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

2020-12-04 Thread Nicholas Hastings
Total conversions on Source aren’t affected any differently. Mods using the 
Source 2006 Base do the queries manually on both client and server, bypassing 
the stramclient entirely for that piece. Anything newer uses steamclient on 
both sides.

Sent from my iPhone

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

Re[2]: [External Mail] Re: [Csgo_servers] Steam Client beta released with changes to the A2S_INFO protocol

2020-12-01 Thread Nicholas Hastings
I don't know offhand if it factors in, but the CS:GO engine also uses 
custom responses for A2S_PLAYERS and A2S_INFO by default, rather than 
deferring to steamclient.


-- Original Message --
From: "Fletcher Dunn - fletcherd at valvesoftware.com (via csgo_servers 
list)" 
To: "csgo_servers@list.valvesoftware.com" 


Sent: 12/1/2020 12:06:07 PM
Subject: RE: [External Mail] Re: [Csgo_servers] Steam Client beta 
released with changes to the A2S_INFO protocol


Previously, an A2S_PLAYER packet with a challenge of zero (or any 
incorrect challenge for that matter) was interpreted as a challenge 
request, and the server would reply with a challenge number for the 
client to use.  The new behavior will be that if the packet is padded 
to be at least 1200 bytes, the server should just go ahead and reply 
with the info, even if the field where the challenge normally goes is 
zero.




The CSGO server has not yet been updated to use the new binaries, 
however!  Let me work with the CSGO guys to get that updated.




I was about to suggest that you obtain the latest binaries to use for 
testing by opting into the beta client on linux.  However, those are 
compiled to target a newer distro, and we compile special “server” 
binaries that target older distro.  If you have a server running on a 
relatively recent distro, I believe it should work to mix those 
binaries, but I cannot say for sure – I have not ever actually tested 
this.





From:csgo_servers@list.valvesoftware.com 
 On Behalf Of David Parker

Sent: Monday, November 30, 2020 1:45 PM
To:csgo_servers@list.valvesoftware.com
Subject: Re: [External Mail] Re: [Csgo_servers] Steam Client beta 
released with changes to the A2S_INFO protocol




Thanks, Fletcher.  But doesn't A2S_PLAYER require the challenge 
response to be included in the query?




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




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




Thanks!



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


The new gameserver code will drop all A2S_PLAYER packets < 1200 bytes, 
if the environment variable is set.  No challenge is necessary for 
packets >= 1200, but if the environment variable is set to allow <1200 
packets, then the challenge will be required for such packets.




The new client code will always send 1200 byte packets.  It will also 
know how to do the challenge handshake, for compatibility with old 
servers.




From:csgo_servers@list.valvesoftware.com 
 On Behalf Of David Parker

Sent: Monday, November 23, 2020 10:39 AM
To:csgo_servers@list.valvesoftware.com
Subject: [External Mail] Re: [Csgo_servers] Steam Client beta released 
with changes to the A2S_INFO protocol




Hi Fletcher,



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




Thanks!

Dave



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


A Steam client beta has just been released, with the following change 
notes relevant to the A2S_INFO discussion:




Server Browser

·   Server browser packets (A2S_INFO, A2S_PLAYER, A2S_RULES) sent 
by clients will now be at least 1200 bytes. (For more details, see 
https://steamcommunity.com/discussions/forum/14/2989789048633291344/ 
) 
Third party tools that send these packets are especially encouraged 
to read this thread.)


·   Improved gameserver challenge generation to harden against 
certain DoS attacks




https://steamcommunity.com/groups/SteamClientBeta/announcements/detail/2896339990496271925



Also, if you use the steamclient.dll/.so with that beta, you can 
activate the new, stricter message handling on the gameserver by 
setting the environment variable 
STEAM_GAMESERVER_MIN_CONNECTIONLESS_PACKET_SIZE=1200




This is just the beta steam client, not the full public release.  
Only a set of users will be using this client, and we are not quite 
to deployment step #1 described below.








From: Fletcher Dunn
Sent: Monday, November 16, 2020 4:47 PM
To: 'hlds_annou...@list.valvesoftware.com' 


Subject: RFC: Changes to the A2S_INFO protocol



Hello!



Over the next couple of months we will be releasing some changes to 
how servers and clients using steamclent.so/dll 

Re: [Csgo_servers] 1.36.8.5-rc1

2019-03-24 Thread Nicholas Hastings

Thanks for the heads up.

For anyone running Metamod:Source and/or SourceMod, both will require 
updated versions after the game update is live. We have the changes 
prepared.


--
Nicholas Hastings



Vitaliy Genkin wrote on 3/23/2019 12:21 AM:

In addition to the pre-release changes announced in update notes for the 
"1.36.8.5-rc1" beta branch, server operators should also be aware that minor 
changes to engine.so interface tables are included in this pre-release update.

This beta branch is available for community dedicated servers on all platforms. 
If you are using SteamCMD, please refer to the following documentation section 
for using app_update command to download this beta branch:
https://developer.valvesoftware.com/wiki/SteamCMD#Downloading_an_app

We hope that this beta branch will allow community server operators to have 
their server plug-ins and mods compatible by the time the update is released to 
everybody.

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


Re: [Csgo_servers] bspconvar_whitelist.txt not working correctly?

2018-12-07 Thread Nicholas Hastings
As I noted in the previous response, it's just so that a value is there, 
else it's not a valid KV file.


--
Nicholas Hastings



Absurd Minds wrote on 12/7/2018 7:18 AM:
So that obviously begs the question - what is the 1/0 even for in that 
file?


On Wed, Dec 5, 2018, 6:48 PM Absurd Minds <mailto:goabs...@absurdminds.net> wrote:


Wow haha I will try that when I get home. Thank you!

On Wed, Dec 5, 2018, 6:02 PM Nicholas Hastings
mailto:nshasti...@gmail.com> wrote:

The value on each ConVar in the file is ignored and only even
there so
that the file reads as a valid KeyValues file.

If you want to exclude the ConVar value from being able to be
changed,
you need to remove the ConVar from the file altogether.

-- 
    Nicholas Hastings




Absurd Minds wrote on 12/5/2018 5:55 PM:
> I have placed a map from the workshop onto my server, but
the map had
> it's own mp_roundtime and mp_maxrounds. I used
bspconver_whitelist to
> exclude those values from being changed by the map, and yet
the server
> still changes to those values when the map comes up.
>
> I have attached the bspconvar_whitelist to this email. The
map in
> question is
>
https://steamcommunity.com/sharedfiles/filedetails/?id=1217293641
>
> ___
> To unsubscribe, edit your list preferences, or view the list
archives,
> please visit:
> https://list.valvesoftware.com/
>

___
To unsubscribe, edit your list preferences, or view the list
archives,
please visit:
https://list.valvesoftware.com/

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/

Re: [Csgo_servers] bspconvar_whitelist.txt not working correctly?

2018-12-05 Thread Nicholas Hastings
The value on each ConVar in the file is ignored and only even there so 
that the file reads as a valid KeyValues file.


If you want to exclude the ConVar value from being able to be changed, 
you need to remove the ConVar from the file altogether.


--
Nicholas Hastings



Absurd Minds wrote on 12/5/2018 5:55 PM:
I have placed a map from the workshop onto my server, but the map had 
it's own mp_roundtime and mp_maxrounds. I used bspconver_whitelist to 
exclude those values from being changed by the map, and yet the server 
still changes to those values when the map comes up.


I have attached the bspconvar_whitelist to this email. The map in 
question is 
https://steamcommunity.com/sharedfiles/filedetails/?id=1217293641


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
https://list.valvesoftware.com/


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

2018-01-30 Thread Nicholas Hastings
Steam's tier0 and vstdlib are linked statically on Linux now.

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



> Marco Padovan <mailto:e...@evcz.tk>
> Tuesday, January 30, 2018 4:32 AM
> Hi,
>
> after past night (EU time) update we stil see
> libstdc++.so.6
> libsteam.so
>
> apparently on
> libtier0_s.so
> libvstdlib_s.so
>
> were deleted during the update, is this ok and expected?
>
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Absurd Minds <mailto:goabs...@absurdminds.net>
> Monday, January 29, 2018 4:47 PM
> I am a small time community owner running about 5 servers on a
> dedicate machine in a data center. I have no idea what any of this
> stuff means. Does that make it likely that I will have to do nothing
> when the update rolls through? Is this going to be a seamless update
> or will this change the way I have to configure or manage an extremely
> vanilla setup?
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Fletcher Dunn <mailto:fletch...@valvesoftware.com>
> Wednesday, December 6, 2017 8:16 PM
>
> Hello!  I’m back for another test.
>
>  
>
> We're planning on updating the method that CSGO servers uses to talk
> to Steam in the week or two.  We'd appreciate your help testing this
> change in advance to identify any potential problems.  When we ran
> this test before, we didn’t have a mechanism to bind the new websocket
> connection to a particular IP.  We realized that this was a necessary
> feature, and so the binaries in this test should include that
> functionality.  The method to select the IP to bind to is the same, so
> basically your current configuration should just work.
>
>  
>
> To see if this change will cause any problems with your setup,
> download this zip and follow the instructions in the readme.txt. 
> (Also pasted below.)
>
>  
>
> http://media.steampowered.com/apps/730/steam_bins_test_20171206.zip
>
>  
>
> Thanks for your help.  Post a reply here if you have any issues. 
> We're especially interested in hearing your results if you are running
> an older distribution of linux or have a complicated network
> environment.  (Multi-homed, NAT, etc.)
>
>  
>
> This change will also be coming to the older Source games, as well. 
> The binaries in this zip *should* be compatible with those games,
> although I haven't tested it specifically so there might be an issue. 
> We'll send a similar announcement to operators of those servers on the
> appropriate mailing list when we get closer to updating those games.
>
>  
>
> - Fletch
>
>  
>
>  
>
>  
>
> README.TXT:
>
>  
>
> Thanks for helping test compatibility with these new Steam binaries
> for the
>
> dedicated server.
>
>  
>
> Place the files for your platform into your "bin" folder.  They should
> replace
>
> files with the same name.  (steamerrorreporter.exe on Win32 is new.)
>
>  
>
> **PLEASE DELETE** the files listed below, if they are present:
>
>  
>
> Linux:
>
> libstdc++.so.6
>
> libtier0_s.so
>
> libvstdlib_s.so
>
> libsteam.so
>
>  
>
> Windows:
>
> steam.dll
>
>  
>
> We believe that they are no longer be needed and we will no longer be
> shipping them.
>
> Please let us know if this is not the case.
>
>  
>
> These binaries will communicate with Steam using the new WebSockets
> protocol. Previously
>
> a bespoke UDP protocol was used.  You should see a TCP connection to a
> Valve server on
>
> port 443, bound to a local ephemeral port.  There is currently no
> mechanism to control
>
> what local port this connection is bound to.  However, it should obey
> your IP binding,
>
> as before, and that is one of the main things we want to confirm with
> this test.
>
> (The master server may refuse to list your server if the public IP
> used to talk
>
> to Steam does not match the IP you are advertising for game traffic.) 
> It also should
>
> obey HTTP_PROXY.  You also should be able to add "-udpforce" on the
> command line
>
> to disable websockets and force the use of the old UDP protocol.  But
> please don't do this
>

Re: [Csgo_servers] steamwebhelper crashing (Motd browser). A lot. And its not being restarted automatically

2017-07-17 Thread Nicholas Hastings
CS:GO uses Steam's ISteamHTMLSurface, so no, it wouldn't be a CS:GO bug,
but instead an issue in Steam (Client).

