Re: [Csgo_servers] new kind of weird hack...whatch out..

2012-06-12 Thread Nomaan Ahmad
I am not sure what you meant by "common bug that doesn't discriminate
between clients"
But I think upside down screen is hax.

On 13 June 2012 04:52, Kyle Sanderson  wrote:

> Nothing new, common bug that doesn't discriminate between clients. Atleast
> in CS:S under EP1 this is the case.
>
> Thanks,
> Kyle.
>
>
> On Tue, Jun 12, 2012 at 8:48 PM, Solomon Nero wrote:
>
>> Some weird new kind of hack and aimbot.
>>
>> dud: STEAM_1:1:30992549
>>
>> screenshot
>>
>> http://steamcommunity.com/id/**nerominded/screenshot/**540678343284054313
>>
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>
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Re: [Csgo_servers] new kind of weird hack...whatch out..

2012-06-12 Thread Nomaan Ahmad
I have yet to see a bug that makes players screen 180 degrees upside down
randomly. Although the bug I know when you spectate a player, his/her
screen is just tilted not upside down like the screenshot posted.

On 13 June 2012 05:03, Ian Thompson  wrote:

> It's a bug caused by some aimbots, but it can also occur randomly when
> clicking through spec.
>
>
> On Tue, Jun 12, 2012 at 11:57 PM, Nomaan Ahmad wrote:
>
>> I am not sure what you meant by "common bug that doesn't discriminate
>> between clients"
>> But I think upside down screen is hax.
>>
>>
>> On 13 June 2012 04:52, Kyle Sanderson  wrote:
>>
>>> Nothing new, common bug that doesn't discriminate between clients.
>>> Atleast in CS:S under EP1 this is the case.
>>>
>>> Thanks,
>>> Kyle.
>>>
>>>
>>> On Tue, Jun 12, 2012 at 8:48 PM, Solomon Nero wrote:
>>>
>>>> Some weird new kind of hack and aimbot.
>>>>
>>>> dud: STEAM_1:1:30992549
>>>>
>>>> screenshot
>>>>
>>>> http://steamcommunity.com/id/**nerominded/screenshot/**
>>>> 540678343284054313<http://steamcommunity.com/id/nerominded/screenshot/540678343284054313>
>>>>
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>>>> csgo_servers<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers>
>>>>
>>>
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>>
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>
>
>
>
>
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Re: [Csgo_servers] Unable to load Steam support library.

2012-08-10 Thread Nomaan Ahmad
Run this: reg add "HKCU\Software\Valve\Steam\
ActiveProcess" /v SteamClientDll /t REG_SZ /d "c:/steamcmd/steamclient.dll"
/f

Prior to starting the server. Remember to edit the location inside the
command


On 11 August 2012 06:21,  wrote:

> Dear:
>
>   After of the update show me this error (console)
>
> Initializing Steam libraries for secure Internet server
> 
> *  Unable to load Steam support library.   *
> *  This server will operate in LAN mode only.  *
> 
>
> server in windows 2008 server
>
>  anything do you know of that?
>
>
> > If you log out and back in and do those commands again, it will work.
> > One thing that i noticed was that previous setup i had, the installment
> > wouldn't allow it. I have steam in /home/user/csgo/ and server under
> > same dir. I had to change it to /home/user/csgo/csgo (for example) to
> > make it work.
> >
> > -ics
> >
> > 11.8.2012 4:38, Ejziponken - kirjoitti:
> >> I cant update.
> >>
> >> This is a clean install:
> >>
> >> STEAMEXE=steamcmd ./steam.sh
> >> login username password
> >> force_install_dir ..\csgo-ds\
> >> app_update 740 validate
> >> ERROR! Failed to request AppInfo update, not online or not logged in
> >> to Steam.
> >>
> >>
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Re: [Csgo_servers] Please bring back the "wait" command

2012-08-21 Thread Nomaan Ahmad
retry command would be nice to have although if wait was added, please add
a cvar to disable it too :)

On 21 August 2012 19:36, Gordon  wrote:

> No 'retry' is really messing me up :(
>
> I thought 'wait' was taken out because it was allowing for some
> (helpful/hurtful/nice/exploitative/pick your word) script-functions.
>
>
> On Tue, Aug 21, 2012 at 9:27 AM, Travis Brown wrote:
>
>> I used retry all the time. Wait was used in cfgs. All league cfgs used it.
>> On Aug 21, 2012 12:23 PM, "Kyle Sanderson"  wrote:
>>
>>> While I miss retry as it was used by myself quite frequently, and
>>> everyone else who doesn't use the lobby system. I never found a legitimate
>>> use for wait.
>>>
>>> Thanks,
>>> Kyle.
>>>
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Re: [Csgo_servers] warmup round keeps looping forever, cant start a game

2012-08-28 Thread Nomaan Ahmad
This was happening to me as well. I disabled the warmup completely by
adding these in server.cfg:
mp_do_warmup_period 0
mp_warmuptime 0

On 29 August 2012 01:57, Absurd Minds  wrote:

> It was, but even after changing it I get the same problem. I join the
> team, the game hangs (I can switch through my weapons but can't move
> or even turn my mouse), saying it's a warmup round. After the warmup
> round ends, it tells me that the match is over and switches maps.
>
> On Tue, Aug 28, 2012 at 8:53 PM, Ido Magal  wrote:
> > Is mp_maxrounds set to 0?
> >
> > -Original Message-
> > From: csgo_servers-boun...@list.valvesoftware.com [mailto:
> csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd Minds
> > Sent: Tuesday, August 28, 2012 5:52 PM
> > To: csgo_servers@list.valvesoftware.com
> > Subject: Re: [Csgo_servers] warmup round keeps looping forever, cant
> start a game
> >
> > Something similar is happening to me on demolition and arms race. It
> gets stuck on warm up round, then after the warmup round it just changes
> maps.
> >
> > On Sun, Aug 26, 2012 at 7:35 AM, Adam Piatek 
> wrote:
> >> Hey guys,
> >>
> >> Just curious, I got all my gamemodes, and gamemodes_server done up
> >> properly, and server has been working however after the last update
> >> now the server just keeps restarting the warmup mode over and over.
> >>
> >> I have checked the list, and threads but everything suggested I've
> >> already done to no avail.
> >>
> >>
> >> I've re-validated the files, double checked the gamemodes, and
> >> gamemodes_server (which I have made read-only to avoid the overwriting
> >> issue).
> >>
> >> Any help would be greatly appreciated, this is driving me bannanas!
> >>
> >> --
> >> Adam N Piatek
> >> a...@galoregameservers.com
> >>
> >> ___
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Re: [Csgo_servers] warmup round keeps looping forever, cant start a game

2012-08-28 Thread Nomaan Ahmad
mp_timelimit 0
mp_maxrounds 0

Inside your gamemodes_server.cfg.

On 29 August 2012 02:34, Adam Piatek  wrote:

> Anyone know why you cant set maptime as 0 now? Is there another way to
> make it not reset the map now?  I'm wondering if there is a new cvar for
> that?
>
> Regards,
>
>
> On Tue, Aug 28, 2012 at 9:08 PM, Nomaan Ahmad  wrote:
>
>> This was happening to me as well. I disabled the warmup completely by
>> adding these in server.cfg:
>> mp_do_warmup_period 0
>> mp_warmuptime 0
>>
>>
>> On 29 August 2012 01:57, Absurd Minds  wrote:
>>
>>> It was, but even after changing it I get the same problem. I join the
>>> team, the game hangs (I can switch through my weapons but can't move
>>> or even turn my mouse), saying it's a warmup round. After the warmup
>>> round ends, it tells me that the match is over and switches maps.
>>>
>>> On Tue, Aug 28, 2012 at 8:53 PM, Ido Magal 
>>> wrote:
>>> > Is mp_maxrounds set to 0?
>>> >
>>> > -Original Message-
>>> > From: csgo_servers-boun...@list.valvesoftware.com [mailto:
>>> csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd Minds
>>> > Sent: Tuesday, August 28, 2012 5:52 PM
>>> > To: csgo_servers@list.valvesoftware.com
>>> > Subject: Re: [Csgo_servers] warmup round keeps looping forever, cant
>>> start a game
>>> >
>>> > Something similar is happening to me on demolition and arms race. It
>>> gets stuck on warm up round, then after the warmup round it just changes
>>> maps.
>>> >
>>> > On Sun, Aug 26, 2012 at 7:35 AM, Adam Piatek <
>>> a...@galoregameservers.com> wrote:
>>> >> Hey guys,
>>> >>
>>> >> Just curious, I got all my gamemodes, and gamemodes_server done up
>>> >> properly, and server has been working however after the last update
>>> >> now the server just keeps restarting the warmup mode over and over.
>>> >>
>>> >> I have checked the list, and threads but everything suggested I've
>>> >> already done to no avail.
>>> >>
>>> >>
>>> >> I've re-validated the files, double checked the gamemodes, and
>>> >> gamemodes_server (which I have made read-only to avoid the overwriting
>>> >> issue).
>>> >>
>>> >> Any help would be greatly appreciated, this is driving me bannanas!
>>> >>
>>> >> --
>>> >> Adam N Piatek
>>> >> a...@galoregameservers.com
>>> >>
>>> >> ___
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>>> >
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>>
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>
>
>
> --
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> https://www.GaloreGameServers.Com
> a...@galoregameservers.com
>
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Re: [Csgo_servers] warmup round keeps looping forever, cant start a game

2012-08-28 Thread Nomaan Ahmad
I think bug occurs when the map has just changed and everytime the round
ends before the warmup timer's 25 seconds (default), when the new round
starts the timer goes back to 25 seconds creating a loop. You can stop this
by preventing to round to end.

