Re: [Csgo_servers] Players getting "stuck" in server, can't be kicked

2017-06-08 Thread Marcin Paterek
If you are sure they hung after leaving, I think this plugin requires a
little modification to hook the disconnect event. I will look into this
today after work and post to SM if I do anything meaningful ;-)

Cheers

2017-06-09 0:01 GMT+02:00 Absurd Minds <goabs...@absurdminds.net>:

> I have the plugin working on my server. I came home from work today and
> see a hung user who has been connected for over 2 hours.
>
> On Thu, Jun 8, 2017 at 12:46 AM, Marcin Paterek <mrpate...@gmail.com>
> wrote:
>
>> I had a similar issue (but with connecting players) and used this plugin
>> - https://forums.alliedmods.net/showthread.php?p=928684
>>
>> It says its for L4D, but it worked in CSGO just fine.
>>
>> 2017-06-08 2:06 GMT+02:00 Absurd Minds <goabs...@absurdminds.net>:
>>
>>> Players are getting hung in my server. These are players who were here,
>>> but then left, but their presence is hanging in the server. They haven't
>>> actually connected, so there is no ID by which to kick them (can't kick
>>> through HLSW or through sourcemod), but the server echoes the wrong player
>>> count. For example, yesterday I had something like 6 players hung in the
>>> server, so people kept joining and then thinking we were doing something
>>> shady when there were really only 2 people instead of 8.
>>>
>>> Here's a picture of HLSW showing two hung users. The server browser
>>> shows 4 players instead of just 2.
>>>
>>> http://imgur.com/a/2drBk
>>>
>>> Does anybody know how to remedy this problem without restarting the
>>> server?
>>>
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Re: [Csgo_servers] Players getting "stuck" in server, can't be kicked

2017-06-07 Thread Marcin Paterek
I had a similar issue (but with connecting players) and used this plugin -
https://forums.alliedmods.net/showthread.php?p=928684

It says its for L4D, but it worked in CSGO just fine.

2017-06-08 2:06 GMT+02:00 Absurd Minds :

> Players are getting hung in my server. These are players who were here,
> but then left, but their presence is hanging in the server. They haven't
> actually connected, so there is no ID by which to kick them (can't kick
> through HLSW or through sourcemod), but the server echoes the wrong player
> count. For example, yesterday I had something like 6 players hung in the
> server, so people kept joining and then thinking we were doing something
> shady when there were really only 2 people instead of 8.
>
> Here's a picture of HLSW showing two hung users. The server browser shows
> 4 players instead of just 2.
>
> http://imgur.com/a/2drBk
>
> Does anybody know how to remedy this problem without restarting the server?
>
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[Csgo_servers] Disappearing server graphics

2016-09-01 Thread Marcin Paterek
Hi guys,

I have an issue with a disappearing bottom server graphic. When I reload
the server, it works for some time - I really can't reproduce how long.
Then it just disappears for every dead player. However, I checked the GOTV
demo and both sv_server_graphic1 and graphic2 are visible all the time.

I tried to make the graphic1 smaller (both size and dimensions using .png
format), put it into \csgo directory or subfolders (\csgo\banners\ etc.),
reloading the config, verifying both game and srcds integrity - without
luck. Have anyone else faced this problem and has some hints how to resolve
it?

Thanks,
Marcin
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Re: [Csgo_servers] Please Fix CSGO! Petition for Valve Fix Your Game @csgo_dev on YouTube.

2016-08-29 Thread Marcin Paterek
So basically you are asking for a completely new engine, not using the old
one.  Good luck with that :-)

29 sie 2016 7:11 PM "Денис Крама" <kram...@gmail.com> napisał(a):

> @mrpaterek
>
> I`m realize, but need to move forward, if you introduce a "fresh" game, all
> its components to the new and old to take and try
> to sculpt something new with the old technology (despite improvements on
> the part of the company).
> It's like you're buying a new car, and you say in the factory / store,
> here we did a lot of new stuff, especially our good left interior,
> but you know, we left all the old parts, and now your new car will break
> down as the old, just it will be more beautiful.
>
> 2016-08-29 7:54 GMT-09:00 Marcin Paterek <mrpate...@gmail.com>:
>
>> @Robin:
>> https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
>>
>> @krama_d
>> Do you realize that the basics of networking in Source are more than 12
>> years old, so back then it may not have been the worst idea at all?
>>
>> 2016-08-29 18:46 GMT+02:00 Robin Groppe <robingro...@gmail.com>:
>>
>>> Are you always that friendly? Communication is important especially in
>>> Software developement. What is this mailinglist for if I cant ask others
>>> for their opinion? Who are you to tell me to go cry somewhere else?
>>>
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>
>
>
> --
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> Крамаренко Денис / Kramarenko Denys
>
> icq 457346989
> skype krama_d
>
>
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Re: [Csgo_servers] Please Fix CSGO! Petition for Valve Fix Your Game @csgo_dev on YouTube.

2016-08-29 Thread Marcin Paterek
@Robin:
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

@krama_d
Do you realize that the basics of networking in Source are more than 12
years old, so back then it may not have been the worst idea at all?

2016-08-29 18:46 GMT+02:00 Robin Groppe :

> Are you always that friendly? Communication is important especially in
> Software developement. What is this mailinglist for if I cant ask others
> for their opinion? Who are you to tell me to go cry somewhere else?
>
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Re: [Csgo_servers] Please Fix CSGO! Petition for Valve Fix Your Game @csgo_dev on YouTube.

2016-08-29 Thread Marcin Paterek
"if i clearly shot someone in the face I want it to be registered" - That's
exactly what I mean when I wrote "I saw him, so I must have hit him!".

Please, read about interpolation before you say anything on it.

2016-08-29 17:56 GMT+02:00 Tom Devonport <theking...@googlemail.com>:

> Valve know the issues. Valve have put new developers on the team. Valve is
> working on the issues.
> Valve does not like to communicate because it causes more issues. Emailing
> here does not help, it just annoys people on the mailing list.
>
> Go cry on /r/globaloffensive.
>
> On 29 Aug 2016 16:47, "Robin Groppe" <robingro...@gmail.com> wrote:
>
>> I have another opinion on that. This is Not call of duty 1 where no
>> Interpolation is done and you always have to play "with your latency".
>> I think with all the fancy Interpolation, if i clearly shot someone in
>> the face I want it to be registered. Look at the End of the vid. He
>> noscoped with awp and literally shot thru the Body of the opponent without
>> Hit registered.
>> This is Not acceptable.
>> Wenn are talking about latency in the 20-100ms Range. So why do i die
>> while beeing hidden around a Corner almost a Second later.
>> Something is wrong here.
>>
>> Am 29.08.2016 17:39 schrieb "Marcin Paterek" <mrpate...@gmail.com>:
>>
>> I watched the video and the guy actually has no idea how do multiplayer
>> games work. He has a point when speaking of cheaters, but the hitreg is way
>> more complicated than "I saw him, so I must have hit him!".
>>
>> 2016-08-29 14:58 GMT+02:00 Денис Крама <kram...@gmail.com>:
>>
>>> uhhh... no images in mail, so links.
>>>
>>> New rank system such nasty.
>>>
>>> Img one
>>> <http://images.akamai.steamusercontent.com/ugc/271726679850909838/0C61EBCC932BCD409070D1BCF5C4C4EF90DCD870/?interpolation=lanczos-none=jpeg=95=inside%7C1024:576%3D%2A%2C%2A%7C1024%3A576=black>
>>>
>>> Img two
>>> <http://images.akamai.steamusercontent.com/ugc/449618865140776783/BADADCC7D1C81158A852A0020324A5B9AB182DB4/?interpolation=lanczos-none=jpeg=95=inside%7C1024:640%3D%2A%2C%2A%7C1024%3A640=black>
>>>
>>> 2016-08-29 3:52 GMT-09:00 Денис Крама <kram...@gmail.com>:
>>>
>>>> I`m love it
>>>>
>>>> 2016-08-29 3:49 GMT-09:00 Денис Крама <kram...@gmail.com>:
>>>>
>>>>> I just left this here, new rank system such beautiful. Me and my
>>>>> friend is mg 2
>>>>>
>>>>> 2016-08-29 3:42 GMT-09:00 Денис Крама <kram...@gmail.com>:
>>>>>
>>>>>> They are not interested in the game based on skills. If a company
>>>>>> receives from it a lot of money and enjoy all of the boxes with the skins
>>>>>> this is profit. If the pro-players get ban of "cheating" (I do not speak
>>>>>> for those who really banned) and wave of hype rises, and Valve fix (or
>>>>>> create a list of "pro players"), and you know why? That's right they are
>>>>>> not interested in a departure of players who make the prestige of the 
>>>>>> game
>>>>>> by participating in different tournaments (and money here in second 
>>>>>> place).
>>>>>> There are children and others who watch the games, spend money on them,
>>>>>> despite the fact that the company itself puts it all in a "minimum" of
>>>>>> money. So the company is absolutely indifferent to their community, they
>>>>>> have repeatedly demonstrated (skins on the servers, a bunch of other
>>>>>> plugins, tokens) bugs, fix one, get two, profit. Why do server tickrate
>>>>>> 128? No, no, no, we'll... here's a new case folks. Why make a official
>>>>>> server in Russia? No, no, no, we will bring here new sounds, they are 
>>>>>> much
>>>>>> more important than all. I do not want it to, but you just look at the 
>>>>>> map
>>>>>> of official servers (that's me so a slight digression). Good anti-cheat?
>>>>>> No, no, no, we have made to you view the demo. Let you're just going to
>>>>>> help us ban cheaters, you do not mind your spare time, so we did thing in
>>>>>> which you can spend it. After all, on the fact that the company made from
>>>>>> the global to the game better? New hitboxes, a new rank system (loose one
>>>

Re: [Csgo_servers] Please Fix CSGO! Petition for Valve Fix Your Game @csgo_dev on YouTube.

2016-08-29 Thread Marcin Paterek
I watched the video and the guy actually has no idea how do multiplayer
games work. He has a point when speaking of cheaters, but the hitreg is way
more complicated than "I saw him, so I must have hit him!".

2016-08-29 14:58 GMT+02:00 Денис Крама :

> uhhh... no images in mail, so links.
>
> New rank system such nasty.
>
> Img one
> 
>
> Img two
> 
>
> 2016-08-29 3:52 GMT-09:00 Денис Крама :
>
>> I`m love it
>>
>> 2016-08-29 3:49 GMT-09:00 Денис Крама :
>>
>>> I just left this here, new rank system such beautiful. Me and my friend
>>> is mg 2
>>>
>>> 2016-08-29 3:42 GMT-09:00 Денис Крама :
>>>
 They are not interested in the game based on skills. If a company
 receives from it a lot of money and enjoy all of the boxes with the skins
 this is profit. If the pro-players get ban of "cheating" (I do not speak
 for those who really banned) and wave of hype rises, and Valve fix (or
 create a list of "pro players"), and you know why? That's right they are
 not interested in a departure of players who make the prestige of the game
 by participating in different tournaments (and money here in second place).
 There are children and others who watch the games, spend money on them,
 despite the fact that the company itself puts it all in a "minimum" of
 money. So the company is absolutely indifferent to their community, they
 have repeatedly demonstrated (skins on the servers, a bunch of other
 plugins, tokens) bugs, fix one, get two, profit. Why do server tickrate
 128? No, no, no, we'll... here's a new case folks. Why make a official
 server in Russia? No, no, no, we will bring here new sounds, they are much
 more important than all. I do not want it to, but you just look at the map
 of official servers (that's me so a slight digression). Good anti-cheat?
 No, no, no, we have made to you view the demo. Let you're just going to
 help us ban cheaters, you do not mind your spare time, so we did thing in
 which you can spend it. After all, on the fact that the company made from
 the global to the game better? New hitboxes, a new rank system (loose one
 game = loose the rank, but if you want rank up you need to win 15 games in
 a row, and then we will think about this (true story)), and ... oh yeah,
 servers in Peru, to community is a very necessary servers in Peru.

>>>
>>>
>>>
>>> --
>>> С уважением / Best regards
>>> Крамаренко Денис / Kramarenko Denys
>>>
>>> icq 457346989
>>> skype krama_d
>>>
>>>
>>
>>
>> --
>> С уважением / Best regards
>> Крамаренко Денис / Kramarenko Denys
>>
>> icq 457346989
>> skype krama_d
>>
>>
>
>
> --
> С уважением / Best regards
> Крамаренко Денис / Kramarenko Denys
>
> icq 457346989
> skype krama_d
>
>
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Re: [Csgo_servers] Updaterate keeps changing to 64

2016-08-25 Thread Marcin Paterek
Thank you guys, somehow I missed that email before. I will try to set up
minimum rates :)

Marcin

2016-08-25 22:09 GMT+02:00 Joshua Travis <joshua.w.tra...@gmail.com>:

> Is this prior to or after connection to a server.  As the
> aforementioned sv_ commands will adjust your cl_vars to meet the
> server's min and maxes.
>
> On Thu, Aug 25, 2016 at 11:54 AM, Robin Groppe <robingro...@gmail.com>
> wrote:
> > We had this topic recently.
> >
> >
> > On you 128tick servers I am connecting with 64tick and it changes back to
> > 64tick on every connect.
> >
> > Gameservers are now forcing the LOWEST possible updaterate.
> >
> >
> > To fix this add this to you server.cfgs:
> >
> > sv_mincmdrate "128"
> > sv_maxcmdrate "128"
> > sv_minupdaterate "128"
> > sv_maxupdaterate "128"
> >
> >
> > Link to this topic:
> >
> > http://csgo-servers.1073505.n5.nabble.com/128-tickrate-on-
> Windows-servers-not-working-td11952.html
> >
> > cheers
> >
> > Am 25.08.2016 um 21:50 schrieb Marcin Paterek:
> >
> > I am talking about client settings - set up by cl_ cvars ;)
> >
> > 2016-08-25 21:38 GMT+02:00 Invoke Static <invoke@platinumdigitalgroup.
> net>:
> >>
> >> Are you talking about the listen server or srcds?
> >>
> >>  On Thu, 25 Aug 2016 12:32:48 -0700 Marcin Paterek
> >> <mrpate...@gmail.com> wrote 
> >>
> >> Hello,
> >>
> >> For the last 3 weeks the value of cl_updaterate cvar keeps changing to
> 64.
> >> No matter what you set via console, right after you restart the game, it
> >> reverts back to 64. I am sure it has nothing to do with my configs - I
> >> checked every one of them, added "cl_updaterate 128" to my autoexec.cfg
> and
> >> even verified the game's integrity, without any luck.
> >>
> >> Valve, could you please look into this issue?
> >>
> >> Thanks,
> >> Marcin
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> >>
> >>
> >>
> >>
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> >
> >
> >
> >
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> >
> >
> >
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Re: [Csgo_servers] Updaterate keeps changing to 64

2016-08-25 Thread Marcin Paterek
I am talking about client settings - set up by cl_ cvars ;)

2016-08-25 21:38 GMT+02:00 Invoke Static <inv...@platinumdigitalgroup.net>:

> Are you talking about the listen server or srcds?
>
>  On Thu, 25 Aug 2016 12:32:48 -0700 *Marcin Paterek
> <mrpate...@gmail.com <mrpate...@gmail.com>>* wrote 
>
> Hello,
>
> For the last 3 weeks the value of cl_updaterate cvar keeps changing to 64.
> No matter what you set via console, right after you restart the game, it
> reverts back to 64. I am sure it has nothing to do with my configs - I
> checked every one of them, added "cl_updaterate 128" to my autoexec.cfg and
> even verified the game's integrity, without any luck.
>
> Valve, could you please look into this issue?
>
> Thanks,
> Marcin
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>
>
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[Csgo_servers] Updaterate keeps changing to 64

2016-08-25 Thread Marcin Paterek
Hello,

For the last 3 weeks the value of cl_updaterate cvar keeps changing to 64.
No matter what you set via console, right after you restart the game, it
reverts back to 64. I am sure it has nothing to do with my configs - I
checked every one of them, added "cl_updaterate 128" to my autoexec.cfg and
even verified the game's integrity, without any luck.

Valve, could you please look into this issue?

Thanks,
Marcin
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Re: [Csgo_servers] Problem with slots and console connect command

2016-08-24 Thread Marcin Paterek
https://forums.alliedmods.net/showthread.php?t=263596

2016-08-24 17:27 GMT+02:00 Absurd Minds :

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

 This is a bug? How to solve?

 Thx,
 G66

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>>>
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Re: [Csgo_servers] Server crashes - twice in an hour, because of weird characters in player names?

2016-08-19 Thread Marcin Paterek
My server is not crashing. WS2012 R2, SM 1.8.5928, MM 1.10.6.

2016-08-19 17:20 GMT+02:00 Kristaps Kusiņš :

> then it is not related to this update
>
> 2016-08-19 18:14 GMT+03:00 Ian :
>
>> There must be multiple issues, as this plugin does not solve my servers
>> crashes.
>>
>> On Fri, Aug 19, 2016 at 9:52 AM, Kristaps Kusiņš 
>> wrote:
>>
>>> As far as I can tell it all has to do with a weapon being dropped. So
>>> the plugin fixes the weapon dropping and since then my servers haven't
>>> crashed.
>>>
>>> 2016-08-19 16:48 GMT+03:00 Absurd Minds :
>>>
 I've heard that the issue is occurring on vanilla servers/maps, too
 though. Are there multiple possible causes or am I not understanding the
 droping weapons inside teleport issue?

 On Aug 19, 2016 9:29 AM, "Kristaps Kusiņš" 
 wrote:

> https://forums.alliedmods.net/showthread.php?t=286529=7
>
> This is a fix for the issue, as it seems that the crashes have been
> occuring due to weapons being dropped inside teleports, so the plugin
> removes dropped weapons from map.
>
> Enjoy...
>
> 2016-08-19 16:08 GMT+03:00 Παναγιώτης Φλωρούς  >:
>
>> My servers crashing too please valve fix it!!!
>>
>> Στις 19 Αυγ 2016 3:57 μ.μ., ο χρήστης "Kristaps Kusiņš" <
>> kristap...@gmail.com> έγραψε:
>>
>>> Servers crashing for me too, but usually on a  mapchange. I was told
>>> by my administrators.
>>>
>>> 2016-08-19 15:27 GMT+03:00 Wesley :
>>>
 Valve, other people,

 My server has crashed twice in the past hour, and twice right after
 a connection was established with a player whose name contains a 
 special
 character:

 Client "✪ TeRecteR" connected (*:62002).
 PreMinidumpCallback: updating dump comment
 crash_20160819112547_1.dmp[2013]: Uploading dump (out-of-process)

 Client "✪CLiNK" connected (*:27005).
 PreMinidumpCallback: updating dump comment
 crash_20160819115637_1.dmp[2695]: Uploading dump (out-of-process)

 I'm not in a position to test right now, so if anyone can, please
 do, and if you could report back, that'd be great.

 I am able to provide the dumps if needed.

 Kind regards,

 Wesley

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Re: [Csgo_servers] Valves ban system overhaul

2016-06-19 Thread Marcin Paterek
It is not just skins, it is a whole business about skins.

2016-06-19 9:17 GMT+02:00 Michael :

> (Sorry for my bad english)
>
>
>
> Hi
>
>
>
> I think Valve should overhaul the ban system against server owners.
>
>
>
> I Played CSGO after the new rank systen just from time to time. After a
> while i thougt , create a gameserver with the surf plugin.
>
>
>
> So i did it. I knew how it works but there was something new , a gslt
> woot ?
>
>
>
> I googled it and found directly the management page for tokens, kk , read
> the stuff above the creation , everything is fine.
>
>
>
> Surf1 , surf 2 , surf 3 created, i downloaded the plugins i want.
>
>
>
> A User on my server asked me for a knife plugin so i tryed it out , i saw
> it on a server so i searched for it at alliedmodders. It dont realy worked
> fine  , some knifed are invisible , so i deletet the plugin for bugs.
>
>
>
> A few days later (06.17.16) i saw a message ingame  that my tokens are
> permanently banned. HOLY MOLY woot ?
>
>
> I checkt my mails, nothing . i checkt google for a gslt ban and found :
> Plugins like the sm_knifeupdate (that i was trying) are not longer allowed …
>
>
>
> WOW Awesome, i banned my self becouse i tryed a plugin for 2 minutes.
>
>
>
> On the Token website are no links to any guildelines .
>
>
>
> I got a permanent ban for tokens and a cooldown to play
>
>
>
> Valve juges me like a Cheater and thats not fair , this are just Skins .
>
>
>
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[Csgo_servers] Disable disconnect / suicide compensation

2016-06-16 Thread Marcin Paterek
Is it possible to disable disconnect / suicide compensation? For now this
is a complete nonsense - players get rewards for enemies they didn't see or
hit, even if they disconnected at the very beginning of the round.

Cheers,
Marcin
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Re: [Csgo_servers] GSLT continually revoked for no reason!