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



> Kinsi <mailto:kinsis...@googlemail.com>
> Monday, July 17, 2017 8:40 PM
> Nicholas Hastings wrote
>
> Just downloaded the Beta update, that indeed does seem to fix this special
> case.
>
> This thread still is relevant though IMO since the other issue is still
> existant (obviously, since its a bug from CS:GO and not Steam): IF the
> browser should crash, functionality wont restore until you restart CS:GO.
> Seems like an oversight to me, and should not be that hard to fix.
>
>
>
> --
> View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/steamwebhelper-crashing-Motd-browser-A-lot-And-its-not-being-restarted-automatically-tp12460p12465.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Nicholas Hastings <mailto:psycho...@alliedmods.net>
> Monday, July 17, 2017 8:27 PM
> Not sure if related, but there is a known webhelper crash that they
> (Alfred) was already working on a fix for as of a few days ago. A
> Steam Beta update just went out. Not sure if that is to contain the
> fix or not.
>
>
>
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Kinsi <mailto:kinsis...@googlemail.com>
> Monday, July 17, 2017 8:18 PM
> Alright, this seems 100% reproducible. Just tried it on my tablet and
> got a
> friend of mine to test it as well with the same result.
>
> - Open N popups, works without issues
>
> - Close at least two
>
> - Try to open a new one
>
> - steamwebhelper crashes irreversibly.
>
> I hope they fix this quick because this is pretty much the only thing
> holding me back from releasing a mode that i've worked on for 7
> months. Any
> workaround, like using the steam overlay, would unfortunately not work out
> for me. The Popup browsers are the perfect implementation for that i use
> them for (except that they are not focused by default when opened, but
> thats
> just me being nit-picky).
>
>
>
> --
> View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/steamwebhelper-crashing-Motd-browser-A-lot-And-its-not-being-restarted-automatically-tp12460p12463.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Kinsi <mailto:kinsis...@googlemail.com>
> Monday, July 17, 2017 6:56 PM
> Neuro Toxin wrote
>
> Im using neither. As mentioned, apart from the websocket connection
> and some
> jquery / jqueryui stuff there really is not much going on. Its a really
> weird issue, and even more so after i've done the following test. I've
> just
> tried to make the opened popup a blank, empty .html file. Even in this
> case,
> my motd browser will crash after a couple times of triggering the
> window.open function. Demonstration:
> https://gfycat.com/FatWatchfulIrishredandwhitesetter
>
> Right before starting csgo i cleared the steam browsers cookies and cache.
>
> As you can see, on the third time opening it i get the loading cursor,
> indicating steamerrorreporter doing its thing and then its broken.
> Afterwards i am unable to use Motd whatsoever, rejoining doesnt help, only
> restarting the game fixes it. It didnt use to be remotely this bad for me,
> but now it is and i have no idea how to fix it. As mentioned
> beforehand, its
> not this frequent for my friends either.
>
>
>
> --
> View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/steamwebhelper-crashing-Motd-browser-A-lot-And-its-not-being-restarted-automatically-tp12460p12462.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Neuro Toxin <mailto:coray...@yahoo.com.au>
> Monday, July 17, 2017 5:20 PM
> There are a couple of JavaScript functions that destroy the MOTD window.
>
> One being alert and another being input.
>
> While they work as expected the first time, the window is then
> unres

Re: [Csgo_servers] steamwebhelper crashing (Motd browser). A lot. And its not being restarted automatically

2017-07-17 Thread Nicholas Hastings
Not sure if related, but there is a known webhelper crash that they
(Alfred) was already working on a fix for as of a few days ago. A Steam
Beta update just went out. Not sure if that is to contain the fix or not.

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



> Kinsi <mailto:kinsis...@googlemail.com>
> Monday, July 17, 2017 8:18 PM
> Alright, this seems 100% reproducible. Just tried it on my tablet and
> got a
> friend of mine to test it as well with the same result.
>
> - Open N popups, works without issues
>
> - Close at least two
>
> - Try to open a new one
>
> - steamwebhelper crashes irreversibly.
>
> I hope they fix this quick because this is pretty much the only thing
> holding me back from releasing a mode that i've worked on for 7
> months. Any
> workaround, like using the steam overlay, would unfortunately not work out
> for me. The Popup browsers are the perfect implementation for that i use
> them for (except that they are not focused by default when opened, but
> thats
> just me being nit-picky).
>
>
>
> --
> View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/steamwebhelper-crashing-Motd-browser-A-lot-And-its-not-being-restarted-automatically-tp12460p12463.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Kinsi <mailto:kinsis...@googlemail.com>
> Monday, July 17, 2017 6:56 PM
> Neuro Toxin wrote
>
> Im using neither. As mentioned, apart from the websocket connection
> and some
> jquery / jqueryui stuff there really is not much going on. Its a really
> weird issue, and even more so after i've done the following test. I've
> just
> tried to make the opened popup a blank, empty .html file. Even in this
> case,
> my motd browser will crash after a couple times of triggering the
> window.open function. Demonstration:
> https://gfycat.com/FatWatchfulIrishredandwhitesetter
>
> Right before starting csgo i cleared the steam browsers cookies and cache.
>
> As you can see, on the third time opening it i get the loading cursor,
> indicating steamerrorreporter doing its thing and then its broken.
> Afterwards i am unable to use Motd whatsoever, rejoining doesnt help, only
> restarting the game fixes it. It didnt use to be remotely this bad for me,
> but now it is and i have no idea how to fix it. As mentioned
> beforehand, its
> not this frequent for my friends either.
>
>
>
> --
> View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/steamwebhelper-crashing-Motd-browser-A-lot-And-its-not-being-restarted-automatically-tp12460p12462.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Neuro Toxin <mailto:coray...@yahoo.com.au>
> Monday, July 17, 2017 5:20 PM
> There are a couple of JavaScript functions that destroy the MOTD window.
>
> One being alert and another being input.
>
> While they work as expected the first time, the window is then
> unresponsive
> until you restart the game.
>
> I still state Valve should allow a servers to open windows in the overlay
> browser.
>
>
>
> --
> View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/steamwebhelper-crashing-Motd-browser-A-lot-And-its-not-being-restarted-automatically-tp12460p12461.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Kinsi <mailto:kinsis...@googlemail.com>
> Sunday, July 16, 2017 10:21 PM
> I am currently working on a custom gamemode that uses popup HTML
> windows to
> implement some of its functions. My issue is that sometimes,
> steamwebhelper
> will spontaneously crash. When this happens CS:GO does not restore Motd
> functionality whatsoever until you restart the game. This looks like an
> oversight to me since when i manually end the steamwebhelper process
> trough
> the taskmanager the news/blog browser on CS:GO's homescreen will
> automatically restart and restore functionality, not so the Motd browser
> though.
>
> The opened popup establishes a Websocket connection which is necessary for
> me. Apart from that, not much is going on. No flash, no html5 audio /
> video
>

Re: [Csgo_servers] Getting current server version via API?

2017-01-26 Thread Nicholas Hastings
As I just said, use the client app id, 730. This is what the server also
uses at runtime. App 740 is only used to acquire the files for it.

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



> Maxwell Cody <mailto:xxroguecode...@gmail.com>
> Thursday, January 26, 2017 10:11 AM
> UpToDateCheck does not work on app 740.
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Nicholas Hastings <mailto:psycho...@alliedmods.net>
> Thursday, January 26, 2017 10:10 AM
> https://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=730=1
>
> Use the UpToDateCheck Web API with the client app id and the current
> version you have (from steam.inf, PatchVersion). It will tell you
> whether your version is able to be listed on the master, and what the
> current, minimum required version is.
>
>
>
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Sven 'Chaos' Pachnit <mailto:c...@sp-mg.de>
> Thursday, January 26, 2017 10:07 AM
> Hey guys,
>
> Since I don’t want to completely automate updating my servers I’m
> looking for some way to fetch the current server version in some way.
> The only way I have at the moment is to notice that my game has
> updated or look at the log for „Your server has to restart to get the
> most recent version…“.
>
> Unfortunately the Steam web API doesn’t return a thing for appid 740:
>
> [10] pry(main)> SteamApi.get_schema_for_game(730)["gameVersion"]
> => "238"
> [11] pry(main)> SteamApi.get_schema_for_game(740)["gameVersion"]
> => nil
>
> The version information I fetch via RCON looks like this:
>
> version : 1.35.6.5/13565 426/6641
>
> I assume it’s "version/build something/something“.
>
> Any idea?
>
>
> Cheers!
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

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

Re: [Csgo_servers] Getting current server version via API?

2017-01-26 Thread Nicholas Hastings
https://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=730=1

Use the UpToDateCheck Web API with the client app id and the current
version you have (from steam.inf, PatchVersion). It will tell you
whether your version is able to be listed on the master, and what the
current, minimum required version is.

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



> Sven 'Chaos' Pachnit <mailto:c...@sp-mg.de>
> Thursday, January 26, 2017 10:07 AM
> Hey guys,
>
> Since I don’t want to completely automate updating my servers I’m
> looking for some way to fetch the current server version in some way.
> The only way I have at the moment is to notice that my game has
> updated or look at the log for „Your server has to restart to get the
> most recent version…“.
>
> Unfortunately the Steam web API doesn’t return a thing for appid 740:
>
> [10] pry(main)> SteamApi.get_schema_for_game(730)["gameVersion"]
> => "238"
> [11] pry(main)> SteamApi.get_schema_for_game(740)["gameVersion"]
> => nil
>
> The version information I fetch via RCON looks like this:
>
> version : 1.35.6.5/13565 426/6641
>
> I assume it’s "version/build something/something“.
>
> Any idea?
>
>
> Cheers!
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

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

Re: [Csgo_servers] Anyone confirm that custom weapon models, player models allowed.

2016-02-02 Thread Nicholas Hastings
Custom models (player or weapon) do not trigger the current detection
scheme. I can't say whether that means they're meant to be allowed or
not, but they won't trigger a server ban (as of right now).

However, if using a custom weapon model on anything other than a stock
or owned weapon, you run the same risk as just directly giving a player
a weapon they don't own.

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



> Max Krivanek <mailto:m...@kigen.co>
> Tuesday, February 2, 2016 2:01 AM
> Valve has been very vague about what actually they consider wrong.  I
> was originally led to believe it was messing with Valve's inventory
> system via purposeful manipulation.  But obviously our servers got
> banned without modifying player inventory.  
>
> All our requests for information from Valve about what exactly it was
> they found wrong have gone unanswered.  Valve Support only gives
> canned responses similar to VAC canned responses.
>
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Dennis @ Prima Servers <mailto:mailingli...@primaservers.com>
> Monday, February 1, 2016 6:47 PM
> Read
> this: 
> http://csgo-servers.1073505.n5.nabble.com/A-question-about-custom-models-tp11321p11328.html
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Unbelievable <mailto:anthonyhoward...@outlook.com>
> Monday, February 1, 2016 6:30 PM
> Does anyone have actual evidence that valve had approved custom weapon
> modes
> and player models because as usual valve has no comment all they do is
> strike-through rules and expect people to know what it means without
> explanation.
>
> I was apart of a Petition that apparently won which could be true or not I
> want to hear it from valve them selfs.
>
> https://www.change.org/p/valve-corporation-hidden-path-entertainment-ido-magal-matt-wood-dont-ban-csgo-servers-for-custom-models-like-rpg-crossbow-etc/u/15213382?tk=7sCdm0RIdlBpoE1H987i9jLiTztezyklS_9KeNpdoQ8_source=petition_update_medium=email
>
>
>
> --
> View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/Anyone-confirm-that-custom-weapon-models-player-models-allowed-tp11378.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

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

Re: [Csgo_servers] Weird kick error

2016-01-26 Thread Nicholas Hastings
Update to a version of SourceMod from the past month and a half. It was
fixed shortly after the game update that caused the issue.

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



> MiShU # gameserver-syndicate.de <mailto:mi...@gameserver-syndicate.de>
> Tuesday, January 26, 2016 2:29 PM
> Is there any workaround for this problem?
>
>
>
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> BReeZ <mailto:breezb...@gmail.com>
> Monday, January 25, 2016 4:20 PM
> I can confirm the same problem. Running the supported SourceBans by Sarab
> Veer (1.5.3 version)
>
>
>
>
> --
> View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/Weird-kick-error-tp11143p11145.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> rob mira <mailto:ali...@hotmail.be>
> Monday, January 25, 2016 2:32 PM
> Hello,
>
> Whenever a clients get kicked/banned from one of my servers they get
> send into the loading screen and instantly reconnect. This means they
> get stuck in a loop when they're banned until they restart csgo.
>
> Anybody have an idea why this is?
>
> Thanks in advance,
> SilverLlama
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

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

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

2015-11-23 Thread Nicholas Hastings
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 <mailto: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 <mailto: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 <mailto: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.
>
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Don Park <mailto: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?  
>
>
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Marcin Paterek <mailto:mrpate...@gmail.com>
> Monday, November 23, 2015 6:32 AM
> I know, but that doesn't help me to find the bug.
>
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

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

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

2015-10-13 Thread Nicholas Hastings
What specifically happens if you don't log into an account after stage
three? No players can join at all? No GC connection (thus no items)? or
just delisted from the master server?

Due to the new phone number restriction on the API, I am unable to
register an account. If it just blocks from listing on the master
server, that's fine since I only run the server for testing. Otherwise,
I apparently cannot use my actual primary phone number for Steam.

"Failed to create account: 24 (non-VOIP numbers are required to create
persistent gameserver accounts)"

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

> Ido Magal <mailto:i...@valvesoftware.com>
> Tuesday, October 13, 2015 8:21 PM
>
> Notice of changes to CS:GO Game Server Operation
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

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

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

2015-10-13 Thread Nicholas Hastings
Q. So people need to have landlines to run servers now?
A. No. But there are currently restrictions on what constitutes a qualifying 
phone number. VOIP / burner numbers are currently non-qualifying.

I urge you to rethink this, at least for some cases.

For me and I'm sure at least some others, the reverse is true. A "VOIP"
number (Google Voice) is my primary number and is thus tied to my Steam
account. Whatever cell number(s) that points to at any time is
considered transient - I can change providers without my primary number
being affected.

Now, after stage three has been completed, I'll personally not be able
to run a test server that I can join to test plugins or do other
development without resorting to borrowing a GSLT from someone else or
not being able to use my primary phone number for my Steam account's
security.

