to related bugs in the comments as well.



 --
 View this message in context:
 http://csgo-servers.1073505.n5.nabble.com/Csgo-servers-motd-crashes-since-latest-patch-tp2640p2705.html
 Sent from the CSGO_Servers mailing list archive at Nabble.com.

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Re: [Csgo_servers] SteamCMD Install/Update Problem

2012-12-07 Thread Kyle Sanderson
Besides system / Steam issues, I've had no problems keeping my servers up
to date using UpdateTool (as others have stated above). Are you having
trouble using it?

Thanks,
Kyle.


On Fri, Dec 7, 2012 at 10:17 AM, Absurd Minds goabs...@absurdminds.netwrote:

 My coleader mentioned he is also unable to update servers in 64 bit centos
 5.6
 On Dec 7, 2012 11:26 AM, Christopher Meng cicku...@gmail.com wrote:

 I just met this problem while downloading the server.

 Installing breakpad exception handler for
 appid(steamcmd)/version(1354840033_client)

 Just like this in the url below:
 http://pastebin.com/kF217Wx7

 Any solution?Now I just replace it with UpdateTool

 --


 *Yours sincerely,*
 *Christopher Meng*

 Ambassador/Contributor of Fedora Project and many others.
 http://cicku.me
 http://mirrors.cicku.me

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Re: [Csgo_servers] csgo update 1.21.4.0

2012-12-03 Thread Kyle Sanderson
Thanks for the notification!

Kyle.


On Mon, Dec 3, 2012 at 2:40 PM, Ido Magal i...@valvesoftware.com wrote:

  We hope to have an update within the hour.

 ** **

 thanks.

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Re: [Csgo_servers] 1.21.2.x

2012-10-30 Thread Kyle Sanderson
This is the conclusion we came to a while ago :(

Thanks,
Kyle.

On Tue, Oct 30, 2012 at 1:35 PM, Travis Brown tbrown7...@gmail.com wrote:

 Awesome! I hope you guys arent expecting any issues voiced here to be
 fixed.


 On Tue, Oct 30, 2012 at 4:23 PM, Absurd Minds goabs...@absurdminds.netwrote:

 Yes it is. I'm chatting live with you now.
 On Oct 30, 2012 4:18 PM, Charalampos Galanis xngala...@gmail.com
 wrote:

 Omg , people should stop spamming at mailing lists, this is no live
 chat!!
 Στις 30 Οκτ 2012 10:16 μ.μ., ο χρήστης Andre Müller 
 gbs.dead...@gmail.com έγραψε:

 rofl
 YMMD

 2012/10/30 CocaineWaffles of CWDI-v3.0 c...@cwdi.ca:
  LOL...

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Re: [Csgo_servers] in Game Music and Plugin Sounds.

2012-10-24 Thread Kyle Sanderson
There should already be a ClientCommand line in the plugin. Just add a *
before the filename so it's streamed.

Thanks,
Kyle.
On Oct 24, 2012 3:06 PM, pater.invictus pater.invic...@gmail.com wrote:

 Wait a secso if I put the quakesounds plugin in, where exactly am I
 putting this ClientCommand so everyone can hear it?

 On Wed, Oct 24, 2012 at 3:34 PM, Nicholas Hastings 
 psycho...@alliedmods.net wrote:

  You don't need to specifically put them in the music dir; you just need
 to mark them to be streamed (or have the client rebuild the audio cache).

 You can mark them to be streamed instead of from cache by using the
 'play' client command and prefixing the path with an asterisk. SourceMod
 example: ClientCommand( client, play *custom/mysound.mp3 )


 On 10/24/2012 5:30 PM, pater.invictus wrote:

 Many of the mods and plugins use sounds that must be placed in the
 csgo\sound\music\ directory.

 This is mostly annoying because almost everyone I know Turns the in game
 sound off - therefore they cannot hear 3rd party sounds/quakesounds etc

 How hard is it to allow these plugins to call sounds from a custom
 directory?


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

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Re: [Csgo_servers] 1.20.2.x

2012-10-11 Thread Kyle Sanderson
Would also be nice to fix the Grey blurry overlay that is drawn on client
screens at map change...

Thanks,
Kyle.
On Oct 11, 2012 5:09 PM, Asher Baker asher...@gmail.com wrote:

 Any chance of, ya know, after all this time, getting server-plugin
 radio menus working while observing / dead?

 On Fri, Oct 12, 2012 at 12:41 AM, Ido Magal i...@valvesoftware.com wrote:
  As noted, we fixed several crashes related to rendering, scaleform, and
 the spectator panel.
 
  Without a callstack to compare against, I can't say for certain whether
 or not we fixed the one you experienced.
 
 
  -Original Message-
  From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Adam Thompson
  Sent: Thursday, October 11, 2012 4:36 PM
  To: csgo_servers@list.valvesoftware.com
  Subject: Re: [Csgo_servers] 1.20.2.x
 
  Still not fixed the Multicore rendering crash?
 
  Sent from my iPad
 
  On 12 Oct 2012, at 00:29, Ido Magal i...@valvesoftware.com wrote:
 
  The update is live. Thanks.
 
 
  Release notes for 10/11/2012
 
  [ Minor Fixes ]
  -Fixed bomb defusal resetting when a server lags below 20fps.
  -Fixed a case where the round and timer were not being updated when
 spectating.
  -Fixed another case where warmup alerts panel didn't show for late
 joiners.
  -Fixed a crash that would happen when you died that associated with the
 spectator panel.
  -Fixed general scaleform crashes.
  -Made radio commands also selectable via the keypad numbers.
  -Fixed enemies on radar that were above/below you showing their up/down
 indicators rotated.
  -Made alive/dead state on the spectator UI easier to read.
  -Replaced mp_teamname_t and mp_teamname_ct with mp_teamname_1 and
 mp_teamname_2 to disambiguate convars from sides in a mode that supports
 team switching at halftime. Now the names follow the teams after the
 switch. ( mp_teamname_1 is the team that first plays CT ).
  -Changed spectator HUD to show which primary weapon each player has
 purchased during freeze time.
  -Made spectator HUD show all grenades carried by each player.
 
  [ Classic Competitive Changes ]
  -Added an explanation about competitive mode rules to better explain
 its difference from other modes.
  -Added save/restore of cash for competitive matches: When a player
 disconnects and reconnects in competitive mode, their pre-disconnect money
 will now be preserved.
  -Added a button requiring players to ready-up when a competitive match
 is found. When all 10 players ready-up then the matchmaking servers lock
 them in for the match. Abandoning at any point after clicking the ACCEPT
 button will result in Competitive cooldown.
  -Increased competitive cooldowns to 30 minutes for first offense, 2
 hours for second offense and so on.
  -Kicking a player no longer offers a vote to continue. The game will
 proceed with a bot in place of the kicked player.
 
 
  From: Ido Magal
  Sent: Thursday, October 11, 2012 3:50 PM
  To: 'csgo_servers@list.valvesoftware.com'
  Subject: 1.20.2.x
 
  We hope to ship a mandatory update for CSGO within the hour.
 
  Thanks.
 
 
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Re: [Csgo_servers] server addons/plugins/mods

2012-10-05 Thread Kyle Sanderson
Honestly, Valve contributed/shipped a Zombie model (or coordinated with
HPE) which was/is awesome. However, as far as displaying data, having
workable menu's, or any of the other requests, I wouldn't hold your breath.
The 'easier' things to do (easy to access props) are being added natively
to the game. The administrative burden and stability are the game is what
has me pretty antsy about continuing to work on it. There's a hacked
together VIPMod from August (should totally be rewritten haha), but we're
missing a model, maps are on their way (apparently).

We definitely have interest in this,
Kyle.

On Fri, Oct 5, 2012 at 8:24 AM, The H4x0r free123...@hotmail.com wrote:

 This and support for custom materials in maps definently needs to be fixed
 asap.

