Re: [Csgo_servers] Public server vote kick options

2015-03-23 Thread Stephen Bevan
I have a couple of plugins for CS:GO vote control.  Put up a request at
alliedmods.net and I (TnTSCS) will share my plugins there and modify them
to your requested features in this thread.
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Re: [Csgo_servers] Ghost steps by dead bots

2015-03-03 Thread Stephen Bevan
Ghost steps used to be a big issue in the early versions of the game.  I
haven't experienced any of that lately.  Are you running a vanilla server
or plugins/extensions?
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Re: [Csgo_servers] CSGO update 1.32.0.0 hibernating problem

2014-01-28 Thread Stephen Bevan
Maybe putting *sv_hibernate_when_empty 0* in server.cfg is the wrong
place?  Try putting it in the proper gamemode_whatever.cfg...
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Re: [Csgo_servers] Massive FPS drops?

2013-08-26 Thread Stephen Bevan
I was on a CS:GO match the other night and my FPS would go down to 11FPS
really bad for 3-5 seconds.  If I threw a smokegrenade it would stutter
with the low FPS for 5-10 seconds.
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Re: [Csgo_servers] Help configuring an ubuntu server for better performance

2013-07-03 Thread Stephen Bevan
Good find and glad you were able to get rid of your issue.  I'm still on
12.04, but knowing this for if I ever go to 13.04 is gold :)  Did you use
Jupiter or similar to change the settings?


On Tue, Jul 2, 2013 at 6:28 PM, Absurd Minds goabs...@absurdminds.netwrote:

 Ok, apparently 13.04 has a default power save setting that was capping the
 CPU at 1.6Ghz. Disabling the setting allowed me to maintain a 1.0 variance
 on all servers with 80 slots full.

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

2013-04-02 Thread Stephen Bevan
as for sounds, they work if you use the asterisk in the path of the sound
file which streams the sound file.


On Tue, Apr 2, 2013 at 7:07 AM, Saul Rennison saul.renni...@gmail.comwrote:

 Remember that CS:GO is not a branch of the Source 2009/MP branch:
 http://i.imgur.com/9luubA6.png

 I 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


 On 2 April 2013 11:40, Jordon Moss moss...@gmail.com wrote:

 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.com
 WLM: jordon_mos...@hotmail.com

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Re: [Csgo_servers] Problem after client update

2013-03-29 Thread Stephen Bevan
For a long time I'll see my console spammed with:

*CheckUpdatingSteamResources: Downloading UGC Map 0.00*

It eventually continues on, but sometimes it sits there and spams that for
1-3 minutes before continuing.  I notice if I restart the srcds then it
works a lot faster.
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Re: [Csgo_servers] collections of collections

2013-03-20 Thread Stephen Bevan
In my experience when you have a valid map collection and starting map but
it starts on de_dust that means the server is either still downloading all
of the maps or there is a bad map in the collection.
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Re: [Csgo_servers] CSGO: Workshop Error

2013-02-27 Thread Stephen Bevan
even using Valve's workshop collection and start_map with this in my start
up line:

*-authkey #myauthkey# +host_workshop_collection 125499818
+workshop_start_map 125488374*

results in my servers starting on de_dust and showing as offline in HLSW.
 Here's the console message:

Fetched 641 bytes via HTTP:
Received info for collection id 125499818:
file ID: 125499116
file ID: 125498553
file ID: 125498231
file ID: 123769103
file ID: 125488374
Server UGC Manager: Failed to get file info. HTTP status 401
Failed to get file info information from steam, HTTP status: 401
. Missing info for file ids: 125499116 125498553 125498231 123769103
125488374
Connection to Steam servers successful.
   Public IP is #.My.ServerIP.#.
Assigned anonymous gameserver Steam ID [A:1:###()].
VAC secure mode is activated.
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Re: [Csgo_servers] CSGO update

2013-02-14 Thread Stephen Bevan
The new way of allowing our idle servers to be reserved for maps not in our
collection is fine - however, there needs to be a blacklist of maps we do
NOT want played on our server...

Example is there are some maps when played with the new deathmatch mode
causes players to spawn outside of playable areas due to how the map's mesh
for bots is created... an example of a bad map for DM is nightfever.

So, I'd like to have a config file where I can list maps (or map IDs) I do
not want played on my server.

-Steve
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Re: [Csgo_servers] Adding _se maps on a server that I don't have command line parameter access...

2013-02-12 Thread Stephen Bevan
You don't need cmd line access...

https://developer.valvesoftware.com/wiki/CSGO_Workshop_For_Server_Operators

It explains you can put the auth key into a text file and then the other
two variables into the config files
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Re: [Csgo_servers] Workshop broken

2013-02-12 Thread Stephen Bevan
Downloading maps seems considerably slower than before.  Fresh install and
the workshop downloads are crawling.
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Re: [Csgo_servers] sometimes the collection randomly chooses a map

2013-02-11 Thread Stephen Bevan
I've noticed that as well as sometimes a map will only play for 10
rounds... we even had one play for one round then switch again, but I can't
remember if I manually changed to that map prior using SM and that's why it
lasted one round then changed again on its own.
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Re: [Csgo_servers] changing maps on competitive workshop

2013-02-11 Thread Stephen Bevan
I've found that a few maps in the workshops are corrupt... if you watch the
console, you should be able to figure out what map ID is causing the
issue remove the offending map from your collection and restart  your
server and you should be good to go.
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Re: [Csgo_servers] Workshop maps spotlight

2013-02-08 Thread Stephen Bevan
Thanks... I'll use this until I have time to go through the hundred or so
eMails pertaining to this change...

-Steve
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Re: [Csgo_servers] Workshop maps spotlight

2013-02-08 Thread Stephen Bevan
I'll give this a shot when I get home and can test more, but I was unable
to changelevel to any of those maps... even after waiting for all of them
to download and restarting the server... server would default to de_dust

Here's the console spew:

L 02/08/2013 - 13:41:32: rcon from 192.168.1.185:2593: command maps *
L 02/08/2013 - 13:41:43: rcon from 192.168.1.185:2593: command
changelevel workshop\123868347\de_aztec_proper
Fetched 1274 bytes via HTTP:
CDedicatedServerWorkshopManager: received file details for id 122439431:
'cs_motel'.
Skipping download for file id 122439431:'cs_motel' - version on disk is
latest.