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

> Ido Magal <mailto:i...@valvesoftware.com>
> Tuesday, October 13, 2015 9:37 PM
> Q. What is the purpose of this update?
> A. We had intended to adopt Favorites migration from TF2 for some time
> now. Game Server Providers' complaint about the impact that the
> current IP banning method has on their operation has made this more
> urgent since with this feature we'll also be able to shield GSPs from
> bad actors.
>
> Q. Is this [ new method ] just to generate the token, or if this
> occurs will the tokens become invalid while that ban/lock is in place?
> A. Any such or similar infraction by the GSLT owning Steam User will
> result in the disabling of all of that user's GSLTs.
>
> Q. So does this mean I can't run a CS:GO server unless I own CS:GO?
> A. That will be correct as of Stage 3.
>
> Q. So people need to have landlines to run servers now?
> A. No. But there are currently restrictions on what constitutes a
> qualifying phone number. VOIP / burner numbers are currently
> non-qualifying.
>
> Q. What specifically happens if you don't log into an account after
> stage three?
> A. The result will be identical to the current IP ban: players will
> not be able to connect.
>
> Q. So can these tokens be used in place of the webapi_authkey ? will
> we need BOTH keys now to use the workshop?
> A. The webapi authkey was previously an intermediate step to creating
> a GSLT. It is no longer necessary.
>
> Q. And just to be clear, it's 50 at any one time, not 50 total
> lifetime, correct?
> A. Correct. You can delete unused GSLTs and generate new ones. We're
> reevaluating the 50 token limit.
>
> Q. Why don't my previously registered servers show up?
> A. Fixed.
>
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Ido Magal <mailto:i...@valvesoftware.com>
> Tuesday, October 13, 2015 8:21 PM
>
> Notice of changes to CS:GO Game Server Operation
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

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

Re: [Csgo_servers] Request to Server Operators

2015-07-07 Thread Nicholas Hastings
This list is not the Report Post button.

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

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

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

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

 On 08.07.2015 04:20, Nicholas Hastings wrote:

 ___
 Csgo_servers mailing list
 Csgo_servers@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 Nicholas Hastings mailto:psycho...@alliedmods.net
 Tuesday, July 7, 2015 10:20 PM
 If anyone sees a plugin on the AlliedModders forum that breaks these
 rules , please use the [ ! ] Report Post button. I know there are at
 least a few out there.


 ___
 Csgo_servers mailing list
 Csgo_servers@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 Vitaliy Genkin mailto:vita...@valvesoftware.com
 Tuesday, July 7, 2015 9:58 PM

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

  

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

  

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

  

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

  

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

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

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

  

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

  

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

  

 Thanks,

 The CS:GO Team

  

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

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

Re: [Csgo_servers] Request to Server Operators

2015-07-07 Thread Nicholas Hastings
If anyone sees a plugin on the AlliedModders forum that breaks these
rules , please use the [ ! ] Report Post button. I know there are at
least a few out there.

-- 
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
 Vitaliy Genkin mailto:vita...@valvesoftware.com
 Tuesday, July 7, 2015 9:58 PM

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

  

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

  

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

  

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

  

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

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

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

  

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

  

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

  

 Thanks,

 The CS:GO Team

  

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

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

Re: [Csgo_servers] Weapon Skins mod legality

2015-07-03 Thread Nicholas Hastings
* So that he could make money selling his private version...



 Asher Baker mailto:asher...@gmail.com
 Friday, July 3, 2015 8:11 PM

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

 ~
 Their heads are green, and their hands are blue,
   And they went to sea in a Sieve. - Edward Lear
 ___
 Csgo_servers mailing list
 Csgo_servers@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 Sazid Hossain mailto:cryingran...@gmail.com
 Friday, July 3, 2015 4:08 PM
 I run several community servers where around 800+ players play. Some
 weeks ago some players knocked me and told me about this server where
 they can use any skins from CS:GO from a menu. They asked me to check
 the server and implement in the server. I checked and found the
 plugin. Eventually, I found out that the plugin has been banned from
 sourcemod forum. I can't really decide whether I should implement this
 plugin or not. Sourcemod banned one the ground that it interferes with
 CS:GO's economy. I am interested on Valve's opinion on this. Though
 there seems to be a lot of community servers using just plugin, I just
 don't want to repent for any mistakes. Because in 2013 most of the CSS
 players from our country got VAC banned because of playing in cracked
 server.
 ___
 Csgo_servers mailing list
 Csgo_servers@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

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

Re: [Csgo_servers] serverlist broken?

2015-06-21 Thread Nicholas Hastings
It's been years since the master server worked for games in the way described.

The request for servers goes direct to the Steam backend, and the first 5000 
servers that match the filters, sorted by geolocation, are returned (in a 
single response).

The manually query of the exposed master servers, split response, and rate 
limiting only apply to third-party tools that aren't using the Steamworks 
interfaces.

 On Jun 21, 2015, at 7:57 AM, Ejziponken - sza...@hotmail.com wrote:
 
 vitality said that. :P
 
 Date: Sun, 21 Jun 2015 14:54:27 +0200
 From: proph...@sticed.org
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] serverlist broken?
 
 Idk how you've come up with the idea that the list is based(/sorted?) by 
 geolocation?
 Region 3 basically means EU. Whatever happens with how that list is being 
 represented is up to the client-side. Where the ip in the masterserver's 
 filtered list is influences when it will be send to the client (who then 
 queries the server for the info that is shown in your serverlist and sorts it 
 based on your criteria (name, ping, mapname).
 
 On 21.06.2015 14:45, Ejziponken - wrote:
 Make sense. But the list is suposed to be based on geolocation? So my servers 
 should show up FIRST in the list for me since I live very close to them. Far 
 more closer than the polish/german servers im seing first in my results?..
 
 Also I noticed that several other community servers hosted in the same 
 location as ours also shows up very very late (about same as my own).
 
 Date: Sun, 21 Jun 2015 14:35:15 +0200
 From: proph...@sticed.org
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] serverlist broken?
 
 Masterserver responses are size limited and therefore only include a limited 
 amount of servers per reply (I think it's usually around 200). To get more 
 servers the requester has to send the same request again, but 
 with the last received address in order to get a continued portion of the 
 result list. However if there are too many results, the masterserver will 
 recognize the requests as spam and ignore any requests from that ip for a 
 specified amount of time.
 
 This will result in in-game serverlists being incomplete depending on whether 
 or not the actual list would require a certain amount of exchanges (pretty 
 much every game that has over 2k of servers). This applies to all games and 
 services using these requests.
 
 My software waits a predefined amount before sending another request to 
 circumvent this.
 
 I recall there being another issue in csgo where the list would just be empty 
 or consist of like 20 servers. I don't know if that one has been fixed 
 though, I vaguely imagine something in the changelogs.
 
 On 21.06.2015 14:10, Ejziponken - wrote:
 Update: After like 10 min of waiting, then my servers shows up..
 
 Why the long wait until it shows my servers?
 
 From: sza...@hotmail.com
 To: csgo_servers@list.valvesoftware.com
 Date: Sun, 21 Jun 2015 14:08:13 +0200
 Subject: [Csgo_servers] serverlist broken?
 
 I have like 38 CSGO servers and I   cant find a single 
 one in the serverlist.
 If I add a custom filter in the search like my community name, then I see 
 them all.. Also I can see them in my fav.
 
 The geolocation on Maxmind is correct for both me and my servers.
 I live in the same country as my servers are hosted in and I have like 15-20 
 ping to them.
 I manage to see german servers with 50 ping and over 2000 other servers..
 
 
 response
 successtrue/success
 servers
 server
 addr:27015/addr
 gmsindex65534/gmsindex
 appid730/appid
 gamedircsgo/gamedir
 region3/region
 securetrue/secure
 lanfalse/lan
 gameport27015/gameport
 specport0/specport
 /server
 /servers
 /response
 
 ___ Csgo_servers mailing list 
 Csgo_servers@list.valvesoftware.com 
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 
 
 ___
 Csgo_servers mailing list
 Csgo_servers@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 
 
 ___ Csgo_servers mailing list 
 Csgo_servers@list.valvesoftware.com 
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 
 
 ___
 Csgo_servers mailing list
 Csgo_servers@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 
 
 ___ Csgo_servers mailing list 
 Csgo_servers@list.valvesoftware.com 
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 ___
 Csgo_servers mailing list
 Csgo_servers@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
___
Csgo_servers mailing list

Re: [Csgo_servers] CSGO update

2015-04-01 Thread Nicholas Hastings
A CHANGELOG. WOULD READ AGAIN.

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



Vitaliy Genkin wrote:

 CSGO version 1.34.8.0 is now live.

  

 GL HF !

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

Re: [Csgo_servers] csgo update

2014-11-12 Thread Nicholas Hastings

That hasn't been true for over a year, maybe close to (or past) two.

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




Nomaan Ahmad mailto:n0man@gmail.com
Wednesday, November 12, 2014 8:05 PM
I've notice the auto gamedata updater works on stable releases only.


___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Andy P mailto:andy.pope...@gmail.com
Wednesday, November 12, 2014 8:00 PM
Perfect. Thank you!


___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Valentin G. mailto:nextra...@gmail.com
Wednesday, November 12, 2014 7:52 PM
Yes, SourceMod gamedata is automatically updated. Rarely an update
will make the server crash before the updater can do it's job, but in
general it automagically starts working as soon as the gamedata is
updated upstream.

___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Andy P mailto:andy.pope...@gmail.com
Wednesday, November 12, 2014 7:40 PM
So does gamedata have an auto updater? I didn't touch anything.


___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Glen Elleray mailto:versatile_...@hotmail.com
Wednesday, November 12, 2014 7:33 PM
Sourcemod updated some gamedata. This could be why.




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

Re: [Csgo_servers] where do you set net_maxfilesize

2014-07-19 Thread Nicholas Hastings
It's a convar, not a command, and it does exist. It is just hidden, not 
able to be set without using a plugin.


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


ics mailto:i...@ics-base.net
Saturday, July 19, 2014 12:01 PM
This command doesn't exist in CSGO. It used to exist in CSS where it 
was defaulted to 16 and max was 64.


-ics




___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Absurd Minds mailto:goabs...@absurdminds.net
Saturday, July 19, 2014 11:56 AM

Putting it in a server config file doesn't work (not surprisingly, 
since querying console with net_maxfilesize returns command not 
found). Where should I be setting this cvar?


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

Re: [Csgo_servers] where do you set net_maxfilesize

2014-07-19 Thread Nicholas Hastings
I don't know if it will solve your issue, but yes, that will work to 
change the value of the var if in a cfg ran after SM loads, such as 
sourcemod.cfg or a cfg ran from it.


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


Absurd Minds mailto:goabs...@absurdminds.net
Saturday, July 19, 2014 12:18 PM

So if I put sm_cvar net_maxfilesize in a config file this should work?

___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Nicholas Hastings mailto:psycho...@alliedmods.net
Saturday, July 19, 2014 12:13 PM
It's a convar, not a command, and it does exist. It is just hidden, 
not able to be set without using a plugin.



___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
ics mailto:i...@ics-base.net
Saturday, July 19, 2014 12:01 PM
This command doesn't exist in CSGO. It used to exist in CSS where it 
was defaulted to 16 and max was 64.


-ics




___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Absurd Minds mailto:goabs...@absurdminds.net
Saturday, July 19, 2014 11:56 AM

Putting it in a server config file doesn't work (not surprisingly, 
since querying console with net_maxfilesize returns command not 
found). Where should I be setting this cvar?


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

Re: [Csgo_servers] CSGO 1.32.7.0

2014-04-23 Thread Nicholas Hastings
Game updates can and will break plugins on occasion. As always, 
SourceMod will be fixed shortly after.


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


mi...@hs-s.com mailto:mi...@hs-s.com
Wednesday, April 23, 2014 9:13 PM

https://forums.alliedmods.net/showthread.php?t=239219


Am 24.04.2014 03:11, schrieb Moritz:

___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Moritz mailto:f...@flysoftiii.de
Wednesday, April 23, 2014 9:11 PM
I can confirm: SourceMod is causing a segmentation fault, either on 
windows or linux.



Am 24.04.2014 03:09, schrieb Collin Howard:

___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Collin Howard mailto:my_azz...@yahoo.com
Wednesday, April 23, 2014 9:09 PM
Have anyone elses csgo servers running SM broken after the update? my 
servers running SM are not starting up. Keep crashing at start up with 
segfault error. If i start it without SM, it works. Is there a new SM 
update I should be using? I am on 1.5.3 SM.




*From:* CSLG marcos_...@live.com
*To:* csgo_servers@list.valvesoftware.com
*Sent:* Wednesday, April 23, 2014 9:05:15 PM
*Subject:* Re: [Csgo_servers] CSGO 1.32.7.0

I updated my servers, seems like it wont allow anyone to connect. Anyone
having this issue?