2016-03-07 Thread Marcin Paterek
@BreeZboii

Actually banning for custom content sounds like a complete nonsense. I
really don't understand how 3rd party models may harm Valve in any way.

@theking298:

Right, and they probably could just ban all individual hostings like EA did
with Battlefield. The result is the same - there is no illegal content and
certain functions are blocked. But this is a really bad idea - the producer
shouldn't block an ability to mod the game.

Regards,
Marcin

2016-03-07 11:19 GMT+01:00 theking298 :

> Rather than just banning everyone, why does valve not just decompile
> the sourcemod plugins (super easy) and just alter CSGO to prevent how
> these plugins are hooking into the game? By blocking certain
> functions, then the plugins that are 'illegal' could not happen. I'm
> sure that russians in black hat groups would probably find a way, but
> if that plugin was released publicly, the same thing can happen.
>
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Re: [Csgo_servers] GSLT continually revoked for no reason!

2016-03-07 Thread Marcin Paterek
BReeZboii,

I totally agree Valve could give some kind of warning to server owners. As
far as I remember, the first ever ban wave (back in 2015) wasn't permanent.
So printing some kind of warning in the logs or even giving a short,
24-hours ban, would give us a fair chance to look into the files and find
out what's wrong. I believe some people may be banned because they are not
aware of how their plugins behave.

But I don't agree with giving more specific set of rules. While it would be
better for now, probably in a week, a month or a year somebody would find
another method of doing forbidden things. And we would be back into the
topic, discussing new set of rules, and so on. A huge waste of time for
everybody, since everytime you'd have to review all your plugins to check
if they follow new guidelines.

Regards,
Marcin

2016-03-07 10:16 GMT+01:00 BReeZboii . <breezb...@gmail.com>:

> Marcin,
>
> Even if you're correct about owners having to double check their stuff,
> which i am sure most do. Then double checking every single piece of code,
> asking in plugin topics etc isn't just a big hassle, it's also an
> impossible task for most people. Having servers can, and mostly is a lot of
> work already.
>
> Valve should make proper guidelines and be more specifik. They did release
> the "guildelines" (
> http://blog.counter-strike.net/index.php/server_guidelines/), but i still
> believe that this is far from enough.
>
> It's just so stupid that everyone have to panic, people that willingly
> contribute to the game community this much, are being forced to be anxious
> to whatever they put on their server. Not to mention a spoiled person in
> theory could put some "unallowed" code inside a plugin file and share it
> with people so they get a ban.
>
> I totally understand valve's reason to add the GLST whatsoever, but they
> surely haven't briefed us properly. They should just warn us a week before
> with a red popup box on our profile telling us that we have some
> code/plugin that we should fix/remove, and if we don't do so within x
> amount of time, they will give maybe a 2-4 months server ban.
>
> On 5 March 2016 at 02:21, Marcin Paterek <mrpate...@gmail.com> wrote:
>
>> Max,
>>
>> I'm on the same side of the barricade as you do. I am also a server op
>> who tries to fullfill all the rules. But let me ask: what did you do to
>> check if you are fine with the rules? Did you read all your plugins' code
>> or even if you can't, have you tried to ask in their topics "Hey, I would
>> like to ask - does your plugin do something with items that could
>> potentially result in a GSLT ban?". There was a lot of unnecessary trash
>> talk coming to the list in the last few weeks - and I bet if we talked to
>> each other which plugins did we use and who was banned, we could help each
>> other and identify where the problem is. But it seems to be easier just to
>> offense people, say that sb is stupid or whatever, and just write "I AM
>> OKAY AND I WAS BANNED INNOCENTLY".
>>
>> I'm not saying Valve is 100% okay, because as I wrote before - there are
>> still some servers with knives etc. which doesn't seem to be banned. But I
>> guess one of the purposes of this list is to help each other, to talk with
>> other server ops, and not to prove how dumb other people are.
>>
>> M.
>>
>> 2016-03-04 22:03 GMT+01:00 Max Krivanek <m...@kigen.co>:
>>
>>> A combination of the two approaches would have been more effective.  A
>>> SourceMod that disallows what Valve doesn't want, with the option flag like
>>> it has now.  That way the server operators trying to abide by Valve's terms
>>> could have something to clearly define what wasn't allowed.  Then a system
>>> for banning servers that don't follow those rules would have a lot less
>>> issues.
>>>
>>> We didn't find any of the props that are disallowed in any of our own
>>> plugins.  So we can only assume it was a 3rd party plugin we were using
>>> that caused the GSLT ban in the first wave.  Since then we've basically
>>> stripped the servers down to the core plugins.  Players were quite unhappy
>>> as a result.  But since we didn't know what plugin triggered the ban, and
>>> Valve themselves won't identify what triggered the ban, we didn't know what
>>> else to do.
>>>
>>> On Fri, Mar 4, 2016 at 2:08 PM, Nicholas Hastings <
>>> psycho...@alliedmods.net> wrote:
>>>
>>>> Full disclosure - They did try to work with us on this before GSLTs
>>>> were even officially introduced to CS:GO. They wanted to know if we were

Re: [Csgo_servers] GSLT continually revoked for no reason!

2016-03-04 Thread Marcin Paterek
Max,

I'm on the same side of the barricade as you do. I am also a server op who
tries to fullfill all the rules. But let me ask: what did you do to check
if you are fine with the rules? Did you read all your plugins' code or even
if you can't, have you tried to ask in their topics "Hey, I would like to
ask - does your plugin do something with items that could potentially
result in a GSLT ban?". There was a lot of unnecessary trash talk coming to
the list in the last few weeks - and I bet if we talked to each other which
plugins did we use and who was banned, we could help each other and
identify where the problem is. But it seems to be easier just to offense
people, say that sb is stupid or whatever, and just write "I AM OKAY AND I
WAS BANNED INNOCENTLY".

I'm not saying Valve is 100% okay, because as I wrote before - there are
still some servers with knives etc. which doesn't seem to be banned. But I
guess one of the purposes of this list is to help each other, to talk with
other server ops, and not to prove how dumb other people are.

M.

2016-03-04 22:03 GMT+01:00 Max Krivanek <m...@kigen.co>:

> A combination of the two approaches would have been more effective.  A
> SourceMod that disallows what Valve doesn't want, with the option flag like
> it has now.  That way the server operators trying to abide by Valve's terms
> could have something to clearly define what wasn't allowed.  Then a system
> for banning servers that don't follow those rules would have a lot less
> issues.
>
> We didn't find any of the props that are disallowed in any of our own
> plugins.  So we can only assume it was a 3rd party plugin we were using
> that caused the GSLT ban in the first wave.  Since then we've basically
> stripped the servers down to the core plugins.  Players were quite unhappy
> as a result.  But since we didn't know what plugin triggered the ban, and
> Valve themselves won't identify what triggered the ban, we didn't know what
> else to do.
>
> On Fri, Mar 4, 2016 at 2:08 PM, Nicholas Hastings <
> psycho...@alliedmods.net> wrote:
>
>> Full disclosure - They did try to work with us on this before GSLTs were
>> even officially introduced to CS:GO. They wanted to know if we were willing
>> to just add the blocks to SourceMod, without checks necessarily being added
>> to CS:GO itself.
>>
>> Our initial position was that while we weren't necessarily against it, we
>> didn't think it would be effective and could fork the community to an
>> extent. With SourceMod being open source, it would be rather easy for
>> someone to just remove the checks and then run and/or distribute a version
>> without them.
>>
>> We then shortly relaxed our stance to try to be cooperative and asked
>> what specifically was desired to be blocked, but were not given a response.
>> I believe that was just a tacit agreement that it wouldn't be effective.
>>
>> Fast forward to now, a specific list would still be nice to better
>> protect users from possibly unintentionally running something that could
>> get their account's GSLTs banned.
>>
>> --
>> Nicholas Hastings
>> AlliedMods.net <http://www.alliedmods.net>
>>
>>
>>
>> Max Krivanek <m...@kigen.co>
>> Friday, March 4, 2016 2:47 PM
>> It is indeed not SourceMod team's duty.  But its not like Valve gave the
>> SourceMod team a chance to work with them to help prevent accidental bans.
>> Its not like these entity properties scream "do not touch me."  And since
>> when we develop plugins we're trying to figure out how things work, we
>> might end up touching one of those properties.  Or downloaded a plugin that
>> touched one of these properties.  Not for malicious reasons.
>>
>> GSLT is not an effective or desirable system.
>>
>> And the gunmaker comparison is really off.
>>
>>
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>> Marcin Paterek <mrpate...@gmail.com>
>> Friday, March 4, 2016 1:52 PM
>> It is not a SourceMod team duty to provide you a way NOT to break the
>> rules. (They did, because they are nice guys). It is your decision to use
>> 3rd party software (such as plugins), and you put it on your machine. You
>> can't blame a gunmaker for somebody being shot. If you were hosting the
>> game with just Valve tools, how would you even be able to break the rules?
>> And if you are still messing with items after over half of the year since
>> new rules have been enforced, I really see no point in skipping one or
>

Re: [Csgo_servers] GSLT continually revoked for no reason!

2016-03-04 Thread Marcin Paterek
It is not a SourceMod team duty to provide you a way NOT to break the
rules. (They did, because they are nice guys). It is your decision to use
3rd party software (such as plugins), and you put it on your machine. You
can't blame a gunmaker for somebody being shot. If you were hosting the
game with just Valve tools, how would you even be able to break the rules?
And if you are still messing with items after over half of the year since
new rules have been enforced, I really see no point in skipping one or
another community just because it's small. It's not about the size, it's
about following rules.

But in some part I agree with you - the GLST bans for now are ineffective,
because there are still multiple servers with knives and other forbidden
things. This is something Valve could improve.

Cheers,
M.

2016-03-04 18:15 GMT+01:00 Larcen III :

> Subject: Re: [Csgo_servers] GSLT continually revoked for no reason!
>> Message-ID:
>> <
>> cacxm_qc2dq8_dsprd4fawv5ku2a9tlr94tjskwvkeb786un...@mail.gmail.com>
>> Content-Type: text/plain; charset="utf-8"
>> I don't understand why Valve didn't work with SourceMod to prevent
>> behavior
>> that would trigger GSLT bans.
>> https://forums.alliedmods.net/showthread.php?t=279854
>> They had to come up with it afterwards.
>
>
> I completely agree. This entire *debacle *could have been avoided if a
> sourcemod required update had been* created first instead of last*. I'm
> furious over the situation drama that's a *direct result* of Valve's *gross
> mismanagement*. This is a* PR blunder *and someone should speak up and
> take some responsibility for having almost zero foresight.
>
> *What's more frustrating, is that is seems as if Valve assumes think we're
> mad about not having knives or skins plugins*. We (I speak for the larger
> part of the community) wish to abide by any rules set forth by Valve in the
> first place. We really do want to get along. It's a few bad apples out
> there who are the problem, and the attention should be on them, not *US*.
>
> Why are regular small community servers being *brutally punished*, while
> the abusers who are the reason behind Valve's action, are still running
> their servers with the knife and skin mods, even at this moment.
>
> *100% INEFFECTIVE VALVE.* Unless by effective you mean *effectively* *annoying
> *and *distancing *the community fan base, the *foundation *of which has
> kept players (read made the playerbase more sticky) in the game longer by
> adding new gametypes like knives only, 1v1 with levels,headshots only,
> custom co-op maps, and surfing to name a few.
>
> *I strongly urge Valve to reconsider the GSLT program's implementation, as
> it's harmful to the community and creating a toxic environment.*
>
> When I posted about it in the forums, I was met with ridicule and
> hostility.
> When I contacted support, they sent a canned response and I never got a
> real human to respond.
>
> +LarcenIII
>
>
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Re: [Csgo_servers] [ GSLT ] - User accounts will also receive a temporary cooldown when their Game Server Login Token gets banned.

2016-02-28 Thread Marcin Paterek
Geez, Andrew - you got a bad day or something? Let's keep this mailing list
professional and stop insulting each other. It doesn't help at all when you
don't speak on topic, but just throw a bunch of swears on a guy who
politely tried to explain the situation to Jason.

Cheers,
Marcin

2016-02-28 15:05 GMT+01:00 Andrew Jackson :

> Ya know Don, I'm sure people appreciate your activity on this mailing list
> at times but you can let go of the holier than thou bullshit. We don't need
> your long fucking explanations of what your interpretation of the rules
> are. What you copied and pasted is a useless pile of words. Do you think
> that if the CSGO team gave us any sort of clarity on the situation that
> people would be in here asking about specifics still? No. You dont work for
> Valve, you can only interpret the rules in the same manner we can. You
> can't offer a single piece of legit advice to individuals regarding their
> situation, again, you can only fucking speculate on what could have
> happened, and no one gives a fuck about your speculation. Quit trying to
> preach all this bullshit about people's lives and how people need to accept
> consequences. No one gives a fuck about your suggestions. You can't even
> get your own community website up and running, you aren't in any position
> to be giving server operators advice. All you do is come here giving
> unsolicited advice and opinions. Shove them up your ass.
>
> On Sun, Feb 28, 2016 at 8:32 AM, Don Park  wrote:
>
>> Hello,
>>
>> GLST notice and information was first given out on October 13th, 2015
>> with the steps and information related to the transition to GLST.  Stage 1
>> (which was started on October 13th, 2015) was: "The GSLT creation utility
>> goes live: https://steamcommunity.com/dev/managegameservers. Please test
>> the interface and report back any issues in creating accounts. Note that
>> TF2 server operators can now use >this form to create GSLTs for TF2 (AppId
>> 440)."
>>
>> 1 month later, on November 10th, 2015, Stage 2 began "An update to
>> CS:GO's dedicated server will include the sv_setsteamaccount convar that
>> allows you to log in with your GSLT. In this stage it will still be
>> possible to run a dedicated server without a GSLT. Anonymous login will
>> happen automatically if no game server login token is specified. Please
>> report back any issues with logging in using the game server login token or
>> otherwise."
>>
>> 1 week later, on November 19th, 2015, Stage 3 began which was "Dedicated
>> Servers that use anonymous login instead of a GSLT will no longer list in
>> the GMS. Otherwise they will still be playable.".
>> On December 9th, 2015, Stage 4 was in effect.  This was "Dedicated
>> Servers that use anonymous login will no longer list in the GMS nor be
>> connectable by CS:GO clients."
>>
>> In addition, the following FAQ as made available by the CSGO Server Devs:
>>
>> ===
>>
>> *What is the purpose of this update?*
>> 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.
>>
>> *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?*
>> Any such or similar infraction by the GSLT owning Steam User will result
>> in the disabling of all of that user's GSLTs.
>>
>> *So does this mean I can't run a CS:GO server unless I own CS:GO?*
>> That will be correct as of Stage 3.
>>
>> *So people need to have landlines to run servers now?*
>> No. But there are currently restrictions on what constitutes a qualifying
>> phone number. VOIP / burner numbers are currently non-qualifying.
>>
>> *What specifically happens if you don't log into an account after stage
>> three?*
>> The result will be identical to the current IP ban: players will not be
>> able to connect.
>>
>> *So can these tokens be used in place of the webapi_authkey ? will we
>> need BOTH keys now to use the workshop?*
>> The webapi authkey was previously an intermediate step to creating a
>> GSLT. It is no longer necessary.
>>
>> *And just to be clear, it's 1000 at any one time, not 1000 total
>> lifetime, correct?*
>> Correct. You can delete unused GSLTs and generate new ones. We're
>> reevaluating the 1000 token limit.
>>
>> *Why don't my previously registered servers show up?*
>> Fixed.
>>
>> ===
>>
>> Everyone has a life outside of CSGO and server hosting.  However, proper
>> communication was given ahead of time (within a proper timeframe) and
>> clarifications and updates were given as needed.  If this does not work for
>> you, then I would suggest you go with a managed game server hosting
>> experience, which you can find available at NFOServers or Game-servers.com
>> and have them manage your 

Re: [Csgo_servers] Csgo_servers Digest, Vol 46, Issue 21

2016-02-14 Thread Marcin Paterek
Set your game server login token.

2016-02-14 22:17 GMT+01:00 Omar Haider :

> i keep getting server is only lobby for local i had a individual work on
> my boxs before he put some bot config on there it keeps looking for it it
> was the kiwi pug bot stuff i cant get the server to run publicly keeps
> saying only lan lobbys wtf
>
> On Sun, Feb 14, 2016 at 3:00 PM, <
> csgo_servers-requ...@list.valvesoftware.com> wrote:
>
>> Send Csgo_servers mailing list submissions to
>> csgo_servers@list.valvesoftware.com
>>
>> To subscribe or unsubscribe via the World Wide Web, visit
>>
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>> or, via email, send a message with subject or body 'help' to
>> csgo_servers-requ...@list.valvesoftware.com
>>
>> You can reach the person managing the list at
>> csgo_servers-ow...@list.valvesoftware.com
>>
>> When replying, please edit your Subject line so it is more specific
>> than "Re: Contents of Csgo_servers digest..."
>>
>>
>> Today's Topics:
>>
>>1. Re: request shield police minigun for csgo (Nicolas Poublon)
>>2. Re: request shield police minigun for csgo (Nathaniel Theis)
>>3. Re: request shield police minigun for csgo (helpme_please)
>>4. Re: request shield police minigun for csgo (Don Park)
>>
>>
>> --
>>
>> Message: 1
>> Date: Sun, 14 Feb 2016 15:26:41 +1100
>> From: Nicolas Poublon 
>> To: csgo_servers@list.valvesoftware.com
>> Subject: Re: [Csgo_servers] request shield police minigun for csgo
>> Message-ID: <56c00201.3060...@gmail.com>
>> Content-Type: text/plain; charset=windows-1252; format=flowed
>>
>> This mailing list is for server talk, not this inane crap.
>>
>> On 2/14/2016 3:12 AM, helpme_please wrote:
>> > csgo should have shield police, Minigun and Rocket Launcher
>> > for more realistic
>> >
>> > What do you think?
>> >
>> >
>> >
>> > --
>> > View this message in context:
>> http://csgo-servers.1073505.n5.nabble.com/request-shield-police-minigun-for-csgo-tp11421.html
>> > Sent from the CSGO_Servers mailing list archive at Nabble.com.
>> >
>> > ___
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>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>>
>>
>>
>> --
>>
>> Message: 2
>> Date: Sat, 13 Feb 2016 20:48:29 -0800
>> From: Nathaniel Theis 
>> To: csgo_servers@list.valvesoftware.com
>> Subject: Re: [Csgo_servers] request shield police minigun for csgo
>> Message-ID:
>> > opwfmeast9jd...@mail.gmail.com>
>> Content-Type: text/plain; charset="utf-8"
>>
>> Similarly, Q-tips aren't supposed to be put into your ear, but everybody
>> does it anyways.
>>
>> On Sat, Feb 13, 2016 at 8:26 PM, Nicolas Poublon 
>> wrote:
>>
>> > This mailing list is for server talk, not this inane crap.
>> >
>> >
>> > On 2/14/2016 3:12 AM, helpme_please wrote:
>> >
>> >> csgo should have shield police, Minigun and Rocket Launcher
>> >> for more realistic
>> >>
>> >> What do you think?
>> >>
>> >>
>> >>
>> >> --
>> >> View this message in context:
>> >>
>> http://csgo-servers.1073505.n5.nabble.com/request-shield-police-minigun-for-csgo-tp11421.html
>> >> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>> >>
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>>
>> Message: 3
>> Date: Sun, 14 Feb 2016 00:17:46 -0700 (MST)
>> From: helpme_please 
>> To: csgo_servers@list.valvesoftware.com
>> Subject: Re: [Csgo_servers] request shield police minigun for csgo
>> Message-ID: <1455434266274-11425.p...@n5.nabble.com>
>> Content-Type: text/plain; charset=us-ascii
>>
>> Sorry for my stupid. where tell "This mailing list is for server talk
>> only"
>> and topic this. about server ?
>>
>> I'm just offering idea. If you do not like. i will remove it.
>>
>> Why vulgar
>> please. Always be respectful to other members. Flaming or abusing members
>> in
>> any way will not be tolerated.
>>
>>
>>
>> --
>> View this message in context:
>> http://csgo-servers.1073505.n5.nabble.com/request-shield-police-minigun-for-csgo-tp11421p11425.html
>> Sent from the CSGO_Servers mailing list archive at 

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

2016-01-29 Thread Marcin Paterek
Matthias,

No offense, but stop the bullshit. You're blaming a tire manufacturer that
somebody has driven too fast and killed himself. What the heck? AM isn't
your chaperon to tell you what's good and what's wrong. It's Allied
_Modders_, which means people who mod the game joined together. Nothing
more, nothing less.

