Those cvars work for the most part to show servers in the old way.

The  -nomaster thing is good to check. However Valve changed the way they
crawl listings to return to the user searching for servers.

It tries to return based servers closest to the user based on ping and
physical location on their IP. It has a cut off for number of servers
returned and aims to return the "best" servers. It doesn't work all that
effectively and excludes a lot of servers from being found by a lot of
people.
On Nov 26, 2014 1:25 PM, "Andrew Irvine" <[email protected]> wrote:

>  Luckily, when Valve changed the default behavior of the feature (which
> was done to help prevent DDoS), they added in some cvars for those of the
> community who prefer running the old style without the new protections.
>
>
>
> cl_hideserverip 0
>
> host_rules_show 1
>
> host_info_show 2
>
> host_players_show 2
>
>
>
> Also, make sure you’re not running with –nomaster which would exclude you
> from the listings.
>
>
>
> Give that a shot and see if it helps J
>
>
>
> FYI, these convars were added on 2/27/14 and 5/21/14.
>
>
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Nomaan Ahmad
> *Sent:* Wednesday, November 26, 2014 1:50 PM
> *To:* [email protected]
> *Subject:* Re: [Csgo_servers] [CS:GO] Please help strengthen the modding
> community
>
>
>
> There need to be a cvar that enable/disable the hiding of "game info"
> dialog for community servers. Current state of CSGO server software doesn't
> seem to be serve well for communities.
>
> I would like to see this in a future CSGO update please.
>
>
>
> On 26 November 2014 at 18:37, Absurd Minds <[email protected]>
> wrote:
>
> Don't forget how nobody can just join off a friend anymore. You need to
> actually send an invitation for them to join.
>
> On Nov 26, 2014 1:22 PM, "Tom Carroll" <[email protected]> wrote:
>
>  I'm a relatively new server operator. I had two servers up and I had to
> close one down because nobody can find it. I have to tell every single
> person the ip if I want them to play on it. It's just not in the server
> browser, not even when I search for the exact name. Pretty ridiculous.
> Start a server, pay the money to run it, spend hours setting everything up,
> finally get it working... no one can find it. Lol
>
>
>
> On Wed, Nov 26, 2014 at 10:11 AM, Matthias "InstantMuffin" Kollek <
> [email protected]> wrote:
>
>  It's a shame that this mail has almost gone lost with no official
> glance/response at it so far.
>
>
>
> On 26.11.2014 19:07, Kevin C wrote:
>
> Please, at least bring back a server browser that functions like CS:S.
>
>  On 11/24/2014 4:11 PM, Gamemann wrote:
>
> Dear Counter-Strike: Global Offensive developers and server owners,
>
>
>
> I need to address the current state of the modding community and why
> things must change. The modding community is lacking major functionality at
> the moment. First, I want to talk about how important the CS:GO modding
> community is. Counter-Strike: Source and Counter-Strike are still alive due
> to the modding community. Server owners put time and effort into creating
> servers and providing a unique gaming experience for players. Ever since
> CS:GO launched, the modding community hasn’t gone anywhere due to the
> modding community not having the right tools to prosper.
>
>
>
> The first major issue in CS:GO is the unfinished community server browser.
> This issue has been discussed multiple times but Valve has been quiet about
> the issue. The community server browser will one day display 500-1000
> servers and the next day display only 10-60 servers. These servers usually
> have a password or are Valve official servers. The CS:GO’s community server
> browser should be similar to CS:S’s community server browser where it will
> show all community servers (5000+ servers), with the default region set to
> “ALL”. It should also filter all Valve’s official servers since they will
> flood the server browser results. Many well-done community servers lack
> population and the unfinished community server browser is to blame.
>
>
>
>     The next major issue in CS:GO is the “qconnect” attack. There have
> been servers down for months straight from the “qconnect” attack. Many
> communities have sent e-mails to Valve about the attack but no useful
> responses were sent back. These attacks disguise themselves as legitimate
> packets, therefore blocking the attack through the firewall blocks all
> legitimate traffic. These IPs are spoofed, therefore we cannot filter per
> IP address through the firewall. The command “sv_max_queries_sec_global”
> doesn’t work correctly, when at a ridiculously high value (9999999999), the
> server doesn’t use extra CPU and rejects legitimate packets. The e-mail
> sent to Valve with more information is here: http://pastebin.com/kLKi6fjm
>
>
>
>     The final issue is the model precache limit, usually the amount of
> models isn’t an issue, but the table includes materials. There have been
> servers crashing with errors such as
>
> “Warning:  Table modelprecache is full, can't add materials/XXXX.vtf”.
> There should be a separate material precache table for materials only. The
> limit at 1024 maximum models/materials is not enough for the modding
> community and restricts the modding community from enabling unique features
> that worked fine in CS:S.
>
>
>
> I hope these major issues can be addressed.
>
>
>
> Thanks.
>
>
>
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