--
View this message in context: 
http://csgo-servers.1073505.n5.nabble.com/CSGO-1-32-7-0-tp6971p6979.html

Sent from the CSGO_Servers mailing list archive at Nabble.com.


___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com 
mailto:Csgo_servers@list.valvesoftware.com

https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
CSLG mailto:marcos_...@live.com
Wednesday, April 23, 2014 9:05 PM
I updated my servers, seems like it wont allow anyone to connect. Anyone
having this issue?



--
View this message in context: 
http://csgo-servers.1073505.n5.nabble.com/CSGO-1-32-7-0-tp6971p6979.html

Sent from the CSGO_Servers mailing list archive at Nabble.com.

___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Vitaliy Genkin mailto:vita...@valvesoftware.com
Wednesday, April 23, 2014 8:55 PM

Release Notes for 4/23/2014

[UI]

- The options menu now has a setting for specifying which command will 
enable the mouse on the scoreboard. The option has a few presets but 
any command may be set using the convar 
cl_scoreboard_mouse_enable_binding directly (e.g. 
'cl_scoreboard_mouse_enable_binding +jump').


- Fixed uninitialized scorecard for competitive matches being visible.

- Improved lobby performance.

- Added saving of inventory sort and filter dropdowns.

- Fixed chat window scroll bars getting stuck at the top/bottom.

- Fixed scoreboard mouse input when watching gotv.

[SDK/MAPPING]

- Added a new trigger (trigger_bomb_reset) that teleports dropped 
bombs back to a valid in-play position. This is intended to be used in 
player-inaccessible areas where a dropped bomb cannot be retrieved.


- Bots no longer see through tools/toolsblock_los func_brushes (npc 
line-of-sight blockers).


- Bot maximum vision distance can be set per-map by Bot max vision 
distance in info_map_parameters. Default is unlimited.


- Prop doors (prop_door_rotating) that are in the process of opening 
or closing can be checked to see if they are Locked and if so, 
ignore player +use.


[MAPS]

- Mirage

-- Enabled collision on arch corners (Thanks NBK!)

-- Fixed some spots where C4 could get stuck

-Vertigo

-- Added bomb teleport trigger to prevent bomb falling out of playable 
area


-- Closed off dumpster in chokepoint near bombsite B

-- Improved signage

-- Fixed players being able to climb down elevator shaft

[MISC]

- In Official Competitive matchmaking, the initial warmup timer will 
now start at 5min and reduce to 30s when the last player connects.


- In Official Competitive matchmaking, if any player has not connected 
by the end of warmup, they will receive an abandon and the match will 
be aborted.


- Fixed vote accounting in cases when players disconnect while the 
vote is in progress.


- Fixed a bug related to purchasing armor.

- Fixed smoke grenades popping again when thrown into more than one 
molotov fire in a row.


- Smoke volumes are now more consistently shaped with the particles 
more evenly distributed. The overall shape is now round and no longer 
square.


- Increased minimum distance from the center

Re: [Csgo_servers] CSGO 1.32.7.0

2014-04-23 Thread Nicholas Hastings
While it would help, and does happen from time to time, it's not 
reliable in practice.


Anyways, I think that we've tracked down the issue and should have a fix 
ready soon.


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




Choc mailto:choc_va...@3wis.co.uk
Wednesday, April 23, 2014 10:17 PM
On 24/04/2014 02:22, Nicholas Hastings wrote:
Would it not be better if Valve actually communicated with people like 
yourself as so many community servers rely on SourceMod?


Even a few hours notice with a dev release would surely help 
mitigate many issues.

___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Nicholas Hastings mailto:psycho...@alliedmods.net
Wednesday, April 23, 2014 9:22 PM
Game updates can and will break plugins on occasion. As always, 
SourceMod will be fixed shortly after.



___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
mi...@hs-s.com mailto:mi...@hs-s.com
Wednesday, April 23, 2014 9:13 PM

https://forums.alliedmods.net/showthread.php?t=239219


Am 24.04.2014 03:11, schrieb Moritz:

___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Moritz mailto:f...@flysoftiii.de
Wednesday, April 23, 2014 9:11 PM
I can confirm: SourceMod is causing a segmentation fault, either on 
windows or linux.



Am 24.04.2014 03:09, schrieb Collin Howard:

___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
Collin Howard mailto:my_azz...@yahoo.com
Wednesday, April 23, 2014 9:09 PM
Have anyone elses csgo servers running SM broken after the update? my 
servers running SM are not starting up. Keep crashing at start up with 
segfault error. If i start it without SM, it works. Is there a new SM 
update I should be using? I am on 1.5.3 SM.




*From:* CSLG marcos_...@live.com
*To:* csgo_servers@list.valvesoftware.com
*Sent:* Wednesday, April 23, 2014 9:05:15 PM
*Subject:* Re: [Csgo_servers] CSGO 1.32.7.0

I updated my servers, seems like it wont allow anyone to connect. Anyone
having this issue?



--
View this message in context: 
http://csgo-servers.1073505.n5.nabble.com/CSGO-1-32-7-0-tp6971p6979.html

Sent from the CSGO_Servers mailing list archive at Nabble.com.


___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com 
mailto:Csgo_servers@list.valvesoftware.com

https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


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

Re: [Csgo_servers] Logging players' IP addresses

2014-03-28 Thread Nicholas Hastings
They stopped setting the 
"address" field in the "player_connect" event so that player IP 
addresses wouldn't be sent out and recorded to demo files.

That event is also what triggers the player connected log line, hence it
 now missing the address.

-- Nicholas Hastings
AlliedMods.net





   	   
   	Ejziponken -  
  Friday, March 28,
 2014 2:08 PM
  

I have the same problems. No IPs. And Im 
usinghost_info_show 2 already. 		 	   
		  ___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Marcin Paterek  
  Thursday, March 
27, 2014 7:23 AM
  Today I've 
noticed that logging system has been changed. Probably it happend with 
the debut of 1.32.4.0 patch, but I'm not sure. Since then, server no 
longer writes down in logs players' IPs. It's just blank (f.e. - L 
03/27/2014 - 11:43:57: 
"Player5STEAM_1:0:123456789" connected, address 
""). Is there a way to change that behaviour?
Thanks,M.

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


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

Re: [Csgo_servers] Logging players' IP addresses

2014-03-28 Thread Nicholas Hastings
You would have to get and 
log them with a plugin.

-- Nicholas Hastings
AlliedMods.net



   	   
   	Ejziponken -  
  Friday, March 28,
 2014 2:28 PM
  

So where can we find IPs now? 		 	 
  		  ___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Marcin Paterek  
  Thursday, March 
27, 2014 7:23 AM
  Today I've 
noticed that logging system has been changed. Probably it happend with 
the debut of 1.32.4.0 patch, but I'm not sure. Since then, server no 
longer writes down in logs players' IPs. It's just blank (f.e. - L 
03/27/2014 - 11:43:57: 
"Player5STEAM_1:0:123456789" connected, address 
""). Is there a way to change that behaviour?
Thanks,M.

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


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

Re: [Csgo_servers] CSGO 1.31.6.1

2013-12-23 Thread Nicholas Hastings
The update is real. The 
"faggots" troll is not.

-- Nicholas Hastings
AlliedMods.net





   	   
   	Michael Loveless  
  Monday, December 
23, 2013 6:53 PM
  lol

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Ido Magal  
  Monday, December 
23, 2013 6:52 PM
  Release Notes for 
12/12/2013 [COMMUNITY]- Fixed market exploit where 
users could list items for different prices than they actually are [Map
 Updates]---MIRAGE- Fixed wallbug - Removed props on
 A site and replaced with crates---COBBLESTONE-Fixed
 models___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


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

Re: [Csgo_servers] CSGO 1.31.6.1

2013-12-23 Thread Nicholas Hastings
Er, wrong word

-- Nicholas Hastings
AlliedMods.net





   	   
   	Nicholas Hastings  
  Monday, December 
23, 2013 6:55 PM
  

The update is real. The 
"faggots" troll is not.





___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Michael Loveless  
  Monday, December 
23, 2013 6:53 PM
  lol

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Ido Magal  
  Monday, December 
23, 2013 6:52 PM
  Release Notes for 
12/12/2013 [COMMUNITY]- Fixed market exploit where 
users could list items for different prices than they actually are [Map
 Updates]---MIRAGE- Fixed wallbug - Removed props on
 A site and replaced with crates---COBBLESTONE-Fixed
 models___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


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

Re: [Csgo_servers] notification feed for updates

2013-09-10 Thread Nicholas Hastings
The client app id is the 
correct one to use and is the app id that the server runs as (see your 
steam.inf). 740 is only for downloading the server content.

The api will tell you if the version you have is compatible and will be 
listed by the master server, whether or not it matches the client 
(although in most games, they only update it when there are required 
server updates anyway).

-- Nicholas Hastings
AlliedMods.net



   	   
   	William Graham  
  Tuesday, 
September 10, 2013 11:26 AM
  

AppId
 730 is the client -- is there any confirmation that there are never 
going to be client updates without a server update (or vice versa) and 
that the version numbers will always be kept in sync? I was unable to 
get this API working with 740 (server AppID).Thanks,Will
 GrahamCo-founder | altPUG LLCFrom: Nicholas HastingsSent: 9/10/2013 
10:53 AMTo: csgo_servers@list.valvesoftware.comSubject: Re: [Csgo_servers] notification feed for updatesYou
 can poll the 
UpToDateCheck web api.

http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=730version=PatchVersion

 from steam.infformat=xml|json|vdf

example:
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=730version=1.30.2.1format=xml






___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


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

Re: [Csgo_servers] notification feed for updates

2013-09-10 Thread Nicholas Hastings
You can poll the 
UpToDateCheck web api.

http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=730version=PatchVersion
 from steam.infformat=xml|json|vdf

example:
http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=730version=1.30.2.1format=xml

-- Nicholas Hastings
AlliedMods.net





   	   
   	Elysium Gamers League  
  Tuesday, 
September 10, 2013 10:50 AM
  Hi Guys,I was wondering if theres any form of feed (RSS or
 otherwise) out in the wild for us service providers so that we can 
trigger a mass update service when a new update becomes available and/or
 notify users that an update is available.We could do a 
regex for subject and sender on this list however I would prefer to 
avoid the method.Thanks!___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


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

Re: [Csgo_servers] CSGO 1.30.0.0

2013-08-14 Thread Nicholas Hastings
I don't have a clean CS:GO
 install from SteamCMD handy, but it sounds like either the 
bin/libstdc++.so.6 that ships with it is missing or isn't being loaded 
due to incorrect library path, so it's falling back to the system's 
copy. If it's missing, you can try copying the version from a TF2 dedi 
install.

-- Nicholas Hastings
AlliedMods.net





   	   
   	lilly  
  Wednesday, August
 14, 2013 2:55 PM
   [S_API FAIL] 
SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.dlopen 
failed trying to load:steamclient.sowith error:/usr/lib/libstdc++.so.6:
 version `GLIBCXX_3.4.14' not found (required by./bin/steamclient.so)[S_API
 FAIL] SteamAPI_Init() failed; unable to locate a running instance ofSteam,
 or a local steamclient.dll. centos 6.3 final releaseplease
 fix this-ClanVPP.com32 man Chicago 
74.121.181.87:2701526 man DM 216.231.130.101:2601524 man Dallas 
66.34.220.7:2701524 man 24/7 Dust2 216.231.130.101:27025--View
 this message in context: 
http://csgo-servers.1073505.n5.nabble.com/CSGO-1-30-0-0-tp4926p4951.htmlSent
 from the CSGO_Servers mailing list archive at Nabble.com.___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Calvin Judy  
  Wednesday, August
 14, 2013 2:46 PM
  





It appears this update was compiled 
using a newer 
version of glibc, we'll have to wait for HPE/Valve to compile it on the 
older 
version in order to run this on CentOS.
___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Winnie the Pooh  
  Wednesday, August
 14, 2013 2:25 PM
  I also can 
confirm the same problems wit no addons directory loaded.
-- -Winnie the PoohTimetoKill.net


___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Marco Padovan  
  Wednesday, August
 14, 2013 2:24 PM
  same hereError
 parsing BotProfile.db - unknown attribute 'Rank'Initializing
 Steam libraries for secure Internet server[S_API FAIL] 
SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
dlopen failed trying to load:steamclient.sowith
 error:/usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.14' not 
found (required by ./bin/steamclient.so)[S_API FAIL] 
SteamAPI_Init() failed; unable to locate a running instance of Steam, or
 a local steamclient.dll.
* 
Unable to load Steam support library.** This server 
will operate in LAN mode only. *
hundreds of servers not 
working on centos 6.4

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Matthew Nappo  
  Wednesday, August
 14, 2013 2:14 PM
  Initializing 
Steam libraries for secure Internet server[S_API FAIL] 
SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.dlopen 
failed trying to load:steamclient.sowith error:/usr/lib/libstdc++.so.6:
 version `GLIBCXX_3.4.14' not found (required by ./bin/steamclient.so)
[S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance
 of Steam, or a local steamclient.dll.*
 Unable to load Steam support library. ** This server will 
operate in LAN mode only. *
-- 
Matthew NappoOperations ManagerEnd of Reality LLC
www.eoreality.netThis 
message and any
attachments are solely for the intended recipient and may 
contain confidential
or privileged information. If you are not the intended recipient,
any disclosure, copying use or distribution of the information included 
in this
message and any attachments is prohibited. If you have received this
communication in error, please notify us by reply e-mail and immediately
 and
permanently delete this message and any attachments. Thank you.


