Re: [Csgo_servers] bans not sticking

2012-06-03 Thread Absurd Minds
It should be writeid and writeip, not write banned_user.cfg. (writeid in
console outputs Writing cfg/banned_user.cfg)

On Sun, Jun 3, 2012 at 4:32 AM, ToG Admin ad...@thegrumpyoldgits.co.ukwrote:

 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] cant take it anymore...

2012-06-05 Thread Absurd Minds
If you're getting alarm clock errors, try adding -nowatchdog to the server
startup command.

On Wed, Jun 6, 2012 at 12:26 AM, ics i...@ics-base.net wrote:

 Same thing over here, alarm clock and server dead. No more info, so i
 cannot trace the cause. It all started when players count were increased on
 the server. The server was stable on 5vs5.

 -ics

 6.6.2012 6:34, Solomon Nero kirjoitti:

  Unexplained server crashes...over and over and over...anyone know how to
 squeeze more out of these log files? Any way to try to get debug to work? I
 am dying for stability in my server...

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Re: [Csgo_servers] cant take it anymore...

2012-06-07 Thread Absurd Minds
Have you turned off voting? I know that's a really terrible solution, but
it did take my servers from crashing multiple times a day to only crashing
every few days.

On Thu, Jun 7, 2012 at 11:36 AM, ics i...@ics-base.net wrote:

  With -nowatchdog, the server just hangs, starts eating 100% cpu and stays
 like that untill i kill it manually. Not really a good solution either.

 -ics

 6.6.2012 19:31, Solomon Nero kirjoitti:

 Yes...really hope this next update...whenever it comes out...hopefully
 very very soon, will have -debug functioning, and some of these crashes
 addressed!


 On 6/6/2012 12:29 PM, ics wrote:

 I have not seen -debug doing anything in linux either. It's like the
 feature is missing. No dump are sent to valve in csgo.

 -ics

 6.6.2012 19:22, Solomon Nero kirjoitti:

 I dont think so...-debug flag doesn't seem to create a coredump in
 windows.

 On 6/6/2012 9:20 AM, Kyle Sanderson wrote:

 They're shipping debug builds on Linux, is this not the case on Windows?

 Thanks,
 Kyle.

 On Tue, Jun 5, 2012 at 10:28 PM, Absurd Minds goabs...@absurdminds.netwrote:

 I still get the occasional crash with it (though you can also help out a
 lot by turning off voting with sv_allow_votes 0), but none of them are ever
 alarm clock crashes.


 On Wed, Jun 6, 2012 at 1:26 AM, ics i...@ics-base.net wrote:

  I'll try that. CS:GO server is the only one that pulls it out. No other
 server that i'm running is doing it.

 -ics

 6.6.2012 8:23, Absurd Minds kirjoitti:

 If you're getting alarm clock errors, try adding -nowatchdog to the
 server startup command.

 On Wed, Jun 6, 2012 at 12:26 AM, ics i...@ics-base.net wrote:

 Same thing over here, alarm clock and server dead. No more info, so i
 cannot trace the cause. It all started when players count were increased on
 the server. The server was stable on 5vs5.

 -ics

 6.6.2012 6:34, Solomon Nero kirjoitti:

  Unexplained server crashes...over and over and over...anyone know how
 to squeeze more out of these log files? Any way to try to get debug to
 work? I am dying for stability in my server...

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[Csgo_servers] example server.cfg?

2012-06-07 Thread Absurd Minds
Anybody have an example server.cfg file they'd be willing to share? I've
got the gamemodes.txt editted and all that, but I've never run a sourcemod
server before, and the cvarlist is so dense as to be useless unless you
know just what you're looking for. Basically I'm wanting to know what sorts
of things should be set in the server.cfg instead of the gamemodes.txt.
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Re: [Csgo_servers] example server.cfg?

2012-06-08 Thread Absurd Minds
Ok cool. I am used to huge server.cfg files in GoldSrc games so I thought I
must have been missing something.

On Fri, Jun 8, 2012 at 3:51 AM, Елисеев Денис lisee...@yandex.ru wrote:

 Rcon password, maybe hostname (if you not set it in gamemode.txt). All
 other you need to set only if you want to change them, e.g. log on etc

 08.06.2012, 02:17, Absurd Minds goabs...@absurdminds.net:
  Anybody have an example server.cfg file they'd be willing to share? I've
 got the gamemodes.txt editted and all that, but I've never run a sourcemod
 server before, and the cvarlist is so dense as to be useless unless you
 know just what you're looking for. Basically I'm wanting to know what sorts
 of things should be set in the server.cfg instead of the gamemodes.txt.
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Re: [Csgo_servers] beta 16 is live.

2012-06-12 Thread Absurd Minds
I don't see it either.

On Tue, Jun 12, 2012 at 6:04 PM, Collin Howard my_azz...@yahoo.com wrote:

 is it just me or after the update I do not see a gamemodes_server.txt.example
 file under csgo dir.

   --
 *From:* Ido Magal i...@valvesoftware.com
 *To:* csgo_servers@list.valvesoftware.com 
 csgo_servers@list.valvesoftware.com
 *Sent:* Tuesday, June 12, 2012 2:46:42 PM

 *Subject:* [Csgo_servers] beta 16 is live.

 Dedicated Servers:
 . Added support for overriding values in gamemodes.txt via
 gamemodes_server.txt
 - See csgo/gamemodes_server.txt.example for instructions on how to modify
 it and define your own map groups.
 . 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.
 . Fixed mp_timelimit not working properly when mp_maxrounds was set to 0.


 Cheers.


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Re: [Csgo_servers] beta 16 is live.

2012-06-12 Thread Absurd Minds
Oh it's because it is named gamemodes_server.txt.example and I was using ls
*.txt.

On Tue, Jun 12, 2012 at 6:17 PM, Absurd Minds goabs...@absurdminds.netwrote:

 I don't see it either.


 On Tue, Jun 12, 2012 at 6:04 PM, Collin Howard my_azz...@yahoo.comwrote:

 is it just me or after the update I do not see a gamemodes_server.txt.example
 file under csgo dir.

   --
 *From:* Ido Magal i...@valvesoftware.com
 *To:* csgo_servers@list.valvesoftware.com 
 csgo_servers@list.valvesoftware.com
 *Sent:* Tuesday, June 12, 2012 2:46:42 PM

 *Subject:* [Csgo_servers] beta 16 is live.

 Dedicated Servers:
 . Added support for overriding values in gamemodes.txt via
 gamemodes_server.txt
 - See csgo/gamemodes_server.txt.example for instructions on how to modify
 it and define your own map groups.
 . 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.
 . Fixed mp_timelimit not working properly when mp_maxrounds was set to 0.


 Cheers.


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Re: [Csgo_servers] gamemodes_server.txt purpose

2012-06-12 Thread Absurd Minds
I think it's just so you don't have to go wading through that huge
gamemodes.txt file to make small changes.

On Tue, Jun 12, 2012 at 7:19 PM, フーゴ _ hfctavares-p...@hotmail.com wrote:

  why would we need to override gamemodes.txt?

 It's same as adding it in gamemodes, right?

 If it's config per map I understand but now this file I don't know, could
 anyone explain me?

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Re: [Csgo_servers] beta 16 is live.

2012-06-12 Thread Absurd Minds
I think they're going to roll out new radio commands, so they've silenced
them in the mean time.

On Tue, Jun 12, 2012 at 8:13 PM, Kyle Sanderson kyle.l...@gmail.com wrote:

 Not to be that guy to report client side issues, but all Radio commands
 seem to be silent since this update (Sounds are not playing). While I've
 confirmed with two buddies, can anyone else confirm?

 Thanks,
 Kyle.


 On Tue, Jun 12, 2012 at 3:18 PM, Absurd Minds goabs...@absurdminds.netwrote:

 Oh it's because it is named gamemodes_server.txt.example and I was using
 ls *.txt.


 On Tue, Jun 12, 2012 at 6:17 PM, Absurd Minds 
 goabs...@absurdminds.netwrote:

 I don't see it either.


 On Tue, Jun 12, 2012 at 6:04 PM, Collin Howard my_azz...@yahoo.comwrote:

 is it just me or after the update I do not see a 
 gamemodes_server.txt.example
 file under csgo dir.

   --
 *From:* Ido Magal i...@valvesoftware.com
 *To:* csgo_servers@list.valvesoftware.com 
 csgo_servers@list.valvesoftware.com
 *Sent:* Tuesday, June 12, 2012 2:46:42 PM

 *Subject:* [Csgo_servers] beta 16 is live.

 Dedicated Servers:
 . Added support for overriding values in gamemodes.txt via
 gamemodes_server.txt
 - See csgo/gamemodes_server.txt.example for instructions on how to
 modify it and define your own map groups.
 . 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.
 . Fixed mp_timelimit not working properly when mp_maxrounds was set to
 0.


 Cheers.


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[Csgo_servers] dust2_se

2012-06-13 Thread Absurd Minds
Anybody else noticing these problems on d2_se?

http://cloud.steampowered.com/ugc/576707140301798863/D70F3A956E58E39F30F9A50C1F6A60641AF80C84/

http://cloud.steampowered.com/ugc/576707140301798863/D70F3A956E58E39F30F9A50C1F6A60641AF80C84/

It was only that map and it occured after a restart, as well...
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Re: [Csgo_servers] Server Performance

2012-06-14 Thread Absurd Minds
http://i.imgur.com/dx2tq.png

That is with two GO servers, 1 Source server, and 12 CS servers.

This is on X3-1230 3.2 Ghz, with 8GB DDR3

On Thu, Jun 14, 2012 at 11:00 AM, Jonathon King ad...@jonathonking.co.ukwrote:

   Thanks Nick. I just checked and my server fps is 250. Why on earth is
 that the default setting? How do I set fps max in command line? Should it
 be exactly the same as the tickrate, or slightly above?
   *From:* Nick Ireland nick.k.irel...@gmail.com
 *Sent:* Thursday, June 14, 2012 10:31 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Server Performance


 http://i.imgur.com/sso5s.png

 2.8ghz quad 

 4 gig ram

 

 That’s 1 csgo server with 30 people on it.

 

 Make sure you set the servers max_fps to the same as the tickrate as any
 higher is a waste..

 

 Source on it being a waste:

 http://store.steampowered.com/news/?appids=730

 - The most important difference is that the game tick rate is now shown in
 the bottom left, which is where “sv:” (server fps) used to be. Server fps
 is not really a useful metric for players except when it is below the tick
 rate (indicating the server is overloaded). Server FPS above the tick rate
 is meaningless.

 

 

 Thanks

 Nick Ireland

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Re: [Csgo_servers] Port Problem

2012-06-16 Thread Absurd Minds
Have you tried +hostport instead of +port? That is supposedly the command
now, and the one might just be defaulting to 27014 for some reason

On Sat, Jun 16, 2012 at 12:33 PM, Kyle Sanderson kyle.l...@gmail.comwrote:

 Use netstat to determine what's already listening on 27015.

 Thanks,
 Kyle.

 On Sat, Jun 16, 2012 at 2:10 AM, Philipp Heuer philbr...@live.de wrote:


 Got a Problem.

 If i start my Server like this it starts @ Port 27016

 ./srcds_linux -game csgo -console -usercon +game_type 0 +game_mode 0
 +mapgroup mg_allclassic +map de_dust2 +ip 88.198.221.135 +port 27015

 But

 ./srcds_linux -game csgo -console -usercon +game_type 0 +game_mode 0
 +mapgroup mg_allclassic +map de_dust2 +ip 88.198.221.135 +port 27014

 Works and the Port is 27014


 Somebody has a Clue whats going on?

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Re: [Csgo_servers] Server defaults to de_aztec

2012-06-20 Thread Absurd Minds
Yours looks different from the gamemodes_server.txt.example that came with
the most recent update:

http://pastebin.com/77GiwUnn

Perhaps there is a syntax error

On Wed, Jun 20, 2012 at 11:02 AM, Mitch M macgyversmul...@live.com wrote:

  So looking through the console I am getting these errors

 #Keyvalues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
 file GameModes_Server.txt
 #GameTypes: missing gameModes entry for game type mapgroups
 #GameTypes: empty gameModes entry for game type mapgroups

 I am sure its my goof in the gamemodes_server.txt. I have set CSS servers
 up but this is throwing me for a loop.

 Below is my gamemodes_server.txt. Thanks for everyone help/ideas :)

 // 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
  {
   hostnameOriginal Gravity: Classic Competetive
   mp_startmoney   800
   mp_maxmoney   16000
  }
 mapgroups
  {
   mg_bomb_se // mapgroup definition
   {
name   mg_bomb_se
maps
{
 de_dust_se  
 de_dust2_se  
 de_nuke_se  
 de_train_se  
 de_inferno_se  
 de_aztec_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_bomb_se // mapgroup definition
   {
name   mg_bomb_se
maps
{
 de_dust_se  
 de_dust2_se  
 de_nuke_se  
 de_train_se  
 de_inferno_se  
 de_aztec_se  
}
   }
  }
 }

  --
 From: macgyversmul...@live.com
 To: csgo_servers@list.valvesoftware.com
 Date: Tue, 19 Jun 2012 18:58:54 -0400
 Subject: [Csgo_servers] Server defaults to de_aztec


 Hi everyone,

 I have a classic competetive server set to run _se maps. It was working
 fine this weekend and then last night everytime it comes out of hibernation
 it defaults to de_aztec. I looked around and didn't see anything that had
 changed...I have even removed all non _se maps from the maplist.txt. I am
 sure its something simple but I am struggling to find it. Thanks for the
 help :)

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Re: [Csgo_servers] Server defaults to de_aztec

2012-06-20 Thread Absurd Minds
Just edit the one I provided to include the maps you want. Down at the
bottom there is a list of maps, and you could just add in any other maps
you wanted (eg, if you wanted cs_italy_se, just add that to list in
gamemodes_server.txt). If you left everything else the same (including map
group names and whatnot) you should be able to launch the server with only
those maps.

On Wed, Jun 20, 2012 at 2:06 PM, Mitch M macgyversmul...@live.com wrote:

  Yeah, it looks like my problem is I do not know where to add the map
 group in the gamemodes_server.txt file. I checked here
 https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers
  but
 there is no new info about the gamemodes_server.txt. Anyone have any ideas?


  --
 Date: Wed, 20 Jun 2012 13:02:53 -0400
 From: goabs...@absurdminds.net
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Server defaults to de_aztec


 Yours looks different from the gamemodes_server.txt.example that came with
 the most recent update:

 http://pastebin.com/77GiwUnn

 Perhaps there is a syntax error

 On Wed, Jun 20, 2012 at 11:02 AM, Mitch M macgyversmul...@live.comwrote:

  So looking through the console I am getting these errors

 #Keyvalues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in
 file GameModes_Server.txt
 #GameTypes: missing gameModes entry for game type mapgroups
 #GameTypes: empty gameModes entry for game type mapgroups

 I am sure its my goof in the gamemodes_server.txt. I have set CSS servers
 up but this is throwing me for a loop.

 Below is my gamemodes_server.txt. Thanks for everyone help/ideas :)

 // 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
  {
   hostnameOriginal Gravity: Classic Competetive
   mp_startmoney   800
   mp_maxmoney   16000
  }
 mapgroups
  {
   mg_bomb_se // mapgroup definition
   {
name   mg_bomb_se
maps
{
 de_dust_se  
 de_dust2_se  
 de_nuke_se  
 de_train_se  
 de_inferno_se  
 de_aztec_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_bomb_se // mapgroup definition
   {
name   mg_bomb_se
maps
{
 de_dust_se  
 de_dust2_se  
 de_nuke_se  
 de_train_se  
 de_inferno_se  
 de_aztec_se  
}
   }
  }
 }

  --
 From: macgyversmul...@live.com
 To: csgo_servers@list.valvesoftware.com
 Date: Tue, 19 Jun 2012 18:58:54 -0400
 Subject: [Csgo_servers] Server defaults to de_aztec


 Hi everyone,

 I have a classic competetive server set to run _se maps. It was working
 fine this weekend and then last night everytime it comes out of hibernation
 it defaults to de_aztec. I looked around and didn't see anything that had
 changed...I have even removed all non _se maps from the maplist.txt. I am
 sure its something simple but I am struggling to find it. Thanks for the
 help :)

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Re: [Csgo_servers] dust2_se

2012-07-06 Thread Absurd Minds
I am now getting this problem with a couple other maps. (Italy_se and
inferno_se) There is no kv file associated with these maps.
On Jun 13, 2012 12:11 PM, Absurd Minds goabs...@absurdminds.net wrote:

 Awesome that worked. Thanks for the sleuthing.

 On Wed, Jun 13, 2012 at 6:11 AM, Tom Schumann schumann@gmail.comwrote:

 I think something like this was mentioned in the beta 16 is live
 thread. Posted by Steve Dudenhoeffer:
   The provided de_dust2_se.kv is glitched, it seems as though either
 the kv file was created wrong or a model was  not bundled with the update.
  When playing dust2_se, CT player models are instead the glowing red error
 model.   While this makes for some humorous gameplay, it's not exactly
 good.

  csgo/maps/de_dust2_se.kv:ctm_idf   
  csgo/maps/de_dust2_se.kv:ctm_idf_variantB  
  csgo/maps/de_dust2_se.kv:ctm_idf_variantC  
  csgo/maps/de_dust2_se.kv:ctm_idf_variantD  
  csgo/maps/de_dust2_se.kv:ctm_idf_variantE  
  csgo/maps/de_dust2_se.kv://ctm_idf_variantF


  Deleting the kv file and restarting the server fixed it.

 On 13 June 2012 17:08, Philip Giuliani giiul...@gmail.com wrote:

 Hi, no i dont have this bug.


 Is this only on one server or on all servers?
 If its only on one server:
 Does the server uses custom models? Try to disconnect of the server and
 set cl_downloadfilter all in the console and rejoin.

 2012/6/13 Absurd Minds goabs...@absurdminds.net

  Anybody else noticing these problems on d2_se?


 http://cloud.steampowered.com/ugc/576707140301798863/D70F3A956E58E39F30F9A50C1F6A60641AF80C84/


 http://cloud.steampowered.com/ugc/576707140301798863/D70F3A956E58E39F30F9A50C1F6A60641AF80C84/

 It was only that map and it occured after a restart, as well...

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Re: [Csgo_servers] Csgo_servers Digest, Vol 4, Issue 27

2012-07-24 Thread Absurd Minds
Well that's just not true. Source players certainly don't want that. Take a
look awry the steam forums and all you see is source players complaining
about the 1.6 aspects. (Not literally all but you cam see that the
community is anything but in agreement)
On Jul 24, 2012 8:17 PM, Michael Hometchko mike.hometc...@gmail.com
wrote:

 I think the community has been nothing but abundantly clear with its
 wishes.  CS1.6 gameplay with CSS graphics.  No new guns, no removal of
 features like silencers, no DRASTIC changes to maps (nuke
 underground/vents??).  You say there is a reason for the previous success
 of 1.6 and source?  There's also a REASON the competitive map rotation
 hasn't changed over that decade, relatively speaking.

 I love the game don't get me wrong.  But these changes just
 seem absurdly trivial with no quantifiable benefit yet some definite
 downsides.

 On Wed, Jul 25, 2012 at 9:26 AM, 
 csgo_servers-requ...@list.valvesoftware.com wrote:

 Send Csgo_servers mailing list submissions to
 csgo_servers@list.valvesoftware.com

 To subscribe or unsubscribe via the World Wide Web, visit

 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 or, via email, send a message with subject or body 'help' to
 csgo_servers-requ...@list.valvesoftware.com

 You can reach the person managing the list at
 csgo_servers-ow...@list.valvesoftware.com

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


 Today's Topics:

1. Re: [CSGO_linux] updates (Collin Howard)
2. Re: [CSGO_linux] updates (Mitch M)


 --

 Message: 1
 Date: Tue, 24 Jul 2012 15:04:39 -0700 (PDT)
 From: Collin Howard my_azz...@yahoo.com
 To: csgo_servers@list.valvesoftware.com
 csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] [CSGO_linux] updates
 Message-ID:
 1343167479.53863.yahoomail...@web110110.mail.gq1.yahoo.com
 Content-Type: text/plain; charset=utf-8

 Ido, I hope you understand that the success of the previous games CS 1.6
 and CSS was because of the community support it received. Thats why CS1.6
 still exists overs a decade later and is still one of the top played
 online. If the developers are not willing to support the communities who
 bring in the players then there is no point in coming out with another part
 in the franchise because there will be no support from communities to it.?

 I understand there is no point in launching a new game that is same as
 the old one, but making it too different will deter the players from moving
 on to this new game. If there is no community support to the game, you lose
 half your player base because most of the communities will not bother
 moving onto CS:GO.



 
  From: Travis Brown tbrown7...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Sent: Tuesday, July 24, 2012 5:55:08 PM
 Subject: Re: [Csgo_servers] [CSGO_linux] updates


 I truly have no idea why you all keep doing things a different way when
 the previous way was way better. It really makes those who previously
 supported the franchise lose hope.

