[Csgo_servers] Disconnected: The session s no longer available - @Valve, could you fix it, please?

2014-03-26 Thread Andreas Grimm
And again I have to restart gameservers, because clients are not able to 
connect anymore.

 

http://cloud-2.steampowered.com/ugc/450664973288802409/3274B72E15B3E9594BE38DAE1A718D7D37FAEF6C/

 

Client console output:

Connecting to public(193.111.142.xxx:27019) ...

9.030:  Sending UDP connect to public IP 193.111.142.xxx:27019

Server using 'public' lobbies, requiring pw no, lobby id 18608c3b509

RememberIPAddressForLobby: lobby 18608c3b509 from address 
193.111.142.xxx:27019

GameTypes: could not find matching game type .

CSysSessionClient: Unable to get session information from host

 

A fix for this would be much appreciated ! It the most annoying bug, that I 
have ever seen.

 

 - Andreas

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Re: [Csgo_servers] Steam EU down

2014-03-18 Thread Andreas Grimm
hosting a csgo gameserver is like playing roulette ... you never know if
it's online or not ...

 

...and when it's online, then it says you are unable to join this session

 

...and when you are able to join, then the server fps are unplayable
instable...

 

\o/

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
louloubizou
Sent: Tuesday, March 18, 2014 8:08 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Steam EU down

 

and again 4 min ago 

 

cant login 

 

2014-03-17 20:39 GMT+01:00 Laurent Rossignol cont...@lr-consulting.fr:

Hello,

 

No connection for EU another attack ?

 

http://steamstat.us/

 

 

Best regards

 


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Re: [Csgo_servers] Butterlan

2013-10-22 Thread Andreas Grimm
Guten Tag

Vielen Dank für ihre anfrage.

Bitte löschen sie sich selbst:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

(wer lesen kann, ist klar im vorteil :)

Freundliche Grüsse

Andreas OK

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
i...@butterlan.ch
Sent: Tuesday, October 22, 2013 1:44 PM
To: Csgo_servers@list.valvesoftware.com
Subject: [Csgo_servers] Butterlan

Guten Tag

bitte löschen sie uns ab der Mailing liste.

Freundliche Grüsse

Daniel Moser

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Re: [Csgo_servers] Counter-Strike: Global Offensive version 13050 released

2013-09-27 Thread Andreas Grimm
Ido was not able to join this mailinglist session

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of lilly
Sent: Friday, September 27, 2013 8:25 AM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Counter-Strike: Global Offensive version 13050
released

Where's my friend Ido



-
ClanVPP.com

32 man Chicago 74.121.181.87:27015
26 man DM 216.231.130.101:26015
24 man Dallas 66.34.220.7:27015
24 man 24/7 Dust2 216.231.130.101:27025
--
View this message in context:
http://csgo-servers.1073505.n5.nabble.com/Counter-Strike-Global-Offensive-ve
rsion-13050-released-tp5497p5499.html
Sent from the CSGO_Servers mailing list archive at Nabble.com.

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[Csgo_servers] You are not able to join this session

2013-09-25 Thread Andreas Grimm
Hello,

 

today I had to restart dozens of gameservers, because people couldn't join:

http://cloud-2.steampowered.com/ugc/902134706784750694/EA3BC4ADAF5534459E414B96F77B55FE941F4AB6/

 

On each server was one player connected or stucked (at least in rcon status and 
browser) and other players were not able to connect.

 

Is there please any chance to get this fixed in a future update?

It's really annoying.

 

Thanks  regards

 - Andreas

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Re: [Csgo_servers] mp_friendlyfire not working

2012-10-21 Thread Andreas Grimm
Set these cvars, too:

 

ff_damage_reduction_grenade 0.85

ff_damage_reduction_bullets 0.33

ff_damage_reduction_other   0.4

ff_damage_reduction_grenade_self1

 

In casual they are all 0 by default - friendly fire doesn't deal any real
damage

 

- Andreas

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Ronny
Schedel
Sent: Sunday, October 21, 2012 10:18 AM
To: csgo_servers@list.valvesoftware.com
Subject: [Csgo_servers] mp_friendlyfire not working

 

Hello,

 

we are running a classic casual server with mp_friendlyfire enabled. The
cvar is 1 on server side. When I hit someone, I can see clearly the blood
and the server message about player team attacking, but the attacked player
does not take any damage. 

 

wtf?

 

Best regards

 

Ronny

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Re: [Csgo_servers] CreateFragmentsFromFile: 'downloads/1ab72a88.dat' doesn't exist.

2012-10-15 Thread Andreas Grimm
These .dat files are usually client sprays.

You can prevent this spam by setting the following to cvars to 0:

 

sv_allowupload 0

sv_allowdownload 0

 

note, they are hidden and set to 1 by default. if you use any custom
content, make sure you have a fast dl webserver with sv_downloadurl.
otherwise people won't be able to download files. sv_allowdownload is needed
for downloading client sprays, but they don't work by design in csgo, so
there is no need to keep sv_allowdownload activated.

 

once they are set to 0 the console spam (and the disk io) will stop
immediately.

 

- Andreas

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Monday, October 15, 2012 8:11 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] CreateFragmentsFromFile:
'downloads/1ab72a88.dat' doesn't exist.

 

If you run linux, go to that downloads directory and type touch
1ab72a88.dat. It will create that file and spam stops. Basically downloads
folder used to store spray files from people so they are usually those but
that spam is harmless.

-ics

15.10.2012 20:02, Benjamin Vergnaud kirjoitti:

Hello guys, 

 

I have an issue and I need your help =) I have made a quick search in the
mails that I have received since I'm on the ML, but didn't find any thread
about it.

 

I have 3 CS:GO servers. All of them have pretty much the same config. All of
them are correctly set. I'll upload a config if you want it, but I have
never had an error with those servers. I've always been able to join them,
whatever the map was.

 

However, these servers suffer from freezes.

After having triple-checked everything, the only thing I have is this :

 

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

 

It is spamming my logs like hell. I have updated my servers a couple of
times, done everything I could possibly done, reinstalled them several
times. This thing always comes back.

 

If anyone has any idea what this thing is, and why it causes freezes, i'm
buying.

 

Note, the 1ab72a88 is the most common one, but ponctually, I have also seen
other files than this one (other series of letters/number).

 

Any help will be greatly appreciated.

 

Thanks

 

 

-- 

Benjamin ‘kRYOoX’ Vergnaud






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Re: [Csgo_servers] CreateFragmentsFromFile:'downloads/1ab72a88.dat' doesn't exist.

2012-10-15 Thread Andreas Grimm
You should verify your own post.

 

1. People are still able to download custom files when using a fast dl
webserver with sv_downloadurl.

Clients don't ask the gameserver for any file access, why should they? They
get the files from the webserver. So feel free to set sv_allowupload to 0
then.

 

2. Sprays don't work in CS:GO.

Are there any other files except sprays that a gameserver should download
from a client? I don't know any. So no need to set sv_allowdownload to 1.

 

Both cvars set to 0 prevent, that gameserver store or read files in the
gameserver's downloads directory - ergo gameservers don't  print the
CreateFragmentsFromFile message anymore.

Make sure that the downloads directory is empty of course. I use this method
for years and never had any problems with downloading stuff or spammy
console messages.

 

- Andreas

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Calvin
Judy
Sent: Monday, October 15, 2012 11:03 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] CreateFragmentsFromFile:'downloads/1ab72a88.dat'
doesn't exist.

 

That doesn't prevent the spam unfortunately, and that will also stop users
from downloading custom maps directly from the server. 

 

sv_allowupload 0 (This will stop sprays from being uploaded, but it will
generate the errors you're already getting, you can enable this, and allow
sprays, and get rid of the errors you have now.)

sv_allowdownload shouldn't be set to 0. 

 

The allowupload command when set to 0 should be revisioned by Valve to
disable the checks for the client spray files, these errors have been
happening since 2005.

- Original Message - 

From: Andreas Grimm mailto:c...@saigns.de  

To: csgo_servers@list.valvesoftware.com 

Sent: Monday, October 15, 2012 2:43 PM

Subject: Re: [Csgo_servers] CreateFragmentsFromFile:'downloads/1ab72a88.dat'
doesn't exist.

 

These .dat files are usually client sprays.

You can prevent this spam by setting the following to cvars to 0:

 

sv_allowupload 0

sv_allowdownload 0

 

note, they are hidden and set to 1 by default. if you use any custom
content, make sure you have a fast dl webserver with sv_downloadurl.
otherwise people won't be able to download files. sv_allowdownload is needed
for downloading client sprays, but they don't work by design in csgo, so
there is no need to keep sv_allowdownload activated.

 

once they are set to 0 the console spam (and the disk io) will stop
immediately.

 

- Andreas

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Monday, October 15, 2012 8:11 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] CreateFragmentsFromFile:
'downloads/1ab72a88.dat' doesn't exist.

 

If you run linux, go to that downloads directory and type touch
1ab72a88.dat. It will create that file and spam stops. Basically downloads
folder used to store spray files from people so they are usually those but
that spam is harmless.

-ics

15.10.2012 20:02, Benjamin Vergnaud kirjoitti:

Hello guys, 

 

I have an issue and I need your help =) I have made a quick search in the
mails that I have received since I'm on the ML, but didn't find any thread
about it.

 

I have 3 CS:GO servers. All of them have pretty much the same config. All of
them are correctly set. I'll upload a config if you want it, but I have
never had an error with those servers. I've always been able to join them,
whatever the map was.

 

However, these servers suffer from freezes.

After having triple-checked everything, the only thing I have is this :

 

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

 

It is spamming my logs like hell. I have updated my servers a couple of
times, done everything I could possibly done, reinstalled them several
times. This thing always comes back.

 

If anyone has any idea what this thing is, and why it causes freezes, i'm
buying.

 

Note, the 1ab72a88 is the most common one, but ponctually, I have also seen
other files than this one (other series of letters/number).

 

Any help will be greatly appreciated.

 

Thanks

 

 

-- 

Benjamin ‘kRYOoX’ Vergnaud





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  _  


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Re: [Csgo_servers] CreateFragmentsFromFile:'downloads/1ab72a88.dat' doesn't exist.

2012-10-15 Thread Andreas Grimm
We are talking about gameservers, not clients. Based on cl_downloadfilter a
client will download n files from a webserver or directly from the
gameserver. The gameserver download doesn't work, when sv_allowupload is set
to 0, but the webserver method still works and prevents the console spam.

