Re: [Csgo_servers] STEAM down..... One More time....

2014-03-13 Thread haeufi

Confirmed for Germany, too.

Am 13.03.2014 20:59, schrieb Misiu Pajor:

Confirmed. Sweden is also affected.


On Thu, Mar 13, 2014 at 8:49 PM, pslgodfather 
tmac_sour...@hotmail.com mailto:tmac_sour...@hotmail.com wrote:


Confirmed Chicago servers are down also and I cant login into
steam mobile.



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Med vänlig hälsning / Kind regards
__
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Phone +46 (0)8 58 8301 00 | Mobile +46 (0)736 22 39 93

Norgegatan 2 | 164 32 Kista | Sweden
www.op5.com http://www.op5.com | www.op5.com/se http://www.op5.com/se
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Re: [Csgo_servers] Server restarts on another port, whenever internet connection is not active (linux).

2014-01-09 Thread haeufi

Hi,

I also have the problem on two of three csgo-servers. they should listen 
on 27080 and 27085 but after some hours they run on 27081 and 27086... I 
don´t know what the reason is and it just sucks.

There are no entries in the logs, just that they are restarting.
I also don´t know whether it is a sourcemod-related or csgo-related problem.
I´m running SourceMod v1.5.3-dev+3954

Someone can help us?

Am 09.01.2014 03:41, schrieb Charalampos Galanis:


I don't know if the above problem is already mentioned here, but 
forgive me in case it is.


The problem is whenever I reboot my router , so I don't have internet 
connection for about 3 minutes, the server crashes (its screen is 
still active) and restarts in another port, exactly the next one. For 
example, my server listens to 27016 port but it starts @ 27017 port. 
And no , it is not separate screen, I just found out that the normal 
server crashes and this server, with port + 1 takes its place. This is 
frustrating because I have to always quit this bugged-ported server 
and after that, the normal one starts again.


Anybody has experienced this? Why the server restart with altered port 
, when the connection is offline temporarily? And how to prevent this 
from happening from now on, instead of quiting the wrong one manually 
every time ?




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Re: [Csgo_servers] Round time in maps

2013-08-05 Thread haeufi
hidden cvar: mp_ignore_round_win_conditions 1 should solve your 
problem I think. You have to change it per SourceMod:


sm_cvar mp_ignore_round_win_conditions 1



Am 05.08.2013 09:38, schrieb ShoGun-KmKz:

mp_roundtime 0

I don't know if specific map cfg work with CS:GO.

You can try to make cfg for each map, ex for de_dust : de_dust.cfg and
past your modified cvar in.
Put the cfg files for the maps in the /cfg.





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Re: [Csgo_servers] No CSGO update today.

2013-01-17 Thread haeufi

  
  
I think the keyword is platform-neutral
  as they are working on steam for linux and perhaps it will be
  possible to play csgo on linux soon
  
  Am 17.01.2013 16:46, schrieb Saul Rennison:


  Yeah but why? Bitbuffer works fine.
  

  
  
  
  
  Kind regards,
  Saul Rennison


On 17 January 2013 15:43, ics i...@ics-base.net
  wrote:
  

  As the google page says, it's language-neutral,
platform-neutral, extensible mechanism for serializing
structured data. Small, fast and simple.

I'm sure they have done internal tests before changing
to it.

-ics

17.1.2013 17:04, Valentin G. kirjoitti:
  
  

  
Can someone shed some light on how
  protobuf performs vs. bitbuffer? I'm just curious
  as to why the switch is/was made, what benefits it
  has (even if only for valve internally).
 
  
  On Thu, Jan 17, 2013 at
2:50 PM, Nicholas Hastings psycho...@alliedmods.net
wrote:

  I've
made a news post about this now at
SourceMod.net, including a link to all of
the info necessary for SM scripters to
prepare.

-- 
  Nicholas Hastings
  AlliedMods.net 

  

  
  
Marcin Paterek
  
Thursday,
January 17, 2013 6:59 AM

  
  
Almost.
  
  
  https://forums.alliedmods.net/showpost.php?p=1874693postcount=2
  


   


  
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ics
  
Thursday,
January 17, 2013 6:57 AM

  
  

  
Did the sourcemod folks got the
  protobuf sorted with beta already?
  I haven't had time to pay
  attention. 
  
  -ics 
  
  - Alkuperinen viesti - 
   SM will break again if it is
  not updated by then. I don't think
  you need 
   to worry about anything else.
  
   
   
   On Thu, Jan 17, 2013 at 9:48
  AM, Chris Strand 
   milkmansreve...@gmail.comwrote:

  
   
Are there any resources
  available that explain what
  differences we will 
see from 

Re: [Csgo_servers] CSGO 1.21.5.2

2012-12-26 Thread haeufi
Nice! You should also keep in contact with the 
metamod/sourcemod-developers. It was just shocking that none of the 
custom community servers was working and developers said that holiday 
period won´t last for bringing their plugins back to work.


Perhaps they have important bugfixes for your work, too, since they know 
the engine good enough...


Am 26.12.2012 20:53, schrieb Ido Magal:


We're investigating rolling back the internal messaging changes for 
the time being.  If possible, we'll ship an update later today.


Thanks.

*From:*csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of 
*Ido Magal

*Sent:* Monday, December 24, 2012 2:52 PM
*To:* 'csgo_servers@list.valvesoftware.com'
*Subject:* Re: [Csgo_servers] CSGO 1.21.5.2

The update is now live. thanks.

[ MISC ]


* Added the ability to commend and report players from the player 
details view that can be accessed in the scoreboard.
* Number of competitive wins, and unique commendations are now shown 
in the main menu along with skill group.
* Competitive scoreboard will show number of competitive wins needed 
to display your skill group if you have not displayed it yet.
* Fixed movement on ladders ignoring the walk button. Now climbing 
ladders while holding walk is slow and silent, which fixes previous 
exploit of being able to climb ladders at fullspeed without making sound.
* Fixed failure to fire after weapon switching away from a reload and 
back (fake-reloading).

* Whitelisted tv_password convar to set GOTV password.
* Reduced fps in main menu when not connected to a server from 300 fps 
to 120 fps to help with laptops and desktop video cards doing 
excessive work. Exposed fps_max_menu convar to control fps in main menu.
* Added one more minute of grace period for players to reconnect to 
their competitive match before a cooldown for failing to reconnect is 
assigned. Cooldown for failing to reconnect is now assigned after 
player has remained disconnected for at least 4 minutes, not counting 
the round of disconnection and not counting the round in which 4 
minutes grace period elapses.

* Fixed Hammer crash on exit.
* Added some holiday cheer.

*From:*Ido Magal
*Sent:* Monday, December 24, 2012 12:57 PM
*To:* 'csgo_servers@list.valvesoftware.com'
*Subject:* CSGO 1.21.5.2

We hope to have a minor update within a few hours. Thanks.



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Re: [Csgo_servers] Cannot connect to dedicated server

2012-12-08 Thread haeufi
I think your problem is the command for mapgroup. you write map_group, 
but it has to be mapgroup without _


-game csgo +ip ***.**.**.*** +port 27030 -console +exec server.cfg 
+game_type 0 -usercon -nohltv +sv_lan 0 +map de_dust2 -maxplayers 24 
-log -debug -allowdebug *+mapgroup* myNewGroup


This sending reservation request-message is mostly caused by incorrect 
mapgroup name or maps-entries...