 On Tue, Jul 24, 2012 at 5:35 PM, Ido Magal i...@valvesoftware.com wrote:

 We think it?s important for CS:GO players to have the option to jump into
 the core, unmodded, CS experience quickly. That?s the purpose of official
 matchmaking. Currently weshare the load with a partner that we?re closely
 working with but hope to add more later. The only requirement is that the
 servers run vanilla ( no mods or convar changes ) and not underperform.
 ?
 There?s no intention to sideline or eliminate the community-run servers.
 Those servers provide tons of value that ?plain? CS matchmaking won?t.
 ?
 We hope to add a community quickplay feature similar to TF?s but have no
 ETA.
 ?
 Thanks.
 ?
 ?
 From:csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Jonas Andersson
 Sent: Tuesday, July 24, 2012 12:03 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] [CSGO_linux] updates
 ?
 Are you guys speculating again or is this actually stated somewhere?
 On Tue, Jul 24, 2012 at 1:58 PM, ics i...@ics-base.net wrote:
 He means ranked = official dedicated, which their close partners will
 be. The rest will be community dedicated, getting only the leftover traffic
 or the people who are smart enough to try that out instead of selecting
 official dedicated. Overall, it looks like there will be less traffic for
 community ones, if the plans go like it looks like it goes.
 
 -ics
 
 24.7.2012 21:44, Mitch M kirjoitti:
 I am new to running servers...what do you mean screwed by the ranked
 servers?
 
 Travis Brown tbrown7...@gmail.com wrote:
 Right now their excuse is they are in a code lock for getting certified
 for the consoles. I trust in valve but they are not really involved. I dont
 

Re: [Csgo_servers] Csgo_servers Digest, Vol 4, Issue 27

2012-07-24 Thread Absurd Minds
Though too add a little irony to that, the only thing the community has
agreed on is the removal of tracers, which valve stubbornly retains
On Jul 24, 2012 8:17 PM, Michael Hometchko mike.hometc...@gmail.com
wrote:

 I think the community has been nothing but abundantly clear with its
 wishes.  CS1.6 gameplay with CSS graphics.  No new guns, no removal of
 features like silencers, no DRASTIC changes to maps (nuke
 underground/vents??).  You say there is a reason for the previous success
 of 1.6 and source?  There's also a REASON the competitive map rotation
 hasn't changed over that decade, relatively speaking.

 I love the game don't get me wrong.  But these changes just
 seem absurdly trivial with no quantifiable benefit yet some definite
 downsides.

 On Wed, Jul 25, 2012 at 9:26 AM, 
 csgo_servers-requ...@list.valvesoftware.com wrote:

 Send Csgo_servers mailing list submissions to
 csgo_servers@list.valvesoftware.com

 To subscribe or unsubscribe via the World Wide Web, visit

 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 or, via email, send a message with subject or body 'help' to
 csgo_servers-requ...@list.valvesoftware.com

 You can reach the person managing the list at
 csgo_servers-ow...@list.valvesoftware.com

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


 Today's Topics:

1. Re: [CSGO_linux] updates (Collin Howard)
2. Re: [CSGO_linux] updates (Mitch M)


 --

 Message: 1
 Date: Tue, 24 Jul 2012 15:04:39 -0700 (PDT)
 From: Collin Howard my_azz...@yahoo.com
 To: csgo_servers@list.valvesoftware.com
 csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] [CSGO_linux] updates
 Message-ID:
 1343167479.53863.yahoomail...@web110110.mail.gq1.yahoo.com
 Content-Type: text/plain; charset=utf-8

 Ido, I hope you understand that the success of the previous games CS 1.6
 and CSS was because of the community support it received. Thats why CS1.6
 still exists overs a decade later and is still one of the top played
 online. If the developers are not willing to support the communities who
 bring in the players then there is no point in coming out with another part
 in the franchise because there will be no support from communities to it.?

 I understand there is no point in launching a new game that is same as
 the old one, but making it too different will deter the players from moving
 on to this new game. If there is no community support to the game, you lose
 half your player base because most of the communities will not bother
 moving onto CS:GO.



 
  From: Travis Brown tbrown7...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Sent: Tuesday, July 24, 2012 5:55:08 PM
 Subject: Re: [Csgo_servers] [CSGO_linux] updates


 I truly have no idea why you all keep doing things a different way when
 the previous way was way better. It really makes those who previously
 supported the franchise lose hope.

 On Tue, Jul 24, 2012 at 5:35 PM, Ido Magal i...@valvesoftware.com wrote:

 We think it?s important for CS:GO players to have the option to jump into
 the core, unmodded, CS experience quickly. That?s the purpose of official
 matchmaking. Currently weshare the load with a partner that we?re closely
 working with but hope to add more later. The only requirement is that the
 servers run vanilla ( no mods or convar changes ) and not underperform.
 ?
 There?s no intention to sideline or eliminate the community-run servers.
 Those servers provide tons of value that ?plain? CS matchmaking won?t.
 ?
 We hope to add a community quickplay feature similar to TF?s but have no
 ETA.
 ?
 Thanks.
 ?
 ?
 From:csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Jonas Andersson
 Sent: Tuesday, July 24, 2012 12:03 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] [CSGO_linux] updates
 ?
 Are you guys speculating again or is this actually stated somewhere?
 On Tue, Jul 24, 2012 at 1:58 PM, ics i...@ics-base.net wrote:
 He means ranked = official dedicated, which their close partners will
 be. The rest will be community dedicated, getting only the leftover traffic
 or the people who are smart enough to try that out instead of selecting
 official dedicated. Overall, it looks like there will be less traffic for
 community ones, if the plans go like it looks like it goes.
 
 -ics
 
 24.7.2012 21:44, Mitch M kirjoitti:
 I am new to running servers...what do you mean screwed by the ranked
 servers?
 
 Travis Brown tbrown7...@gmail.com wrote:
 Right now their excuse is they are in a code lock for getting certified
 for the consoles. I trust in valve but they are not really involved. I dont
 trust in HPE which is who is doing it all. I wouldnt be?surprised?if there
 is no updates or one more maybe till the 

Re: [Csgo_servers] Csgo_servers Digest, Vol 4, Issue 27

2012-07-24 Thread Absurd Minds
Considering cs pro mod had about three players, that really does say a lot
about the viability of 1.6 play and source graphics. We need something new,
and many of the changes were great. It's just confusing why they retain the
universally hated features like fog and tracers.
On Jul 24, 2012 8:25 PM, Saul Rennison saul.renni...@gmail.com wrote:

 http://cspromod.com/

 Need I say anything else?


 Kind regards,
 *Saul Rennison*


 On 25 July 2012 01:17, Michael Hometchko mike.hometc...@gmail.com wrote:

 I think the community has been nothing but abundantly clear with its
 wishes.  CS1.6 gameplay with CSS graphics.  No new guns, no removal of
 features like silencers, no DRASTIC changes to maps (nuke
 underground/vents??).  You say there is a reason for the previous success
 of 1.6 and source?  There's also a REASON the competitive map rotation
 hasn't changed over that decade, relatively speaking.

 I love the game don't get me wrong.  But these changes just
 seem absurdly trivial with no quantifiable benefit yet some definite
 downsides.

 On Wed, Jul 25, 2012 at 9:26 AM, 
 csgo_servers-requ...@list.valvesoftware.com wrote:

 Send Csgo_servers mailing list submissions to
 csgo_servers@list.valvesoftware.com

 To subscribe or unsubscribe via the World Wide Web, visit

 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 or, via email, send a message with subject or body 'help' to
 csgo_servers-requ...@list.valvesoftware.com

 You can reach the person managing the list at
 csgo_servers-ow...@list.valvesoftware.com

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


 Today's Topics:

1. Re: [CSGO_linux] updates (Collin Howard)
2. Re: [CSGO_linux] updates (Mitch M)


 --

 Message: 1
 Date: Tue, 24 Jul 2012 15:04:39 -0700 (PDT)
 From: Collin Howard my_azz...@yahoo.com
 To: csgo_servers@list.valvesoftware.com
 csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] [CSGO_linux] updates
 Message-ID:
 1343167479.53863.yahoomail...@web110110.mail.gq1.yahoo.com
 Content-Type: text/plain; charset=utf-8

 Ido, I hope you understand that the success of the previous games CS 1.6
 and CSS was because of the community support it received. Thats why CS1.6
 still exists overs a decade later and is still one of the top played
 online. If the developers are not willing to support the communities who
 bring in the players then there is no point in coming out with another part
 in the franchise because there will be no support from communities to it.?

 I understand there is no point in launching a new game that is same as
 the old one, but making it too different will deter the players from moving
 on to this new game. If there is no community support to the game, you lose
 half your player base because most of the communities will not bother
 moving onto CS:GO.



 
  From: Travis Brown tbrown7...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Sent: Tuesday, July 24, 2012 5:55:08 PM
 Subject: Re: [Csgo_servers] [CSGO_linux] updates


 I truly have no idea why you all keep doing things a different way when
 the previous way was way better. It really makes those who previously
 supported the franchise lose hope.

 On Tue, Jul 24, 2012 at 5:35 PM, Ido Magal i...@valvesoftware.com
 wrote:

 We think it?s important for CS:GO players to have the option to jump
 into the core, unmodded, CS experience quickly. That?s the purpose of
 official matchmaking. Currently weshare the load with a partner that we?re
 closely working with but hope to add more later. The only requirement is
 that the servers run vanilla ( no mods or convar changes ) and not
 underperform.
 ?
 There?s no intention to sideline or eliminate the community-run
 servers. Those servers provide tons of value that ?plain? CS matchmaking
 won?t.
 ?
 We hope to add a community quickplay feature similar to TF?s but have
 no ETA.
 ?
 Thanks.
 ?
 ?
 From:csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Jonas
 Andersson
 Sent: Tuesday, July 24, 2012 12:03 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] [CSGO_linux] updates
 ?
 Are you guys speculating again or is this actually stated somewhere?
 On Tue, Jul 24, 2012 at 1:58 PM, ics i...@ics-base.net wrote:
 He means ranked = official dedicated, which their close partners will
 be. The rest will be community dedicated, getting only the leftover traffic
 or the people who are smart enough to try that out instead of selecting
 official dedicated. Overall, it looks like there will be less traffic for
 community ones, if the plans go like it looks like it goes.
 
 -ics
 
 24.7.2012 21:44, Mitch M kirjoitti:
 I am new to running servers...what do you mean screwed by the ranked
 servers?
 
 Travis Brown 

Re: [Csgo_servers] [CSGO_linux] updates

2012-07-25 Thread Absurd Minds
As a server operator who specializes in purely vanilla servers I'd
definitely be interested in that feature offered to regular server
operators as well
On Jul 25, 2012 3:46 PM, Ido Magal i...@valvesoftware.com wrote:

  I’ve been receiving lots of interest in running Ranked CSGO servers. We
 would like to add 3rd parties to the server pool and are running an test
 with a partner. If the test is successful, then we’ll l announce details on
 how you can participate in running ranked servers. The expectation here is
 that only larger hosting providers will want to run ranked servers. For the
 individual server operator a community server will be the most fun and
 provide the most value to the community.

 * *

 In addition to the regular matchmaking option, we still intend to add a
 community quickplay feature ( similar to TF2’s ) that is entirely
 independent of the above, new, “vanilla CS,” matchmaking system.

 ** **

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Ido Magal
 *Sent:* Tuesday, July 24, 2012 2:36 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] [CSGO_linux] updates

 ** **

 We think it’s important for CS:GO players to have the option to jump into
 the core, unmodded, CS experience quickly. That’s the purpose of official
 matchmaking. Currently we share the load with a partner that we’re closely
 working with but hope to add more later. The only requirement is that the
 servers run vanilla ( no mods or convar changes ) and not underperform.***
 *

 ** **

 There’s no intention to sideline or eliminate the community-run servers.
 Those servers provide tons of value that ‘plain’ CS matchmaking won’t.

 ** **

 We hope to add a community quickplay feature similar to TF’s but have no
 ETA.

 ** **

 Thanks.

 ** **

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Jonas
 Andersson
 *Sent:* Tuesday, July 24, 2012 12:03 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] [CSGO_linux] updates

 ** **

 Are you guys speculating again or is this actually stated somewhere?

 On Tue, Jul 24, 2012 at 1:58 PM, ics i...@ics-base.net wrote:

 He means ranked = official dedicated, which their close partners will be.
 The rest will be community dedicated, getting only the leftover traffic or
 the people who are smart enough to try that out instead of selecting
 official dedicated. Overall, it looks like there will be less traffic for
 community ones, if the plans go like it looks like it goes.

 -ics

 24.7.2012 21:44, Mitch M kirjoitti:

  I am new to running servers...what do you mean screwed by the ranked
 servers?

 Travis Brown tbrown7...@gmail.com tbrown7...@gmail.com wrote:

 Right now their excuse is they are in a code lock for getting certified
 for the consoles. I trust in valve but they are not really involved. I dont
 trust in HPE which is who is doing it all. I wouldnt be surprised if there
 is no updates or one more maybe till the game ships. The community is
 telling them its not ready but they are ignoring. Once it ships the public
 beta will begin for those who buy the game. It also looks like they will
 have Ranked servers which further screws everyone.

 On Tue, Jul 24, 2012 at 9:50 AM, Collin Howard my_azz...@yahoo.com
 wrote:

 Are there any updates coming out? We have not had any release updates for
 almost a month now. We are very close to official release and theres still
 a lot of issues left to fix. 

  

 Will the release be a final release or will you be patching it up as
 people use it, if its not final release I do not think it will succeed. As
 it stands now, people do not like it or at least most of the people I know
 that play 1.6 and CSS do not. Still issues with the buy menu, a lot of
 issues with the dedicated server setup, the gamemodes.hell file. etc.


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 ** **

 ** **

 ___

 Csgo_servers mailing list

 Csgo_servers@list.valvesoftware.com

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

  ** **


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 ** **

 -- 

 *Jonas*

 ** **

 http://about.me/jonasandersson

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Re: [Csgo_servers] changing round time per map

2012-07-30 Thread Absurd Minds
While we're at it, does anybody know how to force first-person team
spectate on death in demolition mode?

On Sun, Jul 29, 2012 at 7:03 PM, Absurd Minds goabs...@absurdminds.netwrote:

 Does anybody know how to configure the round time on a per map basis? For
 example, I am running a classic maps server, and 2 minutes is a little
 short for a map like Italy. I tried adding mp_roundtime to the map's
 specific configuration in the gamemodes.txt file (in the same area where
 you set the max/minplayers), with no luck. I also attempted to make a
 cs_italy_se.cfg file in the maps directory with that cvar, and it changed
 nothing.
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[Csgo_servers] server always appears full

2012-08-11 Thread Absurd Minds
My server now always appears full in the server browser. It is set to 10
player competitive, but it will say, for example, 4/4 in the server browser
if there are 4 people connected, and if another player tries to join
through the browser it will not allow that player. They can, however, join
through connect IP in console, and bots auto-vacate correctly.

I have maxplayers 10, minplayers 10, bot_quota_mode fill, and
extraspectators 2 (which appears to be a dead cvar - is there a
replacement?).
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Re: [Csgo_servers] 1 slot server?

2012-08-11 Thread Absurd Minds
Mine does the same thing. It comes up as a x/x slot server, where x is the
number of humans in the server. So it would show 1/1 if there was 1 human,
even there are a bunch of bots.

On Sat, Aug 11, 2012 at 11:45 AM, Stephen Bevan ssbe...@gmail.com wrote:

 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] 1 slot server?

2012-08-11 Thread Absurd Minds
Even setting it there, I still get Server is full errors whenever a
second person tries to join through the server browser.

On Sat, Aug 11, 2012 at 3:13 PM, Ryan Becerra b...@me.com wrote:

 gamemodes_server.txt works fine. If anyone bothered to read the notes in
 the text file, maxplayers was moved out of the convars bracket area.

 GameModes_Server.txt
 {
 gameTypes
 {
 gungame
 {
 gameModes
 {
 gungameprogressive
 {
 maxplayers 20
  convars
 {
 hostname   myhostname
 mp_friendlyfire 0
 }
 }
 }
 }
 }
 }

 Above example works fine, sets the server to 20

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

 Saint, ignore the gamemodes_server.txt change the maxplayers setting in
 the gamemodes.txt, refer to the email i sent before about things changed
 on gamemodes.txt side it explains the stuff thats diff now.


   --
 *From:* Saint K. sai...@specialattack.net
 *To:* csgo_servers@list.valvesoftware.com 
 csgo_servers@list.valvesoftware.com
 *Sent:* Saturday, August 11, 2012 2:24:34 PM
 *Subject:* Re: [Csgo_servers] 1 slot server?

 I removed my old gamemodes.txt file and had it re-download. Now I have 20
 max servers

 Where exactly should I put this cvar in gamemodes_server.txt?

 I have this, but apparently that's not enough;
 // To use this file, rename it to GameModes_Server.txt
 //
 // Values here override the default gamemodes.txt

 gameModes_server.txt
 {
 gameTypes
 {
 classic
 {
 gameModes
 {
 casual
 {
 convars
 {
 mp_startmoney800
 mp_maxmoney16000
 maxplayers32
 }

 mapgroupsMP// List of
 mapgroups valid for this game mode
 {
 mg_bomb_se
 }
 }
 }
 }
 }


 The need to over complicate things is big with these dev's... What about
 the good old days of just specifying +maxplayers on the cmd line

 Saint K.
 
 From: csgo_servers-boun...@list.valvesoftware.com [
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Stephen Bevan [
 ssbe...@gmail.com]
 Sent: 11 August 2012 17:45
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] 1 slot server?

 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] 1 slot server?

2012-08-11 Thread Absurd Minds
It's like they were trying to discourage community servers in favor of
people only using valve servers.

On Sat, Aug 11, 2012 at 3:18 PM, ics i...@ics-base.net wrote:

  It's not a good solution setting it in gamemodes.txt. That file gets
 updated every time there is an update so  things will get overwritten.

 I fail to understand why things were made so complicated with CSGO for
 people who run servers vs how they were in previous games.

 -ics

 11.8.2012 22:11, Collin Howard kirjoitti:

 Saint, ignore the gamemodes_server.txt change the maxplayers setting in
 the gamemodes.txt, refer to the email i sent before about things changed
 on gamemodes.txt side it explains the stuff thats diff now.


--
 *From:* Saint K. sai...@specialattack.net sai...@specialattack.net
 *To:* 
 csgo_servers@list.valvesoftware.comcsgo_servers@list.valvesoftware.com
 csgo_servers@list.valvesoftware.comcsgo_servers@list.valvesoftware.com
 *Sent:* Saturday, August 11, 2012 2:24:34 PM
 *Subject:* Re: [Csgo_servers] 1 slot server?

 I removed my old gamemodes.txt file and had it re-download. Now I have 20
 max servers

 Where exactly should I put this cvar in gamemodes_server.txt?

 I have this, but apparently that's not enough;
 // To use this file, rename it to GameModes_Server.txt
 //
 // Values here override the default gamemodes.txt

 gameModes_server.txt
 {
 gameTypes
 {
 classic
 {
 gameModes
 {
 casual
 {
 convars
 {
 mp_startmoney800
 mp_maxmoney16000
 maxplayers32
 }

 mapgroupsMP// List of
 mapgroups valid for this game mode
 {
 mg_bomb_se
 }
 }
 }
 }
 }


 The need to over complicate things is big with these dev's... What about
 the good old days of just specifying +maxplayers on the cmd line

 Saint K.
 
 From: csgo_servers-boun...@list.valvesoftware.com [
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Stephen Bevan [
 ssbe...@gmail.com]
 Sent: 11 August 2012 17:45
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] 1 slot server?

 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] death screenshot

2012-08-11 Thread Absurd Minds
It seems to require sv_cheats 1
On Aug 11, 2012 7:07 PM, Stephen Bevan ssbe...@gmail.com wrote:

 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] 1 slot server?

2012-08-11 Thread Absurd Minds
That was the first thing I tried, and it didn't work. People still can't
join through the server browser because it says the server is full (1/1
slots or 5/5, or whatever, depending on how many humans are in it), but
they can connect perfectly through console.

On Sat, Aug 11, 2012 at 11:35 PM, Collin Howard my_azz...@yahoo.com wrote:

 I wud suggest to you to ignore the gamemodes_server.txt file. You can name
 it back to txt.example and make your edits that you want in the
 gamemodes.txt, that is how I have my classic and arms race running and I
 have no issues now with slots. Using 28 slots and no problems so far.

   --
 *From:* Mitch M macgyversmul...@live.com
 *To:* csgo_servers@list.valvesoftware.com 
 csgo_servers@list.valvesoftware.com
 *Sent:* Saturday, August 11, 2012 10:32:17 PM

 *Subject:* Re: [Csgo_servers] 1 slot server?

  So a little more info...hopefully someone can help. I have tried a fresh
 install, only changing the game type and mapgroup (arms race). Only 1
 person can join. I tried to use the gamemodes_server.txt that is posted
 below...only 1 person can connect (and it only shows 10 slots in the server
 browser). I editied the gamemodes.txt maxplayers setting to 20. Now the
 server shows 20 slots but only 1 person can join still. I try to join the
 server through the browser I get a server full error. If I try to join
 through the console it goes to a joining lobby screen and after a bit I get
 a failed to ping server error.

 --
 From: macgyversmul...@live.com
 To: csgo_servers@list.valvesoftware.com
 Date: Sat, 11 Aug 2012 21:48:24 -0400
 Subject: Re: [Csgo_servers] 1 slot server?


