Re: [Csgo_servers] net_maxcleartime not auto changing unless command entered in console

2016-10-19 Thread Usman Khan
yes same result.

On Sun, Oct 16, 2016 at 12:02 AM, thedudeguy1 
wrote:

> Have you tried putting the cvar that you want to change in your server.cfg?
>
>
>
> --
> View this message in context: http://csgo-servers.1073505.
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> entered-in-console-tp12144p12147.html
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>
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[Csgo_servers] net_maxcleartime not auto changing unless command entered in console

2016-10-14 Thread Usman Khan
I've following in autoexec.cfg
net_splitrate command works fine and value changes
sm_cvar net_maxcleartime is not changed after server is started and stays a
t 4 even though it is present in autoexec.cfg as 0.001, and i have to
manually enter in server console sm_cvar net_maxcleartime 0.001  to have it
changed.
How to fix it so it auto changes?
Since net_splitrate change so no issue with autoexec i guess

net_splitrate 2
sm_cvar net_maxcleartime 0.001
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Re: [Csgo_servers] Please Fix CSGO! Petition for Valve Fix Your Game @csgo_dev on YouTube.

2016-08-29 Thread Usman Khan
Community servers should have option to save screenshot from client pc and
auto save on server like a command that autouploads from client to srcds
directory but I guess that has a privacy issue if someone has opened steam
chat and ss is taken

On 29 Aug 2016 21:34, "thedudeguy1"  wrote:

> While I do agree that CS:GO does have some major issues with its hit
> registration and its very lacking anti-cheat, I feel like this petition is
> immature and saying simply "fix this" and "fix that" won't get the problem
> solved. It isn't as if something is completely broken, both of the systems
> in question in the partition work to an extent. VAC and the hitreg only
> need
> improvement not just "fixing". The hitreg in particular would be especially
> hard to "fix" because it would likely require a rewrite entirely of the hit
> registration mechanics which would also mean that not just the client
> engine
> but also the server engine would have to have major overhauls. I feel the
> need to point this out as many people don't understand how something cannot
> simply be "fixed" unless there is a mistake in the programming.
>
>
>
> --
> View this message in context: http://csgo-servers.1073505.
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> Game-csgo-dev-on-YouTube-tp12067p12068.html
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Re: [Csgo_servers] Guideline workaround?

2016-08-15 Thread Usman Khan
Most probably they r referring to mods like zombie ttt etc and not the
regular skins. Although statements are vague

On 15 Aug 2016 21:42, "Kristaps Kusiņš"  wrote:

> Does this mean that we are allowed to provide players with custom skins,
> for weapons that I have or someone else has made and they are not sold in
> steam market?
>
> *To clarify: it is also not acceptable to provide players with custom
> models and/or weapon skins that do not exist in the CS:GO ecosystem]*
>
> If so that means I can use the infamous weapons paint plugin, as long as
> it does not allowed to apply skins that are on sale for those weapons.
> Which means I can give skins like p90 dragonlore p250 dragonlore ak47
> dragonlore, but just exclude awp dragonlore?
>
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Re: [Csgo_servers] frequent server crashes

2016-07-16 Thread Usman Khan
no SM/meta loaded.

On Sun, Jul 17, 2016 at 1:56 AM, MiShU # gameserver-syndicate.de <
mi...@gameserver-syndicate.de> wrote:

>  i had similar problems with some sourcemod plugins, but its 2 or 3 years
> ago. ^^
>
>
>
>
> Am 16.07.2016 um 22:32 schrieb Usman Khan:
>
> Still not working here.
>
> On Sun, Jul 17, 2016 at 1:12 AM, Jamie Gracie <k1host...@gmail.com> wrote:
>
>> It seems after a brief search that others who have had similar issues
>> have had success by running it in Windows XP SP2 Compatibility Mode.
>>
>> On 16 Jul 2016 9:47 p.m., "Usman Khan" <usman.ghazan...@gmail.com> wrote:
>>
>>> anyone who can guide how to fix this "CUtlLinkedList overflow!
>>> (exhausted memory allocator)"
>>> i've plenty of free ram, no idea what that error is and how to fix this
>>> frequent crash
>>>
>>> On Fri, Jul 15, 2016 at 2:39 AM, Usman Khan <usman.ghazan...@gmail.com>
>>> wrote:
>>>
>>>> Out of all servers, one server is crashing frequently which is not on
>>>> my metamod or sourcemod, both are not installed. Only csay plugin. Had to
>>>> install accelerator to check debug which is as follows:
>>>>
>>>> 0 KERNELBASE.dll!RaiseException + 0x48
>>>> 1 engine.dll + 0x283bbc
>>>> 2 engine.dll + 0x283c20
>>>> 3 engine.dll + 0x28430d
>>>> 4 tier0.dll + 0x9310
>>>> 5 tier0.dll + 0x6338
>>>> 6 engine.dll + 0x712ef
>>>> 7 engine.dll + 0x1a834c
>>>> 8 engine.dll + 0x21ab15
>>>> 9 engine.dll + 0x21b25d
>>>>
>>>> Any idea why?
>>>>
>>>> OS Win 201 R2 server
>>>>
>>>
>>>
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Re: [Csgo_servers] frequent server crashes

2016-07-16 Thread Usman Khan
Still not working here.

On Sun, Jul 17, 2016 at 1:12 AM, Jamie Gracie <k1host...@gmail.com> wrote:

> It seems after a brief search that others who have had similar issues have
> had success by running it in Windows XP SP2 Compatibility Mode.
>
> On 16 Jul 2016 9:47 p.m., "Usman Khan" <usman.ghazan...@gmail.com> wrote:
>
>> anyone who can guide how to fix this "CUtlLinkedList overflow! (exhausted
>> memory allocator)"
>> i've plenty of free ram, no idea what that error is and how to fix this
>> frequent crash
>>
>> On Fri, Jul 15, 2016 at 2:39 AM, Usman Khan <usman.ghazan...@gmail.com>
>> wrote:
>>
>>> Out of all servers, one server is crashing frequently which is not on my
>>> metamod or sourcemod, both are not installed. Only csay plugin. Had to
>>> install accelerator to check debug which is as follows:
>>>
>>> 0 KERNELBASE.dll!RaiseException + 0x48
>>> 1 engine.dll + 0x283bbc
>>> 2 engine.dll + 0x283c20
>>> 3 engine.dll + 0x28430d
>>> 4 tier0.dll + 0x9310
>>> 5 tier0.dll + 0x6338
>>> 6 engine.dll + 0x712ef
>>> 7 engine.dll + 0x1a834c
>>> 8 engine.dll + 0x21ab15
>>> 9 engine.dll + 0x21b25d
>>>
>>> Any idea why?
>>>
>>> OS Win 201 R2 server
>>>
>>
>>
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[Csgo_servers] frequent server crashes

2016-07-14 Thread Usman Khan
Out of all servers, one server is crashing frequently which is not on my
metamod or sourcemod, both are not installed. Only csay plugin. Had to
install accelerator to check debug which is as follows:

0 KERNELBASE.dll!RaiseException + 0x48
1 engine.dll + 0x283bbc
2 engine.dll + 0x283c20
3 engine.dll + 0x28430d
4 tier0.dll + 0x9310
5 tier0.dll + 0x6338
6 engine.dll + 0x712ef
7 engine.dll + 0x1a834c
8 engine.dll + 0x21ab15
9 engine.dll + 0x21b25d

Any idea why?

OS Win 201 R2 server
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[Csgo_servers] Increase of Cheaters in Community Servers

2016-07-04 Thread Usman Khan
Recently we have been observing a surge in cheating on community servers.
There is a rumor going on that VAC is not checking players who play on
community servers, maybe that is why we are observing the increase.
Is that true?
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Re: [Csgo_servers] Skin/Knife/WS/Kosy/Skiny - Valve Politics

2016-06-08 Thread Usman Khan
I remember a different !knife plugin being also used for last two men
standing who wanted a knife round between the last two players which was
fine
Just saying ;)
On Jun 8, 2016 9:19 PM, "Absurd Minds"  wrote:

> They're prohibited, but I agree that valve needs to step up the counter
> measures. There are still so many servers with skin plugins. It's
> frustrating to have people join my server, type !knife, say "gay" and then
> immediately leave.
>
> I mean, if all they care about is skins, they probably don't play
> competitively enough to be in my server in the first place, but it's still
> hard to not be frustrated.
> On Jun 8, 2016 12:13 PM, "Risk"  wrote:
>
>> Good morning,
>> A year ago, was the information on the prohibition of the use of
>> counterfeiting player's inventory?
>> It was created token?
>> It created application servers that are abusing this rule?
>>
>> What has been done on this year?
>> NOTHING.
>>
>> Network servers are all completely somewhere, one of those involved in
>> the creation of the servers does not pay attention to the ban. Why is this
>> happening?
>> There were maybe 3-4 waves bans on IP or token.
>> Has anyone took this? No, generate a new token that moment. These
>> developers have several accounts steam. Each of the accounts of tokens,
>> prepared the unit if a bummer!
>>
>> Punish you where you can see exactly .. Look at the top 50 servers,
>> according to GT.
>> http://www.gametracker.com/search/csgo/?=50#search
>>
>> We are looking for:
>> !knife result 13
>> !ws result 10
>> 30% of servers with top uses prohibited plugins!
>>
>> But let's see how things look on? GT's search under the word !knife, !ws,
>> siny, kosy:
>> http://www.gametracker.com/search/csgo/?query=%21ws=50#search
>> 9 pages of 50 results, or 450 servers ws
>> http://www.gametracker.com/search/csgo/?query=%21knife=50#search
>> 9 pages of 50 results, just 450 servers knife. Practically the same
>> servers.
>> http://www.gametracker.com/search/csgo/?query=skiny=50#search
>> 200 results for the word skiny
>> http://www.gametracker.com/search/csgo/?query=kosy=50#search
>> 200 results for the word kosy
>> About 600 servers is prohibited plugins!
>>
>> I would ask for a clear definition of the rules and to take appropriate
>> steps in this matter.
>> Or skins and knife are permitted or prohibited!
>> I'm sorry for my English, translate google
>>
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Re: [Csgo_servers] Smoke bug - see enemy players in radar

2016-06-05 Thread Usman Khan
Same bug was reported a year ago with no fix. A person made a plugin to fix
it but it explains the issue
https://forums.alliedmods.net/showthread.php?p=2062204

On Sun, May 15, 2016 at 3:07 PM, Usman Khan <usman.ghazan...@gmail.com>
wrote:

> In srcds server, enemy players can be seen through smoke in radar. It is
> prevalent since the last few updates. How to fix that?
>
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[Csgo_servers] Server Monetisation Policy & Use of Images Online to Promote Own Server

2016-05-27 Thread Usman Khan
1. I am unable to find link to legal valve info which tells and allows
server operators to get entry money to give access to hosted game servers.
Any details would be highly appreciated.