 

 - Andreas

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Monday, October 15, 2012 11:55 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] CreateFragmentsFromFile:'downloads/1ab72a88.dat'
doesn't exist.

 

Downloading files from server is controlled by cl_downloadfilter, valid
options for it are all (everything gets downloaded that is offered by
server), nosounds (no sound files download, everything else will) and none
(nothing gets downloaded)

-ics

16.10.2012 0:49, Andreas Grimm kirjoitti:

You should verify your own post.

 

1. People are still able to download custom files when using a fast dl
webserver with sv_downloadurl.

Clients don't ask the gameserver for any file access, why should they? They
get the files from the webserver. So feel free to set sv_allowupload to 0
then.

 

2. Sprays don't work in CS:GO.

Are there any other files except sprays that a gameserver should download
from a client? I don't know any. So no need to set sv_allowdownload to 1.

 

Both cvars set to 0 prevent, that gameserver store or read files in the
gameserver's downloads directory - ergo gameservers don't  print the
CreateFragmentsFromFile message anymore.

Make sure that the downloads directory is empty of course. I use this method
for years and never had any problems with downloading stuff or spammy
console messages.

 

- Andreas

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Calvin
Judy
Sent: Monday, October 15, 2012 11:03 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] CreateFragmentsFromFile:'downloads/1ab72a88.dat'
doesn't exist.

 

That doesn't prevent the spam unfortunately, and that will also stop users
from downloading custom maps directly from the server. 

 

sv_allowupload 0 (This will stop sprays from being uploaded, but it will
generate the errors you're already getting, you can enable this, and allow
sprays, and get rid of the errors you have now.)

sv_allowdownload shouldn't be set to 0. 

 

The allowupload command when set to 0 should be revisioned by Valve to
disable the checks for the client spray files, these errors have been
happening since 2005.

- Original Message - 

From: Andreas Grimm mailto:c...@saigns.de  

To: csgo_servers@list.valvesoftware.com 

Sent: Monday, October 15, 2012 2:43 PM

Subject: Re: [Csgo_servers] CreateFragmentsFromFile:'downloads/1ab72a88.dat'
doesn't exist.

 

These .dat files are usually client sprays.

You can prevent this spam by setting the following to cvars to 0:

 

sv_allowupload 0

sv_allowdownload 0

 

note, they are hidden and set to 1 by default. if you use any custom
content, make sure you have a fast dl webserver with sv_downloadurl.
otherwise people won't be able to download files. sv_allowdownload is needed
for downloading client sprays, but they don't work by design in csgo, so
there is no need to keep sv_allowdownload activated.

 

once they are set to 0 the console spam (and the disk io) will stop
immediately.

 

- Andreas

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Monday, October 15, 2012 8:11 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] CreateFragmentsFromFile:
'downloads/1ab72a88.dat' doesn't exist.

 

If you run linux, go to that downloads directory and type touch
1ab72a88.dat. It will create that file and spam stops. Basically downloads
folder used to store spray files from people so they are usually those but
that spam is harmless.

-ics

15.10.2012 20:02, Benjamin Vergnaud kirjoitti:

Hello guys, 

 

I have an issue and I need your help =) I have made a quick search in the
mails that I have received since I'm on the ML, but didn't find any thread
about it.

 

I have 3 CS:GO servers. All of them have pretty much the same config. All of
them are correctly set. I'll upload a config if you want it, but I have
never had an error with those servers. I've always been able to join them,
whatever the map was.

 

However, these servers suffer from freezes.

After having triple-checked everything, the only thing I have is this :

 

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

 

It is spamming my logs like hell. I have updated my servers a couple of
times, done everything I could possibly done, reinstalled them several
times. This thing always comes back.

 

If anyone has any idea what this thing is, and why it causes freezes, i'm
buying.

 

Note, the 1ab72a88 is the most common one, but ponctually, I have

Re: [Csgo_servers] [Update issue]v1.20.2.0 Menu problems....

2012-10-11 Thread Andreas Grimm
Confirmed, menus don't work anymore with the tab workaround. 

 

@Valve

Isn't there any way to fix that in a future update?

Having working menus is one of the most important things for community
servers.

 

- Andreas 

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
pater.invictus
Sent: Friday, October 12, 2012 6:47 AM
To: csgo_servers@list.valvesoftware.com
Subject: [Csgo_servers] [Update issue]v1.20.2.0 Menu problems

 

So Anyone who has either SM or Mani Admin mods (which is pretty much
EVERYONE) knows that the menus never worked properly when you were dead or
in Spectator - that you had to hold TAB in order to access vote or Admin
menus properly.   NOW, with this last update, not even holding TAB works!
Not very practical if you have to stay Alive to moderate a server!

Getting very frustrated with these patches that are supposed to fix
things.  Four patches in 2 weeks, with minimal notice to boot!   What's
happening here?

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[Csgo_servers] Open console while being dead not possible

2012-10-05 Thread Andreas Grimm
Dear Valve,

 

To open my client console I use the following bind:

bind p toggleconsole

 

It works very well, but only when I am alive.

Pressing the key while being dead has no effect - I don't get my console 
window.

 

It would be handy for plugin developers and server admins if that would work 
all the time.

 

regards

 - Andreas

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Re: [Csgo_servers] Open console while being dead not possible

2012-10-05 Thread Andreas Grimm
workarounds are no real solutions in my opinion.

most admins still don't know about the tab trick and it's bad for the
usability, too

 

 - Andreas

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Joshua
Travis
Sent: Friday, October 05, 2012 10:07 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Open console while being dead not possible

 

In the mean time hold the tab key to use menus while dead/spec

Sent from my iPhone


On Oct 5, 2012, at 11:57, ics i...@ics-base.net wrote:

That still sucks as admins cannot use the menu to ban
cheater/teamkiller/whatever when dead. A workaround should be added for
conviniency that would satisfy everyone.

-ics

5.10.2012 21:33, Zeta8706 kirjoitti:

The reason SM menus only work while alive is because the number keys are
bound to a spectator selection system. 1 no longer connects as a weapon
selects input but a camera change input. 

Sent from my iPhone


On Oct 5, 2012, at 12:33 PM, Travis Brown tbrown7...@gmail.com wrote:

This is likely related to why sm menus only work when alive.

On Oct 5, 2012 10:16 AM, Andreas Grimm c...@saigns.de wrote:

Dear Valve,

 

To open my client console I use the following bind:

bind p toggleconsole

 

It works very well, but only when I am alive.

Pressing the key while being dead has no effect - I don't get my console
window.

 

It would be handy for plugin developers and server admins if that would work
all the time.

 

regards

 - Andreas


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Re: [Csgo_servers] Slots used by bots are hidden.

2012-10-02 Thread Andreas Grimm
For TF2/CSS/DODS they fixed that 10 months ago

http://www.teamfortress.com/post.php?id=7225

 

Changed the way bot counts are displayed in the server browser: the bot
column is now next to the player column and always visible. Bot count is no
longer subtracted from maxplayers.

 

But yes, that bot substraction is just annoying.

I would like to see that fixed, too

 

 - Andreas

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Benjamin
Vergnaud
Sent: Tuesday, October 02, 2012 5:21 PM
To: csgo_servers@list.valvesoftware.com
Subject: [Csgo_servers] Slots used by bots are hidden.

 

Hello guys,

 

I don't know if this has already been posted. 

When I connect to my server and bots are playing with me, the community
server list will show 1/11, when a second before it was 0/20.

 

All the slots used by bots are subtracted from the maxplyer count.

 

I know my case isn't unique :
http://forums.alliedmods.net/showthread.php?t=193957

 

Hope this is going to be fixed =D

 

-- 

Benjamin ‘kRYOoX’ Vergnaud

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Re: [Csgo_servers] STEAM_1:x:xxxxx ... STEAM_0:x:xxxxx .. ?

2012-09-27 Thread Andreas Grimm
Here we don't (and never will) use plugins like sourcebans.
Our own plugins are already able to handle STEAM_0 and STEAM_1 formats, but
that's not the topic. The usability in general could be better.

 - Why two different entries for the same user in a banned_user.cfg?
 
 - Why no unique SteamIDs for the same users in serverlogs from different
games?

 - Why do we have to remove the strings STEAM_0: and STEAM_1: when we
want to work with SteamIDs + the support for multiple valve games just to
identify the same user?

Where is the big deal in just updating the engine, that it reports STEAM_0
instead of STEAM_1 like it's already done for Orange Box games?
Is there any real(!) reason, why CS:GO uses STEAM_1:x:x ?

 - Andreas

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd
Minds
Sent: Thursday, September 27, 2012 12:34 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] STEAM_1:x:x ... STEAM_0:x:x .. ?

I personally hate sourcebans and I'm sure others do as well. I don't
know why all these threads degenerate into This is only a problem if
you don't use X third party plugin. These are real issues that valve
can address - we shouldn't need to use a myriad of other plugins just
to get the functionality we desire. If I had to use one plugin for
every thread on this site my server wouldn't register at all!

(hey... maybe that's why nobody can tell the difference between 128
and 64 tick, because the servers are so loaded down with this and that
plugin to fix all the problems because every time they are brought up
they are dismissed with just use this third party plugin instead...)

On Thu, Sep 27, 2012 at 6:30 AM, Saul Rennison saul.renni...@gmail.com
wrote:
 If you used Sourcebans, you only need to ban one ID because STEAM_0 ==
 STEAM_1 in the plugin's eyes.


 Kind regards,
 Saul Rennison



 On 27 September 2012 11:18, Absurd Minds goabs...@absurdminds.net wrote:

 Plugins might, but if you are running a huge community and you also
 have a policy that getting banned from one server means getting banned
 from all of them (or that being admin of one server means you can
 admin all), it becomes more cumbersome.

 On Thu, Sep 27, 2012 at 5:59 AM, Saul Rennison saul.renni...@gmail.com
 wrote:
  CS:GO is based off the L4D engine branch (I'm pretty sure that engine
  branch
  has been merged into main now anyway), so STEAM_1 is here to stay.
 
  What's the huge deal? Don't all the plugins treat STEAM_0 and STEAM_1
  the
  same? (At least Steambans does).
 