 Yes, this is starting to get frustrating
 --
 Date: Sat, 11 Aug 2012 19:33:36 -0400
 From: goabs...@absurdminds.net
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] 1 slot server?

 Yep that's exactly my problem. People can still connect through console
 just not through the browser
 On Aug 11, 2012 7:31 PM, Mitch M macgyversmul...@live.com wrote:

  Just used this gamemodes_server.txt and only 1 player can connect still.
 It says the server is full...it shows 0/20 when empty and 1/1 when 1 player
 joins. Also what notes in the text file are you talking about?

 --
 From: b...@me.com
 Date: Sat, 11 Aug 2012 14:13:54 -0500
 To: my_azz...@yahoo.com; csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] 1 slot server?

 gamemodes_server.txt works fine. If anyone bothered to read the notes in
 the text file, maxplayers was moved out of the convars bracket area.

 GameModes_Server.txt
 {
 gameTypes
 {
 gungame
  {
 gameModes
 {
 gungameprogressive
  {
 maxplayers 20
  convars
 {
 hostname   myhostname
  mp_friendlyfire 0
 }
 }
  }
 }
 }
 }

 Above example works fine, sets the server to 20

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

 Saint, ignore the gamemodes_server.txt change the maxplayers setting in
 the gamemodes.txt, refer to the email i sent before about things changed
 on gamemodes.txt side it explains the stuff thats diff now.


   --
 *From:* Saint K. sai...@specialattack.net
 *To:* csgo_servers@list.valvesoftware.com 
 csgo_servers@list.valvesoftware.com
 *Sent:* Saturday, August 11, 2012 2:24:34 PM
 *Subject:* Re: [Csgo_servers] 1 slot server?

 I removed my old gamemodes.txt file and had it re-download. Now I have 20
 max servers

 Where exactly should I put this cvar in gamemodes_server.txt?

 I have this, but apparently that's not enough;
 // To use this file, rename it to GameModes_Server.txt
 //
 // Values here override the default gamemodes.txt

 gameModes_server.txt
 {
 gameTypes
 {
 classic
 {
 gameModes
 {
 casual
 {
 convars
 {
 mp_startmoney800
 mp_maxmoney16000
 maxplayers32
 }

 mapgroupsMP// List of
 mapgroups valid for this game mode
 {
 mg_bomb_se
 }
 }
 }
 }
 }


 The need to over complicate things is big with these dev's... What about
 the good old days of just specifying +maxplayers on the cmd line

 Saint K.
 
 From: csgo_servers-boun...@list.valvesoftware.com [
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Stephen Bevan [
 ssbe...@gmail.com]
 Sent: 11 August 2012 17:45
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] 1 slot server?

 Check out the gamemodes_server.txt and make sure you define your
 maxplayers there... also, make sure you're not 

Re: [Csgo_servers] CS:GO Dedicated Server Issues

2012-08-12 Thread Absurd Minds
A lot of others are experiencing this problem. So far I haven't heard of a
solution.
On Aug 12, 2012 8:56 AM, David Holder david.hol...@gmail.com wrote:

 Hi Everyone,

 We've set up a dedicated server on debian and followed the online
 instructions to get it running with a minimal set of configuration options.
 Our server is a 10 player classic competitive server. We're currently
 experiencing a unusual problem:

 We fire up the server and it displays in the server browser with 0/10
 players (all good)
 First person joins and then the bots are loaded. The server browser will
 then show either 1/1 or 10/10 depending on the view and no subsequent
 connection attempts can be made.

 Obviously what we expect to happen is when a new person joins the server a
 bot is kicked to make space for a human player.

 Does anyone have any ideas what's going on?

 Thanks,

 David
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Re: [Csgo_servers] 1 slot server?

2012-08-12 Thread Absurd Minds
I'm glad it's working for you but there are a lot of people with this
problem and the server works perfectly except when people connect through
the browser. I know the tendency is always to think I got it working so
there must not be a problem but I set up my server correctly. Perhaps
there is an incompatibility with centos or other certain linux distros.
On Aug 12, 2012 1:53 AM, Stephen Bevan ssbe...@gmail.com wrote:

 Absurd,

 What is your goal?  What type of gamemode do you run, what type of
 gametype do you run?  What mapgroup do you use?  If you leave the
 gamemodes.txt stock, and edit the gamemodes_server.txt correctly, you
 should not have an issue... I've setup 6 servers all not touching the
 gamemodes.txt (which will be erased on the next update anyways).

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Re: [Csgo_servers] 1 slot server?

2012-08-12 Thread Absurd Minds
Mine is are updated installations. It happens on classic comp and demo 10
slot servers, whether I use gamemodes or gamemodes_server. On my 20 slot
with bot quota 10 people can join. Perhaps the removal of the two spectator
slots is part of the problem.
On Aug 12, 2012 12:42 PM, David Holder david.hol...@gmail.com wrote:

 Collin:

 Have you upgraded from an existing installation or installed from new?

 After some testing some of us are thinking that updated servers are fine,
 but brand new ones are having issues.

 Regards,

 David

 On Sun, Aug 12, 2012 at 5:38 PM, Collin Howard my_azz...@yahoo.comwrote:

 I have mine working fine on centos classic casual with 28 slots. In the
 browser it shows fine and when people join it shows the amount of
 humans/28. The way I have mine setup is with no gamemodes_server.txt and
 gamemodes.txt is there but its the new one that came with the update not my
 old one. Make sure you guys are editing the new one as the old one is not
 compatible with this update.

   --
 *From:* Mitch M macgyversmul...@live.com
 *To:* csgo_servers@list.valvesoftware.com 
 csgo_servers@list.valvesoftware.com
 *Sent:* Sunday, August 12, 2012 12:08:21 PM

 *Subject:* Re: [Csgo_servers] 1 slot server?

  Thanks for the update David :)

 --
 Date: Sun, 12 Aug 2012 16:23:59 +0100
 From: david.hol...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] 1 slot server?

 Ok, so we've done a full re-install of the CS:GO dedicated server client
 on a Ubuntu Server.

 Same issue persists, seems like a bug.

 However

 This issue only appears to happen when Bots are added to the equation.
 We've removed all bots and now it's working fine. Server
 participation/capacity has changed from 1/10, 2/20, 3/10...etc. Instead of
 1/1 2/2...etc

 Workaround for us so far : don't  have any bots on.



 On Sun, Aug 12, 2012 at 3:58 PM, David Holder david.hol...@gmail.comwrote:

 I'm going to try leaving gamemodes.txt stock and editing
 gamemodes_server.txt and see what happens.


 On Sun, Aug 12, 2012 at 3:50 PM, Absurd Minds 
 goabs...@absurdminds.netwrote:

 I'm glad it's working for you but there are a lot of people with this
 problem and the server works perfectly except when people connect through
 the browser. I know the tendency is always to think I got it working so
 there must not be a problem but I set up my server correctly. Perhaps
 there is an incompatibility with centos or other certain linux distros.
 On Aug 12, 2012 1:53 AM, Stephen Bevan ssbe...@gmail.com wrote:

 Absurd,

 What is your goal?  What type of gamemode do you run, what type of
 gametype do you run?  What mapgroup do you use?  If you leave the
 gamemodes.txt stock, and edit the gamemodes_server.txt correctly, you
 should not have an issue... I've setup 6 servers all not touching the
 gamemodes.txt (which will be erased on the next update anyways).

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Re: [Csgo_servers] Classic Casual with playerclip?

2012-08-12 Thread Absurd Minds
Just set the max players higher in competitive
On Aug 12, 2012 2:13 PM, Gordon thisisgordonsem...@gmail.com wrote:

 Yeah I really just want Classic Competitive with more than 10 players, but
 I'm starting to feel that for whatever reason they don't want to allow it.
 Not being able to buy my own kevlar/helmet does kind of take some of the
 money management out of the game but I guess if everyone has it -
 whatever, kt's like nobody has it.

 I am glad I can turn on FF in Casual mode, but being able to walk right
 through my teammates is the big sadface. I know CS:GO isn't CS:S, but what
 is the harm in letting me turn on team-clip for Casual? I'm sure sourcemod
 will have a mod or something for this soon - was just wondering if there
 was an easy-peasy cvar I missed.

 On Sun, Aug 12, 2012 at 11:10 AM, Andreas Grimm c...@saigns.de wrote:

  Yes, you get it by default, but everyone get it by default. Then they
 could remove it completely.

 ** **

 I want to buy it, it's a tactical thing for what I use my money.

 Without the ability the buy a kevlar or a helmet it removes a bit of the
 game depth and doesn't feel like a real counter strike.

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Mitch M
 *Sent:* Sunday, August 12, 2012 8:07 PM

 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Classic Casual with playerclip?

  ** **

 I am pretty sure eveyone has kevlar and a helmet in causal (you dont have
 to buy it)
  
  --

 From: c...@saigns.de
 To: csgo_servers@list.valvesoftware.com
 Date: Sun, 12 Aug 2012 20:05:00 +0200
 Subject: Re: [Csgo_servers] Classic Casual with playerclip?

 Or is there any way to enable buying kevlar and helmet under classic
 casual mode?

 CS is no CS when I can't buy a kevlar!

  

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Gordon
 *Sent:* Sunday, August 12, 2012 8:03 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Classic Casual with playerclip?

  

 Neat.

  

 Is there anyway to enable teammate player clip under Classic Casual mode?
 

 On Sun, Aug 12, 2012 at 10:25 AM, Charalambos Galanis 
 xngala...@gmail.com wrote:

 Please, please, have a look at this :
 http://forums.steampowered.com/forums/showthread.php?t=2870325
 Στις 12 Αυγ 2012 8:15 μ.μ., ο χρήστης Gordon 
 thisisgordonsem...@gmail.com έγραψε:


 
  Is there anyway to enable player clip in classic casual? 

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Re: [Csgo_servers] 1 slot server?

2012-08-12 Thread Absurd Minds
I tried changing maxplayers to 11 and kept bot quota 10 and people can
connect. It must be the lack of reserve slots or something
On Aug 12, 2012 1:48 PM, Mitch M macgyversmul...@live.com wrote:

  Sorry for the multiple emails in a row but here is the error I am getting
 in console

 Connecting to public(50.73.231.147:27015) ...
 2249.768:  Sending UDP connect to public IP 50.73.231.147:27015
 Server using 'public' lobbies, requiring pw no, lobby id 18652981497
 RememberIPAddressForLobby: lobby 18652981497 from address
 50.73.231.147:27015
 Unknown command joingame
 GameTypes: could not find matching game type .
 CSysSessionClient: Server ping failed

 It gives this error how ever I try to join, either through console or the
 server browser.

 When you are the first player in the server and look in console it says
 players 1 (10 bots) / 30 humans

 When you guys join a server that already has players does it go to the
 joining lobby screen?
 --
 From: macgyversmul...@live.com
 To: csgo_servers@list.valvesoftware.com
 Date: Sun, 12 Aug 2012 13:33:39 -0400
 Subject: Re: [Csgo_servers] 1 slot server?

  Still not working. When the server is empty it shows 0/30, when the first
 player joins it shows 1/21 and when the second player connects it goes to
 the connecting to lobby screen and says failed to ping server, try again.

 I am using the gamemodes_server.txt you had in the email and the
 gamemodes.txt that is from the new updat and has not been modified.

 --
 From: macgyversmul...@live.com
 To: csgo_servers@list.valvesoftware.com
 Date: Sun, 12 Aug 2012 13:26:39 -0400
 Subject: Re: [Csgo_servers] 1 slot server?

  Thanks Steven, trying this now.

 --
 Date: Sun, 12 Aug 2012 10:20:30 -0700
 From: ssbe...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] 1 slot server?

 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*
 * 

Re: [Csgo_servers] reservation

2012-08-12 Thread Absurd Minds
Allclassic is no longer a valid map group. Which in my opinion is terrible.
I like both map types.
On Aug 12, 2012 2:43 PM, Philip Giuliani giiul...@gmail.com wrote:

 i have the same bug :( my startup command is screen -dmS csgo
 ./srcds_linux -game csgo -console -usercon -tickrate 192 +game_type 0
 +game_mode 1 +mapgroup mg_allclassic +map de_dust_se -port 27015
 +maxplayers 10 +ip 109.230.XXX.XXX


 2012/8/12 Saint K. sai...@specialattack.net

 A tool sets the following options to the startup command;

 '27035': {
 'dir': '/x/csgo',
 '+ip': '85.17.60.96',
 '+maxplayers': '32',
 '+map': 'de_dust2',
 '+mapgroup': 'mg_bomb',
 '+exec': 'server2.cfg',
 '+game_type': '0',
 '-usercon': '',
 '-debug': '',
 'pw': 'x',
 'active': True,

 Saint K.
 
 From: csgo_servers-boun...@list.valvesoftware.com [
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Stephen Bevan [
 ssbe...@gmail.com]
 Sent: 12 August 2012 20:25
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] reservation

 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 Absurd Minds
I do have bot quota mode fill, and have had that since the beginning. Like
I've been saying, I'm pretty sure this is a bug, not a failure to configure
it correctly.

On Sun, Aug 12, 2012 at 2:45 PM, Stephen Bevan ssbe...@gmail.com wrote:

 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 Absurd Minds
Yeah, but it just sucks that if you go to Play game and choose classic
competitive there is no choice for all maps.

On Sun, Aug 12, 2012 at 2:46 PM, Stephen Bevan ssbe...@gmail.com wrote:

 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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Re: [Csgo_servers] Classic Casual with playerclip?

2012-08-12 Thread Absurd Minds
I run a 20 slot maps_se server with bot_quota 18 and it works fine on se
maps.

On Sun, Aug 12, 2012 at 3:13 PM, Philip Giuliani giiul...@gmail.com wrote:

 the _se maps are locked for 10 players. if you run normal maps you can
 play with more than 10


 2012/8/12 Gordon thisisgordonsem...@gmail.com

 Oh!
 I was under the impression Classic Competitive was hard-locked at 10. Can
 anyone confirm/deny this?


 On Sun, Aug 12, 2012 at 11:15 AM, Absurd Minds 
 goabs...@absurdminds.netwrote:

 Just set the max players higher in competitive
 On Aug 12, 2012 2:13 PM, Gordon thisisgordonsem...@gmail.com wrote:

 Yeah I really just want Classic Competitive with more than 10 players,
 but I'm starting to feel that for whatever reason they don't want to allow
 it. Not being able to buy my own kevlar/helmet does kind of take some of
 the money management out of the game but I guess if everyone has it -
 whatever, kt's like nobody has it.

 I am glad I can turn on FF in Casual mode, but being able to walk right
 through my teammates is the big sadface. I know CS:GO isn't CS:S, but what
 is the harm in letting me turn on team-clip for Casual? I'm sure sourcemod
 will have a mod or something for this soon - was just wondering if there
 was an easy-peasy cvar I missed.

 On Sun, Aug 12, 2012 at 11:10 AM, Andreas Grimm c...@saigns.de wrote:

  Yes, you get it by default, but everyone get it by default. Then
 they could remove it completely.

 ** **

 I want to buy it, it's a tactical thing for what I use my money.

 Without the ability the buy a kevlar or a helmet it removes a bit of
 the game depth and doesn't feel like a real counter strike.

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Mitch M
 *Sent:* Sunday, August 12, 2012 8:07 PM

 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Classic Casual with playerclip?

  ** **

 I am pretty sure eveyone has kevlar and a helmet in causal (you dont
 have to buy it)
  
  --

 From: c...@saigns.de
 To: csgo_servers@list.valvesoftware.com
 Date: Sun, 12 Aug 2012 20:05:00 +0200
 Subject: Re: [Csgo_servers] Classic Casual with playerclip?

 Or is there any way to enable buying kevlar and helmet under classic
 casual mode?

 CS is no CS when I can't buy a kevlar!

  

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Gordon
 *Sent:* Sunday, August 12, 2012 8:03 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Classic Casual with playerclip?

  

 Neat.

  

 Is there anyway to enable teammate player clip under Classic Casual
 mode?

 On Sun, Aug 12, 2012 at 10:25 AM, Charalambos Galanis 
 xngala...@gmail.com wrote:

 Please, please, have a look at this :
 http://forums.steampowered.com/forums/showthread.php?t=2870325
 Στις 12 Αυγ 2012 8:15 μ.μ., ο χρήστης Gordon 
 thisisgordonsem...@gmail.com έγραψε:


 
  Is there anyway to enable player clip in classic casual? 

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Re: [Csgo_servers] 1 slot server?

2012-08-12 Thread Absurd Minds
Oh my bad. I thought you were responding to me, but you were just adding
information.

On Sun, Aug 12, 2012 at 4:00 PM, Mitch M macgyversmul...@live.com wrote:

  I tried to use the gamemodes.txt SSH supplied. No luck yet (I tried to
 use it as gamemodes.txt).

 And I believe we have similar but different problems. Noone can
 connect via console either for my server.

 --
 Date: Sun, 12 Aug 2012 15:57:02 -0400
 From: goabs...@absurdminds.net

 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] 1 slot server?

 Additionally, the fact that players can connect fine through console (it
 kicks a bot and maintains bot_quota_mode fill) indicates that the problem
 lies elsewhere.

 On Sun, Aug 12, 2012 at 3:56 PM, Absurd Minds goabs...@absurdminds.netwrote:

 I'm not sure I understand you're question. I use gamemodes_server.txt as
 recommended within the files. I edit it with my appropriate cvars (although
 most are default, except for hostname and freezetime).


 On Sun, Aug 12, 2012 at 3:53 PM, Mitch M macgyversmul...@live.com wrote:

  So you use this and do not use gamemodes_server.txt? Or you use this AS
 gamemodes_server.txt?

 --
 To: csgo_servers@list.valvesoftware.com
 From: s...@aol.at
 Date: Sun, 12 Aug 2012 14:45:53 -0400

 Subject: Re: [Csgo_servers] 1 slot server?

 Got something for you guys,

  https://csgoelite.com/help/gamemodes.txt

  You *don't need* the gamemodes_server.txt in this case, it works without
 it (even though valve would like to see us using the gamemodes_server.txt)

  However, this one works 100%, I also included the mg_allclassic group
 once again, so you can use this mapgroup too. (maxplayers is set to 32).

  Hope this helps!


 -Original Message-
 From: Mitch M macgyversmul...@live.com
 To: csgo_servers csgo_servers@list.valvesoftware.com
 Sent: Sun, Aug 12, 2012 8:31 pm
 Subject: Re: [Csgo_servers] 1 slot server?

  Steven, I made the server.cfg accrording to
 https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers


 should it just be this in the server.cfg?

 hostname Counter-Strike: Global Offensive Dedicated Server
 rcon_password yourrconpassword
 sv_password  //Only set this if you intend to have a private server!

 and I am on windows also :)

  --
 Date: Sun, 12 Aug 2012 11:24:08 -0700
 From: ssbe...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] 1 slot server?

 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] 1 slot server?

2012-08-12 Thread Absurd Minds
Mitch, can you post your txt files?
On Aug 12, 2012 4:36 PM, Mitch M macgyversmul...@live.com wrote:

  One more thing, sorry. I removed bots and the second player still can not
 connect.

 --
 From: macgyversmul...@live.com
 To: csgo_servers@list.valvesoftware.com
 Date: Sun, 12 Aug 2012 16:34:52 -0400
 Subject: Re: [Csgo_servers] 1 slot server?

  Ok, thanks for the reply. Neither way works for me though. The second
 player can never connect. The slots are showing up correctly though.

 So after all this I am sure its not a gamemodes.txt or
 gamemodes_server.txt problem because my edits for maxplayers show up. The
 error the connecting player gets in console that concerns me is GameTypes:
 could not find matching game type .

 The game type being blank concerns me.

 The next line says CSysSessionClient: server ping failed

 Also just want to say thanks for all the replies and help...hopefully I
 can (with all the help :) get this straight)

 --
 To: csgo_servers@list.valvesoftware.com
 From: s...@aol.at
 Date: Sun, 12 Aug 2012 16:17:34 -0400
 Subject: Re: [Csgo_servers] 1 slot server?

 I use only the gamemodes.txt and no gamemodes_server.txt


 -Original Message-
 From: Mitch M macgyversmul...@live.com
 To: csgo_servers csgo_servers@list.valvesoftware.com
 Sent: Sun, Aug 12, 2012 9:54 pm
 Subject: Re: [Csgo_servers] 1 slot server?

  So you use this and do not use gamemodes_server.txt? Or you use this AS
 gamemodes_server.txt?

  --
 To: csgo_servers@list.valvesoftware.com
 From: s...@aol.at
 Date: Sun, 12 Aug 2012 14:45:53 -0400
 Subject: Re: [Csgo_servers] 1 slot server?

 Got something for you guys,

  https://csgoelite.com/help/gamemodes.txt

  You *don't need* the gamemodes_server.txt in this case, it works without
 it (even though valve would like to see us using the gamemodes_server.txt)

  However, this one works 100%, I also included the mg_allclassic group
 once again, so you can use this mapgroup too. (maxplayers is set to 32).

  Hope this helps!


 -Original Message-
 From: Mitch M macgyversmul...@live.com
 To: csgo_servers csgo_servers@list.valvesoftware.com
 Sent: Sun, Aug 12, 2012 8:31 pm
 Subject: Re: [Csgo_servers] 1 slot server?