Am 08.12.2012 19:08, schrieb Bruno Garcia:

Hello,

I'm attempting to host a CS:GO dedicated server downloaded from steamcmd.

The server runs just fine, and I can connect to the rcon through HLSW, 
but players cannot connect to the server.


They've told me they get connection defused after 10 retries, or 
something like that


Here's a paste of what they get:

http://pastebin.com/bpQiXHBx

And on the server I get this:

http://i.imgur.com/U8jWH.png

My command line args are this:

-game csgo +ip ***.**.**.*** +port 27030 -console +exec server.cfg 
+game_type 0 -usercon -nohltv +sv_lan 0 +map de_dust2 -maxplayers 24 
-log -debug -allowdebug +map_group myNewGroup


And my gamemode_server.txt is this:

http://pastebin.com/HC0Ldtrz

I have seriously no idea how to set it up. I even runned it from the 
default installation without modifying anything and it wouldn't connect.


Is there anything I'm doing wrong?





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Re: [Csgo_servers] Func_movelinear don't work well when map is running on linux server

2012-11-08 Thread haeufi
I think I remember an equivalent issue and the reason for it was 
tickrate 128. Which tickrate does your server run? If it´s 128, try the 
map with tickrate 64...



#tnb | haeufi from www.teamniederbayern.de

Am 08.11.2012 14:59, schrieb Charalampos Galanis:
hello , I have compiled a csgo map with func_movelinears 
elevator-platform  , including a trigger_multiple zone just above them 
, in order them to move up , they are  working well on my windows 
server , but it is totally bugged on linux server , (elevators don't 
move , instead they tremble in initial position) anybody know the reason?



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Re: [Csgo_servers] The server doesn't run as dedicated server

2012-10-21 Thread haeufi
I think I have an idea what it is, please post/attach your 
gamemodes_server.txt file There could be a 2 at the 
commentary-block for mapgroups that cause this error. Please check this


//
// Map groups
//
// To use a mapgroup, it needs to be defined in a keyvalues
// block such as the example below, as well as listed in the
// 'mapgroupsMP' block within the game mode that will run it,
// such as the example above.
*2//*
// Then launch the server with '+mapgroup MAPGROUPNAME'
//
// Example:
//
// srcds -game csgo +game_mode 1 +mapgroup mg_bomb_se +map de_nuke_se
//
//
// Check the developer wiki for updated community info
// 
https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers

//

This 2 has to be removed to have mapgroups working properly... I 
wonder why valve hasn´t removed this bug yet.




Am 21.10.2012 21:17, schrieb Mico:

If properly configured, attached server.cfg file:

/ / Public Information.

hostname $ [hostname]
log on
sv_lan 0
sv_region 255
sv_tags WATAFA GameServers


/ / Passwords

rcon_password $ [rconpassword] / / Remote Access Password
sv_password $ [PrivatePassword] / / used if the server is private


/ / Variables Bots

bot_difficulty 1 / / Defines the skill of bots. Values ​​are: 0 = 1 easy, =
normal, 2 = hard, 3 = expert.
bot_chatter off / / Controls the way of speaking of bots. Allowed values:
'off', 'radio', 'minimal', or 'normal.
bot_join_after_player 1 / / If nonzero, bots wait until a player joins before
entering the game.
bot_quota 10 / / Number of bots in the Server.
bot_quota_mode fill / / Determines the type of quota. Values ​​are: 'normal',
'fill', and 'match



/ / Variables Servers

sv_pausable 0
sv_allow_lobby_connect_only 0
sv_allow_votes 1
sv_allow_wait_command 1
sv_alltalk 1
sv_alternateticks 0
sv_cheats 0
sv_deadtalk 0
sv_downloadurl 0
sv_forcepreload 0
sv_friction 4
sv_full_alltalk 1
sv_infinite_ammo 0


/ / Server Logs

sv_log_onefile 0
sv_logbans 0
sv_logecho 1
sv_logfile 1
sv_logflush 0
sv_logsdir 0


/ / Server Rates

sv_maxcmdrate 102
sv_maxrate 0
sv_mincmdrate 10
sv_minrate 5000


/ / Server Downloads

/ / Sv_downloadurl 0


/ / Pure Options

/ / Sv_pure_kick_clients 1 / / Be sure to set to 1, the server remove users
with mismatched files.
/ / Sv_pure_trace 0 / / Seteat to 1, the server will display a message
whenever a client is verifying a CRC for a file.


/ / Round CONVARS

mp_match_end_restart 0
mp_afterroundmoney 0
mp_playercashawards 1
mp_teamcashawards 1
mp_maxrounds 30
mp_timelimit 0
mp_roundtime 2
mp_freezetime 5
mp_buytime 45
mp_forcecamera 1
mp_defuser_allocation 2
mp_death_drop_defuser 1
mp_death_drop_grenade 2
mp_death_drop_gun 1


/ / Friendly Fire

mp_friendlyfire 1
/ / Ff_damage_reduction_grenade 0 / / How to reduce the damage done to his
teammates by a grenade thrown.
/ / Ff_damage_reduction_bullets 0 / / The fact shrink his teammates by
shooting.
/ / Ff_damage_reduction_other 0 / / The fact downsize their companions for
other damages.


/ / Game CONVARS

mp_autokick 1
mp_autoteambalance 1
mp_buytime 45
mp_c4timer 45
mp_do_warmup_period 1
mp_force_pick_time 15
mp_halftime_duration 15
mp_join_grace_time 15
mp_limitteams 2
mp_match_end_restart 1
mp_maxrounds 30
mp_playercashawards 1
mp_playerid 0
mp_playerid_delay 0
mp_playerid_hold 0
mp_restartgame 0
mp_round_restart_delay 7
mp_roundtime 3
mp_tkpunish 0
mp_warmuptime 25
mp_win_panel_display_time 5


/ / Cash CONVARS

mp_startmoney 400
mp_maxmoney 12000
cash_team_terrorist_win_bomb 2200
cash_team_elimination_hostage_map 2200
cash_team_elimination_bomb_map 2200
cash_team_win_by_time_running_out 2200
cash_team_win_by_defusing_bomb 2200
cash_team_win_by_hostage_rescue 2200
cash_team_loser_bonus 2000
cash_team_loser_bonus_consecutive_rounds 500
cash_team_rescued_hostage 100
cash_team_hostage_alive 0
cash_team_planted_bomb_but_defused 200
cash_team_hostage_interaction 50
cash_player_killed_teammate -3300
cash_player_killed_enemy_default 200
cash_player_killed_enemy_factor 0.5
cash_player_bomb_planted 200
cash_player_bomb_defused 200
cash_player_rescued_hostage 200
cash_player_interact_with_hostage 0
cash_player_damage_hostage -30
cash_player_killed_hostage -1000


/ / Voting Options

sv_vote_allow_spectators 0
sv_vote_command_delay 2
sv_vote_creation_time 120
sv_vote_failure_timer 300
sv_vote_quorum_ratio 0
sv_vote_timer_duration 15


/ / TV Options

/ / Tv_nochat 0
/ / Tv_port check


/ / Commands kicking them and ban players

writeid
writeip
exec banned_user.cfg
exec banned_ip.cfg

Honestly, I do not find the way to solve the problem, I am lost, for this
reason I request your help.