Regards,
Marcin

2016-01-29 10:25 GMT+01:00 Tom Devonport :

> There's nothing we can do, really. Valve runs the game, they don't need
> the community so they can kill it however they want. The community doesn't
> give them profit.
>
> CSGO was never a community game and valve is wanting to bring what
> remained to a halt.
> On 29 Jan 2016 09:21, "Andre Müller"  wrote:
>
>> Tom Devonport, what else should you do? It seems to be a big problem for
>> the community.
>>
>> Daniel Barreiro  schrieb am Do., 28.
>> Jan. 2016 um 22:56 Uhr:
>>
>>> That's how support generally works. If they are not unbanning servers
>>> then they'll use a predefined reply instead of retyping the same thing over
>>> and over again.
>>>
>>> On Thu, Jan 28, 2016 at 4:51 PM, Team LANII 
>>> wrote:
>>>
 I got the exact same replyfrom steamsupport, they are copy like
 I expected.

 On Thu, Jan 28, 2016 at 10:31 PM, whocodes  wrote:

> Assuming his outrage is because he's innocent, I wouldn't consider
> that progress — they told him he got banned for the only known reason to,
> and now he'll have to wait another couple days for a different response.
>
> On Jan 28, 2016, at 4:17 PM, Daniel Barreiro <
> smelly.feet.you.h...@gmail.com> wrote:
>
> Think of it this way, you got a reply from Steam support within 48
> hours. That's progress!
>
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>>>
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[Csgo_servers] ODP: motd/web window/browser bug

2015-11-28 Thread Marcin Paterek
As its author, I've dropped a support for NotifyMOTD since it was a very 
primitive solution. I encourage you to use web shortcuts instead.

-Wiadomość oryginalna-
Od: "Michael Loveless" 
Wysłano: ‎2015-‎11-‎28 19:50
Do: "csgo_servers@list.valvesoftware.com" 
Temat: Re: [Csgo_servers] motd/web window/browser bug

Definitely not broken by any means nor has it been in probably 2-3 years. There 
are a number of plugins available on AlliedMods that open up MOTD windows. 
Webshortcuts and NotifyMOTD being two of the more popular ones.


On Sat, Nov 28, 2015 at 1:42 PM,  wrote:

I have noticed this also on my CS:GO servers, which have been running for a few 
months now.  Has not worked since I started hosting CS:GO servers.  It would be 
nice to have this fixed since I have custom plugins that use !rank or !top10 
and should open up to webpages like they do on TF2 or HL2DM.

Any fixes or suggestions?


On , Kevin wrote:

Not sure when this started happening but motd/web window/browser/whatever
(via SM !rules plugin) only works once now.

Before you the window would pop up as many times as triggered, now it only
works one time.





--
View this message in context:
http://csgo-servers.1073505.n5.nabble.com/motd-web-window-browser-bug-tp10830.html
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Re: [Csgo_servers] Connection to Steam servers lost (result 34)

2015-11-23 Thread Marcin Paterek
Great info, Vitaliy! I will definitely try it out if everything else fails.

2015-11-23 21:21 GMT+01:00 Absurd Minds <goabs...@absurdminds.net>:

> Thanks for the info. I'm not having this issue, but it's something I've
> feared if servers crash or whatever. I'll be adding this to me scripts
> today.
> On Nov 23, 2015 3:19 PM, "Vitaliy Genkin" <vita...@valvesoftware.com>
> wrote:
>
>> FYI: If your game server specifies exact server ports on the command line
>> (using +hostport  +clientport  +tv_port  -steamport ) then
>> you should also add -net_port_try 1: this will prevent the second instance,
>> even if launched by mistake, from trying to “port-climb” attempting to find
>> vacant ports bigger than requested and the second instance will immediately
>> exit before attempting to log in with the same GSLT and kicking the main
>> server instance.
>>
>>
>>
>> Best of course is to find the real reason why the second instance is
>> launched by mistake, but running with -net_port_try 1 is going to guarantee
>> reliable port assignment across multiple server instances on the same
>> machine.
>>
>>
>>
>> *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
>> csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Marcin
>> Paterek
>> *Sent:* Monday, November 23, 2015 6:15 AM
>> *To:* csgo_servers@list.valvesoftware.com
>> *Subject:* Re: [Csgo_servers] Connection to Steam servers lost (result
>> 34)
>>
>>
>>
>> Thanks, Nicholas.
>>
>>
>>
>> 2015-11-23 14:59 GMT+01:00 Nicholas Hastings <psycho...@alliedmods.net>:
>>
>> The "34 error" is a symptom of your issue, not the cause.
>>
>> EResult 34 is LogonSessionReplaced, which is exactly what's happening
>> when you have a second instance start with the same token.
>>
>> --
>> Nicholas Hastings
>> AlliedMods.net <http://www.alliedmods.net>
>>
>>
>>
>>
>> *Marcin Paterek* <mrpate...@gmail.com>
>>
>> Monday, November 23, 2015 8:08 AM
>>
>> Yeah, we're investigating it together. Still, we can't find what exactly
>> causes the bug and we hoped it may be connected to that 34 error. If that's
>> not the case... ehh, we're going to look further into.
>>
>>
>>
>> ___
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>> Csgo_servers@list.valvesoftware.com
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>> *Don Park* <dongkw...@gmail.com>
>>
>> Monday, November 23, 2015 8:02 AM
>>
>> This sounds like something you should talk with your service provider.
>> I'd suggest you talk with them about it as this is probably outside the
>> scope of this email list.  Either have them disable/prevent the second
>> instance from starting up or something.
>>
>>
>>
>>
>>
>> ___
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>> Csgo_servers@list.valvesoftware.com
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>> *Marcin Paterek* <mrpate...@gmail.com>
>>
>> Monday, November 23, 2015 7:56 AM
>>
>> As long as there is only one instance, my server works fine. But when the
>> second instance appears out of the blue, it 'overtakes' the token - you
>> cannot connect to the first instance (though there may be people still
>> playing) until I kill both of them and start the server normally again. I'm
>> kind of confused, because we can't find what's causing a second instance to
>> start. We've tried to disable SM, run vanilla server, disable GOTV - no
>> luck at all.
>>
>>
>>
>> ___
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>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>> *Don Park* <dongkw...@gmail.com>
>>
>> Monday, November 23, 2015 7:15 AM
>>
>> That's the bug.
>>
>>
>>
>> Only 1 instance can be connected at a time.  So your provider having an
>> issue with running a second instance is an issue with their deployment.
>> Because this is what it sounds like.
>>
>>
>>
>> Step 1: You start your server, your GSLT connects to Valve's servers and
>> gives your server the go-ahead.
>>
>> Step 2: Wait a little bit.
>>
>> Step 3: The second instance logs on, connects via the same GSLT and
>> connec

Re: [Csgo_servers] Connection to Steam servers lost (result 34)

2015-11-23 Thread Marcin Paterek
I know, but that doesn't help me to find the bug.

2015-11-23 12:26 GMT+01:00 Geo B. <bachel...@gmail.com>:

> Only 1 instance can be connected with at a time with a defined token.
>
> 2015-11-23 12:22 GMT+01:00 Marcin Paterek <mrpate...@gmail.com>:
>
>> Well... yes and no.
>>
>> I have only one server, but I'm tracking a bug that causes my provider to
>> run a second instance, which is a mirror of my 'original' server. And from
>> what we found, the second instance is somehow connected to that result 34.
>> However, I don't know what does it mean.
>>
>> 2015-11-23 12:10 GMT+01:00 Don Park <dongkw...@gmail.com>:
>>
>>> Are you using the same GSLT across all servers?
>>>
>>> Remember you need a different GSLT for each server.
>>>
>>>
>>> On Mon, Nov 23, 2015 at 7:54 PM, Marcin Paterek <mrpate...@gmail.com>
>>> wrote:
>>>
>>>> Sometimes my server logs a message:
>>>>
>>>>
>>>> Connection to Steam servers lost. (Result = 34)
>>>>
>>>>
>>>>
>>>> Does anybody know what result 34 stands for and why does it happen?
>>>>
>>>> ___
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[Csgo_servers] Connection to Steam servers lost (result 34)

2015-11-23 Thread Marcin Paterek
Sometimes my server logs a message:


Connection to Steam servers lost. (Result = 34)



Does anybody know what result 34 stands for and why does it happen?
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Re: [Csgo_servers] Connection to Steam servers lost (result 34)

2015-11-23 Thread Marcin Paterek
Well... yes and no.

I have only one server, but I'm tracking a bug that causes my provider to
run a second instance, which is a mirror of my 'original' server. And from
what we found, the second instance is somehow connected to that result 34.
However, I don't know what does it mean.

2015-11-23 12:10 GMT+01:00 Don Park <dongkw...@gmail.com>:

> Are you using the same GSLT across all servers?
>
> Remember you need a different GSLT for each server.
>
>
> On Mon, Nov 23, 2015 at 7:54 PM, Marcin Paterek <mrpate...@gmail.com>
> wrote:
>
>> Sometimes my server logs a message:
>>
>>
>> Connection to Steam servers lost. (Result = 34)
>>
>>
>>
>> Does anybody know what result 34 stands for and why does it happen?
>>
>> ___
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Re: [Csgo_servers] Connection to Steam servers lost (result 34)

2015-11-23 Thread Marcin Paterek
As long as there is only one instance, my server works fine. But when the
second instance appears out of the blue, it 'overtakes' the token - you
cannot connect to the first instance (though there may be people still
playing) until I kill both of them and start the server normally again. I'm
kind of confused, because we can't find what's causing a second instance to
start. We've tried to disable SM, run vanilla server, disable GOTV - no
luck at all.

2015-11-23 13:15 GMT+01:00 Don Park <dongkw...@gmail.com>:

> That's the bug.
>
> Only 1 instance can be connected at a time.  So your provider having an
> issue with running a second instance is an issue with their deployment.
> Because this is what it sounds like.
>
> Step 1: You start your server, your GSLT connects to Valve's servers and
> gives your server the go-ahead.
> Step 2: Wait a little bit.
> Step 3: The second instance logs on, connects via the same GSLT and
> connects to Valve's servers and gives the second instance the go-ahead.
> Step 3.5: Valve's servers stops communicating with your server (therefore
> result 34) and you get the error
> Step 4: You restart your server, which then goes back to Step 1.
>
> I'd suggest for you to diagnose it, consider running your server IP
> against Valve's API.
>
>
> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=203.189.71.xxx
>
> Of course, add your own IP to the end there.  So run that when it's
> working, and then run it again when it's not.  If ""success": false," for
> the second time running, then you can kinda suggest/think it's the GSLT
> that's causing the issue.
>
> Also, may or may not be stating the obvious, but can your server connect
> to Steam servers?
>
>
> On Mon, Nov 23, 2015 at 8:32 PM, Marcin Paterek <mrpate...@gmail.com>
> wrote:
>
>> I know, but that doesn't help me to find the bug.
>>
>> 2015-11-23 12:26 GMT+01:00 Geo B. <bachel...@gmail.com>:
>>
>>> Only 1 instance can be connected with at a time with a defined token.
>>>
>>> 2015-11-23 12:22 GMT+01:00 Marcin Paterek <mrpate...@gmail.com>:
>>>
>>>> Well... yes and no.
>>>>
>>>> I have only one server, but I'm tracking a bug that causes my provider
>>>> to run a second instance, which is a mirror of my 'original' server. And
>>>> from what we found, the second instance is somehow connected to that result
>>>> 34. However, I don't know what does it mean.
>>>>
>>>> 2015-11-23 12:10 GMT+01:00 Don Park <dongkw...@gmail.com>:
>>>>
>>>>> Are you using the same GSLT across all servers?
>>>>>
>>>>> Remember you need a different GSLT for each server.
>>>>>
>>>>>
>>>>> On Mon, Nov 23, 2015 at 7:54 PM, Marcin Paterek <mrpate...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> Sometimes my server logs a message:
>>>>>>
>>>>>>
>>>>>> Connection to Steam servers lost. (Result = 34)
>>>>>>
>>>>>>
>>>>>>
>>>>>> Does anybody know what result 34 stands for and why does it happen?
>>>>>>
>>>>>> ___
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>>>>>>
>>>>>
>>>>>
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>>>>>
>>>>
>>>>
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>>>>
>>>
>>>
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Re: [Csgo_servers] Connection to Steam servers lost (result 34)

2015-11-23 Thread Marcin Paterek
Yeah, we're investigating it together. Still, we can't find what exactly
causes the bug and we hoped it may be connected to that 34 error. If that's
not the case... ehh, we're going to look further into.

2015-11-23 14:02 GMT+01:00 Don Park <dongkw...@gmail.com>:

> This sounds like something you should talk with your service provider.
> I'd suggest you talk with them about it as this is probably outside the
> scope of this email list.  Either have them disable/prevent the second
> instance from starting up or something.
>
>
> On Mon, Nov 23, 2015 at 9:56 PM, Marcin Paterek <mrpate...@gmail.com>
> wrote:
>
>> As long as there is only one instance, my server works fine. But when the
>> second instance appears out of the blue, it 'overtakes' the token - you
>> cannot connect to the first instance (though there may be people still
>> playing) until I kill both of them and start the server normally again. I'm
>> kind of confused, because we can't find what's causing a second instance to
>> start. We've tried to disable SM, run vanilla server, disable GOTV - no
>> luck at all.
>>
>> 2015-11-23 13:15 GMT+01:00 Don Park <dongkw...@gmail.com>:
>>
>>> That's the bug.
>>>
>>> Only 1 instance can be connected at a time.  So your provider having an
>>> issue with running a second instance is an issue with their deployment.
>>> Because this is what it sounds like.
>>>
>>> Step 1: You start your server, your GSLT connects to Valve's servers and
>>> gives your server the go-ahead.
>>> Step 2: Wait a little bit.
>>> Step 3: The second instance logs on, connects via the same GSLT and
>>> connects to Valve's servers and gives the second instance the go-ahead.
>>> Step 3.5: Valve's servers stops communicating with your server
>>> (therefore result 34) and you get the error
>>> Step 4: You restart your server, which then goes back to Step 1.
>>>
>>> I'd suggest for you to diagnose it, consider running your server IP
>>> against Valve's API.
>>>
>>>
>>> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=203.189.71.xxx
>>>
>>> Of course, add your own IP to the end there.  So run that when it's
>>> working, and then run it again when it's not.  If ""success": false,"
>>> for the second time running, then you can kinda suggest/think it's the GSLT
>>> that's causing the issue.
>>>
>>> Also, may or may not be stating the obvious, but can your server connect
>>> to Steam servers?
>>>
>>>
>>> On Mon, Nov 23, 2015 at 8:32 PM, Marcin Paterek <mrpate...@gmail.com>
>>> wrote:
>>>
>>>> I know, but that doesn't help me to find the bug.
>>>>
>>>> 2015-11-23 12:26 GMT+01:00 Geo B. <bachel...@gmail.com>:
>>>>
>>>>> Only 1 instance can be connected with at a time with a defined token.
>>>>>
>>>>> 2015-11-23 12:22 GMT+01:00 Marcin Paterek <mrpate...@gmail.com>:
>>>>>
>>>>>> Well... yes and no.
>>>>>>
>>>>>> I have only one server, but I'm tracking a bug that causes my
>>>>>> provider to run a second instance, which is a mirror of my 'original'
>>>>>> server. And from what we found, the second instance is somehow connected 
>>>>>> to
>>>>>> that result 34. However, I don't know what does it mean.
>>>>>>
>>>>>> 2015-11-23 12:10 GMT+01:00 Don Park <dongkw...@gmail.com>:
>>>>>>
>>>>>>> Are you using the same GSLT across all servers?
>>>>>>>
>>>>>>> Remember you need a different GSLT for each server.
>>>>>>>
>>>>>>>
>>>>>>> On Mon, Nov 23, 2015 at 7:54 PM, Marcin Paterek <mrpate...@gmail.com
>>>>>>> > wrote:
>>>>>>>
>>>>>>>> Sometimes my server logs a message:
>>>>>>>>
>>>>>>>>
>>>>>>>> Connection to Steam servers lost. (Result = 34)
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> Does anybody know what result 34 stands for and why does it happen?
>>>>>>>>
>>>>>>>> ___
>>>>>>>> Csgo_servers mailing list
>>>>>>>> Csgo_

Re: [Csgo_servers] Connection to Steam servers lost (result 34)

2015-11-23 Thread Marcin Paterek
Thanks, Nicholas.

2015-11-23 14:59 GMT+01:00 Nicholas Hastings <psycho...@alliedmods.net>:

> The "34 error" is a symptom of your issue, not the cause.
>
> EResult 34 is LogonSessionReplaced, which is exactly what's happening when
> you have a second instance start with the same token.
>
> --
> Nicholas Hastings
> AlliedMods.net <http://www.alliedmods.net>
>
>
>
> Marcin Paterek <mrpate...@gmail.com>
> Monday, November 23, 2015 8:08 AM
> Yeah, we're investigating it together. Still, we can't find what exactly
> causes the bug and we hoped it may be connected to that 34 error. If that's
> not the case... ehh, we're going to look further into.
>
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Don Park <dongkw...@gmail.com>
> Monday, November 23, 2015 8:02 AM
> This sounds like something you should talk with your service provider.
> I'd suggest you talk with them about it as this is probably outside the
> scope of this email list.  Either have them disable/prevent the second
> instance from starting up or something.
>
>
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Marcin Paterek <mrpate...@gmail.com>
> Monday, November 23, 2015 7:56 AM
> As long as there is only one instance, my server works fine. But when the
> second instance appears out of the blue, it 'overtakes' the token - you
> cannot connect to the first instance (though there may be people still
> playing) until I kill both of them and start the server normally again. I'm
> kind of confused, because we can't find what's causing a second instance to
> start. We've tried to disable SM, run vanilla server, disable GOTV - no
> luck at all.
>
>
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> Don Park <dongkw...@gmail.com>
> Monday, November 23, 2015 7:15 AM
> That's the bug.
>
> Only 1 instance can be connected at a time.  So your provider having an
> issue with running a second instance is an issue with their deployment.
> Because this is what it sounds like.
>
> Step 1: You start your server, your GSLT connects to Valve's servers and
> gives your server the go-ahead.
> Step 2: Wait a little bit.
> Step 3: The second instance logs on, connects via the same GSLT and
> connects to Valve's servers and gives the second instance the go-ahead.
> Step 3.5: Valve's servers stops communicating with your server (therefore
> result 34) and you get the error
> Step 4: You restart your server, which then goes back to Step 1.
>
> I'd suggest for you to diagnose it, consider running your server IP
> against Valve's API.
>
>
> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=203.189.71.xxx
>
> Of course, add your own IP to the end there.  So run that when it's
> working, and then run it again when it's not.  If ""success": false," for
> the second time running, then you can kinda suggest/think it's the GSLT
> that's causing the issue.
>
> Also, may or may not be stating the obvious, but can your server connect
> to Steam servers?
>
>
>
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> Monday, November 23, 2015 6:32 AM
> I know, but that doesn't help me to find the bug.
>
>
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Re: [Csgo_servers] They can connect to the server , even though server is full 10/10

2015-10-04 Thread Marcin Paterek
Client limiter plugin still works fine - I am it's author and I use it on
my own server. No problems at all. If you wish to receive a support, please
go to SM forums.