 --
 From: xunt...@hotmail.com
 To: csgo_servers@list.valvesoftware.com
 Date: Fri, 5 Oct 2012 15:12:30 +
 Subject: [Csgo_servers] server addons/plugins/mods


  I've posted a thread on the steam forums with issues regarding addon
 development that hasn't gotten the attention I hoped. Someone pointed out
 that I would probably get more support on the csgo mailing list, so here I
 am. If you have any interest in custom mods for CSGO, please bump this
 thread or forward it to the right people if you have contacts at Valve/HPE.
 There are many people, including me, sitting on nearly completed mods just
 waiting to be released as soon as these issues are dealt with. On behalf of
 the CSGO developers on alliedmods and other modding forums, thank you.
 http://forums.steampowered.com/forums/showthread.php?t=2948107

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[Csgo_servers] Policy of truth in CS:GO?

2012-09-22 Thread Kyle Sanderson
Just curious if this is going to be carrying over into CS:GO from TF2.
We're starting to see 'fake clients' servers, just wondering if we should
be joining them in lying to clients or what...

178.63.21.23:28010
http://www.gametracker.com/server_info/178.63.21.23:28010/
http://cache.www.gametracker.com/images/graphs/server_players.php?GSID=2541151start=-1m

Thanks,
Kyle.
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Re: [Csgo_servers] Serverlist listed?

2012-09-21 Thread Kyle Sanderson
I think two years ago they moved to GeoIP.

Thanks,
Kyle.
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Re: [Csgo_servers] 128 tickrate server makes door at de_nuke or de_nuke_se move slower than when it is @ 64 tick server

2012-09-18 Thread Kyle Sanderson
This bug was present in CS:S with 100 tick servers.

Try this plugin: https://forums.alliedmods.net/showthread.php?p=892090

Thanks,
Kyle.

On Tue, Sep 18, 2012 at 12:15 PM, Travis Brown tbrown7...@gmail.com wrote:
 Because the map was prolly optimized for 64 tick? It can be fixed.

 On Sep 18, 2012 2:23 PM, Steven Hartland kill...@multiplay.co.uk wrote:

 So care to explain how a map can break the timing of something, when its
 the engine which does the timing ;-)

 - Original Message -
 From: Travis Brown
 To: csgo_servers@list.valvesoftware.com
 Sent: Tuesday, September 18, 2012 7:12 PM
 Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nuke or
 de_nuke_se move slower than when it is @ 64 tick server

 It was removed cause the game engine couldnt do it properly as the game
 was ported. It has been done right this time. The map needs fixed, not
 removal of tickrate. Lol

 On Sep 18, 2012 2:09 PM, Steven Hartland kill...@multiplay.co.uk
 wrote:

 That's not what I understood, so care to provide evidence of that?

 - Original Message -
 From: Travis Brown
 To: csgo_servers@list.valvesoftware.com
 Sent: Tuesday, September 18, 2012 6:55 PM
 Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nuke or
 de_nuke_se move slower than when it is @ 64 tick server

 That isnt why it was removed.

 On Sep 18, 2012 1:42 PM, Steven Hartland kill...@multiplay.co.uk
 wrote:

 This is why the trickrate should NEVER have re-introduced!

 It was removed for a good reason aka because it broken stuff, just like
 this.

 PLEASE PLEASE guys remove it again, it will prevent a world of hurt in
 the long run!!


 
 This e.mail is private and confidential between Multiplay (UK) Ltd. and
 the person or entity to whom it is addressed. In the event of misdirection,
 the recipient is prohibited from using, copying, printing or otherwise
 disseminating it or any information contained in it.

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Re: [Csgo_servers] Server Memory Leak?

2012-09-11 Thread Kyle Sanderson
Hi guys,

Just to clarify... All versions of SRCDS leak memory, regardless of
platform... If someone's saying they don't, they're either lying, or
there's something going on under the hood to make up for it.

Try running SourceTV, it's even worse ;)

Thanks,
Kyle.

On Tue, Sep 11, 2012 at 4:07 AM, Absurd Minds goabs...@absurdminds.net wrote:
 I'm running purely vanilla servers, personally. I've taken to
 restarting daily, as my memory will increase by about 1000MB per day
 (running 11 servers)

 On Tue, Sep 11, 2012 at 6:57 AM, Marco Padovan e...@evcz.tk wrote:
 I do have tf2 servers (on 24gb / 32gb boxes) using like 563mb VIRT / 443mb
 RES right after the startup... with just a few mods loaded.. but no issues
 at all ...

 on peak load (12slots competitive private servers with a couple stv relays
 connected) they easely take 900mb RES with no issues at all...

 Are your running the servers without mods and purely vanilla?

 Il 11/09/2012 00:03, Mike Didiano ha scritto:

 I switched to debian squeeze and I'm still having the memory leak issue.
 This problem is worse when there are 25+ people in the server.  Every map
 change the server adds 50-80mb in memory usage, and once it's around 925 the
 server either crashes at map change, or starts getting choppy/lagging until
 restarted.   I have plenty of CPU and RAM available so this isn't a resource
 issue.

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Russell
 Smith
 Sent: Sunday, September 09, 2012 7:12 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Server Memory Leak?

 I don't notice any performance hit on my TF2 servers when it gets to the
 900MB mark, but I do have a restart script that runs daily because of these
 leaks.

 I haven't been able to tell if CS:GO is the same for me in terms of memory
 usage (I assumed so when planning out resources) as like most of the
 community servers it is empty most of the time.

 On 09.09.2012 16:05, Absurd Minds wrote:

 Looks like I'm seeing it on CentOS as well.

 On Sun, Sep 9, 2012 at 3:37 PM, Russell Smith
 ve...@tinylittlerobots.us wrote:

 I always thought this was par for the course for srcds.  This same
 thing happens to my TF2 servers running on Debian Squeeze.


 On 9/9/2012 11:28 AM, Mike Didiano wrote:

 Been having issues with memory problems for CS:GO on Windows server
 2008.
 Every map change the memory seems to go up around 50MB(possibly
 caching all
 map files?) but they are not released at the next map change.

 After half a day of running a full server memory usage is up over
 700mb and
 usually tops out just over 900mb. The higher the memory usage, the
 worse the
 server performance gets.  Tops out just over 900mb and at this point
 the
 game is unplayable.


 Is valve aware of this or are there any fixes other than restarting
 the
 server every 4 hours?





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Re: [Csgo_servers] Maxplayers

2012-09-07 Thread Kyle Sanderson
There's still a hard limit of 32. The highest you can set is 64, but you
won't get any clients in above 32.

Thanks,
Kyle.
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Re: [Csgo_servers] csgo 1.18.0.x

2012-08-30 Thread Kyle Sanderson
Thanks for the notification ido!

Thanks,
Kyle.

On Thu, Aug 30, 2012 at 3:04 PM, Valentin G. nextra...@gmail.com wrote:
 Looking forward to seeing Matchmaking go for direct connections :)

 Thanks, Ido!

 On Fri, Aug 31, 2012 at 12:02 AM, Philip Giuliani giiul...@gmail.com wrote:
 Thanks :)


 2012/8/30 lcz # GalegO frisao86-csgos...@yahoo.com.br

 Thanks!!!

 @Little off topic:

 Ido,

 http://blog.counter-strike.net/index.php/2012/08/4795/

 You will play as well?

 I want to see some videos of you playing hahahaha

 
 De: Ido Magal i...@valvesoftware.com
 Para: csgo_servers@list.valvesoftware.com
 csgo_servers@list.valvesoftware.com
 Enviadas: Quinta-feira, 30 de Agosto de 2012 17:14
 Assunto: [Csgo_servers] csgo 1.18.0.x

 We hope to have an update ready later today.

 Thanks.

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Re: [Csgo_servers] CS:GO 1.18.0.3

2012-08-30 Thread Kyle Sanderson
Thanks for the 25 players fix! Drifter found that MaxPlayers is being
manually set *somewhere* to 32 players. 32 is the new player cap,
regardless of maxplayers_override being set (Currently set to 64). The
engine doesn't appear to be synced to the server (Engine reports 32
players constantly, Server reports the true value). I saw a few
servers above 32 players. However, when I joined it was discovered
they were using FakeClients...

Thanks for the additional 7 slots, we're still a ways off!
Kyle.

On Thu, Aug 30, 2012 at 5:41 PM, Ido Magal i...@valvesoftware.com wrote:
 A mandatory update for CS:GO has been released.



 Thanks.









