Re: [Csgo_servers] Workshop Collection - map rotation issue

2013-02-24 Thread Mike King (ToG Admin)
I fixed it by renaming all my maplist*.*and mapcycle.* to *.old and 
restarted :)


Mike
On 24/02/2013 21:46, David Fountain wrote:


Map group official maps or the maps in the old maps directory?   Mine 
does the later


SavSin

On Feb 24, 2013 1:45 PM, Josh Todd djtod...@gmail.com 
mailto:djtod...@gmail.com wrote:


Anyone have advice on why my server hosting my collection (which
contains no official maps) continues to cycle to official maps?

Any advice would be appreciated.

Thanks!

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[Csgo_servers] Suggestion: Time for an online forum

2013-02-08 Thread Mike King (ToG Admin)

Ido et al,

I think given the increase in everyone's email traffic it may well be 
better to set up a steam forum for server admin on CSGO.  This was 
requested a while ago but deemed not necessary but, as we can see from 
all the posts today after a major update, it's difficult to keep track 
of the various threads that people are emailing.


So, can Valve please set up a server admin CSGO forum on the steam network?

Mike

PS Suggestion #2 is to have an 'opt in' flag in CSGO server config that 
says if you want to be first to test out new updates - then the updates 
don't have to be mandated first time around, and admins like myself can 
opt in a casual server but opt out a competitive one..


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Re: [Csgo_servers] RCON Logging / Competitive match point (ToG Admin)

2012-09-20 Thread ToG Admin
Thanks Hutch but it's not a firewall issue.  Pre-update it connected 
without issue and continued to keep connected and updating say and 
console etc. Post-update the RCON stops for 10 minutes or so every now 
and again (usual internet connectivity is fine) and then all of a sudden 
bursts into life.  The CSGO server throughout is fine (and if I RDP to 
the server I can see it still running)


Mike


On 20/09/2012 18:56, G. Hutchinson wrote:

Mike,
The time out you are experiencing in HLSW is due to your firewall or 
such blocking the port for HLSW. Make sure you allow the port being 
used and test it.


As far as the tickrate discussion, the truth is it is purely the 
coolness factor. IE;


hostname Joe Blows 66 tick CS:GO server--- feeling of coolness = 
33.4%


hostame Joe Blows EXTREME COOL 1000 TICK CS:GO Blowout EXTRAPALOOZA 
feeling of coolness = 120% increase...


Increase in both in rental cost per users for you non colo folks, and 
coolness feeling... +1
Sometimes these users are known to randomly scream EXTREME PWNAGE at 
their monitors and then walk around with their chest puffed out 
picking a fight with their 10 year old brother until their mother 
slaps their mouth.


Psychology is fun...

hutch


At 04:59 PM 9/18/2012, you wrote:

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When replying, please edit your Subject line so it is more specific
than Re: Contents of Csgo_servers digest...


Today's Topics:

   1. Warm up timer reseting back to initial value, after round end
  (Babis)
   2. RCON Logging / Competitive match point (ToG Admin)
   3. Re: 128 tickrate server makes door at de_nuke or de_nuke_se
  move slower than when it is @ 64 tick server (Absurd Minds)
   4. Re: 128 tickrate server makes door at de_nuke or de_nuke_se
  move slower than when it is @ 64 tick server (Steven Hartland)


--

Message: 1
Date: Wed, 19 Sep 2012 00:44:44 +0300
From: Babis xngala...@gmail.com
To: Csgo_servers@list.valvesoftware.com
Csgo_servers@list.valvesoftware.com
Subject: [Csgo_servers] Warm up timer reseting back to initial value,
after round end
Message-ID:
CANgx26ghXPuN=RDNYo-GdCDCn99i=z-0dqi8y6cq8tc6fzq...@mail.gmail.com
Content-Type: text/plain; charset=iso-8859-1

I don't know if it is already mentioned or not, but today I noticed that
the warmup count down timer was reseting back to initial value and 
started

to re-count again after round end (of course, before timer ends) , any
ideas what is going wrong or it is just a new bug?
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Message: 2
Date: Tue, 18 Sep 2012 22:55:04 +0100
From: ToG Admin ad...@thegrumpyoldgits.co.uk
To: csgo_servers@list.valvesoftware.com
Subject: [Csgo_servers] RCON Logging / Competitive match point
Message-ID: 5058edb8.3030...@thegrumpyoldgits.co.uk
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

A couple of things I've noticed since the latest update - might or might
not be just my install!

Firstly, RCON via HLSW drops out completely (i.e. HLSW shows the server
has timeout) but the game is still running and people are connected.