 
  Kind regards,
  Saul Rennison
 
 
  On 27 September 2012 10:04, Andreas Grimm c...@saigns.de wrote:
 
  Hello,
 
 
 
  is it really necessary, that steam ids have the format STEAM_1:x:x
  in
  CS:GO?
 
  In all other games (except l4d, not sure how it's there) it's
  STEAM_0:x:x.
 
 
 
  The x digits are equal for all games, so I don't really understand why
  using a different format.
 
  It's just annoying.
 
 
 
  For the orange box it get fixed 3-4 years ago:
 
  http://store.steampowered.com/news/2252
 
 
 
   - Updated the engine to report SteamIDs using the Steam_0 format
  instead
  of Steam_1
 
 
 
  I would appreciate a similar update for CS:GO
 
 
 
   - Andreas
 
 
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Re: [Csgo_servers] STEAM_1:x:xxxxx ... STEAM_0:x:xxxxx .. ?

2012-09-27 Thread Andreas Grimm
I know that the first digit represents the universe and that 1 should be the
real number.
But I personally don't care if it reports 0 or 1, but it should be equal for
all games.

Valve decided to keep the 0 in HL1 games, Orange Box games and CS:S ...
why not in CS:GO ?

It's like: Hey community, we are messing around with SteamID formats, so
you have more work to identify your players, but in return you see the real
steam universe in some SteamIDs ... ehh, okay - great feature, thanks
... O.o

Sorry, I don't understand it ... It's just bad for usability, nothing more
in my opinion

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Asher
Baker
Sent: Thursday, September 27, 2012 1:27 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] STEAM_1:x:x ... STEAM_0:x:x .. ?

The number there is meant to represent the Steam Universe, it's meant
to be 1 (which is Public), the 0 being used was the bug.

Personally, I hope it doesn't get changed back, as it'll just repeat
this drama again. The engine only guarantees it's an identifying
string for that player for that game.


On Thu, Sep 27, 2012 at 12:20 PM, Andreas Grimm c...@saigns.de wrote:
 Here we don't (and never will) use plugins like sourcebans.
 Our own plugins are already able to handle STEAM_0 and STEAM_1 formats,
but
 that's not the topic. The usability in general could be better.

  - Why two different entries for the same user in a banned_user.cfg?

  - Why no unique SteamIDs for the same users in serverlogs from different
 games?

  - Why do we have to remove the strings STEAM_0: and STEAM_1: when we
 want to work with SteamIDs + the support for multiple valve games just to
 identify the same user?

 Where is the big deal in just updating the engine, that it reports STEAM_0
 instead of STEAM_1 like it's already done for Orange Box games?
 Is there any real(!) reason, why CS:GO uses STEAM_1:x:x ?

  - Andreas

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd
 Minds
 Sent: Thursday, September 27, 2012 12:34 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] STEAM_1:x:x ... STEAM_0:x:x .. ?

 I personally hate sourcebans and I'm sure others do as well. I don't
 know why all these threads degenerate into This is only a problem if
 you don't use X third party plugin. These are real issues that valve
 can address - we shouldn't need to use a myriad of other plugins just
 to get the functionality we desire. If I had to use one plugin for
 every thread on this site my server wouldn't register at all!

 (hey... maybe that's why nobody can tell the difference between 128
 and 64 tick, because the servers are so loaded down with this and that
 plugin to fix all the problems because every time they are brought up
 they are dismissed with just use this third party plugin instead...)

 On Thu, Sep 27, 2012 at 6:30 AM, Saul Rennison saul.renni...@gmail.com
 wrote:
 If you used Sourcebans, you only need to ban one ID because STEAM_0 ==
 STEAM_1 in the plugin's eyes.


 Kind regards,
 Saul Rennison



 On 27 September 2012 11:18, Absurd Minds goabs...@absurdminds.net
wrote:

 Plugins might, but if you are running a huge community and you also
 have a policy that getting banned from one server means getting banned
 from all of them (or that being admin of one server means you can
 admin all), it becomes more cumbersome.

 On Thu, Sep 27, 2012 at 5:59 AM, Saul Rennison saul.renni...@gmail.com
 wrote:
  CS:GO is based off the L4D engine branch (I'm pretty sure that engine
  branch
  has been merged into main now anyway), so STEAM_1 is here to stay.
 
  What's the huge deal? Don't all the plugins treat STEAM_0 and STEAM_1
  the
  same? (At least Steambans does).
 
 
  Kind regards,
  Saul Rennison
 
 
  On 27 September 2012 10:04, Andreas Grimm c...@saigns.de wrote:
 
  Hello,
 
 
 
  is it really necessary, that steam ids have the format
STEAM_1:x:x
  in
  CS:GO?
 
  In all other games (except l4d, not sure how it's there) it's
  STEAM_0:x:x.
 
 
 
  The x digits are equal for all games, so I don't really understand
why
  using a different format.
 
  It's just annoying.
 
 
 
  For the orange box it get fixed 3-4 years ago:
 
  http://store.steampowered.com/news/2252
 
 
 
   - Updated the engine to report SteamIDs using the Steam_0 format
  instead
  of Steam_1
 
 
 
  I would appreciate a similar update for CS:GO
 
 
 
   - Andreas
 
 
  ___
  Csgo_servers mailing list
  Csgo_servers@list.valvesoftware.com
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
 
 
 
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Re: [Csgo_servers] STEAM_1:x:xxxxx ... STEAM_0:x:xxxxx .. ?

2012-09-27 Thread Andreas Grimm
They changed it back to STEAM_0 for all Orange Box games 4 months after the
release of L4D1.
Sense?

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Asher
Baker
Sent: Thursday, September 27, 2012 2:00 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] STEAM_1:x:x ... STEAM_0:x:x .. ?

They fixed it years ago, with the release of L4D1.
Everything since has used 1 instead of 0.

On Thu, Sep 27, 2012 at 12:52 PM, Andreas Grimm c...@saigns.de wrote:
 I know that the first digit represents the universe and that 1 should be
the
 real number.
 But I personally don't care if it reports 0 or 1, but it should be equal
for
 all games.

 Valve decided to keep the 0 in HL1 games, Orange Box games and CS:S ...
 why not in CS:GO ?

 It's like: Hey community, we are messing around with SteamID formats, so
 you have more work to identify your players, but in return you see the
real
 steam universe in some SteamIDs ... ehh, okay - great feature,
thanks
 ... O.o

 Sorry, I don't understand it ... It's just bad for usability, nothing more
 in my opinion

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Asher
 Baker
 Sent: Thursday, September 27, 2012 1:27 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] STEAM_1:x:x ... STEAM_0:x:x .. ?

 The number there is meant to represent the Steam Universe, it's meant
 to be 1 (which is Public), the 0 being used was the bug.

 Personally, I hope it doesn't get changed back, as it'll just repeat
 this drama again. The engine only guarantees it's an identifying
 string for that player for that game.


 On Thu, Sep 27, 2012 at 12:20 PM, Andreas Grimm c...@saigns.de wrote:
 Here we don't (and never will) use plugins like sourcebans.
 Our own plugins are already able to handle STEAM_0 and STEAM_1 formats,
 but
 that's not the topic. The usability in general could be better.

  - Why two different entries for the same user in a banned_user.cfg?

  - Why no unique SteamIDs for the same users in serverlogs from different
 games?

  - Why do we have to remove the strings STEAM_0: and STEAM_1: when we
 want to work with SteamIDs + the support for multiple valve games just to
 identify the same user?

 Where is the big deal in just updating the engine, that it reports
STEAM_0
 instead of STEAM_1 like it's already done for Orange Box games?
 Is there any real(!) reason, why CS:GO uses STEAM_1:x:x ?

  - Andreas

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd
 Minds
 Sent: Thursday, September 27, 2012 12:34 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] STEAM_1:x:x ... STEAM_0:x:x .. ?

 I personally hate sourcebans and I'm sure others do as well. I don't
 know why all these threads degenerate into This is only a problem if
 you don't use X third party plugin. These are real issues that valve
 can address - we shouldn't need to use a myriad of other plugins just
 to get the functionality we desire. If I had to use one plugin for
 every thread on this site my server wouldn't register at all!

 (hey... maybe that's why nobody can tell the difference between 128
 and 64 tick, because the servers are so loaded down with this and that
 plugin to fix all the problems because every time they are brought up
 they are dismissed with just use this third party plugin instead...)

 On Thu, Sep 27, 2012 at 6:30 AM, Saul Rennison saul.renni...@gmail.com
 wrote:
 If you used Sourcebans, you only need to ban one ID because STEAM_0 ==
 STEAM_1 in the plugin's eyes.


 Kind regards,
 Saul Rennison



 On 27 September 2012 11:18, Absurd Minds goabs...@absurdminds.net
 wrote:

 Plugins might, but if you are running a huge community and you also
 have a policy that getting banned from one server means getting banned
 from all of them (or that being admin of one server means you can
 admin all), it becomes more cumbersome.

 On Thu, Sep 27, 2012 at 5:59 AM, Saul Rennison
saul.renni...@gmail.com
 wrote:
  CS:GO is based off the L4D engine branch (I'm pretty sure that engine
  branch
  has been merged into main now anyway), so STEAM_1 is here to stay.
 
  What's the huge deal? Don't all the plugins treat STEAM_0 and STEAM_1
  the
  same? (At least Steambans does).
 
 
  Kind regards,
  Saul Rennison
 
 
  On 27 September 2012 10:04, Andreas Grimm c...@saigns.de wrote:
 
  Hello,
 
 
 
  is it really necessary, that steam ids have the format
 STEAM_1:x:x
  in
  CS:GO?
 
  In all other games (except l4d, not sure how it's there) it's
  STEAM_0:x:x.
 
 
 
  The x digits are equal for all games, so I don't really understand
 why
  using a different format.
 
  It's just annoying.
 
 
 
  For the orange box it get fixed 3-4

Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor de_nuke_se move slower than when it is @ 64 tick server

2012-09-19 Thread Andreas Grimm
In my opinion: The game is more competitive, when all players on all servers
play under same conditions.

A locked tickrate (like 66 in CS:S or TF2) removes all confusion about that
topic.

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Calvin
Judy
Sent: Wednesday, September 19, 2012 4:57 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor
de_nuke_se move slower than when it is @ 64 tick server

 

Valve has lowered the tickrate in Counter Strike: Source, and the game has
more players than CS:GO, how exactly would doing the same kill the
competitive community? 