On Dom 21 Oct 2012 15:47:11 Jim Fountain escribió:

Have you set sv_lan 0 in server.cfg?

On Sun, Oct 21, 2012 at 11:40 AM, Mico gam...@watafa.com.ar wrote:

Thanks for answering, the 

Re: [Csgo_servers] 1.20.2.x

2012-10-12 Thread haeufi

[ Minor Fixes ]
-Fixed another case where warmup alerts panel didn't show for late joiners.*  
+1! This was really annoying*!
-Fixed a crash that would happen when you died that associated with the 
spectator panel.*+1! Had this bug almost every day!*
-Fixed general scaleform crashes.
-Made radio commands also selectable via the keypad numbers.*Good work!*
-Made alive/dead state on the spectator UI easier to read.*Have to play to give 
a comment*

[ Classic Competitive Changes ]
-Added save/restore of cash for competitive matches: When a player disconnects 
and reconnects in competitive mode, their pre-disconnect money will now be 
preserved.*+1, but I think there should be a cvar to en-/disable this 
behaviour, because on most public servers you don´t want this feature. But a 
good idea, we hopefully don´t need a SM-Plugin for this any more.*
-Added a button requiring players to ready-up when a competitive match is 
found. When all 10 players ready-up then the matchmaking servers lock them in 
for the match. Abandoning at any point after clicking the ACCEPT button will 
result in Competitive cooldown.*  +1!*
-Increased competitive cooldowns to 30 minutes for first offense, 2 hours for second 
offense and so on.*+1! But you should test whether the cooldowns are fair 
i.e. when someone got a disconnect from internet and times out etc.*




Am 12.10.2012 01:29, schrieb Ido Magal:

The update is live. Thanks.


Release notes for 10/11/2012

[ Minor Fixes ]
-Fixed another case where warmup alerts panel didn't show for late joiners.
-Fixed a crash that would happen when you died that associated with the 
spectator panel.
-Fixed general scaleform crashes.
-Made radio commands also selectable via the keypad numbers.
-Made alive/dead state on the spectator UI easier to read.

[ Classic Competitive Changes ]
-Added save/restore of cash for competitive matches: When a player disconnects 
and reconnects in competitive mode, their pre-disconnect money will now be 
preserved.
-Added a button requiring players to ready-up when a competitive match is 
found. When all 10 players ready-up then the matchmaking servers lock them in 
for the match. Abandoning at any point after clicking the ACCEPT button will 
result in Competitive cooldown.
-Increased competitive cooldowns to 30 minutes for first offense, 2 hours for 
second offense and so on.
-Kicking a player no longer offers a vote to continue. The game will proceed 
with a bot in place of the kicked player.


From: Ido Magal
Sent: Thursday, October 11, 2012 3:50 PM
To: 'csgo_servers@list.valvesoftware.com'
Subject: 1.20.2.x

We hope to ship a mandatory update for CSGO within the hour.

Thanks.


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Re: [Csgo_servers] Regarding pending and scheduled updates.

2012-10-11 Thread haeufi
Valve doesn´t work on weekends... This should solve your problem which I 
can see, too. Just keep watching the mailinglist until Friday evening 
*@valve* (doesn´t need to be the same as your time, depending on 
timezone; Valve sits in Seattle, so you can google the difference of time).


Am 11.10.2012 14:07, schrieb Mark Johansen:

*Dear Valve,

In the upcoming weekend we have a larger LAN-Event with 1.200 
participants taking place. We would therefore like to request that any 
updates pending be scheduled to after the 14th of october if possible.


During the last two years of our events we have been unlucky with you 
releasing updates for the server or client engine up to og in the 
middle of the weekend.


I look forward to your reply!

Best Regards
Mark S. Johansen*


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Re: [Csgo_servers] Any news on a new update?

2012-09-23 Thread haeufi
It´s Saturday night at valve... Additionally they always say they´re not 
working on weekends! First possibility is Monday to get an answer from 
valve...




Am 23.09.2012 14:44, schrieb Thanos Kalogeropoulos:
An official answer on this would be nice. The last update introduced 
severe performance issues and the SDK and game do not accept custom 
content. So what are you guys working on for the next patch?



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Re: [Csgo_servers] Community Servers Quick Play

2012-08-29 Thread haeufi
Thanks thanks thanks Ido for your work on this list! It is very useful 
to have such comments and hints AND announcements of upcoming updates.


By the way: Do you have an estimated date for the next update? It´s 
because I am the next two evenings not at a computer (evening in Germany 
is usually valveupdate time) and can´t have a look permanently.


Thanks

haeufi from www.teamniederbayern.de

Am 29.08.2012 21:31, schrieb Ido Magal:


No. The only requirements are that you meet the user's minimum number 
of players and that you do not have sv_steamgroup_exclusive set to 1.


You could be running surf or zm or anything.

*From:*csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of 
*Nick Emson

*Sent:* Wednesday, August 29, 2012 12:29 PM
*To:* csgo_servers@list.valvesoftware.com
*Subject:* Re: [Csgo_servers] Community Servers Quick Play

Also interested in the response to this question. To further simplify 
it, I guess the question might be Do we have to be running the 
default Valve supplied mapgroup's (mg_bomb etc)?


-Nick

*From:*csgo_servers-boun...@list.valvesoftware.com 
mailto:csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of 
*Jeff Morello

*Sent:* 29 August 2012 20:08
*To:* csgo_servers@list.valvesoftware.com 
mailto:csgo_servers@list.valvesoftware.com

*Subject:* Re: [Csgo_servers] Community Servers Quick Play

If the server is running a mapgroup with strictly _se maps should it 
still be possible for players to be directed there, or does it have to 
be on one of the regular maps?


On Wed, Aug 29, 2012 at 12:04 PM, Ido Magal i...@valvesoftware.com 
mailto:i...@valvesoftware.com wrote:


Correct. The default is 3 players. This is a client-set minimum using 
the convar 'mm_csgo_community_search_players_min'




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Re: [Csgo_servers] sv_allowdownload? Download custom map

2012-08-22 Thread haeufi


Do quakesounds work for you? When I set up quakesounds like in CS:S 
there will be sound glitches and in future games on other servers game 
will crash...


If they work, how did you integrate them?

Am 22.08.2012 09:10, schrieb Anton Ronsjö:
I actually used our old FastDL that we use for CSS, which means the 
file is located in cstrik/Sounds/quake. The download worked and Were 
stored in csgo/Sounds/quake anyways. I hope it was to any Help!



22 aug 2012 kl. 00:44 skrev Mitch M macgyversmul...@live.com 
mailto:macgyversmul...@live.com:


It looks good, maybe try putting the .kv in the fastdl also. Is 
http://foo.bar/fastdl/csgo the actual link? Is sv_downloadurl in 
gamemodes_server or your server.cfg?


 Date: Tue, 21 Aug 2012 18:12:33 -0300
 From: neverm...@imperiumgames.com.ar 
mailto:neverm...@imperiumgames.com.ar
 To: csgo_servers@list.valvesoftware.com 
mailto:csgo_servers@list.valvesoftware.com

 Subject: Re: [Csgo_servers] sv_allowdownload? Download custom map

 I have:
 sv_downloadurl http://foo.bar/fastdl/csgo;

 files in downloadurl:
 fastdl
 -- csgo
  maps
  de_nuke_ve.bsp.bz2

 files in my server:
 -- csgo
  maps
  de_nuke_ve.bsp
  de_nuke_ve.kv

 Is that ok?