Secondly, during competitive matchplay I've noticed a couple of times
that the first half finishes and everyone changes teams then immediately
it announces that it's Match Point.  Could that be right?

Regards,
Mike




--

Message: 3
Date: Tue, 18 Sep 2012 17:55:54 -0400
From: Absurd Minds goabs...@absurdminds.net
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nuke
or de_nuke_se move slower than when it is @ 64 tick server
Message-ID:
CAEXNCwqxdh1n1-esgwK=kk1eyzpdwlxdskrwdqdyfpwc5u4...@mail.gmail.com
Content-Type: text/plain; charset=ISO-8859-7

I wonder if this is why the doors in de_bank are so slow also (in that
convenience store next to the bank). I recently noticed them opening
absurdly slow, but didn't connect it to server tickrate.

On Tue, Sep 18, 2012 at 5:36 PM, Babis xngala...@gmail.com wrote:
 You just have to look this for yourself and see the difference. 
Just use
 -tickrate 64 or -tickrate 128 in the command line start parameters 
of the
 game , and then host a nuke map in both situations and just press e 
(+use)

 key to the door at bombsite a. I think , without being sure, that same
 behavior occurs also at the vertical garage

[Csgo_servers] RCON Logging / Competitive match point

2012-09-18 Thread ToG Admin
A couple of things I've noticed since the latest update - might or might 
not be just my install!


Firstly, RCON via HLSW drops out completely (i.e. HLSW shows the server 
has timeout) but the game is still running and people are connected.


Secondly, during competitive matchplay I've noticed a couple of times 
that the first half finishes and everyone changes teams then immediately 
it announces that it's Match Point.  Could that be right?


Regards,
Mike


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Re: [Csgo_servers] csgo 1.19.0.x

2012-09-14 Thread ToG Admin
Looking forward to it ! Can you post again when it's been released? 
Going to take someone through upgrading the servers tonight so I don't 
have to do it all the time.


Also, is there documentation around what's included in the update?  Thanks

Mike

On 14/09/2012 18:35, Ido Magal wrote:


An update for CS:GO will be deployed shortly.

Thanks.

*From:*Ido Magal
*Sent:* Thursday, September 13, 2012 5:56 PM
*To:* csgo_servers@list.valvesoftware.com
*Subject:* RE: csgo 1.19.0.x

We've encountered some issues and are going to try again tomorrow.

Thanks.

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

*Sent:* Thursday, September 13, 2012 3:31 PM
*To:* csgo_servers@list.valvesoftware.com 
mailto:csgo_servers@list.valvesoftware.com

*Subject:* [Csgo_servers] csgo 1.19.0.x

We hope to have an update ready later today.

Thanks.



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Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread ToG Admin

Ido

Any chance of having the twitter account (csgo_dev) to tweet when the 
next update is being pushed out? It would mean that those on twitter can 
sign up for mobile (cell phone) alerts from that account and will be 
ready to update the servers as soon as the message is received?


Regards
Mike

On 29/08/2012 23:08, Ido Magal wrote:


We hope to push out an update by the end of the week.

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

*Sent:* Wednesday, August 29, 2012 1:44 PM
*To:* csgo_servers@list.valvesoftware.com
*Subject:* Re: [Csgo_servers] Community Servers Quick Play

Thanks thanks thanks Ido for your work on this list! It is very useful 
to have such comments and hints AND announcements of upcoming updates.


By the way: Do you have an estimated date for the next update? It´s 
because I am the next two evenings not at a computer (evening in 
Germany is usually valveupdate time) and can´t have a look permanently.


Thanks

haeufi from www.teamniederbayern.de http://www.teamniederbayern.de

Am 29.08.2012 21:31, schrieb Ido Magal:

No. The only requirements are that you meet the user's minimum number 
of players and that you do not have sv_steamgroup_exclusive set to 1.


You could be running surf or zm or anything.

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

*Sent:* Wednesday, August 29, 2012 12:29 PM
*To:* csgo_servers@list.valvesoftware.com 
mailto:csgo_servers@list.valvesoftware.com

*Subject:* Re: [Csgo_servers] Community Servers Quick Play

Also interested in the response to this question. To further simplify 
it, I guess the question might be Do we have to be running the 
default Valve supplied mapgroup's (mg_bomb etc)?


-Nick

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

*Sent:* 29 August 2012 20:08
*To:* csgo_servers@list.valvesoftware.com 
mailto:csgo_servers@list.valvesoftware.com

*Subject:* Re: [Csgo_servers] Community Servers Quick Play

If the server is running a mapgroup with strictly _se maps should it 
still be possible for players to be directed there, or does it have to 
be on one of the regular maps?