On 29 August 2012 03:53, Adam Piatek  wrote:

> As discussed above, the mp_timelimit 0 produces a looping @ the warmup
> round.  Maybe this is simply an overlooked bug?
>
>
> So those settings are proper, but they don't work currently.
>
> -Adam
>
>
> On Tue, Aug 28, 2012 at 10:51 PM, Nomaan Ahmad wrote:
>
>> mp_timelimit 0
>> mp_maxrounds 0
>>
>> Inside your gamemodes_server.cfg.
>>
>>
>> On 29 August 2012 02:34, Adam Piatek  wrote:
>>
>>> Anyone know why you cant set maptime as 0 now? Is there another way to
>>> make it not reset the map now?  I'm wondering if there is a new cvar for
>>> that?
>>>
>>> Regards,
>>>
>>>
>>> On Tue, Aug 28, 2012 at 9:08 PM, Nomaan Ahmad wrote:
>>>
>>>> This was happening to me as well. I disabled the warmup completely by
>>>> adding these in server.cfg:
>>>> mp_do_warmup_period 0
>>>> mp_warmuptime 0
>>>>
>>>>
>>>> On 29 August 2012 01:57, Absurd Minds  wrote:
>>>>
>>>>> It was, but even after changing it I get the same problem. I join the
>>>>> team, the game hangs (I can switch through my weapons but can't move
>>>>> or even turn my mouse), saying it's a warmup round. After the warmup
>>>>> round ends, it tells me that the match is over and switches maps.
>>>>>
>>>>> On Tue, Aug 28, 2012 at 8:53 PM, Ido Magal 
>>>>> wrote:
>>>>> > Is mp_maxrounds set to 0?
>>>>> >
>>>>> > -Original Message-
>>>>> > From: csgo_servers-boun...@list.valvesoftware.com [mailto:
>>>>> csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd Minds
>>>>> > Sent: Tuesday, August 28, 2012 5:52 PM
>>>>> > To: csgo_servers@list.valvesoftware.com
>>>>> > Subject: Re: [Csgo_servers] warmup round keeps looping forever, cant
>>>>> start a game
>>>>> >
>>>>> > Something similar is happening to me on demolition and arms race. It
>>>>> gets stuck on warm up round, then after the warmup round it just changes
>>>>> maps.
>>>>> >
>>>>> > On Sun, Aug 26, 2012 at 7:35 AM, Adam Piatek <
>>>>> a...@galoregameservers.com> wrote:
>>>>> >> Hey guys,
>>>>> >>
>>>>> >> Just curious, I got all my gamemodes, and gamemodes_server done up
>>>>> >> properly, and server has been working however after the last update
>>>>> >> now the server just keeps restarting the warmup mode over and over.
>>>>> >>
>>>>> >> I have checked the list, and threads but everything suggested I've
>>>>> >> already done to no avail.
>>>>> >>
>>>>> >>
>>>>> >> I've re-validated the files, double checked the gamemodes, and
>>>>> >> gamemodes_server (which I have made read-only to avoid the
>>>>> overwriting
>>>>> >> issue).
>>>>> >>
>>>>> >> Any help would be greatly appreciated, this is driving me bannanas!
>>>>> >>
>>>>> >> --
>>>>> >> Adam N Piatek
>>>>> >> a...@galoregameservers.com
>>>>> >>
>>>>> >> ___
>>>>> >> Csgo_servers mailing list
>>>>> >> Csgo_servers@list.valvesoftware.com
>>>>> >>
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>>> >
>>>>> > ___
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>>>>> >
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Re: [Csgo_servers] Failed to join session because you have blocked one or more player in this session

2012-08-30 Thread Nomaan Ahmad
I am also looking to disable this feature.

On 30 August 2012 19:44, Mohammed Khalik wrote:

>  *
> *
> *"Failed to join session because you have blocked one or more player in
> this session"*
>
> I am the owner of my own dedicated server and I CANNOT join because
> someone has blocked me.
>
> How do I disable this feature?
>
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Re: [Csgo_servers] CS:GO 1.18.0.3

2012-08-30 Thread Nomaan Ahmad
The convar section was never problem for me but this mapgroup is annoying.

On 31 August 2012 06:26, Riley  wrote:

> No Collin, gamemodes_server is still needed for things like mapgroups.
>
>
> On Thu, Aug 30, 2012 at 11:22 PM, Collin Howard wrote:
>
>> the seperate cfg files for each gamemode should eliminate the need for
>> gamemodes_server file should it not?
>>
>>
>>   --
>> *From:* ics 
>> *To:* csgo_servers@list.valvesoftware.com
>> *Sent:* Friday, August 31, 2012 1:15:43 AM
>>
>> *Subject:* Re: [Csgo_servers] CS:GO 1.18.0.3
>>
>>  This propably is one major cause why people have issues with their
>> gamemodes files, as they cannot make the server one working, they edit the
>> one that keeps changing.
>> Even i missed that extra 2// there at line start on the
>> gamemodes_server.txt.example and i avoided the file as i didnt spot that
>> and i couldn't get the file to work.
>>
>> -ics
>>
>> - Alkuperäinen viesti -
>> > gamemodes_server.txt.example continues to contain a typo that prevents
>> > it from working in its default form.  One of the comment lines starts
>> > with a "2" when it should not.
>> >
>> > -John
>> >
>> > ___
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Re: [Csgo_servers] CS:GO 1.18.0.3

2012-08-31 Thread Nomaan Ahmad
mp_death_drop_gun 2 crashes server when player tries to join team.

On 31 August 2012 06:59, Russell Smith  wrote:

>  Oh I know.  I'm just saying that I don't get what purpose map groups
> serve community servers.  The matchmaking system doesn't filter by map
> groups so its only purpose seems to be to cause problems.
>
>
> On 8/30/2012 10:56 PM, ics wrote:
>
> I'm not 100% sure but i don't think mapcycle.txt is used at all in csgo.
> It follows mapgroups.
>
> -ics
>
> - Alkuperäinen viesti -
> > And what do the map groups do for community servers that a mapcycle.txt
> > file didn't?
> >
> > On 8/30/2012 10:26 PM, Riley wrote:
> > > No Collin, gamemodes_server is still needed for things like mapgroups.
> > >
> > > On Thu, Aug 30, 2012 at 11:22 PM, Collin Howard  > > > wrote:
> > >
> > > the seperate cfg files for each gamemode should eliminate the need
> > > for gamemodes_server file should it not?
> > >
> > >
> > >
> 
> > > *From:* ics  > > >
>
> > > *To:* csgo_servers@list.valvesoftware.com
> > > 
>
> > > *Sent:* Friday, August 31, 2012 1:15:43 AM
> > >
> > > *Subject:* Re: [Csgo_servers] CS:GO 1.18.0.3
> > >
> > > This propably is one major cause why people have issues with their
> > > gamemodes files, as they cannot make the server one working, they
> > > edit the one that keeps changing.
> > > Even i missed that extra 2// there at line start on the
> > > gamemodes_server.txt.example and i avoided the file as i didnt
> > > spot that and i couldn't get the file to work.
> > >
> > > -ics
> > >
> > > - Alkuperäinen viesti -
> > > gamemodes_server.txt.example continues to contain a typo that
> > > prevents
> > > it from working in its default form. One of the comment lines
> > > starts
> > > with a "2" when it should not.
> > >
> > > -John
> > >
> > > ___
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> > > 
>
> > >
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> > >
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> > > 
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> > >
> > >
> > >
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> >
>
>
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Re: [Csgo_servers] CS:GO 1.18.0.3

2012-08-31 Thread Nomaan Ahmad
This guy is so getting banned.

On 1 September 2012 04:52,  wrote:

> its really a waste of time. when css came out. they did the same too 1.6.
> try and MAKE you buy CSGO ( GO BUSH )
>
> -Original Message- From: Kush Mahajani
> Sent: Friday, August 31, 2012 8:39 PM
>
> To: csgo_servers@list.**valvesoftware.com
> Subject: Re: [Csgo_servers] CS:GO 1.18.0.3
>
> Why don't you use the hlds list so the people working on CSS will
> actually see this?
>
> On Aug 31, 2012, at 18:54, "vamped22...@gmail.com"
>  wrote:
>
>  I have. nothing come of it.
>>
>> -Original Message- From: Absurd Minds
>> Sent: Friday, August 31, 2012 6:38 PM
>> To: 
>> csgo_servers@list.**valvesoftware.com
>> Subject: Re: [Csgo_servers] CS:GO 1.18.0.3
>>
>> Quit complaining about a game that's 8 years old in the mailing list
>> for the server developers of a game that's been out for a week and a
>> half. There is an entire SPUF subforum to complain about it in. Use
>> it.
>>
>> On Fri, Aug 31, 2012 at 9:36 PM,   wrote:
>>
>>> who’s ass I have to kiss to get CS:S Fixed. you did this to 1.6 when
>>> source
>>> came out. and its bull shit. HL2.exe Crash. I say we ALL shut down the
>>> CSGO
>>> servers tell the fuckin fix CSS
>>>
>>> From: Collin Howard
>>> Sent: Friday, August 31, 2012 2:19 PM
>>> To: 
>>> csgo_servers@list.**valvesoftware.com
>>> Subject: Re: [Csgo_servers] CS:GO 1.18.0.3
>>>
>>> I actually like it better now. Mine is also just a vanilla server, except
>>> for changed to round time and max rounds etc.
>>>
>>> __**__
>>> From: Absurd Minds 
>>> To: 
>>> csgo_servers@list.**valvesoftware.com
>>> Sent: Friday, August 31, 2012 9:29:03 AM
>>> Subject: Re: [Csgo_servers] CS:GO 1.18.0.3
>>>
>>> I thought that at first but I actually think it's better. But then again
>>> I'm
>>> running vanilla servers.
>>> On Aug 31, 2012 8:52 AM, "Ssh"  wrote:
>>>
>>> Sorry to tell you guys, but it's now way more complicated as it was
>>> before.
>>>
>>>
>>> -Original Message-
>>> From: Nomaan Ahmad 
>>> To: csgo_servers 
>>> 
>>> >
>>> Sent: Fri, 31 Aug 2012 7:30
>>> Subject: Re: [Csgo_servers] CS:GO 1.18.0.3
>>>
>>> The convar section was never problem for me but this mapgroup is
>>> annoying.
>>>
>>> On 31 August 2012 06:26, Riley  wrote:
>>>
>>> No Collin, gamemodes_server is still needed for things like mapgroups.
>>>
>>>
>>> On Thu, Aug 30, 2012 at 11:22 PM, Collin Howard 
>>> wrote:
>>>
>>> the seperate cfg files for each gamemode should eliminate the need for
>>> gamemodes_server file should it not?
>>>
>>>
>>> __**__
>>> From: ics 
>>> To: 
>>> csgo_servers@list.**valvesoftware.com
>>> Sent: Friday, August 31, 2012 1:15:43 AM
>>>
>>> Subject: Re: [Csgo_servers] CS:GO 1.18.0.3
>>>
>>> This propably is one major cause why people have issues with their
>>> gamemodes
>>> files, as they cannot make the server one working, they edit the one that
>>> keeps changing.
>>> Even i missed that extra 2// there at line start on the
>>> gamemodes_server.txt.example and i avoided the file as i didnt spot that
>>> and
>>> i couldn't get the file to work.
>>>
>>> -ics
>>>
>>> - Alkuperäinen viesti -
>>>
>>>> gamemodes_server.txt.example continues to contain a typo that prevents
>>>> it from working in its default form.  One of the comment lines starts
>>>> with a "2" when it should not.
>>>>
>>>> -John
>>>>
>>>> __**_
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>>>> csgo_servers<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers>
>>>>
>>>
>>>
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Re: [Csgo_servers] CSS

2012-08-31 Thread Nomaan Ahmad
There is no problem with css. I see why you being like this though.

http://www.gametracker.com/server_info/69.28.210.45:27015/

You have 1 server and that's ranking down in gametracker...