2015-10-04 16:30 GMT+02:00 Charalampos Galanis :

> If you mean the "clientlimiter.smx" plugin, I can tell you that this no
> longer works, as it is spamming errors and also cause terrible bug of not
> allowing players to join the server. Any other way/plugin?
>
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Re: [Csgo_servers] Server with the !knife and !ws plugin

2015-09-25 Thread Marcin Paterek
"just dont do a Blacklist, just block the feature of changing the Skin
without having it in your Inventory"

That's a good idea - simple and effective. Upvote :)

2015-09-25 15:14 GMT+02:00 Team dotjsp :

> Or just dont do a Blacklist, just block the feature of changing the Skin
> without having it in your Inventory, I couldnt think of a way that would be
> any Problem for them. But after all it is what it is..
> Am 25.09.2015 14:12 schrieb "Absurd Minds" :
>
>> I have always hated cosmetic or "fun" plugins like skin plugins since I
>> first started playing 1.6, and I never even dreamed of using a knife plugin
>> on either of my two sourcemod servers, but what I hate infinitely more than
>> stupid skin plugins is how horrendously valve executed their blacklist.
>> Half the blacklisted servers weren't even running the plugins, and I bet
>> 2/3 of the servers that were running the plugins haven't been blacklisted
>> yet. Every time I drop into a random community server it has these skin
>> plugins.
>>
>> Basically what I'm saying is that knife plugins don't effect me AT ALL
>> (my dream world includes valve fixing vote cvars on community servers so I
>> don't have to use sourcemod anymore at all), and I'm still extremely pissed
>> at how valve implemented this. They really need to either back up their
>> threat effectively, or they need to allow community server owners to use
>> the plugin again free of threat.
>> On Sep 25, 2015 7:55 AM, "Tom Devonport" 
>> wrote:
>>
>>> Last I checked, Valve said they were prohibited and started to ban
>>> servers with them (through sv_tags if I recall effectively). Wasn't
>>> particularly effective due to the false positives.
>>>
>>> Just face it, Valve doesn't care about community servers. They serve a
>>> tiny proportion of the CSGO playerbase. It isn't their priority. StatTraks
>>> are.
>>>
>>> Have you guys got those new StatTrak Music Kits yet?
>>>
>>> On Fri, 25 Sep 2015 at 12:47 Team dotjsp 
>>> wrote:
>>>
 Is there any statement on VALVe's opinion about these kinds of Plugins?
 I thought that the Plugin Developer himself discontinued to have a Downlink
 for these kinds of Plugins up. Or is there some kind of Takedown from
 VALVe, I didnt know about?
 Am 25.09.2015 13:32 schrieb "Michael Loveless" :

> There are tons of servers out there still using both plugins and it's
> pretty shitty for those of us who stopped. I'm usually not for telling on
> others or getting involved in other peoples business but for all of us
> innocent owners who had servers banned for any length of time while
> complying with the rules, I feel that now all server owners should be held
> accountable even if it means the rest of the community airing them out. We
> know Valve will take widespread action even if only a small number of
> communities are not in compliance. Do we really need to instigate Valve to
> make life harder on community owners than it already is?
>
> We already have a damn near non-existent drop rate and only $0.03
> cases 99% of the time. Every 3 updates the only administrative tools out
> there get broken (Love you SourceMod <3). No more early warning notices 
> for
> owners but TF2 gets them and so does the HLDS mailing list for the old 
> Half
> Life engine games that still get updates, which they do. We can't sit back
> and let a small number of community owners who think they are renegades
> ruin what little we have left.
>
> If people don't want to be recognized for posting up other community's
> names, just sign up to this list on a different email and post. Then you
> won't have to worry about the shitty owners out there DDoSing you in
> retaliation. Let's get rid of them before they fuck us like they did to 
> the
> good TF2 communities.
>
> On Fri, Sep 25, 2015 at 7:14 AM, Ernesto Estrella <
> estrell...@icloud.com> wrote:
>
>> There’s still a server still using the !knife and !ws plugin. It’s
>> not fair for other servers that already removed them in respect for you.
>>
>> HellsGamers Jailbreak server -
>> http://www.gametracker.com/server_info/67.228.245.10:27015/
>>
>> When you type sm plugins list, you can see the !knife plugin in the
>> shop.
>>
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Re: [Csgo_servers] Bugs, Issues Feedback that still require focus

2015-07-19 Thread Marcin Paterek
What's wrong with rcon besides you can't have multiple 'accounts' ?

2015-07-19 15:58 GMT+02:00 Absurd Minds goabs...@absurdminds.net:

 Another good added feature would be an admin system other than rcon.
 On Jul 19, 2015 8:20 AM, Usman Khan usman.ghazan...@gmail.com wrote:

 - Call for Map voting during a match play doesnt work correctly, players
 vote Yes but still vote fails (CS:GO) and in TF2 end of map auto voting
 doesnt work, again its broken (all without unofficial plugins/mods).
 Official servers seem to be working fine, only observed in community servers

 - sv_password still requires server to be empty(unlike CoD servers). Is
 an issue for private or community matches where admins require to set
 password and difficult to program plugins separately (none available in
 sourcemod)

 - All listen ports that server uses, although they seem to be user
 configurable but strict port bind isnt working, port in use and server
 still starts autoassigning next port, its an issue for various server
 admins who have strict firewall rules (windows)

 - occlusion wallhack valve cvar settings required some explanation and
 how much extra load does it give to server, what are the cons of using it

 -- Server process optimization, i have noticed that same csgo server a
 year ago was using nearly 1% processor and now it is off and on goes to
 7-10% usage even if 10 players are playing (while keeping all plugins and
 hardware constant)

 - Added features required like:
 -- Admins having the ability to take get screenshot like thing as present
 in PB
 -- Any notice or warning to server operators, it is suggested to email
 them and if not possible, atleast put it up on news/annoucement of your
 official site as hardly all admins subscribe to this list and a admin can't
 subscribe to all lists like cs, css, csgo, tf2 and so on
 -- I've noticed very low level drops after match ends, wasnt that bad
 previously

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Re: [Csgo_servers] Bugs, Issues Feedback that still require focus

2015-07-19 Thread Marcin Paterek
I agree with Matthias, devs should focus on fixing the game issues instead
of putting their effort into competition with very well known, customizable
sourcemod.

W dniu niedziela, 19 lipca 2015 Matthias InstantMuffin Kollek 
proph...@sticed.org napisał(a):

  The kind that appreciates the sufficiency of sourcemod in terms of
 administration and just as well knows that the devs need to set priorities
 as to what to add to and fix in the game. I'd rather have them fix hitboxes
 and add usable system to report servers instead of implementing something
 that won't be as quickly customizable and already exists on the community
 end. I guess we both have different wishes of what a better csgo looks like.

 On 19.07.2015 18:08, Absurd Minds wrote:

 Misinformed hate? What kind of relationship with sourcemod do you have
 that a mere preference to not use sourcemod is misinformed hate? I want my
 vanilla competitive server to run straight from the box, so to speak, and
 only use sourcemod for actual modding.
 On Jul 19, 2015 11:44 AM, Matthias InstantMuffin Kollek 
 proph...@sticed.org javascript:_e(%7B%7D,'cvml','proph...@sticed.org');
 wrote:

  A lot of misinformed hate towards sourcemod here. If you insist on
 exposing rcon, without a whitelist you're in shitton of trouble. Silver
 lining here is sourcemod is mandatory for administration and also provides
 possibilities to add new features and customize your administration
 interface.
 Sourcemod being so good at what it does is the main reason there isn't a
 more sophisticated administration interface there by default. I'd rather
 have the devs invest their time in things that we cannot add ourselves.

 On 19.07.2015 17:22, Absurd Minds wrote:

 No, I don't want to use sourcemod. I don't want to have to use a third
 party mod just to have functioning admin controls. At this point, with amx
 having provided that functionality for a decade, it should be included
 natively. There's no excuse, except not caring about community servers and
 expecting community server owners to have to go elsewhere for
 functionality.
 On Jul 19, 2015 11:19 AM, Mike Rogers stonew...@gmail.com
 javascript:_e(%7B%7D,'cvml','stonew...@gmail.com'); wrote:

 Use sourcemod for your admin controls.  I also use HLSW for my rcon..
 its old and broke most of the time but better than regular rcon.

 On Sun, Jul 19, 2015 at 9:47 AM, Absurd Minds goabs...@absurdminds.net
 javascript:_e(%7B%7D,'cvml','goabs...@absurdminds.net'); wrote:

 Of you want to give administrative access, it's all or nothing. I want
 an admin to be able to ban, for example, but not be able to change gravity,
 or whatever.
  On Jul 19, 2015 10:34 AM, Marcin Paterek mrpate...@gmail.com
 javascript:_e(%7B%7D,'cvml','mrpate...@gmail.com'); wrote:

 What's wrong with rcon besides you can't have multiple 'accounts' ?

 2015-07-19 15:58 GMT+02:00 Absurd Minds goabs...@absurdminds.net
 javascript:_e(%7B%7D,'cvml','goabs...@absurdminds.net');:

 Another good added feature would be an admin system other than rcon.
  On Jul 19, 2015 8:20 AM, Usman Khan usman.ghazan...@gmail.com
 javascript:_e(%7B%7D,'cvml','usman.ghazan...@gmail.com'); wrote:

  - Call for Map voting during a match play doesnt work correctly,
 players vote Yes but still vote fails (CS:GO) and in TF2 end of map auto
 voting doesnt work, again its broken (all without unofficial 
 plugins/mods).
 Official servers seem to be working fine, only observed in community
 servers

  - sv_password still requires server to be empty(unlike CoD
 servers). Is an issue for private or community matches where admins 
 require
 to set password and difficult to program plugins separately (none 
 available
 in sourcemod)

  - All listen ports that server uses, although they seem to be user
 configurable but strict port bind isnt working, port in use and server
 still starts autoassigning next port, its an issue for various server
 admins who have strict firewall rules (windows)

  - occlusion wallhack valve cvar settings required some explanation
 and how much extra load does it give to server, what are the cons of 
 using
 it

  -- Server process optimization, i have noticed that same csgo
 server a year ago was using nearly 1% processor and now it is off and on
 goes to 7-10% usage even if 10 players are playing (while keeping all
 plugins and hardware constant)

  - Added features required like:
  -- Admins having the ability to take get screenshot like thing as
 present in PB
 -- Any notice or warning to server operators, it is suggested to
 email them and if not possible, atleast put it up on news/annoucement of
 your official site as hardly all admins subscribe to this list and a 
 admin
 can't subscribe to all lists like cs, css, csgo, tf2 and so on
  -- I've noticed very low level drops after match ends, wasnt that
 bad previously

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Re: [Csgo_servers] Current players are more than maxplayers

2015-06-21 Thread Marcin Paterek
Plugin counts every client, not just players. So if you set
sv_visiblemaxplayers to 32 and give no reserved slots (sm_admin_slots 0),
in that case you're gonna have 30 players + 2 specators = 32 clients.

2015-06-21 23:27 GMT+02:00 Charalampos Galanis xngala...@gmail.com:

 The spectator issue I mentioned in my previous post is by using your
 plugin. What is the rule there about them?

 2015-06-22 0:26 GMT+03:00 Charalampos Galanis xngala...@gmail.com:

 Do Spectators (2 max I think are in csgo) are included , for example , on
 a 32 slot server , can you have 32 players and 2 spectators in order to
 have a maximum of 34/32  or 30 players and 2 spectators with strictly 32/32?

 Btw, thank you for the plugin , and please , can you also send me the
 link to the plugin that allows you to add more spawns to a map? Because
 dust2 has only 30 spawns , instead of 32.

 Thank you!

 2015-06-21 23:22 GMT+03:00 Absurd Minds goabs...@absurdminds.net:

 Ah yes, I thought I remembered a sourcemod plugin, but I couldn't find
 it on the mailing list. I believe there is no solution for those who choose
 not to run sourcemod, though.
 On Jun 21, 2015 4:19 PM, Marcin Paterek mrpate...@gmail.com wrote:

 If you don't want people to populate server more than theoretically
 possible, I've made a plugin to solve this problem -
 https://forums.alliedmods.net/showthread.php?t=263596

 Regards

 2015-06-21 22:14 GMT+02:00 Absurd Minds goabs...@absurdminds.net:

 I don't believe a solution has been found yet. I went back through the
 other emails people have sent about this issue but and didn't find
 anything, but I could have missed it.

 When a player connect to my server via connect command ,it can
 override maxplayers and I see 33/32 , how to stop this happening?

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Re: [Csgo_servers] Current players are more than maxplayers

2015-06-21 Thread Marcin Paterek
If you don't want people to populate server more than theoretically
possible, I've made a plugin to solve this problem -
https://forums.alliedmods.net/showthread.php?t=263596

Regards

2015-06-21 22:14 GMT+02:00 Absurd Minds goabs...@absurdminds.net:

 I don't believe a solution has been found yet. I went back through the
 other emails people have sent about this issue but and didn't find
 anything, but I could have missed it.

 When a player connect to my server via connect command ,it can override
 maxplayers and I see 33/32 , how to stop this happening?

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Re: [Csgo_servers] CS:GO was updated to version 1.34.9.0

2015-06-18 Thread Marcin Paterek
– On Valve servers, GOTV demos will now reliably broadcast and record
players’ viewangles on the ticks when weapons were fired.

Could we please get it working at Community servers, too?

2015-06-18 4:44 GMT+02:00 wickedplayer494 wickedplayer...@gmail.com:

  I miss his presence here...


 On 6/17/2015 9:42 PM, Michael Loveless wrote:

 Thanks Ido!

 On Wed, Jun 17, 2015 at 10:38 PM, wickedplayer494 
 wickedplayer...@gmail.com wrote:

  Here are the notes from the CS:GO blog
 http://blog.counter-strike.net/index.php/2015/06/12101/:

 [SPECTATING]
 – Added a server convar sv_maxusrcmdprocessticks_holdaim which determines
 how long (number of ticks) a server holds client aim data while processing
 a backlog of user commands.
 – On Valve servers, GOTV demos will now reliably broadcast and record
 players’ viewangles on the ticks when weapons were fired.
 [MISC]
 – Controllers will now reliably be recognized if plugged in mid-session.
 – Fixed a handful of bugs in the options menu in regards to navigating.
 – Fixed the keybind page being in a bad state when you navigate to it via
 the Audio “EDIT USE MIC KEY” button.
 – Threaded occlusion query to help with server performance in casual
 games with many players. occlusion_test_async turns it on or off.
 – Added OSX convar, mat_osx_force_csm_enabled which forces dynamic
 shadows on.
 [MAPS]
 -de_zoo
 –Made one of the windows in CT sniper hut (facing long A) solid
 –Made the tower in the lemur enclosure partially climbable (disabled
 hiding spot just below the platform
 –Blocked LOS when standing on the signpole near T spawn looking into
 “Truck” and the aquarium
 –Fixed some fishes leaving their aquarium
 –Fixed several (self)boost spots that weren’t supposed to be reachable
 –Fixed the gaps in one of the wooden fences at CT spawn
 –Fixed several pixelwalks (including the one at mid above the spiral
 staircase)
 –Fixed possibility to throw grenades onto the false ceiling at mid
 connector
 –Fixed a wallbang spot at Upper T

 Client size on Windows systems is ~40 MB, and ~50 MB on Linux systems.

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Re: [Csgo_servers] Players joining full servers

2015-05-28 Thread Marcin Paterek
Here you go: https://forums.alliedmods.net/showthread.php?t=263596

2015-05-29 0:37 GMT+02:00 Absurd Minds goabs...@absurdminds.net:

 Do you know how to disable them? I tried finding anything I could about
 reserved slots and u can't find a single cvar that is even close.
 On May 28, 2015 5:06 PM, Csgo csgo_c...@yahoo.com wrote:

 Hi, from what I know. Those are reserved slots. When the server is full,
 you can type connect ip in console and it lets you in. I have noticed it on
 my surf server.

 Sent from my iPhone

 On May 28, 2015, at 4:01 PM, Ejziponken - sza...@hotmail.com wrote:

 Yeah I know its been a problem. But I'm asking for a solution here. :)


 Maybe the DEVS can fix it?


 --
 Date: Thu, 28 May 2015 22:35:11 +0300
 From: mambo...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Players joining full servers

 This has been problem for atleast 1 year by now, or close
 On May 28, 2015 10:29 PM, Ejziponken - sza...@hotmail.com wrote:

 I'm guessing I'm not the only one with this problem.
 Players are able to join full servers somehow and they get stuck in
 select teams window because the teams are full.
 Anyone knows a fix for this?

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Re: [Csgo_servers] Players joining full servers

2015-05-28 Thread Marcin Paterek
Back in 2014 I've made a SM plugin to tackle this bug, but I've never
released it as no one asked for it :P If you want, I can publish it at
AlliedModders.

2015-05-28 22:26 GMT+02:00 Absurd Minds goabs...@absurdminds.net:

 Sorry for the double post, but in my casual server they can actually join
 a team. Sometimes my 20 slot casual server will have 12 or 13 people on
 each team.
 On May 28, 2015 4:23 PM, Absurd Minds goabs...@absurdminds.net wrote:

 I have this happen in my competitive server. It's actually kind of nice
 because if teams are full they can spectate until there is a slot, but I
 have no idea why it's possible. It only works if they join through console
 - trying to join off a friend or the browser doesn't work.
 On May 28, 2015 4:21 PM, ics i...@ics-base.net wrote:

 Are you running a casual server? Because this happens only on Casual
 servers as far as i know.

 I run competitive settings myself and never had people in who could not
 enter a team. The problem propably is within the spectator slot system.
 Tried disabling spectator slots?

 -ics

 Ejziponken - kirjoitti:

 Yeah I know its been a problem. But I'm asking for a solution here. :)


 Maybe the DEVS can fix it?


 
 Date: Thu, 28 May 2015 22:35:11 +0300
 From: mambo...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Players joining full servers

 This has been problem for atleast 1 year by now, or close

 On May 28, 2015 10:29 PM, Ejziponken - sza...@hotmail.com mailto:
 sza...@hotmail.com wrote:

 I'm guessing I'm not the only one with this problem.
 Players are able to join full servers somehow and they get stuck
 in select teams window because the teams are full.
 Anyone knows a fix for this?

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

2015-05-27 Thread Marcin Paterek
– In addition to increasing your CS:GO Profile Rank, your first Rank
earned each week will reward you with an earned weapon drop. If you own an
Operation Bloodhound Access Pass, your weapon will come from one of the
exclusive Operation Bloodhound weapon collections.

If that means that you can only get drop on the official servers... This is
nuts.

2015-05-27 5:40 GMT+02:00 Daniel Barreiro smelly.feet.you.h...@gmail.com:

 Queue the conspiracies before any time and thought goes into it

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

 If thats true...

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

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

2015-05-27 Thread Marcin Paterek
Just like ics, if the new drop system was intentional, I'm done with
hosting srcds since 2007. I don't have any more patience to wait for the
next hit from Valve straight in my face.

2015-05-27 17:33 GMT+02:00 Ejziponken - sza...@hotmail.com:

 Word. Without us, the game would not be as big as it is today.
 Been hosting servers since 2004 now.

 Removing drops from our servers is simply not okay.

  Date: Wed, 27 May 2015 08:23:26 -0700
  From: alexbark...@gmail.com
  To: csgo_servers@list.valvesoftware.com
  Subject: Re: [Csgo_servers] Not receiving item drops on community
 servers.
 
  If it is the case that you are forced to play on valve servers to obtain
  drops, we as a server hosting community should push heavily against this.
  This is a massive problem for the community at large and the continued
  erosion of community servers is quite sad. Fun servers are what made
  counter strike the game it is today and without them CS will not survive
  into the future. We need to make the general players aware of this
 horrible
  change.
 
 
 
  -
  I'm The Lead Developer of https://steamprofilelookup.com
  --
  View this message in context:
 http://csgo-servers.1073505.n5.nabble.com/Not-receiving-item-drops-on-community-servers-tp9313p9340.html
  Sent from the CSGO_Servers mailing list archive at Nabble.com.
 
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Re: [Csgo_servers] Update

2015-05-04 Thread Marcin Paterek
Thanks, Vitaliy.

How about radar-smoke bug when server is launched with -nobots parameter?

2015-05-05 0:18 GMT+02:00 Vitaliy Genkin vita...@valvesoftware.com:

  An option update for CSGO version 1.34.8.3 has been released.

 Server and client version 180 makes CELT the default voice codec on all
 servers.

 This should also resolve voice problems on OSX and Linux.



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Re: [Csgo_servers] CSGO update

2015-03-06 Thread Marcin Paterek
- Added round result history visuals to the scoreboard for Competitive
games.

Nice feature Vitaliy, but it's bugged for now. The separating line doesn't
aknowledge mp_maxrounds setting and always appear after 15th round.
Screenshot:
http://cloud-4.steamusercontent.com/ugc/530635213039544196/05D9BB9B4C5315AB23D3C26E4115DD8EA1B56307/

Regards,
Wilk

2015-03-06 3:48 GMT+01:00 Jack M. catastropheproductions...@gmail.com:

 - Spectators/casters can now use SHIFT when drawing on the map overview
 which will show the approximate time it takes to travel that (2D) distance.

 That is pretty neat.

 On Thu, Mar 5, 2015 at 8:46 PM, Vitaliy Genkin vita...@valvesoftware.com
 wrote:

  CS:GO has been updated to version 1.34.7.6



 Thanks.



 Release Notes for 3/5/2015



 [UI]

 - Added round result history visuals to the scoreboard for Competitive
 games.

 - Spectators/casters can now use SHIFT when drawing on the map overview
 which will show the approximate time it takes to travel that (2D) distance.

 - Drawing on the overview map can now be done in two colors using left
 and right mouse buttons.

 - Lines drawn on the overview map are now smoothed.

 - The map overview drawing is now a bit cheaper to render.

 - Added a WIP Grid option to allow drawing to snap to a standard grid
 (that can be accessed for spectators if mapoverview_allow_grid_usage is
 1).



 [TOURNAMENT]

 - Added server event logging for match start which also includes the team
 names playing as CT and T.

 - Added server event logging details for kills that occur with
 penetration, domination, and revenge modifiers similar to how the headshot
 modifier was logged previously.



 [MISC]

 - Fixed the round stats sometimes reporting that the round ended by time
 running out when the bomb was defused.

 - Fixed a very rare case when Ts could kill a defusing CT, win the round,
 and a dead CT could still score a bomb defusal and earn defuse money bonus
 after the round was already over.

 - Added flavor text to Operation Phoenix collection weapons.



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Re: [Csgo_servers] mp_halftime 1 + 10 players = broken scoreboard

2015-01-19 Thread Marcin Paterek
I noticed this overlapping and reported it on 27th march 2014, when the new
scoreboard debuted. Also, the bug with 0-0 score is still here, but I can't
reproduce it.