On Wed, Aug 29, 2012 at 12:04 PM, Ido Magal i...@valvesoftware.com 
mailto:i...@valvesoftware.com wrote:


Correct. The default is 3 players. This is a client-set minimum using 
the convar 'mm_csgo_community_search_players_min'





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Re: [Csgo_servers] Request: rcon say and nextlevel please

2012-08-25 Thread ToG Admin
Just to add my two penneth.  I used to be able to send /say messages 
from HLSW but realised the other day that it no longer works. The only 
way I can remotely say something to those online is to use sourcemod and 
do a sm_say and that works...


Mike


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[Csgo_servers] Metamod / Sourcemod ?

2012-08-21 Thread ToG Admin
Has anyone elses Metamod / Sourcemod stopped working?  I did have gameme 
stats running as well as adverts on the server but since one of the 
latest updates they no longer work.


I've tried updating to latest versions of Metamod and Sourcemod but 
still nothing.  Console command meta just comes up with unknown command


Cheers
Mike


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Re: [Csgo_servers] CSGO update just now

2012-08-20 Thread ToG Admin

On Windows I'm getting :

#Console initialized.
#Hashing all VPK files for pure server operation.

And then nothing...

Mike
On 20/08/2012 22:25, Absurd Minds wrote:

I get this:

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

#
#Console initialized.
#Hashing all VPK files for pure server operation.


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


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

On Mon, Aug 20, 2012 at 2:16 PM, ics i...@ics-base.net
mailto:i...@ics-base.net wrote:
 Since no one posted about it, there was an update just now.
Update your
 servers (if you can).

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

 -ics

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[Csgo_servers] GameModes_Server.txt - anyone got it working?

2012-08-16 Thread ToG Admin
A great idea to move away from gamemodes.txt but I can't find any way to 
actually invoke the GameModes_Server.txt file?


Has anyone got it successfully working as the override? All I'm trying 
at the moment is to change mp_maxplayers. Here's my file as it stands 
and not working below. Does it need to be called from somewhere?


Cheers
Mike
--8--
// To use this file, rename it to GameModes_Server.txt
//
// Values here override the default gamemodes.txt

GameModes_Server.txt
{
gameTypes
{
classic
{
gameModes
{
competitive
{
convars
{
mp_maxplayers 30

}

}
casual
{
convars
{
mp_maxplayers 24

}

}
}
}
}
}
--8--

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Re: [Csgo_servers] GameModes_Server.txt - anyone got it working?

2012-08-16 Thread ToG Admin
Am on Windows 2008 but have tried that as well in desperation :) Still 
doesn't work


Have you managed to get it to work?

Mike

On 16/08/2012 22:14, Valentin G. wrote:

If you are on linux you may have to properly capitalize the file name.
I'm not sure though.

On Thu, Aug 16, 2012 at 11:10 PM, ToG Admin
ad...@thegrumpyoldgits.co.uk wrote:

A great idea to move away from gamemodes.txt but I can't find any way to
actually invoke the GameModes_Server.txt file?

Has anyone got it successfully working as the override? All I'm trying at
the moment is to change mp_maxplayers. Here's my file as it stands and not
working below. Does it need to be called from somewhere?

Cheers
Mike
--8--
// To use this file, rename it to GameModes_Server.txt
//
// Values here override the default gamemodes.txt

GameModes_Server.txt
{
 gameTypes
 {
 classic
 {
 gameModes
 {
 competitive
 {
 convars
 {
 mp_maxplayers 30

 }

 }
 casual
 {
 convars
 {
 mp_maxplayers 24

 }

 }
 }
 }
 }
}
--8--

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Re: [Csgo_servers] GameModes_Server.txt - anyone got it working?

2012-08-16 Thread ToG Admin
Fantastic - thanks Ido - worked like a charm.  Great to see us not 
having to wade through gamemodes.txt now :)


Regards
Mike

On 16/08/2012 22:23, Ido Magal wrote:

The correct syntax is


GameModes_Server.txt
{
  gameTypes
  {
  classic
  {
  gameModes
  {
  competitive
  {

maxplayers 30


  convars
  {
  }

  }
  casual
  {
  maxplayers 24
  convars
  {
  }

  }
  }
  }
  }
}


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Re: [Csgo_servers] Forced into Achievement mode? And therefore only 5v5?

2012-08-11 Thread ToG Admin
I tried to use the gamemodes_server.txt file but for some reason it was 
ignored. So I edited gamemodes.txt file and found that there were 
maxplayer settings already in there for 10 on competitive and 20 on 
casual. Updated those to 20 and 30 and it works.