Not sure what's going on... when I use the collection from Valve with
mirage, everything works fine
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Re: [Csgo_servers] Workshop maps spotlight

2013-02-08 Thread Stephen Bevan
Thanks... able to start with workshop maps :)

*de_favela_beta1* receives this error, then changes to another map:

This map is not final!!  Needs to be rebuilt without -keepstalezip and
without -onlyents
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Re: [Csgo_servers] Workshop maps spotlight

2013-02-08 Thread Stephen Bevan
Actually, starting from workshop/125488374/de_dust2_se, any of the workshop
maps I try to changelevel to receive the below error... then it defaults
back to workshop/122439431/cs_motel

On Fri, Feb 8, 2013 at 2:56 PM, Stephen Bevan ssbe...@gmail.com wrote:

 Thanks... able to start with workshop maps :)

 *de_favela_beta1* receives this error, then changes to another map:

 This map is not final!!  Needs to be rebuilt without -keepstalezip and
 without -onlyents

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Re: [Csgo_servers] Workshop maps spotlight

2013-02-08 Thread Stephen Bevan
Just tried again and it's working... I think maybe I jumped the gun and the
issue is with HLSW because HLSW is messing up with mapnames containing
slashes (specifically *\12*) and instead of sending:

changelevel workshop\125681733\de_sultan2

it's sending something in place of the *\12* so the command looks like:
changelevel workshop 5676755\de_sultan

Sorry for the confusion, but perhaps this will help people trying to change
the map from HLSW
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Re: [Csgo_servers] Workshop maps spotlight

2013-02-08 Thread Stephen Bevan
Side note, HLSW seems to work just fine changing maps on Linux server..

On Fri, Feb 8, 2013 at 3:56 PM, Stephen Bevan ssbe...@gmail.com wrote:

 Just tried again and it's working... I think maybe I jumped the gun and
 the issue is with HLSW because HLSW is messing up with mapnames containing
 slashes (specifically *\12*) and instead of sending:

 changelevel workshop\125681733\de_sultan2

 it's sending something in place of the *\12* so the command looks like:
 changelevel workshop 5676755\de_sultan

 Sorry for the confusion, but perhaps this will help people trying to
 change the map from HLSW

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Re: [Csgo_servers] Dedicated Deathmatch servers

2013-02-02 Thread Stephen Bevan

 Make sure you setup that modes map group correctly. Default map groups are
 mg_allclassic and one other which I forget the name right now


If your startup line has a different map group then you'll have to modify
the gamemodes_server file to include your map group so the server will
start and allow connections
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Re: [Csgo_servers] Deathmatch gamemode

2013-01-28 Thread Stephen Bevan
Thanks... I look at my SM plugins and was still running a now unneeded
one... removed it (spawntools7) and all is good... so, my fault... that
plugin was messing with valves random spawns

-Steve
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[Csgo_servers] Deathmatch gamemode

2013-01-27 Thread Stephen Bevan
Just wanted to say thank you for adding this gamemode.  It's a great first
release of this very popular gamemode.  It looks like you took the best
features of the SM DM and CSSDM and rolled most of the features into this
one.

There are a few things that need tweaking to make it better:

1. Different CVar for immunity time and buy time
2. CVar(s) to allow the purchase of nade(s) (maybe in gamemodes_server?)
4. CVars to define what weapons are allowed/restricted (maybe in
gamemodes_server?)
3. CVar to define respawn times (0=asap,  0=#of seconds delay)

Here are some things that might be bugs or maybe just weird features:

1. When the bonus weapon is active and the player uses their drop_weapon
action, the player is given the bonus weapon, however the player is
teleported to a new place on the map.  This is being used as an evasion
exploit - players who are about to be shot use this feature to teleport
away from their opponent.
2. I hear other player's teleport noise.

If I think of anything else, I'll reply to this thread.

-Steve
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Re: [Csgo_servers] Deathmatch gamemode

2013-01-27 Thread Stephen Bevan
When I give players a grenade and that player gets a frag with it, it
incorrectly records the frag as whatever active weapon the player is
holding at the time of the frag from that nade.
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Re: [Csgo_servers] Deathmatch gamemode

2013-01-27 Thread Stephen Bevan
deathmatch gamemode map de_inferno has issues... I'm using random spawn
points and the line of site option... CTs all spawn in the same spot under
the map and can't move or see anything.
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Re: [Csgo_servers] restrict to three grenade types?

2013-01-24 Thread Stephen Bevan
My GrenadePack2 for CS:GO can do that if I make some changes to it... I'm
finishing up the changes for the last request and the latest update with
protobuf... post a request in the thread and I'll try to make it happen
when I get time.

https://forums.alliedmods.net/showthread.php?p=1796153
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Re: [Csgo_servers] CS:GO 1.22.0.3

2013-01-23 Thread Stephen Bevan
Thanks for the heads up... hope I get home in time and don't catch too much
traffic.

On Wed, Jan 23, 2013 at 4:06 PM, Ido Magal i...@valvesoftware.com wrote:

  We’re preparing a mandatory crash fix. It’ll be ready within the hour.***
 *

 ** **

 Thanks.

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Re: [Csgo_servers] mp_warmup_start/end exploit is now a big problem

2013-01-13 Thread Stephen Bevan
Absurd (and original poster).

Paying a GSP can be done in two ways... one where you pay the GSP to have
full access (like a virtual dedicated server (VDS)) or a fully managed
server (whether fully managed VDS or simply a fully managed game server).

If you have a self managed VDS (or somehow ssh access to your install and
subsequent steamcmd) then you have full update capabilities and should know
how to update your servers with the optional update that has been available
for a few days now.  If you depend on your GSP for any/all updates (aka the
easy route), then you can only use alternative work arounds until your GSP
updates your servers to fix this issue, which was already addressed with an
optional update.

As Asher already stated, this complaint needs to be addressed to the game
provider since it appears they hold the reigns for any/all updates in this
case.
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Re: [Csgo_servers] Connection issues

2013-01-11 Thread Stephen Bevan
Do you have hibernate turned off?  I ran into that issue when I turned off
hibernation... if all human players left, no human players could rejoin
until map changed or server restarted... I forget which
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Re: [Csgo_servers] STEAM_ID_PENDING

2013-01-06 Thread Stephen Bevan
After running the server without tv_enable at all, the servers don't lose
connections to the steam servers... so... unless it's just my servers
having this issue with GOTV and loosing connection to steam servers, I
guess this is a bug.