 Release Notes for CS:GO update 2012-08-30



 [ Gameplay ]

 - Adjusted footstep volume fade out and maximum audible distance to match
 source/1.6.

 - Increased default Casual match length to 15 rounds.

 - Fixed an issue that caused the AWP to zoom to the wrong level after
 reloading.

 - Tuned flinch aimpunch values.

 - Fixed a bug in the penetration code that incorrectly determined the exit
 spot as being not solid when it was which allowed penetrating much further
 than it should have.



 [ UI ]

 - Added x-ray vision of own teammates for dead players.

 - Added new spectator UI that shows both team’s active weapon, player name,
 health, armor, etc, when spectating a 10 player match.

 - Added a new convar sv_competitive_official_5v5 that:

o Forces a match to display 5v5 scoreboards regardless of maxplayers
 setting ( Allows setting maxplayers to 12 to allow spectators into a 5v5
 match ).

o Allows connected spectators to see both teams in x-ray.

 - Added support for international characters in play with friends lobby
 chat.

 - Fixed an issue that caused the mouse cursor to reset its mouse position
 when clicking on the UI when the window didn't have focus.

 - Fixed being able to open the radio menu when you were an observer.

 - You can't toggle the scoreboard in half-time now

 - Fixed the scoreboard win animation firing before the scoreboard was told
 to come up in the end match state and was usually missed

 - The countdown timer now flashes prior to the start of a match.



 [ General ]

 - Reduced frequency of polling server console to save CPU.

 - Fixed a rare crash when applying decals.

 - Significantly improved precision of dedicated server frames to match
 tickrate.

 - Clamped dedicated server fps to match quantized tickrate.

 - Fixed two exploits. One that would allow players to see out of smoke with
 much more clarity than players could see them if they were boosted up while
 inside the smoke volume. Also made the smoke a tad shorter/smaller. Two,
 fixed players being able to see through a few trains out of the corner of
 their screens on de_train and de_train_se. Thanks Volcano.

 - Fixed messages in scoreboard overlapping at end match.

 - To pass a vote in competitive mode, all eligible voters minus one must now
 vote yes



 [ Community Servers ]

 - Fixed cases when values of some convars set on community servers would not
 correctly replicate to clients.

 - Game modes configuration file now specifies cfg files to exec instead of
 keyvalue pairs of convars to make it easier for server operators to
 configure their game modes. To tweak game modes it would be sufficient to
 provide gamemode_competitive_server.cfg and _server.cfg files for other game
 modes which will exec after stock cfg files.

 - Linux: running srcds_run with -autoupdate will now update the server
 during hibernation, in addition to changelevel.

 - Fixed an issue that was limiting connectivity to community servers to only
 25 players.

 - Deprecated mp_ggtr_rounds_per_half. Use mp_maxrounds instead.

 - Changed timelimit matches to stop at round end instead of exactly when the
 limit expires.




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[Csgo_servers] De-listed after losing connection to Steam.

2012-08-25 Thread Kyle Sanderson
There's a known problem with Source 2009 where if you lose your TCP
connection to Steam, there's a good chance your server will become
delisted from the master. The problem stems from Steam reconnecting
using a 'random' machine address instead of the selected ip address
used at server launch. This causes servers to become delisted, and
disappear from the master. While I know the issue has been brought up
a number of times on the list, does anyone have a work around for
this? This is present in both CS:S and CS:GO.

Thanks,
Kyle.

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Re: [Csgo_servers] Demolition Mode doesn't play through

2012-08-23 Thread Kyle Sanderson
It isn't required, so probably the same. Any chance at support for
mp_maxrounds 0 in non-classic gamemodes? I ran into this when swapping
from a classic to casual gamemode set to inherit the hardcoded aspects
(Noblock differences).

Thanks,
Kyle.

On Thu, Aug 23, 2012 at 6:24 PM, Travis Brown tbrown7...@gmail.com wrote:
 Whats the 50xx number?

 On Aug 23, 2012 9:23 PM, Ido Magal i...@valvesoftware.com wrote:

 Version # is/was 1.17.5.1.



 The fix was setting non-classic modes mp_maxrounds to something other than
 0 in gamemodes.txt.



 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Travis
 Brown
 Sent: Thursday, August 23, 2012 6:21 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Demolition Mode doesn't play through



 Ido, what was the build number before the hotfix?

 On Aug 23, 2012 9:06 PM, Ido Magal i...@valvesoftware.com wrote:

 An update to CS:GO has been released that fixes halftime issues in
 demolition and training. Thanks.





 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Ido Magal
 Sent: Thursday, August 23, 2012 4:17 PM
 To: 'Krillins World'; csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Demolition Mode doesn't play through



 We’re working on a fix.



 Thanks.



 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Krillins
 World
 Sent: Thursday, August 23, 2012 4:15 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] Demolition Mode doesn't play through



 This release has broken Demolition Mode. Because the CVARS for
 mp_timelimit and mp_maxround are 0 server just keep changing maps after a
 player has joined. To fix this we has to set a mp_timelimit, but the idea
 behind this game type is the first to get to the end wins. So we had to set
 mp_maxrounds to the number of weapons for the gamemode and type. I have not
 looked over the GunGame Progressive cvars in the gamemodes.txt yet to verify
 is this is going to be a problem with that mode as well.



 This is just a heads up to those with this gamemode and gametypes.



 Best Regards,

 Krillin



 

 This update is now live.




 Release notes for 8/23 Update

 [ Gameplay ]
 - Exposed a classic dynamic crosshair style in the options that represents
 the weapons spread accurately.
 - Implemented first person client flinching. Now a player gets aim punched
 a bit when shot. The amount is based on the damage.
 - Increased amount of tagging that results from hits.

 [ Bugs ]
 - Fixed the scoreboard turning toggleable in the end match state.
 - fixed not being able to bring up the pause menu without dismissing the
 scoreboard in the end match state.
 - Parallelized matchmaking results analysis process and reduced time game
 takes to perform matchmaking.
 - Improved matchmaking algorithm giving more weight to dedicated servers
 ping during matchmaking results analysis.

 [ Community ]
 - Removed the implicit dependency on round-limited matches so servers that
 want to use mp_timelimit instead can. Mp_timelimit is used only if
 mp_maxrounds is set to 0.
 - Exposed mp_forcecamera convar.
 - Exposed set of server hibernate convars.
 - Fixed code that was preventing mapper-placed weapons.



 API Failure?


 https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=730version=11740format=xml

 responsesuccesstrue/successup_to_datetrue/up_to_dateversion_is_listabletrue/version_is_listable/response

 On 8/23/2012 6:26 PM, Ido Magal wrote:
  This update is now live.
 
 
 
  Release notes for 8/23 Update
 
  [ Gameplay ]
  - Exposed a classic dynamic crosshair style in the options that
  represents the weapons spread accurately.
  - Implemented first person client flinching. Now a player gets aim
  punched a bit when shot. The amount is based on the damage.
  - Increased amount of tagging that results from hits.
 
  [ Bugs ]
  - Fixed the scoreboard turning toggleable in the end match state.
  - fixed not being able to bring up the pause menu without dismissing the
  scoreboard in the end match state.
  - Parallelized matchmaking results analysis process and reduced time
  game takes to perform matchmaking.
  - Improved matchmaking algorithm giving more weight to dedicated servers
  ping during matchmaking results analysis.
 
  [ Community ]
  - Removed the implicit dependency on round-limited matches so servers
  that want to use mp_timelimit instead can. Mp_timelimit is used only if
  mp_maxrounds is set to 0.
  - Exposed mp_forcecamera convar.
  - Exposed set of server hibernate convars.
  - Fixed code that was preventing mapper-placed weapons.
 
 
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Re: [Csgo_servers] CPU spikes

2012-08-23 Thread Kyle Sanderson
I've seen this for quite some time now (before Launch).

Thanks,
Kyle.

On Thu, Aug 23, 2012 at 6:41 PM, Valentin G. nextra...@gmail.com wrote:
 I can confirm this. What is strange is that it frequently happened on
 both of our servers simultanously. Really weird that they would react
 as if they were linked in some way, but this at least makes anything
 SM-related very unlikely to be the cause.

 On Fri, Aug 24, 2012 at 3:10 AM, Russell Smith
 ve...@tinylittlerobots.us wrote:
 They must have ported this feature over from TF2.