However, think as the server is still in achievement mode it won't allow 
more that 5v5 real players (but can't prove that until tonight when the 
clan will complain they can't connect at 10 real players).  Server today 
was running 10 real players and 16 bots


Mike

On 11/08/2012 19:24, Mitch M wrote:
Stephen can you post your gamemodes_server.txt file? Mine does not 
look any different than before the update and I am stuck with the 
server full with 1 person connected. I do not know where to edit the 
max players. Thanks



Date: Sat, 11 Aug 2012 11:12:13 -0700
From: ssbe...@gmail.com
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Forced into Achievement mode? And 
therefore only 5v5?


Our servers are in achievement mode and listed as dedicated and we're 
able to have more than 5v5... we hit a limit of 25 players though, and 
not 15v15 :(


It's all in the gamemodes_server.txt file... that's where you make 
your edits, including maxplayers for each gamemode or gametype


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Re: [Csgo_servers] _se-maps 10 players

2012-07-28 Thread ToG Admin
You need to disable the lobby setting cos that brings it down to 5v5 + 
bots.  So, in your cfg/server.cfg put :


sv_allow_lobby_connect_only 0

Mike


On 28/07/2012 16:01, haeufi wrote:

Hey guys,

I tried everything I remember to get more than 10 people on my 
Deathmatch-Server on de_dust2_se (and any other _se-map). SInce there 
are servers where it IS possible, what do I have to change to get it 
to work. maxplayers in gamemodes.txt is set, exactly like in 
startup-line.

Do I have to edit anything else?

Thanks

haeufi - www.teamniederbayern.de

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[Csgo_servers] Russian voice with Airplane sounds in game?

2012-07-11 Thread ToG Admin
Very curious tonight. Playing on a dedi CSGO server and throughout had a 
Russian voice coming over the mics with a lot of background sound from 
their mic. No icon to say anyone was talking, kicked all the players and 
the voice continued. Had some airplane sounds in the background as well.


Had I not been sober I'd have thought I'd dreamt it. Anyone else seen 
(or heard) that recently? No specs, just Ts and CTs and no speech 
icons.. curious!


Mike


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Re: [Csgo_servers] bans not sticking

2012-06-03 Thread ToG Admin

I got a server.cfg from somewhere on the net and it had :

write banned_ip.cfg
write banned_user.cfg

Or something similar in it.  This I found actually wiped the banned 
files so I took it out and ever since I haven't lost my banned users or IPs!


Mike

On 03/06/2012 05:31, Solomon Nero wrote:
Anyone elses bans not sticking? PeopleI perm-ban end up coming right 
back in the next day.


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Re: [Csgo_servers] custom maps

2012-06-03 Thread ToG Admin

I explain custom map setups here:

http://wiki.csgo4me.com:8080/jamwiki-1.2/en/CS_GO_Custom_Maps_Project

But it's a bit buggy still!

Mike

On 03/06/2012 01:18, Solomon Nero wrote:
Hello, anyone know a way to allow clients to download new maps? There 
is a few good custom maps emerging out of the wood works, I would like 
to try in my server, My conclusion is you cant do it until valve 
allows it...but I know alot of you guys are out there who are smart, 
and may have some workaround.


On 6/2/2012 5:42 PM, Andreas Grimm wrote:


Hello Valve,

I am currently testing my own bot engine in CS:GO.

It seems to work very well, but I have a problem with the control 
bot feature.


The client gui displays the [E] Control Bot message on my bots, but 
when I press the use key then nothing happens.


That it has no effect for my bot engine is clear, but I could easily 
turn it off when I can see, that a player controls the player, but 
pressing the use key has absolutely no effect for the human client, 
too...


I played around with the following 3 net props:

m_bIsControllingBot

m_bCanControlObservedBot

m_iControlledBotEntIndex

But changing the values have no effect.

May I ask if it's possible to control third party bots in general?

If yes, could you explain that system a little bit, that I am able to 
reproduce this on my side? And if not, why not? *cries a river* ;) 
... but is there any way to hide the [E] Control Bot messsage for 
my bot players?


thanks and regards

 - Andreas



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Re: [Csgo_servers] custom maps

2012-06-03 Thread ToG Admin
Thanks for the feedback. I dont run the site but would appreciate you to 
point me at the anti-valve statements on that site?? Its a good source 
of CSGO information tbh


On 03/06/2012 18:59, Travis Brown wrote:
Beware of that website. The guy who runs is is very anti valve and is 
a powertrip. He rage quit this mailing list because he didnt get his way.


On Sun, Jun 3, 2012 at 4:40 AM, ToG Admin 
ad...@thegrumpyoldgits.co.uk mailto:ad...@thegrumpyoldgits.co.uk 
wrote:


I explain custom map setups here:

http://wiki.csgo4me.com:8080/jamwiki-1.2/en/CS_GO_Custom_Maps_Project

But it's a bit buggy still!