 2012/8/21 Mitch M macgyversmul...@live.com 
mailto:macgyversmul...@live.com:

  Downloading bz2's has been working for me.
 
  Stephen Bevan ssbe...@gmail.com mailto:ssbe...@gmail.com wrote:
 
  I had the same issue - I thought I read that downloading bz2's 
broke last

  update or two ago
 
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Re: [Csgo_servers] sv_allowdownload? Download custom map

2012-08-22 Thread haeufi

Next question: How do I create a .vpk-file?

My sound completely gets messed up and I have to verify game files 
otherwise game will crash on every serverjoin.


Just test it with the -ve instead of _ve. Strange thing is, yesterday it 
worked on my testserver, today i started it again and it didn´t work, 
nothing was changed, I only slept and nobody else is doing stuff on the 
server.


Am 22.08.2012 15:35, schrieb Stephen Bevan:
This thread has a couple of different issues being discussed... as for 
the sounds not playing in CS:GO, unless the file you're pushing to the 
client is a proper .vpk, the clients will all have to do a 
snd_rebuildaudiocache before they'll be able to hear any custom 
sounds...


BTW, last time I did that, it really messed with my sound and I 
started hearing a bunch of hissing and popping... eventually had to 
verify the integrity of my clients files and it found some missing 
files which had to be reacquired.


As for the custom map, I'll try renaming it to -ve instead of _ve... 
but having two underscores being the issue is lame if that's the true 
cause.



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Re: [Csgo_servers] sv_allowdownload? Download custom map

2012-08-22 Thread haeufi
I mainly talk about sounds...  It would be great to get quakesounds and 
SaySoundsHE working, because my clan is known for its bavarian funsounds 
on server.


Am 22.08.2012 17:19, schrieb ics:
I'm not exactly sure VPK's are supported like they are in L4D2. 
Someone at Valve should comment on how maps should be made, single 
bsp, extra files packed into the bsp or left open or pack everything 
in VPK, create files like in L4D2 for versioning or just plain CSS Style?


-ics

22.8.2012 18:11, haeufi kirjoitti:

Next question: How do I create a .vpk-file?

My sound completely gets messed up and I have to verify game files 
otherwise game will crash on every serverjoin.


Just test it with the -ve instead of _ve. Strange thing is, yesterday 
it worked on my testserver, today i started it again and it didn´t 
work, nothing was changed, I only slept and nobody else is doing 
stuff on the server.


Am 22.08.2012 15:35, schrieb Stephen Bevan:
This thread has a couple of different issues being discussed... as 
for the sounds not playing in CS:GO, unless the file you're pushing 
to the client is a proper .vpk, the clients will all have to do a 
snd_rebuildaudiocache before they'll be able to hear any custom 
sounds...


BTW, last time I did that, it really messed with my sound and I 
started hearing a bunch of hissing and popping... eventually had to 
verify the integrity of my clients files and it found some missing 
files which had to be reacquired.


As for the custom map, I'll try renaming it to -ve instead of _ve... 
but having two underscores being the issue is lame if that's the 
true cause.



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Re: [Csgo_servers] Classic Deathmatch mod?

2012-08-21 Thread haeufi

Just try CSSDM they added CS:GO-support few time ago.

But I understand what you want to say: It´s the most obvious game mod on 
CS:S; why didn´t they include it? But As I see how gungame is included, 
I will try the Gungame:SM again because configuring ArmsRace on CS:GO is 
just ugly.



Am 21.08.2012 11:05, schrieb Philip Giuliani:

Hey, why csgo hasn't a normal Deathmatch mod yet?

Thats the last and the most important mod that is missing for CS:GO :D

GOGOOG we need it ! :D

*bad eng* :D


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[Csgo_servers] CS:GO Beta is being converted to CS:GO!

2012-08-21 Thread haeufi

I just restarted Steam and saw this: http://ScrnSht.com/vkyzvy

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Re: [Csgo_servers] CS:GO Beta is being converted to CS:GO!

2012-08-21 Thread haeufi
It was just a screenshot from my inventory... few minutes later the 
uninstalled item was removed :D


Am 21.08.2012 19:08, schrieb Collin Howard:
most likely a glitch, you cant have two same copies in your library. 
Unless they put the pre-purchased one to ur inventory


*From:* haeufi hae...@teamniederbayern.de
*To:* csgo_servers@list.valvesoftware.com
*Sent:* Tuesday, August 21, 2012 1:06:17 PM
*Subject:* [Csgo_servers] CS:GO Beta is being converted to CS:GO!

I just restarted Steam and saw this: http://ScrnSht.com/vkyzvy 
http://scrnsht.com/vkyzvy


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Re: [Csgo_servers] steamcmd update released

2012-08-21 Thread haeufi
you can create a server-steamacc and use this, you don´t have to own the 
game any more to create a server... you just need ANY account to log in!


Am 21.08.2012 20:35, schrieb Gordon:
Yeah I don't mind having to log in so much, I can create a script to 
do that, but I can't be logged into steam at the same time - which is 
a minor, but valid, complaint.


On Tue, Aug 21, 2012 at 12:53 AM, Saint K. sai...@specialattack.net 
mailto:sai...@specialattack.net wrote:


Too much work* (sorry, it's still early)

From: csgo_servers-boun...@list.valvesoftware.com
mailto:csgo_servers-boun...@list.valvesoftware.com
[csgo_servers-boun...@list.valvesoftware.com
mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
Saint K. [sai...@specialattack.net mailto:sai...@specialattack.net]
Sent: 21 August 2012 09:52
To: csgo_servers@list.valvesoftware.com
mailto:csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] steamcmd update released

Yea, I could as well create a whole lot of accounts. Both not
really a solution and too much more.

Saint K.

From: csgo_servers-boun...@list.valvesoftware.com
mailto:csgo_servers-boun...@list.valvesoftware.com
[csgo_servers-boun...@list.valvesoftware.com
mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
[#OMEGA] - K2 [omeg...@gmx.de mailto:omeg...@gmx.de]
Sent: 21 August 2012 09:52
To: csgo_servers@list.valvesoftware.com
mailto:csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] steamcmd update released

As a workaround for the time being, you could just install the
files to one
location and update that location. Once updated, you copy the
updated/replaced files to your servers.

-Ursprüngliche Nachricht-
Von: csgo_servers-boun...@list.valvesoftware.com
mailto:csgo_servers-boun...@list.valvesoftware.com
[mailto:csgo_servers-boun...@list.valvesoftware.com
mailto:csgo_servers-boun...@list.valvesoftware.com] Im Auftrag
von Saint K.
Gesendet: Dienstag, 21. August 2012 09:44
An: csgo_servers@list.valvesoftware.com
mailto:csgo_servers@list.valvesoftware.com
Betreff: Re: [Csgo_servers] steamcmd update released

Taylor,

Are there any plans on removing the user authentication all
together? It
seems a bit pointless and it's highly annoying to incorporate it
into our
auto update scripts.

Not really feeling like creating tons of accounts to have all the
servers
being able to update at the same time

Saint K.