  Steven, I made the server.cfg accrording to
 https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers


 should it just be this in the server.cfg?

 hostname Counter-Strike: Global Offensive Dedicated Server
 rcon_password yourrconpassword
 sv_password  //Only set this if you intend to have a private server!

 and I am on windows also :)

  --
 Date: Sun, 12 Aug 2012 11:24:08 -0700
 From: ssbe...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] 1 slot server?

 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] 1 slot server?

2012-08-12 Thread Absurd Minds
Your bot quota is 10, so that's why you don't see issues. Try upping your
bot quota to 28, join the server, and see if anybody else can join through
the server browser. Then see if they can connect through console.

On Sun, Aug 12, 2012 at 5:15 PM, Collin Howard my_azz...@yahoo.com wrote:

 In reply to an earlier question posed to me, I am running it as an update,
 not a new install.

 Here is my gamemodes for a classic casual server running 28 players and 30
 rounds per map. I have no issues with slots. I had the slots issue in the
 beginning but that was because I copied my old gamemodes instead of editing
 the new one that came with the update.

 For those who are having issues with slots, what is your end goal? I mean,
 what type of a server are you trying to run? Casual? Competitive? From what
 I remember and I do not know if the latest update changed it, the
 competitive was only for 10 ppl always.

 my pastebin: http://pastebin.com/raw.php?i=EM0825tR

   --
 *From:* Mitch M macgyversmul...@live.com
 *To:* csgo_servers@list.valvesoftware.com 
 csgo_servers@list.valvesoftware.com
 *Sent:* Sunday, August 12, 2012 4:34:52 PM

 *Subject:* Re: [Csgo_servers] 1 slot server?

  Ok, thanks for the reply. Neither way works for me though. The second
 player can never connect. The slots are showing up correctly though.

 So after all this I am sure its not a gamemodes.txt or
 gamemodes_server.txt problem because my edits for maxplayers show up. The
 error the connecting player gets in console that concerns me is GameTypes:
 could not find matching game type .

 The game type being blank concerns me.

 The next line says CSysSessionClient: server ping failed

 Also just want to say thanks for all the replies and help...hopefully I
 can (with all the help :) get this straight)

 --
 To: csgo_servers@list.valvesoftware.com
 From: s...@aol.at
 Date: Sun, 12 Aug 2012 16:17:34 -0400
 Subject: Re: [Csgo_servers] 1 slot server?

 I use only the gamemodes.txt and no gamemodes_server.txt


 -Original Message-
 From: Mitch M macgyversmul...@live.com
 To: csgo_servers csgo_servers@list.valvesoftware.com
 Sent: Sun, Aug 12, 2012 9:54 pm
 Subject: Re: [Csgo_servers] 1 slot server?

  So you use this and do not use gamemodes_server.txt? Or you use this AS
 gamemodes_server.txt?

  --
 To: csgo_servers@list.valvesoftware.com
 From: s...@aol.at
 Date: Sun, 12 Aug 2012 14:45:53 -0400
 Subject: Re: [Csgo_servers] 1 slot server?

 Got something for you guys,

  https://csgoelite.com/help/gamemodes.txt

  You *don't need* the gamemodes_server.txt in this case, it works without
 it (even though valve would like to see us using the gamemodes_server.txt)

  However, this one works 100%, I also included the mg_allclassic group
 once again, so you can use this mapgroup too. (maxplayers is set to 32).

  Hope this helps!


 -Original Message-
 From: Mitch M macgyversmul...@live.com
 To: csgo_servers csgo_servers@list.valvesoftware.com
 Sent: Sun, Aug 12, 2012 8:31 pm
 Subject: Re: [Csgo_servers] 1 slot server?

  Steven, I made the server.cfg accrording to
 https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers


 should it just be this in the server.cfg?

 hostname Counter-Strike: Global Offensive Dedicated Server
 rcon_password yourrconpassword
 sv_password  //Only set this if you intend to have a private server!

 and I am on windows also :)

  --
 Date: Sun, 12 Aug 2012 11:24:08 -0700
 From: ssbe...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] 1 slot server?

 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] 1 slot server?

2012-08-12 Thread Absurd Minds
I'm not changing the bot quota, but I'm also not changing the maxplayers
above 10. As I said earlier, I believe the problem was hidden in earlier
releases because of the 2 extra spectator slots. Without those slots, the
issue has surfaced.

On Sun, Aug 12, 2012 at 5:24 PM, Collin Howard my_azz...@yahoo.com wrote:

 Oh ok, didn't know you guys were changing the bot quota. Just tried it
 with 15 bots and yes it does cause the issue, it drops down my slots to
 half when I join. So it most definitely is a bug and not a settings.

   --
 *From:* Absurd Minds goabs...@absurdminds.net
 *To:* Collin Howard my_azz...@yahoo.com;
 csgo_servers@list.valvesoftware.com
 *Sent:* Sunday, August 12, 2012 5:17:07 PM

 *Subject:* Re: [Csgo_servers] 1 slot server?

 Your bot quota is 10, so that's why you don't see issues. Try upping your
 bot quota to 28, join the server, and see if anybody else can join through
 the server browser. Then see if they can connect through console.

 On Sun, Aug 12, 2012 at 5:15 PM, Collin Howard my_azz...@yahoo.comwrote:

 In reply to an earlier question posed to me, I am running it as an update,
 not a new install.

 Here is my gamemodes for a classic casual server running 28 players and 30
 rounds per map. I have no issues with slots. I had the slots issue in the
 beginning but that was because I copied my old gamemodes instead of editing
 the new one that came with the update.

 For those who are having issues with slots, what is your end goal? I mean,
 what type of a server are you trying to run? Casual? Competitive? From what
 I remember and I do not know if the latest update changed it, the
 competitive was only for 10 ppl always.

 my pastebin: http://pastebin.com/raw.php?i=EM0825tR

   --
 *From:* Mitch M macgyversmul...@live.com
 *To:* csgo_servers@list.valvesoftware.com 
 csgo_servers@list.valvesoftware.com
 *Sent:* Sunday, August 12, 2012 4:34:52 PM

 *Subject:* Re: [Csgo_servers] 1 slot server?

  Ok, thanks for the reply. Neither way works for me though. The second
 player can never connect. The slots are showing up correctly though.

 So after all this I am sure its not a gamemodes.txt or
 gamemodes_server.txt problem because my edits for maxplayers show up. The
 error the connecting player gets in console that concerns me is GameTypes:
 could not find matching game type .

 The game type being blank concerns me.

 The next line says CSysSessionClient: server ping failed

 Also just want to say thanks for all the replies and help...hopefully I
 can (with all the help :) get this straight)

 --
 To: csgo_servers@list.valvesoftware.com
 From: s...@aol.at
 Date: Sun, 12 Aug 2012 16:17:34 -0400
 Subject: Re: [Csgo_servers] 1 slot server?

 I use only the gamemodes.txt and no gamemodes_server.txt


 -Original Message-
 From: Mitch M macgyversmul...@live.com
 To: csgo_servers csgo_servers@list.valvesoftware.com
 Sent: Sun, Aug 12, 2012 9:54 pm
 Subject: Re: [Csgo_servers] 1 slot server?

  So you use this and do not use gamemodes_server.txt? Or you use this AS
 gamemodes_server.txt?

  --
 To: csgo_servers@list.valvesoftware.com
 From: s...@aol.at
 Date: Sun, 12 Aug 2012 14:45:53 -0400
 Subject: Re: [Csgo_servers] 1 slot server?

 Got something for you guys,

  https://csgoelite.com/help/gamemodes.txt

  You *don't need* the gamemodes_server.txt in this case, it works without
 it (even though valve would like to see us using the gamemodes_server.txt)

  However, this one works 100%, I also included the mg_allclassic group
 once again, so you can use this mapgroup too. (maxplayers is set to 32).

  Hope this helps!


 -Original Message-
 From: Mitch M macgyversmul...@live.com
 To: csgo_servers csgo_servers@list.valvesoftware.com
 Sent: Sun, Aug 12, 2012 8:31 pm
 Subject: Re: [Csgo_servers] 1 slot server?

  Steven, I made the server.cfg accrording to
 https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers


 should it just be this in the server.cfg?

 hostname Counter-Strike: Global Offensive Dedicated Server
 rcon_password yourrconpassword
 sv_password  //Only set this if you intend to have a private server!

 and I am on windows also :)

  --
 Date: Sun, 12 Aug 2012 11:24:08 -0700
 From: ssbe...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] 1 slot server?

 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

Re: [Csgo_servers] 1 slot server?

2012-08-12 Thread Absurd Minds
I think you're having a slightly different problem due to the fact that
players can't connect to your server even through console. I'd still like
to see your configuration files to see if maybe there was something
incorrect in there, but I think it's related to the error you are getting
Could not find game type  

On Sun, Aug 12, 2012 at 5:28 PM, Mitch M macgyversmul...@live.com wrote:

  I am not changing the bot quota either.

 As far as what I am trying to run, 1 arms race 20 slot, 1 casual 20 slot
 and 1 competitive 10 slot.

 --
 Date: Sun, 12 Aug 2012 17:25:47 -0400
 From: goabs...@absurdminds.net
 To: my_azz...@yahoo.com; csgo_servers@list.valvesoftware.com

 Subject: Re: [Csgo_servers] 1 slot server?

 I'm not changing the bot quota, but I'm also not changing the maxplayers
 above 10. As I said earlier, I believe the problem was hidden in earlier
 releases because of the 2 extra spectator slots. Without those slots, the
 issue has surfaced.

 On Sun, Aug 12, 2012 at 5:24 PM, Collin Howard my_azz...@yahoo.comwrote:

 Oh ok, didn't know you guys were changing the bot quota. Just tried it
 with 15 bots and yes it does cause the issue, it drops down my slots to
 half when I join. So it most definitely is a bug and not a settings.

--
 *From:* Absurd Minds goabs...@absurdminds.net
 *To:* Collin Howard my_azz...@yahoo.com;
 csgo_servers@list.valvesoftware.com
 *Sent:* Sunday, August 12, 2012 5:17:07 PM

 *Subject:* Re: [Csgo_servers] 1 slot server?

 Your bot quota is 10, so that's why you don't see issues. Try upping your
 bot quota to 28, join the server, and see if anybody else can join through
 the server browser. Then see if they can connect through console.

 On Sun, Aug 12, 2012 at 5:15 PM, Collin Howard my_azz...@yahoo.comwrote:

 In reply to an earlier question posed to me, I am running it as an update,
 not a new install.

 Here is my gamemodes for a classic casual server running 28 players and 30
 rounds per map. I have no issues with slots. I had the slots issue in the
 beginning but that was because I copied my old gamemodes instead of editing
 the new one that came with the update.

 For those who are having issues with slots, what is your end goal? I mean,
 what type of a server are you trying to run? Casual? Competitive? From what
 I remember and I do not know if the latest update changed it, the
 competitive was only for 10 ppl always.

 my pastebin: http://pastebin.com/raw.php?i=EM0825tR

   --
 *From:* Mitch M macgyversmul...@live.com
 *To:* csgo_servers@list.valvesoftware.com 
 csgo_servers@list.valvesoftware.com
 *Sent:* Sunday, August 12, 2012 4:34:52 PM

 *Subject:* Re: [Csgo_servers] 1 slot server?

  Ok, thanks for the reply. Neither way works for me though. The second
 player can never connect. The slots are showing up correctly though.

 So after all this I am sure its not a gamemodes.txt or
 gamemodes_server.txt problem because my edits for maxplayers show up. The
 error the connecting player gets in console that concerns me is GameTypes:
 could not find matching game type .

 The game type being blank concerns me.

 The next line says CSysSessionClient: server ping failed

 Also just want to say thanks for all the replies and help...hopefully I
 can (with all the help :) get this straight)

 --
 To: csgo_servers@list.valvesoftware.com
 From: s...@aol.at
 Date: Sun, 12 Aug 2012 16:17:34 -0400
 Subject: Re: [Csgo_servers] 1 slot server?

 I use only the gamemodes.txt and no gamemodes_server.txt


 -Original Message-
 From: Mitch M macgyversmul...@live.com
 To: csgo_servers csgo_servers@list.valvesoftware.com
 Sent: Sun, Aug 12, 2012 9:54 pm
 Subject: Re: [Csgo_servers] 1 slot server?

  So you use this and do not use gamemodes_server.txt? Or you use this AS
 gamemodes_server.txt?

  --
 To: csgo_servers@list.valvesoftware.com
 From: s...@aol.at
 Date: Sun, 12 Aug 2012 14:45:53 -0400
 Subject: Re: [Csgo_servers] 1 slot server?

 Got something for you guys,

  https://csgoelite.com/help/gamemodes.txt

  You *don't need* the gamemodes_server.txt in this case, it works without
 it (even though valve would like to see us using the gamemodes_server.txt)

  However, this one works 100%, I also included the mg_allclassic group
 once again, so you can use this mapgroup too. (maxplayers is set to 32).

  Hope this helps!


 -Original Message-
 From: Mitch M macgyversmul...@live.com
 To: csgo_servers csgo_servers@list.valvesoftware.com
 Sent: Sun, Aug 12, 2012 8:31 pm
 Subject: Re: [Csgo_servers] 1 slot server?

  Steven, I made the server.cfg accrording to
 https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers


 should it just be this in the server.cfg?

 hostname Counter-Strike: Global Offensive Dedicated Server
 rcon_password yourrconpassword
 sv_password  //Only set this if you intend

Re: [Csgo_servers] My troubles with gamemodes.txt

2012-08-13 Thread Absurd Minds
You are awesome
On Aug 13, 2012 2:42 PM, Ido Magal i...@valvesoftware.com wrote:

  “-maxplayers_override” and “-gamemodes_serverfile” have been added to
 the command line options and will go out in the next update.

 ** **

 Thanks. 

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Einar S. Idsø
 *Sent:* Monday, August 13, 2012 10:34 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] My troubles with gamemodes.txt

 ** **

 Thanks for the update. Much appreciated :)

 Cheers,
 Einar

 On Mon, Aug 13, 2012 at 7:07 PM, Ido Magal i...@valvesoftware.com wrote:*
 ***

 We're working on a solution to this. Thank you for your patience.


 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Brendan Cosman
 Sent: Saturday, August 11, 2012 4:31 PM
 To: csgo servers
 Subject: Re: [Csgo_servers] My troubles with gamemodes.txt

 Thanks for bringing this up Marin.

 This is critical for GSPs that don't virtualise the entire server
 environment or don't want to deal with symlinking files (especially when
 the list of files may change). Your suggestion #2 is the one that I'd
 expect to be implemented - a cvar that sets which gamemodes_server.txt to
 use for that server. Its exactly the same as the current (CSS etc)
 mapcyclefile and motdfile cvars - in fact, motdfile still exists, so you
 can set motd's per instance, but not the game mode configuration.

 I'm currently working on a solution using php scripts to merge GUID marked
 maplists and gamemode settings into the gamemodes_server.txt file, but I
 can't believe that this is necessary. I look to Valve as the leaders in
 dedicated server solutions - when anyone asks me why I'm swearing about
 DayZ's dedicated servers, I show them how clear and configurable the Source
 Engine stuff is from out point of view. I understand the idea of moving to
 a schema for settings rather than a list of cvars to just stuff into the
 engine, but dropping multiple unique instance per install seems like a big
 step backwards. If nothing else, game server hardware tends to have lots of
 CPU, lots of RAM, very fast I/O, but not a lot of disk space (especially
 where we are using SAN to allocate disk to each blade).

 Also, just in case I read another thread correctly - GSPs need the ability
 to lock down the maximum player numbers via the command line and on a
 per-instance basis. Setting the max players via the gamemodes.txt file is
 problematic. We can detect and kill servers for customers who push their
 maxplayers over what they've paid for, but we'd much rather them not be
 able to do it in the first place.

 If anything above is unclear or I can be of any help to anyone about our
 requirements for hosting dedicated CS:GO servers in a professional
 environment (we use and maintain GameCreate), please let me know.

 Regards,
 Brendan Cosman
 Mammoth Media.


 - Original Message -
 From: Martin Danielson mar...@rocketblast.com
 To: csgo servers csgo_servers@list.valvesoftware.com
 Sent: Sunday, 12 August, 2012 5:44:56 AM GMT +10:00 Brisbane
 Subject: [Csgo_servers] My troubles with gamemodes.txt



 I know I can multiply the game installation or symlink but I rather not.
 So, I usually want to run several server out of one game install.

 So, I start by pointing the command-line to one server.cfg per server -
 This works.
 Next, since I run different sizes on the servers I need to create multiple
 gamemodes_server.txt - which I cant.
 I tried copying the gamemodes and adding them as their own and encountered
 several problems. I sorted the unique keys and name so that the gameserver
 thinks it's OK, but when I run them they fail to load and go back to casual
 mode.

 Not really sure what is going on with this but it would be highly
 apreciated if you could 1) add your own gamemodes, doesn't work now. 2)
 command line what gamemodes_server.txt you want to use, jsut like exec 3)
 maybe document a few things further, referring to
 gamemodes_server.txt.example when it does not explain anything is moot to
 say the least.

 Cheers,


 Martin Danielson
 CEO
 Rocket Blast AB

 Phone: +46 (0)70 359 37 13
 E-mail: mar...@rocketblast.com
 www.rocketblast.com

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Re: [Csgo_servers] Change slots of all gamemodes

2012-08-14 Thread Absurd Minds
Right above the word ''convars'' put in ''maxplayers'' ''20'' or whatever
On Aug 14, 2012 8:17 PM, Mohammed Khalik mohammed_kha...@hotmail.com
wrote:


 Can you provide a example how it needs to be done under
 gamemodes_server.txt, to change maxplayers.

 --
 Date: Tue, 14 Aug 2012 15:46:28 -0700
 From: thisisgordonsem...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Change slots of all gamemodes

 You need to define maxplayers in the gamemodes_server.txt, DO NOT EDIT
 gamemodes.txt - even if the very first line in gamemodes.txt tells you...
 exactly the same thing.

 On Tue, Aug 14, 2012 at 3:44 PM, Philip Giuliani giiul...@gmail.comwrote:

 Hi,

 i have 5 Public servers running. Whats the best method to change the
 slots? the maxplayers parameter has no effect for me.

 Its possible to lock the slots that nobody can change them in the
 gamemodes.txt?

 Thanks

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Re: [Csgo_servers] Change slots of all gamemodes

2012-08-14 Thread Absurd Minds
Put maxplayets above combats instead of below
On Aug 14, 2012 8:46 PM, Mohammed Khalik mohammed_kha...@hotmail.com
wrote:

  maxplayers problem.

 OK, I have entered   ''maxplayers'' ''30' under convars,
 GameModes_Server.txt

 srcds.exe -game csgo -console -usercon +ip 87.117.217.6 -port 27015
 +game_type 0 +game_mode 1 +mapgroup mg_hostage +map cs_office_se
 +maxplayers 30


 It still does not work, why is that?


 see, below.

 // 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
 {
  maxplayers 30
mp_friendlyfire 1
 mp_maxrounds 100
 mp_timelimit 45
mp_roundtime 3

 }

 mapgroupsMP // List of mapgroups valid for this game mode
 {
 mg_hostage 
 }
 }
  casual
 {
 convars
 {
  maxplayers 30
mp_friendlyfire 1
 mp_maxrounds 100
 mp_timelimit 45
mp_roundtime 3

 }

 mapgroupsMP // List of mapgroups valid for this game mode
 {
 mg_hostage 
 }
 }
 }
 }
 }


 //

 --
 Date: Tue, 14 Aug 2012 17:21:02 -0700
 From: thisisgordonsem...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Change slots of all gamemodes

 http://pastebin.com/WKGBkyGm
 This is my gamemodes_server.txt
 I use a different maxplayers depending on Casual/Comp.

 On Tue, Aug 14, 2012 at 5:19 PM, Absurd Minds goabs...@absurdminds.netwrote:

 Right above the word ''convars'' put in ''maxplayers'' ''20'' or whatever
  On Aug 14, 2012 8:17 PM, Mohammed Khalik mohammed_kha...@hotmail.com
 wrote:


 Can you provide a example how it needs to be done under
 gamemodes_server.txt, to change maxplayers.

 --
 Date: Tue, 14 Aug 2012 15:46:28 -0700
 From: thisisgordonsem...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Change slots of all gamemodes

 You need to define maxplayers in the gamemodes_server.txt, DO NOT EDIT
 gamemodes.txt - even if the very first line in gamemodes.txt tells you...
 exactly the same thing.

 On Tue, Aug 14, 2012 at 3:44 PM, Philip Giuliani giiul...@gmail.comwrote:

 Hi,

 i have 5 Public servers running. Whats the best method to change the
 slots? the maxplayers parameter has no effect for me.

 Its possible to lock the slots that nobody can change them in the
 gamemodes.txt?

 Thanks

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Re: [Csgo_servers] Change slots of all gamemodes

2012-08-14 Thread Absurd Minds
Maxplayers above convars
On Aug 14, 2012 8:52 PM, Absurd Minds goabs...@absurdminds.net wrote:

 Put maxplayets above combats instead of below
 On Aug 14, 2012 8:46 PM, Mohammed Khalik mohammed_kha...@hotmail.com
 wrote:

  maxplayers problem.