CASE 1:
putting +tv_enable 1 in start up line for cs:go causes connection to steam
to be lost

CASE 2
not putting +tv_enable 1 in the start up, but putting tv_enable 1 in the
config file defined in the gamemodes_server.txt causes connection to steam
to be lost

CASE 3
Not using GOTV at all is the only way the servers don't lose connection to
steam.

Anyone else experience this, or maybe this is a known bug, I don't know.

I'm running Linux Ubuntu 12.04LTS

Here's my startup:

PARAM_START=-game csgo -debug -console -usercon -secure -autoupdate
-tickrate 100 -steam_dir ${DIR_STEAMCMD} -steamcmd_script
${STEAM_RUNSCRIPT} -maxplayers_override 32 +sv_pure 0 +hostport 27015 +ip
${IP} +game_type 0 +game_mode 0 +mapgroup mg_bomb_se +map de_dust2_se

I also use SourceMod, but I haven't tried using GOTV with it disabled.
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Re: [Csgo_servers] STEAM_ID_PENDING

2013-01-05 Thread Stephen Bevan
I'm experimenting with CS:GO and GOTV... if I have +tv_enable 1 in the
startup command line, I get issues connecting to steam servers which
results in a lot of players having STEAM_ID_PENDING and my admins cannot
receive admin powers because SM won't give admin until their SteamID is
validated (which is a good thing)... I've just switched to not having
tv_enable in the startup line and instead just putting it in the config
file defined in the gamemodes_server.txt file.

I'll report back in a little bit with the outcome of this test.

Has anyone else noticed this bug or is it just me?
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Re: [Csgo_servers] STEAM_ID_PENDING

2013-01-05 Thread Stephen Bevan
Jim, do you happen to use GOTV on your CS:GO servers or no?  And if so, do
you have +tv_enable 1 in your startup command line?  I've been chatting
with Doc-Holiday on AM SM forums regarding this issue.  So far, with no tv
stuff in the command line to startup my GO servers and just having it in
the config file, everyone validates their SteamID with valve... I'm
crossing my fingers.
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Re: [Csgo_servers] STEAM_ID_PENDING

2013-01-05 Thread Stephen Bevan
@Absurd - I know the two run the same set of servers, but since he replied
to me, I figured I'd ask :)  Also, if I hadn't asked, perhaps his problem
wouldn't now be solved.

In any case, I'm on linux and don't have a steam client installed... and
now I've noticed that even having tv_enable only in the config file still
causes STEAM_ID_PENDING... I'm going to completely turn off GOTV and see if
the issue ever comes back...
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[Csgo_servers] STEAM_ID_PENDING

2012-12-30 Thread Stephen Bevan
Anyone else noticing their servers having an unusually high number of
players unable to authenticate to steam?  Or maybe it's just my servers?

If anyone has encountered this before and solved it, please let me know.
 Nothing has changed on our servers in a long time - CS:S on the same box
has no issue, just both CS:GO servers.
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Re: [Csgo_servers] CS:GO messaging changes.

2012-12-28 Thread Stephen Bevan
Not that I know much, but from the 4 answers in the following link, python
is considered slow(er) than other languages when it comes to performance,
however, usually can be faster to write:

http://stackoverflow.com/questions/4578307/how-slow-is-python-for-game-development
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[Csgo_servers] Cancelling Map Download Issues

2012-12-09 Thread Stephen Bevan
I just noticed this bug, not sure if anyone else has.  If you have a custom
map on your server and when connecting the client starts downloading the
map and you go to console and type disconnect, issues ensue.

For me, it left the map's .bz2 remnant file in my C:\Program
Files\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps
folder but extracted the .nav from the downloaded .nav.bz2...

Now, when I try to rejoin the server, it errors with *Missing map
maps/de_kismayo.bsp, disconnecting*... even after restarting the client on
my side and even restarting both client and server - still get the above
message.  I deleted the .bz2 map file and .nav file from the above
directory, but still received the missing maps error... it would attempt to
download them, but as you can see from the below console output, errors
exist for some reason.

Can anyone replicate this or has anyone noticed this before?


Connecting to public(xx.xx.xxx.xxx:27015) ...
11.451:  Sending UDP connect to public IP xx.xx.xxx.xxx:27015
Server using 'public' lobbies, requiring pw no, lobby id xx1ac9
RememberIPAddressForLobby: lobby xx1ac9 from address
xx.xx.xxx.xxx:27015
Connected to xx.xx.xxx.xxx:27015

Counter-Strike: Global Offensive
Map: de_kismayo
Players: 1 (5 bots) / 32 humans
Build: 5123
Server Number: 3

SignalXWriteOpportunity(3)
Downloading http://my.site.for//fastdl/maps/de_kismayo.bsp.bz2.
Error downloading http://my.site.for//fastdl/maps/de_kismayo.bsp.bz2
Downloading http://my.site.for//fastdl/maps/de_kismayo.bsp.
Error downloading http://my.site.for//fastdl/maps/de_kismayo.bsp
Downloading http://my.site.for//fastdl/maps/de_kismayo.nav.bz2.
Download finished!
Skipping existing file http://my.site.for//fastdl/maps/de_kismayo.nav.
No pure server whitelist. sv_pure = 0
*Missing map maps/de_kismayo.bsp, disconnecting*
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Re: [Csgo_servers] Cancelling Map Download Issues

2012-12-09 Thread Stephen Bevan
Deleting the file c:\program files\steam\steamapps\common\counter-strike
global offensive\csgo\cache\de_kismayo.bsp.bz2 allowed me to download
the map again and connect...

However, during connection, I received the error:
*Unable to remove c:\program files\steam\steamapps\common\counter-strike
global offensive\csgo\cache\de_kismayo.bsp.bz2! (errno 2)*

Still, I was able to download the map and play on the server... cache files
have issues...