2015-01-19 19:42 GMT+01:00 Winnie the Pooh win...@timetokill.net:

 Anytime mp_halftime 1 is set and there are more than 10 players in the
 server the scoreboard becomes glitched and overlapped for all players. See
 this image here: https://i.imgur.com/NGUNkSx.jpg

 I've tested this with no plugins loaded and between different gamemodes
 and it does the same thing. If the server is booted with mp_halftime 0 then
 the scoreboard behaves normally. I know there was an issue in the past with
 the scoreboard always showing a score of 0-0 with mp_halftime 1 which was
 later fixed in an update. Perhaps this is related?

 If the server is started with mp_halftime 0 and mp_halftime is toggled
 mid-game, the scoreboard also breaks.

 It seems mp_halftime just isn't a polished cvar overall. The behavior
 switching mp_halftime in-game is odd. If you switch to mp_halftime 0,
 sometimes a halftime will still occur but the map won't end in a clinch
 even with mp_match_can_clinch 1.

 Has anyone else noticed this? If this could be looked into, that'd be
 great.


 --
 -Winnie the Pooh
 TimetoKill.net

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Re: [Csgo_servers] How to achieve close-to-zero sv and var on a csgo server?

2014-11-27 Thread Marcin Paterek
How about i3-4150 (2 cores 3.5 GHz)? Has anyone tried running 128 tickrate
on it?

2014-11-27 14:22 GMT+01:00 MiShU # gameserver-syndicate.de 
mi...@gameserver-syndicate.de:

  i5 or i7 with 3,4 ore more GHz CPUs  ;)

 Am 27.11.2014 um 14:11 schrieb Charalampos Galanis:

 Isn't Debian and Ubuntu the same thing? Anyway , I want to achieve this:

 http://ts3.greek-uni.gr/public/Screenshot_1.png how to achieve it?

 2014-11-25 8:56 GMT+02:00 The H4x0r free123...@hotmail.com:

  Have you tried just using Debian for example?

  --
 Date: Sun, 23 Nov 2014 20:54:25 +0200
 From: xngala...@gmail.com
 To: Csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] How to achieve close-to-zero sv and var on a csgo
 server?


   Hello , I own a linux machine with 4 cores like this:

  Intel(R) Core(TM) i5 CPU 760  @ 2.80GHz
 cache size  : 8192 KB

  and the kernel is :

  uname -a
 Linux SERVER-PC 3.11-9.dmz.1-liquorix-amd64 #1 ZEN SMP PREEMPT Sat Nov 23
 18:01:36 UTC 2013 x86_64 x86_64 x86_64 GNU/Linux


  However , the sv on the server is close to 1 , no 0.

  What kernel I need for better sv and var? (very close to zero) Or I need
 a better CPU?

 Thanks!

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[Csgo_servers] Update?

2014-11-24 Thread Marcin Paterek
It seems that Valve silently released a small update completely messing up
servers. My own started to kick people because they failed to verify
pak01_dir.vpk and pak01_027.vpk files. After checking game integrity, I had
to download 6 files and do the same on my server.

What's more, Avast antivirus flags csgo.exe as threat and deletes the file.

Regards,
Marcin Paterek
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Re: [Csgo_servers] CSGO update few hours ago

2014-11-24 Thread Marcin Paterek
I've noticed the same behaviour on my 1.34.6.0 server.

2014-11-24 18:57 GMT+01:00 Michael Loveless mloveless1...@gmail.com:

 Is anyone else receiving errors on the MOTD? This is not happening to me
 upon first connection, but every time a map reloads I get a yellow ERROR...
 message in the top left corner of the screen (not in the MOTD). Screenshot
 below.

 http://i.imgur.com/hmA8ggG.jpg

 On Mon, Nov 24, 2014 at 12:42 PM, ics i...@ics-base.net wrote:

 My message was dated on 22nd.. it just came out. There was also update
 few hours ago. No notes from either one have been released.

 -ics

 Jack M. kirjoitti:


 Where there even patch notes?

 On Nov 24, 2014 11:38 AM, ics i...@ics-base.net mailto:
 i...@ics-base.net wrote:

 So if you haven't updated, do it now.

 -ics

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Re: [Csgo_servers] CSGO update

2014-11-24 Thread Marcin Paterek
My server is 1.34.6.0 :/

2014-11-22 12:57 GMT+01:00 MiShU # gameserver-syndicate.de 
mi...@gameserver-syndicate.de:

 There was a client update a gew hours ago and i updated a few servers to
 1.34.5.9 but know the rest of the servers dont get the 1.34.5.9.

 Anyone else with this 'problem'? I can connect to both versions so there
 is no real problem. ;)


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Re: [Csgo_servers] sv_server_graphic1 - how does it works?

2014-11-19 Thread Marcin Paterek
Yes, graphic2 is displayed only at GOTV.

2014-11-19 16:40 GMT+01:00 ics i...@ics-base.net:

 I have sv_server_graphic1 pp_big.png in server.cfg and the file itself
 is in csgo folder. It shows up every time i die ingame. Png image, filesize
 6733 bytes and 360x60. I have not managed to get sv_server_graphic2 working
 at all. As i recall it was something gotv related (displays only through
 that?).

 -ics

 Marco Padovan kirjoitti:

 Hi,

 i've tried to set both sv_server_graphic1 and sv_server_graphic2 to a
 filename related to a 360x60 image zised 12kb... but it's not appearing
 even for spectators...

 We have placed that file into the csgo folder.

 Is there any documentation or insight about that cvar?


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Re: [Csgo_servers] Problem Unable to join the session. Please try again

2014-09-15 Thread Marcin Paterek
I'm afraid players don't care, just admins get more and more frustrated.

2014-09-16 0:09 GMT+02:00 Matthias InstantMuffin Kollek 
proph...@sticed.org:

 Wow, I really didn't know but if the following statements are true:

 -All(!) servers need to be restarted multiple times a day
 -Friends-lobbies are affected
 -The issue has apparently been around since forever
 -It seems to date back to the first steps of Valve using a lobby system
 (These issues have always been there in L4D(2) as well)
 -There hasn't been any single statement from Valve regarding this

 ...then I really hope the csgo hosting community buckles up and decides to
 boycott the game for a weekend. I don't know, like every single community
 server would just drop every single client on connect and leave a short
 message regarding this issue as the disconnect reason. You could add a link
 of a steam group where people could be gathered to show the importance and
 weight of this and how big the desire is to actually play csgo, a game
 those people have paid for to be able to play it without this breaking
 disturbances every single day. I guess the time is now, it can only get
 worse from now on, show them a game is nothing without its community!


 On 15.09.2014 23:21, ics wrote:

 Cannot be disabled, since matchmaking and overwatch bans are using that
 lobby system.

 But these errors where session is no longer available or server is
 full while it isn't and the random client drops, has to stop.

 -ics

 Andreas Willinger kirjoitti:

 Or, it would be nice if there is some sort CVar to disable the lobby
 system
 entirely.
 This would cause clients to join the old way (as know from hl1
 onwards).

 -Ursprüngliche Nachricht-
 Von: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] Im Auftrag von
 Matthias
 InstantMuffin Kollek
 Gesendet: Montag, 15. September 2014 20:47
 An: csgo_servers@list.valvesoftware.com
 Betreff: Re: [Csgo_servers] Problem Unable to join the session. Please
 try
 again

 Out of curiosity, has there ever been any statement from Valve regarding
 this? I didn't know it was nearly that bad. That's just horrible. I've
 been looking into ways to create workarounds, but Valve actually closed
 down the two possibilities I've come up with by patching them out over
 the last few months as far as I could follow the changelogs.

 I'm having the wild guess that this is also related to people not being
 able to join or open up friends-lobbies until they restart steam
 (sometimes even that doesn't work).

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Re: [Csgo_servers] Problem Unable to join the session. Please try again

2014-09-14 Thread Marcin Paterek
http://csgo-servers.1073505.n5.nabble.com/workshop-old-failed-to-join-issue-td3976.html#a3978

2014-09-14 23:18 GMT+02:00 Saint K. sai...@specialattack.net:

 I must say this situation is pretty absurd.



 Can’t you lot build in a keepalive and restore function for the connection
 to the steamservers?



 Saint K.



 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *GREFFIER
 Jonathan
 *Sent:* Sunday, September 14, 2014 11:03 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* [Csgo_servers] Problem Unable to join the session. Please try
 again



 Hello,

 I raise the issue, I still have the problem of session, quoted client
 displays message: Unable to join the session, please try again..

 To overcome the problem the only solution is to reboot the server. But it
 happens several times a day especially in the evening!
 Only for today, I reboot at least 10 times the servers! for the players to
 connect again.

 This problem is very annoying, will have to think about correcting this
 problem seriously, I emphasize the word Seriously.

 I know a lot of managers servers CS: GO have the same problem for several
 months now.

 Valve and / or developers as CS: GO have information to share with us on this
 issue? do you have any solutions to this problem? Can we help you?

 I hope this issue is taken seriously, because we are many waiting for a
 fix, I ask all managers servers CS: GO to add your say, to confirm that
 you also have the same problem to advance the case.

 Thank you for your understanding.

 PS: Sorry for my English.



 GREFFIER Jonathan
 ELITE UNIT Community (French Server)


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Re: [Csgo_servers] Problem Unable to join the session. Please try again

2014-09-14 Thread Marcin Paterek
I'm not defending them. I think this is a total crap, too. I've sent that
link to make people realise this is very old bug. Therefor I think the
problem have to be very deep inside game engine and it's not possible to
make a simple fix. Maybe with Source 2?

2014-09-14 23:38 GMT+02:00 Michael Loveless mloveless1...@gmail.com:

 Instead of allowing Ido's 1.5 year old quotes to stay relevantSTOP
 DEFENDING THEM AND START DEMANDING CHANGE. We are deserving of it. I've
 restarted my servers over half a dozen times today alone. Why should
 communities be destroyed when we are what kept the Counter-Strike title
 relevant until CS:GO? It is unacceptable and no one gives a crap about
 Ido's quote from a year and a half ago. There is nothing the community can
 do anymore to resolve this issue except start making these threads every
 single day and EVERYONE responding to them stating how it is effecting
 their communities. EVERY DAY. Please, for the love of god, stop defending
 Valve and this situation. At this point we need to keep bitching and
 complaining because it's a massive problem that is only getting worse.

 On Sun, Sep 14, 2014 at 5:27 PM, Marcin Paterek mrpate...@gmail.com
 wrote:


 http://csgo-servers.1073505.n5.nabble.com/workshop-old-failed-to-join-issue-td3976.html#a3978

 2014-09-14 23:18 GMT+02:00 Saint K. sai...@specialattack.net:

 I must say this situation is pretty absurd.



 Can’t you lot build in a keepalive and restore function for the
 connection to the steamservers?



 Saint K.



 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *GREFFIER
 Jonathan
 *Sent:* Sunday, September 14, 2014 11:03 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* [Csgo_servers] Problem Unable to join the session. Please
 try again



 Hello,

 I raise the issue, I still have the problem of session, quoted client
 displays message: Unable to join the session, please try again..

 To overcome the problem the only solution is to reboot the server. But
 it happens several times a day especially in the evening!
 Only for today, I reboot at least 10 times the servers! for the players
 to connect again.

 This problem is very annoying, will have to think about correcting this
 problem seriously, I emphasize the word Seriously.

 I know a lot of managers servers CS: GO have the same problem for
 several months now.

 Valve and / or developers as CS: GO have information to share with us on 
 this
 issue? do you have any solutions to this problem? Can we help you?

 I hope this issue is taken seriously, because we are many waiting for a
 fix, I ask all managers servers CS: GO to add your say, to confirm that
 you also have the same problem to advance the case.

 Thank you for your understanding.

 PS: Sorry for my English.



 GREFFIER Jonathan
 ELITE UNIT Community (French Server)


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 Ce courrier électronique ne contient aucun virus ou logiciel malveillant
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Re: [Csgo_servers] Your map differs from the servers

2014-09-11 Thread Marcin Paterek
My friend also faced this issue, but unfortunately we couldn't find a fix.

2014-09-11 19:57 GMT+02:00 {{A-BS}} Techgunner 
techgun...@americanbloodsport.com:

 I hope someone can assist in this issue. Lately I have been receiving this
 error message when connecting to our community server. I believe it is an
 issue with the server side as it only happens on our community server. Many
 other players have been complaining of the same issue. We are running a
 classic casual server with no workshop maps. All the maps are on the server
 with a fast redirect. I have verified the integrity of my csgo game client
 side, deleted the maps on the server side and validated. All maps look like
 they match up on client and server side. The error message is on both
 default maps and custom. I can join the server and have no issues, and the
 next time that same map I was playing on before changes I get the error
 message. If I am playing on a map (example: de_dust2) and I exit the game.
 If I rejoin the same map(de_dust2) it will also give the error message.
 Have any of you come across this issue, and if so what did you do to
 resolve it?

 Any help will be appreciated.

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


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Re: [Csgo_servers] CSGO update

2014-09-02 Thread Marcin Paterek
It's available now.


2014-09-02 22:19 GMT+02:00 Kevin Mieszala lqhnyb...@gmail.com:

 Maybe… finally… a fix for the random reg issues and poor server
 performance across the board especially on MM?



 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Ido Magal
 *Sent:* Tuesday, September 2, 2014 2:03 PM
 *To:* 'hlds_annou...@list.valvesoftware.com';
 csgo_servers@list.valvesoftware.com
 *Subject:* [Csgo_servers] CSGO update



 We hope to have an update later today.



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

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



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



 Thanks.



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Re: [Csgo_servers] removal of sleep_when_meeting_framerate_headroom_ms

2014-07-17 Thread Marcin Paterek
Great explanation, Bruce. I hope you will continue to write us about
important networking changes in this manner.


2014-07-17 3:17 GMT+02:00 Bruce Dawson bru...@valvesoftware.com:

  The sleep_when_meeting_framerate_headroom_ms convar was removed recently
 and I wanted to explain why. Previously on Linux we would sleep one
 millisecond at a time, and then busy wait for the remainder of the time.
 The sleep_when_meeting_framerate_headroom_ms convar let server operators
 control the balance between precise frame times and wasting CPU time by
 specifying how long to busy wait for.



 We changed the behavior so that we now sleep until the exact correct time
 of when the frame should start using nanosleep. This makes spinning
 unnecessary. There is no tradeoff to make now. We sleep until the frame
 time and then wake up on time, without spinning. On our servers this
 reduced CPU consumption by a few percent without affecting frame variance.



 This change also improves efficiency by not having the server process
 waking up every millisecond just to confirm that it is not yet time to do
 any work. Reducing CPU usage means you may be able to run more servers on
 each machine, or you have just have a slightly lower power bill.



 sleep_when_meeting_framerate should always be set to true (non-zero)
 because constantly spinning wastes huge amounts of CPU time and electricity
 and may actually give worse variance.



 We sometimes remove convars that server operators have been using for
 years without explaining why because we don’t realize that these convars
 are heavily used. We try to only remove convars when they are truly
 unnecessary, and I hope this explanation makes sense. If not then let me
 know.



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Re: [Csgo_servers] 5 mb update

2014-07-03 Thread Marcin Paterek
This may be dumb question, but what is partnering dedicated server?
Changelog:

Release Notes for 7/2/2014
[OPERATION BREAKOUT]
- Missions will now properly reward progress on partnering dedicated
servers.
- Fixed graphical glitch with water on cs_rush and de_overgrown when shader
detail is set to medium or low.

[GAMEPLAY]
- Fixed the Tec-9 weapon script.

[MISC]
- Fixed a rare crash when updating the scoreboard.
- Zooming out of a sniper scope on a map that doesn’t have a post
processing entity will no longer cause a circular visual artifact.


2014-07-03 4:21 GMT+02:00 Adam Sydnor adamk...@gmail.com:
+1


On Wed, Jul 2, 2014 at 10:19 PM, Michael Loveless mloveless1...@gmail.com
wrote:
I really don't like to be this way, especially since I'm used to the CS:GO
devs taking a shit on all of us and I'm sorry that all of you have to
receive this in your inbox, but I just wanna tell the csgo team thank you
for fucking all of us yet again tonight with their shitty little update
that now requires all 3 dozen of my populated servers to be restarted. You
guys sit back and rake in tens of millions of dollars from this community,
but have no accountability and irresponsibly hurt the communities that have
kept your game together. What you seem to forget, before your giant money
making scheme of CS:GO, it was the public communities who held your game
together while you sat back and didn't provide a single service other than
measly game updates for 1.6 and Source over the course of 12-13 years,
whatever. Now that you have the means to support us in every way, shape,
and form...you fuck us week after week. And even worse, you can't even give
us that nice little heads up about incoming updates anymore.  Help your
public community, stop destroying it. You should be ashamed of yourselves
you fuckin assholes.

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Re: [Csgo_servers] 5 mb update

2014-07-03 Thread Marcin Paterek
Small feature? Valve is literally stealing players from community servers.
Community server operators can't deliver all game features despite the fact
they host THE SAME game. Some players tend to treat them worse compared to
official servers because of this. The only technical advantage we have is
better tickrate (at least some of us), but I'm afraid it's only a matter of
time - Valve can easily repeat Counter-Strike: Source scenario.


2014-07-03 18:55 GMT+02:00 Gordon Reynolds thisisgordonsem...@gmail.com:

 Wow, this is so not the place for a rant like this.

 While your sentiment is not super far off-base, your delivery is overly
 insulting and the entire diatribe just is so crass nobody is going to take
 anything in here with any true seriousness.

 Dropping the f-bomb multiple times and proclaiming the devs have taken a
 shit on you is not how you raise serious concerns to ANY group of people.

 I cannot see the partnering dedicated server issue being the reason for
 this rant, because TF2 has done something similar for the Mann Up mode,
 having rewards only obtainable on official servers. At least I hope this
 entire rant wasn't spawned over such a small feature.


 On Thu, Jul 3, 2014 at 12:00 AM, Fly f...@flysoftiii.de wrote:

  Either all VAC-Secured servers, or, more likely, Pinion White Label
 Servers.

 Am 3. Juli 2014 08:44:03 schrieb Marcin Paterek mrpate...@gmail.com:

 This may be dumb question, but what is partnering dedicated server?
 Changelog:

 Release Notes for 7/2/2014
 [OPERATION BREAKOUT]
 - Missions will now properly reward progress on partnering dedicated
 servers.
 - Fixed graphical glitch with water on cs_rush and de_overgrown when
 shader detail is set to medium or low.

 [GAMEPLAY]
 - Fixed the Tec-9 weapon script.

 [MISC]
 - Fixed a rare crash when updating the scoreboard.
 - Zooming out of a sniper scope on a map that doesn’t have a post
 processing entity will no longer cause a circular visual artifact.


 2014-07-03 4:21 GMT+02:00 Adam Sydnor adamk...@gmail.com:
 +1


 On Wed, Jul 2, 2014 at 10:19 PM, Michael Loveless 
 mloveless1...@gmail.com wrote:
 I really don't like to be this way, especially since I'm used to the
 CS:GO devs taking a shit on all of us and I'm sorry that all of you have to
 receive this in your inbox, but I just wanna tell the csgo team thank you
 for fucking all of us yet again tonight with their shitty little update
 that now requires all 3 dozen of my populated servers to be restarted. You
 guys sit back and rake in tens of millions of dollars from this community,
 but have no accountability and irresponsibly hurt the communities that have
 kept your game together. What you seem to forget, before your giant money
 making scheme of CS:GO, it was the public communities who held your game
 together while you sat back and didn't provide a single service other than
 measly game updates for 1.6 and Source over the course of 12-13 years,
 whatever. Now that you have the means to support us in every way, shape,
 and form...you fuck us week after week. And even worse, you can't even give
 us that nice little heads up about incoming updates anymore.  Help your
 public community, stop destroying it. You should be ashamed of yourselves
 you fuckin assholes.

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Re: [Csgo_servers] Player occupying slot in server for ages but they're not in the map

2014-06-13 Thread Marcin Paterek
If you are using SM, just install this plugin:

https://forums.alliedmods.net/showthread.php?p=928684


2014-06-13 17:07 GMT+02:00 Tom Wilson koolmo...@gmail.com:

 I've noticed this bug on deathmatch servers  where there's a player on the
 server occupying a slot for ages but with zero score. However, they are not
 AFK and they're not in the map or scoreboard.

 Look at the guy named dickguydicks, he's in the server for over 1 hour
 and 20 minutes with zero score.
 http://i.imgur.com/SyQIroV.jpg

 But he's not in the scoreboard and not in spectators either.
 http://i.imgur.com/f7U51Jn.jpg

 However, typing status in the console shows his name like as though he's
 in the server.
 http://i.imgur.com/6GhbEvS.jpg

 I've seen this bug many times. Whenever these afk players have a public
 profile, their Steam profile says they're playing CSGO and clicking on the
 Join Game button makes you join the same server where they're using up a
 slot but aren't in the map.

 Valve please fix this bug.

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Re: [Csgo_servers] Player occupying slot in server for ages but they're not in the map

2014-06-13 Thread Marcin Paterek
It works fine with CSGO, too.


