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

2015-11-22 Thread raiden
Vitaliy Genkin wrote
> Hi all,
> 
> Stage 3 is now in effect and anonymous servers no longer list in server
> browser.
> In the nearest update we will improve server status command to output
> server SteamID for operators.
> 
> If your server doesn't list in server browser currently, you can use the
> following WebAPI request to check:
> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=203.189.71.xxx
> An example output for anonymously logged in servers would contain
> "requires_gslt" reject reason:
> {
> "addr":
> "203.189.71.xxx:27016",
>
> "gmsindex": 65534,
> "reject":
> "requires_gslt",
> "appid":
> 730,
> "gamedir":
> "csgo",
> "region":
> 4,
> "secure":
> true,
> "lan":
> false,
>
> "gameport": 27016,
>
> "specport": 0
> }
> 
> Sincerely,
> -Vitaliy
> 
> 
> From: 

> csgo_servers-bounces@.valvesoftware

>  [mailto:

> csgo_servers-bounces@.valvesoftware

> ] On Behalf Of Ido Magal
> Sent: Monday, November 16, 2015 10:53 AM
> To: '

> csgo_servers@.valvesoftware

> '
> Subject: Re: [Csgo_servers] Notice of changes to CS:GO Game Server
> Operation
> 
> As of tomorrow, dedicated servers that do not use a GSLT to log in will no
> longer list in the GMS.
> 
> Cheers.
> 
> 
> 
> 
> Notice of changes to CS:GO Game Server Operation
> 
> 
> 
> CS:GO dedicated servers will soon require Steam Game Server Login Tokens
> (GSLTs). This is the existing system that TF2 uses for Favorites
> migration.
> 
> 
> §  Stage 1: [DONE] The GSLT creation utility is live:
> https://steamcommunity.com/dev/managegameservers. Please test the
> interface and report back any issues in creating accounts. Note that TF2
> server operators can now use this form to create GSLTs for TF2 (AppId
> 440).
> 
> §  Stage 2: [DONE] You can now use the sv_setsteamaccount concommand to
> log in with your GSLT. it is still possible to run a dedicated server
> without a GSLT. Anonymous login will happen automatically if no game
> server login token is specified. Please report back any issues with
> logging in using the game server login token or otherwise.
> 
> §  Stage 3: [NOW ACTIVE] Dedicated Servers that use anonymous login
> instead of a GSLT will no longer list in the GMS. Otherwise they will
> still be playable.
> 
> §  Stage 4: Dedicated Servers that use anonymous login will no longer list
> in the GMS nor be connectable by CS:GO clients.
> 
> 
> 
> 
> 
> 
> Please ask questions in this thread.
> 
> Cheers.
> 
> 
> 
> 
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Hi,

Hi,

I have already added all my servers with the token while only 1 is not
working properly.

You may connect to this server from a lobby. While using the api web
checker, it shows only  

{
"response": {
"success": true,
"servers": [

]

}
}

While those working ones shows

{
"response": {
"success": true,
"servers": [
{
"addr": "XXX.XXX.XX.XX:2015",
"gmsindex": 65534,
"appid": 730,
"gamedir": "csgo",
"region": 4,
"secure": true,
"lan": false,
"gameport": 27015,
"specport": 0
}
]

}
}

Please advise if this is a bug. No matter what I do restarting the server
etc it won't work. It still gives that message.



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Re: [Csgo_servers] many servers not showing in server browser but tokens are added

2015-11-22 Thread Usman Khan
Fixed automatically after restart today, let's see it it stays this way
On 22 Nov 2015 17:18, "ham5"  wrote:

> had it once. steam api page had only two lines in the {} - I restarted and
> have not had problems again.
>
>
>
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[Csgo_servers] Can I make custom profile pics?

2015-11-22 Thread Kristóf Deli
Hello,

The cl_avatar_convert_rgb, dont work, if I manually convert the pics it
wont load, can you help me?
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Re: [Csgo_servers] Can I make custom profile pics?

2015-11-22 Thread Kristóf Deli
I fixed it, they wasnt 64x64, they was 59x64

2015-11-22 16:36 GMT+01:00 Absurd Minds :

> Can you provide one of the png files you're trying to convert?
> On Nov 22, 2015 10:29 AM, "Kristóf Deli"  wrote:
>
>> Hello,
>>
>> The cl_avatar_convert_rgb, dont work, if I manually convert the pics it
>> wont load, can you help me?
>>
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Re: [Csgo_servers] Can I make custom profile pics?