Connected to xx.xx.xxx.xxx:27015

Counter-Strike: Global Offensive
Map: de_kismayo
Players: 1 (10 bots) / 32 humans
Build: 5123
Server Number: 15

SignalXWriteOpportunity(3)
Downloading http://my.site.for/fastdl/maps/de_kismayo.bsp.bz2.
Download finished!
Unable to remove c:\program files\steam\steamapps\common\counter-strike
global offensive\csgo\cache\de_kismayo.bsp.bz2! (errno 2)
Skipping existing file http://my.site.for/fastdl/maps/de_kismayo.bsp.
No pure server whitelist. sv_pure = 0
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Re: [Csgo_servers] CSGO 1.21.4.1

2012-12-06 Thread Stephen Bevan
Thanks for the heads up :)

On Thu, Dec 6, 2012 at 3:59 PM, Ido Magal i...@valvesoftware.com wrote:

  We hope to have a minor update for CS:GO soon. Thanks.

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Re: [Csgo_servers] 1.20.1.1

2012-10-06 Thread Stephen Bevan

 Yes. I am aware of various ways to better the update process. However, 8
 minutes of warning shouldn't be enough for anyone.  For those where this
 update was in the wee hours of the morning you should be in my corner a bit
 more


I manage an IT environment and never release updates on Friday. Especially
since HPE isn't usually around on the weekend in the event of a botched
update. This doesn't apply to serious security fixes, which this update was
not.

I too have the ability to remote in via my phone and one click update (with
backup) but was in a situation where I didn't have access

For the one that said you updated 30 minutes after the update and had full
servers just think about that. You were in that sweet spot of update
time. If you update quickly then you will get populated due to the myriad
of other servers not having been updated. Even if you are normally full you
will fill up faster

I'm just saying we are in a era of communication and I expect a company
such as valve/HPE to have an earlier notification. But if they have people
shutting down people like me asking for earlier warning with such comments
like deal with it, we used to never have notification then valve/HPE
won't do anything about it

/rant
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Re: [Csgo_servers] 1.20.1.1

2012-10-06 Thread Stephen Bevan
LoL at this statement, it's been this way for 10 years... get used to it
...as someone already asked, did this update need to be a mandatory
update?

Mike, I'm not sure this particular update called for a mandatory update or
not - from the description (at first glance) it didn't appear to warrant a
mandatory flag especially with the heading* [ Minor Fixes ]*... There are
always better ways of doing things and you guys shouldn't be trying to shut
someone down from voicing that fact.

You guys work for HPE?  Defending them tooth and nail...

I know I have to do whatever Valve/HPE decide and how they decide to do it
- doesn't mean I can't ask for something better... or complain where I see
a warranted complaint.  Don't settle for mediocrity, demand excellence
where excellence can be achieved...
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Re: [Csgo_servers] 1.20.1.1

2012-10-05 Thread Stephen Bevan
Thanks for the update - but 8 minute warning... this is killing the
community servers... especially updates on a Friday night at 6PM PST.  If I
would have seen an eMail a few hours before the update I would have been
prepared instead of having dead servers for 3 hours because I wasn't
available to do anything about it since I was gone before the 5:55PM PST
warning about the 6:03PM PST mandatory update.
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Re: [Csgo_servers] Another big bug while switching teams

2012-09-26 Thread Stephen Bevan
This has been a bug for a while now - since beta... hopefully valve/hpe
fixes this asap
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Re: [Csgo_servers] why can I suddenly free spectate?

2012-09-22 Thread Stephen Bevan
mp_forcecamera is set to what?  If 0 then anyone can spectate anyone.
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Re: [Csgo_servers] custom maps: everyone disconnected on map change despite sv_pure 0

2012-09-15 Thread Stephen Bevan
Great write up - I've pretty much chalked up the issue with de_nuke_ve as
an issue with the map itself... and it's a shame too... I would have liked
to have had it on our rotation since ESEA has it in their rotation of match
maps, but never could due to issues downloading from the server.
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Re: [Csgo_servers] penalty for killing teammate

2012-09-15 Thread Stephen Bevan
Yes, I see that on our Casual servers too - usually right after an auto
team switch (balance)
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Re: [Csgo_servers] banned from session

2012-09-14 Thread Stephen Bevan
it has not been fixed - still persists post today's update - real bummer!!!
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Re: [Csgo_servers] CS:GO bot cvars not working

2012-09-06 Thread Stephen Bevan
There's a list of CS:GO CVars Dr!fter maintains over at alliedmodders (
https://forums.alliedmods.net/showthread.php?t=186668 ) and in that list he
denotes which ones are locked and which ones are not.

Dr!fter might have a better answer for you, but I can tell you that
(sourcemod) plugins can change the CVars just fine.
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Re: [Csgo_servers] Fast Download

2012-08-26 Thread Stephen Bevan
I think this map, de_nuke_ve, simply has issues.  I tried to join every
single server playing de_nuke_ve today, and it was a NO:GO... unless I have
the map already downloaded, servers FTFO and don't upload it to me when I
connect.
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Re: [Csgo_servers] sv_allowdownload? Download custom map

2012-08-22 Thread Stephen Bevan
This thread has a couple of different issues being discussed... as for the
sounds not playing in CS:GO, unless the file you're pushing to the client
is a proper .vpk, the clients will all have to do a snd_rebuildaudiocache
before they'll be able to hear any custom sounds...

BTW, last time I did that, it really messed with my sound and I started
hearing a bunch of hissing and popping... eventually had to verify the
integrity of my clients files and it found some missing files which had to
be reacquired.

As for the custom map, I'll try renaming it to -ve instead of _ve... but
having two underscores being the issue is lame if that's the true cause.
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Re: [Csgo_servers] de_nuke_ve doesn't download from downloadurl

2012-08-22 Thread Stephen Bevan
I'm having the same problem.  Perhaps someone who has successfully
accomplished this, post the required gamemodes_server requirements.