2014-06-13 22:46 GMT+02:00 Jason pctool...@gmail.com:

 Marcin,

 That plugin states it's only for L4D and L4D2is that not the case?



 On Fri, Jun 13, 2014 at 1:24 PM, Marcin Paterek mrpate...@gmail.com
 wrote:

 If you are using SM, just install this plugin:

 https://forums.alliedmods.net/showthread.php?p=928684


 2014-06-13 17:07 GMT+02:00 Tom Wilson koolmo...@gmail.com:

  I've noticed this bug on deathmatch servers  where there's a player on
 the server occupying a slot for ages but with zero score. However, they are
 not AFK and they're not in the map or scoreboard.

 Look at the guy named dickguydicks, he's in the server for over 1 hour
 and 20 minutes with zero score.
 http://i.imgur.com/SyQIroV.jpg

 But he's not in the scoreboard and not in spectators either.
 http://i.imgur.com/f7U51Jn.jpg

 However, typing status in the console shows his name like as though he's
 in the server.
 http://i.imgur.com/6GhbEvS.jpg

 I've seen this bug many times. Whenever these afk players have a
 public profile, their Steam profile says they're playing CSGO and clicking
 on the Join Game button makes you join the same server where they're using
 up a slot but aren't in the map.

 Valve please fix this bug.

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Re: [Csgo_servers] CSGO 1.32.7.0

2014-04-23 Thread Marcin Paterek
Server does not allow net_graph values above 1

How to fix that? The new netgraph is so big :/


2014-04-24 5:41 GMT+02:00 Vitaliy Genkin vita...@valvesoftware.com:

  CS:GO server plugins have to be recompiled to match global vars and net
 channel change in this update, highlighted below [**]



 As the community noticed we have switched our Linux version of srcds_linux
 to call a more precise sleeping function – nanosleep, and when server is
 meeting tickrate and the call is not interrupted by a signal it should be
 only called once per frame and more efficiently suspend the process main
 thread until the start of next server frame. The frame start std deviation
 on net channel will show fluctuations of OS CPU scheduling for waking up
 the main server thread at the beginning of the next frame which is
 typically a fraction of a millisecond. Server frame time in net graph
 display will now report duration of the server simulation phase on the main
 thread and std deviation of that so on 64-tick servers simulation phase
 should not exceed 1/64th of a second ~=16 ms to meet the required server
 tickrate.



 Thanks,

 -Vitaliy



 [**]



 class CGlobalVarsBase

 {

 …===…

 // Absolute frame counter - continues to increase even if
 game is paused


 int  framecount;

 // Non-paused frametime

 float
 absoluteframetime;

 +++ float
 absoluteframestarttimestddev;



 abstract_class INetChannel : public INetChannelInfo

 …===…

 virtual void SetRemoteFramerate( float
 flFrameTime, float flFrameTimeStdDeviation, float
 flFrameStartTimeStdDeviation ) = 0;





 class INetChannelInfo

 …===…

 virtual void GetRemoteFramerate(
 float *pflFrameTime, float *pflFrameTimeStdDeviation, float
 *pflFrameStartTimeStdDeviation ) const = 0;



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Re: [Csgo_servers] server quality

2014-03-28 Thread Marcin Paterek
Send one more email, because nobody knows that var is unstable.


2014-03-28 14:25 GMT+01:00 Darth James thisiswre...@gmail.com:

 The server quality for 12-24 players, even at 64, still remains awful.

 What can be done?

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Re: [Csgo_servers] Disconnected: The session s no longer available - @Valve, could you fix it, please?

2014-03-26 Thread Marcin Paterek
The same here. 3rd time today.


2014-03-26 19:32 GMT+01:00 Andreas Grimm c...@saigns.de:

  And again I have to restart gameservers, because clients are not able to
 connect anymore.




 http://cloud-2.steampowered.com/ugc/450664973288802409/3274B72E15B3E9594BE38DAE1A718D7D37FAEF6C/



 Client console output:

 Connecting to public(193.111.142.xxx:27019) ...

 9.030:  Sending UDP connect to public IP 193.111.142.xxx:27019

 Server using 'public' lobbies, requiring pw no, lobby id 18608c3b509

 RememberIPAddressForLobby: lobby 18608c3b509 from address
 193.111.142.xxx:27019

 GameTypes: could not find matching game type .

 CSysSessionClient: Unable to get session information from host



 A fix for this would be much appreciated ! It the most annoying bug, that
 I have ever seen.



  - Andreas

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Re: [Csgo_servers] CSGO update

2014-03-26 Thread Marcin Paterek
New scoreboard bug: if there are more than 10 players, it all messes up.

http://cloud-3.steampowered.com/ugc/796316693042403350/8FCE008F2C0CB43CCEF68E29378BE8251CEC2494/


2014-03-27 1:50 GMT+01:00 Ejziponken - sza...@hotmail.com:

 yet again nothing about performance?

 Valve, u need to get your priority straight.

 --
 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] Steam EU down

2014-03-21 Thread Marcin Paterek
Sorry for my words, but that's fuckin' ridiculous. I see my server get
underpopulated everyday because people can't join it. Session is no longer
available is my nightmare now. Do what the hell you need and stop turning
off Steam, because we can't host any server that way.


2014-03-22 1:07 GMT+01:00 Fly f...@flysoftiii.de:

   Yeah, the next will be between 0:00 and 23:59 CET on a weekday
 containing the letter 'a' ending in 'day' :P

 Just mark it in your calendar :)

 Am 22. März 2014 01:05:48 schrieb 1nsane 1nsane...@gmail.com:

 Dead again. US here.

 Daily routine maintenance right? :)


 On Wed, Mar 19, 2014 at 7:13 PM, 1nsane 1nsane...@gmail.com wrote:

 Like that guy said.

 Routine Maintenance lol.


 On Wed, Mar 19, 2014 at 7:11 PM, mi...@hs-s.com mi...@hs-s.com wrote:

  The same procedure then nearly every day atm. :)


 Am 18.03.2014 20:16, schrieb Andreas Grimm:

  hosting a csgo gameserver is like playing roulette ... you never know
 if it's online or not ...



 ...and when it's online, then it says you are unable to join this
 session



 ...and when you are able to join, then the server fps are unplayable
 instable...



 \o/



 *From:* csgo_servers-boun...@list.valvesoftware.com [
 mailto:csgo_servers-boun...@list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com]
 *On Behalf Of *louloubizou
 *Sent:* Tuesday, March 18, 2014 8:08 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Steam EU down



 and again 4 min ago 



 cant login



 2014-03-17 20:39 GMT+01:00 Laurent Rossignol cont...@lr-consulting.fr
 :

 Hello,



 No connection for EU another attack ?



 http://steamstat.us/





 Best regards




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Re: [Csgo_servers] I am not sure if it is already mentioned on this mailing list but, why I see a ghost player on HLSW named Max Players and having 24 frags?. How to fix this?

2014-03-20 Thread Marcin Paterek
Of course you can. Just set:

host_info_show 2
host_players_show 2


2014-03-20 15:59 GMT+01:00 Craig Shannon cr...@mynameiscraig.com:

 HLSW hasn't been updated in 3 years, it does not officially support CS:GO,
 nothing much we can do about this.


 On 20 March 2014 14:57, Moritz f...@flysoftiii.de wrote:

  Hey,

 please write your Question in the body next time - it is way easier to
 read, for example on mobile devices.

 This is because the Server-Information changed to protect against
 DDOS-Attacks.

 Am 20.03.2014 15:54, schrieb Charalampos Galanis:



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Re: [Csgo_servers] Bandwidth usage of 128 tick servers

2014-02-14 Thread Marcin Paterek
@Jermin Hu:
https://developer.valvesoftware.com/wiki/SourceTV

tv_maxrate bytes
Sets the maximum bandwidth spend per client in bytes/second (default 5000)

Just do the necessary calculations.


2014-02-14 12:29 GMT+01:00 Jermin Hu jermin...@espc.asia:

   Yes, dedicated international bandwidth in Hong Kong is MUCH more
 expensive than in China.

 I'd also like to ask how much viewers a GOTV server with 10Mbps
 up/download bandwidth can host.

 As for the East Asian CS:GO Tournament, which will be announced really
 soon, we are waiting for the final decisions of potential sponsors.

  *From:* arnold lam arnoldla...@hotmail.com
 *Sent:* Wednesday, February 12, 2014 9:09 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Bandwidth usage of 128 tick servers

  Hi,

 I am a server owner in Hong Kong and I beileve dedicated bandwidth is not
 any cheaper than your region.

 Currently 1MB of international badwidth (basically everywhere outside of
 Hong Kong) costs us around 300 USD per MB per month. However our community
 needs at least 50 MB, making dedicated bandwidth unafforadable. We have to
 use the datacenter's shared bandwidth. And I think that it is impossible to
 reduce bandwidth usage without reducing tickrate. 128 tick means double the
 CPU utilization and bandwidth than 64 tick.



 Btw, I have an unrelated question: When will espc announce the next
 tournament? I currently have two teams competiting in espc. Inchk1ng and H5
 Gaming

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[Csgo_servers] Double sound bug

2014-02-14 Thread Marcin Paterek
Hello,

since last two patches (1.32.2.0 and 1.32.2.1) a lot of players experience
double sound bug. Whenever they shoot any gun, sound is emited twice and is
similar to burst (still: only 1 bullet is being shot). It's known that this
bug exists on both local and dedicated servers. BUT - as far as I could
investigate - it affects only on Windows machines (I have tested it on
Windows 7, 8, 8.1 and Server 2012). No Linux servers suffer from this bug.
Is it possible to locate the cause and make hotfix before next Thursday?
Players from my community get really anoyed and I am helpless over this.

I'm looking forward to hearing from you,
Marcin
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Re: [Csgo_servers] CSGO memoryleak?

2014-02-05 Thread Marcin Paterek
Why won't you simply use cron to restart server everyday and keep it fresh
that way?

M.


2014-02-05 ics i...@ics-base.net:

 Not since last patch, i've had constantly process eating more and more
 memory and it stops around 1,8GB. Now it's at 1.6GB. Soon after it reaches
 1,8 and 3 days have passed, it will die out on memory error and i have to
 manually reboot it, which is why i restart the server time to time.
 Automatic restart at morning would fix my need for restarts but it doesn't
 solve the problem. I mean, CSGO server used to eat only about 500GB at beta
 time and stayed at that low. I think the skins and such brought this in at
 that time when they got released.

 -ics

 Ejziponken - kirjoitti:

 Is it just us or does the CSGO-server have a memoryleak since the last
 patch?

 9 servers using like 12GB RAM after a while.


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Re: [Csgo_servers] CSGO memoryleak?

2014-02-05 Thread Marcin Paterek
I know your problem, because I have people playing at the time of the
restart, too. But IMO it's better to send them a message - In order to
keep the best quality and stable tickrate, we need to refresh our servers.
We'll be back in a minute! - than wait for process to become enormously
large and unstable. I know it's a workaround and not a solution, but since
there is no fix from Valve, I think it's the best what I can do.

M.


2014-02-05 ics i...@ics-base.net:

 If you had read my whole msg, it would have explained that it doesn't
 solve the problem itself. What if there are players playing at that time
 and restart happens. It's why i haven't got automatic restarts on.

 -ics

 Marcin Paterek kirjoitti:

 Why won't you simply use cron to restart server everyday and keep it
 fresh that way?

 M.


 2014-02-05 ics i...@ics-base.net mailto:i...@ics-base.net:


 Not since last patch, i've had constantly process eating more and
 more memory and it stops around 1,8GB. Now it's at 1.6GB. Soon
 after it reaches 1,8 and 3 days have passed, it will die out on
 memory error and i have to manually reboot it, which is why i
 restart the server time to time. Automatic restart at morning
 would fix my need for restarts but it doesn't solve the problem. I
 mean, CSGO server used to eat only about 500GB at beta time and
 stayed at that low. I think the skins and such brought this in at
 that time when they got released.

 -ics

 Ejziponken - kirjoitti:

 Is it just us or does the CSGO-server have a memoryleak since
 the last patch?

 9 servers using like 12GB RAM after a while.


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Re: [Csgo_servers] csgoDS setup guides

2014-01-05 Thread Marcin Paterek
sv_workshop_allow_other_maps 0


2014/1/5 Collin Howard my_azz...@yahoo.com

 Are there any working guides out there for setting up a CSGO DS properly.
 my server is annoying me a lot. I am running a DM mode server with a
 workshop collection that has 3 maps on it. I am running default config of
 SM on there also. But everyday when I come back to it, its usually on a map
 other than whats on the workshop collection. how is it able to go to
 different maps even though the workshop does not include it? What is the
 best way of setting up the server so all these random things do not happen?

 I have not edited the gamemodes cfg.

 I just need a simple DM setup that will circulate between the 3 maps I
 have on the workshop collection and not go to other random maps

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Re: [Csgo_servers] Bots joining server on map change regardless bot_quota is 0

2013-12-27 Thread Marcin Paterek
I had the same problem. Running server with -nobots parameter fixed it,
though.


2013/12/27 Benjamin Vergnaud benjam...@kryoox.com

 He already did :


 So i figured i will disable bots with bot_quota 0 on
 gamemode_competitive_server.cfg and server.cfg.


 On 26 December 2013 23:04, Alex zjaa...@gmail.com wrote:

 I mean gamemode_competitive_server.cfg :)


 2013/12/26 Alex zjaa...@gmail.com

 Put bot_quota 0 in gamemode_competive_server.cfg


 2013/12/26 ics i...@ics-base.net

 No, i will try that. Thanks.

 -ics

 Benjamin Vergnaud kirjoitti:

 Hey,

 Have you changed bot_quota_mode to normal, instead of match (by
 default, in competitive mode) ?

 This used to happen to me as well, and changing the bot_quota_mode
 value would fix the problem.

 Regards,


 On 26 December 2013 18:35, ics i...@ics-base.net mailto:
 i...@ics-base.net wrote:

 Hey

 I run competitive server. I have had cases where i see BOTs
 joining after map change on the server, eating regular player
 slots. So i figured i will disable bots with bot_quota 0 on
 gamemode_competitive_server.cfg and server.cfg. This still
 happens. BOTs join and eat player slot, even though i have them
 disabled. Somehow bot_quota is getting resetted and those configs
 never get executed. Bots will stay even after warmup is over.

 How is this possible?

 -ics

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Re: [Csgo_servers] CSGO update

2013-11-16 Thread Marcin Paterek
I'm just wondering why the whole HUD disappears when player use spectator's
free look after being killed? Is it possible to turn off this feature?


2013/11/16 ics i...@ics-base.net

 Some of the console spew is quite harmless but i'm not sure if that error
 is.  If you keep restarting it couple of times, it usually comes up if
 connection to Steam fails.

 -ics

 Kim Sønderup - SpeedGaming.pro kirjoitti:

 I am getting following error on Ubunutu 12.04 when trying to start server
 after update to 1.31.2.0
 [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
 su tcadmin2game
 cd /home/tcadmin2game/DemoUser/2454/
 ./srcds_run -game csgo -console -condebug -secure -nobots -usercon
 +game_type 0 +game_mode 0 -maxplayers_override 10 +maxplayers 10 +exec
 server.cfg +mapgroup mg_allmaps +map de_dust2.bsp -tickrate 128 -ip
 xxx.xxx.xxx.xxx -port 29015 +hostport 29015 +clientport 29215 -steamport
 25015 +tv_port 29815 +tv_maxclients 2 -strictportbind


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Re: [Csgo_servers] csgo update

2013-11-04 Thread Marcin Paterek
Is it possible to disable red damage indicator?


2013/10/31 Ashley Cutler iamashleycut...@gmail.com

 Bug: Coaches can still have x-ray enabled and also see the new damage
 indicators on the opposing team.


 On 31 October 2013 04:32, Ido Magal i...@valvesoftware.com wrote:

   The patch is live.

 The previous build has been pinned as ‘oct_24’.

 Thanks.



 Release Notes for Oct 30th, 2013



 [SPECTATING]

 §  Spectating and dead players can now view a series of graphs
 displaying player/team statistics over time. Graphs are bound to lastinv(q, 
 by default).

 §  Fixed Avatars being overly bright for the selected player.

 §  When a player is damaged, their outline is filled with a flashing red
 'damage amount' indicator.

 [MAPS]

 §  Adjusted the de_nuke B site particles a bit to make it sort correctly
 with smoke grenade smoke.

 [ COMMUNITY SERVERS ]

 §  Added experimental support for coaches, which are effectively
 permanently dead teammates. To enable, set sv_coaching_enabled 1. To
 coach a team, type either 'coach t' or 'coach ct'.

 §  Added concommands mp_pause_match and mp_unpause_match which will flag
 the match to pause indefinitely during freeze time and cancel the pause,
 respectively.

 [MISC]

 §  Added detection of the case when a client downloads the latest
 version of a game update and becomes unable to reconnect to their ongoing
 competitive match on an older game server version. Minimal competitive
 matchmaking cooldowns will be assigned in this case, and will not
 increment client's competitive offense level.

 §  Added server convar sv_force_transmit_players to allow networking
 player entities to all clients.

 §  Money of dead players will now more reliably network to teammates at
 round end instead of waiting until round restart.

 §  Fixed item icon cache retaining cached icons for items that you no
 longer own. Should reduce disk usage significantly for frequent traders.

 §  Fixed the death notice text sometimes getting truncated (and skipping
 the victim names).

 §  Fixed two hardcoded UI elements - they now properly use localized
 tokens.





 *From:* Ido Magal
 *Sent:* Wednesday, October 30, 2013 7:55 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* csgo update



 We hope to have an update tonight.



 Thanks.

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Re: [Csgo_servers] Server memory leak

2013-09-09 Thread Marcin Paterek
That's why I'm restarting my server everyday.


2013/9/9 ics i...@ics-base.net

 Do you by any chance have GOTV enabled? That would cause extreme usage of
 memory.

 -ics

 Vitor F. - Killall kirjoitti:

 The memory usage of csgo server is EXTREMELY HIGH, for example, i have a
 20 slots casual servers, in two days without restart the memory usage hits
 2,4GB!

 Every map change the memory usage increase, the server don't release the
 maps in cache.

 Some details:

 Uptime: 2865 minutes
 Memory usage( Residential):2403MB
 OS: Ubuntu 12.04.3 LTS
 Kernel: kernel 3.2.0-49-lowlatency(from repository)
 arch: x86_64
 Using Sourcemod/Metamod?: Yes, soucemod version:1.5.0-dev+3755 , metamod
 version:1.10.0-dev. Only with basic plugins(hlstatsx, sourcebans, admin
 tools).

 cache_print_summary output:
 Section [ModelData]: 334 resources total 5.33 MB, 8.32 % of limit (64 MB)
 Section [ModelMesh]: 0 resources total 0 bytes, 0.00 % of limit (64 MB)
 Section [AnimBlock]: 504 resources total 13.62 MB, 21.28 % of limit (64
 MB)
 Section [ColorMesh]: 0 resources total 0 bytes, 0.00 % of limit (64 MB)
 Summary: 838 resources total 18.95 MB, 29.60 % of capacity

 Sorry for my poor english.


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[Csgo_servers] Maps from Operation Payback disappeared?

2013-09-07 Thread Marcin Paterek
I don't know how, but Operation Payback maps (de_seaside, de_favela etc.)
were deleted from csgo/maps folder. I've checked server files along with
those on my computer and I can't find any of them. I'm wondering if they
were deleted along with the end of Operation Payback?

Regards,
Marcin
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Re: [Csgo_servers] csgo patch

2013-08-22 Thread Marcin Paterek
Changelog is already there, Jack.


2013/8/22 Jack M. catastropheproductions...@gmail.com

 What is that patch fixing or changing or should I just wait for a news
 post?
 On Aug 22, 2013 11:57 AM, Absurd Minds goabs...@absurdminds.net wrote:

 Amazing. Thank you
 On Aug 22, 2013 12:55 PM, Ido Magal i...@valvesoftware.com wrote:

  1.30.1.0 is now live. 

 ** **

 thanks.

 ** **

 ** **

 ** **

 Release Notes for 8/21/2013

 ** **

 [GAMEPLAY]

 - SSG08: 

 -- Reduced price from 2500 to 2000.

 -- Reduced standing and crouching accuracy recovery times.

 - Reduced Molotov price from 500 to 400.

 - Reduced Incendiary Grenade price from 850 to 600.

 - Reduced Glock damage from 33 to 28.

 - Fixed bug that NiP discovered where the aimpunch experienced when
 compensating for recoil was incorrect.

 - Third person silenced muzzleflash light brightness is no longer a
 portion of unsilenced brightness, instead it is now completely removed.*
 ***

 - Chickens are no longer scared when moving silently near them or
 shooting near them with silenced weapons.

 - Fixed a bug where removing/adding a silencer would also drop a
 magazine on the ground.

 ** **

 ** **

 [MAPS]

 - Fixed map placed weapons not working properly.