 

__ 

Level 3 Technician
Griffin Networks LLC - Gaming Solutions

 

- Original Message - 

From: Valtteri Kiviniemi mailto:kiviniemi.valtt...@gmail.com  

To: csgo_servers@list.valvesoftware.com 

Sent: Wednesday, September 19, 2012 10:50 AM

Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor
de_nuke_se move slower than when it is @ 64 tick server

 

Hi,

Valve DO NOT lock the tickrate to a lower value. Let people choose if they
want to use 128tick. Lowering the tickrate will kill the competitive gaming.
I have more than 50 servers on my customers and all of them are 128tick and
people are really, really enjoying a lot of the higher high registration.

Of course it would be nice to have fix for the door but eitherway it does
not really matter, its just one map and people rather use buggy door with
high tickrate than a working door with crappier hit registration.

- Valtteri

2012/9/19 Marco Padovan e...@evcz.tk

The page you linked about lag compensation says:

Increasing the tickrate does improve the precision of hit detection, but
also requires more CPU, memory, and bandwidth capacity for server and
clients.




Il 19/09/2012 14:12, Calvin Judy ha scritto:

Mike,

 

It may be important for something specific HPE's doing with CS:GO, but CS:S
was never run at 128 tickrate, it was run at 100 tickrate, the arguement was
that it's better for competitive play, and that's simply not true. It's just
like the fps_max myth, 1000 fps servers, 1 fps servers, etc. 

 

The higher the tickrate, the higher the physics calculations, which is why
the door is moving slower. As Ido stated, they will be investigating the
doors issue. But the arguement will continue to be 100 tickrate is better
for competitive gaming, because it does more calculation. (Like you said,
anyone with basic math skills can do the numbers) The problem is, it's
physics calucation, like entities (the doors), NOT hitboxes/hit
registration. 

 

If you guys want to tweak settings to improve hit registration, start doing
more research into the lag compensation part of the engine. 

https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_c
ompensation

 

As stated before you can verify what I'm saying about hitboxes with
sv_showimpacts set to 1, which will show both client-side, and server-side
hitboxes. (Change the tickrate between 33, 66, 100, and 128, the hitboxes
are not dependant on the tickrate.)

 

What people percieve as tickrate causing hit registration issues is actually
interpolation. 

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

 

To delve even further into the door issue, you may want to review entity
interpolation, which is a direct effect of tickrate. 

https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Entit
y_interpolation

 

But entity interpolation and client interpolation are two very different
areas, and changing the tickrate to something higher will not produce better
hit registration results. 

 

Also, the plugin which you speak of was released by a third party, and it is
mainly used on surf/bhop servers to produce the desired acceleration over
entities (The bhop blocks for example, which are also func_doors), not
competitive servers.


__

Level 3 Technician
Griffin Networks LLC - Gaming Solutions

 

 

- Original Message - 

From: Mike Didiano mailto:m...@networks-llc.com  

To: csgo_servers@list.valvesoftware.com 

Sent: Wednesday, September 19, 2012 7:34 AM

Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor
de_nuke_se move slower than when it is @ 64 tick server

 

Steve,

As soon as they locked FPS at 66 a plugin was released to
allow 100 tickrate.  Anyone with basic math skills knows that  1/100 is a
smaller number than 1/66.  

 

They wouldn’t have included this in CS:GO if it weren’t important.





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[Csgo_servers] Failed to join session. Please try again

2012-09-06 Thread Andreas Grimm
Hello,

 

My gameservers are running fine, but suddenly it happens that no more players 
are able to join.

They get the error message Failed to join session. Please try again.

 

The client console output is:

Connecting to public(x.x.x.x:27020) ...

35322.346:  Sending UDP connect to public IP x.x.x.x:27020

Server using 'public' lobbies, requiring pw no, lobby id 18656764172

RememberIPAddressForLobby: lobby 18656764172 from address x.x.x.x:27020

Unknown command joingame

GameTypes: could not find matching game type .

GameTypes: could not find matching game type .

GamesTypes: unable to get game type and mode. Could not find type/mode matching 
type:/mode:.

CSysSessionClient: Cannot join lobby, response 2!

 

Mapgroup is set to mg_bomb and it's running map de_aztec.

 

Some server cvars:

game_mode:

game_mode = 1 ( def. 0 ) game client replicated - The current game mode 
(based on game type). See GameModes.txt.

 

game_type:

game_type = 0 game client replicated - The current game type. See 
GameModes.txt.

 

This happens a lot of times per day and only a full server restart fixes that 
problem.

What's going on here?

 

- Andreas

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Re: [Csgo_servers] Failed to join session. Please try again

2012-09-06 Thread Andreas Grimm
My gamemode files are fine. I already had 20 players connected on that
gameserver.

I just have to restart the server, without any file changes, then it's
working again.

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Lewis
Sent: Thursday, September 06, 2012 8:42 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Failed to join session. Please try again

 

On 06/09/2012 19:40, Andreas Grimm wrote:

Hello,

 

My gameservers are running fine, but suddenly it happens that no more
players are able to join.

They get the error message Failed to join session. Please try again.

 

The client console output is:

Connecting to public(x.x.x.x:27020) ...

35322.346:  Sending UDP connect to public IP x.x.x.x:27020

Server using 'public' lobbies, requiring pw no, lobby id 18656764172

RememberIPAddressForLobby: lobby 18656764172 from address x.x.x.x:27020

Unknown command joingame

GameTypes: could not find matching game type .

GameTypes: could not find matching game type .

GamesTypes: unable to get game type and mode. Could not find type/mode
matching type:/mode:.

CSysSessionClient: Cannot join lobby, response 2!

 

Mapgroup is set to mg_bomb and it's running map de_aztec.

 

Some server cvars:

game_mode:

game_mode = 1 ( def. 0 ) game client replicated - The current game
mode (based on game type). See GameModes.txt.

 

game_type:

game_type = 0 game client replicated - The current game type. See
GameModes.txt.

 

This happens a lot of times per day and only a full server restart fixes
that problem.

What's going on here?

 

- Andreas






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sounds like your gamemodes/gamemodes_server.txt is improperly formatted.
there is a program that formats it perfectly on the internet, search it up.

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[Csgo_servers] Request: CS:GO and custom sounds

2012-09-05 Thread Andreas Grimm
Dear Valve/HPE,

 

the first plugin developers start to put their custom mp3 sounds into the 
/sound/music folder to get them available on clients.

That's the only place where clients can play them without refreshing the sound 
cache.

 

It has two disadvantages:

 - custom sounds are no music, it breaks the logic

 - if a client turns off the music, it turns off custom sounds, too.

 

Could you add a support for custom sounds in all folders, please?

 

thanks and regards

 - Andreas

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Re: [Csgo_servers] Bot join even with bot_quota 0

2012-09-02 Thread Andreas Grimm
Hi,

 

convars are no longer set in the gamemodes_server.txt. Check the default
example file.

Now they use an exec command to eecute a specific configuration file.

 

the defaults are:

gamemode_armsrace.cfg

gamemode_casual.cfg

gamemode_competitive.cfg

gamemode_demolition.cfg

gamemode_training.cfg

 

they are located in your cfg directory. check them out. I guess there is
bot_quota set to higher value than 0.

 

 - Andreas

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Roberto
Omezzolli
Sent: Sunday, September 02, 2012 11:35 AM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Bot join even with bot_quota 0

 

bot_quota_mode  normal

bot_quota 0

 

both in server.cfg and gamemodes_server.txt did not work

 

/rob

 

Von: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] Im Auftrag von
RTL-Servers | Lee
Gesendet: Sonntag, 2. September 2012 11:03
An: csgo_servers@list.valvesoftware.com
Betreff: Re: [Csgo_servers] Bot join even with bot_quota 0

 

Have you tried -nobots in the server startline, works for CSS I'm yet to
check this for GO :-)

On 02/09/2012 08:40, Calvin Judy wrote:

Additionally, set bot_quote_mode to normal instead of fill. 

- Original Message - 

From: Roberto Omezzolli mailto:g...@g-portal.de  

To: csgo_servers@list.valvesoftware.com 

Sent: Sunday, September 02, 2012 2:23 AM

Subject: Re: [Csgo_servers] Bot join even with bot_quota 0

 

 

Hello,

 

does anybody know why bots still keeps joining even if set bot_quota 0 to
server.cfg?

 

/rob

 

 

  _  

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Re: [Csgo_servers] Bug: gameserver reads wrong bot_quota from gamemodes

2012-08-31 Thread Andreas Grimm
Hi, many thanks for the note

*closed*

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Sunkist
Sent: Friday, August 31, 2012 9:28 AM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Bug: gameserver reads wrong bot_quota from
gamemodes

Hello Andreas,

At 31.08.2012, Andreas Grimm wrote
 My gamemodes file has the following settings for bot_quota:
 GameModes.txt
[...]
  convars
 
  {
 
bot_quota 10
 
  }
[...]

Convars are no longer read from gamemodes. See the thread [Csgo_servers]
gamemodes_server.txt from today.

Regards, Sunkist

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[Csgo_servers] Many client crashes since 1.18.0.3

2012-08-30 Thread Andreas Grimm
Since the latest update I get a lot of CS:GO client crashes.