2. Legal info allowing Permission to use Game images for promoting self
hosted servers, tournaments of CSGO etc

Any proper Valve link would be highly appreciated?
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Re: [Csgo_servers] Choke in tickrate 128 servers

2016-05-26 Thread Usman Khan
Been facing variance issues even on 10 slots 64tick default server running
on Intel Xeon X5675 on Windows 2012 server.
Seems like srcds is not optimized or compatible, tried alot to do this and
that with no help and variance stays at 0.386 approx instead of other
peoples servers which have like 0.004 etc
I dont think more powerful processor should be required but no support to
fix it

On Wed, May 25, 2016 at 5:01 AM, Neuro Toxin  wrote:

> I run this:
>
>
> http://ark.intel.com/m/products/80909/Intel-Xeon-Processor-E3-1241-v3-8M-Cache-3_50-GHz#@product/specifications
>
> My max is 32 slots at 128 tick on casual with win 2008 and performance
> tweaks.
>
> @ 32 slots i get yellow spikes during high action.
>
>
>
> --
> View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/Choke-in-tickrate-128-servers-tp11737p11774.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
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[Csgo_servers] Smoke bug - see enemy players in radar

2016-05-15 Thread Usman Khan
In srcds server, enemy players can be seen through smoke in radar. It is
prevalent since the last few updates. How to fix that?
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[Csgo_servers] new server crashing hack in wild

2016-03-20 Thread Usman Khan
After recent update, my servers are getting frequently crashing. After
unloading all plugins still crashing. A person was also claiming that he's
crashing servers.
Nothing in logs seen, nothing in accelerator. No ddos as per firewall.
Please see following windows error:


Problem signature:
  Problem Event Name: BEX
  Application Name: srcds.exe
  Application Version: 0.0.0.0
  Application Timestamp: 56da87ca
  Fault Module Name: tier0.dll
  Fault Module Version: 0.0.0.0
  Fault Module Timestamp: 56e9ae39
  Exception Offset: 0002134e
  Exception Code: c409
  Exception Data: 0007
  OS Version: 6.3.9600.2.0.0.272.7
  Locale ID: 1033
  Additional Information 1: ccd2
  Additional Information 2: ccd28e46c1223ab9ce205c10b3769bed
  Additional Information 3: 446f
  Additional Information 4: 446f4a1394b53d51817ca8305bb71b39

Read our privacy statement online:
  http://go.microsoft.com/fwlink/?linkid=280262
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Re: [Csgo_servers] mod legitimacy check to avoid ban

2016-03-14 Thread Usman Khan
So final verdict, will it take safe to run the mods I mentioned? As soon
mods I mentioned like zombie and surf ttt furien etc do modify characters
and admin ESP shows extra character model for between walls checking of hack
On Mar 14, 2016 10:26 AM, "Max Krivanek" <m...@kigen.co> wrote:

> From what people have posted, that is what it sounds like.  There are only
> two ways they could have done the GSLT ban system.  Either the server sends
> a special signal when it thinks that your breaking the rules, or clients
> could.  Either way, both ways are idiotic.  False bans are possible with
> the client method.  And easy avoidance of this ban system is possible with
> the server angle.
>
> On Sun, Mar 13, 2016 at 10:04 PM, Nathaniel Theis <ntth...@gmail.com>
> wrote:
>
>> Don't tell me they have the server checking itself for breaking the
>> rules...
>> On Mar 13, 2016 7:02 PM, "Max Krivanek" <m...@kigen.co> wrote:
>>
>>> The SourceMod update is nice, but it isn't exactly conclusive.  Because
>>> Valve could add other checks in an update or a check might have been missed
>>> by psychonic.  As it is my understand he is trying to find these checks
>>> through reverse engineering of CSGO server files.
>>>
>>> On Sun, Mar 13, 2016 at 3:55 PM, Usman Khan <usman.ghazan...@gmail.com>
>>> wrote:
>>>
>>>> already done a long time ago when FollowCSGOServerGuidelines 1 was
>>>> released, just need to be sure that these mods dont let my servers
>>>> banned if anyone else has positive views for them
>>>>
>>>> On Mon, Mar 14, 2016 at 1:50 AM, Zaretti Steve <kosso...@gmail.com>
>>>> wrote:
>>>>
>>>>>  just update sourcemod to lastest version and enable
>>>>> FollowCSGOServerGuidelines options.
>>>>>
>>>>> https://forums.alliedmods.net/showthread.php?p=2398804#post2398804
>>>>>
>>>>> 2016-03-13 19:43 GMT+01:00 Usman Khan <usman.ghazan...@gmail.com>:
>>>>> > i know there is an option in sourcemod to not allow certain plugins
>>>>> which
>>>>> > use certain code
>>>>> >
>>>>> > I just want to confirm if following are clean plugins so i can use
>>>>> them?
>>>>> > since i am no developer to look into code? to me they look clean
>>>>> >
>>>>> > ckSurf https://forums.alliedmods.net/showthread.php?t=264498
>>>>> > Zombie Plague https://forums.alliedmods.net/showthread.php?t=272546
>>>>> > CSGO Deathrun https://forums.alliedmods.net/showthread.php?p=1164669
>>>>> > ESP WH for Admins
>>>>> https://forums.alliedmods.net/showthread.php?t=27
>>>>> > FurienGo
>>>>> >
>>>>> >
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>>>>
>>>>
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Re: [Csgo_servers] mod legitimacy check to avoid ban

2016-03-13 Thread Usman Khan
already done a long time ago when FollowCSGOServerGuidelines 1 was released,
just need to be sure that these mods dont let my servers banned if anyone
else has positive views for them

On Mon, Mar 14, 2016 at 1:50 AM, Zaretti Steve <kosso...@gmail.com> wrote:

>  just update sourcemod to lastest version and enable
> FollowCSGOServerGuidelines options.
>
> https://forums.alliedmods.net/showthread.php?p=2398804#post2398804
>
> 2016-03-13 19:43 GMT+01:00 Usman Khan <usman.ghazan...@gmail.com>:
> > i know there is an option in sourcemod to not allow certain plugins which
> > use certain code
> >
> > I just want to confirm if following are clean plugins so i can use them?
> > since i am no developer to look into code? to me they look clean
> >
> > ckSurf https://forums.alliedmods.net/showthread.php?t=264498
> > Zombie Plague https://forums.alliedmods.net/showthread.php?t=272546
> > CSGO Deathrun https://forums.alliedmods.net/showthread.php?p=1164669
> > ESP WH for Admins https://forums.alliedmods.net/showthread.php?t=27
> > FurienGo
> >
> >
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[Csgo_servers] mod legitimacy check to avoid ban

2016-03-13 Thread Usman Khan
i know there is an option in sourcemod to not allow certain plugins which
use certain code

I just want to confirm if following are clean plugins so i can use them?
since i am no developer to look into code? to me they look clean

ckSurf https://forums.alliedmods.net/showthread.php?t=264498
Zombie Plague https://forums.alliedmods.net/showthread.php?t=272546
CSGO Deathrun https://forums.alliedmods.net/showthread.php?p=1164669
ESP WH for Admins https://forums.alliedmods.net/showthread.php?t=27
FurienGo
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Re: [Csgo_servers] GSLT continually revoked for no reason!

2016-03-03 Thread Usman Khan
1st of all with updated plugins server got banned, it's not trash talk if u
don't like it then don't reply, noone is forcing u. Also read the actual
jist of this email thread which was started instead of trash talking
downplaying a complainant about some genuine issue. If u were lucky, not
everyone was.
On Mar 3, 2016 1:44 PM, "Zaretti Steve" <kosso...@gmail.com> wrote:

> As I just told you, please update your plugin and stop trash talking.
> https://forums.alliedmods.net/showthread.php?p=2398804#post2398804
>
>  I'm done.
>
> 2016-03-03 9:32 GMT+01:00 Usman Khan <usman.ghazan...@gmail.com>:
> > Servers operators should not be expected to know all that French
> programming
> > language table unassigned etc Zaretti. The issue is that valve failed to
> > acknowledge genuine issue.
> > I've closed zombiemod, Surf, hide n seek, csgofurien and other mods as
> still
> > nothing is clear. Servers r running on bare minimum and traffic
> decreased by
> > more than 60%
> > Aa far as operators are concerned, a simple no inventory change by plugin
> > was being done but banned...
> >
> > On Mar 3, 2016 1:23 PM, "Zaretti Steve" <kosso...@gmail.com> wrote:
> >>
> >> You have wrong. You can simply GivePlayerItem(cllient,
> >> "weapon_m4a1_silencer"). It will works and you won't get banned.
> >>
> >> 2016-03-03 9:00 GMT+01:00 Neuro Toxin <coray...@yahoo.com.au>:
> >> > m_iItemDefinitionIndex picks up plugins forcing knives which is fair.
> >> >
> >> > What if i want to force a m4a1s insteal of an m4a4 via a plugin for a
> >> > specific gamemode. I have to force the item definition.
> >> >
> >> > An example is a 1v1 server. I should be able to allow a player to
> choose
> >> > any
> >> > of the replacement weapons and should be allowed to force their item
> >> > definitions to acheive this.
> >> >
> >> > Valve stated its fine for plugins to give default weapons (besides
> >> > knives).
> >> > So then item definition changes shouldnt trigger detections unless its
> >> > changed to a melee weapon type.
> >> >
> >> > 
> >> > From: Zaretti Steve <kosso...@gmail.com>;
> >> > To: <csgo_servers@list.valvesoftware.com>;
> >> > Subject: Re: [Csgo_servers] GSLT continually revoked for no reason!
> >> > Sent: Thu, Mar 3, 2016 6:53:55 AM
> >> >
> >> > GSLT bans works like VAC ban. It's memory edition related. That's mean
> >> > anything that alter one of theese:
> >> >
> >> > Table: m_AttributeManager (offset 1724) (type
> DT_AttributeContainer)
> >> >   Member: m_hOuter (offset 28) (type integer) (bits 21)
> >> > (Unsigned|NoScale)
> >> >   Member: m_ProviderType (offset 36) (type integer) (bits 4)
> >> > (Unsigned)
> >> >   Member: m_iReapplyProvisionParity (offset 24) (type integer)
> >> > (bits 6) (Unsigned)
> >> >   Table: m_Item (offset 60) (type DT_ScriptCreatedItem)
> >> >   Member: m_iItemDefinitionIndex (offset 84) (type integer) (bits
> >> > 20) (Unsigned)
> >> >   Member: m_iEntityLevel (offset 92) (type integer) (bits 8) ()
> >> >   Member: m_iItemIDHigh (offset 104) (type integer) (bits 32)
> >> > (Unsigned)
> >> >   Member: m_iItemIDLow (offset 108) (type integer) (bits 32)
> >> > (Unsigned)
> >> >   Member: m_iAccountID (offset 112) (type integer) (bits 32)
> >> > (Unsigned)
> >> >   Member: m_iEntityQuality (offset 88) (type integer) (bits 5) ()
> >> >   Member: m_bInitialized (offset 124) (type integer) (bits 1)
> >> > (Unsigned)
> >> >   Member: m_szCustomName (offset 184) (type string) (bits 0) ()
> >> >   Table: m_NetworkedDynamicAttributesForDemos (offset 156) (type
> >> > DT_AttributeList)
> >> > Table: m_Attributes (offset 0) (type _ST_m_Attributes_32)
> >> > Table: lengthproxy (offset 0) (type _LPT_m_Attributes_32)
> >> >   Member: lengthprop32 (offset 0) (type integer) (bits 6)
> >> > (Unsigned)
> >> > Table: 000 (offset 0) (type DT_ScriptCreatedAttribute)
> >> >   Member: m_iAttributeDefinitionIndex (offset 4) (type
> >> > integer) (bits 16) (Unsigned)
> >> >   Member: m_iRawValue32 (offset 8) (type integer) (bits 32)
>

Re: [Csgo_servers] GSLT continually revoked for no reason!