From: csgo_servers-boun...@list.valvesoftware.com
mailto:csgo_servers-boun...@list.valvesoftware.com
[csgo_servers-boun...@list.valvesoftware.com
mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
Taylor Sherman
[tayl...@valvesoftware.com mailto:tayl...@valvesoftware.com]
Sent: 21 August 2012 03:00
To: 'csgo_servers@list.valvesoftware.com
mailto:csgo_servers@list.valvesoftware.com'
Subject: [Csgo_servers] steamcmd update released

Hi all,

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

Some notes:


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

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

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

regards,
Taylor Sherman
Valve


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Re: [Csgo_servers] sv_allowdownload? Download custom map

2012-08-21 Thread haeufi
I am interested in de_nuke_ve getting to work, it´s the only map  tried 
which doesnt work...

Even if it is integrated in a mapgroup it doesn´t work.

I really want to get this map working...

Am 21.08.2012 23:12, schrieb Nevermore Imperium:

I have:
sv_downloadurl http://foo.bar/fastdl/csgo;

files in downloadurl:
fastdl
-- csgo
 maps
 de_nuke_ve.bsp.bz2

files in my server:
-- csgo
 maps
 de_nuke_ve.bsp
 de_nuke_ve.kv

Is that ok?



2012/8/21 Mitch M macgyversmul...@live.com:

Downloading bz2's has been working for me.

Stephen Bevan ssbe...@gmail.com wrote:

I had the same issue - I thought I read that downloading bz2's broke last
update or two ago

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

2012-08-20 Thread haeufi
That doesn´t work if you change hidden cvars. Therefore a plugin like 
SourceMod is needed (sm_cvar)


Am 20.08.2012 18:59, schrieb Ido Magal:

Gamemodes.txt does not reload.

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


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

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

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

2012-08-20 Thread haeufi
Personally I don´t have a problem this moment, because the only thing I 
change is sv_hibernate_when_empty, but i told for others who want to 
switch between modes on-the-fly. Perhaps gamemodes_server.txt (not 
gamemodes.txt) could be implemented as re-read on mapchange. I think 
this would clear the problem...


Am 20.08.2012 19:21, schrieb Ido Magal:

Which hidden cvars are you changing?

-Original Message-
From: csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of haeufi
Sent: Monday, August 20, 2012 10:12 AM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Reloading gamemodes_server.txt without server 
restart

That doesn´t work if you change hidden cvars. Therefore a plugin like
SourceMod is needed (sm_cvar)

Am 20.08.2012 18:59, schrieb Ido Magal:

Gamemodes.txt does not reload.

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


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

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

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Re: [Csgo_servers] Sample gamemodes_server.txt , launch command , server.cfg files for beginners

2012-08-19 Thread haeufi
Because it need much more Server CPU... I set all servers to tick128 
except the deathmatch and the armsrace, because there is much more action...


Am 19.08.2012 16:34, schrieb Molnár László:

ou should increase the max value of cmd rate and min rate something



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Re: [Csgo_servers] sv_alltallk afecting chat

2012-08-19 Thread haeufi

nice!

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


Am 19.08.2012 19:04, schrieb Peter Freese:

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


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

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

Thanks

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Re: [Csgo_servers] Working on a tool for the gamemodes_server.txt

2012-08-19 Thread haeufi

Looks good, but at the moment I don´t need it any more^^

Am 19.08.2012 21:39, schrieb Ssh:

I'm working on a tool for thegamemodes_server.txt  ;)
http://s1.directupload.net/images/120819/vwzevzbu.png


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Re: [Csgo_servers] Players banned

2012-08-18 Thread haeufi
I think he means banned_user.cfg. If you didn´t writeid ban won´t be 
applied on mapchange or am I wrong?


Am 18.08.2012 15:41, schrieb JKavs(ek:


Please tell us what you mean by banlist etc?

Dne 18. avg. 2012 14:42 je Ejziponken - sza...@hotmail.com 
mailto:sza...@hotmail.com napisal/-a:


My friend is banned from my server, first time he connected.
Nothing in banlist etc...

:S

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Re: [Csgo_servers] Documentation and the wiki

2012-08-17 Thread haeufi

Thanks! That will help people being new to this much!

Am 17.08.2012 08:10, schrieb bbiloc...@gmail.com:


Hello all,

I've updated the overview of the different config files and created a 
common problems section on the CS:GO DS wiki at 
https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers


We can help alleviate the repetition of problems/solutions by keeping 
that wiki updated since it is probably the go-to document for setting 
up a CS:GO server. Yes, you will have to register to edit, but it 
certainly isn't limited to just Valve employees.


--

Bryan



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Re: [Csgo_servers] server.cfg and gamemodes.txt

2012-08-17 Thread haeufi
In fact, this would be a first idea, but there will be a problem, when 
valve changes general settings or structure in gamemodes.txt. You would 
get issues with crashing servers etc. and didn´t know what to do. I 
think it isn´t that difficult to find your own settings and adding them 
to gamemodes_server.txt... Most people are just too lazy and if your 
hosting servers, you shouldn´t be lazy. Otherwise you should stop it.


Am 17.08.2012 09:40, schrieb Mark Clifford-Jones:
Thanks for that info Ido, I still don't think this ideal though, most 
server admins would just want to have config files that they can just 
edit the values of the vars instead of copying/pasting stuff from one 
file to another and then changing - although I suppose they could just 
copy the whole of gamemodes.txt into gamemodes_server.txt and then 
edit that?


 From: nextra...@gmail.com
 Date: Fri, 17 Aug 2012 02:39:28 +0200
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] server.cfg and gamemodes.txt

 Can the file actually be reloaded in any way. I think my changed
 settings are not reflected until I restart the server, that is very
 inconvenient.

 On Fri, Aug 17, 2012 at 2:34 AM, Ido Magal i...@valvesoftware.com 
wrote:
  The code first loads gamemodes.txt, then it merges in 
gamemodes_server.txt
  and overwrites any key values if there are duplicates. So, yes, 
changing

  either will get the same result.
 
 
 
  The reason we recommend not changing gamemodes.txt is because if 
we change
  it ( for example by moving free armor from being hard-coded into a 
convar
  that now needs to be included in every gamemode convar block ), 
you either
  don't get the changes or you have to manually diff your old 
version with the

  new one every update.
 
 
 
  Point taken on the documentation, and we'll improve it as we go, 
but fwiw,
  the wiki is a community wiki, and those of you that help each 
other out on

  the list should feel empowered to add to it and/or modify it.
 
 
 
  Thanks for running servers.
 
 
 
  Cheers.
 
 
 
  From: csgo_servers-boun...@list.valvesoftware.com
  [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Mark
  Clifford-Jones
  Sent: Thursday, August 16, 2012 5:02 PM
 
 
  To: csgo_servers@list.valvesoftware.com
  Subject: Re: [Csgo_servers] server.cfg and gamemodes.txt
 
 
 
  Thanks Mitch, that's great :)
 
  Incidentally, a quick look on that list shows you had to do 
exactly what i
  did to get a mixed map rotation working (i.e. de_ and cs_ maps in 
the same

  list) - even though the gamemodes.txt file says 'do not modify!'
 