___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


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

Re: [Csgo_servers] CSGO 1.30.0.0

2013-08-14 Thread Nicholas Hastings
Then that would indeed be 
the cause of the issue. I still had it in my install, but I don't use 
SteamCMD so old files persist.

-- Nicholas Hastings
AlliedMods.net





   	   
   	John  
  Wednesday, August
 14, 2013 3:00 PM
  
  

  
Valve removed this file along with some
  others for this update:
  
  deleted: csgobase/bin/libstdc++.so.6
  deleted: csgobase/bin/shaderapidx9.dylib
  deleted: csgobase/bin/stdshader_dx9.dylib
  deleted: csgobase/csgo/bin/matchmaking_360.dll
  deleted: csgobase/csgo/resource/flash/message-box-tour-1.swf
  deleted:
  csgobase/csgo/scripts/game_sounds_music/game_sounds_music_001.txt
  deleted:
  csgobase/csgo/scripts/game_sounds_music/game_sounds_music_003.txt
  deleted: csgobase/csgo/sound/music/001/gamestartup.mp3
  deleted: csgobase/csgo/sound/music/002/gamestartup.mp3
  deleted: csgobase/csgo/sound/music/003/gamestartup.mp3
  
  -John
  
  On 8/14/2013 11:58 AM, Nicholas Hastings wrote:



  ___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Nicholas Hastings  
  Wednesday, August
 14, 2013 2:58 PM
  

I don't have a clean CS:GO
 install from SteamCMD handy, but it sounds like either the 
bin/libstdc++.so.6 that ships with it is missing or isn't being loaded 
due to incorrect library path, so it's falling back to the system's 
copy. If it's missing, you can try copying the version from a TF2 dedi 
install.





___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	lilly  
  Wednesday, August
 14, 2013 2:55 PM
   [S_API FAIL] 
SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.dlopen 
failed trying to load:steamclient.sowith error:/usr/lib/libstdc++.so.6:
 version `GLIBCXX_3.4.14' not found (required by./bin/steamclient.so)[S_API
 FAIL] SteamAPI_Init() failed; unable to locate a running instance ofSteam,
 or a local steamclient.dll. centos 6.3 final releaseplease
 fix this-ClanVPP.com32 man Chicago 
74.121.181.87:2701526 man DM 216.231.130.101:2601524 man Dallas 
66.34.220.7:2701524 man 24/7 Dust2 216.231.130.101:27025--View
 this message in context: 
http://csgo-servers.1073505.n5.nabble.com/CSGO-1-30-0-0-tp4926p4951.htmlSent
 from the CSGO_Servers mailing list archive at Nabble.com.___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Calvin Judy  
  Wednesday, August
 14, 2013 2:46 PM
  





It appears this update was compiled 
using a newer 
version of glibc, we'll have to wait for HPE/Valve to compile it on the 
older 
version in order to run this on CentOS.
___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Winnie the Pooh  
  Wednesday, August
 14, 2013 2:25 PM
  I also can 
confirm the same problems wit no addons directory loaded.
-- -Winnie the PoohTimetoKill.net


___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


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

Re: [Csgo_servers] VAC vs. Sourcemod

2013-06-06 Thread Nicholas Hastings
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





   	   
   	Marcin Paterek  
  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.

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Marcin Paterek  
  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.

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Andrew Irvine  
  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.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


 


___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Marcin Paterek  
  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?

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Vitaliy Genkin  
  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 bots (10/0 max) (hibernating)
 
#
 userid name uniqueid connected ping loss state rate adr
#
 2 "GOTV" BOT active
#end
 
Hope
 this helps,
-Vitaliy

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


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

Re: [Csgo_servers] Several important features from Source 2009 missing in CSGO.

2013-04-02 Thread Nicholas Hastings
That and a couple of other
 workarounds are listed here, 
http://wiki.alliedmods.net/CSGO_Quirks#Playing_Custom_Sounds

-- Nicholas Hastings
AlliedMods.net



   	   
   	Stephen Bevan  
  Tuesday, April 
02, 2013 11:32 AM
  as for sounds, 
they work if you use the asterisk in the path of the sound file which 
streams the sound file.

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Saul Rennison  
  Tuesday, April 
02, 2013 10:07 AM
  Remember that 
CS:GO is not a branch of the Source 2009/MP branch:http://i.imgur.com/9luubA6.pngI suspect CS:GO will get these changes when, like L4D2, Source
 2009 is merged into the main branch. I really doubt single features 
will be ported over over time (such as \x07), as it'll just make it even
 harder to resolve merge conflicts when the entire branch is merged it 
at some point in the (far) future. In addition, with Source 2 in public 
and active development, I doubt this time will come at all.

Kind
 regards,Saul Rennison


___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Jordon Moss  
  Tuesday, April 
02, 2013 6:40 AM
  I'm currently working on migrating from 
CounterStrike: Source, to CS:GO for my Dedicated Servers. I make heavy 
use of sourcemod and custom content for my servers to attract players, 
and while most stuff seems to be working so far, there's a few major 
things that are a real issue, keeping me from switching.

Here's what's wrong:

1. Custom sounds downloaded from servers don't work unless the client 
types snd_rebuildaudiocache, and restarts the game. This is a major 
issue as I use many custom sounds for different cues in a custom 
gametype I run.

2. Overlays are disabled. Trying to use an overlay
 causes this error: ** CViewRender::PerformScreenOverlay: Screen
 overlay wants to render, but it's been disabled!

This is a major problem as well, as I use overlays
 to display certain bits of information to the player.

3. The /x07 color code from Source 2009 doesn't 
work. Not quite as major, but it is a nuisance, as many of the plugins I
 use make use of that particular color code in the chat area. These 
plugins usually give useful, and sometimes integral information, and 
they look like a mess, because the colors don't work and you'll end up 
getting a bunch of 00, 00FF00, etc... in the strings.







Jordon
Moss
(aka: "StrikerMan780")
Email: moss...@gmail.comWLM: jordon_mos...@hotmail.com





___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


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

Re: [Csgo_servers] Several important features from Source 2009 missing in CSGO.

2013-04-02 Thread Nicholas Hastings
Center print was replaced 
with the alert-style hint messages in a sense (the old TextMsg 
destination var for center print now maps to those).

They intentionally made HUD messages not work on CS:S. Whether or not 
they're intentionally broken on CS:GO, it seems unlikely that they'll be
 fixed because of that.

-- Nicholas Hastings
AlliedMods.net





   	   
   	Jordon Moss  
  Tuesday, April 
02, 2013 12:27 PM
  There's also the issue of CenterPrint and HUD 
messages too. Those aren't working either.





Jordon
Moss
(aka: "StrikerMan780")
Email: moss...@gmail.comWLM: jordon_mos...@hotmail.com





___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Nicholas Hastings  
  Tuesday, April 
02, 2013 12:00 PM
  

That and a couple of other
 workarounds are listed here, 
http://wiki.alliedmods.net/CSGO_Quirks#Playing_Custom_Sounds




___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Stephen Bevan  
  Tuesday, April 
02, 2013 11:32 AM
  as for sounds, 
they work if you use the asterisk in the path of the sound file which 
streams the sound file.

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Saul Rennison  
  Tuesday, April 
02, 2013 10:07 AM
  Remember that 
CS:GO is not a branch of the Source 2009/MP branch:http://i.imgur.com/9luubA6.pngI suspect CS:GO will get these changes when, like L4D2, Source
 2009 is merged into the main branch. I really doubt single features 
will be ported over over time (such as \x07), as it'll just make it even
 harder to resolve merge conflicts when the entire branch is merged it 
at some point in the (far) future. In addition, with Source 2 in public 
and active development, I doubt this time will come at all.

Kind
 regards,Saul Rennison


___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Jordon Moss  
  Tuesday, April 
02, 2013 6:40 AM
  I'm currently working on migrating from 
CounterStrike: Source, to CS:GO for my Dedicated Servers. I make heavy 
use of sourcemod and custom content for my servers to attract players, 
and while most stuff seems to be working so far, there's a few major 
things that are a real issue, keeping me from switching.

Here's what's wrong:

1. Custom sounds downloaded from servers don't work unless the client 
types snd_rebuildaudiocache, and restarts the game. This is a major 
issue as I use many custom sounds for different cues in a custom 
gametype I run.

2. Overlays are disabled. Trying to use an overlay
 causes this error: ** CViewRender::PerformScreenOverlay: Screen
 overlay wants to render, but it's been disabled!

This is a major problem as well, as I use overlays
 to display certain bits of information to the player.

3. The /x07 color code from Source 2009 doesn't 
work. Not quite as major, but it is a nuisance, as many of the plugins I
 use make use of that particular color code in the chat area. These 
plugins usually give useful, and sometimes integral information, and 
they look like a mess, because the colors don't work and you'll end up 
getting a bunch of 00, 00FF00, etc... in the strings.







Jordon
Moss
(aka: "StrikerMan780")
Email: moss...@gmail.comWLM: jordon_mos...@hotmail.com





___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


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

Re: [Csgo_servers] the player_say command

2013-03-28 Thread Nicholas Hastings
It's an event, not a 
command - although most plugins don't use it and instead hook the 
say/say_team commands.

-- Nicholas Hastings
AlliedMods.net





   	   
   	Glenn Charpantier  
  Thursday, March 
28, 2013 6:38 PM
  It's a trigger command 
that some plugins might make use of itSent from my iPhone___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Jay Speedy  
  Wednesday, March 
27, 2013 8:58 PM
  I'm just wondering how this 
command works. I updated and verified my game files, but the command 
does not show up or work in the console. It says "unknown command: 
player_say"Am I missing something here like I can only use it 
through modding stuff?

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


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

Re: [Csgo_servers] CSGO: Workshop Error

2013-02-27 Thread Nicholas Hastings
Yes, you can put it in a 
webapi_authkey.txt instead.
https://developer.valvesoftware.com/wiki/CSGO_Workshop_For_Server_Operators#Getting_your_web_api_authorization_key

-- Nicholas Hastings
AlliedMods.net





   	   
   	Ka0sX  
  Wednesday, 
February 27, 2013 5:10 AM
  Is there another way to 
use the Authkey ? other then in command line?--View 
this message in context: 
http://csgo-servers.1073505.n5.nabble.com/CSGO-Workshop-Error-tp3884p3887.htmlSent
 from the CSGO_Servers mailing list archive at Nabble.com.___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Gordon Reynolds  
  Wednesday, 
February 27, 2013 1:50 AM
  I am getting the
 same response, from what I can tell there hasn't been a clear answer on
 this issue. People have said it's due to a bug in reading your authkey 
from a file, but in most of these cases, the authkey is being passed via
 command.
-- -
 Gordon Reynolds


___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Ka0sX  
  Tuesday, February
 26, 2013 11:55 PM
  hey guys it was wrking 
fine but i went to try and get new maps yesterday andsince then i 
have had nothing but troubleIam getting this error even on the 
same command line that was workingprevious to trying a different 
collectionServer UGC Manager: Failed to get file. HTTP 
status 401Connection to Steam server successful.Command line
 is as followssrcds -game csgo -console -usercon +game_type 0 
+game_mode 1-maxplayers_override 12 +exec classic_competitive.cfg 
-ip 119.252.xxx.xxx-port 27020 +host_workshop_collection 125499818 
+workshop_start_map125488374 -authkey xxxWould
 anyone know what the problem is ?Also id like to switch back to
 using map groups but i keep getting missingmaps error any fix for 
that ?Thanks --View this message in context:
 
http://csgo-servers.1073505.n5.nabble.com/CSGO-Workshop-Error-tp3884.htmlSent
 from the CSGO_Servers mailing list archive at Nabble.com.___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


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

Re: [Csgo_servers] CSGO 1.22.2.1

2013-02-08 Thread Nicholas Hastings
 
for updates before using a map from the workshop.And the second problem
 would be the mapcycle. The workshop collections seems to override it or
 something. 		 	   		  ___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


-- Nicholas Hastings
AlliedMods.net



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

Re: [Csgo_servers] CSGO 1.22.2.1

2013-02-08 Thread Nicholas Hastings
Before being in the 
Workshop, they had extra files in disk that later probably had to be 
bspzip'd into the map to be on the Workshop.