I can play it fine if I have the map already downloaded, but if I don't, I
get what the OP gets.
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Re: [Csgo_servers] map from another maproup causes server to deny connections

2012-08-21 Thread Stephen Bevan
Yes, that's a big bummer because in the gamemodes_server you can define
multiple mapgroups, but because there is a defined mapgroup defined in
startup, cs_ maps cause issues :(
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Re: [Csgo_servers] CSGO update just now

2012-08-20 Thread Stephen Bevan
Yep, bummer about the maxplayers thing... stuck at 25 across the board from
the looks of things.
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Re: [Csgo_servers] Per Map Configuration

2012-08-18 Thread Stephen Bevan
Yes... here's a snippit from beta 16's release notes:

*Dedicated Servers:
. Added support for map sidecar files, which allow mappers to distribute
map-specific gamemodes.txt variables in a separate file.
- See csgo/maps/de_dust_se.kv as an example.  *
*
*
I haven't personally tried it yet, and I'm hoping the order of execution is
gamemodes.txt - gamemodes_server.txt - map.kv
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Re: [Csgo_servers] Per Map Configuration

2012-08-18 Thread Stephen Bevan
mmm... maybe that's strictly for map specific items and not server/game
related... sorry for leading you down the wrong path...
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Re: [Csgo_servers] Collision / Half-time

2012-08-18 Thread Stephen Bevan
Just finished testing mp_solid_teammates.  It seems if you set it to 0 in
the gamemodes_server.txt (on classic competitive anyways), it does stay at
0, however, when you attempt to pass through a teammate, there is a slight
bump then pass through.  If I cycle it to 1 then back to 0 again in game
(using rcon or sm_cvar), the slight bump is no longer an issue and the pass
through works like it should.
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[Csgo_servers] Crazy scoreboard

2012-08-17 Thread Stephen Bevan
I joined my server today, it was during the warmup round that I was
joining, either that, or right during a map change and I finally made it in
during the warmup round, but my screen was stuck at this for a while... I
had to press a few things to get it to finally go away... pressed tab, m,
space... one or some of those keys finally got me to the pick team screen
and then the funky scoreboard went away...

Here's a screenshot: http://db.tt/DahXCC94
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Re: [Csgo_servers] CSGO heads up

2012-08-16 Thread Stephen Bevan
If you made all of your changes to the gamemodes_server.txt then you're
good to go... anyways, I have a script that copies the cfg folder and a
couple of other files (now will include the motd file) then I run the
update.

Updating 4 servers took me 5 minutes total... super quick and easy.
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Re: [Csgo_servers] CSGO heads up

2012-08-16 Thread Stephen Bevan
Call me paranoid, I've always backed up my cfg folder along with a couple
of other files before any update - just my nature.  Even before CS:GO.  My
script is just a copy files/folders batch files.
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Re: [Csgo_servers] (Blocking) Client side issues

2012-08-15 Thread Stephen Bevan
that's a great list and I can confirm 90% of them just from my casual
playing... one of the big issues talked about in game is the rebuy still
allows you to buy other teams weapons.
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Re: [Csgo_servers] No Steam Logon

2012-08-15 Thread Stephen Bevan
our DM server, at map ends, freezes up a bit and displays the
connection issues warning... lasts about 10-12 seconds, then clears up...

I'm wondering if it has something to do with the achievements... or
something.  It's annoying though.
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Re: [Csgo_servers] Friendly Fire

2012-08-14 Thread Stephen Bevan
You have to set it in your gamemodes_server.txt or use something like
sourcemod with the sm_cvar preemptive command: *sm_cvar mp_friendlyfire 0*
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Re: [Csgo_servers] Source mod

2012-08-14 Thread Stephen Bevan
This is more of a question to be asked in the SM forums, but short answer,
update to the latest snapshot of SM and MM... the highest menu is 9
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Re: [Csgo_servers] Problem with sv_password bypassing

2012-08-14 Thread Stephen Bevan
We have a server with sv_password set, however, once one player joins, the
server fills up from lobby connections.

Am I missing something else I need to set in order to require players to
know the password to connect?  This is our scrim server and we don't need
random players joining while we're trying to set up.
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Re: [Csgo_servers] Can'T play on my own Server ?

2012-08-12 Thread Stephen Bevan
Roberto (et al having issues),

Here, in a nutshell, is what should be done - hopefully an official
instruction will be released... Remember, do NOT use your old
gamemodes.txt, the version from Beta 17 has a new format and set of rules.

leave gamemodes.txt alone - do NOT edit it... it even says at the top to
NOT edit it.  I know others have been saying that they edited the
gamemodes.txt and left the other file untouched and are suggesting others
follow suit, however, that is wrong, at least according to the notes in
both files :)

Instead, rename gamemodes_server.txt.example to gamemodes_server.txt and
make your delta changes there.  in there is where you'll define your
maxplayers, bot_quota, mp_roundtime, etc, etc...

Biggest issue I've seen and helped others with is the startup command line
- mg_allclassics is NO LONGER A VALID MAPGROUP.  You will need to change
that - use mg_bomb or one of the other valid mapgroups.

Example for gamemodes_server.txt, let's say you want to run a gungame
gungameprogressive and want to make some changes from the defaults... the
delta changes (those different from originals in gamemodes.txt) would go in
the gamemodes_server.txt

You only put in those entries where you're changing something.  If the
logic is correct, the game will first load the gamemodes.txt, the load
any relevant entries from gamemodes_server.txt for the specific gamemode
gametype...

Example of some changes for gametype 1 gamemode 1 (gungame
gungameprogressive)... note, only what I want different are in the
gamemodes_server.txt:

*// To use this file, rename it to GameModes_Server.txt*
*//*
*// Values here override the default gamemodes.txt *
*
*
*GameModes_Server.txt*
*{*
* gameTypes*
* {*
* gungame*
* {*
* gameModes*
* {*
* gungameprogressive*
* {*
* maxplayers 30*
*
*
* convars*
* {*
* bot_difficulty 2 *
* mp_gungameimmunitytime 2*
* sv_allow_votes 0 // Voting allowed in this mode*
* *
* // gungame tr defaults (not used in this mode)*
* mp_ggtr_bomb_pts_for_upgrade 3*
* mp_ggtr_bomb_pts_for_he 5*
* mp_force_pick_time 30*
* }*
*
*
* weaponprogression_ct*
* {*
* p90 { kills 2 }*
* nova { kills 2 }*
* ak47 { kills 2 }*
* m4a1 { kills 2 }*
* }*
* *
* weaponprogression_t*
* {*
* p90 { kills 2 }*
* nova { kills 2 }*
* ak47 { kills 2 }*
* m4a1 { kills 2 }*
* }*
* }*
* }*
* }*
* }*
*}*
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Re: [Csgo_servers] 1 slot server?

2012-08-12 Thread Stephen Bevan
eh, this is the second post because the first one was denied due to file
size... can't attach files

---
The only thing that might help everyone is to post the contents of your
gamemodes.txt and gamemodes_server.txt

Here is from our communities classic casual and we get the max population
of 25 players (seems the limit right now anyways)...

I won't paste the gamemodes.txt because it's the one from valve, file size
= 50,855 bytes (however, I attached it, but not sure attachments will go
through).