Mike

On 03/06/2012 01:18, Solomon Nero wrote:

Hello, anyone know a way to allow clients to download new maps?
There is a few good custom maps emerging out of the wood works, I
would like to try in my server, My conclusion is you cant do it
until valve allows it...but I know alot of you guys are out there
who are smart, and may have some workaround.

On 6/2/2012 5:42 PM, Andreas Grimm wrote:


Hello Valve,

I am currently testing my own bot engine in CS:GO.

It seems to work very well, but I have a problem with the
control bot feature.

The client gui displays the [E] Control Bot message on my
bots, but when I press the use key then nothing happens.

That it has no effect for my bot engine is clear, but I could
easily turn it off when I can see, that a player controls the
player, but pressing the use key has absolutely no effect for
the human client, too...

I played around with the following 3 net props:

m_bIsControllingBot

m_bCanControlObservedBot

m_iControlledBotEntIndex

But changing the values have no effect.

May I ask if it's possible to control third party bots in general?

If yes, could you explain that system a little bit, that I am
able to reproduce this on my side? And if not, why not? *cries a
river* ;) ... but is there any way to hide the [E] Control Bot
messsage for my bot players?

thanks and regards

 - Andreas



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Re: [Csgo_servers] Why have my maps stopped rotating?

2012-06-02 Thread ToG Admin

Spot on - now works fine!! Thanks AM

On 02/06/2012 16:39, Absurd Minds wrote:
Did you set mp_match_end_restart 0 in your server.cfg? Don't ask me 
why they made it so you actually had to set a cvar to get the map to 
change at the end, but they did...


On Sat, Jun 2, 2012 at 11:37 AM, ToG Admin 
ad...@thegrumpyoldgits.co.uk mailto:ad...@thegrumpyoldgits.co.uk 
wrote:


Can someone advise if their maps are still rotating on their servers?

I've got the following set which I thought should work for Classic
Competitive mode.

   mp_maxrounds30
   mp_timelimit60
   mp_roundtime2

It sticks on the first map on reboot.  I do have the +map option
on the srcds launch line but if I take out the +map setting the
server won't start.

Ever thought I'm not the best admin in the world Please help.

ToG|Mikeyking

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Re: [Csgo_servers] Community Servers Achievements - workaround

2012-05-30 Thread ToG Admin
Unfortunately I've got exactly the same problem.  Tried lots to fix it 
but I just can't get pushed onto my classic competitive server. It goes 
off to other European servers!


Would really like this to work :)

ToG|Mikeyking
On 30/05/2012 13:22, Nick Emson wrote:

Do a changelevel on the server, and try again. I have witnessed a failed
connection after a player had already joined and left my server randomly
through the browser. Changed level, and it worked. I guess this has flushed
out whatever '0' reservation was in place. There is a command to set a
reservation timeout (default 45 secs) but this doesn't seem to apply/help.

- Nick

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: 30 May 2012 12:55
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers  Achievements - workaround

Any chance a SM plugin could force the server into the correct mode?

I've attempted to connect to my servers with the details you provided,
however, I do not get send to my server.

Cheers,

Saint K.

From: csgo_servers-boun...@list.valvesoftware.com
[csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Nick Emson
[n...@nick-emson.co.uk]
Sent: 30 May 2012 13:45
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers  Achievements - workaround

Sorry, typo: mm_dedicated_force_servers x.x.x.x:y . What you get for
hammering out an email with the game closed.

To reiterate, those server ops coming from a CS:S / TF2 background, you CAN
still use the server browser in its current form to connect and have other
people connect, however you will not get players through the matchmaking
system and you will currently not get achievements working (that I can see).
CS:GO seems to use the L4D2/portal codebase, so where possible launch the
1st player into your server using the matchmaking system.

The catch of course is if the server hibernates and the next person to
connect to the hibernating server doesn't follow this rule. hopefully they
will change this behaviour. On the plus side, I get the feeling the lack of
accomplishments on community servers is NOT intentional.

Regards,
Nick

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
{{A-BS}}TTechgunner
Sent: 30 May 2012 04:46
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers  Achievements - workaround


I would also like to know the answer to that and how to create a lobby
reservation.
On May 29, 2012 4:14 PM,
shadowmo...@thinking-man.commailto:shadowmo...@thinking-man.com  wrote:

Thanks for the info Nick.  Just a quick question.  Where are you suppose

to put in mm_force_dedicated_serverIP  at?  Every time I put that in the
console it says unknown command.