On 1 September 2012 07:15,  wrote:

> and they SHOULD not lower the price of CS:S. all it would do. is bring out
> the real Retards. make 39.99 ( Cost = ban New Accnt _ thing )
>
> -Original Message- From: thompson2...@gmail.com
> Sent: Friday, August 31, 2012 11:02 PM
>
> To: csgo_servers@list.**valvesoftware.com
> Subject: Re: [Csgo_servers] CSS
>
> I'm just going to block his email. Lol
> Sent from my BlackBerry® powered by Virgin Mobile.
>
> -Original Message-
> From: Aaron Thompson 
> Sender: 
> csgo_servers-bounces@list.**valvesoftware.com
> Date: Sat, 1 Sep 2012 01:00:22
> To: 
> 
> >
> Reply-To: 
> csgo_servers@list.**valvesoftware.com
> Subject: Re: [Csgo_servers] CSS
>
> __**_
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Re: [Csgo_servers] Adding a custom map

2012-09-03 Thread Nomaan Ahmad
I never heard of sv_uploadurl before.

On 3 September 2012 12:15, S.Lund  wrote:

> 3) In your config file for the game mode, make sure to have:
> sv_uploadurl "YOURWEBHOSTINGURLHERE" eg: sv_uploadurl "
> http://mymaps.com/csgo/maps/"; (Note the hierarchy is the same as the
> game's) *- NOTICE: Only link to the csgo folder, not to maps.*
> sv_allowdownload 1 *- NOTICE: This is NOT a valid command. Set via.
> client as "cl_allowdownload 1"*
> sv_allowupload 1 *- NOTICE: This is NOT a valid command. Set via client
> as "cl_allowupload 1"*
>
> 5) Upload your map as a .bz2 to your fastdl website (IE
> http://mymaps.com/csgo/maps/) *- NOTICE: You can upload .bsp and .nav
> files.*
>
> //Scotty.G
>
>
>
> -- Forwarded message --
>
> From: "Devin O'Malley" 
> To: Collin Howard ,
> csgo_servers@list.valvesoftware.com
> Cc:
> Date: Sun, 2 Sep 2012 21:36:16 -0300
> Subject: Re: [Csgo_servers] Adding a custom map
> I have not editted the maxplayers in the cfg files, so I am assuming
> gamemodes_server.
>
> On Sun, Sep 2, 2012 at 9:35 PM, Collin Howard  wrote:
>
> Very helpful, thanks for that. I wanted to know something as well. The
>> gamemodes_server file has the maxplayers cvar too, but its also in the cfg
>> files in the cfg folder for each game mode, which one takes precedence?
>>
>>
>> --
>> *From:* Devin O'Malley 
>> *To:* csgo_servers@list.valvesoftware.com
>> *Sent:* Sunday, September 2, 2012 8:15:35 PM
>> *Subject:* Re: [Csgo_servers] Adding a custom map
>>
>> Hey,
>>
>> So, in order to do this in CSGO, you have to create a mapgroup. To do
>> this you need to edit gamemodes_server.txt (If you've never edited this
>> file, it will be written as gamemodes_server.txt.example). This is located
>> in the root /csgo/ directory. Inside of this file is a similar structure to
>> gamemodes.txt. So, here are the steps for this file:
>>
>> 1) In the hierarchy of the top half of the file, you can see at the
>> bottom a section on mapgroups. It should look like this:
>>
>>
>> "mapgroups"
>> {
>> "mg_armsrace"// mapgroup
>> definition
>> {
>> "name""mg_armsrace"
>> "maps"
>> {
>> "ar_shoots"""
>> "ar_baggage"""
>> "ar_library_b1"""
>> "ar_eeco_classic"""
>> "ar_pocu_aztec"""
>> }
>> }
>> }
>> }
>>
>> Note what you've named it. I made this for my armsrace server. The custom
>> maps are just listed, as shown. You have to remember what you've called it,
>> if you are not overwriting a default mapgroup.
>>
>> 2) Up at the top of the gamemodes_server.txt file, you have to include
>> your mapgroup in the gametype you are seeking to edit. This example is for
>> my armsrace server.
>>
>>
>> "GameModes_Server.txt"
>> {
>> "gameTypes"
>> {
>> "gungame"
>> {
>> "gameModes"
>> {
>> "gungameprogressive"
>> {
>> "maxplayers""16"
>> "convars"
>> {
>> }
>>
>> "mapgroupsMP"// List of
>> mapgroups valid for this game mode
>> {
>> "mg_armsrace"""
>> }
>> }
>> }
>> }
>> }
>>
>> So, here you have to set the valid mapgroups under the mapgroupsMP
>> section. For more information on the structure, please refer to
>> gamemodes.txt but do not edit that file directly as it will be overwritten
>> each update. The convars section of this file is depreciated, and you
>> should set convars now in the cfg files in the csgo/cfg folder. If you want
>> a custom one, add a section like:
>>
>> "exec"
>> {
>> exec "configname.cfg"
>> }
>>
>> Once this is done, you can save this file, and edit the config of your
>> choice.
>>
>> 3) In your config file for the game mode, make sure to have:
>> sv_uploadurl "YOURWEBHOSTINGURLHERE"
>> eg: sv_uploadurl "http://mymaps.com/csgo/maps/"; (Note the hierarchy is
>> the same as the game's)
>> sv_allowdownload 1
>> sv_allowupload 1
>>
>> 4) Upload your map to your server in the /csgo/maps/ folder.
>> 5) Upload your map as a .bz2 to your fastdl website (IE
>> http://mymaps.com/csgo/maps/)
>> 6) If you want to set more options for your map, create a .kv file on
>> your server in the /csgo/maps/ directory. For more info on this file, go
>> here:
>> http://csgomaps.net/forums/showthread.php?tid=34
>>
>> 7) For your launch options, it should look like this:
>> srcds -game csgo -console -usercon +game_type 1 +game_mode 0 +mapgroup
>> mg_CUSTOMMAPGROUP +map STARTINGMAP
>>
>> In my case:
>> srcds -game csgo -console -usercon +game_type 1 +game_mode 0 +mapgroup
>> mg_armsrace +map ar_shoots
>>
>> Up in the gamemodes_server.txt, you can 

Re: [Csgo_servers] Adding a custom map

2012-09-03 Thread Nomaan Ahmad
sv_downloadurl

On 4 September 2012 00:47, Collin Howard  wrote:

> So is it sv_uploadurl or sv_downloadurl?
>
>
>   --
> *From:* Ryan Murphy 
> *To:* csgo_servers@list.valvesoftware.com
> *Sent:* Monday, September 3, 2012 6:40:00 PM
> *Subject:* Re: [Csgo_servers] Adding a custom map
>
> Start with
> https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Dedicated_Servers
>
> Read everything carefully - it'll save you questions in the long run.  And
> follow the links from that page to the other pages that describe common
> issues with a FAQ.
>
> A custom map must be included in the current running mapgroup which is
> usually set on launch with a launch command.  Mapgroups can be defined
> using the example provided in gamemodes_server.txt.example.  Copy and
> rename excluding the example part.
>
>
> --
>
> Message: 4
> Date: Sun, 2 Sep 2012 19:54:17 -0400
> From: Brian Gilhooly 
> To: csgo_servers@list.valvesoftware.com
> Subject: [Csgo_servers] Adding a custom map
> Message-ID:
>  1yat0qbjme6b+xhxfnb2hvuzeaam5o5f2kn...@mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Hey guys...
> I am simply trying to add a custom map to my cs:go server. I tried asking
> my server provider and they were zero help. Does anyone have a working
> method for this? I would appreciate a detailed description, as I haven't
> had much experience with hosting my own server.
> Thanks!
> -- next part --
> An HTML attachment was scrubbed...
> URL: <
> http://list.valvesoftware.com/pipermail/csgo_servers/attachments/20120902/e21aeef3/attachment-0001.html
> >
>
> --
>
>
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Re: [Csgo_servers] Request: CS:GO and custom sounds

2012-09-05 Thread Nomaan Ahmad
+1
Some players complaint about sounds being low, because their music volume
setting ingame was low.

On 5 September 2012 10:33, Andreas Grimm  wrote:

>  Dear Valve/HPE,
>
> ** **
>
> the first plugin developers start to put their custom mp3 sounds into the
> "/sound/music" folder to get them available on clients.
>
> That's the only place where clients can play them without refreshing the
> sound cache.
>
> ** **
>
> It has two disadvantages:
>
>  - custom sounds are no music, it breaks the logic
>
>  - if a client turns off the music, it turns off custom sounds, too.
>
> ** **
>
> Could you add a support for custom sounds in all folders, please?
>
> ** **
>
> thanks and regards
>
>  - Andreas
>
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Re: [Csgo_servers] REQUIRED sv_namechange_cooldown_seconds

2012-09-07 Thread Nomaan Ahmad
http://forums.alliedmods.net/showthread.php?t=161320

On 7 September 2012 17:00, Jeff Morello  wrote:

> And/or can we have the ability to kick using their player number again
> rather than having to type the whole name?
>
> On Fri, Sep 7, 2012 at 8:19 AM, Mohammed Khalik <
> mohammed_kha...@hotmail.com> wrote:
>
>>  This feature is badly needed for CS:GO servers (name changing
>> multi-cheats)
>>
>> sv_namechange_cooldown_seconds
>>
>> Can this be added with the next update patch?
>>
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Re: [Csgo_servers] REQUIRED sv_namechange_cooldown_seconds

2012-09-07 Thread Nomaan Ahmad
Did you try to see it works on CS:GO. I was replying to CS:GO list.

On 7 September 2012 18:58, Mohammed Khalik wrote:

>  I need it for CS:GO not for CS:S :/
>
> --
> From: n0man@gmail.com
> Date: Fri, 7 Sep 2012 18:16:14 +0100
> To: csgo_servers@list.valvesoftware.com
> Subject: Re: [Csgo_servers] REQUIRED sv_namechange_cooldown_seconds
>
>
> http://forums.alliedmods.net/showthread.php?t=161320
>
> On 7 September 2012 17:00, Jeff Morello  wrote:
>
> And/or can we have the ability to kick using their player number again
> rather than having to type the whole name?
>
> On Fri, Sep 7, 2012 at 8:19 AM, Mohammed Khalik <
> mohammed_kha...@hotmail.com> wrote:
>
>  This feature is badly needed for CS:GO servers (name changing
> multi-cheats)
>
> sv_namechange_cooldown_seconds
>
> Can this be added with the next update patch?
>
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Re: [Csgo_servers] csgo 1.19.0.x

2012-09-13 Thread Nomaan Ahmad
bet no all

On 14 September 2012 00:42, Левинчук Федор wrote:

> May be zombie mod inside? -)
>
>
> 14.09.2012, 03:36, "Russell Smith" :
> > The obvious answer is that the server configuration will change again
> > breaking everything.
> >
> > On 13.09.2012 16:32, lcz # GalegO wrote:
> >
> >>  The major version is changed 1.18 -> 1.19, so I think this will be a
> >>  BIG update :D
> >>
> >>  PS: Maybe a chicken mod? rrsrsrs.. joking :P
> >>
> >>  BR,
> >>
> >>  lcz # GalegO
> >>
> >>  -
> >>   DE: Nate Klein 
> >>   PARA: csgo_servers@list.valvesoftware.com
> >>   ENVIADAS: Quinta-feira, 13 de Setembro de 2012 20:12
> >>   ASSUNTO: Re: [Csgo_servers] csgo 1.19.0.x
> >>
> >>  Perhaps a fix for the randomly disappearing mini-scoreboard at the
> >>  top
> >>  of the screen?
> >>
> >>  --- On THU, 9/13/12, GOAS __ wrote:
> >>>  From: Goas 
> >>>  Subject: Re: [Csgo_servers] csgo 1.19.0.x
> >>>  To: "csgo_servers@list.valvesoftware.com"
> >>>  
> >>>  Date: Thursday, September 13, 2012, 7:02 PM
> >>>
> >>>  More chicken on italy!!
> >>>
> >>>  Am 14.09.2012 um 01:05 schrieb Russell Smith
> >>>  :
>   Let's all speculate wildly.
> 
>   On 13.09.2012 15:57, Goas wrote:
> >  custom maps issue maybe xD
> >
> >  Am 14.09.2012 um 00:32 schrieb RSS List User
> >>>   >  [3]>:
> >>  Any key issues like sv_password fixed?
> >>
> >>  On 9/13/2012 6:31 PM, Ido Magal wrote:
> >>>  We hope to have an update ready later today.
> >>>
> >>>  Thanks.
> >>>
> >>>  ___
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> >>  [2]
> >  Links:
> >  --
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> >  [2]
> >>>  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> >>>  [3]
> >  [3] mailto:l...@redspeedservers.com
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Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor de_nuke_se move slower than when it is @ 64 tick server

2012-09-19 Thread Nomaan Ahmad
Agreed. Tickrate shouldn't be removed. I rather have this "Bug".