 OK, I have entered   ''maxplayers'' ''30' under convars,
 GameModes_Server.txt

 srcds.exe -game csgo -console -usercon +ip 87.117.217.6 -port 27015
 +game_type 0 +game_mode 1 +mapgroup mg_hostage +map cs_office_se
 +maxplayers 30


 It still does not work, why is that?


 see, below.

 // 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
 {
  maxplayers 30
mp_friendlyfire 1
 mp_maxrounds 100
 mp_timelimit 45
mp_roundtime 3

 }

 mapgroupsMP // List of mapgroups valid for this game mode
 {
  mg_hostage 
 }
 }
  casual
 {
 convars
  {
  maxplayers 30
mp_friendlyfire 1
 mp_maxrounds 100
 mp_timelimit 45
mp_roundtime 3

 }

 mapgroupsMP // List of mapgroups valid for this game mode
 {
  mg_hostage 
 }
 }
  }
 }
 }


 //

 --
 Date: Tue, 14 Aug 2012 17:21:02 -0700
 From: thisisgordonsem...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Change slots of all gamemodes

 http://pastebin.com/WKGBkyGm
 This is my gamemodes_server.txt
 I use a different maxplayers depending on Casual/Comp.

 On Tue, Aug 14, 2012 at 5:19 PM, Absurd Minds 
 goabs...@absurdminds.netwrote:

 Right above the word ''convars'' put in ''maxplayers'' ''20'' or whatever
  On Aug 14, 2012 8:17 PM, Mohammed Khalik mohammed_kha...@hotmail.com
 wrote:


 Can you provide a example how it needs to be done under
 gamemodes_server.txt, to change maxplayers.

 --
 Date: Tue, 14 Aug 2012 15:46:28 -0700
 From: thisisgordonsem...@gmail.com
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Change slots of all gamemodes

 You need to define maxplayers in the gamemodes_server.txt, DO NOT EDIT
 gamemodes.txt - even if the very first line in gamemodes.txt tells you...
 exactly the same thing.

 On Tue, Aug 14, 2012 at 3:44 PM, Philip Giuliani giiul...@gmail.comwrote:

 Hi,

 i have 5 Public servers running. Whats the best method to change the
 slots? the maxplayers parameter has no effect for me.

 Its possible to lock the slots that nobody can change them in the
 gamemodes.txt?

 Thanks

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Re: [Csgo_servers] Blank Screen on Connect

2012-08-15 Thread Absurd Minds
Galego, can you open console and type disconnect?
On Aug 15, 2012 9:04 AM, lcz # GalegO frisao86-csgos...@yahoo.com.br
wrote:

 I have this issue in some servers too.

 Because of this I sad to add a cancel button or allow the ESC to return to
 main menu, some times I need to close the game by task manager :(

 BR,
 lcz # GalegO

   --
 *De:* DontWannaName! ad...@topnotchclan.com
 *Para:* csgo_servers@list.valvesoftware.com
 *Enviadas:* Terça-feira, 14 de Agosto de 2012 22:11
 *Assunto:* [Csgo_servers] Blank Screen on Connect

 I keep getting this when connecting to my server from the browser or
 connect command. Even with pure, addons and any weird settings off.
 Lobby connections are working since I am getting players. Any ideas?

 http://postimage.org/image/4qq3f1pzb/

 I had trouble cropping it, but that's the gyst.

 Console shows...


 Connecting to public(68.68.32.203:27015) ...
 28.502:  Sending UDP connect to public IP 68.68.32.203:27015
 Server using 'public' lobbies, requiring pw no, lobby id 0
 RememberIPAddressForLobby: lobby 0 from address 68.68.32.203:27015
 Grace request retry for unreserved server...
 Retrying public(68.68.32.203:27015) ...
 28.523:  Sending UDP connect to public IP 68.68.32.203:27015
 Server using 'public' lobbies, requiring pw no, lobby id 0
 RememberIPAddressForLobby: lobby 0 from address 68.68.32.203:27015
 Server approved grace request...
 Retrying connection to 68.68.32.203:27015, server requires lobby
 reservation but is unreserved.
 Received game details information from 68.68.32.203:27015...
 Unable to initialize DirectSoundCapture. You won't be able to speak to
 other players.[MM] Sending reservation request to 68.68.32.203:27015
 [MM] Sending reservation request to 68.68.32.203:27015


 I am sometimes able to connect when there are players in the server
 and it shows Lobby connecting in the UI. It seems I get 20 players at
 once when I can though.

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Re: [Csgo_servers] CSGO heads up

2012-08-16 Thread Absurd Minds
Is the only way to update still to use the steamcmd and completely
reinstall the server, saving any config files before hand so they don't get
overwritten? I installed six servers an hour before the update and am now
frustrated at the thought of doing it again.

On Wed, Aug 15, 2012 at 9:50 PM, Ido Magal i...@valvesoftware.com wrote:

  Yes and required.

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Timothy
 Sadleir
 *Sent:* Wednesday, August 15, 2012 6:47 PM
 *To:* csgo_servers@list.valvesoftware.com

 *Subject:* Re: [Csgo_servers] CSGO heads up

  ** **

 Is this update still planned to go out today?  Also will it be a required
 update or one of those optional updates?

 On Wed, Aug 15, 2012 at 6:16 PM, Alan Kennedy kenne...@3dgames.com.ar
 wrote:


 This is absolute Madness, Bruce Dickinson said.

 --
 3DGames Argentina
 http://www.3dgames.com.ar
 Libertad 41, 5to Piso - Capital Federal
 Tel: 4-332-4709


 - Original Message -
  From: DontWannaName! ad...@topnotchclan.com
  To: csgo servers csgo_servers@list.valvesoftware.com
  Sent: Wednesday, August 15, 2012 9:42:43 PM
  Subject: Re: [Csgo_servers] CSGO heads up
  So much for a fast TF2 DL haha
 
  On Wed, Aug 15, 2012 at 5:33 PM, Asher Baker asher...@gmail.com
  wrote:
   You're clearly completely crazy.
  
  
   On Thu, Aug 16, 2012 at 1:24 AM, Ido Magal i...@valvesoftware.com
   wrote:
   We hope to release another patch within the hour.
  
  
  
   Thanks.
  
  
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Re: [Csgo_servers] de_nuke_se spawns

2012-08-16 Thread Absurd Minds
Nuke is the only one with only ten spawn points as far as I'm aware
On Aug 16, 2012 1:02 PM, Ejziponken - sza...@hotmail.com wrote:

  Seems like de_nuke_se dont have enough spawnpoints for 24 players?

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Re: [Csgo_servers] +mapgroup not working

2012-08-16 Thread Absurd Minds
I don't have a mapcycle.txt and it seems to work fine for me
On Aug 16, 2012 6:36 PM, Valentin G. nextra...@gmail.com wrote:

 You still need a mapcycle.txt

 On Fri, Aug 17, 2012 at 12:23 AM, Nevermore Imperium
 neverm...@imperiumgames.com.ar wrote:
  i am starting my server SE server with +mapgroup mg_allclassic_se
  I have configured this mapgroup with all SE maps.
 
  But when the game ends, next map is a normal map.
  Also i have casual servers with mg_allclassic, but server is working
  only with de_ maps when mapgroup has cs_ maps too.
 
  My cmdline is: ./srcds_run -console -usercon +map de_dust2_se -ip
  xx +mapgroup mg_allclassic_se +game_type 0 +game_mode 1 -port 
  -game csgo
 
  Am i doing something wrong?
 
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Re: [Csgo_servers] Server crashes on mapchange

2012-08-17 Thread Absurd Minds
I have a problem with the server crashing on mapchange:

When I launch the server, it says Your server will be restarted on map
change.

When I attempt to change the level, I get this error:

changelevel de_dust2_se
 Host_Changelevel 
Shutdown function NET_Shutdown() not in list!!!
#Reference Count for Material __particlesdepthwrite (1) != 0
Missing shutdown function for g_pMatchFramework-Init() :
g_pMatchFramework-Shutdown()
File /home/gamer/go/large3/csgo/pak01_012.vpk was never closed
File /home/gamer/go/large3/csgo/pak01_012.vpk was never closed
File /home/gamer/go/large3/csgo/pak01_017.vpk was never closed
File /home/gamer/go/large3/csgo/pak01_017.vpk was never closed
File /home/gamer/go/large3/csgo/pak01_037.vpk was never closed
File /home/gamer/go/large3/csgo/pak01_037.vpk was never closed
File /home/gamer/go/large3/csgo/pak01_013.vpk was never closed
File /home/gamer/go/large3/csgo/pak01_013.vpk was never closed
File /home/gamer/go/large3/csgo/pak01_014.vpk was never closed
File /home/gamer/go/large3/csgo/pak01_014.vpk was never closed
File /home/gamer/go/large3/csgo/pak01_020.vpk was never closed
File /home/gamer/go/large3/csgo/pak01_020.vpk was never closed
File /home/gamer/go/large3/csgo/pak01_000.vpk was never closed
File /home/gamer/go/large3/csgo/pak01_000.vpk was never closed

I'm running five servers without this problem, but two have the problem.
The servers with the problem are exactly identical to servers running
correctly, in that they are simply a stock install with a very slightly
modified gamemodes_server.txt file. The only difference between the servers
is the hostname.


On Fri, Jun 15, 2012 at 12:39 PM, Ido Magal i...@valvesoftware.com wrote:

  Does it repro if you enable voting?

 ** **

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Philip
 Giuliani
 *Sent:* Friday, June 15, 2012 1:58 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Server crashes on mapchange

 ** **

 I have this problem also. I have voting disabled and no other plugins (no
 sourcemod...) running on the servers! What could be the problem? I have the
 problem on all my 5 Servers.

 2012/6/15 Travis Brown tbrown7...@gmail.com

 http://forums.alliedmods.net/ 

 ** **

 On Thu, Jun 14, 2012 at 6:31 PM, haeufi hae...@teamniederbayern.de
 wrote:

 Hey,

 I´ve got the issue, that sometimes at mapchange server crashes completely
 resulting many players leaving. Voting is disabled, sourcemod voting is
 being used.

 The problem grew after last update bugfix (1.16.1.0). Now longest uptime
 is about 3 hours only. And it is really horrible, because the server is
 full almost the whole day.
 My sm plugins list is:
 [SM] Listing 39 plugins:
 01 Advertisements (0.5.5) by Tsunami
 02 Reserved Slots (1.4.0-dev) by AlliedModders LLC
 03 Nextmap (1.4.0-dev) by AlliedModders LLC
 04 SMAC Command Monitor (0.7.9.3) by GoD-Tony, psychonic, Kigen
 05 Players Votes (1.5.0) by The Resident, pZv!
 06 VAC Status Checker (1.3.3) by Stevo.TVR
 07 Basic Votes (1.4.0-dev) by AlliedModders LLC
 08 Server Clean Up (1.1.7) by Jamster
 09 Fun Votes (1.4.0-dev) by AlliedModders LLC
 10 SMAC ConVar Checker (0.7.9.3) by GoD-Tony, psychonic, Kigen
 11 Anti-Flood (1.4.0-dev) by AlliedModders LLC
 12 MapChooser (1.4.0-dev) by AlliedModders LLC
 13 Basic Comm Control (1.4.0-dev) by AlliedModders LLC
 14 SourceMod Anti-Cheat (0.7.9.3) by GoD-Tony, psychonic
 15 Map Nominations (1.4.0-dev) by AlliedModders LLC
 16 Basic Info Triggers (1.4.0-dev) by AlliedModders LLC
 17 SMAC Eye Angle Test (0.7.9.3) by GoD-Tony, psychonic
 18 SMAC Anti-Speedhack (0.7.9.3) by GoD-Tony
 19 Fun Commands (1.4.0-dev) by AlliedModders LLC
 20 Player Commands (1.4.0-dev) by AlliedModders LLC
 21 AFK Manager (3.4.3) by Rothgar
 22 TK Manager (1.8) by Stevo.TVR
 23 AdminSentinel (1.2.100) by eVaStrontiumDog
 24 Admin File Reader (1.4.0-dev) by AlliedModders LLC
 25 gameME Plugin (4.0) by TTS Oetzel  Goerz GmbH
 26 TeamSwitch (1.3) by MistaGee
 27 SMAC AutoTrigger Detector (0.7.9.3) by GoD-Tony
 28 Client Preferences (1.4.0-dev) by AlliedModders LLC
 29 Rock The Vote (1.4.0-dev) by AlliedModders LLC
 30 Basic Chat (1.4.0-dev) by AlliedModders LLC
 31 SMAC Client Protection (0.7.9.3) by GoD-Tony, psychonic, Kigen
 32 SMAC Aimbot Detector (0.7.9.3) by GoD-Tony
 33 Weapon Restrict (3.0.9) by Dr!fter
 34 Sound Commands (1.4.0-dev) by AlliedModders LLC
 35 Basic Commands (1.4.0-dev) by AlliedModders LLC
 36 Basic Ban Commands (1.4.0-dev) by AlliedModders LLC
 37 Admin Help (1.4.0-dev) by AlliedModders LLC
 38 Very Basic High Ping Kicker (1.4) by msleeper
 39 Admin Menu (1.4.0-dev) by AlliedModders LLC

 meta list:
 Listing 4 plugins:
 [01] SourceMod (1.5.0-dev) by AlliedModders LLC
 [02] CS Tools (1.5.0-dev) by AlliedModders LLC
 [03] SDK Tools (1.5.0-dev) by AlliedModders LLC
 [04] SDK Hooks (2.2.0) by Tsunami, psychonic

 plugin_print

 

Re: [Csgo_servers] Server crashes on mapchange

2012-08-17 Thread Absurd Minds
It does not have autorestart. I only installed these two servers after the
most recent update so I don't know why they would be out of date, but I can
try reinstalling them to see.
On Aug 17, 2012 12:21 PM, Ido Magal i...@valvesoftware.com wrote:

 This is what I think is happening:

 The message Your server will be restarted on map change. Is coming up
 because

 a. You're running with -autorestart
 b. Steam thinks your server is out of date ( not 1.17.2.1 )

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

 Can you confirm/test my assumptions?




 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd Minds
 Sent: Friday, August 17, 2012 4:00 AM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Server crashes on mapchange

 I have a problem with the server crashing on mapchange:

 When I launch the server, it says Your server will be restarted on map
 change.

 When I attempt to change the level, I get this error:

 changelevel de_dust2_se
  Host_Changelevel 
 Shutdown function NET_Shutdown() not in list!!!
 #Reference Count for Material __particlesdepthwrite (1) != 0
 Missing shutdown function for g_pMatchFramework-Init() :
 g_pMatchFramework-Shutdown()
 File /home/gamer/go/large3/csgo/pak01_012.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_012.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_017.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_017.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_037.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_037.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_013.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_013.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_014.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_014.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_020.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_020.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_000.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_000.vpk was never closed

 I'm running five servers without this problem, but two have the problem.
 The servers with the problem are exactly identical to servers running
 correctly, in that they are simply a stock install with a very slightly
 modified gamemodes_server.txt file. The only difference between the servers
 is the hostname.


 On Fri, Jun 15, 2012 at 12:39 PM, Ido Magal i...@valvesoftware.com wrote:
 Does it repro if you enable voting?


 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Philip Giuliani
 Sent: Friday, June 15, 2012 1:58 AM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Server crashes on mapchange

 I have this problem also. I have voting disabled and no other plugins (no
 sourcemod...) running on the servers! What could be the problem? I have the
 problem on all my 5 Servers.
 2012/6/15 Travis Brown tbrown7...@gmail.com
 http://forums.alliedmods.net/

 On Thu, Jun 14, 2012 at 6:31 PM, haeufi hae...@teamniederbayern.de
 wrote:
 Hey,

 I´ve got the issue, that sometimes at mapchange server crashes completely
 resulting many players leaving. Voting is disabled, sourcemod voting is
 being used.

 The problem grew after last update bugfix (1.16.1.0). Now longest uptime
 is about 3 hours only. And it is really horrible, because the server is
 full almost the whole day.
 My sm plugins list is:
 [SM] Listing 39 plugins:
 01 Advertisements (0.5.5) by Tsunami
 02 Reserved Slots (1.4.0-dev) by AlliedModders LLC
 03 Nextmap (1.4.0-dev) by AlliedModders LLC
 04 SMAC Command Monitor (0.7.9.3) by GoD-Tony, psychonic, Kigen
 05 Players Votes (1.5.0) by The Resident, pZv!
 06 VAC Status Checker (1.3.3) by Stevo.TVR
 07 Basic Votes (1.4.0-dev) by AlliedModders LLC
 08 Server Clean Up (1.1.7) by Jamster
 09 Fun Votes (1.4.0-dev) by AlliedModders LLC
 10 SMAC ConVar Checker (0.7.9.3) by GoD-Tony, psychonic, Kigen
 11 Anti-Flood (1.4.0-dev) by AlliedModders LLC
 12 MapChooser (1.4.0-dev) by AlliedModders LLC
 13 Basic Comm Control (1.4.0-dev) by AlliedModders LLC
 14 SourceMod Anti-Cheat (0.7.9.3) by GoD-Tony, psychonic
 15 Map Nominations (1.4.0-dev) by AlliedModders LLC
 16 Basic Info Triggers (1.4.0-dev) by AlliedModders LLC
 17 SMAC Eye Angle Test (0.7.9.3) by GoD-Tony, psychonic
 18 SMAC Anti-Speedhack (0.7.9.3) by GoD-Tony
 19 Fun Commands (1.4.0-dev) by AlliedModders LLC
 20 Player Commands (1.4.0-dev) by AlliedModders LLC
 21 AFK Manager (3.4.3) by Rothgar
 22 TK Manager (1.8) by Stevo.TVR
 23 AdminSentinel (1.2.100) by eVaStrontiumDog
 24 Admin File Reader (1.4.0-dev) by AlliedModders LLC
 25 gameME Plugin (4.0) by TTS Oetzel  Goerz GmbH
 26 TeamSwitch (1.3) by MistaGee
 27 SMAC AutoTrigger Detector (0.7.9.3) by GoD-Tony
 28

Re: [Csgo_servers] Server crashes on mapchange

2012-08-17 Thread Absurd Minds
I do have autoupdate but so do my five working servers. I will test it
without it though after I get hone from work.
On Aug 17, 2012 1:04 PM, Ido Magal i...@valvesoftware.com wrote:

  Correction: The param is “-autoupdate.” Not “-autorestart”

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Absurd Minds
 *Sent:* Friday, August 17, 2012 9:59 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Server crashes on mapchange

 ** **

 It does not have autorestart. I only installed these two servers after the
 most recent update so I don't know why they would be out of date, but I can
 try reinstalling them to see. 

 On Aug 17, 2012 12:21 PM, Ido Magal i...@valvesoftware.com wrote:

 This is what I think is happening:

 The message Your server will be restarted on map change. Is coming up
 because

 a. You're running with -autorestart
 b. Steam thinks your server is out of date ( not 1.17.2.1 )

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

 Can you confirm/test my assumptions?




 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd Minds
 Sent: Friday, August 17, 2012 4:00 AM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Server crashes on mapchange

 I have a problem with the server crashing on mapchange:

 When I launch the server, it says Your server will be restarted on map
 change.

 When I attempt to change the level, I get this error:

 changelevel de_dust2_se
  Host_Changelevel 
 Shutdown function NET_Shutdown() not in list!!!
 #Reference Count for Material __particlesdepthwrite (1) != 0
 Missing shutdown function for g_pMatchFramework-Init() :
 g_pMatchFramework-Shutdown()
 File /home/gamer/go/large3/csgo/pak01_012.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_012.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_017.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_017.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_037.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_037.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_013.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_013.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_014.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_014.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_020.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_020.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_000.vpk was never closed
 File /home/gamer/go/large3/csgo/pak01_000.vpk was never closed

 I'm running five servers without this problem, but two have the problem.
 The servers with the problem are exactly identical to servers running
 correctly, in that they are simply a stock install with a very slightly
 modified gamemodes_server.txt file. The only difference between the servers
 is the hostname.


 On Fri, Jun 15, 2012 at 12:39 PM, Ido Magal i...@valvesoftware.com wrote:
 Does it repro if you enable voting?


 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Philip Giuliani
 Sent: Friday, June 15, 2012 1:58 AM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Server crashes on mapchange

 I have this problem also. I have voting disabled and no other plugins (no
 sourcemod...) running on the servers! What could be the problem? I have the
 problem on all my 5 Servers.
 2012/6/15 Travis Brown tbrown7...@gmail.com
 http://forums.alliedmods.net/

 On Thu, Jun 14, 2012 at 6:31 PM, haeufi hae...@teamniederbayern.de
 wrote:
 Hey,

 I´ve got the issue, that sometimes at mapchange server crashes completely
 resulting many players leaving. Voting is disabled, sourcemod voting is
 being used.