   	   
   	Charalampos Galanis  
  Friday, February 
08, 2013 12:06 PM
  Ok , i noticed that the current
 _se maps are DIFFERENT from the _se maps before update:proof is
 :de_dust2_se PRE UPDATE = 38.2 MBde_dust2_se 
WORKSHOP = 41.3 MB de_inferno_se PRE UPDATE = 
24.4 MB
de_inferno_se WORKSHOP = 27 MB de_nuke_se PRE
 UPDATE = 21 MBde_nuke_se WORKSHOP = 23.5 MB de_train_se
 PRE UPDATE = 21.6 MBde_train_se WORKSHOP = 25 MB 
What happened here? Please explain that difference...

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Nicholas Hastings  
  Friday, February 
08, 2013 11:36 AM
  

It uses the first one 
found if the argument give to changelevel is ambiguous.



___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Rodrigo Pea  
  Friday, February 
08, 2013 11:35 AM
  if a server installs both 
maps ( workshop/11/de_foo.bspcsgo/maps/workshop/22/de_foo.bsp),
 which one will be chosenwhen someone uses "rcon changelevel de_foo"I
 guess nobody would remember the unique id of the map, this wouldcreate
 a conflict between the 2 maps with same name-Rodrigo___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Ido Magal  
  Friday, February 
08, 2013 11:31 AM
  The workshop uses file ids
 / path, not bsp names.csgo/maps/workshop/11/de_foo.bspandcsgo/maps/workshop/22/de_foo.bspdon't
 collide in any way.-Original Message-From: 
csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Andre 
MllerSent: Friday, February 08, 2013 7:18 AMTo: 
csgo_servers@list.valvesoftware.comSubject: Re: [Csgo_servers] CSGO 
1.22.2.1Simple question:What does happen, if a player 
has already a map from the workshop with the same name, but different 
fileid?___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Andre Mller  
  Friday, February 
08, 2013 10:17 AM
  Simple question:What
 does happen, if a player has already a map from the workshop withthe
 same name, but different fileid?___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


-- Nicholas Hastings
AlliedMods.net



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

Re: [Csgo_servers] SourceMod rtv functionality with collections

2013-02-08 Thread Nicholas Hastings
It's recommended to 
disable SM's mapchooser in CS:GO for now and use the built-in 
functionality.

SM will be getting support for mapgroups, but it's not in yet.

   	   
   	Absurd Minds  
  Friday, February 
08, 2013 8:12 PM
  I posted this to 
alliedmods, but since it's also a question about howmap collections 
interface with the server, I figured I might as wellpost it here, 
too.I was running a d2+rtv server in GO. I had a mapgroup with 
all thestandard valve maps, but a mapcycle.txt with only d2 in it. 
Towardsthe end of any match, the mapchooser would bring up a vote, 
but d2would be the only map in the vote, so clearly it would win. 
However,people could rtv at any time and bring up a vote containing a
 varietyof maps from the mapgroup.Now that it's moved to 
workshop collections, I'm not quite sure how toset it up, because I 
don't know where rtv looks for maps, and I don'tknow if you can play
 maps that aren't in the collection.If I set up a collection 
that only includes d2, it won't rotate toother maps at round end. 
Does rtv look to the maps folder to find mapswith which to populate 
the vote list? Or was it looking togamemodes_server.txt? Can a 
server change to a map that isn't in thecollection but exists on the
 server?___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


-- Nicholas Hastings
AlliedMods.net



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

Re: [Csgo_servers] CS:GO Patch 1.22.2.0

2013-02-07 Thread Nicholas Hastings
http://www.steamcommunity.com/dev/


   	   
   	Ejziponken -  
  Thursday, 
February 07, 2013 1:39 PM
  


I cant even find out how to sign up. 		 	   		  ___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Ido Magal  
  Thursday, 
February 07, 2013 1:13 PM
  






Is now live. Thanks.
 
 
Release Notes for 2/7/2013
 
[NOTABLE]
 
-Added the CS:GO Maps Workshop.
  -Maps Workshop tab now available in client Map 
Browser
  -Maps Workshop FAQ: 
http://blog.counter-strike.net/workshop/faq.php
  -Workshop url: 
http://steamcommunity.com/workshop/browse/?appid=730
  -Server Operators details: 
https://developer.valvesoftware.com/wiki/CSGO_Workshop_For_Server_Operators
  -Upload tool for Map Makers: 
https://developer.valvesoftware.com/wiki/CSGO_Map_Publish_Tool
  -Information about custom game rules: 
https://developer.valvesoftware.com/wiki/CSGO_Custom_Game_Mode
 
-Added cs_assault to Classic map group.
 

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


-- Nicholas Hastings
AlliedMods.net



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

Re: [Csgo_servers] CSGO 1.22.2.1

2013-02-07 Thread Nicholas Hastings
The web api keys aren't 
meant to be public. You may want to regenerate yours.

   	   
   	Absurd Minds  
  Thursday, 
February 07, 2013 7:55 PM
  ./srcds_run -game csgo 
+game_type 1 +game_mode 1 -authkeyC63B9BF5749057DC1546CBABDD578923 
+host_workshop_collection 125645871+workshop_start_map de_dust2_se 
-ip 70.34.195.3 +port 27019 -usercon-nowatchdog  -tickrate 128 
-nohltv -autoupdate -steam_dir/home/gamer/go/steamcmd 
-steamcmd_script demo2.txtIs it expecting me to know what the 
workshop/randomnumbers/name of the map is?___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Garret Rickey  
  Thursday, 
February 07, 2013 7:54 PM
  Can you post your command 
line?-Original Message-From: 
csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd
 MindsSent: Thursday, February 07, 2013 4:53 PMTo: 
csgo_servers@list.valvesoftware.comSubject: Re: [Csgo_servers] CSGO 
1.22.2.1+workshop_start_map isn't working on any of my servers. 
They are stillstarting on seemingly random maps.___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Absurd Minds  
  Thursday, 
February 07, 2013 7:53 PM
  +workshop_start_map isn't 
working on any of my servers. They are stillstarting on seemingly 
random maps.___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Ido Magal  
  Thursday, 
February 07, 2013 7:49 PM
  






If
 they are workshop maps then that is correct.



From:
 csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com]
On Behalf Of Ejziponken -
Sent: Thursday, February 07, 2013 4:48 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] CSGO 1.22.2.1




___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Ejziponken -  
  Thursday, 
February 07, 2013 7:47 PM
  


Also the mapnames seems wrong.. It says workshop/number/map in HLSW and 
STEAM. 		 	   		  ___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


-- Nicholas Hastings
AlliedMods.net



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

Re: [Csgo_servers] CSGO 1.22.2.1

2013-02-07 Thread Nicholas Hastings
For those still having 
startup crashes (at least on Windows), remove the -nobreakpad command 
line option if you have it. This is what fixed it for me.

   	   
   	Ido Magal  
  Thursday, 
February 07, 2013 7:26 PM
  






Is now live. Thanks.

Release Notes for 
1.22.2.1

- Added 
'workshop_start_map' command line param to specify which map in a 
workshop collection for the server to start on. Takes the desired map's 
file id.
- Password-protected 
community servers are no longer available for community matchmaking.
- Map name is now 
correctly reported to master server.
- Added spawn points in
 cs_assault.
- Convars now get reset
 to defaults before server.cfg is executed.
- Fixed a dedicated 
server crash after player disconnection.
- Fixed respawn pop-up 
showing when you could not respawn in some cases.
- Fixed bug in 
respawning if team spawn point counts were asymmetrical.
- Fixed 
prop_dynamic_glow's not getting a final network update.
- Fixed webapi authkey 
behavior on Linux dedicated servers.
- Fixed layout of 
player details screen.


___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


-- Nicholas Hastings
AlliedMods.net



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

Re: [Csgo_servers] CSGO 1.22.2.1

2013-02-07 Thread Nicholas Hastings
Most people won't have it 
unless they copy/pasted it from elsewhere or are developers. I just 
wanted to share in case it was the cause of anyone else's issue.

It used to disable crash dump submission (as well as the auto-deletion 
of crash dump files after submission). After today's updates, it causes a
 crash on startup right after the line about initializing steam 
libraries.


   	   
   	Dusan Tomic  
  Thursday, 
February 07, 2013 8:48 PM
  



Dont have it, neither know what it doesSent from my Sony 
Xperia™ smartphoneNicholas Hastings 
psycho...@alliedmods.net je napisao:
For those still having startup crashes (at least on Windows), 
remove the -nobreakpad command line option if you have it. This is what 
fixed it for me.




___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Ido Magal  
  Thursday, 
February 07, 2013 7:26 PM
  






Is now live. Thanks.
 
Release Notes for 
1.22.2.1
 
- Added 
'workshop_start_map' command line param to specify which map in a 
workshop collection for the server to start on. Takes the desired map's 
file id.
- Password-protected 
community servers are no longer available for community matchmaking.
- Map name is now 
correctly reported to master server.
- Added spawn points in
 cs_assault.
- Convars now get reset
 to defaults before server.cfg is executed.
- Fixed a dedicated 
server crash after player disconnection.
- Fixed respawn pop-up 
showing when you could not respawn in some cases.
- Fixed bug in 
respawning if team spawn point counts were asymmetrical.
- Fixed 
prop_dynamic_glow's not getting a final network update.
- Fixed webapi authkey 
behavior on Linux dedicated servers.
- Fixed layout of 
player details screen.
 

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


-- Nicholas Hastings
AlliedMods.net



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

Re: [Csgo_servers] map collections - Vote menu

2013-02-07 Thread Nicholas Hastings
Note that for SM's map 
configs, you'd have to add the full path, relative to the maps dir, 
excluding the .bsp extension. Ex. "workshop/125528758/cp_dust2".

   	   
   	David Fountain  
  Thursday, 
February 07, 2013 8:50 PM
  SM Votes 
according to IDO should still work if you add the maps in the collection
 into your map file what ever sm uses... as for ingame votes built into 
csgo i dont know anything about that

-- Sincerely,David Fountain



___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Ilyas  
  Thursday, 
February 07, 2013 8:39 PM
  
  

  
Both :D
  David Fountain wrote:



  ___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	David Fountain  
  Thursday, 
February 07, 2013 8:31 PM
  Sm map votes? Or 
the ingame vote system I know nothing about
SavSin


___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Ilyas  
  Thursday, 
February 07, 2013 8:28 PM
  host_workshop_collection 
125499590
 Server UGC Manager: Failed to get file. HTTP status 401

---
And how to enable map vote with map collections?

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

   	   
   	David Fountain  
  Thursday, 
February 07, 2013 6:45 PM
  That's true except
 how will you know what materials you will need
SavSin


___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


-- Nicholas Hastings
AlliedMods.net



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

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

2013-02-06 Thread Nicholas Hastings
The output from the spew 
commands shown on the wiki make it look like 
ISteamRemoteStorage/GetPublishedFileDetails on the web api is used to 
get the details and download url for the map(s).

If that is the case, why is an API key needed when neither that method 
nor downloading from the given ugc url require one?


   	   
   	Ido Magal  
  Wednesday, 
February 06, 2013 8:29 PM
  






Hi,

tomorrow we plan to launch the CS:GO Maps Workshop.

1.
Weve started working on the wiki here: 
https://developer.valvesoftware.com/wiki/CSGO_Workshop_For_Server_Operators
It would be helpful if people read through 
it and posted questions and helped us cover the basics by tomorrow.

2.
Were moving the _SE maps from the depot 
into the workshop. You can either squirrel them away before they get 
deleted or use them directly from the workshop, which is what we 
recommend.


In order to do that you will need to 

a.
Learn how to launch your server with a 
workshop collection instead of a mapgroup.

b.
Learn how to create collections so you can 
recreate your mapgroup and get your server up and running asap.

What is a Collection? A 
collection is essentially a mapgroup ( or mapcycle ) of Workshop maps 
that is editable and sharable through the Maps Workshop.


Thanks.


___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


-- Nicholas Hastings
AlliedMods.net



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

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

2013-02-06 Thread Nicholas Hastings
Ah, I had forgotten about 
GetCollectionDetails.


   	   
   	Netshroud  
  Wednesday, 
February 06, 2013 11:43 PM
  While 
GetPublishedFileDetails doesn't require a key, GetCollectionDetails 
and GetUGCFileDetails do. I'd assume CS:GO uses GetCollectionDetails for
 host_workshop_collection.___Csgo_servers
 mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Nicholas Hastings  
  Wednesday, 
February 06, 2013 11:22 PM
  

The output from the spew 
commands shown on the wiki make it look like 
ISteamRemoteStorage/GetPublishedFileDetails on the web api is used to 
get the details and download url for the map(s).

If that is the case, why is an API key needed when neither that method 
nor downloading from the given ugc url require one?




___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Ido Magal  
  Wednesday, 
February 06, 2013 8:29 PM
  






Hi,
 
tomorrow we plan to launch the CS:GO Maps Workshop.
 
1.  
We’ve started working on the wiki here: 
https://developer.valvesoftware.com/wiki/CSGO_Workshop_For_Server_Operators
It would be helpful if people read through 
it and posted questions and helped us cover the basics by tomorrow.
 