  
 
  From: macgyversmul...@live.com
  To: csgo_servers@list.valvesoftware.com
  Date: Thu, 16 Aug 2012 19:53:10 -0400
  Subject: Re: [Csgo_servers] server.cfg and gamemodes.txt
 
  Joe, try this link
  
http://www.mail-archive.com/csgo_servers@list.valvesoftware.com/index.html#01015

 
 
  
 
  From: j...@straferight.com
  Date: Thu, 16 Aug 2012 19:48:49 -0400
  To: csgo_servers@list.valvesoftware.com
  Subject: Re: [Csgo_servers] server.cfg and gamemodes.txt
 
  Just wanted to say that I don't have access to the archives as 
well, which
  is a bit frustrating as I assume there's a good bit of info in 
there that

  would be useful (and would also probably prevent this list from being
  flooded with repeat questions).
 
 
 
  Also wanted to agree with the notion that a more fully fleshed-out 
example

  server.cfg and gamemodes.txt would be greatly appreciated.
 
 
 
  -joe
 
 
 
  On Thu, Aug 16, 2012 at 8:30 AM, Mark Clifford-Jones 
marku...@hotmail.com

  wrote:
 
  Hi all
 
  Firstly, apologies if this has already been covered, I can't seem 
to access

  the archived mails :(
 
  I have just installed a server using the guide from the wiki
  
https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers

 
  The first thing I notice is the server.cfg is very minimal, but 
I'm pretty
  sure there are more vars that can go in there (I tried some CSS 
ones just to

  see!), does anybody have an example server.cfg with all the available
  options in?
 
  Also gamemodes.txt seems very complicated compared to how CSS 
worked, is

  there a simplified version anywhere? And is it possible to split the
  gamemodes out totally from there into seperate playlist configs 
and call
  them from command line when a change to the server is needed (or 
is it even

  possible to call them from server.cfg)? gamemodes.txt takes a LOT of
  trawling through...!!
 
  The wiki was a good place to start but seems very vague in places, 
I wanted
  to know if a mixed rotation was possible so went to the map 
section and it

  just says
 
 
  Maps
 
 
  The types of maps you play are now controlled by map groups.
 
  And lastly does mp_maxplayers work? And if so does the command 
line override
  gamemode.txt? I tried to set max players on the command line but 
it seems to

Re: [Csgo_servers] server requires lobby reservation but is unreserved. Received game details information from

2012-08-17 Thread haeufi
I would say you use a non-defined mapgroup on command-line. 
mg_allclassic isn´t defined by default any more. You could either define 
it in gamemodes_server.txt or use mg_bomb for de_-maps


Am 17.08.2012 11:41, schrieb Ejziponken -:

Users cant connect anymore, whats the problem now?


connect godm1.brutalcs.nu
Connecting to public(81.170.255.234:27015) ...
387.105:  Sending UDP connect to public IP 81.170.255.234:27015
Server using 'public' lobbies, requiring pw no, lobby id 0
RememberIPAddressForLobby: lobby 0 from address 81.170.255.234:27015
Server approved grace request...
Retrying connection to 81.170.255.234:27015, server requires lobby 
reservation but is unreserved.

Received game details information from godm1.brutalcs.nu...
[MM] Sending reservation request to 81.170.255.234:27015
[MM] Sending reservation request to 81.170.255.234:27015



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Re: [Csgo_servers] CSGO weird install problem

2012-08-17 Thread haeufi
If you mentioned your error we could perhaps help you, but with this 
detailled description of the problem we can´t even guess which issue it is.


Am 17.08.2012 17:21, schrieb JKavs(ek:
Hello, can anyone suggest any solutions rather than reinstalling linux 
which is not going to happen to get a game working at least not for a 
month or so.


I'm running ventrilo, ts3, public, dm and war css servers without any 
problems, but csgo is giving me an unbelievable (rare as hell?!) error.


Thanks!

Regards, karil


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Re: [Csgo_servers] CSGO patch

2012-08-16 Thread haeufi
in which file did you add it? I think it should be added at 
gamemodes_server.txt, not in server.cfg


This Player Count problem is volitional i think. In CS:S it´s the 
same: bots are subtracted in INGAME-Serverbrowser, not in 
Steam-Serverbrowser. That is because people normally don´t want to play 
against bots.


Am 16.08.2012 05:30, schrieb Douglas:

mp_weapons_allow_zeus did not work on competitive mode.
*From:* Collin Howard mailto:my_azz...@yahoo.com
*Sent:* Wednesday, August 15, 2012 10:52 PM
*To:* csgo_servers@list.valvesoftware.com 
mailto:csgo_servers@list.valvesoftware.com

*Subject:* Re: [Csgo_servers] CSGO patch
mp_solid_teammates set to 1 did not work for classic casual, i can 
still pass through my team mates


Issue with slots display still exists where if you set bot quota to 
more than 10 it will show you fewer slots as people start to join. For 
example, 28 slot server with 15 bot quota, one person joins and it 
shows 1/14 in the community server browser, instead of showing 1/28


*From:* Andreas Grimm c...@saigns.de
*To:* csgo_servers@list.valvesoftware.com
*Sent:* Wednesday, August 15, 2012 10:23:53 PM
*Subject:* Re: [Csgo_servers] CSGO patch
o mp_solid_teammates - Determines whether teammates are solid or not.
o mp_free_armor - Determines whether armor and helmet are given 
automatically.
o mp_weapons_allow_zeus - Determines whether the Zeus is purchasable 
or not.

All i can say:
thank you,
thank you,
thank you :-)
*From:*csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of 
*Ido Magal

*Sent:* Thursday, August 16, 2012 4:16 AM
*To:* csgo_servers@list.valvesoftware.com
*Subject:* [Csgo_servers] CSGO patch
We've released a mandatory update to CSGO.
The notes for the update are here:
http://store.steampowered.com/news/8657/
Thanks.

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Re: [Csgo_servers] de_nuke_se spawns

2012-08-16 Thread haeufi
de_nuke_ve is the only map I wanted to test and which didn´t work... do 
I still need the kv-file? how should it look, because maxplayers 
shouldn´t be defined in map but in gamemodes(_server).txt? When I load 
de_nuke_ve there will be enourmous text in client console but it won´t 
be downloaded from fastdl. Fastdl works on other maps without kv-file 
and with simply adding it to a mapgroup. I really want to put this map 
on my server, I´m frustrated ;)


coult anyone mail me the working kv-file?
thanks

haeufi

Am 16.08.2012 19:19, schrieb Jonas Andersson:

de_nuke_ve has 30 spawn points if you edit its .kv file

Just FYI. Very suitable replacement.

On Thu, Aug 16, 2012 at 12:09 PM, Ejziponken - sza...@hotmail.com 
mailto:sza...@hotmail.com wrote:


yeah, inferno, d2, train works. Only nuke that has 10.


Date: Thu, 16 Aug 2012 13:06:40 -0400
From: goabs...@absurdminds.net mailto:goabs...@absurdminds.net
To: csgo_servers@list.valvesoftware.com
mailto:csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] de_nuke_se spawns


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

Seems like de_nuke_se dont have enough spawnpoints for 24
players?

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--
/Jonas/

http://about.me/jonasandersson


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Re: [Csgo_servers] de_nuke_se spawns

2012-08-16 Thread haeufi
It´s a custom map made by volcano, announced by valve in a recent blog 
entry. You can download it at http://volcanotv.tumblr.com/


Am 16.08.2012 19:52, schrieb Ejziponken -:

And where can I find that? Its not in the map directory.