 

One dump file:

http://pfiles.saigns.de/csgo/crash_csgo.exe_20120831072532_1.dmp

 

 client.dll!53877ab4()  

[Frames below may be incorrect and/or missing, no symbols 
loaded for client.dll] 

client.dll!53815535()  

client.dll!5385fdfc()

client.dll!538e12a3()  

client.dll!53a1053f()   

engine.dll!57fded3e()   

engine.dll!57fdfd70()

client.dll!539c2d65()  

client.dll!5389abae()  

engine.dll!57fcc64b()

engine.dll!57fd420a()

engine.dll!5816adc9()   

engine.dll!5816ae25()   

engine.dll!57e510fc()

engine.dll!57ee1733()   

client.dll!53a68ab6()  

client.dll!53b8cf4c()   

client.dll!53923b87()  

materialsystem.dll!579e6c6a() 

client.dll!53a871ff()

materialsystem.dll!579e6c6a() 

client.dll!53a871ff()

materialsystem.dll!579e6c6a() 

client.dll!53a871ff()

materialsystem.dll!579e6c6a() 

client.dll!53a871ff()

materialsystem.dll!579e6c6a() 

client.dll!53a871ff()

client.dll!5394dccf()   

engine.dll!580036a3()   

engine.dll!5804b078()   

engine.dll!57f1cd79()

materialsystem.dll!579e3c96() 

client.dll!5391c8d6()  

ntdll.dll!7760fe69() 

KERNELBASE.dll!756903f0()

tier0_s.dll!6213e6d7()   

ntdll.dll!7760f8e5() 

KERNELBASE.dll!7568d348()   

tier0_s.dll!62139c36()

tier0_s.dll!621395b7()   

ws2_32.dll!754bcc0d() 

ws2_32.dll!754b2fac()   

ws2_32.dll!754bcc16() 

wsock32.dll!72271841()

engine.dll!58019a29()   

engine.dll!57fb21ba()   

engine.dll!57e87ca6()   

engine.dll!57e68ba2()   

tier0.dll!63881337()

engine.dll!57e6b78f()   

engine.dll!5816adc9()   

engine.dll!5816addb() 

engine.dll!5816addb() 

engine.dll!5816ae70()   

engine.dll!58164267()   

engine.dll!5816430b()   

engine.dll!580dfb8c()

engine.dll!5801b750()   

engine.dll!5801e602()   

engine.dll!57ee4151()   

engine.dll!57fea558()

engine.dll!57feda81()   

engine.dll!57fee3ee()   

tier0.dll!63891d5e()   

engine.dll!580552c2()

engine.dll!580553de()   

launcher.dll!69fe9420()

launcher.dll!69fe9420()

launcher.dll!69fe52d4()   

KERNELBASE.dll!7569143f()

csgo.exe!00bc11dc() 

KERNELBASE.dll!75690596()   

GameOverlayRenderer.dll!6392a683() 

GameOverlayRenderer.dll!63932178() 

GameOverlayRenderer.dll!63935472() 

GameOverlayRenderer.dll!63935472() 

GameOverlayRenderer.dll!6393b467() 

GameOverlayRenderer.dll!6393b49b()

GameOverlayRenderer.dll!63939c7b() 

GameOverlayRenderer.dll!63930a39() 

GameOverlayRenderer.dll!6393921a() 

GameOverlayRenderer.dll!639333c3() 

GameOverlayRenderer.dll!63930bd9()

GameOverlayRenderer.dll!6392a673() 

ntdll.dll!7760fb81() 

KERNELBASE.dll!75690596()   

GameOverlayRenderer.dll!6392a683() 

csgo.exe!00bc7e5f()  

csgo.exe!00bc7ebb()

csgo.exe!00bc57ca()  

ntdll.dll!7760fbca() 

kernel32.dll!76c388da()   

ntdll.dll!7760faca() 

ntdll.dll!77629d6c()

kernel32.dll!76c3883b()   

ntdll.dll!7760faca() 

ntdll.dll!77631022()

   

Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread Andreas Grimm
You don't have to set any cvars.

Just start the server and it will be available for quickplay. As far as i
know there is only one conditition, that it needs at least 3 players online.

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Jeff
Morello
Sent: Wednesday, August 29, 2012 8:54 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Community Servers Quick Play

 

I would like to know this as well. I never get players in my public server
even when my friends and I are playing in it. I get more players joining my
passworded private server while we're scrimming than the public lol.

On Wed, Aug 29, 2012 at 11:35 AM, feugatos feuga...@ceidwarfare.net wrote:

Hi there,

Sorry if this has already been asked before but I'm new to the mailing list.
For my CS:GO servers to be joinable via the Community Servers Quick Play
function do I have to set any variable like in TF2 (tf_mm_servermode) ?

Thanks in advance,
Dimitrios


PS. Is there a way to access the mailing list archives?

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[Csgo_servers] CSysSessionClient: Cannot join lobby, response 2

2012-08-25 Thread Andreas Grimm
I was unable to connect to my server. But one human was playing.

 

My client console wrote:

GameTypes: could not find matching game type .

GamesTypes: unable to get game type and mode. Could not find type/mode matching 
type:/mode:.

CSysSessionClient: Cannot join lobby, response 2!

 

Later the gameserver crashed with the following last log lines:

L 08/25/2012 - 08:35:58: Team TERRORIST triggered 
SFUI_Notice_Terrorists_Win (CT 8) (T 72)

L 08/25/2012 - 08:35:58: Team CT scored 8 with 6 players

L 08/25/2012 - 08:35:58: Team TERRORIST scored 72 with 6 players

L 08/25/2012 - 08:35:58: World triggered Round_End

 

Dump file:

http://pfiles.saigns.de/crash_srcds.exe_20120825083825_1.dmp

 

I don't know if the crash stands in realtion with the connection problem, just 
posting ...

 

 - Andreas

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Re: [Csgo_servers] CSysSessionClient: Cannot join lobby, response 2

2012-08-25 Thread Andreas Grimm
Game type and game mode are both correct.

After crash and restart it worked fine and I didn't change anything in the
configs.

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Carl @ The
Box
Sent: Saturday, August 25, 2012 1:54 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] CSysSessionClient: Cannot join lobby, response 2

 

I think you answered your own question:




GameTypes: could not find matching game type .

GamesTypes: unable to get game type and mode. Could not find type/mode
matching type:/mode:.

CSysSessionClient: Cannot join lobby, response 2!

Makes sure your game type and modes are set correctly in your command line
and in your gamemodes_server.txt.

Cheers,
Carl

On 8/25/2012 1:49 AM, Andreas Grimm wrote:

I was unable to connect to my server. But one human was playing.

 

My client console wrote:

GameTypes: could not find matching game type .

GamesTypes: unable to get game type and mode. Could not find type/mode
matching type:/mode:.

CSysSessionClient: Cannot join lobby, response 2!

 

Later the gameserver crashed with the following last log lines:

L 08/25/2012 - 08:35:58: Team TERRORIST triggered
SFUI_Notice_Terrorists_Win (CT 8) (T 72)

L 08/25/2012 - 08:35:58: Team CT scored 8 with 6 players

L 08/25/2012 - 08:35:58: Team TERRORIST scored 72 with 6 players

L 08/25/2012 - 08:35:58: World triggered Round_End

 

Dump file:

http://pfiles.saigns.de/crash_srcds.exe_20120825083825_1.dmp

 

I don't know if the crash stands in realtion with the connection problem,
just posting ...

 

 - Andreas






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[Csgo_servers] More random server crashes since last update

2012-08-24 Thread Andreas Grimm
Hi all,

 

since the latest cs:go update I have more random server crashes than before.

Anyone else here with similar experience?

 

One dump file is available here:

http://pfiles.saigns.de/csgo/crash_srcds.exe_20120824172832_1.dmp

 

- Andreas

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[Csgo_servers] Request: Add a cvar to disable pushing players

2012-08-23 Thread Andreas Grimm
Dear Valve/HPE,

 

could you please add a cvar to disable the ability, that players can push their 
teammates (or that two players who stand in eachother don't get pushed away by 
engine) when players are not solid?

 

In my opinion is it very annoying, because:

 - I get slowed down, when I walk trough another player. For a few milliseconds 
I get stopped.

 - My screen and the other player model shakes around, when I walk trough a 
player.

 - While moving trough another player I don't have a smooth movement. The 
engine pushes me away.

 - I am able to disturb other player's movement/gameplay or I can push them 
trough the map (off a high house for example)

 

For public servers with many slots it would be nice when players wouldn't be 
able to disturb other players with things like that.

 

I already checked the cvar list and didn't find any related cvar to stop that 
yet.

But I mean in TF2 is one, but I can't remember or find it anymore (maybe it 
never existed). But please let me know if anyone here knows it.

 

regards

 - Andreas

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[Csgo_servers] server.cfg vs gamemodes

2012-08-22 Thread Andreas Grimm
Hello @ll,

 

just a small szenario:

 - I set mp_buytime to 90 in my server.cfg

 - I keep the 45 seconds for mp_buytime in the gamemodes file.

 

The first player connects, he now has a buytime of 90 seconds.

A second player connects, but he has a buytime of 45 seconds.

 

Console says mp_buytime is 90.

 

Why does the second player has a buytime of 45 seconds, even when the console 
cvar is set to 90?

How can two players have a different buytime?

Why I cannot change the buytime for the second player without changing the 
gamemodes and restarting the complete server?

 

This is so extremly annoying ...

I never can be sure that a cvar is set properly, when my console says something 
while the gameserver is doing complete different stuff.

 

Isn't it possible to add a priority list?

 - 1. Gameserver starts, load gamemodes.txt

 - 2. Then load gamemodes_server.txt and overwrite current settings

 - 3. Then load server.cfg and overwrite current settings again

 

Advantages:

The pople who want to use the gamemodes files only are happy then (because 
their server.cfg will stay empty, nothing which gets overwritten).

The people who want to use the cfg files are happy too, because they know, that 
cfg cvars overwrite gamemodes settings.

We don't have any mixed settings anymore.

 

At the moment it's all just a confusing and annoying mix.

Sorry, the usability is 0, really

 

- Andreas

 

PS: Please add at least a console command to refresh the gamemodes file. 
Restarting a server is just a bad solution to change settings.

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[Csgo_servers] How to prevent pushing teammates ?

2012-08-21 Thread Andreas Grimm
Hi all,

 

when players are not solid then I am able to push my teammates trough the map. 
(Like in TF2).

Is there any way to prevent this? cvar or something?

 

thanks

 - Andreaas

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[Csgo_servers] mp_maxrounds

2012-08-20 Thread Andreas Grimm
Not sure if someone reported that before ...

but when I set mp_maxrounds to 3000 in my gamemodes file, it still displays 
rounds left: 30 in my scoreboard.

 

Bug or feature (max limit of 30) ?

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[Csgo_servers] mp_forcecamera buggy + freelook

2012-08-20 Thread Andreas Grimm
When I set mp_forcecamera to 0, then it doesn't seem to work ingame.

 

- I am not able to switch to the 3rd person view

- I cannot spectare enemy players

- Sometimes I can spectate enemy players only

 

And a cvar to allow freelook would be nice, too.

That dead players can fly around without being forced to spectate someone.

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[Csgo_servers] color bug in SayText2

2012-08-20 Thread Andreas Grimm
We have the following string:

 

\x01first \x03second \x01third \x06fourth

 

The author is a CT player (so \x03 becomes blue) and the words get these colors 
by using SayText2:

 

first = blue

second = blue

third = white

fourth = green

 

The first part is always the team color and the game ignores the first \x01.