On 29.05.2012 15:03, Nick Emson wrote:

Dear All,

I have a solution / workaround to the community server / achievement
issue, until such time the game gets flushed out with a proper lobby
system and left4dead2-esque menus (I think 5 on 5 team-versus lobbies
were mentioned).

On the belief the issue highlighted that CS:GO was using the lobby
reservation system introduced in L4D2, I did some experiments with
'SV_SEARCH_KEY' and 'MM_FORCE_DEDICATED_SERVER', and used a mixture
of

the server browser (community servers) and the 'Find a game'
matchmaking system.

I believe the problem seen stems from the fact we are connecting to
our dedicated boxes using the community server browser list. Doing so
does not create a lobby reservation, and thus does not enter the
valve matchmaking system. This is the same result as connecting to an
empty server in L4D2 via 'openserverbrowser' or the community-servers
main menu list. You can see this by looking at 2 things upon entering
the
server:

1/ The console displays a message that achievements/stats/etc are
disabled

2/ 'net_graph 3' shows offline in the bottom-right

EXAMPLE: http://www.fussake.com/tc/csgo/server_browser-fail.jpg [1]


Instead, you need to connect to your empty, hibernating server using
matchmaking (find a game menu entry) and forcing an IP using the
classic 'mm_force_dedicated_server' command. Ensure the IP is of a
server running the correct game mode / type! This makes the
connection go through matchmaking, make a lobby reservation, create a
game and connect to your server. You will now see:

1/ The console shows a lobby id (reservation)

2/ 'net_graph 3' shows dedicated in the bottom-right

EXAMPLE:
http://www.fussake.com/tc/csgo/mm_force_dedicated-success.jpg
[2]


In theory, 'sv_search_key' should do the same thing, however this
appears to be broken - testing shows that it does attempt to do what
is intended, but always reports 0 search results, when I can
clearly see servers in the browser with my custom key set.

EXAMPLE: 

Re: [Csgo_servers] Community Servers Achievements - workaround

2012-05-30 Thread ToG Admin
Curious - managed to connect in dedicated once I set sv_search_key to 
the same value (ToG) on both server and client. Connected fine first 
time around but now I can't connect to any game via find a game


Investigations ongoing but it seems sv_search_key might be working.. 
maybe not as designed though :)


ToG|Mikeyking
www.thegrumpyoldgits.co.uk

On 30/05/2012 14:02, ToG Admin wrote:
Unfortunately I've got exactly the same problem.  Tried lots to fix it 
but I just can't get pushed onto my classic competitive server. It 
goes off to other European servers!


Would really like this to work :)

ToG|Mikeyking
On 30/05/2012 13:22, Nick Emson wrote:
Do a changelevel on the server, and try again. I have witnessed a 
failed

connection after a player had already joined and left my server randomly
through the browser. Changed level, and it worked. I guess this has 
flushed

out whatever '0' reservation was in place. There is a command to set a
reservation timeout (default 45 secs) but this doesn't seem to 
apply/help.


- Nick

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of 
Saint K.

Sent: 30 May 2012 12:55
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers  Achievements - 
workaround


Any chance a SM plugin could force the server into the correct mode?

I've attempted to connect to my servers with the details you provided,
however, I do not get send to my server.

Cheers,

Saint K.

From: csgo_servers-boun...@list.valvesoftware.com
[csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Nick Emson
[n...@nick-emson.co.uk]
Sent: 30 May 2012 13:45
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers  Achievements - 
workaround


Sorry, typo: mm_dedicated_force_servers x.x.x.x:y . What you 
get for

hammering out an email with the game closed.

To reiterate, those server ops coming from a CS:S / TF2 background, 
you CAN
still use the server browser in its current form to connect and have 
other

people connect, however you will not get players through the matchmaking
system and you will currently not get achievements working (that I 
can see).
CS:GO seems to use the L4D2/portal codebase, so where possible launch 
the

1st player into your server using the matchmaking system.

The catch of course is if the server hibernates and the next person to
connect to the hibernating server doesn't follow this rule. hopefully 
they
will change this behaviour. On the plus side, I get the feeling the 
lack of

accomplishments on community servers is NOT intentional.

Regards,
Nick

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
{{A-BS}}TTechgunner
Sent: 30 May 2012 04:46
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers  Achievements - 
workaround



I would also like to know the answer to that and how to create a lobby
reservation.
On May 29, 2012 4:14 PM,
shadowmo...@thinking-man.commailto:shadowmo...@thinking-man.com  
wrote:
Thanks for the info Nick.  Just a quick question.  Where are you 
suppose
to put in mm_force_dedicated_serverIP  at?  Every time I put that 
in the

console it says unknown command.