From: jonas...@gmail.com
Date: Thu, 16 Aug 2012 12:19:56 -0500
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] de_nuke_se spawns

de_nuke_ve has 30 spawn points if you edit its .kv file

Just FYI. Very suitable replacement.

On Thu, Aug 16, 2012 at 12:09 PM, Ejziponken - sza...@hotmail.com 
mailto:sza...@hotmail.com wrote:


yeah, inferno, d2, train works. Only nuke that has 10.


Date: Thu, 16 Aug 2012 13:06:40 -0400
From: goabs...@absurdminds.net mailto:goabs...@absurdminds.net
To: csgo_servers@list.valvesoftware.com
mailto:csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] de_nuke_se spawns


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

Seems like de_nuke_se dont have enough spawnpoints for 24
players?

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http://about.me/jonasandersson

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Re: [Csgo_servers] Outstanding Issues

2012-08-14 Thread haeufi

+1

Am 14.08.2012 03:00, schrieb Kyle Sanderson:

Getting kind of worried here... We have a ton of mappers porting
ZombieMod/ZombieEscape maps. However, clients still can't download the
map from the server.

Is there going to be another update? or are we just dead in the water?
The open beta starts tomorrow.

Thanks,
Kyle.

On Sat, Jul 7, 2012 at 2:05 PM, Andre Müller gbs.dead...@gmail.com wrote:

He is right, use this page because it is already there and Valve
doesn't have any bugtracker like this. So we have to use solutions
outside.

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Re: [Csgo_servers] CSGO update forthcoming

2012-08-14 Thread haeufi
For everybody, changelog is being readable here: 
http://store.steampowered.com/news/8641/


Am 14.08.2012 21:47, schrieb RSS List User:

Very detailed sir!

*waits for angry beta customers*

On 8/14/2012 3:42 PM, Ido Magal wrote:


Thanks.



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Re: [Csgo_servers] CSGO update forthcoming

2012-08-14 Thread haeufi

It was between reading his first mail and sending this^^

Am 14.08.2012 21:57, schrieb Philip Giuliani:

Ido wrote already the link to the changelog :P

2012/8/14 haeufi hae...@teamniederbayern.de 
mailto:hae...@teamniederbayern.de


For everybody, changelog is being readable here:
http://store.steampowered.com/news/8641/

Am 14.08.2012 21:47, schrieb RSS List User:

Very detailed sir!

*waits for angry beta customers*

On 8/14/2012 3:42 PM, Ido Magal wrote:


Thanks.



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Re: [Csgo_servers] Outstanding Issues

2012-08-14 Thread haeufi
I have got a problem with putting a custom map (de_nuke_ve) on a server. 
Which steps do I have to do to get it working?


Thanks for your help!


Am 14.08.2012 22:09, schrieb Kyle Sanderson:

Thanks for the fix!

Thanks,
Kyle.

On Tue, Aug 14, 2012 at 12:54 PM, Vitaliy Genkin
vita...@valvesoftware.com  wrote:

The update today is going to allow clients to download custom maps from servers 
using the standard sv_downloadurl mechanisms.
Clients loading screen UI didn't make the update and for now will not reflect 
the download progress, but we hope to catch up on that soon too.
Let us know later today if it works as expected,
-Vitaliy


-Original Message-
From:csgo_servers-boun...@list.valvesoftware.com  
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of haeufi
Sent: Monday, August 13, 2012 11:02 PM
To:csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Outstanding Issues

+1

Am 14.08.2012 03:00, schrieb Kyle Sanderson:

Getting kind of worried here... We have a ton of mappers porting
ZombieMod/ZombieEscape maps. However, clients still can't download the
map from the server.

Is there going to be another update? or are we just dead in the water?
The open beta starts tomorrow.

Thanks,
Kyle.


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[Csgo_servers] de_nuke_ve???

2012-08-02 Thread haeufi

Hey guys,

I just read of the newest valve blog entry and also downloaded the new 
announced map de_nuke_ve and tried it shortly. After some admins said 
that you have to reconnect 3 times to a server with a custom map is set 
sv_downloadurl and said a member of my clan (Team Niederbayern) to join 
the server, but he didn´t manage to get on the server on even 6 times of 
reconnecting... So how do you manage to get people on your server on 3 
times reconnecting? We should massively mail to valve-people about this 
issue, because having custom maps on our server will and were the most 
important thing we could do against this german verschlimmbesserung 
(english improve by making it worse)


haeufi from www.teamniederbayern.de

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[Csgo_servers] _se-maps 10 players

2012-07-28 Thread haeufi

Hey guys,

I tried everything I remember to get more than 10 people on my 
Deathmatch-Server on de_dust2_se (and any other _se-map). SInce there 
are servers where it IS possible, what do I have to change to get it to 
work. maxplayers in gamemodes.txt is set, exactly like in startup-line.

Do I have to edit anything else?

Thanks

haeufi - www.teamniederbayern.de

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Re: [Csgo_servers] 15vs15 on _se maps

2012-07-10 Thread haeufi
Perhaps you could use sourcemod with plugin spawntools to add more 
spawnpoints...
Just an idea I have this issue, too. But i chose not to write 
_se-maps into maplist...



haeufi from www.teamniederbayern.de


Am 10.07.2012 05:37, schrieb Jonas Andersson:
Having this problem too. 15v15 works fine on non _se maps. I'm 
guessing it has to do with the number of spawn points on the _se maps 
still being limited to 5 per side.


On Mon, Jul 9, 2012 at 8:36 PM, Travis Brown tbrown7...@gmail.com 
mailto:tbrown7...@gmail.com wrote:


Tried all of this?
http://csgodev.com/how-do-i-get-more-then-5v5/

On Mon, Jul 9, 2012 at 9:35 PM, Stephen Bevan ssbe...@gmail.com
mailto:ssbe...@gmail.com wrote:

Is there a trick to get 15v15 on _se maps or do I need to go
over my gamemodes.txt again, with my glasses on and I'm the
the only one having issues?
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Re: [Csgo_servers] mapchange crash still

2012-06-18 Thread haeufi
My main crashing issue dissolved after stopping the second server 
started from the same directory on different tickrate and port... Now 
crashing has gotten really rare...


#tnb | haeufi from www.teamniederbayern.de

Am 18.06.2012 22:32, schrieb Solomon Nero:
Sure its a known issue, but wanted to clarify, server crashes a lot on 
mapchange.


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Re: [Csgo_servers] Server version mismatch

2012-06-15 Thread haeufi
Could it be you didn´t set force_install_dir and it downloads to another 
directory? That´s the only reason I can imagine...


haeufi - www.teamniederbayern.de

Am 15.06.2012 02:32, schrieb William Tetsworth:
When I update (windows) each server, it goes through the steps and 
everything seems fine, validation included. I load up the game, try to 
join the server and it won't let me, console says that the server is 
wrong version.


Invalid GetHostVersion(), expecting 11610, got 11511
Unknown command joingame




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[Csgo_servers] working TK Manager

2012-06-11 Thread haeufi

Hi guys,

on my server there are many teamattacks and sometimes teamkills. I want 
to load a plugin (sourcemod prefered) to give the victim punishment 
options at teamkill and have a counter for teamattacks and after 
reaching a maximum of teamattacks, you get kicked. Optimal configuration 
would be if there was a second counter after that teamkillers will be 
banned.