 On 23.08.2012 18:08, Garcia JR wrote:

 Server runs steady using ~35% CPU, but after some minutes (5 or 10),
 no timeframe specific, CPU goes crazy to 98%, which causes server
 degradation and lag to all players.

 CPU acts like this for 30~60 seconds then go down to normal level
 (30~40%).

 Any idea is appreciated.



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Re: [Csgo_servers] CPU spikes

2012-08-23 Thread Kyle Sanderson
Late June (When I started getting a bit of traffic), if that helps at all.

Thanks,
Kyle.

On Thu, Aug 23, 2012 at 9:46 PM, Russell Smith
ve...@tinylittlerobots.us wrote:
 How long is a while?  I just got my server up when the beta access for
 pre-orders opened up and noticed this issue.

 I've also been experiencing and complaining about this exact same problem
 with my TF2 servers for nearly two months now (since the Pyromania update
 June 25th) with no acknowledgement from Valve that this is even an issue.


 On 8/23/2012 7:43 PM, Mitch M wrote:

 I have also been getting this for a while.

 From: kyle.l...@gmail.com
 Date: Thu, 23 Aug 2012 18:47:05 -0700
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] CPU spikes

 I've seen this for quite some time now (before Launch).

 Thanks,
 Kyle.

 On Thu, Aug 23, 2012 at 6:41 PM, Valentin G. nextra...@gmail.com wrote:
  I can confirm this. What is strange is that it frequently happened on
  both of our servers simultanously. Really weird that they would react
  as if they were linked in some way, but this at least makes anything
  SM-related very unlikely to be the cause.
 
  On Fri, Aug 24, 2012 at 3:10 AM, Russell Smith
  ve...@tinylittlerobots.us wrote:
  They must have ported this feature over from TF2.
 
 
  On 23.08.2012 18:08, Garcia JR wrote:
 
  Server runs steady using ~35% CPU, but after some minutes (5 or 10),
  no timeframe specific, CPU goes crazy to 98%, which causes server
  degradation and lag to all players.
 
  CPU acts like this for 30~60 seconds then go down to normal level
  (30~40%).
 
  Any idea is appreciated.
 
 
 
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Re: [Csgo_servers] Please bring back the wait command

2012-08-21 Thread Kyle Sanderson
While I miss retry as it was used by myself quite frequently, and everyone
else who doesn't use the lobby system. I never found a legitimate use for
wait.

Thanks,
Kyle.
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Re: [Csgo_servers] Zombie Mod?

2012-08-21 Thread Kyle Sanderson
There is so much misinformation flying around it isn't even funny. Check
out community servers, and filter maps via the zm_ or ze_ prefix. As far as
I'm aware Valve has no intentions on allowing server operators to define
custom gamemodes via the official lobby system. Its a community server mod,
and has been out for months.

Thanks,
Kyle.
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Re: [Csgo_servers] You do not have this 3rd party mod installed

2012-08-21 Thread Kyle Sanderson
The Steam client doesn't support CS:GO at the time of this writing. At
least to the degree that other Valve games are supported.

Thanks,
Kyle.
On Aug 21, 2012 11:30 AM, Jeff Morello je...@the650.org wrote:

 I did restart it multiple times. It looks like I had to actually open the
 new CSGO game once after the switchover. :P Nevermind.

 On Tue, Aug 21, 2012 at 11:24 AM, Erik-jan Riemers riem...@binkey.nlwrote:

 Restart your steam client.. ;P



 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Jeff Morello
 *Sent:* dinsdag 21 augustus 2012 20:27
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* [Csgo_servers] You do not have this 3rd party mod installed



 When I try to join my server from the Steam server browser I get an error
 message that says You do not have this 3rd party mod installed. Does
 anyone know how to fix this?

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Re: [Csgo_servers] Linux CS:GO Server Crashing

2012-08-21 Thread Kyle Sanderson
Oh wow. Thanks for that command line switch! I had no idea it existed .

Thanks,
Kyle.
On Aug 21, 2012 4:52 PM, Absurd Minds goabs...@absurdminds.net wrote:

 I had to add -nowatchdog to the command line to stop that particular crash

 On Tue, Aug 21, 2012 at 7:35 PM, tsuehpsyde tsuehps...@gmail.com wrote:
  Hey everyone,
 
  Just joined up on the mailing list as I'm having a strange problem. Ever
  since the latest update, the server has been crashing on me (it seemed
  stable prior to that, but who knows).
 
  All It's telling me at the console is:
 
  ./srcds_run: line 367:  4476 Alarm clock $HL_CMD
  cat: hlds.4468.pid: No such file or directory
  email debug.log to li...@valvesoftware.com
  Tue Aug 21 23:23:07 UTC 2012: Server restart in 10 seconds
 
  The debug file simply says:
 
  --
  CRASH: Tue Aug 21 23:23:07 UTC 2012
  Start Line: ./srcds_linux -game csgo -console -usercon +game_type 0
  +game_mode 0 +mapgroup mg_bomb +map de_dust2 +ip 198.101.154.216 -debug
  End of Source crash report
  --
 
  Not very useful. =( The system is a 64-bit Gentoo server running kernel
  3.3.8 along with all stable packages. Any insight is appreciated.
 
  -Jim
 
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Re: [Csgo_servers] CSGO update just now

2012-08-20 Thread Kyle Sanderson
I'm up, no new immediate issues here as far as I'm aware. Waiting for
the servers to fill up before seeing if the MaxPlayers issue was
fixed.

Thanks,
Kyle.

On Mon, Aug 20, 2012 at 2:25 PM, Absurd Minds goabs...@absurdminds.net wrote:
 I get this:

 LD_LIBRARY_PATH=/home/gamer/go/server1/bin:(null)
 #ConVarRef developer doesn't point to an existing ConVar
 #Using breakpad minidump system
 Using breakpad crash handler
 #PERF WARNING: Failed to open model substitution file, cannot swap models
 out based on gpu_level!
 #
 #Console initialized.
 #Hashing all VPK files for pure server operation.


 On Mon, Aug 20, 2012 at 5:21 PM, DontWannaName! ad...@topnotchclan.com
 wrote:

 Mine updated super fast. However I think SM is crashing them... or
 something is...

 On Mon, Aug 20, 2012 at 2:16 PM, ics i...@ics-base.net wrote:
  Since no one posted about it, there was an update just now. Update your
  servers (if you can).
 
  app_update 740 validate
  ERROR! Timed out waiting for AppInfo update.
 
  -ics
 
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Re: [Csgo_servers] [CSGO_Servers] New update?

2012-08-16 Thread Kyle Sanderson
I wish there was an update today, but there was not.

Thanks,
Kyle.

On Thu, Aug 16, 2012 at 4:21 PM, Collin Howard my_azz...@yahoo.com wrote:
 Has there been a new server side update released today? For some reason I am
 getting all the damn emails out of order and dont know if there was an
 update today. I know there was one yesterday.

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Re: [Csgo_servers] CSGO heads up

2012-08-15 Thread Kyle Sanderson
Awesome! We'll be waiting. Thanks for the heads up!

Thanks,
Kyle.

On Wed, Aug 15, 2012 at 5:24 PM, Ido Magal i...@valvesoftware.com wrote:
 We hope to release another patch within the hour.



 Thanks.


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Re: [Csgo_servers] CSGO heads up

2012-08-15 Thread Kyle Sanderson
CS:GO is on Steam3. While it will probably destroy your system while
updating, it shouldn't affect the TF2 update...

Thanks,
Kyle.

On Wed, Aug 15, 2012 at 5:42 PM, DontWannaName! ad...@topnotchclan.com wrote:
 So much for a fast TF2 DL haha

 On Wed, Aug 15, 2012 at 5:33 PM, Asher Baker asher...@gmail.com wrote:
 You're clearly completely crazy.


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



 Thanks.


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Re: [Csgo_servers] 25 Players Max?

2012-08-15 Thread Kyle Sanderson
Just to alleviate any doubt... here's a picture of the server browser:
http://puu.sh/VLLM

Thanks,
Kyle.

On Wed, Aug 15, 2012 at 11:41 AM, Valentin G. nextra...@gmail.com wrote:
 Same here, getting stuck at 25/32.