2016-03-03 Thread Usman Khan
Servers operators should not be expected to know all that French
programming language table unassigned etc Zaretti. The issue is that valve
failed to acknowledge genuine issue.
I've closed zombiemod, Surf, hide n seek, csgofurien and other mods as
still nothing is clear. Servers r running on bare minimum and traffic
decreased by more than 60%
Aa far as operators are concerned, a simple no inventory change by plugin
was being done but banned...
On Mar 3, 2016 1:23 PM, "Zaretti Steve"  wrote:

> You have wrong. You can simply GivePlayerItem(cllient,
> "weapon_m4a1_silencer"). It will works and you won't get banned.
>
> 2016-03-03 9:00 GMT+01:00 Neuro Toxin :
> > m_iItemDefinitionIndex picks up plugins forcing knives which is fair.
> >
> > What if i want to force a m4a1s insteal of an m4a4 via a plugin for a
> > specific gamemode. I have to force the item definition.
> >
> > An example is a 1v1 server. I should be able to allow a player to choose
> any
> > of the replacement weapons and should be allowed to force their item
> > definitions to acheive this.
> >
> > Valve stated its fine for plugins to give default weapons (besides
> knives).
> > So then item definition changes shouldnt trigger detections unless its
> > changed to a melee weapon type.
> >
> > 
> > From: Zaretti Steve ;
> > To: ;
> > Subject: Re: [Csgo_servers] GSLT continually revoked for no reason!
> > Sent: Thu, Mar 3, 2016 6:53:55 AM
> >
> > GSLT bans works like VAC ban. It's memory edition related. That's mean
> > anything that alter one of theese:
> >
> > Table: m_AttributeManager (offset 1724) (type DT_AttributeContainer)
> >   Member: m_hOuter (offset 28) (type integer) (bits 21)
> > (Unsigned|NoScale)
> >   Member: m_ProviderType (offset 36) (type integer) (bits 4)
> (Unsigned)
> >   Member: m_iReapplyProvisionParity (offset 24) (type integer)
> > (bits 6) (Unsigned)
> >   Table: m_Item (offset 60) (type DT_ScriptCreatedItem)
> >   Member: m_iItemDefinitionIndex (offset 84) (type integer) (bits
> > 20) (Unsigned)
> >   Member: m_iEntityLevel (offset 92) (type integer) (bits 8) ()
> >   Member: m_iItemIDHigh (offset 104) (type integer) (bits 32)
> (Unsigned)
> >   Member: m_iItemIDLow (offset 108) (type integer) (bits 32)
> (Unsigned)
> >   Member: m_iAccountID (offset 112) (type integer) (bits 32)
> (Unsigned)
> >   Member: m_iEntityQuality (offset 88) (type integer) (bits 5) ()
> >   Member: m_bInitialized (offset 124) (type integer) (bits 1)
> (Unsigned)
> >   Member: m_szCustomName (offset 184) (type string) (bits 0) ()
> >   Table: m_NetworkedDynamicAttributesForDemos (offset 156) (type
> > DT_AttributeList)
> > Table: m_Attributes (offset 0) (type _ST_m_Attributes_32)
> > Table: lengthproxy (offset 0) (type _LPT_m_Attributes_32)
> >   Member: lengthprop32 (offset 0) (type integer) (bits 6)
> (Unsigned)
> > Table: 000 (offset 0) (type DT_ScriptCreatedAttribute)
> >   Member: m_iAttributeDefinitionIndex (offset 4) (type
> > integer) (bits 16) (Unsigned)
> >   Member: m_iRawValue32 (offset 8) (type integer) (bits 32)
> > (Unsigned)
> >   Member: m_iRawInitialValue32 (offset 12) (type integer)
> > (bits 32) (Unsigned)
> >   Member: m_nRefundableCurrency (offset 16) (type integer)
> > (bits 32) (Unsigned)
> >   Member: m_bSetBonus (offset 20) (type integer) (bits 1)
> (Unsigned)
> >   Member: m_OriginalOwnerXuidLow (offset 2292) (type integer) (bits
> 32)
> > ()
> >   Member: m_OriginalOwnerXuidHigh (offset 2296) (type integer) (bits
> 32)
> > ()
> >   Member: m_nFallbackPaintKit (offset 2300) (type integer) (bits
> > 16) (Unsigned)
> >   Member: m_nFallbackSeed (offset 2304) (type integer) (bits 10)
> > (Unsigned)
> >   Member: m_flFallbackWear (offset 2308) (type float) (bits 0)
> (NoScale)
> >   Member: m_nFallbackStatTrak (offset 2312) (type integer) (bits 20)
> ()
> >
> >
> > Will result in a ban. Please mind some plugin are editing this:
> > m_iItemDefinitionIndex but should have not. You must update them.
> >
> > 2016-03-03 1:06 GMT+01:00 Unbelievable :
> >> Well if you had !knife and get banned for its kinda ur fault but I'm
> >> talking
> >> about communities who dont have any of that shit and still get banned,
> >> because they ban you so you have to rebuy game so u make them more money
> >> simple
> >>
> >>
> >>
> >> --
> >> View this message in context:
> >>
> http://csgo-servers.1073505.n5.nabble.com/GSLT-continually-revoked-for-no-reason-tp11603p11619.html
> >> Sent from the CSGO_Servers mailing list archive at Nabble.com.
> >>
> >> ___
> >> Csgo_servers mailing list
> >> Csgo_servers@list.valvesoftware.com
> >> 

Re: [Csgo_servers] GSLT continually revoked for no reason!

2016-03-02 Thread Usman Khan
Mishy gslt ban on my server wasn't showing on that API either but was
banned once logged into token link. Sorry to hear about his issue which I
faced too
On Mar 2, 2016 7:53 PM, "MiShU # gameserver-syndicate.de" <
mi...@gameserver-syndicate.de> wrote:

> The IP you wrote is fine in my opinion?
>
>
> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=192.223.24.139:27015
>
> Am 02.03.2016 um 13:38 schrieb evolv:
>
>> As I do not know how else to contact valve/steam, I am resorted to method
>> for
>> a response to why my gameservers are continually having our game server
>> login tokens revoked without giving out an custom skins for guns or
>> knives.
>> (Or even any gun, knives, or models for that matter)
>>
>> My CS:GO gameservers a routinely receiving an unannounced GSLT
>> blacklisting
>> from steam servers. We were very much aware of your message to gameserver
>> operators on the CS:GO mailing list, regarding the issue of knife skins on
>> the marketplace being given out through gameserver plugins.
>>
>> After that announcement we ceased to run any plugin that does this. We
>> have
>> removed all plugins that give out even stock weapons, knives, or models.
>> Our
>> server has literally become bare and not very usable with everything we
>> have
>> disabled, yet we are still somehow having our tokens revoked.
>>
>> How do all zombie mod, deathmatch, and gungame servers continue to exist
>> when they give out default weapons? Why are KSFClan servers being targeted
>> and banned with no explanation or warning?
>>
>> As our gameservers keep getting our gameserver login tokens revoked for no
>> reason (server ip 192.223.24.139:27015), I ask for at least some type of
>> response as to why this keeps happening.
>>
>>
>>
>> --
>> View this message in context:
>> http://csgo-servers.1073505.n5.nabble.com/GSLT-continually-revoked-for-no-reason-tp11603.html
>> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>>
>> ___
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>> Csgo_servers@list.valvesoftware.com
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>
>
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Re: [Csgo_servers] Problem with .bz2 map big size > 150 MB

2016-02-12 Thread Usman Khan
Neuro Toxin is correct. Valve really needs to enable large map downloading
of compressed files.
If uncompressed file size is >= 150 MB, then do not compress and put it
uncompressed on FASTDL and it will work.

On Fri, Feb 12, 2016 at 10:42 AM, ics  wrote:

> You should forget bzip2 packing and start using bzpzip repacking. Steam
> workshop does the same automatically when map is uploaded there. It's more
> efficient and smallerfilesize. For example
>
> You mentioned FMPONE's maps, none of them are over 150 megs repacked in
> the workshop.
>
> https://developer.valvesoftware.com/wiki/BSPZIP
>
> -ics
>
> helpme_please kirjoitti:
>
> why
>> Counter-Strike: Source can compressed map > 150 MB but...
>> Counter-Strike: Global Offensive can't compressed map > 150 MB
>>
>>
>>
>> --
>> View this message in context:
>> http://csgo-servers.1073505.n5.nabble.com/Problem-with-bz2-map-big-size-150-MB-tp11402p11408.html
>> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>>
>> ___
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>>
>
>
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Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-27 Thread Usman Khan
And no response or fix from valve for those who weren't using any such
plugins but got banned. Almost 24 hours now
On Jan 28, 2016 7:27 AM, "Fernando Sanch3z" <fernandosanc...@gmx.de> wrote:

> This has to be a joke. So things like swapknife were actually banned
> plugins?
>
> Am 28.01.2016 um 03:16 schrieb Ian:
>
> Just imagine... a week ago:
>
> "Hey guys, Vitaliy here. We're adding a cvar that allows you to drop your
> knife. If you guys are using the swap/take knife plugin, you need to
> disable it or that will cause your server to get banned, please use the new
> cvar instead. Thanks!"
>
> In reality: Servers blacklisted first, then "Oh here's a cvar, RIP to your
> GSLT accounts"
>
> This has got to be a joke. And of course no one from Valve is responding to
> any of these emails. The lack of communication is such a joke.
>
> "Valve, pls fix"
>
> On Wed, Jan 27, 2016 at 9:08 PM, Daniel Barreiro 
> <smelly.feet.you.h...@gmail.com> wrote:
>
>
> – Added convar mp_drop_knife_enable (defaults to ‘0’) that allows players
> on community servers to drop their knives.
>
> lol
>
> On Wed, Jan 27, 2016 at 2:37 PM, Charalampos Galanis <xngala...@gmail.com> 
> <xngala...@gmail.com>
> wrote:
>
>
> I have a friend too , which tried the same thing (registering the phone
> number from a banned account to other accounts) and guess what? The
> accounts were already banned too!!!
>
> So yes , if you want to create new GSLT's , to a new or another account
> ,  consider registering a new phone.
>
> 2016-01-27 20:42 GMT+02:00 Team LANII <lanii.c...@gmail.com> 
> <lanii.c...@gmail.com>:
>
>
> Really? Phone number banned?
>
> Valve, please clarify asap:
> -Which problems are the problem exactly?
> -Are server reports a problem? How can a serverowner defend against
> unfair reports?
> -Are servernames and servertags a problem?
> -Is the phone number permanently banned?
>
>
>
> On Wed, Jan 27, 2016 at 7:37 PM, Charalampos Galanis <xngala...@gmail.com> 
> wrote:
>
>
> I fixed it trying my main account , and another phone numberstrange
>
>
> 2016-01-27 20:36 GMT+02:00 Charalampos Galanis <xngala...@gmail.com> 
> <xngala...@gmail.com>:
>
>
> Do valve track the phone numbers too?
>
> Because I tried to register the same phone number and create tokens to
> an another smurf account too , but couldn't do it because of an existing
> ban and  I know that the account I tried had never hosted GLST
> beforestrange.
>
> 2016-01-27 17:37 GMT+02:00 Matthias "InstantMuffin" Kollek 
> <proph...@sticed.org>:
>
>
> People talking rubbish, other folks calling them out and talking
> rubbish themselves.
> "Valve ignored my valuable information". My favorite.
>
> Just going to do the only thing reasonable. Setting up a filter for
> these mails, waiting for anything official, and assuming that while there
> might be wrongful bans, people with rightful bans will definitely pretend
> the opposite and take their chances.
>
> On 27.01.2016 15:03, Usman Khan wrote:
>
>
>
> Valve please immediately take action, lots of users in my country
> are affected due to this wrong banning, as we were not running any banned
> plugins, infact nothing to change inventory or skins or anything , and
> actually nk support for server owners to appeal against ban
>
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>
>
>
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>
>
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>
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>
>
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>
>
>
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>
>
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[Csgo_servers] Wrong GSLT Ban

2016-01-27 Thread Usman Khan
Got some server of mine banned and I have not been using any banned plugin
at all. Since many tokens were used against account, so not sure why and
against which it was banned. I've been fully complying to all the
instructions of Valve, Can valve urgently fix it? Due to this issue, all
servers are down. Why have separate tokens

Your account has an active ban on its game server tokens.
This ban expires on Friday, 01-Jan-38 00:00:00 GMT

whom to contact for wrongful ban appeal?
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Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-27 Thread Usman Khan
Valve please immediately take action, lots of users in my country are
affected due to this wrong banning, as we were not running any banned
plugins, infact nothing to change inventory or skins or anything , and
actually nk support for server owners to appeal against ban
On Jan 27, 2016 6:56 PM, "Nomaan Ahmad"  wrote:

> If that was in reply to me. I never said its not fine to switch to a knife
> owned by the player. But if you use an unapproved plugin that allows you to
> script a plugin that makes a player receive a weapon they do not own then
> its a problem. If you didn't do any of this then its a false ban.
>
> I am not sure the reason for using that unapproved plugin by its own as it
> doesn't do anything.
> If you used that unapproved plugin and wrote a code that gives butterfly
> knife instead of default or from their inventory then you are breaking
> valve's policy.
>
> On 27 January 2016 at 13:44, iNilo  wrote:
>
>> *Jul 10, 2015; 7:51pm  Vitaliy Genkin Vitaliy Genkin*
>>
>>
>>> (4) Assuming that I’m not granting an item that a player does not own:
>>> -Is it ok to have a “remove all weapons”/”hide knife” function on a
>>> server?
>>> -Is it ok to have a “knife drop”/”knife switch” function that allows a
>>> player to drop their knife (that they own) so another player can pick it up?
>>> *Both of these functions are fine. There are some game modes where it
>>> makes sense to have unarmed players (e.g., surf), and in a trading server
>>> being able give a player your knife to inspect is fine too. In general,
>>> letting players use what they own in a new way isn’t a problem.*
>>
>>
>>
>> *this claims its fine to switch knives with a player, just as long as A
>> player HAS the item in HIS inventory, so if its a knife that exists in an
>> inventory, it should be fine.*
>>
>>
>> *(source 
>> http://csgo-servers.1073505.n5.nabble.com/Request-to-Server-Operators-tc9684.html#a9748
>> )*
>>
>>
>>
>> 2016-01-27 14:30 GMT+01:00 Nomaan Ahmad :
>>
>>> LANI: I am not here to argue but that unapproved plugin can be used in a
>>> way that it could give weapons to players that they do not own. You can
>>> write a plugin to use with that unapproved plugin to give butterfly knife
>>> to people that don't own it. I don't think SM dev unapprove plugins for no
>>> reason.
>>>
>>> On 27 January 2016 at 13:24, Team LANII  wrote:
>>>
 Nomaan: Please read again what I wrote. We DID NOT use a plugin that
 gives a skin to a player that he does not own.

 On Wed, Jan 27, 2016 at 2:22 PM,  wrote:

> They ban in waves, nothing stops them to just generate a new token
> under a new account and swap it with the banned one.
>
> They’ll be fine for the next 3-4 months and then do it again.
>
>
>
> It doesn’t really cost much to get a csgo account and a phone number.
>
>
>
> BR,
>
> Niko
>
>
>
> *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
> csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Absurd
> Minds
> *Sent:* Wednesday, January 27, 2016 14:19
> *To:* csgo_servers@list.valvesoftware.com
> *Subject:* Re: [Csgo_servers] Anyone else hit with a GSLT ban?
>
>
>
> I'm not sure that you can trust that valve's method of banning is
> effective and error-free. If others in this thread are too be trusted,
> there are some servers still running !ws and !knife that are still up.
>
> On Jan 27, 2016 8:10 AM, "Nomaan Ahmad"  wrote:
>
> It seems you are confused. There are 2 plugins... well one is an
> extension.
>
> Always Weapon Skins by Neuro Toxin:
> https://forums.alliedmods.net/showthread.php?p=2112938
>
> GiveNamedItem Econ by Drifter:
> https://forums.alliedmods.net/showthread.php?t=236199
>
> I use the Always Weapons Skin. It does require dhooks and my server
> didn't get any bans. I also doubt you would get banned for the extension.
>
>
>
> On 27 January 2016 at 13:00, Team LANII  wrote:
>
> Nomaan: Did you have an old Always Weapon Plugin installed, that needs
> to have another plugin installed, named "givenameditem.smx"? If not, an 
> old
> version with this dependency could still be the problem.
>
>
>
> On Wed, Jan 27, 2016 at 1:54 PM, Nomaan Ahmad 
> wrote:
>
> I use Always Weapons plugin on my server and they never got banned so
> it isn't that. There might be legit bans with some false bans too. If they
> are solely relying on player reports then this system is heavily flawed.
> Server operator know more about prohibited plugins than players as they
> always ask for weapon that 

Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-27 Thread Usman Khan
Mine got banned with no plugins like that and no idea how to fix that as
all was set according to rules . all servers with account banned :(
On Jan 27, 2016 6:15 PM, "Team LANII"  wrote:

> This is the plugin (which is now unapproved) on which Always Weapon Skin,
> an old version of it, relied upon:
> https://forums.alliedmods.net/showthread.php?t=264320
> If it is this way, yes, it is somewhat my fault for not updating the AWS
> plugin, but it seems strange that you would ban a base plugin and not the
> actual plugins that give you the knife skins.
>
> On Wed, Jan 27, 2016 at 2:08 PM, Nomaan Ahmad  wrote:
>
>> It seems you are confused. There are 2 plugins... well one is an
>> extension.
>>
>> Always Weapon Skins by Neuro Toxin:
>> https://forums.alliedmods.net/showthread.php?p=2112938
>> GiveNamedItem Econ by Drifter:
>> https://forums.alliedmods.net/showthread.php?t=236199
>>
>> I use the Always Weapons Skin. It does require dhooks and my server
>> didn't get any bans. I also doubt you would get banned for the extension.
>>
>> On 27 January 2016 at 13:00, Team LANII  wrote:
>>
>>> Nomaan: Did you have an old Always Weapon Plugin installed, that needs
>>> to have another plugin installed, named "givenameditem.smx"? If not, an old
>>> version with this dependency could still be the problem.
>>>
>>> On Wed, Jan 27, 2016 at 1:54 PM, Nomaan Ahmad 
>>> wrote:
>>>
 I use Always Weapons plugin on my server and they never got banned so
 it isn't that. There might be legit bans with some false bans too. If they
 are solely relying on player reports then this system is heavily flawed.
 Server operator know more about prohibited plugins than players as they
 always ask for weapon that aren't in their inventory.

 On 27 January 2016 at 12:49, Team LANII  wrote:

> Max: We run various servers with different plugins like DM, AIM, Multi
> 1v1, Retakes, BRush, ... Non of the server allowed players to get a weapon
> they did not own. We used a plugin called "Always weapon plugin" that
> allows players to have THEIR OWN AK skin when playing CT for example
> (Imagine a FFA DM server). An old version of this plugin had a dependency
> for a plugin called "GiveNameItemEx". This very plugin could build
> the basis for others plugins that would allow for Knife/Skinchange to 
> skins
> the players doesn't own. I repeat: WE did not use those other plugins, we
> hadn't installed them or anything, but we had installed this "base" plugin
> that could be used IN COMBINATION ONLY with OTHER, not installed plugins,
> for forbidden skinchanges.
>
> On Wed, Jan 27, 2016 at 1:39 PM, Max Krivanek  wrote:
>
>> Marc, so your server has absolutely no plugins but still got banned?
>>
>> On Wed, Jan 27, 2016 at 6:27 AM, Marc Däumichen <
>> daeumichen.m...@gmail.com> wrote:
>>
>>> My schnitzeltreff surf servers also got hit, and i dont use any
>>> plugins since the announcement.
>>> First, they ban complete IPs and fuck up providers, and now this.
>>>
>>> Im probaly out of this...
>>>
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Re: [Csgo_servers] Variance issue

2015-12-10 Thread Usman Khan
even before upgrade i had that server variance, not sure how to fix it
keeping in view my os and hardware

On Thu, Dec 10, 2015 at 2:57 PM, Thiago Abreu <thiagoabre...@gmail.com>
wrote:

> Yes, I can confirm. I have variance after the update.
>
> 2015-12-10 3:10 GMT-02:00 Usman Khan <usman.ghazan...@gmail.com>:
>
>> server tick variance bottom right issue persists, I've done everything
>> and hardware specs is more than normal for a server
>> CPU: Intel Xeon X5675
>> RAM: 128 GB
>> OS: Windows Server 2012
>>
>> On Mon, Nov 23, 2015 at 5:15 PM, Usman Khan <usman.ghazan...@gmail.com>
>> wrote:
>>
>>> please refer to screenshot. tests already done servers located in data
>>> center and no issue of network and no choke or packet loss. As far as i
>>> know, this variance at bottom right is related to hardware or settings
>>> maybe. Hardware specs already mentioned in my email which seem fine. Not
>>> sure why it is happening. be it 1 server or multiple servers on same
>>> machine. same exact 0.444 instead of 0.004 etc
>>>
>>> On Mon, Nov 23, 2015 at 5:10 PM, Don Park <dongkw...@gmail.com> wrote:
>>>
>>>> Check your network.  I'd suggest performing a network test before
>>>> assuming it's a configuration issue or the performance capacity of the
>>>> hardware.
>>>>
>>>> I'd suggest running mtr first and watching the variance from there.
>>>> While mtr doesn't really monitor to that significant figure, it would be
>>>> good enough to assess if it's your hardware or your network.  More than
>>>> likely (assuming server is configured properly and no-one's on it or it
>>>> isn't being attacked), it's a network issue.
>>>>
>>>>
>>>> On Mon, Nov 23, 2015 at 8:30 PM, Usman Khan <usman.ghazan...@gmail.com>
>>>> wrote:
>>>>
>>>>> my servers net_graph lowest part variance around 0.444 whereas it
>>>>> should be 0.004 as i have seen in many other good servers
>>>>> Running default settings for csgo srcds without changing any network
>>>>> settings and not using sourcemod with same result. tested with only 1
>>>>> server 12 slot running too and same result
>>>>>
>>>>> I think CPU is pretty good, please check specs as under:
>>>>> CPU: Intel Xeon X5675
>>>>> RAM: 128 GB
>>>>> OS: Windows Server 2012
>>>>>
>>>>> Here is Variance screenshot http://imgur.com/Hpzyo26
>>>>>
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Re: [Csgo_servers] Variance issue

2015-12-09 Thread Usman Khan
server tick variance bottom right issue persists, I've done everything and
hardware specs is more than normal for a server
CPU: Intel Xeon X5675
RAM: 128 GB
OS: Windows Server 2012

On Mon, Nov 23, 2015 at 5:15 PM, Usman Khan <usman.ghazan...@gmail.com>
wrote:

> please refer to screenshot. tests already done servers located in data
> center and no issue of network and no choke or packet loss. As far as i
> know, this variance at bottom right is related to hardware or settings
> maybe. Hardware specs already mentioned in my email which seem fine. Not
> sure why it is happening. be it 1 server or multiple servers on same
> machine. same exact 0.444 instead of 0.004 etc
>
> On Mon, Nov 23, 2015 at 5:10 PM, Don Park <dongkw...@gmail.com> wrote:
>
>> Check your network.  I'd suggest performing a network test before
>> assuming it's a configuration issue or the performance capacity of the
>> hardware.
>>
>> I'd suggest running mtr first and watching the variance from there.
>> While mtr doesn't really monitor to that significant figure, it would be
>> good enough to assess if it's your hardware or your network.  More than
>> likely (assuming server is configured properly and no-one's on it or it
>> isn't being attacked), it's a network issue.
>>
>>
>> On Mon, Nov 23, 2015 at 8:30 PM, Usman Khan <usman.ghazan...@gmail.com>
>> wrote:
>>
>>> my servers net_graph lowest part variance around 0.444 whereas it should
>>> be 0.004 as i have seen in many other good servers
>>> Running default settings for csgo srcds without changing any network
>>> settings and not using sourcemod with same result. tested with only 1
>>> server 12 slot running too and same result
>>>
>>> I think CPU is pretty good, please check specs as under:
>>> CPU: Intel Xeon X5675
>>> RAM: 128 GB
>>> OS: Windows Server 2012
>>>
>>> Here is Variance screenshot http://imgur.com/Hpzyo26
>>>
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>>
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Re: [Csgo_servers] Connection to Steam servers lost (result 34)

2015-11-25 Thread Usman Khan
Vitality first of all thanks for telling about this as up till now I
thought it was strictportbind command which wasn't working but I found out
there's another command now. If there is proper detailed documentation on
startup commands then we can utilize the servers better without asking help
here alot. Also, many bugs still remain which valve needs to fix like
occasional vote map being available to some users by pressing escape even
through if its disabled etc
On 24 Nov 2015 01:19, "Vitaliy Genkin"  wrote:

> FYI: If your game server specifies exact server ports on the command line
> (using +hostport  +clientport  +tv_port  -steamport ) then
> you should also add -net_port_try 1: this will prevent the second instance,
> even if launched by mistake, from trying to “port-climb” attempting to find
> vacant ports bigger than requested and the second instance will immediately
> exit before attempting to log in with the same GSLT and kicking the main
> server instance.
>
>
>
> Best of course is to find the real reason why the second instance is
> launched by mistake, but running with -net_port_try 1 is going to guarantee
> reliable port assignment across multiple server instances on the same
> machine.
>
>
>
> *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
> csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Marcin Paterek
> *Sent:* Monday, November 23, 2015 6:15 AM
> *To:* csgo_servers@list.valvesoftware.com
> *Subject:* Re: [Csgo_servers] Connection to Steam servers lost (result 34)
>
>
>
> Thanks, Nicholas.
>
>
>
> 2015-11-23 14:59 GMT+01:00 Nicholas Hastings :
>
> The "34 error" is a symptom of your issue, not the cause.
>
> EResult 34 is LogonSessionReplaced, which is exactly what's happening when
> you have a second instance start with the same token.
>
> --
> Nicholas Hastings
> AlliedMods.net 
>
>
>
>
> *Marcin Paterek* 
>
> Monday, November 23, 2015 8:08 AM
>
> Yeah, we're investigating it together. Still, we can't find what exactly
> causes the bug and we hoped it may be connected to that 34 error. If that's
> not the case... ehh, we're going to look further into.
>
>
>
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> *Don Park* 
>
> Monday, November 23, 2015 8:02 AM
>
> This sounds like something you should talk with your service provider.
> I'd suggest you talk with them about it as this is probably outside the
> scope of this email list.  Either have them disable/prevent the second
> instance from starting up or something.
>
>
>
>
>
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> *Marcin Paterek* 
>
> Monday, November 23, 2015 7:56 AM
>
> As long as there is only one instance, my server works fine. But when the
> second instance appears out of the blue, it 'overtakes' the token - you
> cannot connect to the first instance (though there may be people still
> playing) until I kill both of them and start the server normally again. I'm
> kind of confused, because we can't find what's causing a second instance to
> start. We've tried to disable SM, run vanilla server, disable GOTV - no
> luck at all.
>
>
>
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> *Don Park* 
>
> Monday, November 23, 2015 7:15 AM
>
> That's the bug.
>
>
>
> Only 1 instance can be connected at a time.  So your provider having an
> issue with running a second instance is an issue with their deployment.
> Because this is what it sounds like.
>
>
>
> Step 1: You start your server, your GSLT connects to Valve's servers and
> gives your server the go-ahead.
>
> Step 2: Wait a little bit.
>
> Step 3: The second instance logs on, connects via the same GSLT and
> connects to Valve's servers and gives the second instance the go-ahead.
>
> Step 3.5: Valve's servers stops communicating with your server (therefore
> result 34) and you get the error
>
> Step 4: You restart your server, which then goes back to Step 1.
>
>
>
> I'd suggest for you to diagnose it, consider running your server IP
> against Valve's API.
>
>
>
>
> http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=203.189.71.xxx
>
>
>
> Of course, add your own IP to the end there.  So run that when it's
> working, and then run it again when it's not.  If ""success": false," for
> the second time running, then you can kinda suggest/think it's the GSLT
> that's causing the issue.
>
>
>
> Also, may or may not be stating the obvious, but can your 

[Csgo_servers] Variance issue

2015-11-23 Thread Usman Khan
my servers net_graph lowest part variance around 0.444 whereas it should be
0.004 as i have seen in many other good servers
Running default settings for csgo srcds without changing any network
settings and not using sourcemod with same result. tested with only 1
server 12 slot running too and same result

I think CPU is pretty good, please check specs as under:
CPU: Intel Xeon X5675
RAM: 128 GB
OS: Windows Server 2012

Here is Variance screenshot http://imgur.com/Hpzyo26
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Re: [Csgo_servers] Variance issue

2015-11-23 Thread Usman Khan
please refer to screenshot. tests already done servers located in data
center and no issue of network and no choke or packet loss. As far as i
know, this variance at bottom right is related to hardware or settings
maybe. Hardware specs already mentioned in my email which seem fine. Not
sure why it is happening. be it 1 server or multiple servers on same
machine. same exact 0.444 instead of 0.004 etc

On Mon, Nov 23, 2015 at 5:10 PM, Don Park <dongkw...@gmail.com> wrote:

> Check your network.  I'd suggest performing a network test before assuming
> it's a configuration issue or the performance capacity of the hardware.
>
> I'd suggest running mtr first and watching the variance from there.  While
> mtr doesn't really monitor to that significant figure, it would be good
> enough to assess if it's your hardware or your network.  More than likely
> (assuming server is configured properly and no-one's on it or it isn't
> being attacked), it's a network issue.
>
>
> On Mon, Nov 23, 2015 at 8:30 PM, Usman Khan <usman.ghazan...@gmail.com>
> wrote:
>
>> my servers net_graph lowest part variance around 0.444 whereas it should
>> be 0.004 as i have seen in many other good servers
>> Running default settings for csgo srcds without changing any network
>> settings and not using sourcemod with same result. tested with only 1
>> server 12 slot running too and same result
>>
>> I think CPU is pretty good, please check specs as under:
>> CPU: Intel Xeon X5675
>> RAM: 128 GB
>> OS: Windows Server 2012
>>
>> Here is Variance screenshot http://imgur.com/Hpzyo26
>>
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Re: [Csgo_servers] many servers not showing in server browser but tokens are added

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

> had it once. steam api page had only two lines in the {} - I restarted and
> have not had problems again.
>
>
>
> --
> View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/many-servers-not-showing-in-server-browser-but-tokens-are-added-tp10733p10751.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
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[Csgo_servers] Server Again and Again Disappearing from Server Browser

2015-11-21 Thread Usman Khan
One of my server out of many is constantly disappearing from server list
and it is listed on steam api for a little while and then it disappears
from there too. started happening after new change although i added auth
key and other servers are working fine. Please help
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Re: [Csgo_servers] Server Again and Again Disappearing from Server Browser

2015-11-21 Thread Usman Khan
Rechecked the token, its not in use by any other server, still having the
issue :(

On Sat, Nov 21, 2015 at 9:43 PM, Asher Baker <asher...@gmail.com> wrote:

> Make sure you're not re-using the same token across multiple servers.
>
>
> ~
> "Their heads are green, and their hands are blue,
>   And they went to sea in a Sieve." - Edward Lear
>
> On Sat, Nov 21, 2015 at 3:59 PM, Usman Khan <usman.ghazan...@gmail.com>
> wrote:
>
>> One of my server out of many is constantly disappearing from server list
>> and it is listed on steam api for a little while and then it disappears
>> from there too. started happening after new change although i added auth
>> key and other servers are working fine. Please help
>>
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Re: [Csgo_servers] Server Again and Again Disappearing from Server Browser

2015-11-21 Thread Usman Khan
sorry to say but this token thing has created more problems. Now, i see
more of my servers not listed although they have tokens and same issue
which i mentioned in my first email, i cant keep on changing tokens, steam
api simply fails to show server after sometime

On Sat, Nov 21, 2015 at 10:30 PM, Absurd Minds <goabs...@absurdminds.net>
wrote:

> Have you tried deleting and regenerating the token to see if the problem
> persists? I'm assuming that would the first thing tried, but just in
> case...
> On Nov 21, 2015 12:16 PM, "Usman Khan" <usman.ghazan...@gmail.com> wrote:
>
>> Rechecked the token, its not in use by any other server, still having the
>> issue :(
>>
>> On Sat, Nov 21, 2015 at 9:43 PM, Asher Baker <asher...@gmail.com> wrote:
>>
>>> Make sure you're not re-using the same token across multiple servers.
>>>
>>>
>>> ~
>>> "Their heads are green, and their hands are blue,
>>>   And they went to sea in a Sieve." - Edward Lear
>>>
>>> On Sat, Nov 21, 2015 at 3:59 PM, Usman Khan <usman.ghazan...@gmail.com>
>>> wrote:
>>>
>>>> One of my server out of many is constantly disappearing from server
>>>> list and it is listed on steam api for a little while and then it
>>>> disappears from there too. started happening after new change although i
>>>> added auth key and other servers are working fine. Please help
>>>>
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[Csgo_servers] many servers not showing in server browser but tokens are added

2015-11-19 Thread Usman Khan
I've observed that many servers are not showing in server browser list and
even not responding from there after last update, tokens are added and
steam id starts with G for servers now. These servers seem to be listed
through steam API. Only observed this with latest update.
Also, maybe if a running steam server has disconnection from steam on it
reconnects auto, maybe it doesnt show

http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=

anyone else having same issue?
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Re: [Csgo_servers] PlayerCount bug (CSGO)

2015-10-27 Thread Usman Khan
Disable sourcemod, add bot and share result
On 26 Oct 2015 19:44, "Niko"  wrote:

> Hello,
> I would like to report something that has been bothering me for quite a
> while.
> Basically If a server is running bots, the number of bots ingame is
> subtracted from the total count of online players AND maxplayers count.
>
> Here is a screenshot showing me and a surf replay bot on a server with 40
> players as maximum visible players:
> http://scrn.storni.info/2015-10-26_15-34-45.png
> as you can see, the player count is 0 (should be 1), out of 39 (should be
> 40).
>
> Could this possibly be patched? It's a misleading information and it
> doesn't help anybody.
>
> TL;dr: a bot count as -1 instead of 0 causing wrong information being
> shown in the server browser list
>
> BR,
> Niko
>
> PS: I'm not request that bots count as players! If you think that's what
> I'm asking, please read the email again.
>
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-23 Thread Usman Khan
in console "sv_setsteamaccount" returns Unknown Command?

On Thu, Oct 15, 2015 at 2:39 PM, Zaretti Steve  wrote:

> Can't we update stored memo or retreive information about server? last
> ip/port seen.
>
> I'm kind of lost: https://i.gyazo.com/64095453f5cfd63728f20e599cfa8a78.png
>
> 2015-10-14 22:49 GMT+02:00 Mike :
>
>> Thousands of servers will abuse this, finding a way to exploit the EXP
>> system, and at that point the damage is done; EXP no longer has any value.
>> Not to mention EXP farm servers remove the point of having a level 3 limit
>> for competitive.
>>
>> What you're pondering will do more harm than good.
>>
>> On Wed, Oct 14, 2015 at 1:53 AM, Kevin C  wrote:
>>
>>> It would be really nice if we could get some of the benefits that valve
>>> server has as a result of this change. Most notably XP gain. There is
>>> already a weekly cap on XP, why shouldn't I be able to earn it playing my
>>> servers?
>>>
>>>
>>> On 10/14/2015 1:03 AM, ics wrote:
>>>
 Some questions:

 1. TF2 allows anonymous logins on server updates - why wouldn't CSGO?
 2. Does this help to get anymore benefits than having server logged in,
 things like actually having people to get operation drops from servers and
 gather xp instead of going to Valve servers?