On 19 September 2012 16:36, Valtteri Kiviniemi  wrote:

> Benjamin writes the words of wisdom.
>
> Limiting/removing something that has previously been available is not the
> right thing to do. The best thing is to let people decide what kind of
> settings they want to run on their servers. A lot of leagues are using CPL
> etc. maps on their competitive gaming, so one door on one map does not
> really matter anything.
>
> More documentation would of course be beneficial to the community, so
> people who just want to run stable and normal server would know the optimal
> values. But please dont take away the possibilities of tuning the server to
> more "extreme" settings which maybe can break something.
>
> - Valtteri
>
>
> 2012/9/19 Benjamin Vergnaud 
>
>> Funny how all of you have different understanding of the same things.
>>
>> It's written in black and white, as mentionned by someone earlier :
>>
>> Increasing the tickrate does improve the precision of hit detection, but
>> also requires more CPU, memory, and bandwidth capacity for server and
>> clients.
>>
>> Why debating this point ?
>>
>> Other than that, locking tickrate values would be silly, imho. Once again
>> someone said it before me, playing with the tickrate can be useful,
>> depending on what you're trying to achieve. And heck, let people do
>> whatever they want with their servers.
>>
>> Still, I'd really like Valve/HPE to make a clear statement as to what
>> tickrate would be ideal to use for different kind of servers, without
>> messing up with the game physics and all (or at least, as little as
>> possible).
>> That would at least shut down this stupid debate where everyone is trying
>> to explain how it works when you have no idea, really.
>>
>>
>> On 19 September 2012 16:57, Calvin Judy  wrote:
>>
>>> **
>>> Valve has lowered the tickrate in Counter Strike: Source, and the game
>>> has more players than CS:GO, how exactly would doing the same kill the
>>> competitive community?
>>> **
>>> *__ *
>>> *Level 3 Technician
>>> Griffin Networks LLC - Gaming Solutions*
>>>
>>>
>>> - Original Message -
>>> *From:* Valtteri Kiviniemi 
>>> *To:* csgo_servers@list.valvesoftware.com
>>> *Sent:* Wednesday, September 19, 2012 10:50 AM
>>> *Subject:* Re: [Csgo_servers] 128 tickrate server makes door at
>>> de_nukeor de_nuke_se move slower than when it is @ 64 tick server
>>>
>>> Hi,
>>>
>>> Valve DO NOT lock the tickrate to a lower value. Let people choose if
>>> they want to use 128tick. Lowering the tickrate will kill the competitive
>>> gaming. I have more than 50 servers on my customers and all of them are
>>> 128tick and people are really, really enjoying a lot of the higher high
>>> registration.
>>>
>>> Of course it would be nice to have fix for the door but eitherway it
>>> does not really matter, its just one map and people rather use buggy door
>>> with high tickrate than a working door with crappier hit registration.
>>>
>>> - Valtteri
>>>
>>> 2012/9/19 Marco Padovan 
>>>
 The page you linked about lag compensation says:

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

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

   Mike,
 **
 It may be important for something specific HPE's doing with CS:GO, but
 CS:S was never run at 128 tickrate, it was run at 100 tickrate, the
 arguement was that it's better for competitive play, and that's simply not
 true. It's just like the fps_max myth, 1000 fps servers, 1 fps servers,
 etc.
 **
 The higher the tickrate, the higher the *physics* calculations, which
 is why the door is moving slower. As Ido stated, they will be investigating
 the doors issue. But the arguement will continue to be "100 tickrate is
 better for competitive gaming, because it does more calculation." (Like you
 said, anyone with basic math skills can do the numbers) The problem is,
 it's physics calucation, like entities (the doors), NOT hitboxes/hit
 registration.

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

 https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation
 **
 As stated before you can verify what I'm saying about hitboxes with
 "sv_showimpacts" set to 1, which will show both client-side, and
 server-side hitboxes. (Change the tickrate between 33, 66, 100, and 128,
 the hitboxes are not dependant on the tickrate.)
 **
 What people percieve as tickrate causing hit registration issues is
 actually interpolation.
 https://developer.valvesoftware.com/wiki/Interpolation
 **
 To delve even further into the door issue, you may want to r

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

2012-09-20 Thread Nomaan Ahmad
This is still going on? -.-

On 20 September 2012 08:24, Steven Hartland  wrote:

> I can only guess that its because the competitive community cried like
> the girls they are and they wanted to make them be quiet ;-)
>
> - Original Message - From: "Andre Müller" 
>
>
>
>  Why does Valve fix the Tickrate for CS:S and all other games (i think
>> only hl2mp is not fixed) and make it variable for CS:GO.
>> A simple question.
>>
>
>
> ==**==
> This e.mail is private and confidential between Multiplay (UK) Ltd. and
> the person or entity to whom it is addressed. In the event of misdirection,
> the recipient is prohibited from using, copying, printing or otherwise
> disseminating it or any information contained in it.
> In the event of misdirection, illegible or incomplete transmission please
> telephone +44 845 868 1337
> or return the E.mail to postmas...@multiplay.co.uk.
>
>
> __**_
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Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor de_nuke_se move slower than when it is @ 64 tick server

2012-09-20 Thread Nomaan Ahmad
I don't understand why people need it locked. Just dont use the tickrate
flag on server start up...

I'm sure multiplay can lock it themselves, what's the point of forcing this
on people who don't want it locked... So stupid...

On 20 September 2012 16:20, Valtteri Kiviniemi  wrote:

> Yeah, exactly right! In your face 64tick whiners!
>
>
> 2012/9/20 Mike Didiano 
>
>> The quote wasn't removed, it was just rewritten and moved in to an
>> earlier paragraph.   Here is the new quote along with 3 more from
>> developer.valvesoftware.com.
>>
>> " Increasing the server tickrate generally improves movement and shooting
>> precision but comes with a higher CPU cost."
>>
>> "Multiplayer hit detection is not pixel perfect and has known precision
>> limitations based on the tickrate and the speed of moving objects."
>>
>> "A higher tickrate increases the simulation precision, but also requires
>> more CPU power and available bandwidth on both server and client."
>>
>> Debate=over
>>
>>
>> -Original Message-
>> From: csgo_servers-boun...@list.valvesoftware.com [mailto:
>> csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
>> Sent: Wednesday, September 19, 2012 7:20 PM
>> To: csgo_servers@list.valvesoftware.com
>> Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor
>> de_nuke_se move slower than when it is @ 64 tick server
>>
>> Unfortunately being on the Wiki does not make it factually correct.
>> Case in point: the wiki no longer has the quote you pasted as Anakin just
>> removed it.
>>
>> It's quite possible that it was not a Valve employee that put that quote
>> there in the first place and thus its validity is suspect.
>>
>> On 19.09.2012 08:26, Benjamin Vergnaud wrote:
>> > Funny how all of you have different understanding of the same things.
>> >
>> > Its written in black and white, as mentionned by someone earlier :
>> >
>> > Increasing the tickrate does improve the precision of hit detection,
>> > but also requires more CPU, memory, and bandwidth capacity for server
>> > and clients.
>> >
>> > Why debating this point ?
>> >
>> > Other than that, locking tickrate values would be silly, imho. Once
>> > again someone said it before me, playing with the tickrate can be
>> > useful, depending on what youre trying to achieve. And heck, let
>> > people do whatever they want with their servers.
>> >
>> > Still, Id really like Valve/HPE to make a clear statement as to what
>> > tickrate would be ideal to use for different kind of servers, without
>> > messing up with the game physics and all (or at least, as little as
>> > possible).
>> > That would at least shut down this stupid debate where everyone is
>> > trying to explain how it works when you have no idea, really.
>> >
>> > On 19 September 2012 16:57, Calvin Judy 
>> > wrote:
>> >
>> >> Valve has lowered the tickrate in Counter Strike: Source, and the
>> >> game has more players than CS:GO, how exactly would doing the same
>> >> kill the competitive community?
>> >>
>> >>
>> >> __
>> >> Level 3 Technician
>> >> Griffin Networks LLC - Gaming Solutions
>> >>
>> >>
>> >>> - Original Message -
>> >>> FROM: Valtteri Kiviniemi [8]
>> >>> TO: csgo_servers@list.valvesoftware.com [9]
>> >>>
>> >>> SENT: Wednesday, September 19, 2012 10:50 AM
>> >>> SUBJECT: Re: [Csgo_servers] 128 tickrate server makes door at
>> >>> de_nukeor de_nuke_se move slower than when it is @ 64 tick server
>> >>>
>> >>> Hi,
>> >>>
>> >>> Valve DO NOT lock the tickrate to a lower value. Let people choose
>> >>> if they want to use 128tick. Lowering the tickrate will kill the
>> >>> competitive gaming. I have more than 50 servers on my customers and
>> >>> all of them are 128tick and people are really, really enjoying a lot
>> >>> of the higher high registration.
>> >>>
>> >>> Of course it would be nice to have fix for the door but eitherway it
>> >>> does not really matter, its just one map and people rather use buggy
>> >>> door with high tickrate than a working door with crappier hit
>> >>> registration.
>> >>>
>> >>> - Valtteri
>> >>>
>> >>> 2012/9/19 Marco Padovan 
>> >>>
>>  The page you linked about lag compensation says:
>> 
>>  INCREASING THE TICKRATE DOES IMPROVE THE PRECISION OF HIT
>>  DETECTION, BUT ALSO REQUIRES MORE CPU, MEMORY, AND BANDWIDTH
>>  CAPACITY FOR SERVER AND CLIENTS.
>> 
>>  Il 19/09/2012 14:12, Calvin Judy ha scritto:
>> 
>> > Mike,
>> >
>> > It may be important for something specific HPEs doing with CS:GO,
>> > but CS:S was never run at 128 tickrate, it was run at
>> > 100 tickrate, the arguement was that its better for competitive
>> > play, and thats simply not true. Its just like the fps_max myth,
>> > 1000 fps servers, 1 fps servers, etc.
>> >
>> > The higher the tickrate, the higher the physics calculations,
>> > which is why the door is moving slower. As Ido stated, they will
>> > be investigati