 On Wed, Aug 15, 2012 at 7:28 AM, Kyle Sanderson kyle.l...@gmail.com wrote:
 Confirmed a few hours ago that it's present on Colin's server as well...

 Maybe Lobby connections allow clients to still connect?

 Here's a pastie with developer 1 enabled:
 http://pastie.org/private/akynx6mxajwguuu1ctcerq

 We're stuck at 25 players regardless of player slots at this present time.

 Thanks,
 Kyle.

 On Tue, Aug 14, 2012 at 5:53 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
 That's a shame D:

 I'm able to connect via IP to my own server when it's below 24
 players. There are others sitting at 22, 28, 26, etc all not allowing
 me to connect. 25 is arbitrary, but it's around that mark for me at
 this present time. I just joined a 20 slot server no problem sitting
 at 19 players.

 Thanks,
 Kyle.

 On Tue, Aug 14, 2012 at 5:50 PM, DontWannaName! ad...@topnotchclan.com 
 wrote:
 I haven't been able to play on my own servers in a few weeks. You can't 
 connect :( only from a lobby can you get in.

 Sent from my iPhone 4

 On Aug 14, 2012, at 5:47 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 That's really strange, any chance I could try connecting? I tried 4
 other pubs and they produced the same result. Max players of 30, but
 they all stopped allowing players in around the 25 mark. Some have 26,
 some have 28, but the end result is the same for everyone trying to
 connect.

 I tried DWN's server (he just replied), sitting at 26, same result...

 Thanks,
 Kyle.

 On Tue, Aug 14, 2012 at 5:44 PM, Collin Howard my_azz...@yahoo.com 
 wrote:
 My server is 28 slots and it was full just a little while ago, so people
 were able to connect with over 25 players.

 
 From: Kyle Sanderson kyle.l...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Sent: Tuesday, August 14, 2012 8:31:35 PM
 Subject: [Csgo_servers] 25 Players Max?

 I see no server above 25 that still allows me to connect. Everyone
 else can't seem to connect to my server once it hits 25 players. Does
 anyone have a work around for this issue?


 Sending join session with team res = 0
 CSysSessionClient: Unable to get session information from host
 Destroying CMatchSessionOnlineClient:

 Thanks,
 Kyle.

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Re: [Csgo_servers] CSGO update forthcoming

2012-08-14 Thread Kyle Sanderson
-maxplayers_override doesn't seem to do anything for me. I'm stuck at
30 players on custom maps.

Thanks,
Kyle.

On Tue, Aug 14, 2012 at 1:00 PM, haeufi hae...@teamniederbayern.de wrote:
 It was between reading his first mail and sending this^^

 Am 14.08.2012 21:57, schrieb Philip Giuliani:

 Ido wrote already the link to the changelog :P

 2012/8/14 haeufi hae...@teamniederbayern.de

 For everybody, changelog is being readable here:
 http://store.steampowered.com/news/8641/

 Am 14.08.2012 21:47, schrieb RSS List User:

 Very detailed sir!

 *waits for angry beta customers*

 On 8/14/2012 3:42 PM, Ido Magal wrote:

 Thanks.



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Re: [Csgo_servers] Outstanding Issues

2012-08-14 Thread Kyle Sanderson
Thanks for the fix!

Thanks,
Kyle.

On Tue, Aug 14, 2012 at 12:54 PM, Vitaliy Genkin
vita...@valvesoftware.com wrote:
 The update today is going to allow clients to download custom maps from 
 servers using the standard sv_downloadurl mechanisms.
 Clients loading screen UI didn't make the update and for now will not reflect 
 the download progress, but we hope to catch up on that soon too.
 Let us know later today if it works as expected,
 -Vitaliy


 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com 
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of haeufi
 Sent: Monday, August 13, 2012 11:02 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Outstanding Issues

 +1

 Am 14.08.2012 03:00, schrieb Kyle Sanderson:
 Getting kind of worried here... We have a ton of mappers porting
 ZombieMod/ZombieEscape maps. However, clients still can't download the
 map from the server.

 Is there going to be another update? or are we just dead in the water?
 The open beta starts tomorrow.

 Thanks,
 Kyle.

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Re: [Csgo_servers] Refusing to send user message ProcessSpottedEntityUpdate

2012-08-14 Thread Kyle Sanderson
There's this on AM
https://forums.alliedmods.net/showthread.php?p=1579863 as well.

Thanks,
Kyle.

On Tue, Aug 14, 2012 at 1:30 PM, Saul Rennison saul.renni...@gmail.com wrote:
 Vitaliy,

 Have you considered splitting the usermessage up if it becomes too large?
 Our UpdateRadar usermessage in CSPromod had this issue with 64 players.

 We fixed it with the following code:
 http://pastebin.com/Njw7V20p (see around line 52)


 Kind regards,
 Saul Rennison


 On 14 August 2012 21:22, Vitaliy Genkin vita...@valvesoftware.com wrote:

 This is most likely related to player count being too high – how high do
 you have it set? Try reducing player count to 20 and see if the issue is
 still occurring.



 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Ejziponken
 -
 Sent: Tuesday, August 14, 2012 1:16 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] Refusing to send user message
 ProcessSpottedEntityUpdate



 This get spammed in console with latest update (also the old update):





 DLL_MessageEnd:  Refusing to send user message ProcessSpottedEntityUpdate
 of 512 bytes to client, user message size limit is 511 bytes

 DLL_MessageEnd:  Refusing to send user message ProcessSpottedEntityUpdate
 of 512 bytes to client, user message size limit is 511 bytes

 DLL_MessageEnd:  Refusing to send user message ProcessSpottedEntityUpdate
 of 512 bytes to client, user message size limit is 511 bytes

 DLL_MessageEnd:  Refusing to send user message ProcessSpottedEntityUpdate
 of 512 bytes to client, user message size limit is 511 bytes

 DLL_MessageEnd:  Refusing to send user message ProcessSpottedEntityUpdate
 of 512 bytes to client, user message size limit is 511 bytes

 DLL_MessageEnd:  Refusing to send user message ProcessSpottedEntityUpdate
 of 512 bytes to client, user message size limit is 511 bytes

 DLL_MessageEnd:  Refusing to send user message ProcessSpottedEntityUpdate
 of 512 bytes to client, user message size limit is 511 bytes

 DLL_MessageEnd:  Refusing to send user message ProcessSpottedEntityUpdate
 of 512 bytes to client, user message size limit is 511 bytes

 DLL_MessageEnd:  Refusing to send user message ProcessSpottedEntityUpdate
 of 512 bytes to client, user message size limit is 511 bytes


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Re: [Csgo_servers] Source mod

2012-08-14 Thread Kyle Sanderson
Just confirming Menu's are still totally busted when you're dead.

Thanks,
Kyle.

On Tue, Aug 14, 2012 at 4:00 PM, Jonas Andersson jonas...@gmail.com wrote:
 You could have also typed menuselect 0 in console. Though its no longer
 necessary. Just FYI :]


 On Tue, Aug 14, 2012 at 5:49 PM, ATF_RoG` \^/ atf@gmail.com wrote:

 Yea sorry thanks

 On Aug 14, 2012 5:47 PM, Stephen Bevan ssbe...@gmail.com wrote:

 This is more of a question to be asked in the SM forums, but short
 answer, update to the latest snapshot of SM and MM... the highest menu is 9
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 http://about.me/jonasandersson

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Re: [Csgo_servers] 25 Players Max?

2012-08-14 Thread Kyle Sanderson
That's really strange, any chance I could try connecting? I tried 4
other pubs and they produced the same result. Max players of 30, but
they all stopped allowing players in around the 25 mark. Some have 26,
some have 28, but the end result is the same for everyone trying to
connect.

I tried DWN's server (he just replied), sitting at 26, same result...

Thanks,
Kyle.

On Tue, Aug 14, 2012 at 5:44 PM, Collin Howard my_azz...@yahoo.com wrote:
 My server is 28 slots and it was full just a little while ago, so people
 were able to connect with over 25 players.

 
 From: Kyle Sanderson kyle.l...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Sent: Tuesday, August 14, 2012 8:31:35 PM
 Subject: [Csgo_servers] 25 Players Max?