Our startup command uses +game_type 0 +game_mode 0 +mapgroup mg_bomb_se
+map de_dust2_se

Here is our gamemodes_server.txt:
*// To use this file, rename it to GameModes_Server.txt*
*//*
*// Values here override the default gamemodes.txt *
*
*
*GameModes_Server.txt*
*{*
* gameTypes*
* {*
* classic*
* {*
* gameModes*
* {*
* casual*
* {*
* maxplayers 30*
* convars*
* {*
* bot_defer_to_human_items 0*
* bot_chatter off*
* bot_join_after_player 0*
* *
* mp_friendlyfire 0*
* mp_maxrounds 0*
* mp_timelimit 25*
* mp_roundtime 2.5*
* sv_deadtalk 1*
* sv_allow_votes 0 // Voting allowed in this mode*
* *
* }*
*
*
* // Map groups for offline modes*
* mapgroupsSP*
* {*
* mg_de_train_se *
* mg_de_dust_se *
* mg_de_dust2_se *
* mg_de_aztec_se *
* mg_de_inferno_se *
* mg_de_nuke_se *
* mg_cs_italy_se *
* mg_cs_office_se *
* random_classic *
* }*
*
*
* // Map groups for online modes*
* mapgroupsMP*
* {*
* mg_bomb *
* mg_hostage *
* mg_dust *
* mg_bomb_se *
*
*
* }*
* }*
* } *
* }*
* }*
*
*
*
//
*
*// Map groups*
*//*
*// To use a mapgroup, it needs to be defined in a keyvalues*
*// block such as the example below, as well as listed in the *
*// 'mapgroupsMP' block within the game mode that will run it,*
*// such as the example above.*
*//*
*// Then launch the server with '+mapgroup MAPGROUPNAME'*
*//*
*// Example:*
*//*
*// srcds -game csgo +game_mode 1 +mapgroup mg_bomb_se +map de_nuke_se*
*//*
*//*
*// Check the developer wiki for updated community info*
*//
https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers
*
*
//
*
*
*
* mapgroups*
* {*
* mg_hostage*
* {*
* imagename mapgroup-hostage*
* nameID #SFUI_Mapgroup_hostage*
* name mg_hostage*
* maps*
* {*
* cs_office *
* cs_italy *
* }*
* }*
*
*
* mg_bomb*
* {*
* imagename mapgroup-bomb*
* nameID #SFUI_Mapgroup_bomb*
* name mg_bomb*
* maps*
* {*
* de_dust2 *
* de_train *
* de_inferno *
* de_dust *
* de_aztec *
* de_nuke *
* }*
* }*
*
*
*
*
* mg_dust*
* {*
* imagename map-dust2-overall*
* nameID #SFUI_Mapgroup_dust*
* name mg_dust*
* maps*
* {*
* de_dust *
* de_dust2 *
* }*
* }*
*
*
* mg_bomb_se // mapgroup definition*
* {*
* imagename mapgrou-bomb*
* nameID #SFUI_Mapgroup_bomb_se*
* name mg_bomb_se*
* maps*
* {*
* de_dust_se *
* de_dust2_se *
* de_nuke_se *
* de_train_se *
* de_inferno_se *
* de_aztec_se *
* cs_italy_se *
* cs_office_se *
* }*
* }*
* }*
*}*
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Re: [Csgo_servers] 1 slot server?

2012-08-12 Thread Stephen Bevan
Hey, sorry about the gamemodes_server.txt paste... but the eMails were
going nowhere... people can say they have everything the right way all they
want until they paste the contents of their data for it to be validated by
others... I forgot about pastebin.. I'll use that next time..

Mitch, for what it's worth, I have yet to try and connect via console... I
use the gamebrowser... your server.cfg has values (that you want changed)
that should be in the gamemodes_server.txt

Also, maybe I shouldn't be assisting since you guys seem to be running it
on linux and me on windows server 2008 r2
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Re: [Csgo_servers] reservation

2012-08-12 Thread Stephen Bevan
Saint, what is your server startup command?  Omit any passwords and junk
before replying
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Re: [Csgo_servers] 1 slot server?

2012-08-12 Thread Stephen Bevan
Absurd, make sure you have bot_quota_mode fill

Mitch, oh, then forget what I said - LoL :)  I just figured since some of
those CVars are in the gamemodes.txt, any alteration to them should be in
gamemodes_server.txt... and rcon_password (along with a couple of others)
should be in autoexec.cfg, right?
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Re: [Csgo_servers] reservation

2012-08-12 Thread Stephen Bevan
I agree 100%... which is why I created my own mapgroup

Example on how to create your own mapgroup is in gamemodes_server.txt
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[Csgo_servers] Failed to get session data. Please try again.

2012-08-12 Thread Stephen Bevan
Here's a new one for me.  If you alter either/both:
*sv_hibernate_when_empty*
*sv_hibernate_postgame_delay*

Then the first time you connect to your server you will be able to, no
problem.  If you leave before another human player joins, you will get the 
*Failed to get session data. Please try again.* and your console spew will
look like:

Connecting to public(x.x.x.x:27015) ...
650.724:  Sending UDP connect to public IP x.x.x.x:27015
Server using 'public' lobbies, requiring pw no, lobby id 1865298ddaa
RememberIPAddressForLobby: lobby 1865298ddaa from address x.x.x.x:27015
Unknown command joingame
GameTypes: could not find matching game type .
CSysSessionClient: Could not get lobby data


As long as a human player remains in the server, you'll be able to connect
again and again, no issue... Anyways, I was experiencing the above, so I
stopped modifying those two CVars

Just thought I'd pass along this info so maybe it will help others.
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Re: [Csgo_servers] Heads up

2012-08-11 Thread Stephen Bevan
Collin,

the new gamemodes.txt does NOT have maxplayers next to each map anymore.
 It sounds like you're using the gamemodes.txt from Beta 16... Beta 17 uses
a newly formatted gamemodes.txt and you're not supposed to edit that one
anymore.

On Sat, Aug 11, 2012 at 2:00 AM, Collin Howard my_azz...@yahoo.com wrote:

 Yes I am certain I have reverted back the gamemodes.txt, previous to the
 update I did not set mp_maxplayers in the gamemodes.txt, I had set the
 maxplayers to each map in the gamemodes.txt and its still set like that.
 But still shows only 1 slot. I have left the gamemodes.txt untouched other
 than changing the maxrounds settings and the maxplayers setting and I get a
 bunch of errors for missing convars such as:
 (this is on the classic casual server, i am running centos)

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Re: [Csgo_servers] 1 slot server?

