was looking
around for Steam.dll quite a bit, a file that didn't exist. Taking this
file from the SteamCmd installation and dropping it next to the .exe
resolved the problem.
COD:MW3 has this same issue.
-John
On 5/31/2012 3:06 AM, shadowmo...@thinking-man.com wrote:
I actually have a similar
I don't know if this is related, but apparently sv_pure also can't be
specified in the autoexec.cfg file any longer (which is strange). What's
the reasoning behind this?
-John
On 8/11/2012 3:26 AM, AnAkIn wrote:
Hey,
sv_pure is still not working. http://i.imgur.com/J69yb.jpg
The default
On 8/20/2012 2:23 PM, Ejziponken - wrote:
#Hashing all VPK files for pure server operation.
Valve, please switch this to use pre-computed or cached hashes instead
of re-hashing every time the server starts. Doing it every time is rough
on the I/O subsystem and darn inefficient.
-John
that was applied to Orangebox games last October. That system
links FPS and tickrate and requests more precise sleeps between ticks.
At least on Linux, this not only increased the performance of the server
by reducing jitter, but also reduced CPU usage.
-John
.
-John
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, as the hires timer in a modern
Linux kernel is quite precise.
-John
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of these players.
If you don't personally feel a difference, then by all means, you should
not pay extra for higher FPS. By the same token, if you don't see a
difference between 128 kbps MP3s and 256 kbps MP3s, don't store songs in
the higher format.
-John
We've been seeing this with many servers as well, for no apparent
reason. Some internal server mechanism is definitely going haywire.
Possibly an anti-DoS mechanism put in to block those who query the
server frequently, and it's being overly zealous or not counting right.
-John
On 8/24/2012
a whitelist, but in the short term, a knob that allows us to
bump up everyone's allotment would be one potential workaround. Valve?
-John
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changed. Now we
are back in time. Is it still bad meter and why isn't it locked after
all?
PS: nobody don't go starting on how server fps is better as or worse
with the value x, less or more of it. This is not about it.
This game seems to be based on a fork of L4D2.
-John
gamemodes_server.txt.example continues to contain a typo that prevents
it from working in its default form. One of the comment lines starts
with a 2 when it should not.
-John
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. Everything else, including mapgroups
definitions, weapons progressions in gg mode, and custom maxplayers
declarations, still belongs in gamemodes_server.txt.
-John
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I noticed that the rcon say command does not work in CS:GO -- that is,
it shows output in the server console, but the message is not actually
shown to players. Is this on the docket to be fixed in the next update?
-John
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that there won't be too many more
repacks.
-John
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Is there a cvar or command-line option to define the workshop folder?
I'd like to have servers share it, particularly if random community maps
will end up being downloaded.
-John
On 2/13/2013 6:43 PM, Ido Magal wrote:
To avoid a bunch of 'WTF' moments, I'd like to specifically point out
I am asking for a method of changing it from the default that you
mentioned. For instance, to allow all servers to use
/home/user/sharedfolder.
-John
On 2/13/2013 8:05 PM, David Fountain wrote:
They go to. Maps/workshop/mapid
SavSin
On Feb 13, 2013 8:01 PM, John lists.va
expected, so the server isn't able to do as many
per second as you configured it to try doing. That won't cause loss.
But, the overall latency goes up a bit and becomes less predictable,
which clients may notice.
-John
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update
following the first optional update (the one on the 3rd that was
supposed to fix secure mode). In the future, I hope they announce such
fixes.
-John
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: csgobase/csgo/sound/music/002/gamestartup.mp3
deleted: csgobase/csgo/sound/music/003/gamestartup.mp3
-John
On 8/14/2013 11:58 AM, Nicholas Hastings wrote:
I don't have a clean CS:GO install from SteamCMD handy, but it
sounds like either
does a very good job of
balancing them (and factoring in hyperthreading).
(Old-style P4 SMT worked differently, but there isn't too much sense in
addressing that, since nobody should be running anything that old with
CS:GO!)
-John
On 2/17/2015 1:54 PM, ics wrote:
While SRCDS these days
.
You should also confirm with them that you have dedicated resources (not
burstable RAM and at least some guaranteed amount of CPU power).