To fix that, I have to add a space:

 

 \x01first \x03second \x01third \x06fourth

 

Then everything is fine:

 

first = white

second = blue

third = white

fourth = green

 

For plugins it would be handy to get this fixed, that we can use colored 
nicknames, where the text doesn't start with a nick. 

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[Csgo_servers] Bug: mp_weapons_allow_zeus 1 does not work

2012-08-20 Thread Andreas Grimm
mp_weapons_allow_zeus 1 in competitive does not work

 

Screen:

http://cloud.steampowered.com/ugc/921238222636614904/7490B36F5DC05C414A163CD278127D15BA6BB7A5/

 

I can see the weapon in my buy menu, but I am not able to click it.

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[Csgo_servers] Bugs in disconnect message: localization and special chars

2012-08-20 Thread Andreas Grimm
When players disconnect, I see the reasons in different languages:

Player FBI55 left the game (Uživatel se odpojil.)

Player xMusti left the game (Verbindung vom Spieler getrennt.)

Player Playsapos;w left the game (Déconnexion de l'utilisateur.)

And special characters like ' in the nickname display things like apos; 
instead.

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[Csgo_servers] Official release of CS:GO and the gameservers

2012-08-20 Thread Andreas Grimm
Dear Valve/HPE,

 

just a few questions related to the dedicated servers of CS:GO after release:

 

 - will players with the official CS:GO client be able to play on our existing 
servers or is it like a complete new game?

 

 - will CS:GO keep 740 as app_update parameter in steamcmd?

 

 - If we keep the current servers: Is a steamcmd update enough to get the 
servers ready or is there something special on the way? (removal of the 
gamemodes file for example)

 

A short feedback would be great!

 

Thanks

 - Andreas

 

 

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Re: [Csgo_servers] Reloading gamemodes_server.txt

2012-08-20 Thread Andreas Grimm
When I write mp_forcecamera in console for example I get the following
result:

mp_forcecamera
Unknown command mp_forcecamera

Could you at least unlock all cvars which get set in the gamemodes file,
that we have access to them via console, too?
At the moment we wouldn't be able to use the cvars in our server.cfg

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Ido Magal
Sent: Monday, August 20, 2012 7:43 PM
To: 'c...@nick-emson.co.uk'; csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Reloading gamemodes_server.txt

Ngamache is incorrect. There's been no depreciation[sic] or deprecation of
server.cfg. It works the same as always.

By this point the only thing that gamemodes_server.txt is absolutely
required for is setting up mapgroups. 

Everything else can be achieved on the command line or in server.cfg.
 


-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Nick Emson
Sent: Monday, August 20, 2012 10:28 AM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Reloading gamemodes_server.txt without server
restart

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

2012-08-20 Thread Andreas Grimm
except the fact, that mp_forcecamera is bugged in competitive, I am already
using Sourcemod.

But do we really need third party plugins for simple gameserver
configurations?

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Aaron
Thompson
Sent: Monday, August 20, 2012 7:58 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Reloading gamemodes_server.txt

 

If you have sourced place this line in cfg/sourcemod/sourcemod.cfg
sm_cvar mp_forcecamera #
# being either 1 for enabled and 0 for disabled

On Aug 20, 2012 12:50 PM, Andreas Grimm c...@saigns.de wrote:

When I write mp_forcecamera in console for example I get the following
result:

mp_forcecamera
Unknown command mp_forcecamera

Could you at least unlock all cvars which get set in the gamemodes file,
that we have access to them via console, too?
At the moment we wouldn't be able to use the cvars in our server.cfg

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Ido Magal
Sent: Monday, August 20, 2012 7:43 PM
To: 'c...@nick-emson.co.uk'; csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Reloading gamemodes_server.txt

Ngamache is incorrect. There's been no depreciation[sic] or deprecation of
server.cfg. It works the same as always.

By this point the only thing that gamemodes_server.txt is absolutely
required for is setting up mapgroups.

Everything else can be achieved on the command line or in server.cfg.



-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Nick Emson
Sent: Monday, August 20, 2012 10:28 AM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Reloading gamemodes_server.txt without server
restart

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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[Csgo_servers] Please bring back the wait command

2012-08-20 Thread Andreas Grimm
Dear Valve/HPE,

 

is there any chance to get the client command wait back in CS:GO ?

 

At the moment:

] wait

Unknown command: wait

 

It was a very usefull command for clients

 

- Andreas

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Re: [Csgo_servers] steamcmd update released

2012-08-20 Thread Andreas Grimm
just run your existing steamcmd, it updates itself

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Ejziponken
-
Sent: Tuesday, August 21, 2012 7:56 AM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] steamcmd update released

 

And where do I get the new steamcmd?

  _  

From: tayl...@valvesoftware.com
To: csgo_servers@list.valvesoftware.com
Date: Tue, 21 Aug 2012 01:00:43 +
Subject: [Csgo_servers] steamcmd update released

Hi all,

 

An update for steamcmd has just been released that will allow you to run
multiple instances of it on one machine simultaneously. It will also run on
Windows even if the Steam UI is running already.

 

Some notes:

 

· logging in will still “take” that user session, so it will logout
the main client if you use the same account, and running several copies w/
the same account simultaneously is not likely to work well

· I believe you should be able to run all copies of steamcmd from
the same install folder, but I’m not 100% sure (I’ve tested it but not every
possible scenario). So be on the lookout for new weirdness.

· Otherwise, simultaneous instances that are using different
accounts should not affect one another at all.

 

regards,

Taylor Sherman

Valve

 


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[Csgo_servers] GUI: Community servers confirmation box - Do not display again, please

2012-08-19 Thread Andreas Grimm
Dear valve,

 

is there any way to add do not display again checkbox into the confirmation 
box which notes, that community server may be modified?

I think that people who click that a lot don't want to see that box every time 
... me included.

 

regards

 - Andreas

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[Csgo_servers] Unlock mp_forcecamera

2012-08-18 Thread Andreas Grimm
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] Bug: Custom sounds not working 100%

2012-08-18 Thread Andreas Grimm
Any news on this?

 

At lot of plugin developers or 3rd party communities use custom content.

It would be great when cs:go would support custom content like it before in 1.6 
or CS:S.

 

- Andreas

 

From: csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Monday, June 04, 2012 6:00 PM
To: csgo_servers@list.valvesoftware.com
Subject: [Csgo_servers] Bug: Custom sounds not working 100%

 

Hi @Valve,

 

when I add a custom mp3 or wav file to the downloadtable (they are precached 
serverside), the clients download the files, when they connect to a server.

But when the clients try to play the files they get these errors:

 

for .wav:

[Sound] S_StartSound(): Failed to load sound 'x.wav'. File is missing from 
disk/repository.

 

for .mp3:

[Sound] S_StartSound(): Failed to load sound 'x.mp3'. Can't create mixer.

 

To fix that I have to write snd_rebuildaudiocache in client's console at 
first.

After using the command my cs:go client crashes, but after a restart the sounds 
are working.

 

- Andreas

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[Csgo_servers] CS:GO client is still censored

2012-08-16 Thread Andreas Grimm
Dear valve,

 

my CS:GO client is still censored. I already deleted the complete game folder.

Even after game reinstallatation it's censored.

 

Could you take a closer look into this again, please?

 

reargds

 - Andreas

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[Csgo_servers] mp_solid_teammates == 0 buggy in competitive ?

2012-08-16 Thread Andreas Grimm
When I set mp_solid_teammates to 0 in competitive and start moving trough a 
teammate, then i needs a couple of milliseconds until the game checks, that I 
am allowed to move. It seems, that it's still blocking me for a short time or 
it pushes me away.

 

This is a bit annoying while moving.

Could you take a closer look here @Valve?

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Re: [Csgo_servers] Server crash report: Bots

2012-08-14 Thread Andreas Grimm
Dear valve,

 

it seems, that the today's update fixed the gameserver crash with custom bots 
at roundstart.

But killing a bot (Created with the IBotManager interface) is still crashing a 
gameserver instantly.

 

Console screenshot + srcds.exe alert:

http://pfiles.saigns.de/dmps/crash2.jpg

 

The gameserver creates two dump files:

http://pfiles.saigns.de/dmps/crash_srcds.exe_20120814223949_1.dmp

http://pfiles.saigns.de/dmps/assert_srcds.exe_20120814223950_2.dmp

 

It would be great if you could take a look into this, too.

 

thanks and regards

 - Andreas

 

The callstack on my side:

 server.dll!60ff2c68()  

[Frames below may be incorrect and/or missing, no symbols 
loaded for server.dll]   

server.dll!60ff74b1() 

server.dll!60ffa6df()  

engine.dll!623ce29e()   

engine.dll!623cf2b3()


sourcemod.2.csgo.dll!__SourceHook_FHCls_IGameEventManager2FireEvent0::Func(IGameEvent
 * p1, bool p2)  Line 40 + 0xd0 bytes  C++

server.dll!60fa974b() 

server.dll!60ea8f3a() 

server.dll!60f6544b() 

server.dll!60fad7dd()

server.dll!60de80c3()

server.dll!60f61878() 

server.dll!60d4be0d()   

engine.dll!623c922f()

engine.dll!62436fb0()

engine.dll!624377bb()   

engine.dll!624393d3()   

tier0.dll!62bd0c3e()   

tier0.dll!62bca20d()

dedicated.dll!6299350e()

engine.dll!6227()   

engine.dll!6246f4f0() 

engine.dll!6244518b()   

dedicated.dll!62994331() 

vstdlib.dll!62b82165()

vgui2.dll!6188e63f()   

dedicated.dll!629c0310() 

dedicated.dll!629c0310() 

dedicated.dll!62994606() 

KERNELBASE.dll!75a24ec3()   

KERNELBASE.dll!75a225bf()

KERNELBASE.dll!75a2df0b()   

KERNELBASE.dll!75a2e005()   

ntdll.dll!77dd7d93()   

ntdll.dll!77dd623f()

ntdll.dll!77de8157()

ntdll.dll!77dd623f()

ntdll.dll!77dd6244()

kernel32.dll!76e61680()   

kernel32.dll!76e6702e()   

gdi32.dll!76f75d1a()   

gdi32.dll!76f75ca2()

user32.dll!7709b9ba()   

user32.dll!7709b9d6()   

KERNELBASE.dll!75a45fbd()   

KERNELBASE.dll!75a3e08e()   

srcds.exe!002a7d73()

srcds.exe!002a7dcf() 

srcds.exe!002a602a()

srcds.exe!002a24d0()

srcds.exe!002a84e7()

srcds.exe!002a853a()

srcds.exe!002a109d()

srcds.exe!002a18b9()

srcds.exe!002a5235()

kernel32.dll!76e6339a()   

ntdll.dll!77dd9ef2()

ntdll.dll!77dd9ec5()

 

 

 

From: csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Saturday, August 11, 2012 9:58 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Server crash report: Bots

 

Another comment related to this crash from Nicholas Hastings:

https://bugs.alliedmods.net/show_bug.cgi?id=5349

 

I haven't looked into it too far, but here's a partial backtrace from what I 
believe is the same crash. [...]