 -ics

 Ido Magal kirjoitti:

>
> Notice of changes to CS:GO Game Server Operation
>
>
> 
>
> *CS:GO dedicated servers will soon require Steam Game Server Login
> Tokens (GSLTs). *This is the existing system that TF2 uses for Favorites
> migration.**
>
> This transition will happen in three stages:
>
> §Stage 1 *[NOW]* : The GSLT creation utility goes live:
> https://steamcommunity.com/dev/managegameservers. Please test the
> interface and report back any issues in creating accounts. Note that TF2
> server operators can now use this form to create GSLTs for TF2 (AppId 
> 440).
>
> §Stage 2: An update to CS:GO's dedicated server will include the
> sv_setsteamaccount convar that allows you to log in with your GSLT. In 
> this
> stage it will still be possible to run a dedicated server without a GSLT.
> Anonymous login will happen automatically if no game server login token is
> specified. Please report back any issues with logging in using the game
> server login token or otherwise.
>
> §Stage 3: Anonymous logins will be disabled in CS:GO. Please report
> back any issues.
>
>
> 
>
> Please ask questions in this thread.
>
> Cheers.
>
>
>
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[Csgo_servers] Valve IPs for Whitelisting

2015-10-22 Thread Usman Khan
I want to completely white list IPs which valve/steam uses for inbound
connections to SRCDS servers if any. What are the IPs if any or no incoming
connection is used by valve/steam?
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-16 Thread Usman Khan
Why multiple tokens if one could run on all servers, if ur idea was to ban
an actual user, like its v easy to paste same in multiple cfgs then just to
copy paste different tokens especially with large number of servers
On 16 Oct 2015 23:31, "Alexander Corn"  wrote:

> Thanks, Ido! That's great news.
>
> Can you please address the ability to login anonymously? Specifically it
> would be desirable for servers to continue logging in anonymously, but
> without being listed on the GMS. This way direct IP connections would still
> work.
>
> This would be preferable for those who run matchmaking and temporary
> server rental services.
>
> Besides that, I think the remaining restrictions are reasonable. The phone
> number requirement is not ideal (and can be easily bypassed), but it can be
> lived with
>
> On Thu, Oct 15, 2015 at 3:47 PM, Ido Magal  wrote:
>
>> The token limit has been increased from 50 to 1000.
>>
>> Cheers.
>>
>> > On Oct 13, 2015, at 18:38, Ido Magal  wrote:
>> >
>> > Q. What is the purpose of this update?
>> > A. We had intended to adopt Favorites migration from TF2 for some time
>> now. Game Server Providers' complaint about the impact that the current IP
>> banning method has on their operation has made this more urgent since with
>> this feature we'll also be able to shield GSPs from bad actors.
>> >
>> > Q. Is this [ new method ] just to generate the token, or if this occurs
>> will the tokens become invalid while that ban/lock is in place?
>> > A. Any such or similar infraction by the GSLT owning Steam User will
>> result in the disabling of all of that user's GSLTs.
>> >
>> > Q. So does this mean I can't run a CS:GO server unless I own CS:GO?
>> > A. That will be correct as of Stage 3.
>> >
>> > Q. So people need to have landlines to run servers now?
>> > A. No. But there are currently restrictions on what constitutes a
>> qualifying phone number. VOIP / burner numbers are currently non-qualifying.
>> >
>> > Q. What specifically happens if you don't log into an account after
>> stage three?
>> > A. The result will be identical to the current IP ban: players will not
>> be able to connect.
>> >
>> > Q. So can these tokens be used in place of the webapi_authkey ? will we
>> need BOTH keys now to use the workshop?
>> > A. The webapi authkey was previously an intermediate step to creating a
>> GSLT. It is no longer necessary.
>> >
>> > Q. And just to be clear, it's 50 at any one time, not 50 total
>> lifetime, correct?
>> > A. Correct. You can delete unused GSLTs and generate new ones. We're
>> reevaluating the 50 token limit.
>> >
>> > Q. Why don't my previously registered servers show up?
>> > A. Fixed.
>> >
>> >
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-13 Thread Usman Khan
This is a great inconvenience for multiple server owners. Won't say more.
On 14 Oct 2015 07:55, "Louis Crossing"  wrote:

>
> On 14 October 2015 at 10:50, Steve Dudenhoeffer 
> wrote:
>
>> I run around 700 csgo servers.
>
>
> umm, why? lol
> Are you reselling them or something?
>
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Re: [Csgo_servers] ddos

2015-10-05 Thread Usman Khan
Ddos will still eat up your bandwidth even if blocked at your OS machine
level.
On 5 Oct 2015 12:17, "Nomaan Ahmad"  wrote:

> That wiki is really old and isn't for CS:GO.
>
> On 5 October 2015 at 08:09, Don Park  wrote:
>
>> Oh also.  This is probably something you want for your iptables
>> configuration if you do go that route.
>>
>>
>> https://steamcommunity.com/linkfilter/?url=http://whisper.ausgamers.com/wiki/index.php/Tickrate#Server_Bandwidth_Calculation_for_Dummies
>> On Oct 5, 2015 4:06 PM, "Don Park"  wrote:
>>
>>> Banning the ip through the server firewall still has the traffic coming
>>> to your server therefore using your bandwidth (since its server side
>>> deciding if it wants to drop the traffic).
>>>
>>> For example, in a very simple terms, if your server has 100 mbit uplink
>>> and you block via iptables an IP thats DoSing you at 50 mbit, your
>>> resources are still being used up since it still hits the server and the
>>> server decided if it wants to pass it to the application or not.  That is a
>>> little bit of mitigation but won't stop the problem.
>>>
>>> Same thing can be applied to the datacenter level.  Iptables are helpful
>>> for the smaller DoS and DDoS, but in the end I don't think it solves the
>>> actual core issue.
>>>
>>> We're going to need more detail, like the tcpdump information or
>>> something since all we have to go off of are nonessential information and
>>> vague descriptions.  Also there's no detail as to what kind of DoS it is
>>> (e.g. layer 7 or 3) and if it really is distributed or not.
>>> On Oct 5, 2015 3:49 PM, "Левинчук Федор" 
>>> wrote:
>>>
 yep
 I think better way it to ban IP that have more trafic to server than it
 should
 but i don`t  know what params i need
 for example
 at one server i have 4 128 tick public servers with 20 slots each
 at second server i have 4 128 tick public compatitive with 11 slots and
 gotv(128 snapshot_rate) each

 how to calculate rate rules in iptables and then ban ddos-ers at
 fail2ban?

 05.10.2015, 16:30, "Bruno Garcia" :
 > fail2ban uses iptables for banning...
 >
 > On Mon, Oct 5, 2015 at 2:42 AM, Левинчук Федор 
 wrote:
 >> Hi
 >>
 >> before it i just block 0:32 byte packages ("connect" flood bug)
 >> but someone dropdown my servers by make them do a lot of IO
 operations
 >> I used this guide
 >>
 https://github.com/ulrichblock/bash-scripts-gameserver/blob/master/iptables.sh
 >> it helps, but not good enough
 >>
 >>> /Srcds Hardening guide on Alliedmodders
 >> It`s outdated for today ddos bugs
 >>
 >>> Run a tcpdump and post that here.
 >> have one, a lot of packages from one IP with different length, drop
 link to dump later
 >>
 >>> tcpdump -i any -c 3 -w dump1.pcap
 >> better
 >> tcpdump -i any -C 100 -W 50 -w dump1.pcap
 >>
 >> it will rollover dump in 50 files by 100mb
 >>
 >> does someone use iptables & fail2ban combination?
 >>
 >> 04.10.2015, 21:31, "Calvin J" :
 >>> Hi,
 >>>
 >>> Nobody can help you with the information you have provided. Run a
 tcpdump and post that here. Though, chances are unlikely that you're going
 to be able to block this with IPTables unless it's small. (If the attack is
 exceeding the line speed, run the tcpdump over IPMI.)
 >>>
 >>> Also, you should dump those firewall rules in the meantime as
 they're likely causing you more harm than good. I assume you followed that
 IPTables/Srcds Hardening guide on Alliedmodders. And while some of those
 rules may be useful, it's extremely unlikely that you needed to copy and
 paste everything in that thread.
 >>>
 >>> Example usage of tcpdump.
 >>>
 >>> tcpdump -i any -c 3 -w dump1.pcap
 >>>
 >>> On 10/4/2015 5:12 AM, Левинчук Федор wrote:
  Hi everyone
 
  need your help
  i have this in iptables
  http://pastebin.com/RX955Vjq
  i have 128 tik servers
  maybe some params in iptable are wrong or missing
  but somehow attacker ddos my MM servers
  can someone give advice?
  thx in advance
 
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 >>> Founder & CEO
 >>> PH#: (843) 410-8486
 >>> Mail: cal...@swiftnode.net
 >>>
 >>> ,
 >>>
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[Csgo_servers] Issue with logaddress_add where server is binded to one IP

2015-09-01 Thread Usman Khan
I've found an issue. My machine has multiple IPs, example IP a.a.a.a, IP
b.b.b.b
srcds.exe was binded to one specific IP a.a.a.a
now I turn on logaddress_add c.c.c.c:27500

now machine c.c.c.c should get requests from a.a.a.a as that is bind to
that IP only but I observe occasional requests from b.b.b.b towards c.c.c.c
which isnt supposed to be used

This has issues in hlstats where some stats are not registered and some IPs
are restricted from data sending etc

(IP addresses changed above to simplify understanding)
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[Csgo_servers] Bug - Players Ping Issue with GoTV

2015-08-19 Thread Usman Khan
Here's the exact issue:

10 players connected
no bandwidth issue, processor usage below 2%
128 tick servers

When during a game i disable gotv by tv_enable 0, all players playing see a
20ms decrease in ping and when it is enabled, they all getting higher ping
which is very odd, no network or any other issue and this happens to every
player connected.
Seems like a bug
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Re: [Csgo_servers] Request to CS:GO devs - Please unlock all voting cvars

2015-08-18 Thread Usman Khan
They haven't fixed the voting bugs already mentioned in previous topics
On 17 Aug 2015 17:15, D4rKDeagle filipefreita...@hotmail.com wrote:

 Yes, I agree. Valve should allow us to use any built-in votes and control
 exacly how they work, because it will help us out so much. So please, do it
 Valve.



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Re: [Csgo_servers] Update

2015-07-29 Thread Usman Khan
- anyone else observing occasional glitches/jerks since last couple of
updates although no issue in network or processor usage? (windows)
- map/kick voting still not fixed and gets declined
- sv_password sometimes even when server is empty , cant get it changed,
and it it a huge drawback that sv_password requires a server to be empty,
moreover, limitations as mentioned by sourcemod developers make it
unsuitable for usage as a regular match server with admins easily changing
password through plugins
- port assigning issues and strict port binds mentioned in earlier emails
still unresolved
- documentation of voice caster and valve occlusion wallhack antihcheat
cvar please?

On Thu, Jul 30, 2015 at 8:48 AM, Freehugs johnathan.drozdow...@gmail.com
wrote:

 It appears that the latest update has broken Source Mod Anti Cheat.

 I know this isn't valves problem, but just an heads up to other community
 owners out there.

 Community servers that are running Source Mod Anti Cheat (SMAC) have been
 broken by this server.

 If you're in a server running SMAC and minimize you'll get banned for Eye
 Test Angles Violation.

 https://forums.alliedmods.net/showthread.php?t=267559



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Re: [Csgo_servers] Bugs, Issues Feedback that still require focus

2015-07-19 Thread Usman Khan
First few points I highlighted r nearly issues we don't see on officials
servers like map change voting
On 19 Jul 2015 20:34, Mike Rogers stonew...@gmail.com wrote:

 Well if you find one please share with the rest of us.   Yes, all those
 things would be nice but from what I have seen over this past week.
 Community servers are the last thing they care about.  No plugins for
 skins, okay no problem,  Ban offending IPs or just randomly ban most.  I am
 not even sure they knew what they were doing when they started this
 debacle.   We have gone elsewhere for functions since the beginning, why
 would it change all of the sudden.

 On Sun, Jul 19, 2015 at 10:22 AM, Absurd Minds goabs...@absurdminds.net
 wrote:

 No, I don't want to use sourcemod. I don't want to have to use a third
 party mod just to have functioning admin controls. At this point, with amx
 having provided that functionality for a decade, it should be included
 natively. There's no excuse, except not caring about community servers and
 expecting community server owners to have to go elsewhere for
 functionality.
 On Jul 19, 2015 11:19 AM, Mike Rogers stonew...@gmail.com wrote:

 Use sourcemod for your admin controls.  I also use HLSW for my rcon..
 its old and broke most of the time but better than regular rcon.