On 29.05.2012 15:03, Nick Emson wrote:

Dear All,

I have a solution / workaround to the community server / achievement
issue, until such time the game gets flushed out with a proper lobby
system and left4dead2-esque menus (I think 5 on 5 team-versus lobbies
were mentioned).

On the belief the issue highlighted that CS:GO was using the lobby
reservation system introduced in L4D2, I did some experiments with
'SV_SEARCH_KEY' and 'MM_FORCE_DEDICATED_SERVER', and used a mixture
of

the server browser (community servers) and the 'Find a game'
matchmaking system.

I believe the problem seen stems from the fact we are connecting to
our dedicated boxes using the community server browser list. Doing so
does not create a lobby reservation, and thus does not enter the
valve matchmaking system. This is the same result as connecting to an
empty server in L4D2 via 'openserverbrowser' or the community-servers
main menu list. You can see this by looking at 2 things upon entering
the
server:

1/ The console displays a message that achievements/stats/etc are
disabled

2/ 'net_graph 3' shows offline in the bottom-right

EXAMPLE: http://www.fussake.com/tc/csgo/server_browser-fail.jpg [1]


Instead, you need to connect to your empty, hibernating server using
matchmaking (find a game menu entry) and forcing an IP using the
classic 'mm_force_dedicated_server' command. Ensure the IP is of a
server running the correct game mode / type! This makes the
connection go through matchmaking, make a lobby reservation, create a
game and connect to your server. You will now see:

1/ The console shows a lobby id (reservation)

2/ 'net_graph 3

Re: [Csgo_servers] Community Servers Achievements - workaround

2012-05-30 Thread ToG Admin
OK, as mentioned before, I think you need the sv_search_key set to the 
same on both server and client. Seems to work fine for me. I've put into 
my autoexec.cfg on my local machine :


sv_search_key ToG
mm_dedicated_force_servers 109.70.148.78:27017

And then Find a game picks this server up.  I did need to do the 
mapchange though.


Not sure why there were problems 2nd time around but I'm now running in 
dedicated mode. Thank you so much Nick - what a star!


ToG|Mikeyking

On 30/05/2012 14:29, ToG Admin wrote:
Curious - managed to connect in dedicated once I set sv_search_key to 
the same value (ToG) on both server and client. Connected fine first 
time around but now I can't connect to any game via find a game


Investigations ongoing but it seems sv_search_key might be working.. 
maybe not as designed though :)


ToG|Mikeyking
www.thegrumpyoldgits.co.uk

On 30/05/2012 14:02, ToG Admin wrote:
Unfortunately I've got exactly the same problem.  Tried lots to fix 
it but I just can't get pushed onto my classic competitive server. It 
goes off to other European servers!


Would really like this to work :)

ToG|Mikeyking
On 30/05/2012 13:22, Nick Emson wrote:
Do a changelevel on the server, and try again. I have witnessed a 
failed
connection after a player had already joined and left my server 
randomly
through the browser. Changed level, and it worked. I guess this has 
flushed

out whatever '0' reservation was in place. There is a command to set a
reservation timeout (default 45 secs) but this doesn't seem to 
apply/help.


- Nick

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of 
Saint K.

Sent: 30 May 2012 12:55
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers  Achievements - 
workaround


Any chance a SM plugin could force the server into the correct mode?

I've attempted to connect to my servers with the details you provided,
however, I do not get send to my server.

Cheers,

Saint K.

From: csgo_servers-boun...@list.valvesoftware.com
[csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Nick Emson
[n...@nick-emson.co.uk]
Sent: 30 May 2012 13:45
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers  Achievements - 
workaround


Sorry, typo: mm_dedicated_force_servers x.x.x.x:y . What you 
get for

hammering out an email with the game closed.

To reiterate, those server ops coming from a CS:S / TF2 background, 
you CAN
still use the server browser in its current form to connect and have 
other
people connect, however you will not get players through the 
matchmaking
system and you will currently not get achievements working (that I 
can see).
CS:GO seems to use the L4D2/portal codebase, so where possible 
launch the

1st player into your server using the matchmaking system.

The catch of course is if the server hibernates and the next person to
connect to the hibernating server doesn't follow this rule. 
hopefully they
will change this behaviour. On the plus side, I get the feeling the 
lack of

accomplishments on community servers is NOT intentional.

Regards,
Nick

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
{{A-BS}}TTechgunner
Sent: 30 May 2012 04:46
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers  Achievements - 
workaround



I would also like to know the answer to that and how to create a lobby
reservation.
On May 29, 2012 4:14 PM,
shadowmo...@thinking-man.commailto:shadowmo...@thinking-man.com  
wrote:
Thanks for the info Nick.  Just a quick question.  Where are you 
suppose
to put in mm_force_dedicated_serverIP  at?  Every time I put that 
in the

console it says unknown command.