I believe that it's likely a problem on their end with bots created via the 
IBotController interface.

 

Program received signal SIGSEGV, Segmentation fault.

0xb2f049ce in IntervalTimer::NetworkVar_m_timestamp::NetworkStateChanged 
(this=0xaee7bdcc)

at 
/home/buildbot/buildslave_hpath/csgo_pcbeta_linux/build/src/game/shared/util_shared.h:702

702 
/home/buildbot/buildslave_hpath/csgo_pcbeta_linux/build/src/game/shared/util_shared.h:
 No such file or directory.

in 
/home/buildbot/buildslave_hpath/csgo_pcbeta_linux/build/src/game/shared/util_shared.h

(gdb) bt

#0  0xb2f049ce in IntervalTimer::NetworkVar_m_timestamp::NetworkStateChanged 
(this=0xaee7bdcc)

at 
/home/buildbot/buildslave_hpath/csgo_pcbeta_linux/build/src/game/shared/util_shared.h:702

#1  IntervalTimer::NetworkVar_m_timestamp::NetworkStateChanged (this=0xaee7bdcc)

at 
/home/buildbot/buildslave_hpath/csgo_pcbeta_linux/build/src/game/shared/util_shared.h:702

#2  CNetworkVarBasefloat, 
IntervalTimer

Re: [Csgo_servers] Quickplay / Multiplay / Gamemodes.txt and Server.cfg

2012-08-14 Thread Andreas Grimm
Ido,

are there any special server settings needed to get a server into the
community quick-play? (like in TF2 with the server registration)
Or is every gameserver available for quickplay by default?

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Ido Magal
Sent: Tuesday, August 14, 2012 11:39 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Quickplay / Multiplay / Gamemodes.txt and
Server.cfg

This is incorrect.

Community Quick-Play will find any non-empty server. There are no convar or
settings restrictions.

The string that claims that matchmaking is disabled is incorrect. The
button does indeed match-make.




-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Tuesday, August 14, 2012 2:31 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Quickplay / Multiplay / Gamemodes.txt and
Server.cfg

You are not alone. As soon as beta period ends, i think community 
servers will be sitting most likely empty. Also customization is made 
harder. There are some cvars that existed in previous games but no 
longer. Atleast mp_timelimit and mp_freezetime seems to be back but no 
friendlyfire option.

You are not supposed to set any cvars (well, you can set some but not 
all will work from there) to server.cfg that are on gamemodes.txt. If 
you want to change something, changes should be made to 
gamemodes_server.txt. There's an example file under csgo folder called 
gamemodes_server.txt.example.

-ics

15.8.2012 0:21, Todd Pettit kirjoitti:
 Can I please get a response from Valve on this:

 How exactly are community servers going to fit into CSGO?

 Matchmaking and ranking is entirely disabled for community servers
according to the in-game notification when you click on Community
Quickplay.
 Is this set it stone and if so and if so how is quickplay supposed to
work?

 Can community servers run competitive mode since the ranking is the main
point of competitive mode?

 When does gamemodes.txt execute is it before or after the server.cfg? If
it is before server.cfg can we still use server.cfg to modify settings like
mp_friendlyfire?



 I basically want to set up 25 game servers on 1 box and have half be ff
and half without and maximize the servers availability to players.

 Am I alone on this? Has anyone got this all sorted out?

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[Csgo_servers] Bug: CS:GO is censored

2012-08-14 Thread Andreas Grimm
Dear valve,

 

since the last update my CS:GO client is censored.

 

The 4 commands are unknown:

violence_ablood

violence_agibs

violence_hblood

violence_hgibs

 

I already owned the beta and pre-purchased it a few days ago.

It never censored my game before. 

 

I know it's not server related, but it's extremly annoying.

A fix for this would be very nice

 

thanks and regards

 - Andreas

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Re: [Csgo_servers] Unlock GameType cVars

2012-08-13 Thread Andreas Grimm
3. Ability to buy kevlar + helmet in casual

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Douglas
Sent: Monday, August 13, 2012 11:56 PM
To: csgo_servers@list.valvesoftware.com
Subject: [Csgo_servers] Unlock GameType cVars

 

Give server owners / operators more freedom in customizing the server.

 

1. Include the Zeus x27 in Competitive.

2. Include player collision in Casual so players can boost.

Either or, We need these options.

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Re: [Csgo_servers] Classic Casual with playerclip?

2012-08-12 Thread Andreas Grimm
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] Server crash report: Bots

2012-08-11 Thread Andreas Grimm
Addition to this:

 

The crash is present since the june's update:

http://blog.counter-strike.net/index.php/2012/06/june-11th-update/

 

Before it worked without any problems.

 

 - Andreas

 

From: csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Saturday, August 11, 2012 3:28 PM
To: csgo_servers@list.valvesoftware.com
Subject: [Csgo_servers] Server crash report: Bots

 

Dear Valve,

 

when I login a custom bot by using the IBotManager interface the gameserver 
crashes instantly with a roundstart.

 

How to reproduce:

1. Make sure that there are no offical bots online (bot_quota 0)

2. Call botmanager-CreateBot(crashbot); to create a bot (where botmanager 
is an instance of IBotManager)

3. Execute mp_restartgame 1 - Crash

 

The gameserver creates two dump files:

1. http://pfiles.saigns.de/dmps/crash_srcds.exe_20120811151403_1.dmp

2. http://pfiles.saigns.de/dmps/assert_srcds.exe_20120811151404_2.dmp

 

Additional notes:

- It doesn't matter if the bot executes joingame; jointeam 3 1; joinclass or 
not. It crashes everytime.

- I don't call IBotController::RunPlayerMove(). It crashes before my engine is 
able to run any command.

 

Is there any chance to get this fixed?

 

Callstack on my side:

 server.dll!5902297e()

[Frames below may be incorrect and/or missing, no symbols 
loaded for server.dll]   

server.dll!59022a45()

server.dll!5900a747()

engine.dll!5ab5e34e() 

engine.dll!5ab5f363()


sourcemod.2.csgo.dll!__SourceHook_FHCls_IGameEventManager2FireEvent0::Func(IGameEvent
 * p1, bool p2)  Line 40 + 0xd0 bytes  C++

server.dll!58fc374e() 

server.dll!58fc4bac() 

server.dll!58e81f28() 


sourcemod.2.csgo.dll!__SourceHook_FHCls_IServerGameDLLGameFramefalse::Func(bool 
p1)  Line 54 + 0xa8 bytesC++

engine.dll!5ab064d3()   

engine.dll!5ab092eb() 

engine.dll!5ab6c0b3()   

engine.dll!5ab6d5a0()   

engine.dll!5ab6df2e()   

engine.dll!5ab7d09b() 

engine.dll!5ab7d1ea() 

engine.dll!5ab7d284()   

engine.dll!5abd574b() 

engine.dll!5abd3941()   

dedicated.dll!6e47390b()

dedicated.dll!6e47350e()

engine.dll!5abd4467()   

engine.dll!5abff4f0() 

engine.dll!5abd51ab() 

dedicated.dll!6e474331()

vstdlib.dll!73852165()

vgui2.dll!72a6e63f()   

dedicated.dll!6e4a0310()

dedicated.dll!6e4a0310()

dedicated.dll!6e474606()

KERNELBASE.dll!76224ec3()   

KERNELBASE.dll!762225bf()

KERNELBASE.dll!7622df0b()   

KERNELBASE.dll!7622e005()   

ntdll.dll!77867d93()

ntdll.dll!7786623f() 

ntdll.dll!77878157()

ntdll.dll!7786623f() 

ntdll.dll!77866244()

kernel32.dll!75d61680()   

kernel32.dll!75d6702e()   

gdi32.dll!74fb5d1a()   

gdi32.dll!74fb5ca2()   

user32.dll!75e7b9ba()   

user32.dll!75e7b9d6()   

srcds.exe!00277d73()

srcds.exe!00277dcf() 

srcds.exe!0027602a()

srcds.exe!002724d0()

srcds.exe!002784e7()

srcds.exe!0027853a()

srcds.exe!0027109d()

srcds.exe!002718b9()

srcds.exe!00275235()

kernel32.dll!75d6339a()   

ntdll.dll!77869ef2() 

ntdll.dll!77869ec5()

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Re: [Csgo_servers] death screenshot

2012-08-11 Thread Andreas Grimm
it should be spec_freeze_time, default is 5.0 is csgo

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Collin
Howard
Sent: Saturday, August 11, 2012 11:54 PM
To: csgo_servers@list.valvesoftware.com
Subject: [Csgo_servers] death screenshot

 

Does anyone know how to get rid of the freeze time of when you get killed
and it gives you the option to take a screenshot of your killer?

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Re: [Csgo_servers] Map issues

2012-06-06 Thread Andreas Grimm
de_bank and de_lake are demolition maps. you have to use game_type 1 and
game_mode 1 to play them

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of ATF_RoG`
\^/
Sent: Wednesday, June 06, 2012 8:48 PM
To: csgo_servers@list.valvesoftware.com
Subject: [Csgo_servers] Map issues

 

Looking for some help, I might have missed posted earlier. Running in
competitive mode, windows box, when we load maps such as bank, lake. There
is no buy menu and it acts like an ar  or gun game. I'm sure I've played
these maps publicly before or am l mistaken?
Thanks

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Re: [Csgo_servers] Bug: Custom sounds not working 100%

2012-06-05 Thread Andreas Grimm
So L4D2 never supported custom sounds? :-O

...oO(this explains why l4d2 has no real community ... kidding)

 

But I would guess that 95% of the CS:S and CS1.6 gameservers use custom
sounds.