Re: [Csgo_servers] 20 different client and server bugs that Valve needs to address

2012-09-20 Thread Nomaan Ahmad
I would also like to add: Please bring the retry command :)

On 20 September 2012 22:47, Valentin G.  wrote:

> A personal issue I'd like to add:
>
> The chat in it's current form is very poor in its usability. It is
> very small and linebreaks very early. Combine that with a ton of
> messages that CS:GO feels the need to dump into the chat, including
> player team changes and money gains, and you get a chat that you
> constantly have to scroll (which also does not quite work). I'd like
> to have more info in there.
>
> On Thu, Sep 20, 2012 at 8:06 PM, Intoxicated bawNg
>  wrote:
> > There are currently loads of bugs in both the CS:GO server and client,
> > many of which are affecting game play and annoying users to the extent
> > that they would rather play CSS or another game all together. I have
> > made this list while briefly playing on my own servers over the past 2
> > days, there are undoubtedly many more issues with the current build
> > and with every update introduces additional issues.
> >
> > Client bugs:
> > - The disconnect console command does not stop a connection attempt
> > before the connection has been initialized and information has been
> > printed to console and there is no other way to cancel the connection
> > attempt.
> > - Game cannot connect to another community server if already connected
> > to one, it gives an error.
> > - Random connection errors when attempting to connect to community
> > servers requiring the player to manually connect to the server again.
> > - Esc key does not hide the menu UI and go back into the game if the
> > community server window is visible, you have to click the X to close
> > the window first. This means you have to keep opening and closing this
> > window using the main menu and X button if you want to browse the
> > server list in between playing in-game, which is very inconvenient.
> > - The community server browser filters reset every time the game is
> launched.
> > - Console UI loses focus multiple times while loading a map, once the
> > map has loaded and when the MOTD window is displayed.
> > - Multiple kinds of blur at round start and after half time which can
> > only be taken away by using a buy menu or in some cases by using a
> > scoped rifle.
> > - Scoreboard bugs out making the tab key toggle its display instead of
> > it disappearing when releasing the key.
> > - When viewing the scoreboard and allowing the mouse cursor to become
> > visible and take focus you can lose focus of your crosshair and be
> > unable to regain control of it without leaving the server, you can
> > also lose the ability to open the menu or console, making it
> > impossible to leave the server without minimizing the game and killing
> > the process.
> > - Minimizing the game while it loads a new map causes the game to crash.
> > - Game sound volume has been increased far louder than voice chat,
> > players should have the option to turn voice chat volume up a lot more
> > than the current max else you cannot even hear your teammates that
> > have a reasonably loud mic level, let alone the softer mics.
> > - Game crashes when connecting to a server from the steam server list
> > outside the game.
> > - Game client crashes randomly, especially on competitive servers.
> > - Map vote menu displays player names instead of maps when scrolling
> down.
> > - Chat window disappears when you respawn, while you're typing your
> message.
> > - Legacy radio menus used by mods disappear and ignore inputs at
> > random, can have delay when re-rendering and can only be used when
> > dead if holding tab to view the scoreboard.
> >
> > Server bugs:
> > - The MOTD window can only open when connecting to the server, you
> > should be able to open it later with a motd console command and the
> > server should also be able to open it if a mod sends the relevant user
> > message.
> > - Team change events, including team changes logged to UDP show
> > players changing to clan tags instead of "TERRORIST" and "CT".
> > - Players killed while using the same clan tag as the enemy are
> > counted as team kills and cause players to suicide and be punished for
> > team killing.
> > - Extra spectator slots appear to have no effect.
> >
> > Having launched CS:GO in its current beta state, with far less content
> > than was originally promised, Valve needs to address these issues as a
> > matter of urgency and provide the community with feedback.
> >
> > ___
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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] 128 tickrate server makes door at de_nukeor de_nuke_se move slower than when it is @ 64 tick server

2012-09-20 Thread Nomaan Ahmad
Agreed.

On 21 September 2012 02:49, Absurd Minds  wrote:

> I think it's all server providers who don't want to compete with higher
> tickrate providers or trouble shoot for their customers.
> On Sep 20, 2012 9:36 PM, "Travis Brown"  wrote:
>
>> All of these ppl saying no to high tickrates have yet to provide any
>> proof of their argument.
>> On Sep 20, 2012 8:58 PM, "Absurd Minds"  wrote:
>>
>>> There's no problem though. You're mindlessly forcing your will on
>>> people for absolutely no reason. If you don't like 128 tick servers,
>>> don't play in them. If you think people are complete and total idiots
>>> for wanting to play in 128 tick servers, don't associate with them.
>>> There is no reason to do anything else.
>>>
>>> On Thu, Sep 20, 2012 at 8:54 PM, Steven Hartland
>>>  wrote:
>>> > - Original Message - From: "Absurd Minds" <
>>> goabs...@absurdminds.net>
>>> >
>>> >
>>> >> There is no reason to default to "the easiest" when you're trying to
>>> >> create a high quality game. Saying, "it's just easier that way" is a
>>> >> huge cop out and really shows everybody how lazy you are. Many people
>>> >> want a higher tickrate. It doesn't matter what your opinion of them
>>> >> is. You WILL disappoint people if you lock it, and if people would
>>> >> rather deal with the issues than have a locked tickrate then why don't
>>> >> you just keep your servers at 64 and let the rest of us do what we
>>> >> please?
>>> >
>>> >
>>> >
>>> > Just because people will put up with broken stuff, doesn't mean they
>>> > should, and just because people want it because they "think" its better
>>> > doesn't mean it is ;-)
>>> >
>>> > People will get over disappointment, when they realise the game is
>>> better
>>> > for it, same happened for source same could happen for go.
>>> >
>>> > It was only recently that we had players insisting they absolutely MUST
>>> > have CRT's to play CS and that TFT's where just unusable and would kill
>>> > the game. Now look, everyone uses them and wouldn't think twice about
>>> it.
>>> >
>>> > Perception is a massive part of gaming, and unfortunately gamers are
>>> all
>>> > to quick to latch on to the latest and greatest without any real logic
>>> > or proof.
>>> >
>>> > You can take any game and if its more consistent at a lower rate than
>>> > the higher one, the game will play better for it. Inconsistency is
>>> > a much worse problem then updates rates, and higher rates often causes
>>> > more inconsistencies hence the "higher number is better" can easily
>>> fall
>>> > flat on its face.
>>> >
>>> > If you want an interesting read / listen that includes real facts about
>>> > the delays involved in gaming have go watch Carmac's keynote from this
>>> > years quakecon, its got loads of juicy titbits in some that are quite
>>> > relevant to this very conversation.
>>> >
>>> >Regards
>>> >Steve
>>> >
>>> >
>>> > 
>>> > This e.mail is private and confidential between Multiplay (UK) Ltd.
>>> and the
>>> > person or entity to whom it is addressed. In the event of
>>> misdirection, the
>>> > recipient is prohibited from using, copying, printing or otherwise
>>> > disseminating it or any information contained in it.
>>> > In the event of misdirection, illegible or incomplete transmission
>>> please
>>> > telephone +44 845 868 1337
>>> > or return the E.mail to postmas...@multiplay.co.uk.
>>> >
>>> >
>>> > ___
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>>> > Csgo_servers@list.valvesoftware.com
>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>
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>>
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Re: [Csgo_servers] RCON can't connect...

2012-09-20 Thread Nomaan Ahmad
rcon uses same port as server but tcp...

On 21 September 2012 07:09,  wrote:

> RCON is over udp 27015 right? For some reason just stopped working
> today... the only thing I changed was renaming the folder. Anyone have any
> ideas? lsof -i :27015 shows it running and I can connect to it fine.
>
> :~/GameServers/CSGO_Public$ lsof -i :27015
> COMMANDPID USER   FD   TYPE DEVICE SIZE/OFF NODE NAME
> srcds_lin 4070 xxx   12u  IPv4  23449  0t0  UDP
> youareabouttogetrickrolled.epicfailz.net:27015
>
>
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Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor de_nuke_se move slower than when it is @ 64 tick server

2012-09-21 Thread Nomaan Ahmad
ITS ONLY A FUCKING DOOR FFS

On 21 September 2012 17:15, Steven Hartland  wrote:

> **
> Which evidence are you referring to?
>
> - Original Message -
> *From:* Absurd Minds 
> *To:* csgo_servers@list.valvesoftware.com
> *Sent:* Friday, September 21, 2012 5:10 PM
> *Subject:* Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor
> de_nuke_se move slower than when it is @ 64 tick server
>
> Exactly. The difference is so remarkably clear I don't understand why
> people are trying to twist these words into incoherence in an attempt to
> 'prove' there isn't a difference. There is clearly a difference if you
> play, and clearly a difference if you read the 'evidence' with intellectual
> honest instead of dishonest word play
>
>
> 
> This e.mail is private and confidential between Multiplay (UK) Ltd. and
> the person or entity to whom it is addressed. In the event of misdirection,
> the recipient is prohibited from using, copying, printing or otherwise
> disseminating it or any information contained in it.
>
> In the event of misdirection, illegible or incomplete transmission please
> telephone +44 845 868 1337
> or return the E.mail to postmas...@multiplay.co.uk.
>
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Re: [Csgo_servers] Policy of truth in CS:GO?

2012-09-22 Thread Nomaan Ahmad
Zeph has fake clients on his servers?

I know about fake clients on CSS. Once it was banned on TF2. Many opted to
have them on CSS. I am against it.