2.  
We’re moving the _SE maps from the depot 
into the workshop. You can either squirrel them away before they get 
deleted or use them directly from the workshop, which is what we 
recommend.

 
In order to do that you will need to 

a.  
Learn how to launch your server with a 
workshop collection instead of a mapgroup.

b. 
Learn how to create collections so you can 
recreate your mapgroup and get your server up and running asap.
 
What is a Collection? A 
collection is essentially a mapgroup ( or mapcycle ) of Workshop maps 
that is editable and sharable through the Maps Workshop.
 
 
Thanks.
 

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


-- Nicholas Hastings
AlliedMods.net



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

Re: [Csgo_servers] VAC-banned players

2013-01-22 Thread Nicholas Hastings
Yes.


   	   
   	Russell Smith  
  Tuesday, January 
22, 2013 12:46 PM
  He only has CS:GO and MW3. 
Does MW3 use VAC?



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

   	   
   	stephenvanh...@fluctis.com  
  Tuesday, January 
22, 2013 12:27 PM
  VAC bans are limited to the 
game or engine the person is banned on. He 
was probably banned from another game.



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

   	   
   	Marcin Paterek  
  Tuesday, January 
22, 2013 12:17 PM
  Today I saw a 
cheater with VAC ban (http://steamcommunity.com/id/typpp/)
 playing on my secured server. How's that possible?

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


-- Nicholas Hastings
AlliedMods.net



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

Re: [Csgo_servers] No CSGO update today.

2013-01-17 Thread Nicholas Hastings
I've made a news post 
about this now at SourceMod.net, including a link to all of the info 
necessary for SM scripters to prepare.

-- Nicholas Hastings
AlliedMods.net 

   	   
   	Marcin Paterek  
  Thursday, January
 17, 2013 6:59 AM
  Almost.https://forums.alliedmods.net/showpost.php?p=1874693postcount=2


___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	ics  
  Thursday, January
 17, 2013 6:57 AM
  




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

-ics

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

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Valentin G.  
  Thursday, January
 17, 2013 4:45 AM
  SM will break 
again if it is not updated by then. I don't think you need to worry 
about anything else.

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Chris Strand  
  Thursday, January
 17, 2013 3:48 AM
  Are there any 
resources available that explain what differences we will see from the 
protobuf update? I would normally wait for patch notes, but a major 
change to networking code seems like there is a risk of breaking peoples
 set ups!
ChrisFrom:
 Ido 
MagalSent:
 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.

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers




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

Re: [Csgo_servers] CSGO 1.21.5.2

2012-12-26 Thread Nicholas Hastings
If you do roll it back and
 plan on reintroducing it at some time, can you please tack the current 
build id onto another app branch (either public or giving the beta 
password to addon devs) so that third-party addons can be easily 
developed against it?


   	   
   	Ido Magal  
  Wednesday, 
December 26, 2012 2:53 PM
  






Were investigating 
rolling back the internal messaging changes for the time being. If 
possible, well ship an update later today.

Thanks.




From:
 csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com]
On Behalf Of Ido Magal
Sent: Monday, December 24, 2012 2:52 PM
To: 'csgo_servers@list.valvesoftware.com'
Subject: Re: [Csgo_servers] CSGO 1.21.5.2



The update is now live.
 thanks.


[ MISC ]

* Added the ability to commend and report players from the player 
details view that can be accessed in the scoreboard.
* Number of competitive wins, and unique commendations are now shown in 
the main menu along with skill group.
* Competitive scoreboard will show number of competitive wins needed to 
display your skill group if you have not displayed it yet.
* Fixed movement on ladders ignoring the walk button. Now climbing 
ladders while holding walk is slow and silent, which fixes previous 
exploit of being able to climb ladders at fullspeed without making 
sound.
* Fixed failure to fire after weapon switching away from a reload and 
back (fake-reloading).
* Whitelisted tv_password convar to set GOTV password.
* Reduced fps in main menu when not connected to a server from 300 fps 
to 120 fps to help with laptops and desktop video cards doing excessive 
work. Exposed fps_max_menu convar to control fps in main menu.
* Added one more minute of grace period for players to reconnect to 
their competitive match before a cooldown for failing to reconnect is 
assigned. Cooldown for failing to reconnect is now assigned after player
 has remained disconnected for at least 4 minutes,
 not counting the round of disconnection and not counting the round in 
which 4 minutes grace period elapses.
* Fixed Hammer crash on exit.
* Added some holiday cheer.




From:
 Ido Magal

Sent: Monday, December 24, 2012 12:57 PM
To: 'csgo_servers@list.valvesoftware.com'
Subject: CSGO 1.21.5.2



We hope to have a minor update within a few hours. 
Thanks.

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Ido Magal  
  Monday, December 
24, 2012 5:52 PM
  






The update is now live.
 thanks.


[ MISC ]

* Added the ability to commend and report players from the player 
details view that can be accessed in the scoreboard.
* Number of competitive wins, and unique commendations are now shown in 
the main menu along with skill group.
* Competitive scoreboard will show number of competitive wins needed to 
display your skill group if you have not displayed it yet.
* Fixed movement on ladders ignoring the walk button. Now climbing 
ladders while holding walk is slow and silent, which fixes previous 
exploit of being able to climb ladders at fullspeed without making 
sound.
* Fixed failure to fire after weapon switching away from a reload and 
back (fake-reloading).
* Whitelisted tv_password convar to set GOTV password.
* Reduced fps in main menu when not connected to a server from 300 fps 
to 120 fps to help with laptops and desktop video cards doing excessive 
work. Exposed fps_max_menu convar to control fps in main menu.
* Added one more minute of grace period for players to reconnect to 
their competitive match before a cooldown for failing to reconnect is 
assigned. Cooldown for failing to reconnect is now assigned after player
 has remained disconnected for at least 4 minutes,
 not counting the round of disconnection and not counting the round in 
which 4 minutes grace period elapses.
* Fixed Hammer crash on exit.
* Added some holiday cheer.




From:
 Ido Magal

Sent: Monday, December 24, 2012 12:57 PM
To: 'csgo_servers@list.valvesoftware.com'
Subject: CSGO 1.21.5.2



We hope to have a minor update within a few hours. 
Thanks.

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
   	   
   	Ido Magal  
  Monday, December 
24, 2012 3:56 PM
  






We hope to have a minor update within a few hours. 
Thanks.

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


-- Nicholas Hastings
AlliedMods.net



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

Re: [Csgo_servers] CS:GO messaging changes.

2012-12-26 Thread Nicholas Hastings
Thank you.


   	   
   	Ido Magal  
  Wednesday, 
December 26, 2012 5:55 PM
  






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

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

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

Well reship the new messaging in a couple of 
weeks.

Thanks.

___Csgo_servers 
mailing listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


-- Nicholas Hastings
AlliedMods.net



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

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

2012-10-24 Thread Nicholas Hastings
You don't need to specifically put them in the music dir; you just need 
to mark them to be streamed (or have the client rebuild the audio cache).


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


On 10/24/2012 5:30 PM, pater.invictus wrote:
Many of the mods and plugins use sounds that must be placed in the 
csgo\sound\music\ directory.


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


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



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


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Re: [Csgo_servers] How to enable spray logos on a csgo server?

2012-10-07 Thread Nicholas Hastings


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

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

2012-09-27 Thread Nicholas Hastings

in
CS:GO?

In all other games (except l4d, not sure how it's there) it's
STEAM_0:x:x.



The x digits are equal for all games, so I don't really understand

why

using a different format.

It's just annoying.



For the orange box it get fixed 3-4 years ago:

http://store.steampowered.com/news/2252



  - Updated the engine to report SteamIDs using the Steam_0 format
instead
of Steam_1



I would appreciate a similar update for CS:GO



  - Andreas


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



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

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



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

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




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

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




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

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




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


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Re: [Csgo_servers] still having sv_password problems

2012-09-21 Thread Nicholas Hastings
It wasn't a matter of not testing; it was intentionally implemented that 
way. They said it in the update notes.


Why? Who knows.

On 9/21/2012 9:33 PM, William Graham wrote:
As a programmer I tend to bite my tongue when it comes to bugs, but 
how was this not *tested* before being released???


From: Absurd Minds
Sent: 9/21/2012 9:17 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] still having sv_password problems

It seems to ask for a password from the first player but not from any
following players. The server doesn't show as password protected after
a player joins.

On Fri, Sep 21, 2012 at 9:13 PM, Absurd Minds 
goabs...@absurdminds.net wrote:

 Hmmm... I changed to the map I wanted, set the password through
 console before anybody joined, and half way through practice random
 people started joining. Still not sure what the deal is.

 On Sat, Sep 15, 2012 at 5:09 PM, ics i...@ics-base.net wrote:
 It will only work if you set password to *empty* server, not to a 
server

 which has players on it.

 -ics

 15.9.2012 23:22, Absurd Minds kirjoitti:

 Has anybody had any success with passwords yet?

 On Fri, Sep 14, 2012 at 11:48 PM, Absurd Minds 
goabs...@absurdminds.net

 wrote:

 I have a practice.cfg, within which is the cvar sv_password
 password. When I execute the practice.cfg, it echoes sv_password
 changed to **PROTECTED** or whatever it is, but it still displays my
 server as not having a password (no padlock by the name) and players
 can still connect freely.

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



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

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


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


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Re: [Csgo_servers] Failed to join session. Please try again

2012-09-06 Thread Nicholas Hastings

It's not locked. They removed it many updates ago.

On 9/6/2012 5:35 PM, ics wrote:
It's still locked. Put it on gamemode_competitive.cfg or 
gamemode_casual.cfg depending which mode you run.


-ics

7.9.2012 0:34, Mohammed Khalik kirjoitti:
I use *sm_cvar* to make changes to locked cvars, however that command 
is not recognized.




From: lqhnyb...@gmail.com
To: csgo_servers@list.valvesoftware.com
Date: Thu, 6 Sep 2012 17:23:35 -0400
Subject: Re: [Csgo_servers] Failed to join session. Please try again

It's a locked cvar, trust me it works.

*From:*csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of 
*Mohammed Khalik

*Sent:* Thursday, September 06, 2012 4:57 PM
*To:* csgo_servers@list.valvesoftware.com
*Subject:* Re: [Csgo_servers] Failed to join session. Please try again

That command is not a recognised command for CSGO


sv_allow_lobby_connect_only



From: lqhnyb...@gmail.com
To: csgo_servers@list.valvesoftware.com
Date: Thu, 6 Sep 2012 16:44:20 -0400
Subject: Re: [Csgo_servers] Failed to join session. Please try again

Try adding these two lines to your server.cfg then restart your server.

sv_hibernate_when_empty 0

sv_allow_lobby_connect_only 0

This might help with your problems.

207.210.253.104:27015 ArtOfWarCentral.com - 
GG|Turbo|Rand|Elim|FF|FastDownloads


*From:*csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of 
*Server.it - Zelatech srl

*Sent:* Thursday, September 06, 2012 4:27 PM
*To:* csgo_servers@list.valvesoftware.com
*Subject:* Re: [Csgo_servers] Failed to join session. Please try again

I'm not sure this is related to valve servers issues, as this happen 
randomly on mapchange or after hybernation. Restarting the server fix 
the issue in most of the case without editing the config.


A.

*From:*ics mailto:i...@ics-base.net

*Sent:*Thursday, September 06, 2012 10:21 PM

*To:*csgo_servers@list.valvesoftware.com 
mailto:csgo_servers@list.valvesoftware.com


*Subject:*Re: [Csgo_servers] Failed to join session. Please try again

When Valve has network/hardware issues, it causes games like L4D, 
L4D2 and now CSGO matchmaking fail to work. People cannot join 
ongoing games and so on. This site 
http://store.steampowered.com/stats/ tells usually if they are having 
issues. There was an issue about 3 hours ago or so and looks like 
there's been slight issues afterwards too.


-ics

6.9.2012 22:29, haeufi kirjoitti:

Same here!


Am 06.09.2012 20:40, schrieb Andreas Grimm:

Hello,

My gameservers are running fine, but suddenly it happens that
no more players are able to join.

They get the error message Failed to join session. Please
try again.

The client console output is:

Connecting to public(x.x.x.x:27020) ...

35322.346: Sending UDP connect to public IP x.x.x.x:27020

Server using 'public' lobbies, requiring pw no, lobby id
18656764172

RememberIPAddressForLobby: lobby 18656764172 from address
x.x.x.x:27020

Unknown command joingame

GameTypes: could not find matching game type .

GameTypes: could not find matching game type .

GamesTypes: unable to get game type and mode. Could not find
type/mode matching type:/mode:.

CSysSessionClient: Cannot join lobby, response 2!

Mapgroup is set to mg_bomb and it's running map de_aztec.