 On Sun, Jul 19, 2015 at 9:47 AM, Absurd Minds goabs...@absurdminds.net
 wrote:

 Of you want to give administrative access, it's all or nothing. I want
 an admin to be able to ban, for example, but not be able to change gravity,
 or whatever.
 On Jul 19, 2015 10:34 AM, Marcin Paterek mrpate...@gmail.com wrote:

 What's wrong with rcon besides you can't have multiple 'accounts' ?

 2015-07-19 15:58 GMT+02:00 Absurd Minds goabs...@absurdminds.net:

 Another good added feature would be an admin system other than rcon.
 On Jul 19, 2015 8:20 AM, Usman Khan usman.ghazan...@gmail.com
 wrote:

 - Call for Map voting during a match play doesnt work correctly,
 players vote Yes but still vote fails (CS:GO) and in TF2 end of map auto
 voting doesnt work, again its broken (all without unofficial 
 plugins/mods).
 Official servers seem to be working fine, only observed in community 
 servers

 - sv_password still requires server to be empty(unlike CoD servers).
 Is an issue for private or community matches where admins require to set
 password and difficult to program plugins separately (none available in
 sourcemod)

 - All listen ports that server uses, although they seem to be user
 configurable but strict port bind isnt working, port in use and server
 still starts autoassigning next port, its an issue for various server
 admins who have strict firewall rules (windows)

 - occlusion wallhack valve cvar settings required some explanation
 and how much extra load does it give to server, what are the cons of 
 using
 it

 -- Server process optimization, i have noticed that same csgo server
 a year ago was using nearly 1% processor and now it is off and on goes 
 to
 7-10% usage even if 10 players are playing (while keeping all plugins 
 and
 hardware constant)

 - Added features required like:
 -- Admins having the ability to take get screenshot like thing as
 present in PB
 -- Any notice or warning to server operators, it is suggested to
 email them and if not possible, atleast put it up on news/annoucement of
 your official site as hardly all admins subscribe to this list and a 
 admin
 can't subscribe to all lists like cs, css, csgo, tf2 and so on
 -- I've noticed very low level drops after match ends, wasnt that
 bad previously

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Re: [Csgo_servers] Bugs, Issues Feedback that still require focus

2015-07-19 Thread Usman Khan
I never want to rely on rcon and sourcemod is best administration wise. In
fact it made life easier administration management wise
However some things are built in srcds servers already like sv_password,
during game call to vote for map etc, just need these fixed , I run match
servers and these do become pain for us
On 19 Jul 2015 20:43, Matthias InstantMuffin Kollek proph...@sticed.org
wrote:

  A lot of misinformed hate towards sourcemod here. If you insist on
 exposing rcon, without a whitelist you're in shitton of trouble. Silver
 lining here is sourcemod is mandatory for administration and also provides
 possibilities to add new features and customize your administration
 interface.
 Sourcemod being so good at what it does is the main reason there isn't a
 more sophisticated administration interface there by default. I'd rather
 have the devs invest their time in things that we cannot add ourselves.

 On 19.07.2015 17:22, Absurd Minds wrote:

 No, I don't want to use sourcemod. I don't want to have to use a third
 party mod just to have functioning admin controls. At this point, with amx
 having provided that functionality for a decade, it should be included
 natively. There's no excuse, except not caring about community servers and
 expecting community server owners to have to go elsewhere for
 functionality.
 On Jul 19, 2015 11:19 AM, Mike Rogers stonew...@gmail.com wrote:

 Use sourcemod for your admin controls.  I also use HLSW for my rcon.. its
 old and broke most of the time but better than regular rcon.

 On Sun, Jul 19, 2015 at 9:47 AM, Absurd Minds goabs...@absurdminds.net
 wrote:

 Of you want to give administrative access, it's all or nothing. I want
 an admin to be able to ban, for example, but not be able to change gravity,
 or whatever.
  On Jul 19, 2015 10:34 AM, Marcin Paterek mrpate...@gmail.com wrote:

 What's wrong with rcon besides you can't have multiple 'accounts' ?

 2015-07-19 15:58 GMT+02:00 Absurd Minds goabs...@absurdminds.net:

 Another good added feature would be an admin system other than rcon.
  On Jul 19, 2015 8:20 AM, Usman Khan usman.ghazan...@gmail.com
 wrote:

  - Call for Map voting during a match play doesnt work correctly,
 players vote Yes but still vote fails (CS:GO) and in TF2 end of map auto
 voting doesnt work, again its broken (all without unofficial 
 plugins/mods).
 Official servers seem to be working fine, only observed in community
 servers

  - sv_password still requires server to be empty(unlike CoD
 servers). Is an issue for private or community matches where admins 
 require
 to set password and difficult to program plugins separately (none 
 available
 in sourcemod)

  - All listen ports that server uses, although they seem to be user
 configurable but strict port bind isnt working, port in use and server
 still starts autoassigning next port, its an issue for various server
 admins who have strict firewall rules (windows)

  - occlusion wallhack valve cvar settings required some explanation
 and how much extra load does it give to server, what are the cons of 
 using
 it

  -- Server process optimization, i have noticed that same csgo
 server a year ago was using nearly 1% processor and now it is off and on
 goes to 7-10% usage even if 10 players are playing (while keeping all
 plugins and hardware constant)

  - Added features required like:
  -- Admins having the ability to take get screenshot like thing as
 present in PB
 -- Any notice or warning to server operators, it is suggested to
 email them and if not possible, atleast put it up on news/annoucement of
 your official site as hardly all admins subscribe to this list and a 
 admin
 can't subscribe to all lists like cs, css, csgo, tf2 and so on
  -- I've noticed very low level drops after match ends, wasnt that
 bad previously

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[Csgo_servers] Valve Anti Wallhack Other things

2015-07-13 Thread Usman Khan
1. Can I get more info on occlusion_test_async what exactly does it do
2. Effect of using it performance wise?
3. Any other such cvars?
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Re: [Csgo_servers] In Game Map Change Voting issue

2015-07-08 Thread Usman Khan
Voting issue is still not fixed. Tried sv_vote_quorum_ratio as well.
9 votes for a change map , 0 vote against it and it still failed.

On Fri, Jun 26, 2015 at 9:15 PM, Absurd Minds goabs...@absurdminds.net
wrote:

 There are several problems with vanilla map voting that valve has yet to
 address. I wish valve would stop expecting the community to run 3rd party
 mods just to have a working server. I can't even get map change votes to
 come up - every time somebody votes to change the map, for some reason it
 starts a vote for the next map, instead for the current map to change.

 Anyway, have you tried changing sv_vote_quorum_ratio? It's the percent of
 players (from 0.01 to 1) needed to vote. I believe the default is 0.501,
 though, so there's no reason it should fall of 14 out of 17 players voted,
 except for the fact that all of their vote cvars seem to be completely
 broken.
 On Jun 26, 2015 12:06 PM, Usman Khan usman.ghazan...@gmail.com wrote:

 I've observed that 17 total players in a server and tey asked to change
 map through default CSGO server option , no plugins, clean default csgo
 native votes, 13 users votes yes and one voted No and map change failed,
 how to fix it

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Re: [Csgo_servers] Port Assignment Issues

2015-06-29 Thread Usman Khan
1. strictportbind should not make the serevr start if post is reserved
2. other ports still not manually being assigned
3. besides tv, steamport and clientport other ports also open, what are
those and how to define them manually

really buggy


On Mon, Jun 29, 2015 at 3:57 PM, Ragnos ragnos.utz...@gmail.com wrote:

 I'm doing this on Linux, but this is how i assign my ports:

 -strictportbind +ip %ip% +hostport 27015 +tv_port 27016 +clientport
 27017 -steamport 27017

 Note that -steamport seems buggy, atleast on Linux. It'll allocate the
 specified port +1. So it uses 27015-27018.

 Also make sure the port you are trying to use is not reserved by any
 other program. You might check this with a tool like tcpview.


 Am 29.06.2015 um 10:55 schrieb Usman Khan:
  1. Seems like -strictportbind on windows does not seem to be
  working correctly and port 27036 works but other ports are not as
  per command line.
 
  -strictportbind -ip x.x.x.x -port 27036 -clientport 26110
  -steamport 26220 -nohltv
 
  like actual port 27036 but 26112 instead of 26110 and 26220 not
  assingned some other and many other ports
 
  2. It opens other ports too , which are they for and how to define
  them manually?
 
 
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Re: [Csgo_servers] server sometimes randomly adds bots.

2015-06-28 Thread Usman Khan
Happening at my end too
On 28 Jun 2015 04:23, Charalampos Galanis xngala...@gmail.com wrote:

 Even though I have set bot_quota 0 at server.cfg and
 gamemodes_casual_server.cfg , the server still adds bots sometimes on some
 maps , what's the problem here?

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[Csgo_servers] In Game Map Change Voting issue

2015-06-26 Thread Usman Khan
I've observed that 17 total players in a server and tey asked to change map
through default CSGO server option , no plugins, clean default csgo native
votes, 13 users votes yes and one voted No and map change failed, how to
fix it
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[Csgo_servers] Map Voting Issue

2015-06-24 Thread Usman Khan
Sometimes a few users start getting the option to vote to change map
although following is set

sm_cvar sv_vote_issue_changelevel_allowed 0 // Can people hold votes to
change levels?

and reconfirmed from console as well thats its 0
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[Csgo_servers] Server VAC Issue in new update

2015-06-24 Thread Usman Khan
I run several servers. After latest update, I have observed that some
servers randomly have VAC off like 2 out of 10. Very strange erratic
behaviour
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[Csgo_servers] Bug - Get Extra Money in First Round

2015-06-16 Thread Usman Khan
Here is how it is done; not sure if it is a Valve SRCDS bug or some plugin
issue that people use to get extra money on first round. However, please
note that I am not using any warmup plugin at all:

Steps:
here how its done
At map end and after next map started if there is warmup and u join
spectators instead of joining ct or t and u join team at round start u will
get 16000 money

Anyone else tried like that on default warmup without any warmup plugin?


Plugins:
  01 Admin all spec (1.0.2) by Dr!fter
  02 Admin File Reader (1.7.2-dev+5202) by AlliedModders LLC
  03 Admin Help (1.7.2-dev+5202) by AlliedModders LLC
  04 Admin Menu (1.7.2-dev+5202) by AlliedModders LLC
  05 AFK Manager (3.5.3) by Rothgar
  06 Anti-Flood (1.7.2-dev+5202) by AlliedModders LLC
  07 Ban disconnected players (1.05) by mad_hamster
  08 Basic Chat (1.7.2-dev+5202) by AlliedModders LLC
  09 Basic Comm Control (1.7.2-dev+5202) by AlliedModders LLC
  10 Basic Commands (1.7.2-dev+5202) by AlliedModders LLC
  11 Basic Info Triggers (1.7.2-dev+5202) by AlliedModders LLC
  12 Basic Votes (1.7.2-dev+5202) by AlliedModders LLC
  13 Client Preferences (1.7.2-dev+5202) by AlliedModders LLC
  14 CS:GO Admin ESP (2.1) by Root
  15 Fun Commands (1.7.2-dev+5202) by AlliedModders LLC
  16 Fun Votes (1.7.2-dev+5202) by AlliedModders LLC
  17 [CS:GO] Music Kits [Menu] (1.5.0) by iEx
  18 Player Commands (1.7.2-dev+5202) by AlliedModders LLC
  19 Reserved Slots (1.7.2-dev+5202) by AlliedModders LLC
  20 Save Scores (1.3.5) by exvel
  21 SourceMod Anti-Cheat (0.8.6.0) by SMAC Development Team
  22 SMAC Aimbot Detector (0.8.6.0) by SMAC Development Team
  23 SMAC AutoTrigger Detector (0.8.6.0) by SMAC Development Team
  24 SMAC Client Protection (0.8.6.0) by SMAC Development Team
  25 SMAC Command Monitor (0.8.6.0) by SMAC Development Team
  26 SMAC ConVar Checker (0.8.6.0) by SMAC Development Team
  27 SMAC Eye Angle Test (0.8.6.0) by SMAC Development Team
  28 SMAC Rcon Locker (0.8.6.0) by SMAC Development Team
  29 SMAC Spinhack Detector (0.8.6.0) by SMAC Development Team
  30 Knife Upgrade (2.5.7) by Klexen
  31 Sound Commands (1.7.2-dev+5202) by AlliedModders LLC
  32 SourceBans (1.4.11) by SourceBans Development Team
  33 SwapTeam (1.2.6) by Rogue - Originally by MistaGee
  34 Updater (1.2.2) by GoD-Tony
  35 PlayersList [dimic's mod] (0.4 dmt) by O!KAK  dimic
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[Csgo_servers] Hack more Cash on first round?