On 23 September 2012 00:54, FX BTR  wrote:

> Same exist on CSS
>
> 2012/9/23 Kyle Sanderson 
>
>> Just curious if this is going to be carrying over into CS:GO from TF2.
>> We're starting to see 'fake clients' servers, just wondering if we should
>> be joining them in lying to clients or what...
>>
>> 178.63.21.23:28010
>> http://www.gametracker.com/server_info/178.63.21.23:28010/
>>
>> http://cache.www.gametracker.com/images/graphs/server_players.php?GSID=2541151&start=-1m
>>
>> Thanks,
>> Kyle.
>>
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>
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Re: [Csgo_servers] CSGO 1.20

2012-10-01 Thread Nomaan Ahmad
Wow people still didn't see the countless warnings on the config files...
your not meant to edit them... copy and paste them as "_server.cfg" 

On 2 October 2012 00:14, Peter Svensson
wrote:

> Dont edit gamemode_competitive.cfg make changes in
> gamemode_competitive_server.cfg
>
>
> 2012/10/2 Absurd Minds 
>
>> Yep, totally fucked up gamemode_competitive.cfg. SAVE YOUR FILE before
>> updating, people.
>>
>> On Mon, Oct 1, 2012 at 7:10 PM, Valtteri Kiviniemi
>>  wrote:
>> > I noticed that server folders that had been copied from a server folder
>> > installed via steamcmd got validated automatically, even when not using
>> > app_update 740 validate.
>> >
>> > So it seems that if you make a copy of your server folder (for example
>> cp
>> > -Rav csgods csgods2) and then run app_update 740 on csgods2 folder it
>> will
>> > replace all your configs etc. with original files.
>> >
>> > - Valtteri
>> >
>> >
>> > 2012/10/2 Mark Wagner 
>> >>
>> >> all my configs stayed the same.
>> >>
>> >>
>> >> On Mon, Oct 1, 2012 at 6:04 PM, Ejziponken - 
>> wrote:
>> >>>
>> >>> I used app_update 740.
>> >>>
>> >>> > Date: Mon, 1 Oct 2012 19:03:57 -0400
>> >>> > From: goabs...@absurdminds.net
>> >>>
>> >>> > To: csgo_servers@list.valvesoftware.com
>> >>> > Subject: Re: [Csgo_servers] CSGO 1.20
>> >>> >
>> >>> > are you using app_update 740 or app_update 740 validate? If you add
>> >>> > validate it replaces all your files, but without it it simply
>> updates
>> >>> > the necessary files and leaves configs intact.
>> >>> >
>> >>> > On Mon, Oct 1, 2012 at 7:02 PM, Peter Svensson
>> >>> >  wrote:
>> >>> > > All configs fine here to.
>> >>> > >
>> >>> > >
>> >>> > > 2012/10/2 Russell Smith 
>> >>> > >>
>> >>> > >> What configs were replaced? Mine seem to be intact.
>> >>> > >>
>> >>> > >>
>> >>> > >> On 01.10.2012 15:56, Ejziponken - wrote:
>> >>> > >>>
>> >>> > >>> Nice going replacing all the .cfg
>> >>> > >>> AGAIN..
>> >>> > >>>
>> >>> > >>> -
>> >>> > >>>
>> >>> > >>> Date: Tue, 2 Oct 2012 00:50:39 +0200
>> >>> > >>> From: fre...@gmail.com
>> >>> > >>> To: csgo_servers@list.valvesoftware.com
>> >>> > >>> Subject: Re: [Csgo_servers] CSGO 1.20
>> >>> > >>>
>> >>> > >>> The changelog is very promising, thank you !
>> >>> > >>>
>> >>> > >>> 2012/10/2 RSS List User 
>> >>> > >>>
>> >>> >  Nothing on updates tab and API has not updated as well.
>> >>> > 
>> >>> >  On 10/1/2012 6:33 PM, Ido Magal wrote:
>> >>> > 
>> >>> > > It’s now live.
>> >>> > >
>> >>> > > Thanks.
>> >>> > >
>> >>> > > [ NEW FEATURES AND CONTENT ]
>> >>> > >
>> >>> > > -Replaced Competitive mode "Join in Progress" matchmaking
>> system
>> >>> > > with "Queued" matchmaking.
>> >>> > >
>> >>> > > . -Searching for a Competitive game, either from "Find a
>> Game" or
>> >>> > > "Play with Friends," will enter the player/s ( between 1 and
>> 5 )
>> >>> > > into a waiting queue. Once 10 compatible players are found
>> then
>> >>> > > the game will begin.
>> >>> > >
>> >>> > > . -Players that disconnect from a match can reconnect to it
>> from
>> >>> > > the main menu or abandon it. Abandoning a game will result in
>> a
>> >>> > > cooldown period during which no new competitive match can be
>> >>> > > joined.
>> >>> > >
>> >>> > > . -Note: Elo will be recalibrated for the new matchmaking
>> system
>> >>> > > over the coming weeks.
>> >>> > >
>> >>> > > -New maps:
>> >>> > >
>> >>> > > . -de_vertigo is now available for Classic Casual and Classic
>> >>> > > Competitive.
>> >>> > >
>> >>> > > . -ar_monastery is now available for Arms Race.
>> >>> > >
>> >>> > > [ MINOR FIXES ]
>> >>> > >
>> >>> > > -Weapon changes:
>> >>> > >
>> >>> > > . Reduced p90 kill award from 300% of default to 200%.
>> >>> > >
>> >>> > > . Reduced other SMG kill awards from 300% of default to 200%.
>> >>> > >
>> >>> > > . Increased Bizon kill award from default to 200%.
>> >>> > >
>> >>> > > . Reduced all shotguns' price by 300.
>> >>> > >
>> >>> > > -Guns are now considered "reloaded" at the point during the
>> >>> > > reload
>> >>> > > animation in which they visually appear to be reloaded - this
>> >>> > > allows you to switch away from a gun after the new magazine
>> has
>> >>> > > been entered without having to wait until the whole reload
>> >>> > > animation has finished * the weapon refire delay after
>> starting a
>> >>> > > reload is not affected.
>> >>> > >
>> >>> > > -Fixed HUD not showing during demo playback.
>> >>> > >
>> >>> > > -Changes to Matchmaking Lobby
>> >>> > >
>> >>> > > . -Removed global Join Button and added Join Buttons for
>> >>> > > individual friends in the Invite Friends section.
>> >>> > >
>> >>> > > . -Join state is now visible when you browse the friends list.
>> >>

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

2012-10-12 Thread Nomaan Ahmad
In-game, its faster using admin menu than rcon commands.

On 12 October 2012 19:32, ics  wrote:

> Option -usercon to startline might also help.
>
> -ics
>
> 12.10.2012 21:14, Tackdriver kirjoitti:
>
>  rcon has always worked perfectly fine for me while in the server or not
>>> (using rcon_address).
>>>
>> Thanks - your saying so made me google some more and I found a post
>> someone posted a while back indicating that by adding +ip
>>  to the server commandline, they got rcon access
>> working.
>>
>> I seldom use it anyway, but it does help HLSW be more useful when we use
>> that on occasion.
>>
>>
>>
>>  On Fri, Oct 12, 2012 at 10:21 AM, pater.invictus
>>> **wrote:
>>>
>>>  I also said I am glad they ARE patching.  I am sick of patches that do
 more harm than good AND very little notice before patches go live.
 Please learn to read before you troll.
 Us admins joined this mailing list so we CAN whine and give our feedback
 directly to Valve.
 If I wanted my concerns to be ignored, I would post in the forums.
 If I wanted to hear back from trolls like you, I would post in the
 forums.


 On Fri, Oct 12, 2012 at 10:48 AM, Mike Didiano
 wrote:

  You run a top 20 server?  And you’re sick of patches?  Sounds like
> something more appropriate for the FORUMS.
>
> ** **
>
> I run a top 10 server and love the constant updates.  We haven’t
> experienced any hitbox issues.  The game is coming along nicely.  Stop
> whining on the mailing list.   
>
> ** **
>
> *From:* 
> csgo_servers-bounces@list.**valvesoftware.com[mailto:
> csgo_servers-bounces@list.**valvesoftware.com]
> *On Behalf Of *
> pater.invictus
> *Sent:* Friday, October 12, 2012 11:00 AM
> *To:* 
> csgo_servers@list.**valvesoftware.com
> *Subject:* Re: [Csgo_servers] [Update issue]v1.20.2.0 Menu
> problems**
> **
>
> ** **
>
> We have a top20 server - and I personally am getting sick of these
> "patches" that fail to deliver and just make things worse.
> The 1.20.1 patch did something to the rates and hitboxes.  For 2 hours
> no
> one could hit anything and it took some digging to figure out what was
> going on.
> Also tired of the "Server Update will happen within the Hour" notice.
> I
> mean, don't get me wrong, I am GLAD they ARE putting updates out... but
> a
> little notice would be nice.
> This is getting to the point where I may have to just put CS:GO away
> for
> a few months until the game is Finally "Done".
>
>
>  __**_
 Csgo_servers mailing list
 Csgo_servers@list.**valvesoftware.com
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**
 csgo_servers

  __**_
>>> Csgo_servers mailing list
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>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**csgo_servers
>>>
>>
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>
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Re: [Csgo_servers] Wrong clip size fix?

2012-11-04 Thread Nomaan Ahmad
Display the actual clip size elsewhere.

On 5 November 2012 05:30, lam arnold  wrote:

>  Anyone noticed that whenever you change the clip size of a weapon to 300+
> in the scripts, that particular weapon will display the wrong clip size,
> but it doesn't affect the actual clip size. Looking for a fix
>
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Re: [Csgo_servers] CSGO Patch 1.21.3

2012-11-15 Thread Nomaan Ahmad
Yes please get us the menu fix in this update!

On 15 November 2012 18:21, ics  wrote:

>  Can we please finally after requesting for months get the menus working
> on 3rd party plugins?
>
> -ics
>
> 15.11.2012 19:52, Ido Magal kirjoitti:
>
>  We hope to release an update later today. Thanks.
>
>
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Re: [Csgo_servers] CSGO Patch 1.21.3

2012-11-15 Thread Nomaan Ahmad
They have not yet released the update so how come you ask?

On 15 November 2012 19:21, Charalampos Galanis  wrote:

> Did they fix 3rd party plugin menus (sm , mani , etc) working when dead or
> spec? Either admin management menus or vote menus?
>
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Re: [Csgo_servers] CSGO 1.21.3.1

2012-11-16 Thread Nomaan Ahmad
Please let it contain menu fix :P

But anyway thanks for the updates and the head up :) Very much appreciate
this.

On 17 November 2012 00:57, Ryan Becerra  wrote:

> Thanks!
>
> On Nov 16, 2012, at 6:56 PM, Ido Magal  wrote:
>
>  We hope to have an update within the hour. Sorry about the
> inconvenience. Thanks.
>
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Re: [Csgo_servers] Reporting cheaters

2012-12-11 Thread Nomaan Ahmad
http://forums.steampowered.com/forums/showthread.php?t=3025067

This dude managed to get VAC banned.

On 11 December 2012 07:26, AnAkIn  wrote:

> He's not vac banned, check his profile.
> Le 11 déc. 2012 01:13, "Bruno Garcia"  a écrit :
>
> @Vitaliy Genkin:
>> Is this the appropriate way of reporting cheaters?
>> Does the profile report violation actually work? I've never seen VAC Bans
>> applied when reporting cheaters through a profile report.
>>
>> @Anakin: He's Vac banned on CS:GO , he can't play on official servers
>> (vac enabled servers), that's what he ment.
>>
>>
>>
>> On Mon, Dec 10, 2012 at 8:22 PM, AnAkIn  wrote:
>>
>>> If he's cheating, why aren't you vac banning him then?
>>> Le 10 déc. 2012 23:00, "Vitaliy Genkin"  a
>>> écrit :
>>>
>>>  Thank you for bringing this up to our attention and providing the
 details. We did more investigation on our side and agreed with the cheating
 verdict. We assigned the appropriate CS:GO official violations and they
 will not be able to play on official game servers.