 I see no server above 25 that still allows me to connect. Everyone
 else can't seem to connect to my server once it hits 25 players. Does
 anyone have a work around for this issue?


 Sending join session with team res = 0
 CSysSessionClient: Unable to get session information from host
 Destroying CMatchSessionOnlineClient:

 Thanks,
 Kyle.

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Re: [Csgo_servers] 25 Players Max?

2012-08-14 Thread Kyle Sanderson
That's a shame D:

I'm able to connect via IP to my own server when it's below 24
players. There are others sitting at 22, 28, 26, etc all not allowing
me to connect. 25 is arbitrary, but it's around that mark for me at
this present time. I just joined a 20 slot server no problem sitting
at 19 players.

Thanks,
Kyle.

On Tue, Aug 14, 2012 at 5:50 PM, DontWannaName! ad...@topnotchclan.com wrote:
 I haven't been able to play on my own servers in a few weeks. You can't 
 connect :( only from a lobby can you get in.

 Sent from my iPhone 4

 On Aug 14, 2012, at 5:47 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 That's really strange, any chance I could try connecting? I tried 4
 other pubs and they produced the same result. Max players of 30, but
 they all stopped allowing players in around the 25 mark. Some have 26,
 some have 28, but the end result is the same for everyone trying to
 connect.

 I tried DWN's server (he just replied), sitting at 26, same result...

 Thanks,
 Kyle.

 On Tue, Aug 14, 2012 at 5:44 PM, Collin Howard my_azz...@yahoo.com wrote:
 My server is 28 slots and it was full just a little while ago, so people
 were able to connect with over 25 players.

 
 From: Kyle Sanderson kyle.l...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Sent: Tuesday, August 14, 2012 8:31:35 PM
 Subject: [Csgo_servers] 25 Players Max?

 I see no server above 25 that still allows me to connect. Everyone
 else can't seem to connect to my server once it hits 25 players. Does
 anyone have a work around for this issue?


 Sending join session with team res = 0
 CSysSessionClient: Unable to get session information from host
 Destroying CMatchSessionOnlineClient:

 Thanks,
 Kyle.

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Re: [Csgo_servers] Heads up

2012-08-10 Thread Kyle Sanderson
Awesome. Thanks for the heads up Ido!

Thanks,
Kyle.
On Aug 10, 2012 11:25 AM, Ido Magal i...@valvesoftware.com wrote:

 Hi,



 We hope to update to beta 17 later today.



 Thanks.


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Re: [Csgo_servers] Heads up

2012-08-10 Thread Kyle Sanderson
My system died around this time, thanks for the heads up!

Thanks,
Kyle.

On Fri, Aug 10, 2012 at 5:52 PM, Ido Magal i...@valvesoftware.com wrote:
 Update is going live now.



 Thanks.



 From: Ido Magal
 Sent: Friday, August 10, 2012 1:10 PM
 To: Ido Magal; 'csgo_servers@list.valvesoftware.com'
 Subject: RE: Heads up



 Considering the amount of changes we’re shipping, I expect that there will
 be some issues in getting servers back up after the update.



 I strongly recommend backing up your server.cfg, gamemodes.txt, and
 gamemodes_server.txt and selectively re-adding items as they are needed,
 rather than persisting with the old files.



 Please report any issues here and we’ll try to address them as they come up.



 Thanks for your patience.







 From: Ido Magal
 Sent: Friday, August 10, 2012 11:24 AM
 To: csgo_servers@list.valvesoftware.com
 Subject: Heads up



 Hi,



 We hope to update to beta 17 later today.



 Thanks.


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Re: [Csgo_servers] de_nuke_ve???

2012-08-02 Thread Kyle Sanderson
If you download a map from the server, your client will crash on its
own. After the process of seeing the bogus error and painfully
relaunching your game, you should be able to find the same server and
reconnect to play that specific map. Provided everything is setup
*perfectly* server-side. Three times seems a bit much, but I must
confess I haven't tried the map they've provided.

Thanks,
Kyle.

On Thu, Aug 2, 2012 at 6:37 PM, haeufi hae...@teamniederbayern.de wrote:
 tom map is set sv_downloadurl and said a member of my clan (Team
 Niederbayern) to join the server, but he didn´t manage to get on the server
 on even 6 times of reconnecting... So how do you manage to get people on
 your server on 3 times reconnecting? We should massively mail to
 valve-people about this issue, because having custom

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Re: [Csgo_servers] Server Crash: Alarm Clock ?

2012-07-02 Thread Kyle Sanderson
I just got this signal an hour or so ago. Has anyone determined why it's
being sent?

Thanks,
Kyle.

On Fri, May 25, 2012 at 7:19 AM, lcz # GalegO 
frisao86-csgos...@yahoo.com.br wrote:


 This is the error I mentioned in quie thread Re: [Csgo_servers] Map not
 changing after game end, as my OS is in Portuguese I did not know what
 the possible sentence that was in English (often the translation changes
 the meaning of things).

 I can't play two gungames rounds , after the first, the server closes.

 []'s
 lcz # GalegO

   --
 *De:* Server List goabs...@absurdminds.net
 *Para:* csgo_servers@list.valvesoftware.com
 *Enviadas:* Sexta-feira, 25 de Maio de 2012 7:25
 *Assunto:* Re: [Csgo_servers] Server Crash: Alarm Clock ?

 This happens to me as well on CentOS 5.8. Pretty frustrating.

 On Fri, May 25, 2012 at 4:13 AM, Saint K. sai...@specialattack.netwrote:

 Experiencing the same here. Can't keep the servers up more then 2
 hours-ish when they are populated.

 I must admit I like the randomness of the message :)

 Saint K.
 
 From: csgo_servers-boun...@list.valvesoftware.com [
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of ics [
 i...@ics-base.net]
 Sent: 25 May 2012 07:21
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Server Crash: Alarm Clock ?

 I usually see that line just before server crashes and it won't autoboot
 back up. If i recall correctly, L4D2 pulled out same error during it's
 servers beta period.

 -ics

 25.5.2012 8:13, bRAINKILLA kirjoitti:
  Hi,
 
  i happens quite often since the last 2 Updates that my CS:GO Server
  stops on Linux and the last message i see is:
 
  L 05/25/2012 - 00:39:41: World triggered Round_Start
  Alarm clock
 
 
  Whats that ?
 
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[Csgo_servers] Outstanding Issues

2012-07-02 Thread Kyle Sanderson
Seeing as CS:GO is going retail in about a Months time... It would be nice
to see some game breaking bugs fixed before it ships.

Bugs
 - Menu's are still not behaving properly.
 - Initial connection / changelevel doesn't initiate downloading of new
content. Instead disconnects the client from server.
 - New Maps always crash client after downloading. bad inline model number
1
 - Inability to play custom sounds (VPK issue)
 - Lost almost every way to display data to clients. Separate Displays
(HudHint vs CenterText, not combined)?


Requests
 - Variable width printing for Health / Armour. - See below.
 - Easier management for Server Admins. GameModes should probably be
completely optional.
 - Server stability. Example Crash:
http://pastie.org/private/fgks8rpfvaiqnxcfh4ua
 - Flexibility with configuration files.


Right now displaying the clients own health is vital to knowing if they can
take the chance for running at the other player, or face their own demise.
Unlike CS:S, in CS:GO your real health is displayed (The number doesn't
seem to wrap at 517). The only issue with this is it's cut off because the
HP bar don't seem to scale to the number being printed (5413 for instance).


Notes/Why.
While I'm sure others do as well. I have a ZombieMod (Zombie:Reloaded
actually) server up at the moment (In CS:GO). The main thing we enjoy doing
is keeping players informed about what's going on with the actual server.
We enjoy displaying as much data to the client as possible, only if the
client decides to opt in. Under CS:S I have Server Stats (Uptime, Player
counts, Edict Counts, Server Time, you name it) on the right hand side of
their screen, so long as they opt in. Per hit, if they opt in, they can see
their enemy's remaining health, damage done, and name. None of this is
possible at the moment as far as I'm aware (along with a few friends) in
CS:GO without flooding chat. Doing so would be a bit ridiculous and messy.