-John
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own purchased machines, so
keep that in mind, as well. I've seen large leagues that have put up
hundreds of servers only to have a handful used.
-John
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not spoofed. You can safely block traffic from port 28960, or do
a more thorough filter to block that traffic. This is an example rule to
just block the port.
iptables -I INPUT -p udp --sport 28960 -j DROP
-John
On 3/23/2017 2:33 PM, Mathias wrote:
Thanks John.
Could you guide/send me
combating high-rate spoofed
TCP SYN floods. Internally, it could then straight drop all UDP packets
that don't correspond to a currently connected player.
-John
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a ticket
with them.
-John
On 3/23/2017 2:53 PM, Mathias wrote:
Thanks for this awesome help John! This kind of "Attack" have been
attacking me for days without stopping.
So i block the port everytime they attack on new port? And what if
they attack on the port directly? There must
on the command line.
-John
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rnels) when
compiling the kernel.
If you already have that enabled, you may need to try a different
clocksource. Generally tsc is best.
-John
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effect
profits, as Calvin said. I think that's the main potential stumbling block.
I'm interested to see what happens.
-John
On 5/11/2019 2:35 PM, Eric Flenner wrote:
There are many possible ways for Valve to solve this.
- Say this practice will not be allowed and rely on reports to have
o make this about me, or you, or our
own companies. I believe that it is better to focus on the thread topic.
-John
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ffic to a game server over the open internet is
more virtualized than the traditional practice of leasing transport, but
it's fundamentally the same thing. (And having routers intercept and
respond to just queries would not be true anycast, either.)
-John
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not
to continue campaigns against other client-experience-degrading
activities such as the ones you listed. They have generally taken
initial steps to stop them (releasing updates that break the ability to
perform the activity, for instance) but have limited follow-up.
-John
seem to be at the global level, by penalizing servers whose latencies
are measured to be low from multiple locations in an impossible way.
-John
On 11/16/2020 5:21 PM, Fletcher Dunn - fletcherd at valvesoftware.com
(via csgo_servers list) wrote:
Hello!
Over the next couple of months we
a large set of
servers, then calculate how much it might increase under the new system.
You don't want to have to limit the number of servers requested at once
by too much, or force users to manually twiddle settings.
On 11/17/2020 9:59 AM, Fletcher Dunn wrote:
John! Good to hear from all
that
it's not being taken seriously by Valve developers -- and more broadly,
that there's been a further deterioration in respect for server
operators and the communities around them.
Please reassure me.
-John
On 6/23/2022 9:28 PM, Eric Smith - erics at valvesoftware.com (via
csgo_servers
Windows servers seem to not be able to start following the update a few
hours ago. Linux servers do start. Is this a known issue that is being
worked on?
(The console pops up but there is an immediate crash.)
-John
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Negative, this is on a fresh server without mods.
-John
On 6/23/2022 7:54 PM, Naleksuh wrote:
It works fine as long as you aren't using SourceMod or similar. You
would likely need to reach out to them.
On Thu, 23 Jun 2022 19:29:05 -0700 *John
* wrote ---
Windows servers seem
I will run further checks. If only a single DLL changed (and not the
steam.inf), it might not have gone out on my end.
It was broken on Thursday, June 23, so if a fix was out yesterday, that
would be two working days (assuming that nobody works over the weekend)
or four standard days.
-John
For a guy who claims to ignore ' the juveniles, and uneducated people that
respond in ignorance/lack of education' you seem to do the opposite a lot.
Here's a recommendation. Submit your "knowledge". If people don't like
it, then just leave it alone. There's better things to do than spend time
Lets say I have a 20 slots CSGO community server. For each bot I add, that
number goes down. For example, lets say I add 10 bots, then my total player
slots shows as only 10 instead of 20 in the server browser in STEAM and
CSGO.
Has been like this for years. Maybe its time to fix this? Cant be
He is not working for Valve. I have no idea why he is writing as if he were
(its really funny tho). This is just some random person and he is just
guessing as far as I understand.
Den fre 3 jan. 2020 kl 05:52 skrev Daniel Sensenbringer <
headad...@warmupserver.net>:
> Hi Miguel,
>
>
>
> Thanks
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