 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of a2115781
 Sent: Monday, December 10, 2012 11:21 AM
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] Reporting cheaters

 Does reporting cheaters on their profile actually do anything? I was
 wondering if submitting proof of cheaters would be enough to get them admin
 assigned cooldowns so they could no longer play on matchmaking servers.

 This guy (http://steamcommunity.com/id/Kureneko/ ID: 0:1:56990980) was
 speed hacking and aimbotting in a competitive matchmaking game, and we
 couldn't do anything except wait for the game to end.

 He has screenshots on his own profile of him cheating in css:
 http://steamcommunity.com/sharedfiles/filedetails/?id=108133681
 http://steamcommunity.com/sharedfiles/filedetails/?id=110580311

 Demo of him cheating in csgo if the screenshots he took himself aren't
 enough proof: http://www.mediafire.com/?lwtcbp6j2228lua

 His friend http://steamcommunity.com/id/13874893274/ was in the game
 with him and stopping him from getting kicked. I suspect this
 http://steamcommunity.com/profiles/76561197975901831 is the cheaters
 alt account as they have the same name and are both friends with the same
 person.




 --
 View this message in context:
 http://csgo-servers.1073505.n5.nabble.com/Reporting-cheaters-tp2587.html
 Sent from the CSGO_Servers mailing list archive at Nabble.com.

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>>>
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>>
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Re: [Csgo_servers] zombie mod cs go

2012-12-12 Thread Nomaan Ahmad
http://forums.alliedmods.net/showthread.php?t=193883

On 13 December 2012 00:31, Левинчук Федор  wrote:

> for me too -)
>
> --
> With regards
> Levinchuk F.
>
> 13.12.2012, 10:48, "Apolo NewOrn" :
> > Hello, could someone pass me a mod for CS GO zombie?
> >
> > Thank you!
> >
> > ,
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Re: [Csgo_servers] steamcmd anonymous login

2012-12-12 Thread Nomaan Ahmad
Thanks!

On 13 December 2012 01:04, Taylor Sherman  wrote:

>  Hi all,
>
> ** **
>
> You can now use steamcmd without requiring a Steam account. Currently, the
> only download enabled in this mode is CS:GO (740). We will add more
> dedicated server apps in the future.
>
> ** **
>
> To use the tool anonymously, use “login anonymous” in place of the
> previous login step.
>
> ** **
>
> For example:
>
> ** **
>
> Steam> login anonymous
>
> ** **
>
> Connecting anonymously to Steam Public...Success.
>
> ** **
>
> Steam> force_install_dir ./csgo
>
> ** **
>
> Steam> app_update 740
>
> ** **
>
> Initial App state (0x2) update required
>
> App state (0x10102) reconfiguring, progress: 0.00 (0 / 0)
>
> App state (0x300502) downloading, progress: 0.01 (547223 / 5188992619)
>
> App state (0x300502) downloading, progress: 1.74 (90240640 / 5188992619)**
> **
>
> etc
>
> ** **
>
> ** **
>
> thanks,
>
> Taylor Sherman
>
> Valve
>
> ** **
>
> ** **
>
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Re: [Csgo_servers] CS:GO messaging changes.

2012-12-28 Thread Nomaan Ahmad
Nah, you dont have to compile your own build for SP. You can download built
binaries from their repository.

On 28 December 2012 14:03, Bruno Garcia  wrote:

> I do know of Source Python. It's still in the works.
> No documentation is released, and you have to compile your own builds.
> Yet, it will match the scripting of Source Mod in terms of hooking and
> what not.
>
>
> On Fri, Dec 28, 2012 at 1:32 AM, Travis Brown wrote:
>
>> The eventscripts guys are forming a new framework built on python. Its
>> called Source Python.
>>
>> On Thu, Dec 27, 2012 at 8:09 PM, Christopher Meng wrote:
>>
>>> I code with python every day, it sounds great but I think it's hard for
>>> valve to change.
>>>
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Re: [Csgo_servers] CS:GO messaging changes.

2012-12-28 Thread Nomaan Ahmad
Ahh I thought you were talking about csgo since the list was about csgo ;)

For CSS, I prefer ES over SP.

On 28 December 2012 14:10, Bruno Garcia  wrote:

> You do for CS:S.
> Yet, no documentation is released, so it's kinda hard to learn from just
> reading bits of code.
>
> I'll wait for the wiki to be done and get my scripts on there.
>
> Python is amazing, no wonder why VALVe choosed it for VScripts (Not
> Virtual Entities, my bad)
> Lua is neat as well.
>
> https://developer.valvesoftware.com/wiki/VScript
>
>
> On Fri, Dec 28, 2012 at 11:05 AM, Nomaan Ahmad wrote:
>
>> Nah, you dont have to compile your own build for SP. You can download
>> built binaries from their repository.
>>
>>
>> On 28 December 2012 14:03, Bruno Garcia  wrote:
>>
>>> I do know of Source Python. It's still in the works.
>>> No documentation is released, and you have to compile your own builds.
>>> Yet, it will match the scripting of Source Mod in terms of hooking and
>>> what not.
>>>
>>>
>>> On Fri, Dec 28, 2012 at 1:32 AM, Travis Brown wrote:
>>>
>>>> The eventscripts guys are forming a new framework built on python. Its
>>>> called Source Python.
>>>>
>>>> On Thu, Dec 27, 2012 at 8:09 PM, Christopher Meng 
>>>> wrote:
>>>>
>>>>> I code with python every day, it sounds great but I think it's hard
>>>>> for valve to change.
>>>>>
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Re: [Csgo_servers] CS:GO messaging changes.

2012-12-28 Thread Nomaan Ahmad
I think for scripting, Python is better. BTW, the valve plugin itself maybe
coded in C++... So I really don't see the point of this...

On 28 December 2012 17:17, Stephen Bevan  wrote:

> Not that I know much, but from the 4 answers in the following link, python
> is considered slow(er) than other languages when it comes to performance,
> however, usually can be faster to write:
>
>
> http://stackoverflow.com/questions/4578307/how-slow-is-python-for-game-development
>
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Re: [Csgo_servers] STEAM_ID_PENDING

2013-01-05 Thread Nomaan Ahmad
Jim, try this: edit the batch file and include the follow command before
starting the server in the batch script. Edit the directory so it point to
your server's directory.

reg add "HKCU\Software\Valve\Steam\ActiveProcess" /v SteamClientDll /t
REG_SZ /d "C:\csgo_server\bin\steamclient.dll" /f

On 6 January 2013 00:10, Jim Fountain  wrote:

> I'm not using GOTV on any of the servers. I just restarted the computer
> that the servers are running on and started them one at a time instead of
> using the batch file. All servers initially connected to Steam servers.
> But, after a few minutes, 3 of the GO servers lost connection with this
> error: "Connection to Steam servers lost. (Result = 3)"
>
>
> On Sat, Jan 5, 2013 at 3:40 PM, Stephen Bevan  wrote:
>
>> Jim, do you happen to use GOTV on your CS:GO servers or no?  And if so,
>> do you have +tv_enable 1 in your startup command line?  I've been chatting
>> with Doc-Holiday on AM SM forums regarding this issue.  So far, with no tv
>> stuff in the command line to startup my GO servers and just having it in
>> the config file, everyone validates their SteamID with valve... I'm
>> crossing my fingers.
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Re: [Csgo_servers] STEAM_ID_PENDING

2013-01-05 Thread Nomaan Ahmad
There's your problem :)

On 6 January 2013 00:38, Jim Fountain  wrote:

> Thanks, but I have the Steam client installed on the server computer so
> there is a registry entry pointing to the steamclient.dll file already.
>
>
> On Sat, Jan 5, 2013 at 4:24 PM, Nomaan Ahmad  wrote:
>
>> Jim, try this: edit the batch file and include the follow command before
>> starting the server in the batch script. Edit the directory so it point to
>> your server's directory.
>>
>> reg add "HKCU\Software\Valve\Steam\ActiveProcess" /v SteamClientDll /t
>> REG_SZ /d "C:\csgo_server\bin\steamclient.dll" /f
>>
>>
>> On 6 January 2013 00:10, Jim Fountain  wrote:
>>
>>> I'm not using GOTV on any of the servers. I just restarted the computer
>>> that the servers are running on and started them one at a time instead of
>>> using the batch file. All servers initially connected to Steam servers.
>>> But, after a few minutes, 3 of the GO servers lost connection with this
>>> error: "Connection to Steam servers lost. (Result = 3)"
>>>
>>>
>>> On Sat, Jan 5, 2013 at 3:40 PM, Stephen Bevan  wrote:
>>>
>>>> Jim, do you happen to use GOTV on your CS:GO servers or no?  And if so,
>>>> do you have +tv_enable 1 in your startup command line?  I've been chatting
>>>> with Doc-Holiday on AM SM forums regarding this issue.  So far, with no tv
>>>> stuff in the command line to startup my GO servers and just having it in
>>>> the config file, everyone validates their SteamID with valve... I'm
>>>> crossing my fingers.
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>>>
>>>
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Re: [Csgo_servers] [CS:GO]

2013-02-08 Thread Nomaan Ahmad
The lan mode problem is because you are trying to run other steam enabled
servers or steam client.

On 8 February 2013 21:01, Loko Blizzard Fan  wrote:

> And anything about my (and other as i can see in forums) lan problem?
>
> Initializing Steam Libraries for secure internet server
> * 
>
> * Unable to load Steam support library. *
> * This server will operate in LAN mode only. *
> * 
> Thanks.
>
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Re: [Csgo_servers] Mobile server management

2013-03-17 Thread Nomaan Ahmad
Hi Leon,

Are you going to share the source?

On 17 March 2013 14:23, Herover  wrote:

> I made this: http://remote.lolbrothers.com/hl2/?
> It's not perfect, but it works well enough for me.
>
> Downside: it require the user to send the rcon password over a
> unencrypted website, and you have to trust me when I say I don't save
> the rcon password anywhere else than in temporary files which is
> deleted when you log out.
>
> 2013/3/16 David Fountain :
> > I second or third this lol
> >
> > SavSin
> >
> > On Mar 16, 2013 8:09 AM, "Absurd Minds" 
> wrote:
> >>
> >> Yes, connectbot is what I use. I think it's worth paying for HLSW,
> >> though, as it's much more convenient than trying to do all those
> >> screen commands in connectbot.
> >>
> >> On Sat, Mar 16, 2013 at 4:56 AM, Charalampos Galanis
> >>  wrote:
> >> > If it is linux server, use "connect bot" from google play, it is
> exactly
> >> > like putty from pc...or use teamviewer if it is on windows machine
> >> >
> >> >
> >> > ___
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> >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> >>
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Re: [Csgo_servers] the player_say command

2013-03-28 Thread Nomaan Ahmad
With SourceMod or EventScripts.