Anywho, just wanted to collect my thoughts really. If anyone has any
solutions to my above problems, or has anything they'd like to add, do let
me know/go for it.

Thanks,
Kyle.
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Re: [Csgo_servers] Fps_max

2012-06-19 Thread Kyle Sanderson
As far as I'm aware under Linux it wakes up, checks if a tick should occur,
if not it goes back to sleep. Rinse and repeat everytime a frame occurs.
You'd gain smoothness, and as far as I know there's no penalty for this
under Linux (Thinking back to EP1 CS:S). Windows is a different story. They
locked Server FPS to the tickrate under OrangeBox.

Thanks,
Kyle.

On Tue, Jun 19, 2012 at 8:58 AM, Ryan Becerra b...@me.com wrote:

 There was a discussion on this list last week about setting your fps_max
 correctly to match the tickrate. Can someone clarify how it should be set
 for the CSGO beta servers. I just want to make sure I am not devoting extra
 resources to servers that don't need it.

 Thanks

 Ryan

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Re: [Csgo_servers] menuselect command not sent to server while dead

2012-06-19 Thread Kyle Sanderson
Confirming this still doesn't function as of build 4966.

Thanks,
Kyle.

On Sat, Jun 2, 2012 at 12:04 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Ontop of what Asher said, and as Dr!fter pointed out, Exit doesn't work
 either. So you have to manually run menuselect 10

 Thanks,
 Kyle.


 On Sat, Jun 2, 2012 at 3:32 AM, Saul Rennison saul.renni...@gmail.comwrote:

 Why's it stopping you? I thought all keys 1-9 worked on menus?


 Kind regards,
 *Saul Rennison*



 On 2 June 2012 02:44, Dr!fter drifter...@gmail.com wrote:

 Can we please have an update on this? I wanted to have a menu display my
 server rules since there is no motd. But this is stopping me from being
 able to do this.

 ** **

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Kyle
 Sanderson
 *Sent:* Monday, May 28, 2012 12:04 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] menuselect command not sent to server
 while dead

 ** **

 Any update on this? I have a menu displayed to clients when they join
 saying it isn't a stock gaming experience. Giving them the option to stay,
 or leave. If they're not alive, the menu just sits there so it's a bit
 counter-productive.

 Thanks,
 Kyle.

 On Wed, May 23, 2012 at 7:19 AM, Dr!fter drifter...@gmail.com wrote:**
 **

 Also, regardless of being alive or dead/observing, slot10 doesn't forward
 menuselect 0 at all. Having menu parity with CS:S would be nice.


 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
 Nicholas
 Hastings
 Sent: Tuesday, May 22, 2012 10:26 AM
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] menuselect command not sent to server while
 dead

 Small request for the devs.

 While playing, the slotX binds switch to numbered weapon slot, unless a
 hudmenu is showing, in which case send menuselect X is sent to the
 server
 instead of switching weapons. This is good and how other games behave.

 However...
 While observing (dead), the slotX binds only control your spec target,
 regardless of whether or not a hudmenu is being displayed. Could we
 please
 get the same menu behavior for the slotX binds when the client is in
 observer mode?

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Re: [Csgo_servers] Port Problem

2012-06-18 Thread Kyle Sanderson
I just tested this under csgo, I can't reproduce the ordering issue.

Both ./srcds_run -game csgo +map de_dust2 +port 27067 and  ./srcds_run
-game csgo +port 27067 +map de_dust2 produce the same output. I know you
can't change the IP or Port after the server starts.

I believe the OPs issue is a dead server listening on 27015.

Thanks,
Kyle.

On Mon, Jun 18, 2012 at 11:19 AM, Milton Ngan mil...@valvesoftware.comwrote:

  If that is the case, then the other issue is ordering. +port is a CVAR
 and gets evaluated in the order they are specified on the command line. So
 you should put +port before +map. 

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Absurd Minds
 *Sent:* Monday, June 18, 2012 10:42 AM

 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Port Problem

  ** **

 It works just fine for me. I have hostport port in my server.cfg file,
 and +hostport in the command line should be the same thing (+cvar is the
 standard protocol for putting a server.cfg cvar in the command line)

 On Mon, Jun 18, 2012 at 12:54 PM, Milton Ngan mil...@valvesoftware.com
 wrote:

 Use –port. The +port / +hostport variant doesn’t currently work due to
 some changes in the network initialization. 

  

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Absurd Minds
 *Sent:* Saturday, June 16, 2012 3:51 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Port Problem

  

 Have you tried +hostport instead of +port? That is supposedly the command
 now, and the one might just be defaulting to 27014 for some reason

 On Sat, Jun 16, 2012 at 12:33 PM, Kyle Sanderson kyle.l...@gmail.com
 wrote:

 Use netstat to determine what's already listening on 27015.

 Thanks,
 Kyle.

 On Sat, Jun 16, 2012 at 2:10 AM, Philipp Heuer philbr...@live.de wrote:*
 ***


 Got a Problem.

 If i start my Server like this it starts @ Port 27016

 ./srcds_linux -game csgo -console -usercon +game_type 0 +game_mode 0
 +mapgroup mg_allclassic +map de_dust2 +ip 88.198.221.135 +port 27015

 But

 ./srcds_linux -game csgo -console -usercon +game_type 0 +game_mode 0
 +mapgroup mg_allclassic +map de_dust2 +ip 88.198.221.135 +port 27014

 Works and the Port is 27014


 Somebody has a Clue whats going on?

  

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Re: [Csgo_servers] Port Problem

2012-06-16 Thread Kyle Sanderson
Use netstat to determine what's already listening on 27015.

Thanks,
Kyle.

On Sat, Jun 16, 2012 at 2:10 AM, Philipp Heuer philbr...@live.de wrote:


 Got a Problem.

 If i start my Server like this it starts @ Port 27016

 ./srcds_linux -game csgo -console -usercon +game_type 0 +game_mode 0
 +mapgroup mg_allclassic +map de_dust2 +ip 88.198.221.135 +port 27015

 But

 ./srcds_linux -game csgo -console -usercon +game_type 0 +game_mode 0
 +mapgroup mg_allclassic +map de_dust2 +ip 88.198.221.135 +port 27014

 Works and the Port is 27014


 Somebody has a Clue whats going on?

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Re: [Csgo_servers] new kind of weird hack...whatch out..

2012-06-12 Thread Kyle Sanderson
Nothing new, common bug that doesn't discriminate between clients. Atleast
in CS:S under EP1 this is the case.

Thanks,
Kyle.

On Tue, Jun 12, 2012 at 8:48 PM, Solomon Nero solomon.n...@gmail.comwrote:

 Some weird new kind of hack and aimbot.

 dud: STEAM_1:1:30992549

 screenshot

 http://steamcommunity.com/id/**nerominded/screenshot/**540678343284054313http://steamcommunity.com/id/nerominded/screenshot/540678343284054313

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Re: [Csgo_servers] cant take it anymore...

2012-06-06 Thread Kyle Sanderson
They're shipping debug builds on Linux, is this not the case on Windows?

Thanks,
Kyle.

On Tue, Jun 5, 2012 at 10:28 PM, Absurd Minds goabs...@absurdminds.netwrote:

 I still get the occasional crash with it (though you can also help out a
 lot by turning off voting with sv_allow_votes 0), but none of them are ever
 alarm clock crashes.


 On Wed, Jun 6, 2012 at 1:26 AM, ics i...@ics-base.net wrote:

  I'll try that. CS:GO server is the only one that pulls it out. No other
 server that i'm running is doing it.

 -ics

 6.6.2012 8:23, Absurd Minds kirjoitti:

 If you're getting alarm clock errors, try adding -nowatchdog to the
 server startup command.

 On Wed, Jun 6, 2012 at 12:26 AM, ics i...@ics-base.net wrote:

 Same thing over here, alarm clock and server dead. No more info, so i
 cannot trace the cause. It all started when players count were increased on
 the server. The server was stable on 5vs5.

 -ics

 6.6.2012 6:34, Solomon Nero kirjoitti:

  Unexplained server crashes...over and over and over...anyone know how
 to squeeze more out of these log files? Any way to try to get debug to
 work? I am dying for stability in my server...

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[Csgo_servers] CVEngineServer::GetEntityCount Static Value.