2015-06-14 Thread Usman Khan
I've observed since the last two updates that a few people are somehow
getting lots of cash on first round, so they r able to buy guns whereas
others buy pistols like *4 cash. These guys know they are doing this and
its not something random.
Anyone know how to fix this? Valve server bug or some plugin malfunctioning?
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Re: [Csgo_servers] Max Players limit issue

2015-06-12 Thread Usman Khan
It's de_dust2. I'll recheck.

On Fri, Jun 12, 2015 at 10:11 AM, Tony Novak tonynova...@gmail.com wrote:

 Does the map have sufficient spawn points? Load the map up in single
 player, enable sv_cheats 1, then type report_entities to see how many ct
 and t spawn points exist in the map. Sounds like there is only 16 per team.
 On Jun 11, 2015 5:17 AM, Usman Khan usman.ghazan...@gmail.com wrote:

 Although my servers are set to 40 Max players, I notice that often after
 32 players a new player joins and is stuck at team selection , he gets
 error of all teams are full although there r slots empty and noone in spec
 to make total count 40

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Re: [Csgo_servers] de_inferno supports only 20 slots? (10vs10)

2015-06-04 Thread Usman Khan
Please share SM plugins list, and also see if specs are not filling slots
On 4 Jun 2015 23:27, Mambo mambo...@gmail.com wrote:

 no plugins needed

 On Thu, Jun 4, 2015 at 9:24 PM, Mambo mambo...@gmail.com wrote:

 works fine on my 24 slot server.

 On Thu, Jun 4, 2015 at 9:15 PM, Charalampos Galanis xngala...@gmail.com
 wrote:

 Although my server is currently @ 24 slots , it seems that at inferno ,
 the maximum players per team is 10! And as I understand , this is because
 of only 20 spawn entities on this map. How to fix this? Is there an sm
 plugin for allowing more people to spawn regardless of spawn entities of a
 map , and what's its name?

 Thank you.



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Re: [Csgo_servers] Not receiving item drops on community servers.

2015-05-28 Thread Usman Khan
Bug or intentional, here is a fact that it has decreased traffic by more
than 50% on my servers and sometimes there r quick updates, not for this one
On 28 May 2015 10:28, Matthias InstantMuffin Kollek proph...@sticed.org
wrote:

  If you don't want to read stuff, maybe you shouldn't read stuff. :p
 Obviously there is some overhead involved with reports to ensure their
 validity. Fact is, report systems already exist across the steam community.
 Following your rationale, a lot of steam accounts would be gone already.
 They're not. And hey, there are even in-game report systems (overwatch)
 that actually get *ridiculously* abused. And they still serve their
 purpose. Why? Because someone has spent some time making stuff work.
 Also, if you read the reply, you would have noticed that you can already
 report servers. Isn't every hacker and troller that gets banned already
 reporting your server as being of poor quality (I think that is one of
 the currently existing categories)?

 What I'm asking for is to extend the current system, and make it more
 useful. To help strengthen the decent parts of the community, so it's worth
 it for Valve to invest time in maintaining it, instead of abandoning it and
 building their games around it.

 On 28.05.2015 07:19, whosurdaddy wrote:

 That was way too long to read Matthias. Only thing I got from that is you
 hate bb saigns - who happen to have a shit ton of servers) and you don't
 have a shit ton of servers. Reporting server and Repping server is a stupid
 system because people can abuse that. Imagine every hacker, trollers you
 banned will report your server as shitty server. Or lets say you have a big
 community and you asked your players to rep your servers.



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 View this message in context: 
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Re: [Csgo_servers] Not receiving item drops on community servers.

2015-05-27 Thread Usman Khan
Same issue and people started noticing, traffic slowly decreasing as well
On 27 May 2015 13:49, Marcin Paterek mrpate...@gmail.com wrote:

 - In addition to increasing your CS:GO Profile Rank, your first Rank
 earned each week will reward you with an earned weapon drop. If you own an
 Operation Bloodhound Access Pass, your weapon will come from one of the
 exclusive Operation Bloodhound weapon collections.

 If that means that you can only get drop on the official servers... This
 is nuts.

 2015-05-27 5:40 GMT+02:00 Daniel Barreiro smelly.feet.you.h...@gmail.com
 :

 Queue the conspiracies before any time and thought goes into it

 On Tue, May 26, 2015 at 11:38 PM, Ejziponken - sza...@hotmail.com
 wrote:

 If thats true...

  Date: Tue, 26 May 2015 19:48:36 -0700
  From: alexbark...@gmail.com
  To: csgo_servers@list.valvesoftware.com
  Subject: [Csgo_servers] Not receiving item drops on community servers.

 
  Sense the latest update (184) no one on my community servers seem to be
  receiving drops. I'm also not seeing any on other servers as well. Has
  anyone found the fix? Seems as if the item server is down for community
  servers.
 
  Thanks :)
 
 
 
  -
  I'm The Lead Developer of https://steamprofilelookup.com
  --
  View this message in context:
 http://csgo-servers.1073505.n5.nabble.com/Not-receiving-item-drops-on-community-servers-tp9313.html
  Sent from the CSGO_Servers mailing list archive at Nabble.com.
 
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Re: [Csgo_servers] tv_delay issue / GOTV Relay missing last round

2015-05-26 Thread Usman Khan
In facing same issue which isnt fixed, TV delay can't be changed
On 27 May 2015 09:39, Absurd Minds goabs...@absurdminds.net wrote:

 That does not work. I have it set in server.cfg and
 gamemode_casual_server.cfg (and yes, I made sure I was running a casual
 server) and the tv_delay is still set to 105. (BTW, the default is 10, so
 if I simply hadn't set it in the correct config, it should be running the
 default the delay, not a random delay of 105).

 It works fine in my competitive servers, but not in my casual servers.

 On Fri, May 15, 2015 at 8:05 PM, Glen Elleray versatile_...@hotmail.com
 wrote:

  set it in the gamemode_competitive_server.cfg or whatever gamemode you
 are using. The gamemode_competitive.cfg file is executed after the
 server.cfg and will override any of your changes.

 Versatile


 On 16/05/2015 12:25 AM, Absurd Minds wrote:

 I emailed about this a month or so ago, and it appears to be a very
 common issue with no known solution.
 On May 15, 2015 10:22 AM, Michael Valentine 
 michaelf.valent...@googlemail.com wrote:

 I have tv_delay 0 set in the server.cfg and at the command line during
 startup, however there always appears to be a delay of 105 set.

  The issue I have is our relay server is missing out the last round
 because of an unknown issue just now. I believe it's either eBot's
 recording or the delay.

  Anyone have any idea what the issue could be?

  Cheers,
 Michael

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Re: [Csgo_servers] Having some issues with my GOTV

2015-04-27 Thread Usman Khan
1. I've the exact same problem on GOTV, even though tv_delay is set in
server.cfg as 60 but it shows as 105, moreover i can not find this as 105
in any other cfg. Maybe some bug
2 .Secondly, my server is 128 tick but gotv shouldnt be 128 tick but when i
connect to gotv it shows as 128 tick and no way for me to fix it. Maybe
thats why users are seeing flickering/lagging at my server gotv

On Mon, Apr 27, 2015 at 4:06 PM, Absurd Minds goabs...@absurdminds.net
wrote:

 First, it's exceptionally laggy. It's worse than watching an overwatch
 demo. Is this normal, or do I have a cvar missing?

 The second problem is that even though I have tv_delay 0, the delay is
 always 105 seconds.

 These are set in the server.cfg of the server the GOTV is on. All the
 other cvars work fine, but not tv_delay.

 tv_autorecord 0
 tv_debug 0
 tv_dispatchmode 1
 tv_maxclients 2
 tv_name AbsurdMinds GOTV
 tv_overridemaster 0
 tv_relayvoice 1
 tv_delay 0
 tv_password ***
 tv_delaymapchange 0


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Re: [Csgo_servers] Traffic-Monster CSGO?

2015-04-27 Thread Usman Khan
Considering your situation, maybe 22 TB max if upload bandwidth is set as
follows:

*ASSUMPTION*
14 Mbps for 32 users approx/server
so 70 Mbps total for 5 servers of 32 slots
If all are being fully utilized:

*THEORETICALLY*
Mbps MBps MB per day # of Days GBs TBs  70 9 756000 30 22148 22
unless my calculation is somehow wrong :)

On Mon, Apr 27, 2015 at 3:39 PM, MiShU # gameserver-syndicate.de 
mi...@gameserver-syndicate.de wrote:

 Hello guys,

 since a few month we reached 8 to 9 TB traffic per month with just 11
 servers and just 5 of them are often full (between 12 and 32 populated
 slots). Do you have similar traffic-stats?

 thx for replies!

 Kind regards,
 *me-Shoe rocX!

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Re: [Csgo_servers] Having some issues with my GOTV

2015-04-27 Thread Usman Khan
Ivan, upon conencting to GoTV, i checked tickrate by that command in
console, after that i shared it here :) it shows 128

On Mon, Apr 27, 2015 at 4:54 PM, Ivan Balyasnikov va...@dr.com wrote:

 net_graph should show tickrate of server, not gotv. Check, that cmd and
 update rates are less.

 *Sent:* Monday, April 27, 2015 at 2:13 PM
 *From:* Absurd Minds goabs...@absurdminds.net
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Having some issues with my GOTV

 I believe mine shows 64 tick, but I'm not at home to verify.
 On Apr 27, 2015 7:11 AM, Usman Khan usman.ghazan...@gmail.com wrote:

 1. I've the exact same problem on GOTV, even though tv_delay is set in
 server.cfg as 60 but it shows as 105, moreover i can not find this as 105
 in any other cfg. Maybe some bug
 2 .Secondly, my server is 128 tick but gotv shouldnt be 128 tick but when
 i connect to gotv it shows as 128 tick and no way for me to fix it. Maybe
 thats why users are seeing flickering/lagging at my server gotv

 On Mon, Apr 27, 2015 at 4:06 PM, Absurd Minds goabs...@absurdminds.net
 wrote:

  First, it's exceptionally laggy. It's worse than watching an overwatch
 demo. Is this normal, or do I have a cvar missing?

 The second problem is that even though I have tv_delay 0, the delay is
 always 105 seconds.

 These are set in the server.cfg of the server the GOTV is on. All the
 other cvars work fine, but not tv_delay.

 tv_autorecord 0
 tv_debug 0
 tv_dispatchmode 1
 tv_maxclients 2
 tv_name AbsurdMinds GOTV
 tv_overridemaster 0
 tv_relayvoice 1
 tv_delay 0
 tv_password ***
 tv_delaymapchange 0


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[Csgo_servers] Bug - Making Lots Players Disconnect (buffer overflow)

2015-04-11 Thread Usman Khan
First I observed randomly in my sever console lots of messages suddenly
SendNetMsg Buffer Overflow errors like:

SendNetMsg 39.41.87.22:27005: stream[(null)] buffer overflow (maxsize =
4000)!

After detailed checking, I found out how to reproduce the bug. Here's how:

Checked after 20 people joined my server. In console window, all I had to
do was manually scroll up the dos type screen of server console through
mouse and viola, I would get those tons of messages and then clients will
randomly start disconnecting too

OS: Windows Server 2008 64 Bit / RAM 64 GB , Intel Xeon X5675

works on less player but frequency of people disconnecting is more on more
more people on server
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