2012-08-11 Thread Stephen Bevan
Check out the gamemodes_server.txt and make sure you define your maxplayers
there... also, make sure you're not starting your game server with the
training mapgroup, which is set to 1 maxplayer
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Re: [Csgo_servers] Bug report: Invalid mapgroup

2012-08-11 Thread Stephen Bevan
The only way to get out of that stuck screen is to open up console and type
disconnect
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Re: [Csgo_servers] blocked by one or more players in this session

2012-08-11 Thread Stephen Bevan
If we know this CVar to disable people from being able to block others,
please post it here.
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Re: [Csgo_servers] Things changed on gamemodes side

2012-08-11 Thread Stephen Bevan
In addition, do NOT edit the gamemodes.txt, instead, use the
gamemodes_server.txt

You have to use the same format as gamemodes.txt for the things you want to
change.
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Re: [Csgo_servers] Can'T play on my own Server ?

2012-08-11 Thread Stephen Bevan
For the most part, the biggest issue admins are having setting up the
server post beta 17 are with the startup command line and gamemodes.txt and
gamemodes_server.txt

Read these threads to find the solutions - they have been posted a few
times already.
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Re: [Csgo_servers] death screenshot

2012-08-11 Thread Stephen Bevan
Let me know what you guys get... when I put spec_freeze_time 2.0 in the
gamemodes_server.txt, the CVar is still 5.0

I'm only able to change it with sourcemod's sm_cvar command (I put it in a
config to executed automatically)...
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Re: [Csgo_servers] Unable to load Steam support library.

2012-08-11 Thread Stephen Bevan
Ya, my testing server is a POS windows 2003 and beta 17 update is now
showing the same error... I installed the client but so far, bupkis.. I'll
try logging on once tomorrow to see if that helps.
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Re: [Csgo_servers] Heads up

2012-08-10 Thread Stephen Bevan
BTW, the maxplayers in gamemodes.txt is better now though - now it's not
set on a per map basis... not how I would like to have it - but better
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Re: [Csgo_servers] error connecting

2012-08-10 Thread Stephen Bevan
I'm also getting reports of this (and I get the same thing when I try to
connect to our server):

BTW, our server is not a lobby server, just a dedicated server, maybe
there's a new config I need set?  I didn't copy/replace the gamemodes.txt,
I just opened up and edited the new one created after the update.

Connecting to public(xx.xx.xx.xx:27015) ...
9.869:  Sending UDP connect to public IP xx.xx.xx.xx:27015
Server using 'public' lobbies, requiring pw no, lobby id 1865291e812
RememberIPAddressForLobby: lobby 1865291e812 from address
xx.xx.xx.xx:27015
Unknown command joingame
GameTypes: could not find matching game type .
CSysSessionClient: Could not get lobby data
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[Csgo_servers] Beta 17 Issues

2012-08-10 Thread Stephen Bevan
are others experiencing issues getting their servers in a state where
players can connect to them?  I've done 2 vanilla installs, and nada... I
cannot connect to them.  It hangs and never connects.  If I try to connect
myserverip:27015 I get a Failed to get session data. Please try again

I keep getting:
Connecting to public(x.x.x.x:27015) ...
20.916:  Sending UDP connect to public IP x.x.x.x:27015
Server using 'public' lobbies, requiring pw no, lobby id 0
RememberIPAddressForLobby: lobby 0 from address x.x.x.x:27015
Grace request retry for unreserved server...
Retrying public(x.x.x.x:27015) ...
20.938:  Sending UDP connect to public IP x.x.x.x:27015
Server using 'public' lobbies, requiring pw no, lobby id 0
RememberIPAddressForLobby: lobby 0 from address x.x.x.x:27015
Server approved grace request...
Retrying connection to x.x.x.x:27015, server requires lobby reservation but
is unreserved.
Received game details information from x.x.x.x:27015...
CGCClientJobStartMatchmaking: Matchmaking timed out talking to ranking
server, it may be down.  Will attempt to matchmake anyway.
GameTypes: could not find matching map de_dust_se.
[MM] Sending reservation request to x.x.x.x:27015
[MM] Sending reservation request to x.x.x.x:27015


Is there something I'm missing?

Here's my startup line:

-game csgo -console -usercon +game_type 0 +game_mode 0 +mapgroup mg_bomb_se
+map de_dust_se -ip x.x.x.x -tickrate 100 -nobreakpad -nocrashdialog

Here's some console spew:
Host_NewGame on map de_dust_se
Executing dedicated server config file
ConVarRef cl_playerspraydisable doesn't point to an existing ConVar
ConVarRef mp_ggprogressive_win_panel_pct doesn't point to an existing ConVar
ConVarRef cl_enable_roundstart_autobuy doesn't point to an existing ConVar
ConVarRef spec_freeze_panel_extended_time doesn't point to an existing
ConVar
GameTypes: could not find matching map de_dust_se.
GamesTypes: unable to set convars for map de_dust_se.bsp. Could not find
matching map name.
GameTypes: could not find matching map de_dust_se.
PlayerModelInfo: missing terrorist models for map de_dust_se. Adding the
default model tm_phoenix.
GameTypes: could not find matching map de_dust_se.
PlayerModelInfo: missing counter-terrorist models for map de_dust_se.
Adding the default model ctm_st6.
GameTypes: could not find matching map de_dust_se.
GameTypes: could not find matching map de_dust_se.
PrecacheScriptSound 'anarchist_blank' failed, no such sound script entry
PrecacheScriptSound 'balkan_blank' failed, no such sound script entry
PrecacheScriptSound 'fbihrt_blank' failed, no such sound script entry
PrecacheScriptSound 'gign_blank' failed, no such sound script entry
Attempting to precache model, but model name is NULL
Commentary: Could not find commentary data file
'maps/de_dust_se_commentary.txt'.
Initializing Steam libraries for secure Internet server
BOpenService failed
ServiceStart: failed to start
Logging into anonymous gameserver account.
L 08/10/2012 - 21:18:44: server_cvar: sv_contact ad...@dhgamers.com
L 08/10/2012 - 21:18:44: server_cvar: mp_roundtime 15
Unknown command bot_auto_vacate
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Re: [Csgo_servers] Beta 17 Issues

2012-08-10 Thread Stephen Bevan
I changed my start up line to use de_dust as the starting map and mg_bomb
for the mapgroup...

tomorrow, I'll mess with the gamemode.server.txt and get a working mapgroup
up...