2012-06-02 Thread Kyle Sanderson
GetEntityCount appears to be static for the duration of a round in both
CS:S and CS:GO. This creates a lot of issues for the new changes to
Ed_Alloc (In Source 2009) and the Early Warning system as it doesn't
function because the internal variable is never updated. As this is appears
to be in the engine, I'm guessing it's not actually working in Every Source
game. Can anyone confirm in other games? Any suggested hacks?

This is fairly easy to verify. Call GetEntityCount, destroy, or buy some
new weapons, call GetEntityCount again and watch The Count remain static.

Thanks,
Kyle.
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Re: [Csgo_servers] menuselect command not sent to server while dead

2012-06-02 Thread Kyle Sanderson
Ontop of what Asher said, and as Dr!fter pointed out, Exit doesn't work
either. So you have to manually run menuselect 10

Thanks,
Kyle.

On Sat, Jun 2, 2012 at 3:32 AM, Saul Rennison saul.renni...@gmail.comwrote:

 Why's it stopping you? I thought all keys 1-9 worked on menus?


 Kind regards,
 *Saul Rennison*



 On 2 June 2012 02:44, Dr!fter drifter...@gmail.com wrote:

 Can we please have an update on this? I wanted to have a menu display my
 server rules since there is no motd. But this is stopping me from being
 able to do this.

 ** **

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Kyle
 Sanderson
 *Sent:* Monday, May 28, 2012 12:04 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] menuselect command not sent to server
 while dead

 ** **

 Any update on this? I have a menu displayed to clients when they join
 saying it isn't a stock gaming experience. Giving them the option to stay,
 or leave. If they're not alive, the menu just sits there so it's a bit
 counter-productive.

 Thanks,
 Kyle.

 On Wed, May 23, 2012 at 7:19 AM, Dr!fter drifter...@gmail.com wrote:***
 *

 Also, regardless of being alive or dead/observing, slot10 doesn't forward
 menuselect 0 at all. Having menu parity with CS:S would be nice.


 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
 Nicholas
 Hastings
 Sent: Tuesday, May 22, 2012 10:26 AM
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] menuselect command not sent to server while dead

 Small request for the devs.

 While playing, the slotX binds switch to numbered weapon slot, unless a
 hudmenu is showing, in which case send menuselect X is sent to the
 server
 instead of switching weapons. This is good and how other games behave.

 However...
 While observing (dead), the slotX binds only control your spec target,
 regardless of whether or not a hudmenu is being displayed. Could we please
 get the same menu behavior for the slotX binds when the client is in
 observer mode?

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Re: [Csgo_servers] server.cfg deleted after update

2012-05-22 Thread Kyle Sanderson
I still have mine in its entirety. What command did you use to update?

Thanks,
Kyle.

On Tue, May 22, 2012 at 12:58 AM, DontWannaName! ad...@topnotchclan.comwrote:

 +servercfgfile ;) haha

 Make it read only and try that. I'm lucky I had my extras.

 Sent from my iPhone 4

 On May 22, 2012, at 12:32 AM, Saint K. sai...@specialattack.net wrote:

  Oh, you're right.
 
  Now that's bloody useless. I forgot to backup mine!
 
  Saint K.
  
  From: csgo_servers-boun...@list.valvesoftware.com [
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Julien PARDONS [
 j.pard...@redline-hosting.eu]
  Sent: 22 May 2012 09:29
  To: csgo_servers@list.valvesoftware.com
  Subject: [Csgo_servers] server.cfg deleted after update
 
  Hello,
 
  All is in the title, it's just the small problem that I saw from the
  update of my servers.
 
  deStrO
 
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Re: [Csgo_servers] Player count reported incorrectly?

2012-05-22 Thread Kyle Sanderson
Various server browsers report different values. Steam/GameInfo count Bots
as players, the in-game server browser however does not. You'll find the
same thing with all OB games, and this has been an issue for years.

If I can recall correctly, players, bots, and maxplayers are all sent
separately in A2S_Info. Then it's rendered for the client depending on what
they're using to query. The most accurate thing you can do is roll your own.

Thanks,
Kyle.

On Tue, May 22, 2012 at 2:18 AM, Saint K. sai...@specialattack.net wrote:

 In addition to this, it's currently showing me max 8 players, instead of
 8 human players in the server browser.

 Saint K.
 
 From: csgo_servers-boun...@list.valvesoftware.com [
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Saint K. [
 sai...@specialattack.net]
 Sent: 22 May 2012 10:51
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] Player count reported incorrectly?

 Correct me if I'm wrong, but it shouldn't show any bots as 'real players'
 in the server browser and though doing a query to the gameserver, right?

 My server currently has 7 players and 4 bots active according to the
 status output, however, it shows 11 players in the server browser.

 Saint K.
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Re: [Csgo_servers] server.cfg deleted after update

2012-05-22 Thread Kyle Sanderson
There are actually two, I'm assuming the former command (With the validate
arg) is what everyone's using, or I've just been really lucky.

Looking at it now, that autoupdate script will wipe out everything. Remove
the validate arg if that's what you're using. Unless if you're doing
automated installs, in which case it would make sense to have.

Thanks,
Kyle.

On Tue, May 22, 2012 at 6:46 AM, Saint K. sai...@specialattack.net wrote:

 The command listed on that help page from VALVe.

 Saint K.
 
 From: csgo_servers-boun...@list.valvesoftware.com [
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson [
 kyle.l...@gmail.com]
 Sent: 22 May 2012 15:41
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] server.cfg deleted after update

 I still have mine in its entirety. What command did you use to update?

 Thanks,
 Kyle.

 On Tue, May 22, 2012 at 12:58 AM, DontWannaName! ad...@topnotchclan.com
 mailto:ad...@topnotchclan.com wrote:
 +servercfgfile ;) haha

 Make it read only and try that. I'm lucky I had my extras.

 Sent from my iPhone 4

 On May 22, 2012, at 12:32 AM, Saint K. sai...@specialattack.netmailto:
 sai...@specialattack.net wrote:

  Oh, you're right.
 
  Now that's bloody useless. I forgot to backup mine!
 
  Saint K.
  
  From: csgo_servers-boun...@list.valvesoftware.commailto:
 csgo_servers-boun...@list.valvesoftware.com [
 csgo_servers-boun...@list.valvesoftware.commailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Julien PARDONS
 [j.pard...@redline-hosting.eumailto:j.pard...@redline-hosting.eu]
  Sent: 22 May 2012 09:29
  To: csgo_servers@list.valvesoftware.commailto:
 csgo_servers@list.valvesoftware.com
  Subject: [Csgo_servers] server.cfg deleted after update
 
  Hello,
 
  All is in the title, it's just the small problem that I saw from the
  update of my servers.
 
  deStrO
 
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[Csgo_servers] Could someone please change the list setting so that when reply is hit, mail goes to hlds_li...@list.valvesoftware.com instead of the previous poster? Thanks

2012-05-12 Thread Kyle Sanderson
Seems to work properly now.

Thanks!
Kyle.

On Sat, May 12, 2012 at 10:00 AM, Milton Ngan milton at 
valvesoftware.comwrote:

 How about now?

 -Original Message-
 From: csgo_servers-bounces at list.valvesoftware.com [mailto:
 csgo_servers-bounces at list.valvesoftware.com] On Behalf Of ics
 Sent: Saturday, May 12, 2012 9:51 AM
 To: csgo_servers at list.valvesoftware.com.
 Subject: [Csgo_servers] Could someone please change the list setting so
 that when reply is hit, mail goes to hlds_linux at 
 list.valvesoftware.cominstead of the previous poster? Thanks

 Could someone please change the list setting so that when reply is hit,
 mail goes to hlds_linux at list.valvesoftware.com instead of the previous
 poster? Thanks

 -ics

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[Csgo_servers] MaxPlayers

2012-05-12 Thread Kyle Sanderson
MaxPlayers is capped at 66 at the moment. Just need a plugin to force them
onto a team (and of course map support).

Thanks,
Kyle.

On Sat, May 12, 2012 at 5:06 AM, VicKeRS VicKeRS v1ck3rs at yahoo.com wrote:

 Hey, is there a way to make more then 12 slots on beta server files or we
 have to w8 the full version to do that?

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