The ability to use own sounds in CS:GO is very important for the community.

 

It really needs a fix

 

 - Andreas

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Monday, June 04, 2012 7:00 PM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Bug: Custom sounds not working 100%

 

This was always an issue with L4D2, which CS:GO is based on. Custom sounds
were a big no no and stringtable needed to be built always. Stuff like this
should never come to CS:GO and i'm afraid it does not stop there. I'm hoping
they won't include the VPK system to custom maps.

-ics

4.6.2012 19:00, Andreas Grimm kirjoitti: 

Hi @Valve,

 

when I add a custom mp3 or wav file to the downloadtable (they are precached
serverside), the clients download the files, when they connect to a server.

But when the clients try to play the files they get these errors:

 

for .wav:

[Sound] S_StartSound(): Failed to load sound 'x.wav'. File is missing
from disk/repository.

 

for .mp3:

[Sound] S_StartSound(): Failed to load sound 'x.mp3'. Can't create
mixer.

 

To fix that I have to write snd_rebuildaudiocache in client's console at
first.

After using the command my cs:go client crashes, but after a restart the
sounds are working.

 

- Andreas






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[Csgo_servers] mp_maxrounds 0 == infinite round start loop

2012-06-02 Thread Andreas Grimm
@Valve

 

When I set mp_maxrounds to 0 I get a infinite round start loop.

Could you change it so, that mp_maxrounds disabled the round limit?

 

 - Andreas

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[Csgo_servers] Feedback: HintText

2012-05-31 Thread Andreas Grimm
Hi Valve,

 

is there any chance to add a server side cvar to disable the fadein effect of 
HintText ?

Something similar to the sv_hudhint_sound cvar in previous games.

 

When we send multiple HintText messages in a short time, the fading is a bit 
annoying.

It would be handy for plugin developers to have a cvar to disable this.

 

regards

 - Andreas 

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[Csgo_servers] CSGO Update server tool

2012-05-15 Thread Andreas Grimm
My bots are sad and angry when they can't play!
but ... I don't really understand the relation between your post and the
topic.

it's simply a usability problem for every server hoster or gsp when they
have to update multiple servers with a single steam account and a login
limit of 1. it could take a lot of time to update all of them.

Sure, creating one installation and copying the files to the servers would
be the best solution then, but not all hosters are using this method atm.

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-bounces at list.valvesoftware.com] On Behalf Of
AeroliteGaming.com
Sent: Monday, May 14, 2012 10:38 PM
To: csgo_servers at list.valvesoftware.com
Subject: Re: [Csgo_servers] CSGO Update server tool

It's his saigns pay to cheat servers so he will fill it with bots. How 
will his money machine work without 100 servers?


On 14/05/2012 21:36, DontWannaName! wrote:
 How do you expect to even keep 100 servers full... There shouldnt be a 
 reason to update so many servers at once. It would be far easier to do 
 a single update and copy it across all the servers.



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[Csgo_servers] CSGO Update server tool

2012-05-14 Thread Andreas Grimm
+1 for anonymous accounts, that I would be able to update 100 gameservers
per script at the same time

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-bounces at list.valvesoftware.com] On Behalf Of ics
Sent: Monday, May 14, 2012 10:29 PM
To: csgo_servers at list.valvesoftware.com
Subject: Re: [Csgo_servers] CSGO Update server tool

 

Please do add anonymous account or a separate account for server as there
can be more than one server operator running the servers and if logins are
put on a script, you can already guess where i'm going at with this.

-ics

14.5.2012 22:20, Taylor Sherman kirjoitti: 

Hi all,

 

The new Steam console client will be replacing the existing HldsUpdateTool.
Games will move to the new client as we migrate them to the new HTTP (Steam
Pipe) download system.

 

Regarding the login - we may add an anonymous login mode in the future,
but that's not certain yet. Right now, it is of course necessary because the
CS:GO server is an access-controlled product.

 

regards,

Taylor

 

From: csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-bounces at list.valvesoftware.com] On Behalf Of Travis
Brown
Sent: Saturday, May 12, 2012 8:02 AM
To: csgo_servers at list.valvesoftware.com
Subject: Re: [Csgo_servers] CSGO Update server tool

 

I would say this is just untill the game ships. Its so not anyone can get
the files. Once the game ships it will be on hldsupdatetool.

On Sat, May 12, 2012 at 7:10 AM, ics ics at ics-base.net wrote:

Since the dedicated server is now out, i'm wondering if the update tool
(steam text client) will be permanent or does it go back to old one after
official release? It seems extremely inconvinient to have login with your
steam account to update a server (and also log out of your main account in
your own pc before doing so).

Blog says: One quick note, this is new method of delivering the files and
keeping them up to date. You will not see the servers in the tools section
of Steam. so i'm very much wondering if the new tool is here to stay or
not. Are the days coming back when you had separate login  password for
server or is this just for the duration of the more or less private beta
period?

-ics

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[Csgo_servers] Invalid GetHostVersion(), expecting 11403, got 11307

2012-05-12 Thread Andreas Grimm
Hi All,

 

since the ds are public, trying to connect to a gameserver with an older 
version should print an error message instead of just switching back to the 
main menu.

 

- Andreas

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[Csgo_servers] A2S_INFO: Timeout when -nomaster is set

2012-05-03 Thread Andreas Grimm
Hi all,

 

when I start a CS:GO gameserver with the -nomaster start parameter, I am not 
able to query the server with A2S_INFO anymore.

I just get a timeout.

 

Tested HLSW and own Java Library, both get no result.

 

Bug or Feature?

 

regards

 - Andreas

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[Csgo_servers] Hibernatung and rcon commands

2012-04-30 Thread Andreas Grimm
Hi all,

 

I have two questions:

 

1)

when I use a rcon stats (or any other rcon command) on my cs:go server I get 
the following output:

 

] rcon stats

CPU   InOut   Uptime  Users   FPSPlayers

31.57 11852.20 32880.32   2 0  992.91  10

L 04/30/2012 - 13:17:21: rcon from 176.198.65.15:52316: command stats

 

Is there any way to remove the last line, that gameservers don't echo the rcon 
command itself again?

In CS:S and TF2 it's hidden. Is there a cvar to turn it off?

 

2)

What does it exactly mean, when a gameserver is hibernating or not 
hibernating? What are the differences?

 

thanks and regards

 - Andreas 

 

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[Csgo_servers] Mapcycle.txt

2012-04-26 Thread Andreas Grimm
Hi all,

 

I joined the list today. I am hosting the 18 saigns.de gameservers for cs:go.

 

@Jas

Thanks for the info about -usercon.

Perhaps you could add a note into the rcon_password cvar, that admins can 
read in it's description, that they have to set this parameter?

Until now I had no idea how to activate rcon.

 

Another question:

I set the mapgroup in my server.cfg and not in my command line. It seems to 
work for me.

Is there anything bad to do this so?

 

- Andreas

 

 

 

From: csgo_servers-bounces at list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Ido Magal
Sent: Thursday, April 26, 2012 5:40 PM
To: Milton Ngan; 'Jas Singh'; csgo_servers at list.valvesoftware.com
Subject: Re: [Csgo_servers] Mapcycle.txt

 

Hi Jas,

 

Rcon is only enabled if you put ?usercon on the commandline.

 

 

Mapcycles have been replaced with mapgroups. Some notes about them:

 

-  Currently they?re defined in gamemodes.txt.

-  Map group examples:

o   mg_allclassic

o   mg_demolition

o   mg_armsrace

-   The ?mapgroup? needs to be specified on the command line anywhere 
before the ?map? command.

o   ?+mapgroup mg_allclassic +map de_dust?

-  Currently you must manually make sure that you?re launching the game 
in the mode that matches the mapgroup:

o   Casual   game_type 0; game_mode 0

o   Competitive   game_type 0; game_mode 1

o   Demolition  game_type 1; game_mode 0

o   Arms Race   game_type 1; game_mode 1

 

 

 

From: csgo_servers-bounces at list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan
Sent: Wednesday, April 25, 2012 9:36 PM
To: 'Jas Singh'; csgo_servers at list.valvesoftware.com
Subject: Re: [Csgo_servers] Mapcycle.txt

 

How are you specifying the rcon password and mapcycle file? Where have you got 
the mapcycle file? 

 

From: csgo_servers-bounces at list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Jas Singh
Sent: Wednesday, April 25, 2012 9:24 PM
To: csgo_servers at list.valvesoftware.com
Subject: [Csgo_servers] Mapcycle.txt

 

Hey guys,

Chet has suggested I join this list and see if anyone might be able to help me 
out. I am currently running the 3rd party server files but am unable to get a 
mapcycle.txt file being read. Also I'm unable to set a rcon password. If anyone 
could assist me in getting these working it would be greatly appreciated.

 

Jas Singh | Games Operations Administrator |  ON3 Network

mobile  +64.21.1731688  |  ign  .osiRiS

osiris at on3network.co.nz | www.on3network.co.nz |

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[Csgo_servers] Mapcycle.txt

2012-04-26 Thread Andreas Grimm
If I set mg_all_classic as mapgroup in server.cfg it works fine.

I start the server with +map cs_office and the voting menu shows all classic 
maps and players are able to change the map.

 

If I set mg_cs_office as mapgroup in server.cfg it works, too - But I can 
start a map vote for cs_office.

And improvment could be to disable client side mapvotings when there are less 
than two maps set in mapgroup. (posted in csgo.txt below).

Or would adding the mapgroup to the command line prevent this?

 

- Andreas

 

PS: I am not sure if it was posted before. I sent the files directly to Chet.

Since the server browser update I collected all my server related 
notes/feedback/ideas in one file, which is available here: 
http://pfiles.saigns.de/csgo.txt

 

For the future I will use this mailing list :)

 

From: Ido Magal [mailto:i...@valvesoftware.com] 
Sent: Thursday, April 26, 2012 6:02 PM
To: 'Andreas Grimm'; csgo_servers at list.valvesoftware.com
Subject: RE: [Csgo_servers] Mapcycle.txt

 

 

Another question:

I set the mapgroup in my server.cfg and not in my command line. It seems to 
work for me.

Is there anything bad to do this so?

 

- Andreas

 

 

 

If it works, great! Does it also correctly limit voting options to those maps?

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