 The problem grew after last update bugfix (1.16.1.0). Now longest uptime
 is about 3 hours only. And it is really horrible, because the server is
 full almost the whole day.
 My sm plugins list is:
 [SM] Listing 39 plugins:
 01 Advertisements (0.5.5) by Tsunami
 02 Reserved Slots (1.4.0-dev) by AlliedModders LLC
 03 Nextmap (1.4.0-dev) by AlliedModders LLC
 04 SMAC Command Monitor (0.7.9.3) by GoD-Tony, psychonic, Kigen
 05 Players Votes (1.5.0) by The Resident, pZv!
 06 VAC Status Checker (1.3.3) by Stevo.TVR
 07 Basic Votes (1.4.0-dev) by AlliedModders LLC
 08 Server Clean Up (1.1.7) by Jamster
 09 Fun Votes (1.4.0-dev) by AlliedModders LLC
 10 SMAC ConVar Checker (0.7.9.3) by GoD-Tony, psychonic, Kigen
 11 Anti-Flood (1.4.0-dev) by AlliedModders LLC
 12 MapChooser (1.4.0-dev) by AlliedModders LLC
 13 Basic Comm Control (1.4.0-dev) by AlliedModders LLC
 14 SourceMod Anti-Cheat (0.7.9.3) by GoD-Tony, psychonic
 15 Map Nominations (1.4.0-dev) by AlliedModders LLC
 16 Basic

Re: [Csgo_servers] autoupdate and steam

2012-08-17 Thread Absurd Minds
Does that mean I shouldn't have to log in with a username and password?
Because if I launch the steamcmd, I simply get denied when trying to
install:

[gamer@server1 steamcmd]$ STEAMEXE=steamcmd ./steam.sh
./steam.sh: line 53: ulimit: open files: cannot modify limit: Operation not
perm

  itted
Installing breakpad exception handler for appid(steam)/version(1345249679)
[  0%] Checking for available updates...
[  0%] Download complete.
[] Verifying installation...
unlinked 0 orphaned pipes
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
Loading Steam2...OK.


Steam
Steamforce_install_dir /home/gamer/go/demo/

Steamapp_update 740 validate
ERROR! Failed to request AppInfo update, not online or not logged in to
Steam.

Steam

Am I misunderstanding?

On Fri, Aug 17, 2012 at 4:56 PM, Ido Magal i...@valvesoftware.com wrote:

  You should no longer require CSGO ownership in order to download the ds,
 although I haven’t tested it.

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *haeufi
 *Sent:* Friday, August 17, 2012 12:52 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] autoupdate and steam

 ** **

 If that´s your only problem I have a solution perhaps: In the beginning of
 Dedicated servers on csgo someone from valve wrote either in this mailing
 list or in steam forums that you can contact someone from valve to get a
 second server account but I think it´s too late for this solution because
 there are only few days until you won´t need to login anymore when game
 releases

 Am 17.08.2012 21:45, schrieb Marco Padovan: 

 biggest issue now is exactly that login thing.

 As we are running multiple server we find sometime ourself getting weird
 errors when our automatic tools login with the same user account.

 Additionally the autoupdate was an essential part of the old steam linux
 system...
 It was working OK and after the latest linux updates to the steam binaries
 I was very happy seeing how efficient it became.

 Il 17/08/2012 20:18, haeufi ha scritto:

 I don´t think they will go back to hldsupdatetool, because it´s simply too
 old and doesn´t have enough performance. I don´t know why everybody is
 against steamcmd. If you handle it correctly it works perfectly. The
 required login to update server is only implemented because only beta-users
 shall be able to create a server (if we are honest you can´t host a server
 without testing it on your steam-account) and will be removed on game
 release.

 Autoupdate would be helpful, but if they don´t bring it back, you simply
 check server for updates at 5 or 6 a.m. and restart it afterwards. Same
 thing has to be made on css-servers on windows, because autoupdate function
 only works on linux boxes.

 Just keep patient, it´s still a beta and I am very glad servers work and
 are so stable.

 Am 17.08.2012 19:52, schrieb Marco Padovan:

 

 Once the beta will be publicy available will the servers files will be
 available using the usual steam binary instead of steamcmd?

 Additionally: will -autoupdate command line switch will be finally
 supported by csgo too?

 ___
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Re: [Csgo_servers] autoupdate and steam

2012-08-17 Thread Absurd Minds
Oh ok, well that's more convenient anyway. Thanks for clarifying.

On Fri, Aug 17, 2012 at 9:38 PM, Ido Magal i...@valvesoftware.com wrote:

  No. you still need a steam account. But any steam account will work.

 ** **

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Absurd Minds
 *Sent:* Friday, August 17, 2012 6:37 PM

 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] autoupdate and steam

  ** **

 Does that mean I shouldn't have to log in with a username and password?
 Because if I launch the steamcmd, I simply get denied when trying to
 install:

 ** **

 [gamer@server1 steamcmd]$ STEAMEXE=steamcmd ./steam.sh

 ./steam.sh: line 53: ulimit: open files: cannot modify limit: Operation
 not perm

   itted

 Installing breakpad exception handler for appid(steam)/version(1345249679)
 

 [  0%] Checking for available updates...

 [  0%] Download complete.

 [] Verifying installation...

 unlinked 0 orphaned pipes

 Steam Console Client (c) Valve Corporation

 -- type 'quit' to exit --

 Loading Steam3...OK.

 Loading Steam2...OK.

 ** **

 ** **

 Steam

 Steamforce_install_dir /home/gamer/go/demo/

 ** **

 Steamapp_update 740 validate

 ERROR! Failed to request AppInfo update, not online or not logged in to
 Steam.

 ** **

 Steam

 ** **

 Am I misunderstanding?

 ** **

 On Fri, Aug 17, 2012 at 4:56 PM, Ido Magal i...@valvesoftware.com wrote:*
 ***

 You should no longer require CSGO ownership in order to download the ds,
 although I haven’t tested it.

  

 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *haeufi
 *Sent:* Friday, August 17, 2012 12:52 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] autoupdate and steam

  

 If that´s your only problem I have a solution perhaps: In the beginning of
 Dedicated servers on csgo someone from valve wrote either in this mailing
 list or in steam forums that you can contact someone from valve to get a
 second server account but I think it´s too late for this solution because
 there are only few days until you won´t need to login anymore when game
 releases

 Am 17.08.2012 21:45, schrieb Marco Padovan: 

 biggest issue now is exactly that login thing.

 As we are running multiple server we find sometime ourself getting weird
 errors when our automatic tools login with the same user account.

 Additionally the autoupdate was an essential part of the old steam linux
 system...
 It was working OK and after the latest linux updates to the steam binaries
 I was very happy seeing how efficient it became.

 Il 17/08/2012 20:18, haeufi ha scritto:

 I don´t think they will go back to hldsupdatetool, because it´s simply too
 old and doesn´t have enough performance. I don´t know why everybody is
 against steamcmd. If you handle it correctly it works perfectly. The
 required login to update server is only implemented because only beta-users
 shall be able to create a server (if we are honest you can´t host a server
 without testing it on your steam-account) and will be removed on game
 release.

 Autoupdate would be helpful, but if they don´t bring it back, you simply
 check server for updates at 5 or 6 a.m. and restart it afterwards. Same
 thing has to be made on css-servers on windows, because autoupdate function
 only works on linux boxes.

 Just keep patient, it´s still a beta and I am very glad servers work and
 are so stable.

 Am 17.08.2012 19:52, schrieb Marco Padovan: 

 Once the beta will be publicy available will the servers files will be
 available using the usual steam binary instead of steamcmd?

 Additionally: will -autoupdate command line switch will be finally
 supported by csgo too?

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Re: [Csgo_servers] Per Map Configuration

2012-08-18 Thread Absurd Minds
I too am interested. I've tried everything I can think of. I would love to
set cs round time longer than de round time
On Aug 18, 2012 6:48 AM, Jonathon King ad...@jonathonking.co.uk wrote:

   Hi guys. Sorry if I’ve missed this somewhere, but is there a way to
 have convars set for specific maps which override gamemodes_server.txt
 values?

  |NA| Snip3r.

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Re: [Csgo_servers] Unlock mp_forcecamera

2012-08-18 Thread Absurd Minds
Yes please. I want to be able to allow dead chat on demolition, but I can't
because everybody can spectate every team. It means we can't play
demolition mode with the level of teamwork we would like, and I am hoping
to keep most of my servers plugin-free.

On Sat, Aug 18, 2012 at 2:36 AM, Andreas Grimm c...@saigns.de wrote:

  Dear Valve,

 ** **

 could you unlock the cvar mp_forcecamera, please?

 With plugins it's easy to change this cvar, but it would increase the
 community support.

 ** **

  - Andreas

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Re: [Csgo_servers] sv_alltallk afecting chat

2012-08-19 Thread Absurd Minds
I think most communication is from ido at valve.
On Aug 19, 2012 1:38 PM, haeufi hae...@teamniederbayern.de wrote:

 nice!

 Was this the first time someone from hpe said something in this list?


 Am 19.08.2012 19:04, schrieb Peter Freese:

 This will be changing to use sv_allchat in a future update.

 __**__
 From: 
 csgo_servers-bounces@list.**valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com[
 csgo_servers-bounces@list.**valvesoftware.comcsgo_servers-boun...@list.valvesoftware.com]
 On Behalf Of Nevermore Imperium 
 [neverm...@imperiumgames.com.**arneverm...@imperiumgames.com.ar
 ]
 Sent: Friday, August 17, 2012 4:27 PM
 To: 
 csgo_servers@list.**valvesoftware.comcsgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] sv_alltallk afecting chat

 When sv_alltalk is off, players cannot chat at all with the enemy team.
 Isn't there a way to disable alltalk just for voice, but have it
 enabled for chat messages?

 Thanks

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Re: [Csgo_servers] Reloading gamemodes_server.txt without server restart

2012-08-20 Thread Absurd Minds
I have and it doesn't work.
On Aug 20, 2012 7:01 AM, Mark Clifford-Jones marku...@hotmail.com wrote:

  Have you tried doing an exec gamemodes_server.txt?

 Not tried it myself, just suggesting...

  Date: Sun, 19 Aug 2012 23:02:26 -0700
  From: ve...@tinylittlerobots.us
  To: csgo_servers@list.valvesoftware.com
  Subject: [Csgo_servers] Reloading gamemodes_server.txt without server
 restart
 
  In other source games if you make edits to server.cfg the changes are
  parsed and set when the server changes maps. This doesn't appear to be
  the case with gamemodes_server.txt in CS:GO. Is there anyway to
  manually reload cvars from this file without rebooting the server?
 
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Re: [Csgo_servers] Reloading gamemodes_server.txt without server restart

2012-08-20 Thread Absurd Minds
Agreed. How can I possibly change these cvars when they aren't ever
executed from a config and can't be changed through console?
On Aug 20, 2012 1:28 PM, Nick Emson n...@nick-emson.co.uk wrote:

 Is there no intention to change this? This will only fuel the anger against
 the changes if the new system proves to be un-flexible.

 Particularly misleading is the direction you are taking when the original
 wiki documentation amended by ngamache on 10th May said:

 server.cfg
 This file has been significantly depreciated with CS:GO. It is no
 longer used as the primary way of configuring the convars of the server.
 Certain convars, like mp_timelimit, are not even available through the
 console, as they are now loaded using a different file (see gamemodes.txt
 below).

 So which is it? Use a cfg file as the primary cvar configuration or not?
 There is no consistency to where this is going if gamemode files cannot be
 reloaded.

 Whilst you typically would not expect to change cvars during server
 operation on paper, the amount of times you do is actually quite
 surprising.
 If for example in the midst of playing with friends they propose a change,
 I
 do not expect to have to reload the server and have them all reconnect (and
 lose any public people). Equally I do not expect to make duplicate bodge
 edits to secondary cfg files.

 Regards,
 Nick

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Ido
 Magal
 Sent: 20 August 2012 18:00
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Reloading gamemodes_server.txt without server
 restart

 Gamemodes.txt does not reload.

 If you need to switch between sets of cvars while the server is running
 then
 I recommend putting them in a cfg instead.


 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Russell
 Smith
 Sent: Sunday, August 19, 2012 11:02 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] Reloading gamemodes_server.txt without server
 restart

 In other source games if you make edits to server.cfg the changes are
 parsed
 and set when the server changes maps.  This doesn't appear to be the case
 with gamemodes_server.txt in CS:GO.  Is there anyway to manually reload
 cvars from this file without rebooting the server?



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Re: [Csgo_servers] Reloading gamemodes_server.txt without server restart

2012-08-20 Thread Absurd Minds
Sorry I just read your reply to the other email thread. Nevermind my
question
On Aug 20, 2012 3:34 PM, Absurd Minds goabs...@absurdminds.net wrote:

 Agreed. How can I possibly change these cvars when they aren't ever
 executed from a config and can't be changed through console?
 On Aug 20, 2012 1:28 PM, Nick Emson n...@nick-emson.co.uk wrote:

 Is there no intention to change this? This will only fuel the anger
 against
 the changes if the new system proves to be un-flexible.

 Particularly misleading is the direction you are taking when the original
 wiki documentation amended by ngamache on 10th May said:

 server.cfg
 This file has been significantly depreciated with CS:GO. It is no
 longer used as the primary way of configuring the convars of the server.
 Certain convars, like mp_timelimit, are not even available through the
 console, as they are now loaded using a different file (see gamemodes.txt
 below).

 So which is it? Use a cfg file as the primary cvar configuration or not?
 There is no consistency to where this is going if gamemode files cannot be
 reloaded.

 Whilst you typically would not expect to change cvars during server
 operation on paper, the amount of times you do is actually quite
 surprising.
 If for example in the midst of playing with friends they propose a
 change, I
 do not expect to have to reload the server and have them all reconnect
 (and
 lose any public people). Equally I do not expect to make duplicate bodge
 edits to secondary cfg files.

 Regards,
 Nick

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Ido
 Magal
 Sent: 20 August 2012 18:00
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Reloading gamemodes_server.txt without server
 restart

 Gamemodes.txt does not reload.

 If you need to switch between sets of cvars while the server is running
 then
 I recommend putting them in a cfg instead.


 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Russell
 Smith
 Sent: Sunday, August 19, 2012 11:02 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] Reloading gamemodes_server.txt without server
 restart

 In other source games if you make edits to server.cfg the changes are
 parsed
 and set when the server changes maps.  This doesn't appear to be the case
 with gamemodes_server.txt in CS:GO.  Is there anyway to manually reload
 cvars from this file without rebooting the server?



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Re: [Csgo_servers] Questions

2012-08-20 Thread Absurd Minds
Yes it is really time consuming to update even a few servers because you
have to do them one at a time and just sit there while it updates. I hope
they can implement an auto update feature
On Aug 20, 2012 4:45 PM, Nicholas Hastings psycho...@alliedmods.net
wrote:

  Wow, I foobar'd that message, doubling the second sentence during
 rewording -_-

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

 Making srcds_run support steamcmd is trivial.

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

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

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

 Yes,  autoupdate is not supported according to valve:

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

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

 And we need manually update the servers?


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

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

 -ics

 20.8.2012 22:52, Thiago Abreu kirjoitti:

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



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


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Re: [Csgo_servers] CSGO update just now

2012-08-20 Thread Absurd Minds
Oops, the hash tags parsed weird:


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.

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Re: [Csgo_servers] CSGO update just now

2012-08-20 Thread Absurd Minds
And I fail completely. Apparently it was just taking longer than
expected and it wasn't a hang at all.

On Mon, Aug 20, 2012 at 5:25 PM, Absurd Minds goabs...@absurdminds.net wrote:
 Oops, the hash tags parsed weird:


 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.

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Re: [Csgo_servers] CSGO update just now

2012-08-20 Thread Absurd Minds
Mine still shows 1/1 slot if my bot quota is the same as the
maxplayers, which requires players to connect through console. I still
need to set bot_quota 10 and maxplayers 11 just to allow people to
connect through the server browser.

On Mon, Aug 20, 2012 at 5:30 PM, Stephen Bevan ssbe...@gmail.com wrote:
 same as KyleS... no issues so far
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Re: [Csgo_servers] CSGO update just now

2012-08-20 Thread Absurd Minds
ToG, that's what mine was doing. It took like five minutes so I
thought it had froze but it really just took much longer than I
expected

On Mon, Aug 20, 2012 at 5:31 PM, Absurd Minds goabs...@absurdminds.net wrote:
 Mine still shows 1/1 slot if my bot quota is the same as the
 maxplayers, which requires players to connect through console. I still
 need to set bot_quota 10 and maxplayers 11 just to allow people to
 connect through the server browser.

 On Mon, Aug 20, 2012 at 5:30 PM, Stephen Bevan ssbe...@gmail.com wrote:
 same as KyleS... no issues so far
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Re: [Csgo_servers] CSGO update just now

2012-08-20 Thread Absurd Minds
Just wait. It took one of mine about twenty minutes to start. Others
started within 2.

On Mon, Aug 20, 2012 at 7:19 PM, Сергей Дудин ser...@gmail.com wrote:
 When I started a server, I see in the console

 ./srcds_run: 446: pushd: not found in 1 secondss
 ./srcds_run: 446: popd: not found
 Server will auto-restart if there is a crash.
 LD_LIBRARY_PATH=/home/serj/hlds/csgo/bin:/home/serj/hlds/csgo:/home/serj/hlds/csgo/bin:
 #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.

 How can I fix it?

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[Csgo_servers] pheonix the bot

2012-08-20 Thread Absurd Minds
Just noticed in the default botprofile.db, the bot's name is spelled
Pheonix instead of Phoenix

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[Csgo_servers] Players still can't join through console

2012-08-21 Thread Absurd Minds
There still exists the problem where if the bot_quota matches the
maxplayers a player sees x/x slots where x is the number of humans in
the server and they cannot connect through the browser. Players can
still connect through console or through steam friends, but it's a
pretty huge game breaker for any server operator if players can't join
through the game's server browser. I figured something like this would
have been fixed before the game was released; is there some other eta
on it?

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Re: [Csgo_servers] Maxplayers are forced to 10 , don't allow people join a team and they are sitting spectator.

2012-08-22 Thread Absurd Minds
This happens to me, too. I have bot_quota set to 10 but maxplayers set to
11 (because of the problem that occurs when bot_quota matches maxplayers),
but I noticed that the 11th player can't join a team. The server has
completely stock configuration except for the maxplayers.

On Wed, Aug 22, 2012 at 8:00 AM, Anton Ronsjö anton_ron...@hotmail.comwrote:

 Do you use reserved slots?


 22 aug 2012 kl. 12:40 skrev Ronny Schedel i...@ronny-schedel.de:

 We have a similar problem.



 Maxplayers 25, visible max 24, only 20 can connect.
 --
 From : Charalambos Galanis
 To : csgo_servers@list.valvesoftware.com;
 Subject : [Csgo_servers] Maxplayers are forced to 10 , don't allow people
 join a team and they are sitting spectator.


 Hey guys , i have already set -maxplayers_override 16 to my command line
 start and also have set maxplayers 16 to all fields at gamemodes.txt.


 But , when I was playing cs_italy_se , today , it was 5 vs 5 players , and
 other new players were not able to join a team , because it said that it is
 full already , so they stayed spectator.

 How to fix that?


 Also , when I am writing via console (rcon say hello!) , i can't see
 Console message outputs in the chat. Please confirm!

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Re: [Csgo_servers] CSGO patch today

2012-08-22 Thread Absurd Minds
What are some examples of a start script?
On Aug 22, 2012 3:05 PM, Ido Magal i...@valvesoftware.com wrote:

  We have a patch forthcoming.

 ** **

 This patch will include an srcds_run that supports steamcmd and
 autoupdating.

 ** **

 Here are the details:

 ** **

 In order to have srcds_run auto-update when the CS:GO dedicated servers
 get patched, the srcds_run script must be run with the following options:
 -autoupdate -steam_dir STEAMDIR -steamcmd_script STEAMSCRIPT

 where STEAMDIR is the directory to the steamcmd dir ( example:
 ~/Steam/ )

 where STEAMSCRIPT is the name of the script that steamcmd should
 execute ( example: ~/Steam/csgo.txt )

 ** **

 ** **

 The server is in ‘test’ beta in case anyone wants to confirm that there
 are no major issues. To get the ‘test’ beta, add the following to your
 steamcmd command:

 ** **

 -beta test

 ** **

 ** **

 Thanks.

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Re: [Csgo_servers] CSGO patch today

2012-08-22 Thread Absurd Minds
My update isn't working.

I have used app_update 740, but when I launch the server it still says
it's requesting a master server update, and the server will restart on
map change.

When I re-run the steamcmd, it tells me App '740' already up to date.

On Wed, Aug 22, 2012 at 3:47 PM, Andrew Caron caron.and...@gmail.com wrote:
 Okay I removed steam guard and it did work with force_install_dir.

 The problem is I have multiple users with different directories. Instead of
 having all different scripts. I think it would be better to have the
 srcds_run pass to the steamcmd what directory it is in or something. Or be
 able to pass variables to the update script.

 Anyone find a way around this?



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Re: [Csgo_servers] CSGO patch today

2012-08-22 Thread Absurd Minds
This happens when I use app_update 740 validate, as well.

On Wed, Aug 22, 2012 at 3:51 PM, Absurd Minds goabs...@absurdminds.net wrote:
 My update isn't working.

 I have used app_update 740, but when I launch the server it still says
 it's requesting a master server update, and the server will restart on
 map change.

 When I re-run the steamcmd, it tells me App '740' already up to date.

 On Wed, Aug 22, 2012 at 3:47 PM, Andrew Caron caron.and...@gmail.com wrote:
 Okay I removed steam guard and it did work with force_install_dir.

 The problem is I have multiple users with different directories. Instead of
 having all different scripts. I think it would be better to have the
 srcds_run pass to the steamcmd what directory it is in or something. Or be
 able to pass variables to the update script.