I'm able to connect to the server now
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Re: [Csgo_servers] DDOS?

2012-08-09 Thread Stephen Bevan
I agree, not a DDOS, no spike in network usage, however, still a bummer of
a crash
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Re: [Csgo_servers] _se-maps 10 players

2012-07-31 Thread Stephen Bevan

 Ya. I changed ours the other day and that was the problem
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Re: [Csgo_servers] _se-maps 10 players

2012-07-29 Thread Stephen Bevan
de_dust2_se is the only map that gives me issues when trying to have more
than 5v5.  Sometimes it will work, most times it does not - removed from
regular rotation :(
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Re: [Csgo_servers] 15vs15 on _se maps

2012-07-10 Thread Stephen Bevan
ya, I could use SpawnTools7, but I was hoping for a non-mod way of having
more than 15 on _se maps... Thanks for the suggestions :)

On Tue, Jul 10, 2012 at 3:05 AM, haeufi hae...@teamniederbayern.de wrote:

  Perhaps you could use sourcemod with plugin spawntools to add more
 spawnpoints...
 Just an idea I have this issue, too. But i chose not to write _se-maps
 into maplist...


 haeufi from www.teamniederbayern.de


 Am 10.07.2012 05:37, schrieb Jonas Andersson:

 Having this problem too. 15v15 works fine on non _se maps. I'm guessing it
 has to do with the number of spawn points on the _se maps still being
 limited to 5 per side.

 On Mon, Jul 9, 2012 at 8:36 PM, Travis Brown tbrown7...@gmail.com wrote:

 Tried all of this?
 http://csgodev.com/how-do-i-get-more-then-5v5/

  On Mon, Jul 9, 2012 at 9:35 PM, Stephen Bevan ssbe...@gmail.com wrote:

 Is there a trick to get 15v15 on _se maps or do I need to go over my
 gamemodes.txt again, with my glasses on and I'm the the only one having
 issues?
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[Csgo_servers] 15vs15 on _se maps

2012-07-09 Thread Stephen Bevan
Is there a trick to get 15v15 on _se maps or do I need to go over my
gamemodes.txt again, with my glasses on and I'm the the only one having
issues?
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Re: [Csgo_servers] Player (No Steam Login)

2012-06-15 Thread Stephen Bevan
This has happened multiple times on our server as well.  I have not heard
of a fix/solution for this yet.
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Re: [Csgo_servers] [Dedicated Server] Round end freeze fixed but now round start freeze!!!!

2012-06-13 Thread Stephen Bevan
I haven't noticed the freeze before round start.  We're running windows
server 2008 R2
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[Csgo_servers] 06/12/2012 Update and lingering issues

2012-06-12 Thread Stephen Bevan
After today's update, I'm still seeing:

 String Table dictionary for downloadables should be rebuilt, only found
37 of 42 strings in dictionary

 CreateFragmentsFromFile: 'downloads/1ab72a88.dat' doesn't exist.

Harmless errors I know, but ugly
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Re: [Csgo_servers] DDOS?

2012-06-12 Thread Stephen Bevan
Another show of this ugly monster...

50MB log of:

SendNetMsg: stream[netchan_t::unreliabledata] buffer overflow (maxsize =
4000)!
SendNetMsg: stream[netchan_t::unreliabledata] buffer overflow (maxsize =
4000)!
SendNetMsg: stream[netchan_t::unreliabledata] buffer overflow (maxsize =
4000)!
SendNetMsg: stream[netchan_t::unreliabledata] buffer overflow (maxsize =
4000)!
SendNetMsg: stream[netchan_t::unreliabledata] buffer overflow (maxsize =
4000)!
SendNetMsg: stream[netchan_t::unreliabledata] buffer overflow (maxsize =
4000)!
SendNetMsg: stream[netchan_t::unreliabledata] buffer overflow (maxsize =
4000)!
SendNetMsg: stream[netchan_t::unreliabledata] buffer overflow (maxsize =
4000)!
SendNetMsg: stream[netchan_t::unreliabledata] buffer overflow (maxsize =
4000)!
SendNetMsg: stream[netchan_t::unreliabledata] buffer overflow (maxsize =
4000)!
SendNetMsg: stream[netchan_t::unreliabledata] buffer overflow (maxsize =
4000)!

On Fri, Jun 8, 2012 at 9:02 PM, ronon chowdhury rar...@gmail.com wrote:

 http://www.youtube.com/watch?v=F0M7FJ9Qta8


 On Fri, Jun 8, 2012 at 8:02 PM, Travis Brown tbrown7...@gmail.com wrote:

 doesnt help that people post it on steam forums and makes it go viral.

 On Thu, Jun 7, 2012 at 8:52 PM, Solomon Nero solomon.n...@gmail.comwrote:

 What is this? Some kind of DDos? it lags the whole server and does
 it over and over and over, makes the server unplayable...

 SendNetMsg: stream[netchan_t: :unreliabledata] buffer overflowmaxsize =
 4000!


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Re: [Csgo_servers] playernames

2012-06-11 Thread Stephen Bevan
http://forums.steampowered.com/forums/showthread.php?t=1396756

Basically, mp_playerid controls what players see when aiming at other
players (or hostages).


On Mon, Jun 11, 2012 at 12:49 AM, Kai Banse powerbomb2...@web.de wrote:

 Hey ,

 i was wondering that in our server, if you move with the crosshair to a
 player no playername is shown. But on other server it works fine.

 Is there any command to disable it?

 regards



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Re: [Csgo_servers] Community Servers Achievements - fixed!

2012-06-11 Thread Stephen Bevan
Any update to being able to have achievements on community servers and not
have them show as offline?

On Sat, Jun 9, 2012 at 1:33 AM, Михаил Ефименко efimenk...@gmail.comwrote:

 replace everywhere in gamemodes.txt maxplayers 10 to maxplayers 30
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Re: [Csgo_servers] FF molotov

2012-06-05 Thread Stephen Bevan
have you tried adjusting these:
ff_damage_reduction_grenade 1
ff_damage_reduction_bullets 1
ff_damage_reduction_other 1
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