 ** **

 Aztec: 

 --New connector between A and B bombsites.

 --More cover in underpass.

 --More cover in overpass.

 --More cover at bombsite A.

 --Changed cover at CT side of bridge.

 --Removed railings on bridge.

 --Added player collision inside large vegetation models.

 --Removed collision on some props.

 --Clipped stairs.

 --Reduced fog.

 --Reduced noise in textures.

 ** **

 Train: 

 --Tweaked shower room.

 --Moved ladders to ends of traincars.

 --Made T entrance into bombsite A wider.

 --Reduced size of CT sniper position.

 --Removed some cover from CT sniper position.

 --Blocked visibility under electrical box at bombsite A.

 --Blocked visibility through yellow barrels at bombsite A.

 --Brightened textures near bombsite A.

 --Removed some wires at bombsite A.

 --Blocked visibility under traincars.

 --Rearranged trains at bombsite B.

 --Widened back of bombsite B, T side.

 --Replaced cover at back of bombsite B, T side.

 --Clipped stairs.

 --Optimizations.

 --Fixed radar naming.

 --Blocked visibility through concrete bags near Ivy.

 --Brightened door near Ivy.

 --Removed railing at top of ladder.

 --Brightened environment light.

 --Reduced fog.

 ** **

 Inferno:

 --Fixed missing collision in an area in mid.

 --Made railing at back of bombsite A easier to see through.

 --Widened doors in construction.

 --Reduced wall penetration in construction.

 --Removed wall supports in apartments hallway.

 --Increased C4 explosion radius to make it consistent with other maps.**
 **

 ** **

 Nuke: 

 --Fixed a bug in ramp room.

 --Widened door in rafters.

 --Fixed some radar naming bugs.

 --Increased C4 explosion radius to make it consistent with other maps.**
 **

 ** **

 Mirage: 

 --Added more light to CT window into bombsite B.

 --Fixed some graphical bugs.

 --Removed small trashbags that could be mistaken for players.

 ** **

 Dust2: 

 --Made it easier to spot enemies at back of long A, CT side.

 --Removed center scaffolding in tunnels.

 ** **

 [UI]

 - Added warning message for when there is a new update available.

 - Fixed Main Menu for 21x9 monitors.

 - Weapon Case Unlock Animation:   

 -- Fixed animation stopping on an item when the connection to the item
 server is actually unresponsive.

 -- Fixed animation not closing if error dialog occurs.

 -- Fixed animation restarting if space bar was pressed.

 - In-game previews of StatTrak™ weapons and unusual knives now
 correctly display those attributes in the name.

 - Weapon target ID text now colors the weapon the color of its rarity.**
 **

 - Fixed StatTrak HUD element for knives hiding.

 - Fixed Tooltip backgrounds disappearing when browsing Workshop maps.***
 *

 - Fixed Matchmaking 'ACCEPT' button not reappearing after you accept a
 match and not everyone accepts.

 - Fixed spectator player panels were showing up when they shouldn't be
 (wrong team, wrong mode, etc).

 - Fixed the spectator panel not using the new knife icons properly.

 - Moved the “flashed” icon from the center of the screen, made it more
 subtle and added fringe fades for when your target is flashed when
 connected via GOTV.

 - Fixed Rescue Kit displaying as Defuse Kit in hostage maps.

 - Fixed pause menu missing entries.

 - Fixed item drops displaying for 'Unknown' players.

 - Fixed formatting of AWP kill award text in Classic Competitive.

 - Teammate’s names now always show 

Re: [Csgo_servers] csgo patch

2013-08-22 Thread Marcin Paterek
Operation Payback coin doesn't show time played. Anyone can confirm?


2013/8/22 Jack M. catastropheproductions...@gmail.com

 Brazil might just be last on the priority list so they are always list.
 Might not be anyone one persons fault really.

 Also quick question my Exit To Main Menu option came back when I press
 escape which is nice. Now on the pick a team menu when you select a team
 the auto-select time just pauses and it won't put you on a team until you
 double click on the button to be a C or CT.

 Anyone else having this issue. Not a big deal really but it is there.


 On Thu, Aug 22, 2013 at 12:54 PM, Juliano mirando...@gmail.com wrote:

 Ido, Who is responsible for the servers in Brazil? They are always the
 last to be updated.
 Thanks

 PS: current version: 1.30.0.1

 Att.
 Juliano


 On Thu, Aug 22, 2013 at 2:47 PM, Marcin Paterek mrpate...@gmail.comwrote:

 As I noticed, when player got shot, he is unable to move for ~1 sec. Is
 it a bug or feature?


 2013/8/22 Anders Ekman andersekma...@gmail.com

 And here I was, expecting a few bug fixes.

 Awesome update, thank you!


 2013/8/22 Ido Magal i...@valvesoftware.com

  1.30.1.1 is now live. thanks.

 ** **

 *From:* Ido Magal
 *Sent:* Thursday, August 22, 2013 10:19 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* RE: [Csgo_servers] csgo patch

 ** **

 There’ll be an imminent hotfix for this. apologies for the trouble.***
 *

 ** **

 thanks.

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [
 mailto:csgo_servers-boun...@list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com]
 *On Behalf Of *Ashley Cutler
 *Sent:* Thursday, August 22, 2013 10:18 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] csgo patch

 ** **

 Yeah it either appears as an error or crashes your game.

 On 22 August 2013 18:16, Aerolite ad...@aerolitegaming.co.uk wrote:*
 ***

 Is it just me or is the new badge model missing when you go to inspect
 it?

 It appears as the famous giant ERROR.



 On 22/08/2013 18:12, Orel wrote:

 GUIMakers still can't do GUIs and HUDs?



 --
 View this message in context:
 http://csgo-servers.1073505.n5.nabble.com/csgo-patch-tp5157p5165.html
 Sent from the CSGO_Servers mailing list archive at Nabble.com.

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 ** **

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 Jack McEachern

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Re: [Csgo_servers] Bots randomly join server

2013-08-17 Thread Marcin Paterek
The problem is bot joins server exactly when the first round begins (after
warm up) and only if there are players in the game. I even set up UMC to
execute bot_quota 0 ; bot_quota_mode normal ; bot_kick all every map
change, but it doesn't help. Setting sv_workshop_allow_other_maps 0 doesn't
help, too.

Marcin.


2013/8/16 Andrew Irvine airv...@clgw.ca

  I don’t think it matters which method of loading maps you use yourself.**
 **

 ** **

 IIRC, if this cvar is set to 1, your server is entered into a pool of
 ‘available’ servers for workshop map use (only while empty). I don’t
 believe you have to subscribe to the map to have your server
 download/load/allow people to play on it.

 ** **

 This can all be disabled by setting the cvar to 0.

 ** **

 Again, this from memory, but check the var and make sure.

 ** **

 It didn’t always behave like this, but a few updates after they added the
 workshop, they added this feature/variable.

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Marcin Paterek
 *Sent:* Friday, August 16, 2013 1:51 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Bots randomly join server

 ** **

 I guess it's not the problem since I use mapgroups, not workshop.

 ** **

 Marcin

 ** **

 2013/8/16 Andrew Irvine airv...@clgw.ca

  Hmm, only thing I can think of is did the sv_workshop_allow_other_maps 0
 cvar get reset?

  

 Make sure you have that in your server.cfg as if not, your server will be
 used for people looking for games on workshop maps while it’s empty.

  

 Andrew

  

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Marcin Paterek
 *Sent:* Friday, August 16, 2013 1:37 PM
 *To:* Csgo_servers@list.valvesoftware.com
 *Subject:* [Csgo_servers] Bots randomly join server

  

 Since patch 1.30.0.0, bots randomly join my server. There is absolutely no
 pattern - sometimes they don't join for a few hours, sometimes they join
 after every map switch. I haven't modified any .cfg and I'm sure I set
 bot_quota 0, bot_quota_mode normal. Can anybody confirm this issue?

  

 Marcin


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[Csgo_servers] Bots randomly join server

2013-08-16 Thread Marcin Paterek
Since patch 1.30.0.0, bots randomly join my server. There is absolutely no
pattern - sometimes they don't join for a few hours, sometimes they join
after every map switch. I haven't modified any .cfg and I'm sure I set
bot_quota 0, bot_quota_mode normal. Can anybody confirm this issue?

Marcin
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Re: [Csgo_servers] Bots randomly join server

2013-08-16 Thread Marcin Paterek
I guess it's not the problem since I use mapgroups, not workshop.

Marcin


2013/8/16 Andrew Irvine airv...@clgw.ca

  Hmm, only thing I can think of is did the sv_workshop_allow_other_maps 0
 cvar get reset?

 ** **

 Make sure you have that in your server.cfg as if not, your server will be
 used for people looking for games on workshop maps while it’s empty.

 ** **

 Andrew

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Marcin Paterek
 *Sent:* Friday, August 16, 2013 1:37 PM
 *To:* Csgo_servers@list.valvesoftware.com
 *Subject:* [Csgo_servers] Bots randomly join server

 ** **

 Since patch 1.30.0.0, bots randomly join my server. There is absolutely no
 pattern - sometimes they don't join for a few hours, sometimes they join
 after every map switch. I haven't modified any .cfg and I'm sure I set
 bot_quota 0, bot_quota_mode normal. Can anybody confirm this issue?

 ** **

 Marcin

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Re: [Csgo_servers] VAC vs. Sourcemod

2013-06-07 Thread Marcin Paterek
I think you should contact Nuclear Fallout and ask them to verify your
server files.


2013/6/7 Michael Loveless mloveless1...@gmail.com

 Sorry, let me rephraseWe're on day 9 of no working answers from Valve.*


 On Fri, Jun 7, 2013 at 6:14 AM, Michael Loveless 
 mloveless1...@gmail.comwrote:

 I installed Metamod 1.9.2 on one of our servers yesterday. I tried
 running the latest development snapshot of Source Mod (1.6) as well as the
 latest release (1.5) and neither would render the server as VAC secured.
 Our servers are hosted by Nuclear Fallout. Is there a specific way we are
 supposed to apply the app_update 740 validate when we don't have direct
 access to the startup command line? We're on day 9 of no answers from Valve.


 On Thu, Jun 6, 2013 at 4:16 PM, Saul Rennison saul.renni...@gmail.comwrote:

 Either way, the server DLL shouldn't be checked server-side anyway.
 These fixes were for client-side plugins working on CSGO (I reported it)



 Kind regards,
 Saul Rennison


 On 6 June 2013 19:43, Nicholas Hastings psycho...@alliedmods.netwrote:

 That is incorrect. There is no reason not to run the latest release,
 1.9.2, on CS:GO. It will work fine with any current version of SourceMod.

 That said, I don't believe that there have been any changes in the 1.10
 branch that could possibly cause that issue. (There are very few changes at
 all in there).

 Make sure that you're loading MM:S via metamod.vdf and not by editing
 gameinfo.txt. If doing the latter, the engine may be trying to check the
 signature on MM:S's server.dll, rather than CS:GO's server.dll, causing it
 to fail.

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



   Marcin Paterek mrpate...@gmail.com
  Thursday, June 06, 2013 2:39 PM
 I forgot to mention - AFAIK Metamod 1.10 is necessary to run SourceMod
 1.5.0 for CSGO.



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   Marcin Paterek mrpate...@gmail.com
  Thursday, June 06, 2013 2:36 PM
 Andrew, you're right. Metamod 1.9.2 works fine with VAC. However, if I
 install Metamod 1.10, VAC is disabled.



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   Andrew Irvine airv...@clgw.ca
  Thursday, June 06, 2013 2:16 PM

 That’s development branch software for anyone else wondering.

 ** **

 Marcin, can you also try to start the server with a stable release of
 metamod to determine if it’s just that branch causing the issues?

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [
 mailto:csgo_servers-boun...@list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com]
 *On Behalf Of *Marcin Paterek
 *Sent:* Thursday, June 6, 2013 2:11 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] VAC vs. Sourcemod

 ** **

 Vitalyi, I always force validation with app_update 740 validate. But
 can you run Metamod 1.10.0-hg841?

 ** **

 2013/6/6 Vitaliy Genkin vita...@valvesoftware.com

 ** **
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   Marcin Paterek mrpate...@gmail.com
  Thursday, June 06, 2013 2:11 PM
 Vitalyi, I always force validation with app_update 740 validate. But
 can you run Metamod 1.10.0-hg841?



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   Vitaliy Genkin vita...@valvesoftware.com
  Thursday, June 06, 2013 1:51 PM

 Would you be able to force a validation of your Windows dedicated
 server install directory and ensure that your installation of mod dlls
 doesn’t tamper with the game binaries that are shipped in Steam depot?*
 ***

 ** **

 I am able to successfully install latest versions of meta mod plugin as
 “addons” and my Windows dedicated server connects to VAC in secure mode
 successfully.

 ** **

 SHA1 signature of my engine.dll for example:

 9dbbd9af366f058f4a8f469f37577a51c5910982 *engine.dll

 ** **

 Output of meta version command on my server:

 meta version

 Metamod:Source version 1.9.2

 Build ID: 811:a85baef2eadb

 Loaded As: Valve Server Plugin

 Compiled on: Feb  6 2013

 Plugin interface version: 15:14

 SourceHook version: 5:5

 http://www.metamodsource.net/

 ** **

 Output of status command on my server:

 status

 hostname: Counter-Strike: Global Offensive

 version : 1.23.0.6/12306 5308 secure

 udp/ip  : :27016  (public ip: *)

 os  :  Windows

 type:  community dedicated

 gotv:  port 27021, delay 30.0s

 players : 0 humans, 1

Re: [Csgo_servers] VAC vs. Sourcemod

2013-06-06 Thread Marcin Paterek
Vitalyi, I always force validation with app_update 740 validate. But can
you run Metamod 1.10.0-hg841?


2013/6/6 Vitaliy Genkin vita...@valvesoftware.com

  Would you be able to force a validation of your Windows dedicated server
 install directory and ensure that your installation of mod dlls doesn’t
 tamper with the game binaries that are shipped in Steam depot?

 ** **

 I am able to successfully install latest versions of meta mod plugin as
 “addons” and my Windows dedicated server connects to VAC in secure mode
 successfully.

 ** **

 SHA1 signature of my engine.dll for example:

 9dbbd9af366f058f4a8f469f37577a51c5910982 *engine.dll

 ** **

 Output of meta version command on my server:

 meta version

 Metamod:Source version 1.9.2

 Build ID: 811:a85baef2eadb

 Loaded As: Valve Server Plugin

 Compiled on: Feb  6 2013

 Plugin interface version: 15:14

 SourceHook version: 5:5

 http://www.metamodsource.net/

 ** **

 Output of status command on my server:

 status

 hostname: Counter-Strike: Global Offensive

 version : 1.23.0.6/12306 5308 secure

 udp/ip  : :27016  (public ip: *)

 os  :  Windows

 type:  community dedicated

 gotv:  port 27021, delay 30.0s

 players : 0 humans, 1 bots (10/0 max) (hibernating)

 ** **

 # userid name uniqueid connected ping loss state rate adr

 # 2 GOTV BOT active

 #end

 ** **

 Hope this helps,

 -Vitaliy

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Re: [Csgo_servers] VAC vs. Sourcemod

2013-06-06 Thread Marcin Paterek
Andrew, you're right. Metamod 1.9.2 works fine with VAC. However, if I
install Metamod 1.10, VAC is disabled.


2013/6/6 Andrew Irvine airv...@clgw.ca

  That’s development branch software for anyone else wondering.

 ** **

 Marcin, can you also try to start the server with a stable release of
 metamod to determine if it’s just that branch causing the issues?

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Marcin Paterek
 *Sent:* Thursday, June 6, 2013 2:11 PM

 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] VAC vs. Sourcemod

 ** **

 Vitalyi, I always force validation with app_update 740 validate. But can
 you run Metamod 1.10.0-hg841?

 ** **

 2013/6/6 Vitaliy Genkin vita...@valvesoftware.com

  Would you be able to force a validation of your Windows dedicated server
 install directory and ensure that your installation of mod dlls doesn’t
 tamper with the game binaries that are shipped in Steam depot?

  

 I am able to successfully install latest versions of meta mod plugin as
 “addons” and my Windows dedicated server connects to VAC in secure mode
 successfully.

  

 SHA1 signature of my engine.dll for example:

 9dbbd9af366f058f4a8f469f37577a51c5910982 *engine.dll

  

 Output of meta version command on my server:

 meta version

 Metamod:Source version 1.9.2

 Build ID: 811:a85baef2eadb

 Loaded As: Valve Server Plugin

 Compiled on: Feb  6 2013

 Plugin interface version: 15:14

 SourceHook version: 5:5

 http://www.metamodsource.net/

  

 Output of status command on my server:

 status

 hostname: Counter-Strike: Global Offensive

 version : 1.23.0.6/12306 5308 secure

 udp/ip  : :27016  (public ip: *)

 os  :  Windows

 type:  community dedicated

 gotv:  port 27021, delay 30.0s

 players : 0 humans, 1 bots (10/0 max) (hibernating)

  

 # userid name uniqueid connected ping loss state rate adr

 # 2 GOTV BOT active

 #end

  

 Hope this helps,

 -Vitaliy


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Re: [Csgo_servers] VAC vs. Sourcemod

2013-06-06 Thread Marcin Paterek
I forgot to mention - AFAIK Metamod 1.10 is necessary to run SourceMod
1.5.0 for CSGO.


2013/6/6 Marcin Paterek mrpate...@gmail.com

 Andrew, you're right. Metamod 1.9.2 works fine with VAC. However, if I
 install Metamod 1.10, VAC is disabled.


 2013/6/6 Andrew Irvine airv...@clgw.ca

  That’s development branch software for anyone else wondering.

 ** **

 Marcin, can you also try to start the server with a stable release of
 metamod to determine if it’s just that branch causing the issues?

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Marcin
 Paterek
 *Sent:* Thursday, June 6, 2013 2:11 PM

 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] VAC vs. Sourcemod

 ** **

 Vitalyi, I always force validation with app_update 740 validate. But can
 you run Metamod 1.10.0-hg841?

 ** **

 2013/6/6 Vitaliy Genkin vita...@valvesoftware.com

  Would you be able to force a validation of your Windows dedicated
 server install directory and ensure that your installation of mod dlls
 doesn’t tamper with the game binaries that are shipped in Steam depot?***
 *

  

 I am able to successfully install latest versions of meta mod plugin as
 “addons” and my Windows dedicated server connects to VAC in secure mode
 successfully.

  

 SHA1 signature of my engine.dll for example:

 9dbbd9af366f058f4a8f469f37577a51c5910982 *engine.dll

  

 Output of meta version command on my server:

 meta version

 Metamod:Source version 1.9.2

 Build ID: 811:a85baef2eadb

 Loaded As: Valve Server Plugin

 Compiled on: Feb  6 2013

 Plugin interface version: 15:14

 SourceHook version: 5:5

 http://www.metamodsource.net/

  

 Output of status command on my server:

 status

 hostname: Counter-Strike: Global Offensive

 version : 1.23.0.6/12306 5308 secure

 udp/ip  : :27016  (public ip: *)

 os  :  Windows

 type:  community dedicated

 gotv:  port 27021, delay 30.0s

 players : 0 humans, 1 bots (10/0 max) (hibernating)

  

 # userid name uniqueid connected ping loss state rate adr

 # 2 GOTV BOT active

 #end

  

 Hope this helps,

 -Vitaliy


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Re: [Csgo_servers] VAC vs. Sourcemod

2013-06-05 Thread Marcin Paterek
The question is DO they consider it as an issue? Vanilla servers work fine,
so they can say more or less the same as AlliedModders team — it isn't a
bug on our end...


2013/6/5 {{A-BS}} Techgunner techgun...@americanbloodsport.com

  It has been frustrating to say the least. Windows Server Administrators
 have two choices. Either run the server(s) in Insecured Mode which results
 in loss of players due to risk of hackers, or run the server in VAC and not
 be able to use Admin plugins that have been configured to administrate the
 server(s) more efficiently. And on top of that, since I posted the original
 issue right after last weeks patch, I have had no response from Ido or
 anyone else at Valve. I understand that Valve is not responsible for third
 party mods, but in an effort to rectify the situation, should roll back the
 update until they can determine the root cause of the issue.

 Regards,

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

 On 6/5/2013 3:01 AM, mi...@hs-s.com wrote:

 Hey,

 just wait maybe 12 hours. In the past valve released a CS:GO patch on
 wednesday - in germany for example on ca. at 2am on thursday!
 i dont know if there will be a patch today but i expect an update/patch
 today!


 Am 05.06.2013 11:56, schrieb violet:

  As the Valve update and the second update to fix VAC security has failed
 and Allied Modders says This is a bug on Valve's end, we will not be
 addressing it directly at this time., what is the timing on Valve fixing
 their issue?

  It's 6 days later and whenever asked, Valve response is quiet.. PLEASE
 communicate some information to us in how this is being handled and what
 the expected timing is on your fix.