I already tried Simple TK Manager 
http://forums.alliedmods.net/showthread.php?p=674055 , but it seems to 
be crashing the server.


Has anyone got a working plugin? Or did I just configure it wrong?

Thanks for your help!

haeufi - www.teamniederbayern.de

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[Csgo_servers] Server Crashing

2012-06-02 Thread haeufi

Hey Guys,

I have got a problem with one of my CS:GO-Servers, and typically with 
the one being full the whole day: 176.9.107.110:27080


Mostly after 5 to 6 hours runtime the server crashes and I can´t find 
the reason. Here is a part of my SourceMod error logfile:

L 06/02/2012 - 13:19:28: [vacbans.smx] Socket error 3 (errno 111)
L 06/02/2012 - 13:39:22: Error log file session closed.
L 06/02/2012 - 14:04:43: SourceMod error session started
L 06/02/2012 - 14:04:43: Info (map de_inferno) (file 
errors_20120602.log)

L 06/02/2012 - 14:04:43: [vacbans.smx] Socket error 3 (errno 111)
L 06/02/2012 - 14:04:55: [vacbans.smx] Socket error 3 (errno 111)
L 06/02/2012 - 14:05:38: [vacbans.smx] Socket error 3 (errno 111)
L 06/02/2012 - 14:05:52: [vacbans.smx] Socket error 3 (errno 111)
L 06/02/2012 - 14:22:39: Error log file session closed.
L 06/02/2012 - 16:24:47: SourceMod error session started
L 06/02/2012 - 16:24:47: Info (map ) (file errors_20120602.log)
L 06/02/2012 - 16:24:47: Could not find path for: tier0_i486.so
L 06/02/2012 - 16:24:47: Error log file session closed.
L 06/02/2012 - 17:03:02: SourceMod error session started
L 06/02/2012 - 17:03:02: Info (map de_inferno) (file 
errors_20120602.log)

L 06/02/2012 - 17:03:02: [vacbans.smx] Socket error 3 (errno 111)
L 06/02/2012 - 17:08:19: Error log file session closed.
L 06/02/2012 - 21:18:14: SourceMod error session started
L 06/02/2012 - 21:18:14: Info (map ) (file errors_20120602.log)
L 06/02/2012 - 21:18:14: Could not find path for: tier0_i486.so
L 06/02/2012 - 21:18:14: Error log file session closed.
L 06/02/2012 - 21:27:59: SourceMod error session started
L 06/02/2012 - 21:27:59: Info (map ) (file errors_20120602.log)
L 06/02/2012 - 21:27:59: Could not find path for: tier0_i486.so
L 06/02/2012 - 21:27:59: Error log file session closed.


I Already read that the tier0_i486.so-message is not important. I wonder 
more about the Socket error message. Has anybody an idea what to do 
against it?


The main difference to the other server, which hasn´t crashed since 
planned restart a 5 a.m. is that I don´t use sourcemod anti cheat on the 
second one.


Does anybody have similar problems with sourcemod anti cheat?
For your information: I used the packages smac(main), smac_aimbot, 
smac_eyetest, smac_rcon, smac_speedhack


I disabled all of them now and have to wait whether it will crash after 
another 5 to 6 hours.


Thanks for your help!

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Re: [Csgo_servers] Suggestions to CS:GO

2012-06-01 Thread haeufi
Point 1: completely agree. If you have 2 or more servers and want to 
check how many players are on them you have to exit current game to 
check the servers, it is very long-winded.


Point 2: Completely agree, SourceMod-Devs have this problem, too, i think

Point 3: Disagree, but only, because I´m a CS:S-Player and I was really 
happy when the manual ammo buying was disabled, because everybody alway 
bought full ammo. But a cvar to set by server or client (like the one 
with automatic kevlar+helmet-setting you now can use) would be a 
possibility to get both CS 1.6 and CS:S-players under one game.


Point 4: Agreed, but the first three points are more important

Point 5: Disagree, it´s completely normal I think

Point 6: I think they will remove the gamemodes-file, I hope, and use 
server.cfg or any other cfg *in the cfg-folder* for it.



Am 01.06.2012 16:08, schrieb lcz # GalegO:

@Valve

I don't know if here is the best place to talk about suggestions, but 
the valve forums is very confused. So after play some hours, and up my 
personal server, I have some suggestions to improve the CS:GO experience:


1) Servers List: Allow the server lists in game, like CS 1.6. Exit a 
game just to see the list of server, don't find any other good server 
to play and return to the same server is painful;


2) Buy Menu: After years and years playing CS:CZ, when I enter the 
menu and I give up or I already have that gun and want to exit the 
menu I press 0, but in the CS:GO only ESC works. Allow the 0 
(zero) again.


3) Weapon Ammo: I know, this is a very complicated subject, I 
personally prefer to buy the ammos, but CS:S players not. Maybe you 
can made a cvar in the gamemodes.txt and each one set your server as 
you like. Personally I think the game is more dynamic and real, 
because you need to manage your money.


4) Foot Steps: The steps are very confused. At the same time are low 
and difficult to hear, I can hear far with almost the same intensity. 
So I do not know if the opponent is close or far away from me;


5) Radar: Do not show my opponent on the radar of my team, when it is 
viewed. This makes the game more predictable. This takes away the 
element of surprise that was so successful for years.


6) gamemodes.txt: I was thinking, if a server have 200 maps. How we 
manage this maps in the gamesmodes.txt? Is possible to create a .bat 
or something like this to generate a new gamesmodes.txt with the all 
maps and your configs? Or make a new file only for the maps. (Sorry, I 
still a little confusing about this new config file)



PS: I know you are working in others majors bugs, and the game will be 
improved. This is just some things tha I have thinking with my friends 
while play the game.



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Re: [Csgo_servers] Autorestart?

2012-05-31 Thread haeufi
It is already disabled, because i use the Sourcemod Voting System and 
playersvotes. I forgot that while writing, but noticed right after 
sending the mail xD




Am 31.05.2012 15:47, schrieb Philip Giuliani:
Hi! Add sv_allow_votes 0 to the Server.cfg. Then the server should not 
crash again ;)


2012/5/31 haeufi hae...@teamniederbayern.de 
mailto:hae...@teamniederbayern.de


Hi,

I use linux for our server that is going well after joining with
bots about 15 minutes until it is at 12/24 players. Since
yesterday I have a little problem that soon or later it crashes
(couldn´t find a reason for it yet). I don´t want to check it
every 10 minutes, because there´s a real life outside, too, and i
woult like to know whether there is any possibility to let it
autorestart. At CS:S there was an autorestart-function but I think
it doesn´t work for csgo at the moment.

Thanks guys!

haeufi from www.teamniederbayern.de http://www.teamniederbayern.de

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Re: [Csgo_servers] We need a key to test Global Strike Counter Offensive.

2012-05-29 Thread haeufi

Just get one at ebay, it should be the easiest way to get one.


Am 30.05.2012 00:20, schrieb Emanuel Claudio Gonzalez:

First of all, we welcome the entire community.

We are one of the most important hosting of Argentina, we stayed in the city
of Rosario, Santa Fe

We need a key to test the new Global Strike Counter Offensive and we want to
start selling Game Servers.

Now we communicate with the STEAM support but did not get a serious answer to
the case.

Someone can help get a key and install a server for testing.




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