 Anyone find a way around this?



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Re: [Csgo_servers] Can't update servers

2012-08-22 Thread Absurd Minds
No, I don't think so. I've been able to follow all the updates
perfectly up until today, and I haven't made any changes. It's also a
very barebones install of the OS, so I really can't think of anything
at all that could be causing the issue.

On Wed, Aug 22, 2012 at 4:38 PM, Nick Emson n...@nick-emson.co.uk wrote:
 All I can tell you is the problem is the update not being detected, not that
 the master server is mis-reporting.

 Your version shows:
 Protocol version 11730
 Exe version 1.17.3.0 (csgo)
 Exe build: 14:01:21 Aug 17 2012 (5032) (730)

 Following todays update is should now be:
 Protocol version 11740
 Exe version 1.17.4.0 (csgo)
 Exe build: 17:38:30 Aug 21 2012 (5036) (730)

 Bizarre that the update and validation is claiming your are up-to-date...
 Random thought - any proxy / caching systems on your network that might
 interfere?

 - Nick


 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd
 Minds
 Sent: 22 August 2012 21:34
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] Can't update servers

 I'll just start a new thread instead of trying to muddy up a different
 thread:



 Steam
 Steamlogin x yyy

 Logging in user 'xx' to Steam Public...Success.


 Steam
 Steamforce_install_dir /home/gamer/go/server1/

 Steamapp_update 740
 Success! App '740' already up to date.


 Steam
 Steamapp_update 740 validate

 Initial App state (0x4) installed
  App state (0x20104) validating, progress: 0.01 (579584 / 6041363050)  App
 state (0x20104) validating, progress: 1.28 (77300933 / 6041363050)  App
 state (0x20104) validating, progress: 2.45 (148128465 / 6041363050)  App
 state (0x20104) validating, progress: 3.42 (206553735 / 6041363050)  App
 state (0x20104) validating, progress: 4.59 (277594350 / 6041363050)  App
 state (0x20104) validating, progress: 5.65 (341037301 / 6041363050)  App
 state (0x20104) validating, progress: 6.43 (388550181 / 6041363050)  App
 state (0x20104) validating, progress: 7.50 (452855901 / 6041363050)  App
 state (0x20104) validating, progress: 8.12 (490666782 / 6041363050)  App
 state (0x20104) validating, progress: 8.89 (537247474 / 6041363050)  App
 state (0x20104) validating, progress: 9.70 (586090424 / 6041363050)  App
 state (0x20104) validating, progress: 10.61 (641231167 / 6041363050)  App
 state (0x20104) validating, progress: 11.49 (694184255 / 6041363050)  App
 state (0x20104) validating, progress: 12.72 (768359580 / 6041363050)  App
 state (0x20104) validating, progress: 13.32 (804470610 / 6041363050)  App
 state (0x20104) validating, progress: 14.61 (882751571 / 6041363050)  App
 state (0x20104) validating, progress: 15.71 (949158510 / 6041363050)  App
 state (0x20104) validating, progress: 17.01 (1027455113 / 6041363050)  App
 state (0x20104) validating, progress: 18.11 (1094170762 / 6041363050)  App
 state (0x20104) validating, progress: 19.43 (1173670486 / 6041363050)  App
 state (0x20104) validating, progress: 20.30 (1226546840 / 6041363050)  App
 state (0x20104) validating, progress: 20.77 (1254670853 / 6041363050)  App
 state (0x20104) validating, progress: 21.09 (1274128355 / 6041363050)  App
 state (0x20104) validating, progress: 22.89 (1383017187 / 6041363050)  App
 state (0x20104) validating, progress: 26.54 (1603237421 / 6041363050)  App
 state (0x20104) validating, progress: 28.98 (1751086637 / 6041363050)  App
 state (0x20104) validating, progress: 31.49 (1902603282 / 6041363050)  App
 state (0x20104) validating, progress: 34.14 (2062421054 / 6041363050)  App
 state (0x20104) validating, progress: 36.11 (2181434430 / 6041363050)  App
 state (0x20104) validating, progress: 37.83 (2285412046 / 6041363050)  App
 state (0x20104) validating, progress: 39.74 (2400755406 / 6041363050)  App
 state (0x20104) validating, progress: 41.57 (2511435838 / 6041363050)  App
 state (0x20104) validating, progress: 43.71 (2640410686 / 6041363050)  App
 state (0x20104) validating, progress: 45.50 (2748758191 / 6041363050)  App
 state (0x20104) validating, progress: 47.02 (2840824535 / 6041363050)  App
 state (0x20104) validating, progress: 48.91 (2954595031 / 6041363050)  App
 state (0x20104) validating, progress: 50.00 (3020655319 / 6041363050)  App
 state (0x20104) validating, progress: 50.45 (3047918295 / 6041363050)  App
 state (0x20104) validating, progress: 51.30 (3099298519 / 6041363050)  App
 state (0x20104) validating, progress: 51.74 (3125512919 / 6041363050)  App
 state (0x20104) validating, progress: 52.93 (3197413804 / 6041363050)  App
 state (0x20104) validating, progress: 54.26 (3278200580 / 6041363050)  App
 state (0x20104) validating, progress: 56.04 (3385679620 / 6041363050)  App
 state (0x20104) validating, progress: 57.87 (3496304388 / 6041363050)  App
 state (0x20104) validating, progress: 59.42 (3589514378 / 6041363050)  App
 state (0x20104) validating, progress: 60.64

Re: [Csgo_servers] Alarm clock - Server restarting randomly after update

2012-08-22 Thread Absurd Minds
Try adding -nowatchdog to your command line.

On Wed, Aug 22, 2012 at 5:15 PM, Nevermore Imperium
neverm...@imperiumgames.com.ar wrote:
 Console output:

 I had 20 players online, server running fine for like... 30 minutes, and then:

 Alarm clock
 Add -debug to the ./srcds_run command line to generate a debug.log
 to help with solving this problem
 Wed Aug 22 18:14:28 ART 2012: Server restart in 10 seconds


 kaboom

 Anyone else has the same problem?

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Re: [Csgo_servers] -autoupdate switch on the command line... I don't think so...

2012-08-22 Thread Absurd Minds
Did you use the syntax that Ido specified?

In order to have srcds_run auto-update when the CS:GO dedicated
servers get patched, the srcds_run script must be run with the
following options: -autoupdate -steam_dir STEAMDIR -steamcmd_script
STEAMSCRIPT
where STEAMDIR is the directory to the steamcmd dir ( example:
~/Steam/ )
where STEAMSCRIPT is the name of the script that steamcmd
should execute ( example: ~/Steam/csgo.txt )

On Wed, Aug 22, 2012 at 5:27 PM, Krillins World krillinswo...@yahoo.com wrote:
 The -autoupdate for CSGO may appear to work, but it is false and it really
 doesn't work for this game mod. We tried it when there was an update as the
 -autoupdate command only works with the old hlupdatetool. VALVe will have to
 figure out a way to get the new steamcmd update tool integrated with the new
 CSGO game.

 Best Regards,
 Krillin
 
 From: csgo_servers-requ...@list.valvesoftware.com
 csgo_servers-requ...@list.valvesoftware.com
 To: csgo_servers@list.valvesoftware.com
 Sent: Wednesday, August 22, 2012 3:42 PM
 Subject: Csgo_servers Digest, Vol 5, Issue 248



 The auto-update seems to launch and work here. Yay!

 I DONT use steam guard any more, since CS:GO is available to all accounts.
 So I registered a new free account and use that to update, which hardly
 needs protecting. Therefore a moot point for me.
 I DO use force_install_dir , for no other reason than it works and I see no
 harm using it.

 My launch command (trimmed a bit here of needless info) is:

 /home/steam/csgo_ds/srcds_run   \
 -game csgo  \
 -console\
 -usercon\
 -port   27355   \
 +game_type 0\
 +game_mode 1\
 +mapgroup mg_testing\
 +map cs_office  \
 +exec csgo_test.cfg \
 +servercfgfile csgo_test.cfg\
 -autoupdate \
 -steam_dir /home/steam/ \
 -steamcmd_script csgo-script

 Where csgo-script is:

 // Update CS GO Server
 //
 login myusername mypassword
 force_install_dir /home/steam/csgo_ds
 app_update 740
 exit

 My steam root folder is /home/steam/
 CS:GO is installed to /home/steam/csgo_ds/

 Regards,
 Nick

 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Andrew
 Caron
 Sent: 22 August 2012 20:34
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] CSGO patch today

 For the script, does this still need the force_install_dir? Do we need to
 have steam guard code for every server with a different ip?
 Running it like this:
 ./srcds_run -game csgo -autoupdate -steam_dir /usr/files/Steam/
 -steamcmd_script /usr/files/Steam/update_csgo.txt

 Does not work.
 update_csgo.txt
 login herp derp!
 app_update 740
 quit

 I tried with force_install_dir set to the user, still doesnt work. I am not
 getting a steam guard warning.

 Error ERROR! Failed to request AppInfo update, not online or not logged in
 to Steam.

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Re: [Csgo_servers] CSGO patch today

2012-08-22 Thread Absurd Minds
Or the problem when bot_quota matches maxplayers?

On Wed, Aug 22, 2012 at 6:43 PM, Marcus Tribuser tr...@gmx.at wrote:
 So still no fix for the 24 Slot problem? :(


 Am 22.08.2012 21:17, schrieb Ido Magal:

 1.17.4.0 is now live. Thanks.

 http://store.steampowered.com/news/8702/

 Release notes for 8/22 Update

 - Addressed some stability issues.
 - Fixed perf issues when logging is enabled.

 - Added a convar (cl_crosshairgap) to control the gap of the classic
 crosshair.
 - The smoke grenade smoke is now taller so it's now more useful to use it
 to block places like double-doors in dust2.
 - Players can no longer interrupt another player defusing the bomb by
 standing in between them and the bomb.
 - Disabled sv_pure on listen servers.
 - Fixed an sv_pure bug that resulted in false inconsistent MD5s
 - Increased search iterations and time delay for keeping sessions in the
 ignored pool. mm_ignored_sessions_reset can now reset the ignored pool.
 - Fixed a case where MOTD prevents input to the team select screen.
 - Fixed occasional server is full error when matchmaking into classic
 casual games.
 - Fixed an exploit where a vote could be called for an invalid map.

 - added some sound mix settings suggested by pros
 - increased the volume of bullet impacts and ricochets
 - increased the volume of 3rd person footsteps
 - increased the volume of weapon foley sounds (reloads, etc.)
 -decreased the volume of ambient sounds


 linux
 - Added steamcmd support to srcds_run. In order to have srcds_run
 auto-update when the CS:GO dedicated servers get patched, the srcds_run
 script must be run with the following options: -autoupdate -steam_dir
 STEAMDIR -steamcmd_script STEAMSCRIPT
 where STEAMDIR is the directory to the steamcmd dir ( example: ~/Steam/ )
 where STEAMSCRIPT is the name of the script that steamcmd should execute (
 example: ~/Steam/csgo.txt )

 For information on how to create a script for steamcmd, see
 https://developer.valvesoftware.com/wiki/Counter-
 Strike:_Global_Offensive_Dedicated_Servers#Automating_SteamCmd






 From: Ido Magal
 Sent: Wednesday, August 22, 2012 12:05 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: CSGO patch today

 We have a patch forthcoming.

 This patch will include an srcds_run that supports steamcmd and
 autoupdating.

 Here are the details:

 In order to have srcds_run auto-update when the CS:GO dedicated servers
 get patched, the srcds_run script must be run with the following options:
 -autoupdate -steam_dir STEAMDIR -steamcmd_script STEAMSCRIPT
  where STEAMDIR is the directory to the steamcmd dir ( example:
 ~/Steam/ )
  where STEAMSCRIPT is the name of the script that steamcmd should
 execute ( example: ~/Steam/csgo.txt )


 The server is in 'test' beta in case anyone wants to confirm that there
 are no major issues. To get the 'test' beta, add the following to your
 steamcmd command:

 -beta test


 Thanks.

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Re: [Csgo_servers] Hashing all VPK files for pure server operation

2012-08-22 Thread Absurd Minds
Wow, I'm trying to start all 10 of my servers right now (testing out a
machine reboot startall script) and this is INCREDIBLY slow. It's been
thirty minutes and only two of them have started.

On Tue, Aug 21, 2012 at 11:19 AM, Saul Rennison saul.renni...@gmail.com wrote:
 I agree. Shipping with a hash cache would be simple to implement and very
 beneficial.

 On Tuesday, August 21, 2012, Marco Padovan wrote:

 Hope they will provide cached files for the standard maps as currently
 it's overkilling to check them at each start

 Il 21/08/2012 13:39, Henrik Adolfsson ha scritto:

 Hi,

 I'm getting the message pasted below after the latest update. This causes
 our servers to hold for 3-4 minutes before it starts.

 This happens even though I've put sv_pure 0 in both server.cfg and
 autoexec.cfg.

 /home/csgo-ds/srcds_run: 32: /home/csgo-ds/srcds_run: pushd: not found
 /home/csgo-ds/srcds_run: 35: /home/csgo-ds/srcds_run: popd: not found
 Server will auto-restart if there is a crash.
 LD_LIBRARY_PATH=/home/csgo-ds/bin:/home/csgo-ds:/home/csgo-ds/bin:
 #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.

 Are there any way to bypass this? Since we start our servers on-demand it
 causes huge problems for our customers.


 Best,
 Henrik Adolfsson

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 --


 Kind regards,
 Saul Rennison

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Re: [Csgo_servers] Hashing all VPK files for pure server operation

2012-08-22 Thread Absurd Minds
I don't want to disable it. It's not a suitable workaround for my servers.

On Wed, Aug 22, 2012 at 7:53 PM, JKavšek jkav...@gmail.com wrote:
 Have you added +sv_pure 0 to command line so server doesn't try to hash
 files?


 2012/8/23 Absurd Minds goabs...@absurdminds.net

 Wow, I'm trying to start all 10 of my servers right now (testing out a
 machine reboot startall script) and this is INCREDIBLY slow. It's been
 thirty minutes and only two of them have started.

 On Tue, Aug 21, 2012 at 11:19 AM, Saul Rennison saul.renni...@gmail.com
 wrote:
  I agree. Shipping with a hash cache would be simple to implement and
  very
  beneficial.
 
  On Tuesday, August 21, 2012, Marco Padovan wrote:
 
  Hope they will provide cached files for the standard maps as currently
  it's overkilling to check them at each start
 
  Il 21/08/2012 13:39, Henrik Adolfsson ha scritto:
 
  Hi,
 
  I'm getting the message pasted below after the latest update. This
  causes
  our servers to hold for 3-4 minutes before it starts.
 
  This happens even though I've put sv_pure 0 in both server.cfg and
  autoexec.cfg.
 
  /home/csgo-ds/srcds_run: 32: /home/csgo-ds/srcds_run: pushd: not found
  /home/csgo-ds/srcds_run: 35: /home/csgo-ds/srcds_run: popd: not found
  Server will auto-restart if there is a crash.
  LD_LIBRARY_PATH=/home/csgo-ds/bin:/home/csgo-ds:/home/csgo-ds/bin:
  #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.
 
  Are there any way to bypass this? Since we start our servers on-demand
  it
  causes huge problems for our customers.
 
 
  Best,
  Henrik Adolfsson
 
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  --
 
 
  Kind regards,
  Saul Rennison
 
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Re: [Csgo_servers] Tick Rate command line?

2012-08-23 Thread Absurd Minds
Yeah, I don't understand why it would be pointless. It seems like the
same as the argument that you should just set your client fps to your
monitor's refresh rate, which absolutely ridiculous. But maybe I'm
just taking my interpretation of the client-side issue and incorrectly
extrapolating server-side meaning from it.

On Thu, Aug 23, 2012 at 6:15 PM, Gordon thisisgordonsem...@gmail.com wrote:
 But... the crispness

 Are you really telling me there is a huge subsection of GSPs who will
 advertise a known pointless feature for the sole purpose of sapping money
 out of hapless users What a world we live in...

 On Thu, Aug 23, 2012 at 2:58 PM, Nick Emson n...@nick-emson.co.uk wrote:

 Hate to dispel your placebo effect, but I guess you missed the patch info
 back from 12th June:



 Ø  http://store.steampowered.com/news/8175/



 Talking about net_graph changes on the UI it was revealed:

 “ - The most important difference is that the game tick rate is now shown
 in the bottom left, which is where “sv:” (server fps) used to be. Server fps
 is not really a useful metric for players except when it is below the tick
 rate (indicating the server is overloaded). Server FPS above the tick rate
 is meaningless. “



 My personal experience however, has shown setting fps_max to the same as
 the default tickrate (64), meant updates weren’t coming through at 64/s. I
 had to up fps_max a little above the tickrate to achieve a steady rate
 (cl_cmdrate 64 / cl_updaterate 64 for vanilla servers). So in compromise I
 have fps_max 128, and default tickrate of 64. Anything higher seems to make
 no difference, except waste massive CPU time, and the valve patch notes
 indicate as such.



 Regards,

 Nick



 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Travis
 Brown
 Sent: 23 August 2012 22:41
 To: csgo_servers@list.valvesoftware.com


 Subject: Re: [Csgo_servers] Tick Rate command line?



 Witchcraft you dont have to believe it. It makes a difference though.

 On Aug 23, 2012 5:33 PM, Russell Smith ve...@tinylittlerobots.us
 wrote:

 But those extra frames aren't being used for anything.  So how does that
 help?

 On 23.08.2012 14:25, Travis Brown wrote:

 The crispness of the registration. On 1000fps shots land where i put
 them.
 On Aug 23, 2012 5:07 PM, Russell Smith ve...@tinylittlerobots.us
 [68] wrote:

 Can you?  Whats the difference?  Unless your tic rate is 1000 as
 well somehow those extra frames per second arent doing anything but
 heating up your server room.

 On 23.08.2012 13:04, Travis Brown wrote:

 I can tell a difference in default fps and 1000.
 On Aug 23, 2012 3:48 PM, Calvin Judy
 managem...@summit-gaming.com [36]
 [33] wrote:

 Bingo, its been a marketing scheme for years, and will continue
 to be.




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Re: [Csgo_servers] CSGO update 1.17.5.1

2012-08-23 Thread Absurd Minds
Could just be they're fixing the easy stuff first, but it would be
nice to have some reassurance of that.

On Thu, Aug 23, 2012 at 6:31 PM, Nick Emson n...@nick-emson.co.uk wrote:
 I have to say this is my #1 grief at the moment still, too.
 Having to set bot_quota below maxplayers, or the server browser getting its
 knickers in a twist with the player counts / reporting its full.

 Followed by #2, the inability to reload gamemodes_server.txt during
 operation.

 - Nick

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd
 Minds
 Sent: 23 August 2012 23:28
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] CSGO update 1.17.5.1

 Still no ghost steps fix and no fix for the bot_quota/maxplayers glitch
 where servers appear full... Are these being worked on? I don't really see
 anything about it in the steam forums, either.


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Re: [Csgo_servers] Tick Rate command line?

2012-08-23 Thread Absurd Minds
I can certainly feel the difference between the 64 tick valve servers
and a 128 tick server. But it might just because the valve servers in
general aren't very good and not necessarily related only to tickrate.

On Thu, Aug 23, 2012 at 6:35 PM, Calvin Judy
managem...@summit-gaming.com wrote:
 No, some of them are just as clueless as Travis and actually believe it
 makes a difference, so they set the servers up running the hi-resolution
 timer, and market it off, but the ones who've been around for a while jumped
 aboard when they saw a marketing scheme that would make profit, what company
 wouldn't?

 To all the people who beleive they can see the difference between 66fps, and
 1000fps on the server-side (not your client.) I ask that you visit whoever
 is hosting the server, submit a ticket and ask them what boosting the fps
 actually does.

 I'm sure they know better then the people who maintain the engine.

 - Original Message -
 From: Gordon
 To: c...@nick-emson.co.uk ; csgo_servers@list.valvesoftware.com
 Sent: Thursday, August 23, 2012 6:15 PM
 Subject: Re: [Csgo_servers] Tick Rate command line?

 But... the crispness

 Are you really telling me there is a huge subsection of GSPs who will
 advertise a known pointless feature for the sole purpose of sapping money
 out of hapless users What a world we live in...

 On Thu, Aug 23, 2012 at 2:58 PM, Nick Emson n...@nick-emson.co.uk wrote:

 Hate to dispel your placebo effect, but I guess you missed the patch info
 back from 12th June:



 Ø  http://store.steampowered.com/news/8175/



 Talking about net_graph changes on the UI it was revealed:

 “ - The most important difference is that the game tick rate is now shown
 in the bottom left, which is where “sv:” (server fps) used to be. Server fps
 is not really a useful metric for players except when it is below the tick
 rate (indicating the server is overloaded). Server FPS above the tick rate
 is meaningless. “



 My personal experience however, has shown setting fps_max to the same as
 the default tickrate (64), meant updates weren’t coming through at 64/s. I
 had to up fps_max a little above the tickrate to achieve a steady rate
 (cl_cmdrate 64 / cl_updaterate 64 for vanilla servers). So in compromise I
 have fps_max 128, and default tickrate of 64. Anything higher seems to make
 no difference, except waste massive CPU time, and the valve patch notes
 indicate as such.