Some server cvars:

game_mode:

game_mode = 1 ( def. 0 ) game client replicated - The
current game mode (based on game type). See GameModes.txt.

game_type:

game_type = 0 game client replicated - The current game
type. See GameModes.txt.

This happens a lot of times per day and only a full server
restart fixes that problem.

What's going on here?

- Andreas










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


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Re: [Csgo_servers] CS:GO server display of Next Map: functionality

2012-09-05 Thread Nicholas Hastings
SourceMod can read the internal next map. It can also alter the nextmap 
message sent to clients to show its own. None of that has been 
implemented yet.


Remember that SourceMod for CS:GO has not been officially released yet 
as it's not finished. It's recommended to just disable the base map 
management plugins for now and use the gametypes/voting.


On 9/5/2012 8:16 AM, Valentin G. wrote:

An alternative would be making the internal system actually accessible
by some means. I don't know if this is SourceMod's fault or not but if
it could correctly set the internal nextmap the server could do it's
thing with that.

On Wed, Sep 5, 2012 at 1:15 PM, ics i...@ics-base.net wrote:

I agree that the message should be toggleable on or off due to the change of
mapcycle.txt no longer being used. It just causes confusion for the reasons
you listed.

-ics

- Alkuperäinen viesti -


This is a bit long-winded, but the quick summary is:  this is a request
for Valve to make display of the Next Map: blah chat message at map
end *OPTIONAL* via CVAR.


The longer-winded version:

So, now that I have had some time to experiment with Sourcemod-based map
voting on the different game modes, I've enabled it on a few of the
servers.  Sourcemod has much better configurability of map voting, either
with one of various plugins already available out there or even writing
your own if you like.

There is one problem, however.  CS:GO does not seem to have the
equivalent of a nextmap command, at least, this seems to be what
people who do Sourcemod development are saying.  ie, a command that lets
you tell the dedicated server change what you think the next map is
supposed to be to THIS MAP.

At the end of a map, however its end conditions occur, CS:GO displays
Next Map:  blah in the chat area.  I have already tested and noted
here in a previous post that whatever is listed after the current map in
the server's configured +mapcyclefile is what the server will print as
the next map - whether it actually GOES to that map next or not.

The map it will actually go to next, with Sourcemod completely out of the
picture (not even loaded) is what is listed next the configured map
group. So if your mapcycle file and the current mapgroup aren't in sync,
that Next Map: blah chat message is going to lie to you.

So in other words, this is already questionable or possibly even broken
-- or at minimum something that server operators need to be fully aware
of and understand  -- without bringing MM:S/SM into the equation.

Now when you add sourcemod map voting into the picture, you see the
problem described above manifest in a slightly different variation.  But
it's for the same root  cause, as far as I can tell so far:

CS:GO *always* prints its Next Map: blah message based on the
contents of the defined mapcyclefile.  Even if the map listed next in
the mapgroup definition is a different map.

This is actually a good thing, inasmuch as you at least have something
(that mapcyclefile) to point Sourcemod at so it can be on the same page.
You just have to make sure you keep your mapcyclefile and mapgroup
definition in agreement.

But when players vote a map in via Sourcemod -- the server STILL prints
what it thinks the next map will be based on the mapcyclefile.  ie, the
wrong map.  Thanks to Sourcemod, the server actually DOES go to the map
that got voted in, but not until after it has printed a chat message
suggesting it is going to load the wrong map next.  Let's face it, that
is enough for some of our 'clientelle' to complain or just disconnect
before they even see the map they voted in actually DOES get loaded next.

So while I can imagine getting to the bottom of all this and fixing it
could take some time, testing, and so forth, there is a simple bandaid
measure Valve could implement in the meantime:

MAKE THAT Next Map: blah MESSAGE THE SERVER ALWAYS PRINTS AT MAP END
*OPTIONAL* VIA A CVAR.

Something like sv_mapend_shownextmapmsg.

That way, if we don't like what it says (because it's wrong), we can just
turn it off.

Thanks in advance for any consideration.

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


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

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


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Re: [Csgo_servers] Missing file modevents.res

2012-08-25 Thread Nicholas Hastings

It's inside the vpk.

On 8/25/2012 10:50 AM, Andreas Grimm wrote:


Dear Valve/HPE,

I am missing the file /resource/modevents.res which contains a list of 
all existing game events and it's data.


At the moment I use the CSS events with the hope, that they exist in 
CS:GO, too. It works so far ...


But it would be nice to have an official list for CS:GO

- Andreas



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


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Re: [Csgo_servers] Passworded servers joinable directly from console without a password?

2012-08-21 Thread Nicholas Hastings
I tossed together a quick SourceMod plugin yesterday as a workaround 
until it's resolved properly.


http://pastebin.com/ZYPU49Hh

On 8/21/2012 12:07 PM, William Lowther wrote:

Hi all,

We're seeing on our servers that they are connectable directly via 
console without needing to enter a password.
It requires a PW when connecting v ia the server browser, but not when 
connecting directly.


Is this a known exploit/bug?

Many thanks,


My Twitter: @willlowther http://www.twitter.com/willlowther | My 
Linkedin Profile 
http://www.linkedin.com/profile?viewProfile=key=50090415



Phone: +44 845 868 1337 | Direct: +44 56 000 36984

Multiplay http://www.multiplay.co.uk/ | Gameservers 
http://gameservers.multiplay.co.uk/ | i-Series 
http://iseries.multiplay.co.uk/






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


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Re: [Csgo_servers] version xml?

2012-08-21 Thread Nicholas Hastings

For most all purposes other than downloading, the game is 730.

On 8/21/2012 5:02 PM, Erik-jan Riemers wrote:


Normally you can do something like 
https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=740version=0format=xml


And get back the version of the appid up to date or not. Is this still 
coming?


Same for 
http://api.steampowered.com/ISteamNews/GetNewsForApp/v0001/?appid=740count=3maxlength=300format=xml


Too..



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


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Re: [Csgo_servers] version xml?

2012-08-21 Thread Nicholas Hastings
740 doesn't show a version number on that api, nor does the server 
actually use the 740 app id when running. While it's technically 740 on 
the Steam backend and for downloads, you would still use 730 always when 
checking for updates.


There is no one having more updates than the other.

On 8/21/2012 7:41 PM, Travis Brown wrote:


740 is the dedicated server for 730. They are updated at the same 
time. If anything 730 will have more updates.


On Aug 21, 2012 7:14 PM, Andre Müller gbs.dead...@gmail.com 
mailto:gbs.dead...@gmail.com wrote:


Funny thing. To install the server, you have to use appid 740. The
steam.inf says appid 730.

2012/8/21 Nicholas Hastings psycho...@alliedmods.net
mailto:psycho...@alliedmods.net:
 For most all purposes other than downloading, the game is 730.


 On 8/21/2012 5:02 PM, Erik-jan Riemers wrote:

 Normally you can do something like


https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=740version=0format=xml

 And get back the version of the appid up to date or not. Is this
still
 coming?



 Same for


http://api.steampowered.com/ISteamNews/GetNewsForApp/v0001/?appid=740count=3maxlength=300format=xml

 Too..







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


 --
 Nicholas Hastings
 AlliedMods.net

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

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



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


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Re: [Csgo_servers] version xml?

2012-08-21 Thread Nicholas Hastings

And those don't increment the version number.

On 8/21/2012 9:01 PM, Travis Brown wrote:


They quite frequently have optional updates.

On Aug 21, 2012 8:36 PM, Nicholas Hastings psycho...@alliedmods.net 
mailto:psycho...@alliedmods.net wrote:


740 doesn't show a version number on that api, nor does the server
actually use the 740 app id when running. While it's technically
740 on the Steam backend and for downloads, you would still use
730 always when checking for updates.

There is no one having more updates than the other.

On 8/21/2012 7:41 PM, Travis Brown wrote:


740 is the dedicated server for 730. They are updated at the same
time. If anything 730 will have more updates.

On Aug 21, 2012 7:14 PM, Andre Müller gbs.dead...@gmail.com
mailto:gbs.dead...@gmail.com wrote:

Funny thing. To install the server, you have to use appid
740. The
steam.inf says appid 730.

2012/8/21 Nicholas Hastings psycho...@alliedmods.net
mailto:psycho...@alliedmods.net:
 For most all purposes other than downloading, the game is 730.


 On 8/21/2012 5:02 PM, Erik-jan Riemers wrote:

 Normally you can do something like


https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=740version=0format=xml

 And get back the version of the appid up to date or not. Is
this still
 coming?



 Same for


http://api.steampowered.com/ISteamNews/GetNewsForApp/v0001/?appid=740count=3maxlength=300format=xml

 Too..







 ___
 Csgo_servers mailing list
 Csgo_servers@list.valvesoftware.com
mailto:Csgo_servers@list.valvesoftware.com

https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers


 --
 Nicholas Hastings
 AlliedMods.net

 ___
 Csgo_servers mailing list
 Csgo_servers@list.valvesoftware.com
mailto:Csgo_servers@list.valvesoftware.com

https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

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



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


-- 
Nicholas Hastings

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

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



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


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Re: [Csgo_servers] Questions

2012-08-20 Thread Nicholas Hastings
Wow, I foobar'd that message, doubling the second sentence during 
rewording -_-


On 8/20/2012 4:44 PM, Nicholas Hastings wrote:

Making srcds_run support steamcmd is trivial.

The problem is that it would still be of little use to people running 
more than one CS:GO game server on the same box due to only one 
steamcmd instance being able to be open at a time.


The bigger issue is that you can only have one instance of steamcmd 
running at a time


On 8/20/2012 4:39 PM, 1nsane wrote:

Yes,  autoupdate is not supported according to valve:

On map change it shuts down but srcds_run doesn't support the new 
steamcmd yet so it doesn't update and restart it.


On Mon, Aug 20, 2012 at 4:11 PM, Thiago Abreu 
thiagoabre...@gmail.com mailto:thiagoabre...@gmail.com wrote:


And we need manually update the servers?


2012/8/20 ics i...@ics-base.net mailto:i...@ics-base.net

No, steamupdatetool is deprecated and new games (and later on
older games) won't be using it. In the future. everything
goes to SteamCMD instead.

-ics

20.8.2012 22:52, Thiago Abreu kirjoitti:

After launch cs:go will be released in steam updatetool?
Can anyone provide ready examples of gamemodes_servers.txt?



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



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



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




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


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


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


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Re: [Csgo_servers] CSGO update just now

2012-08-20 Thread Nicholas Hastings

I'm getting this error as well on both Windows and linux.

On 8/20/2012 5:16 PM, ics wrote:
Since no one posted about it, there was an update just now. Update 
your servers (if you can).


app_update 740 validate
ERROR! Timed out waiting for AppInfo update.

-ics

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


--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

[Csgo_servers] Beta 12 is live

2012-04-27 Thread Nicholas Hastings
App id 730 is the game itself. 740 is the dedicated server.

On 4/27/2012 5:18 PM, Corin Cole wrote:

 Have there ever been any entries in those logs about dedicated servers 
 that were relevant to server hosts not just players?

 (On an unrelated note, what's the deal with 730 vs. 740?)

 *From:*Ido Magal [mailto:Ido at valvesoftware.com]
 *Sent:* 27 April 2012 22:08
 *To:* 'Corin Cole'; csgo_servers at list.valvesoftware.com
 *Subject:* RE: [Csgo_servers] Beta 12 is live 

 http://store.steampowered.com/news/?feed=steam_updatesappids=730 
 http://store.steampowered.com/news/?feed=steam_updatesappids=730

 ?

 *From:*Corin Cole [mailto:corin at heavenmedia.com] 
 mailto:[mailto:corin at heavenmedia.com]
 *Sent:* Friday, April 27, 2012 2:05 PM
 *To:* Ido Magal; csgo_servers at list.valvesoftware.com 
 mailto:csgo_servers at list.valvesoftware.com
 *Subject:* RE: [Csgo_servers] Beta 12 is live 

 Would it be possible to get change logs for the DSs, whenever it 
 consists of more than updated to work with new client?

 **

 *From:*csgo_servers-bounces at list.valvesoftware.com 
 mailto:csgo_servers-bounces at list.valvesoftware.com 
 [mailto:csgo_servers-bounces at list.valvesoftware.com] 
 mailto:[mailto:csgo_servers-bounces at list.valvesoftware.com] *On 
 Behalf Of *Ido Magal
 *Sent:* 27 April 2012 21:57
 *To:* csgo_servers at list.valvesoftware.com 
 mailto:csgo_servers at list.valvesoftware.com
 *Subject:* [Csgo_servers] Beta 12 is live 


 __
 This email has been scanned by the Symantec Email Security.cloud service.
 For more information please visit http://www.symanteccloud.com
 __


 __
 This email has been scanned by the Symantec Email Security.cloud service.
 For more information please visit http://www.symanteccloud.com
 __



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

-- next part --
An HTML attachment was scrubbed...
URL: 
http://list.valvesoftware.com/pipermail/csgo_servers/attachments/20120427/2394cf40/attachment-0001.html