On 29.05.2012 15:03, Nick Emson wrote:

Dear All,

I have a solution / workaround to the community server / achievement
issue, until such time the game gets flushed out with a proper lobby
system and left4dead2-esque menus (I think 5 on 5 team-versus lobbies
were mentioned).

On the belief the issue highlighted that CS:GO was using the lobby
reservation system introduced in L4D2, I did some experiments with
'SV_SEARCH_KEY' and 'MM_FORCE_DEDICATED_SERVER', and used a mixture
of

the server browser (community servers) and the 'Find a game'
matchmaking system.

I believe the problem seen stems from the fact we are connecting to
our dedicated boxes using the community server browser list. Doing so
does not create a lobby reservation, and thus does not enter the
valve matchmaking system. This is the same result as connecting to an
empty server in L4D2 via 'openserverbrowser' or the community-servers
main menu list. You can see this by looking at 2 things upon entering
the
server:

1/ The console displays a message that achievements/stats/etc are
disabled

2/ 'net_graph 3' shows offline in the bottom

Re: [Csgo_servers] Rcon commands

2012-05-24 Thread ToG Admin

Ensure you've got TCP port 27015 open on your server for inbound comms.

Mike

On 24/05/2012 16:11, lcz # GalegO wrote:

Hi, anyone can use the rcon?

when I try I receive this message in the console:

] rcon_password MyPasswd
] rcon say test
Unable to connect to remote server (myip:27015)

This is my command to start:

./srcds_linux -game csgo -autoupdate -exec server.cfg -console 
-usercon +game_type 0 +game_mode 0 +mapgroup mg_allclassic +map 
de_dust2 +maxplayers 30 -port 27015


And this is my server.cfg

hostname [Brazilian Server] lcz # GalegO - Test Server
rcon_password MyPasswd
sv_password  //Only set this if you intend to have a private server!
log on //This is set to turn on logging!

mp_freezetime 0 //The amount of time players are frozen to buy items
mp_join_grace_time 15 //The amount of time players can join teams 
after a round has started
mp_match_end_restart 1 // Defines whether a map should be restarted 
after a game has ended

sv_cheats 0 //This should always be set, so you know it's not on
sv_lan 0 //This should always be set, so you know it's not on

//**The bot commands below are mostly default with the exception of
bot_difficulty 1
bot_chatter off
bot_join_after_player 1
bot_quota 10
bot_quota_mode fill
bot_defer_to_human_items 1
bot_defer_to_human_goals 0
bot_dont_shoot 1


//**The following commands manage kicks and bans
writeid
writeip
exec banned_user.cfg
exec banned_ip.cfg

Thanks for help!


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[Csgo_servers] New CSGO update out

2012-05-23 Thread ToG Admin

Update your servers folks - new update just out fixing :

- Fixed server crash when total number of player reaches 64
- Fixed issue with mouse cursor becoming non-visible after launching a 
game via the server browser

- Fixed UI crashes related to more than 10 players in a game

Steam update as well (including a CS:S update)

ToG|Mikeyking


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[Csgo_servers] Server always stay on same map

2012-05-18 Thread ToG Admin
Sergey - sorry, can you explain what that should be set to and what it 
does? I have the same problem. Thought it was mp_timelimit but it wasnt!

Mike
On 18/05/2012 15:01, Sergey I. wrote:
 Ah, sorry, stupid me...
 mp_match_end_restart 0

 18.05.2012, 17:50, Sergey I.servak1 at ya.ru:
 Hello.
 For some reason i can't look this list history (error 403), so there is my 
 question:
 I have a server, running Classic Competitive mode, and after match server 
 don't change map, and team selection screen just show up again.
 There is my server command line: srcds -game csgo -console -usercon 
 +game_type 0 +game_mode 1 +mapgroup mg_allclassic +map de_dust2

 What am I doing wrong?

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[Csgo_servers] Problem with rcon

2012-05-16 Thread ToG Admin
Have you ensured that your firewall TCP port is open as well as UDP for 
RCON?  e.g. A Cs:Go server running on port UDP 27015 needs to also have 
a rule for TCP 27015 in order for rcon to work.

Otherwise, start by installing HLSW on your local dedicated server and 
seeing if you can connect that way. Then you'll know if it's a network 
issue or a server one...

Mike


  On 16/05/2012 15:37, Oskar Lageqvist wrote:

 When I try to use rcon on my dedicated server I got this error: 
 Unable to connect to remote server (my.ip.address)

 Anyone who knows how to fix this?

 //Oskar Lagerqvist

 oskar at lagerq.se



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