 Regards,

 Nick



 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Travis
 Brown
 Sent: 23 August 2012 22:41
 To: csgo_servers@list.valvesoftware.com


 Subject: Re: [Csgo_servers] Tick Rate command line?



 Witchcraft you dont have to believe it. It makes a difference though.

 On Aug 23, 2012 5:33 PM, Russell Smith ve...@tinylittlerobots.us
 wrote:

 But those extra frames aren't being used for anything.  So how does that
 help?

 On 23.08.2012 14:25, Travis Brown wrote:

 The crispness of the registration. On 1000fps shots land where i put
 them.
 On Aug 23, 2012 5:07 PM, Russell Smith ve...@tinylittlerobots.us
 [68] wrote:

 Can you?  Whats the difference?  Unless your tic rate is 1000 as
 well somehow those extra frames per second arent doing anything but
 heating up your server room.

 On 23.08.2012 13:04, Travis Brown wrote:

 I can tell a difference in default fps and 1000.
 On Aug 23, 2012 3:48 PM, Calvin Judy
 managem...@summit-gaming.com [36]
 [33] wrote:

 Bingo, its been a marketing scheme for years, and will continue
 to be.




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[Csgo_servers] srcds_run or srcds_linux?

2012-08-23 Thread Absurd Minds
Which one should I be using? I normally use srcds_run or hlds_run on
other types of servers, but at first srcds_run didn't work on my
distro and I had to use srcds_linux. I'm not sure what the difference
is or which is preferable.

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Re: [Csgo_servers] tickrate + fps = 1000 is absurd

2012-08-23 Thread Absurd Minds
As somebody who has played in many servers for many years, I can
clearly tell the difference between 1000 fps and less in a counter
strike 1.6 server. The fact that you can't doesn't mean that it is
meaningless bragging rights.

On Thu, Aug 23, 2012 at 7:08 PM, Krillins World krillinswo...@yahoo.com wrote:
 From our 12 years of running HL1 servers, having a 1000FPS server is nothing
 but hype and bragging rights. It doesn't provide much for the Server
 Operator nor the Server Clients. We have always geared our servers towards
 performance. As it should be about the game, not the hype or bragging
 rights.

 Best Regards,
 Krillin

 

 But those extra frames aren't being used for anything.  So how does that
 help?



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Re: [Csgo_servers] srcds_run or srcds_linux?

2012-08-23 Thread Absurd Minds
OK cool so it shouldn't make any difference? Thanks!
On Aug 23, 2012 7:35 PM, Valentin G. nextra...@gmail.com wrote:

 srcds_run is just a starting script with additional features. Its a
 wrapper for srcds_linux.

 On Fri, Aug 24, 2012 at 1:09 AM, Absurd Minds goabs...@absurdminds.net
 wrote:
  Which one should I be using? I normally use srcds_run or hlds_run on
  other types of servers, but at first srcds_run didn't work on my
  distro and I had to use srcds_linux. I'm not sure what the difference
  is or which is preferable.
 
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[Csgo_servers] banned by server?

2012-08-24 Thread Absurd Minds
I was noticing that one particular server appeared offline in hlsw
even though it was clearly up, so I went into game to test out if I
could still connect to it. Apparently my ip got banned from the
server. Since I clearly didn't ban myself, I have no idea how it could
have happened. What sort of feature is there that could have
automatically banned my ip from the server? (I have no server.cfg
commands to automatically ban people.)

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Re: [Csgo_servers] Running 2 steamcmd simultaneously == NO NO

2012-08-24 Thread Absurd Minds
No you don't have to. You would just have to update them one at a time
otherwise. Updates take about two minutes usually so it's not too bad. Or
you can have a master install and symlink if even that is too much
On Aug 24, 2012 9:33 AM, Peter Svensson 
min.satans.facebook.m...@gmail.com wrote:

 So we need to make one account for every gameserver and have a seperate
 SteamCMD installation for every server, that seems really stupid.

 2012/8/24 Krillins World krillinswo...@yahoo.com

 You can only run one instance at a time, sadly. This is typical of the
 new steamcmd as it is used on a per account basis.

 Best Regards,
 Krillin

   --
 **

 I just tried to open 2 steamcmd and got this error.

 [] !!! Fatal Error: Steam failed to load:
 *SteamStartEngine(0xfff4cd10) failed with error 1: A Steam Engine Instance
 already exists
 CAsyncIOManager: 0 threads terminating.  0 reads, 0 writes, 0 deferrals.
 CAsyncIOManager: 35 single object sleeps, 1 multi object sleeps
 CAsyncIOManager: 0 single object alertable sleeps, 1 multi object
 alertable sleeps

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Re: [Csgo_servers] banned by server?

2012-08-24 Thread Absurd Minds
Sure does but it's clearly not as there was no way for an rcon ban to have
failed.
On Aug 24, 2012 1:36 PM, Travis Brown tbrown7...@gmail.com wrote:

 Sounds like a failed rcon ban.
 On Aug 24, 2012 6:51 AM, Absurd Minds goabs...@absurdminds.net wrote:

 I was noticing that one particular server appeared offline in hlsw
 even though it was clearly up, so I went into game to test out if I
 could still connect to it. Apparently my ip got banned from the
 server. Since I clearly didn't ban myself, I have no idea how it could
 have happened. What sort of feature is there that could have
 automatically banned my ip from the server? (I have no server.cfg
 commands to automatically ban people.)

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Re: [Csgo_servers] banned by server?

2012-08-24 Thread Absurd Minds
I cleared the IP ban. My question is where it could have come from in the
first place.
On Aug 24, 2012 4:08 PM, Travis Brown tbrown7...@gmail.com wrote:

 Check ip ban file and restart. Sounds really weird.
 On Aug 24, 2012 3:39 PM, Absurd Minds goabs...@absurdminds.net wrote:

 Sure does but it's clearly not as there was no way for an rcon ban to
 have failed.
 On Aug 24, 2012 1:36 PM, Travis Brown tbrown7...@gmail.com wrote:

 Sounds like a failed rcon ban.
 On Aug 24, 2012 6:51 AM, Absurd Minds goabs...@absurdminds.net
 wrote:

 I was noticing that one particular server appeared offline in hlsw
 even though it was clearly up, so I went into game to test out if I
 could still connect to it. Apparently my ip got banned from the
 server. Since I clearly didn't ban myself, I have no idea how it could
 have happened. What sort of feature is there that could have
 automatically banned my ip from the server? (I have no server.cfg
 commands to automatically ban people.)

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Re: [Csgo_servers] banned by server?

2012-08-24 Thread Absurd Minds
Unfortunately I thought of that. That wasn't the problem.
On Aug 24, 2012 4:36 PM, Jim Fountain juscam...@gmail.com wrote:

 Using HLSW, if you hit Test without an RCON password specified or enter
 a wrong password then you will get a failed RCON attempt. A few of those
 and your IP will be banned. I did that to one of my CZ servers about a year
 ago.

 On Fri, Aug 24, 2012 at 1:23 PM, Absurd Minds goabs...@absurdminds.netwrote:

 I cleared the IP ban. My question is where it could have come from in the
 first place.
 On Aug 24, 2012 4:08 PM, Travis Brown tbrown7...@gmail.com wrote:

 Check ip ban file and restart. Sounds really weird.
 On Aug 24, 2012 3:39 PM, Absurd Minds goabs...@absurdminds.net
 wrote:

 Sure does but it's clearly not as there was no way for an rcon ban to
 have failed.
 On Aug 24, 2012 1:36 PM, Travis Brown tbrown7...@gmail.com wrote:

 Sounds like a failed rcon ban.
 On Aug 24, 2012 6:51 AM, Absurd Minds goabs...@absurdminds.net
 wrote:

 I was noticing that one particular server appeared offline in hlsw
 even though it was clearly up, so I went into game to test out if I
 could still connect to it. Apparently my ip got banned from the
 server. Since I clearly didn't ban myself, I have no idea how it could
 have happened. What sort of feature is there that could have
 automatically banned my ip from the server? (I have no server.cfg
 commands to automatically ban people.)

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[Csgo_servers] demolition on custom map group

2012-08-24 Thread Absurd Minds
I can't get demolition to work on a custom map group, even though I
played in such a server the other day. If I define my own map group in
GameModes_Server.txt (for example, mg_mycustom with all the _se maps
in it), it tells me invalid map group. If I use mg_bomb, it tells me
that map group is not available in demolition. What's the secret?

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Re: [Csgo_servers] demolition on custom map group

2012-08-24 Thread Absurd Minds
I really don't think there is a problem with my gamemodes_server file.
It's the same as other, working servers. For example, it's a perfect
conglomeration of my classic competitive on se maps and my stock
demolition server. It just has a few words switched around as
appropriate.

On Fri, Aug 24, 2012 at 9:09 PM, Ssh s...@aol.at wrote:
 I don't know if you want it, but I can offer you my program and you create a
 new GameModes_Server.txt, as I said, just if you want :)

 Link -- https://csgoelite.com/help


 -Original Message-
 From: Absurd Minds goabs...@absurdminds.net
 To: csgo_servers csgo_servers@list.valvesoftware.com
 Sent: Sat, Aug 25, 2012 2:33 am
 Subject: [Csgo_servers] demolition on custom map group

 I can't get demolition to work on a custom map group, even though I
 played in such a server the other day. If I define my own map group in
 GameModes_Server.txt (for example, mg_mycustom with all the _se maps
 in it), it tells me invalid map group. If I use mg_bomb, it tells me
 that map group is not available in demolition. What's the secret?

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Re: [Csgo_servers] Am I going to get a refund on the cost of my extra dedicated server copy of CS:GO?

2012-08-24 Thread Absurd Minds
Why did you need an extra copy? I've only had the one the whole time.

On Sat, Aug 25, 2012 at 12:41 AM, Matthew Kendig
matthewwayneken...@gmail.com wrote:
 Am I going to get a refund on the cost of my extra dedicated server copy of
 CS:GO?

 Previously, it was required to have an extra copy of CS:GO in order to run
 the server, however, since the 17th (I believe,) it is now free to run
 servers.


 Please advise.

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

2012-08-25 Thread Absurd Minds
add -usercon to your command line.

On Sat, Aug 25, 2012 at 1:47 PM, ics i...@ics-base.net wrote:
 Rcon doesn't work ingame, it just says Unable to connect to remote server
 (xxx.xxx.xxx.xxx:27015). You can type say blabla directly from _server_
 console but if you do rcon say on _client_ console, it does not work.

 -ics


 25.8.2012 19:52, Ronny Schedel kirjoitti:

 Do you really see something on the client? I can see it works server side:

 L 08/25/2012 - 18:48:58: Console0ConsoleConsole say hello

 But I don’t see anything client side.


 From: Mitch M
 Sent: Saturday, August 25, 2012 2:33 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Request: rcon say and nextlevel please

 I am on windows and yes rcon say works. I just tried nextlevel in console
 and it says unknown command.

 
 From: i...@ronny-schedel.de
 To: csgo_servers@list.valvesoftware.com
 Date: Sat, 25 Aug 2012 14:30:21 +0200
 Subject: Re: [Csgo_servers] Request: rcon say and nextlevel please

 Did you verify that? rcon say does not work on Linux vanilla server.
 nextlevel says: unknown command on a vanilla server.

 From: mailto:c...@purplemilkbox.com
 Sent: Saturday, August 25, 2012 2:12 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Request: rcon say and nextlevel please

 Say has to work obviously that is how it outputs chat of players joining,
 disconnecting, etc.
 I'm using Sourcemod so nextlevel works on my server, running vanilla though
 I'm not sure.

 On 8/25/2012 7:08 AM, Mitch M wrote:

 rcon say works, never tried nextlevel

 From: i...@ronny-schedel.de
 To: csgo_servers@list.valvesoftware.com
 Date: Sat, 25 Aug 2012 11:18:23 +0200
 Subject: [Csgo_servers] Request: rcon say and nextlevel please

 Thank you!

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Re: [Csgo_servers] Random play counts?

2012-08-25 Thread Absurd Minds
Yep. Your bot quota appears to be 9. It is being reported correctly in
hlsw - 2 humans (11 total players) out of 16. GO has a problem
reporting it correctly. It shows 2/7 because it shows 2 players out of
7 free slots. It doesn't count bot-filled slots as slots.

On Sat, Aug 25, 2012 at 2:47 PM, Devin O'Malley omalley@gmail.com wrote:
 Hey,

 My CSGO armsrace server says in the browser that it has 2/7 players, but in
 HLSW it says  2 (11) / 16, which is correct. Anyone else having this play
 count report issue?


 Regards,
 Devin O'Malley

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Re: [Csgo_servers] demolition on custom map group

2012-08-25 Thread Absurd Minds
Here is my GameModes_Server.txt file if anybody wants to look at it. I
didn't edit gamemodes.txt. Mapcycle.txt accurately reflects my map
cycle.

On Fri, Aug 24, 2012 at 9:27 PM, Ssh s...@aol.at wrote:
 Well I can tell you that the error with the mg_bomb mapgroup occurs because
 it's not in the mapgroupsMP  for gungametrbomb.
 But I haven't got a clue why it isn't working with your own if you have
 entered everything correctly :/


 -Original Message-
 From: Absurd Minds goabs...@absurdminds.net
 To: csgo_servers csgo_servers@list.valvesoftware.com
 Sent: Sat, Aug 25, 2012 3:15 am
 Subject: Re: [Csgo_servers] demolition on custom map group

 I really don't think there is a problem with my gamemodes_server file.
 It's the same as other, working servers. For example, it's a perfect
 conglomeration of my classic competitive on se maps and my stock
 demolition server. It just has a few words switched around as
 appropriate.

 On Fri, Aug 24, 2012 at 9:09 PM, Ssh s...@aol.at wrote:
 I don't know if you want it, but I can offer you my program and you create
 a
 new GameModes_Server.txt, as I said, just if you want :)

 Link -- https://csgoelite.com/help


 -Original Message-
 From: Absurd Minds goabs...@absurdminds.net
 To: csgo_servers csgo_servers@list.valvesoftware.com
 Sent: Sat, Aug 25, 2012 2:33 am
 Subject: [Csgo_servers] demolition on custom map group

 I can't get demolition to work on a custom map group, even though I
 played in such a server the other day. If I define my own map group in
 GameModes_Server.txt (for example, mg_mycustom with all the _se maps
 in it), it tells me invalid map group. If I use mg_bomb, it tells me
 that map group is not available in demolition. What's the secret?

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

GameModes_Server.txt
{
gameTypes
{
gungame
{
value 1
nameID#SFUI_GameTypeGungame

gameModes
{
gungameprogressive
{

maxplayers21
// Note that maxplayers doesn't go in the convar block.

// Another way to set maxplayers is to add 
-maxplayers_override XX to the cmd line.
value 0
nameID
#SFUI_GameModeGGProgressive
descID
#SFUI_GameModeGGProgressiveDesc
matchmakingvalue  competitive
uid   11

ui
{
0 { label 
#SFUI_WinMatchColon value 30 #SFUI_Minutes }
1 { label 
#SFUI_SpectateColon value #SFUI_SpectateAnyone }
2 { label 
#SFUI_BotsColon value #SFUI_BotDifficulty2 }
}

convars
{
 bot_quota_mode   
 fill
bot_quota 
10
bot_defer_to_human_items  
1
bot_defer_to_human_goals  
0
bot_difficulty
1
bot_dont_shoot
0

[Csgo_servers] sv_deadtalk?

2012-08-25 Thread Absurd Minds
Is sv_deadtalk supposed to be the cvar that allows teammates to talk
to each other when dead? Because it also allows an alive person to see
anything a dead person types in say as well as dead teammates who
type in team_say. Is there a second cvar I need to disable?

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Re: [Csgo_servers] demolition on custom map group

2012-08-25 Thread Absurd Minds
It works! Thank you.

On Sat, Aug 25, 2012 at 8:27 PM, Jim Fountain juscam...@gmail.com wrote:
 Try the file that I attached. It works on my test server.


 On Sat, Aug 25, 2012 at 1:55 PM, Absurd Minds goabs...@absurdminds.net
 wrote:

 Here is my GameModes_Server.txt file if anybody wants to look at it. I
 didn't edit gamemodes.txt. Mapcycle.txt accurately reflects my map
 cycle.

 On Fri, Aug 24, 2012 at 9:27 PM, Ssh s...@aol.at wrote:
  Well I can tell you that the error with the mg_bomb mapgroup occurs
  because
  it's not in the mapgroupsMP  for gungametrbomb.
  But I haven't got a clue why it isn't working with your own if you have
  entered everything correctly :/
 
 
  -Original Message-
  From: Absurd Minds goabs...@absurdminds.net
  To: csgo_servers csgo_servers@list.valvesoftware.com
  Sent: Sat, Aug 25, 2012 3:15 am
  Subject: Re: [Csgo_servers] demolition on custom map group
 
  I really don't think there is a problem with my gamemodes_server file.
  It's the same as other, working servers. For example, it's a perfect
  conglomeration of my classic competitive on se maps and my stock
  demolition server. It just has a few words switched around as
  appropriate.
 
  On Fri, Aug 24, 2012 at 9:09 PM, Ssh s...@aol.at wrote:
  I don't know if you want it, but I can offer you my program and you
  create
  a
  new GameModes_Server.txt, as I said, just if you want :)
 
  Link -- https://csgoelite.com/help
 
 
  -Original Message-
  From: Absurd Minds goabs...@absurdminds.net
  To: csgo_servers csgo_servers@list.valvesoftware.com
  Sent: Sat, Aug 25, 2012 2:33 am
  Subject: [Csgo_servers] demolition on custom map group
 
  I can't get demolition to work on a custom map group, even though I
  played in such a server the other day. If I define my own map group in
  GameModes_Server.txt (for example, mg_mycustom with all the _se maps
  in it), it tells me invalid map group. If I use mg_bomb, it tells me
  that map group is not available in demolition. What's the secret?
 
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Re: [Csgo_servers] Random play counts?

2012-08-25 Thread Absurd Minds
I doubt its on purpose. They dealt with that problem fine in tf2 and it
wasn't a problem until they scrapped spectator slots.
On Aug 25, 2012 10:21 PM, FX BTR fre...@gmail.com wrote:

 It's on purpose, this way people won't join what seems to be a popular
 server but is actually full of bots. Sadly, some server admins just add
 fake clients on CSS, this way the server seems popular... Anyway, we'll
 probably get a specific column bot numbers like for CSS, in the servers
 browser.

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Re: [Csgo_servers] sv_pure 1 and pak01_001.vpk

2012-08-28 Thread Absurd Minds
Ok thanks. Good to know I wasn't just missing something.

On Tue, Aug 28, 2012 at 5:37 PM, Ido Magal i...@valvesoftware.com wrote:
 There's a known false-positive issue currently. We recommend running with 
 sv_pure 0 or sv_pure_kick_clients 0 until this is resolved.

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com 
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd Minds
 Sent: Tuesday, August 28, 2012 2:36 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] sv_pure 1 and pak01_001.vpk

 Every time I try to launch servers with sv_pure 1 on it causes a huge problem 
 for many people trying to connect. They get kicked because pak01_001.vpk is 
 different from the servers. I've also been kicked from servers with this 
 error. Since I have a stock server install and also haven't modded any game 
 files, I'm not sure where the error could have been introduced.

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[Csgo_servers] getting servers on the right ports

2012-08-28 Thread Absurd Minds
I run a few servers from one machine. It was one nic, set to have five
IP addresses. I used to run servers on all five IPs, ports 27015-27020
on all of them, running that many 1.6 and cz servers (plus a couple
tf2 ones). It went fine. No problems whatsoever.

I'm having a lot of problems with GO. Right now, I'm attempting to run
servers on port 27015-27020. The problem is that when I try to launch
the ones on 27020, that port, 27020, has already been assigned to
another server. It just picks a random port to launch some component
on. So instead of being able to launch on the appropriate port, it
just picks one at random. How can I fix this? Is there a way to
specify which port the other servers are choosing for that one aspect?
Can I just launch them in reverse order because it always picks a port
above the launch port? Any workarounds at all other than using
non-standard ports?

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Re: [Csgo_servers] getting servers on the right ports

2012-08-28 Thread Absurd Minds
I do both.
On Aug 28, 2012 5:57 PM, Rowien Bolkensteyn r...@wgames.ch wrote:

 Maybe you could try to specify the IP adress in the launch and the port
 using : -hostport

 2012/8/28 Absurd Minds goabs...@absurdminds.net

 I run a few servers from one machine. It was one nic, set to have five
 IP addresses. I used to run servers on all five IPs, ports 27015-27020
 on all of them, running that many 1.6 and cz servers (plus a couple
 tf2 ones). It went fine. No problems whatsoever.

 I'm having a lot of problems with GO. Right now, I'm attempting to run
 servers on port 27015-27020. The problem is that when I try to launch
 the ones on 27020, that port, 27020, has already been assigned to
 another server. It just picks a random port to launch some component
 on. So instead of being able to launch on the appropriate port, it
 just picks one at random. How can I fix this? Is there a way to
 specify which port the other servers are choosing for that one aspect?
 Can I just launch them in reverse order because it always picks a port
 above the launch port? Any workarounds at all other than using
 non-standard ports?

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 --
 Rowien 'r0w' Bolkensteyn


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