  Thank you,
  Susanne
  insatiable gaming


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Re: [Csgo_servers] VAC vs. Sourcemod

2013-06-05 Thread Marcin Paterek
http://www.urbandictionary.com/define.php?term=vanilla

Vanilla means normal server without any add-ons.


2013/6/5 Michael Loveless mloveless1...@gmail.com

 Techgunner, we have been running SourceMod Anti Cheat on our servers since
 last week's update as an alternative so that we are at least somewhat
 protected. We have a good amount of admins fortunately so we pretty much
 have someone on the server all day to help govern. The minor glitches with
 SMAC, such as disappearing guns, are in my mind an acceptable issue at this
 point in order to keep our servers as cheat free as possible.

 Everyone else, what is with the term Vanilla? Is it really necessary to
 have some witty terminology for EVERYTHING? Is a server with plugins
 considered a chocolate server, or even a strawberry server? Maybe we could
 start calling them half moon servers if they have just basic Source mod
 installed with no other plugins? Plus, it's actually stupid when you think
 about it because untainted ice cream is simply milk and ice, vanilla is a
 flavor added.

 Love always and best regards, Michael.


 On Wed, Jun 5, 2013 at 10:44 AM, Marcin Paterek mrpate...@gmail.comwrote:

 The question is DO they consider it as an issue? Vanilla servers work
 fine, so they can say more or less the same as AlliedModders team — it
 isn't a bug on our end...


 2013/6/5 {{A-BS}} Techgunner techgun...@americanbloodsport.com

  It has been frustrating to say the least. Windows Server
 Administrators have two choices. Either run the server(s) in Insecured Mode
 which results in loss of players due to risk of hackers, or run the server
 in VAC and not be able to use Admin plugins that have been configured to
 administrate the server(s) more efficiently. And on top of that, since I
 posted the original issue right after last weeks patch, I have had no
 response from Ido or anyone else at Valve. I understand that Valve is not
 responsible for third party mods, but in an effort to rectify the
 situation, should roll back the update until they can determine the root
 cause of the issue.

 Regards,

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

 On 6/5/2013 3:01 AM, mi...@hs-s.com wrote:

 Hey,

 just wait maybe 12 hours. In the past valve released a CS:GO patch on
 wednesday - in germany for example on ca. at 2am on thursday!
 i dont know if there will be a patch today but i expect an update/patch
 today!


 Am 05.06.2013 11:56, schrieb violet:

  As the Valve update and the second update to fix VAC security has
 failed and Allied Modders says This is a bug on Valve's end, we will not
 be addressing it directly at this time., what is the timing on Valve
 fixing their issue?

  It's 6 days later and whenever asked, Valve response is quiet.. PLEASE
 communicate some information to us in how this is being handled and what
 the expected timing is on your fix.

  Thank you,
  Susanne
  insatiable gaming


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Re: [Csgo_servers] CSGO secure fix

2013-06-03 Thread Marcin Paterek
Update doesn't work for me too. However, if you make a clean install, it
works fine. Strange.


2013/6/4 Cody Woodson xxwoodyman123...@sbcglobal.net

 Did this update work for anyone?  I went ahead and updated my server and
  validated it,  yet my server still seems to be unsecure.

 Sent from my iPhone

 On Jun 3, 2013, at 12:45 PM, Ido Magal i...@valvesoftware.com wrote:

  Hi,

 ** **

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

 ** **

 Thanks.

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Re: [Csgo_servers] CSGO secure fix

2013-06-03 Thread Marcin Paterek
It reminds me of a protobuf situation...


2013/6/4 Cody Woodson xxwoodyman123...@sbcglobal.net

 Exactly.  Hopefully they will have another update for us that actually
 fixes the issue.  Disabling the addons is not a solution.

 Sent from my iPhone

 On Jun 3, 2013, at 5:40 PM, Absurd Minds goabs...@absurdminds.net wrote:

 I think both of these fixes (reinstalling or verifying, and disabling add
 ons) were mentioned before this patch was released. It seems the update is
 simply not working as advertised.
 On Jun 3, 2013 8:34 PM, {{A-BS}} Techgunner 
 techgun...@americanbloodsport.com wrote:

  It did work for me but had to disable sourcemod and metamod plugin.
 Change the name of your addons folder to something else and restart your
 server. Hopefully Allied will have a snapshot fix soon.

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

 On 6/3/2013 5:21 PM, Cody Woodson wrote:

 Did this update work for anyone?  I went ahead and updated my server and
  validated it,  yet my server still seems to be unsecure.

 Sent from my iPhone

 On Jun 3, 2013, at 12:45 PM, Ido Magal i...@valvesoftware.com wrote:

   Hi,

 ** **

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

 ** **

 Thanks.

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Re: [Csgo_servers] CSGO 1.23.0.6

2013-05-30 Thread Marcin Paterek
It also happens on Windows Server 2012.


2013/5/30 {{A-BS}} Techgunner techgun...@americanbloodsport.com

 Thanks Brendan. And apologies to Shane for the multiple emails. I wasn't
 being impatient but as I troubleshot, was finding more detailed information
 to post so as to expedite the solution and prevent delays by questions.


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

 On 5/29/2013 10:53 PM, Brendan Cosman wrote:

 Hi,

 I'm seeing the same thing.

 It writes Initializing Steam Libraries for INSECURE Internet server.
 Authentication and VAC not requested. to the console.

 I haven't had time to mess with any config files to troubleshoot, but I
 didn't want you to go insane thinking it was only you.

 Regards,
 Brendan.

 - Original Message -
 From: {{A-BS}} Techgunner 
 techgunner@**americanbloodsport.comtechgun...@americanbloodsport.com
 
 To: csgo servers 
 csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com
 
 Sent: Thursday, 30 May, 2013 3:38:06 PM
 Subject: Re: [Csgo_servers] CSGO 1.23.0.6

 Everything was fine before the update. Running Windows Server 2008 R2
 Enterprise. CS:S, TF2, and DOD:S Servers all launch with VAC Secured.
 Here is the start command line for the CS:GO Vanilla Match Server:

 srcds -game csgo -console -usercon +game_type 0 +game_mode 1 +mapgroup
 mg_bomb +ip 67.203.12.83 +map de_dust2

 Anyone else on a Windows Server having issues? I have tried every
 possible setting in server.cfg too including having nothing but the
 server name and rcon password.

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

 On 5/29/2013 9:11 PM, ics wrote:

 Works ok here so it must be something your end. version :
 1.23.0.6/12306 5308 secure

 -ics

 Shane Langley (Webtastix) kirjoitti:

 Dude give people time, 3 messages inside 45 mins is a bit excessive.

 *From:*csgo_servers-bounces@**list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-bounces@**list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com]
 *On Behalf Of
 *{{A-BS}} Techgunner
 *Sent:* Thursday, 30 May 2013 2:20 p.m.
 *To:* 
 csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] CSGO 1.23.0.6

 Ido or someone please help,

 Since the update, all or our servers (Classic Casual, Deathmatch,
 Armsrace, and Vanilla Competitive) are not launching in VAC Secure
 mode. After checking status on te server it displays this message:

 version: 1.23.0.6/12306 5308 insecure

 Why after the update are all my CSGO servers insecure? That sounds
 like a personal problem with the exception that it is causing me grief.


 {{A-BS}}™Techgunner
 Clan Leader/Founder
 American BloodSport Gaming Community
 www.americanbloodsport.com 
 http://www.**americanbloodsport.comhttp://www.americanbloodsport.com
 

 On 5/29/2013 5:21 PM, Ido Magal wrote:

  1.23.0.6 is now live.

  The previous version was pegged as may_22

  Thanks.

  Release Notes for 5/29/2013

  [ OVERWATCH ]

  - Updated Overwatch FAQ
  
 (http://blog.counter-strike.**net/index.php/overwatch/http://blog.counter-strike.net/index.php/overwatch/
 )

  - Overwatch case reviews will highlight kills and assists from The
  Suspect in kills feed.

  - Overwatch case reviews will not record the team name when all
  five players play with their clan tag.

  - Servers running with default setting
  sv_kick_players_with_cooldown 1 will not allow players convicted
  by Overwatch to play, setting it to 0 will allow convicted players
  to join.

  [ STEAM BADGES ]

  - Updated CS:GO Steam trading card art to their final designs and
  names

  [ MISC ]

  - Fixed an exploit with disconnecting and reconnecting players
  being able to respawn in the same round.

  - Network interpolation and update convars can no longer be
  changed when playing. To configure these convars, players must not
  be connected to a server or must join the spectators.

  - Enforced signature validation of game dlls and plugins. Clients
  launching with tampered dlls will be informed of the invalid
  signatures error, and will not be allowed to connect to VAC secure
  servers to avoid being VAC banned.

  - Fixed a problem in the GOTV recorder that could result in some
  non-delayed data getting written into the recorded stream, causing
  playback artifacts.

  *From:*Ido Magal
  *Sent:* Wednesday, May 29, 2013 11:59 AM
  *To:* 
 'csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com
  
 mailto:csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com
 '
  *Subject:* CSGO 1.23.0.6

  We hope to have a patch ready later today.

  Thanks.




  __**_

  

Re: [Csgo_servers] CSGO 1.23.0.6

2013-05-30 Thread Marcin Paterek
Any update on VAC problems?


2013/5/30 AnAkIn anakin...@gmail.com

 It's not really a good idea to put the FCVAR_NOT_CONNECTED when you can
 just bypass it with setinfo. Nice try though.


 2013/5/30 ics i...@ics-base.net

 I'm running linux so it seems only windows is affected.

 -ics

 Marcin Paterek kirjoitti:

 It also happens on Windows Server 2012.


 2013/5/30 {{A-BS}} Techgunner 
 techgunner@**americanbloodsport.comtechgun...@americanbloodsport.commailto:
 techgunner@**americanbloodsport.com techgun...@americanbloodsport.com
 


 Thanks Brendan. And apologies to Shane for the multiple emails. I
 wasn't being impatient but as I troubleshot, was finding more
 detailed information to post so as to expedite the solution and
 prevent delays by questions.


 {{A-BS}}™Techgunner
 Clan Leader/Founder
 American BloodSport Gaming Community
 www.americanbloodsport.com 
 http://www.**americanbloodsport.comhttp://www.americanbloodsport.com
 


 On 5/29/2013 10:53 PM, Brendan Cosman wrote:

 Hi,

 I'm seeing the same thing.

 It writes Initializing Steam Libraries for INSECURE Internet
 server. Authentication and VAC not requested. to the console.

 I haven't had time to mess with any config files to
 troubleshoot, but I didn't want you to go insane thinking it
 was only you.

 Regards,
 Brendan.

 - Original Message -
 From: {{A-BS}} Techgunner 
 techgunner@**americanbloodsport.comtechgun...@americanbloodsport.com
 
 mailto:techgunner@**americanbloodsport.comtechgun...@americanbloodsport.com
 
 To: csgo servers 
 csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com
 
 mailto:csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com
 
 Sent: Thursday, 30 May, 2013 3:38:06 PM
 Subject: Re: [Csgo_servers] CSGO 1.23.0.6

 Everything was fine before the update. Running Windows Server
 2008 R2
 Enterprise. CS:S, TF2, and DOD:S Servers all launch with VAC
 Secured.
 Here is the start command line for the CS:GO Vanilla Match
 Server:

 srcds -game csgo -console -usercon +game_type 0 +game_mode 1
 +mapgroup
 mg_bomb +ip 67.203.12.83 +map de_dust2

 Anyone else on a Windows Server having issues? I have tried every
 possible setting in server.cfg too including having nothing
 but the
 server name and rcon password.

 {{A-BS}}™Techgunner
 Clan Leader/Founder
 American BloodSport Gaming Community
 www.americanbloodsport.com 
 http://www.**americanbloodsport.comhttp://www.americanbloodsport.com
 


 On 5/29/2013 9:11 PM, ics wrote:

 Works ok here so it must be something your end. version :
 1.23.0.6/12306 http://1.23.0.6/12306 5308 secure


 -ics

 Shane Langley (Webtastix) kirjoitti:

 Dude give people time, 3 messages inside 45 mins is a
 bit excessive.

 
 *From:*csgo_servers-bounces@**list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com
 
 mailto:csgo_servers-bounces@**list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com
 
 
 [mailto:csgo_servers-bounces@**list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com

 
 mailto:csgo_servers-bounces@**list.valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com
 ]
 *On Behalf Of
 *{{A-BS}} Techgunner
 *Sent:* Thursday, 30 May 2013 2:20 p.m.
 *To:* 
 csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com
 
 mailto:csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com
 

 *Subject:* Re: [Csgo_servers] CSGO 1.23.0.6

 Ido or someone please help,

 Since the update, all or our servers (Classic Casual,
 Deathmatch,
 Armsrace, and Vanilla Competitive) are not launching
 in VAC Secure
 mode. After checking status on te server it displays
 this message:

 version: 1.23.0.6/12306 http://1.23.0.6/12306 5308

 insecure

 Why after the update are all my CSGO servers insecure?
 That sounds
 like a personal problem with the exception that it is
 causing me grief.


 {{A-BS}}™Techgunner
 Clan Leader/Founder
 American BloodSport Gaming Community
 www.americanbloodsport.com
 
 http://www.**americanbloodsport.comhttp://www.americanbloodsport.com
 
 
 http://www.**americanbloodsport.comhttp://www.americanbloodsport.com
 

 On 5/29

Re: [Csgo_servers] CSGO update

2013-05-23 Thread Marcin Paterek
I see how investigators are going to be selected, but I don't understand
one thing - players will be chosen automatically or do they need to apply
for this position?


2013/5/23 Choc choc_va...@3wis.co.uk

  Since the new Overwatch is out

 Would Valve like to comment on this thread?
 http://forums.steampowered.com/forums/showthread.php?t=3103176

 Reasons for the ban would be most welcome.
 Without openness Overwatch will be a fail. Let's start with this :)


 On 23/05/2013 00:55, Ido Magal wrote:

  1.23.0.5 is live.

 ** **

 thanks.

 ** **

 ** **

 Release Notes for 5/22/2013

 ** **

 [ OVERWATCH ]

 - Started the Overwatch beta
 http://blog.counter-strike.net/index.php/overwatch/ 

 ** **

 [ MISC ]

 - Added two new convars, cl_crosshair_drawoutline and
 cl_crosshair_outlinethickness, that will enable a black outline to draw
 around the classic crosshair pips for better visibility.

 ** **

 ** **

 *From:* Ido Magal
 *Sent:* Wednesday, May 22, 2013 1:16 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* CSGO update

 ** **

 We hope to have a patch ready later today.

 ** **

 Thanks.


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Re: [Csgo_servers] csgo patch

2013-05-10 Thread Marcin Paterek
Thanks Ido, but it would be great, if we had some time to prepare. It's not
so easy to update servers with people playing.


2013/5/10 Ido Magal i...@valvesoftware.com

  1.23.0.3 is live

 ** **

 - Restored proper grenade interaction with breakable
 surfaces

 - Fixed an exploit of CTs boosting and picking up hostages
 through thin floors

 ** **

 thanks.

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Ido Magal
 *Sent:* Friday, May 10, 2013 10:40 AM
 *To:* 'csgo_servers@list.valvesoftware.com'
 *Subject:* [Csgo_servers] csgo patch

 ** **

 We hope to have a grenade hotfix soon.

 ** **

 Thanks.

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[Csgo_servers] Potential rcon backdoor?

2013-04-18 Thread Marcin Paterek
I'm not sure how that's possible, so let me explain:

Sometimes my server suddenly adds 10 bots to the game despite the fact
they're disabled in .cfg (bot_quota_mode normal, bot_quota 0). Sourcemod
admins can't kick them and the only way to get rid of bots is to reload a
map (which means reload configs) or kick them using rcon. I'm using
rcon_lock plugin to log all commands send via rcon and here's the weird
part:

L 04/18/2013 - 21:15:50: [rcon_lock.smx] Got half-connected command from
client 11 (ip unknown): exec server.cfg
L 04/18/2013 - 21:15:50: [rcon_lock.smx] Got half-connected command from
client 11 (ip unknown): exec gamemode_competitive.cfg
L 04/18/2013 - 21:15:50: [rcon_lock.smx] Got half-connected command from
client 11 (ip unknown): exec gamemode_competitive_server.cfg
L 04/18/2013 - 21:15:50: [rcon_lock.smx] Got half-connected command from
client 11 (ip unknown): exec co_custom_convar.cfg

Those 4 commands were used just a moment BEFORE the bots were spawned.
What's more, it isn't the first time I see bots spawning that way, so a few
days ago I've changed my rcon password. I've also changed av-software (from
Kaspersky Internet Security 2013 to Norton Internet Security 2013) to be
sure, that I don't have any malware installed on my computer. I haven't
shared my rcon password with anyone.

To sum up, I'm wondering if it's possible to somehow backdoor server
security and use rcon commands even without knowing it?
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Re: [Csgo_servers] cvar to require all hostage

2013-03-29 Thread Marcin Paterek
It's mp_hostages_max, but I'm not sure if you can spawn more than 2.


2013/3/29 Absurd Minds goabs...@absurdminds.net

 Check last week's patch notes. There is a cvar for number spawned, I just
 don't remember it off the top of my head.
 On Mar 29, 2013 2:00 AM, Dan Rose pogothep...@hotmail.com wrote:

 A cvar to set the number or percent of hostages that are spawned would be
 nice as well.

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Re: [Csgo_servers] cvar to require all hostage

2013-03-29 Thread Marcin Paterek
Aww nevermind, I misunderstood you.


2013/3/29 Marcin Paterek mrpate...@gmail.com

 It's mp_hostages_max, but I'm not sure if you can spawn more than 2.


 2013/3/29 Absurd Minds goabs...@absurdminds.net

 Check last week's patch notes. There is a cvar for number spawned, I just
 don't remember it off the top of my head.
 On Mar 29, 2013 2:00 AM, Dan Rose pogothep...@hotmail.com wrote:

  A cvar to set the number or percent of hostages that are spawned would
 be nice as well.

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[Csgo_servers] Patch

2013-03-28 Thread Marcin Paterek
I'm not sure if Ido had forgotten to send us a mail, but there was new
patch:

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.
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[Csgo_servers] Custom map config

2013-02-10 Thread Marcin Paterek
I'm trying to set custom mp_roundtime for certain maps on my server via
csgo/maps/cfg files, but I can't get it to work with Classic Competitive
mode. Any clues?
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[Csgo_servers] VAC-banned players

2013-01-22 Thread Marcin Paterek
Today I saw a cheater with VAC ban (http://steamcommunity.com/id/typpp/)
playing on my secured server. How's that possible?
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Re: [Csgo_servers] VAC-banned players

2013-01-22 Thread Marcin Paterek
Don't you think there should be some additional information about ban in
the VAC section, maybe game and time the cheater was caught?


2013/1/22 DKA- MUG dugan...@hotmail.com

 There is a sourcemod plugin for that if you don't want them in your server.
 http://forums.alliedmods.net/showthread.php?t=80942

 --
 Date: Tue, 22 Jan 2013 21:13:25 +0100
 From: benja...@verygames.net
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] VAC-banned players


 Had an idea, but I'm clueless as for the possibility to achieve it.

 Would it be possible to implement three level of security, such as these  ?

 - No VAC protection.
 - VAC protection against people who were caught cheating in this game.
 - VAC protection against people who were ever caught cheating on any VAC
 game.

 Because I can understand the policy of banning only the players that were
 caught on this game, but if it were up to me, on my own server, I'd ban
 anyone caught cheating on a VAC game. A bit hardcore but more secure.


 On 22 January 2013 19:55, Kristin A azalea...@gmail.com wrote:

 No, it's because IW.


 On Tue, Jan 22, 2013 at 12:48 PM, David Fountain savsi...@gmail.com
  wrote:

 Yes that's why so many cheaters

 SavSin
 On Jan 22, 2013 9:46 AM, Russell Smith ve...@tinylittlerobots.us
 wrote:

 He only has CS:GO and MW3.  Does MW3 use VAC?

 On 1/22/2013 9:27 AM, stephenvanh...@fluctis.com wrote:

 VAC bans are limited to the game or engine the person is banned on. He was
 probably banned from another game.


 Marcin Paterek schreef op 2013-01-22 18:17:

 Today I saw a cheater with VAC ban
 (http://steamcommunity.com/id/**typpp/http://steamcommunity.com/id/typpp/ 
 [1])
 playing on my secured
 server. How's that possible?

 Links:
 --
 [1] http://steamcommunity.com/id/**typpp/http://steamcommunity.com/id/typpp/

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Re: [Csgo_servers] No CSGO update today.

2013-01-17 Thread Marcin Paterek
Almost.

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


2013/1/17 ics i...@ics-base.net

 **

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

 -ics

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

2013-01-11 Thread Marcin Paterek
It isn't a problem with a mapgroup, because server can work 24/7 and
everyone can join unless all players quit. Any other ideas?


2013/1/10 Kyle Sanderson kyle.l...@gmail.com

 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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