2015-11-22 Thread Absurd Minds
Can you provide one of the png files you're trying to convert?
On Nov 22, 2015 10:29 AM, "Kristóf Deli"  wrote:

> Hello,
>
> The cl_avatar_convert_rgb, dont work, if I manually convert the pics it
> wont load, can you help me?
>
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-11-22 Thread ham5
It used to fetch the new version when it did it checks -
sv_ugc_manager_max_new_file_check_interval_secs  something got broken
with this too at some point, you see it doing its checks, but like you said
it will only get the updated map when it is actually played.


niko

I don't know what to say if you think a couple clicks to put a map into a
workshop collection is more efforts then editing the gamemodes_server.txt
file every time you add a map.

maps show like that to lets users know your using the real workshop version!
it's up to date and they are not going to get kicked because there map
version is different. :)

you can use host_info_show 2 and it will just show id/name but then you
don't get the workshop icon in the community browser (another bug imo)

5) never trust the cloud 

very funny this term 'cloud'



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Re: [Csgo_servers] many servers not showing in server browser but tokens are added

2015-11-22 Thread ham5
had it once. steam api page had only two lines in the {} - I restarted and
have not had problems again.



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

2015-11-22 Thread Lukas Urbonas
I don't use workshop I would really hate it they would remove
sv_fastdownload

2015-11-22 18:28 GMT+02:00 Niko :

> Hey,
> I don't use gamemodes_server either. New maps end up in maplist.txt which
> is hard linked to mapcycle.txt.
> Sourcemod then handles the map changes and nominations.
>
> I also don't appreciate the fact that maps never change the name, unless
> you can stop guys like me from grabbing them and using them on local, then
> not renaming the maps will hurt both parties.
>
> A clean solution would be to md5 check the map and if the version is
> different then the local one is deleted and the new one is downloaded.
> But as we say in italian, i'm probably talking to the wind (nobody will
> care)
>
> I guess I will just happily continue using my method as it works fine
> until the day that workshop will be more interesting (not going to happen
> soon i guess).
>
> Greetings
> Niko
>
> PS: by 'cloud' i funnily referred to the fact that files are hosted on
> someone's else server where i have no control.
>
>
> On 11/22/2015 15:44, ham5 wrote:
>
>> It used to fetch the new version when it did it checks -
>> sv_ugc_manager_max_new_file_check_interval_secs  something got broken
>> with this too at some point, you see it doing its checks, but like you
>> said
>> it will only get the updated map when it is actually played.
>>
>>
>> niko
>>
>> I don't know what to say if you think a couple clicks to put a map into a
>> workshop collection is more efforts then editing the gamemodes_server.txt
>> file every time you add a map.
>>
>> maps show like that to lets users know your using the real workshop
>> version!
>> it's up to date and they are not going to get kicked because there map
>> version is different. :)
>>
>> you can use host_info_show 2 and it will just show id/name but then you
>> don't get the workshop icon in the community browser (another bug imo)
>>
>> 5) never trust the cloud
>>
>> very funny this term 'cloud'
>>
>>
>>
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>> View this message in context:
>> http://csgo-servers.1073505.n5.nabble.com/Notice-of-changes-to-CS-GO-Game-Server-Operation-tp10261p10752.html
>> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>>
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>>
>
>
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-11-22 Thread Niko

Hey,
I don't use gamemodes_server either. New maps end up in maplist.txt 
which is hard linked to mapcycle.txt.

Sourcemod then handles the map changes and nominations.

I also don't appreciate the fact that maps never change the name, unless 
you can stop guys like me from grabbing them and using them on local, 
then not renaming the maps will hurt both parties.


A clean solution would be to md5 check the map and if the version is 
different then the local one is deleted and the new one is downloaded.
But as we say in italian, i'm probably talking to the wind (nobody will 
care)


I guess I will just happily continue using my method as it works fine 
until the day that workshop will be more interesting (not going to 
happen soon i guess).


Greetings
Niko

PS: by 'cloud' i funnily referred to the fact that files are hosted on 
someone's else server where i have no control.


On 11/22/2015 15:44, ham5 wrote:

It used to fetch the new version when it did it checks -
sv_ugc_manager_max_new_file_check_interval_secs  something got broken
with this too at some point, you see it doing its checks, but like you said
it will only get the updated map when it is actually played.


niko

I don't know what to say if you think a couple clicks to put a map into a
workshop collection is more efforts then editing the gamemodes_server.txt
file every time you add a map.

maps show like that to lets users know your using the real workshop version!
it's up to date and they are not going to get kicked because there map
version is different. :)

you can use host_info_show 2 and it will just show id/name but then you
don't get the workshop icon in the community browser (another bug imo)

5) never trust the cloud

very funny this term 'cloud'



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