On 28 March 2013 23:15, Jay Speedy  wrote:

> How would I make use of it?
>
>
> On Thu, Mar 28, 2013 at 6:41 PM, Nicholas Hastings <
> psycho...@alliedmods.net> wrote:
>
>> It's an event, not a command - although most plugins don't use it and
>> instead hook the say/say_team commands.
>>
>> --
>> Nicholas Hastings
>> AlliedMods.net 
>>
>>
>>
>>   Glenn Charpantier 
>>  Thursday, March 28, 2013 6:38 PM
>> It's a trigger command that some plugins might make use of it
>>
>> Sent from my iPhone
>>
>>
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>>   Jay Speedy 
>>  Wednesday, March 27, 2013 8:58 PM
>> I'm just wondering how this command works. I updated and verified my game
>> files, but the command does not show up or work in the console. It says
>> "unknown command: player_say"
>> Am I missing something here like I can only use it through modding stuff?
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Re: [Csgo_servers] CSGO patch

2013-04-04 Thread Nomaan Ahmad
Smashed it tiu lei xD


On 4 April 2013 18:04, arnold lam  wrote:

> Next time call Hong Kong: Hong Kong Special Administrative Region of
> People's Republic of China, official and long enough.
>
> Sent from my iPhone
>
> On 4 Apr, 2013, at 8:57 PM, "lcz # GalegO" 
> wrote:
>
> Well, if you care, next time call my Brazil: Federative Republic of Brazil,
> this is the official name.
>
>   --
> *De:* Charalampos Galanis 
> *Para:* csgo_servers@list.valvesoftware.com
> *Enviadas:* Quinta-feira, 4 de Abril de 2013 6:40
> *Assunto:* Re: [Csgo_servers] CSGO patch
>
> Omg, it is NOT named "Macedonia" , this is blasphemy , it is properly
> named FORMER YUGOSLAVIC REPUBLIC OF MACEDONIA (F.Y.R.O.M.)
> Next time , valve , please learn geography better
>
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Re: [Csgo_servers] UDP Flow attacks

2013-08-07 Thread Nomaan Ahmad
I dont think there is syn for UDP.

On 7 August 2013 11:29, Calvin Judy  wrote:

> Valve can't stop DDoS attacks via srcds.
>
>
> - Original Message - From: "Kim Sønderup - SpeedGaming.pro" <
> k...@speedgaming.pro>
> To: 
> 
> >
> Sent: Wednesday, August 07, 2013 5:57 AM
> Subject: [Csgo_servers] UDP Flow attacks
>
>
>
>  is there a eta on bugfix that so we stop getting DDoS/Syn attack on our
>> css and csgo servers ??
>>
>> Regards
>> Kim
>>
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>
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Re: [Csgo_servers] UDP Flow attacks

2013-08-07 Thread Nomaan Ahmad
Here is DAF alternative for CSGO:
https://forums.alliedmods.net/showthread.php?t=196990

On 7 August 2013 12:14, Calvin Judy  wrote:

> DAF Fixed a specific exploit with srcds, it didn't stop DDoS attacks.
>
>
>
> - Original Message - From: "Kim Sønderup - SpeedGaming.pro" <
> k...@speedgaming.pro>
> To: 
> 
> >
> Sent: Wednesday, August 07, 2013 7:12 AM
>
> Subject: Re: [Csgo_servers] UDP Flow attacks
>
>
>  well old dosattackfix aka DAF4 from   http://www.sourceop.com did fix
>> that with valvets old engines
>>
>> i was hoping on some smart ass did learn to incoperate into there new
>> engines
>>
>>
>>
>> - Original Message - From: "Calvin Judy" 
>> To: 
>> 
>> >
>> Sent: Wednesday, August 07, 2013 12:29 PM
>> Subject: Re: [Csgo_servers] UDP Flow attacks
>>
>>
>> Valve can't stop DDoS attacks via srcds.
>>
>>
>>
>>
>>
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>
>
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Re: [Csgo_servers] Random Music

2013-09-03 Thread Nomaan Ahmad
You mean the radio? You can stop them by disabling HTML motd or by typing
motd in chat.


On 4 September 2013 01:27, .:XvG:. DeeVee  wrote:

> Who's responsible for the random music hijacks?  SEVERAL different servers
> are broadcasting music in the background that isn't produced by any of the
> gamers in the servers.  Anyone else experiencing this?
>
> .:XvG:. DeeVee
> www.xvgaming.com
>
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Re: [Csgo_servers] [hlds] Family Sharing Ban Bypass.

2013-10-19 Thread Nomaan Ahmad
This ButterLAN needs to unsubcribe from this mailing list. The auto
responder is just spamming back everytime they get a mail on the list.

I agree with this. Need sort of way to stop bypassing of bans using Steam
Family Sharing.


2013/10/20 

> Guten Tag
>
> Vielen Dank für ihre anfrage.
> Wir werden sie so schnell wie möglich bearbeiten.
>
> Freundliche Grüsse
>
> ButterLan OK
>
>
>
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Re: [Csgo_servers] niggers

2013-12-23 Thread Nomaan Ahmad
I thought Eric fixed the spoofing of email on the lists?


On 23 December 2013 23:54, FX BTR  wrote:

> The update is legit http://steamdb.info/app/730/#section_history
>
>
> 2013/12/24 Abhijit Kulkarni 
>
>>
>> http://www.reddit.com/r/GlobalOffensive/comments/1taz9i/warningpsa_major_hlds_incident_may_affect_csgo/
>>
>>
>> On Mon, Dec 23, 2013 at 3:46 PM, Ido Magal  wrote:
>>
>>> niggers
>>>
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>>
>>
>>
>> --
>>
>> -Abhijit Kulkarni
>>
>>
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Re: [Csgo_servers] include CS:GO flashlight!!

2014-01-13 Thread Nomaan Ahmad
sm_cvar mp_flashlight 1


On 13 January 2014 19:41, nsecret  wrote:

> Hello Valve!!
> please include flashlight CS:GO!! I create maps dark but there is no
> flashlight and can not see!
>
> Valve!!
>
>
>
> --
> View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/include-CS-GO-flashlight-tp6099.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
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Re: [Csgo_servers] Bandwidth usage of 128 tick servers

2014-02-14 Thread Nomaan Ahmad
I believe the default is quite low. And at default, the viewing experience
for me personally is unsatisfactory... It's kinda choppy and less accurate.


On 14 February 2014 13:54, Jermin Hu  wrote:

>   I 'd like to see practical bandwidth usage data from guys here, no
> theoretical ones.
>
> And what if I set that convar to a lower value than the default. How much
> will it affect the viewer's experience?
>
>   *Jermin Hu*
> http://espc.asia
>
>  *From:* Marcin Paterek 
> *Sent:* Friday, February 14, 2014 8:34 PM
> *To:* csgo_servers@list.valvesoftware.com
> *Subject:* Re: [Csgo_servers] Bandwidth usage of 128 tick servers
>
>  @Jermin Hu:
> https://developer.valvesoftware.com/wiki/SourceTV
>
>  tv_maxrate 
> Sets the maximum bandwidth spend per client in bytes/second (default 5000)
>
> Just do the necessary calculations.
>
>
> 2014-02-14 12:29 GMT+01:00 Jermin Hu :
>
>>   Yes, dedicated international bandwidth in Hong Kong is MUCH more
>> expensive than in China.
>>
>> I'd also like to ask how much viewers a GOTV server with 10Mbps
>> up/download bandwidth can host.
>>
>> As for the East Asian CS:GO Tournament, which will be announced really
>> soon, we are waiting for the final decisions of potential sponsors.
>>
>>  *From:* arnold lam 
>> *Sent:* Wednesday, February 12, 2014 9:09 PM
>> *To:* csgo_servers@list.valvesoftware.com
>> *Subject:* Re: [Csgo_servers] Bandwidth usage of 128 tick servers
>>
>>  Hi,
>>
>> I am a server owner in Hong Kong and I beileve dedicated bandwidth is not
>> any cheaper than your region.
>>
>> Currently 1MB of international badwidth (basically everywhere outside of
>> Hong Kong) costs us around 300 USD per MB per month. However our community
>> needs at least 50 MB, making dedicated bandwidth unafforadable. We have to
>> use the datacenter's shared bandwidth. And I think that it is impossible to
>> reduce bandwidth usage without reducing tickrate. 128 tick means double the
>> CPU utilization and bandwidth than 64 tick.
>>
>>
>>
>> Btw, I have an unrelated question: When will espc announce the next
>> tournament? I currently have two teams competiting in espc. Inchk1ng and H5
>> Gaming
>>
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>
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Re: [Csgo_servers] What does a DDoS attack look like?

2014-03-03 Thread Nomaan Ahmad
Use HLSW and monitor the ping graph, the red bars means loss, when your
server is under attack you will see red bars and higher ping response.


On 3 March 2014 18:04, ritual  wrote:

> There are many different types of DDoS attacks but it really depends on
> how you're being attacked. In dmesg on Linux you can see things like "UDP:
> bad checksum. From x:x:x".
>
> Best thing to do is to run a repeating ping to your server from outside
> the network. On Windows "ping x.x.x.x -t" from a command prompt and see if
> the response times fluctuate (suddently ping goes from 100ms to 3000ms) or
> time out entirely.
>
> Good luck
>
>
>
> On Mon, Mar 3, 2014 at 9:54 AM, Jermin Hu  wrote:
>
>>   I have several match servers which are used for tournaments. From time
>> to time, I get reports from players that all of the players (usually a
>> whole team) in the server who are from the same (foreign) countries/regions
>> are disconnected in a sudden. And they are not able to reconnect until 5
>> minutes later. But all players from the country where the server resides
>> rarely get this kind of problems.
>>
>> Does that resemble a CS:GO DDoS attack in any ways?
>>
>> The DDoS attacks I have encountered with my server before are all the
>> traditional ones, which eat up the bandwidth of my server.
>>
>>   *Jermin Hu*
>> http://espc.asia
>>
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Re: [Csgo_servers] Server performance problems

2014-03-26 Thread Nomaan Ahmad
I also recommended 2008 r2.


On 26 March 2014 21:44, Kevin  wrote:

>  If you are looking for the best windows OS for game servers, 2008R2.
>
>
> On 3/26/2014 5:40 PM, tolga soylu wrote:
>
> I creat the csgo server recommendations for best windows os ? (bad
> english sorry)
>
> > Date: Wed, 26 Mar 2014 19:04:59 +0200
> > From: i...@ics-base.net
> > To: csgo_servers@list.valvesoftware.com
> > Subject: Re: [Csgo_servers] Server performance problems
> >
> > Interesting results you got. I'm running 128 tick 24 slot server on
> > Q9559 (2.83GHz) and it used to be fine before Valve's update that
> > brought performance down. So right now i suffer from unstable var and
> > tickrate dropping on round starts. Some maps are the worst, for example
> > Overpass really eats CPU a lot more than Dust2, Mirage or even cbble.
> >
> > -ics
> >
> > Comberbach . kirjoitti:
> > > Just reporting information for hardware comparison, in case anyone is
> > > interested (don't knock it if you know this already):
> > >
> > > 128 tick, 26 players, Windows 7, Phenom II X4 965 (3.4GHz quad-core)
> > > = Unstable var. Dropping to 22 players gave acceptable 0.6 - 0.9 var.
> > >
> > > 128 tick, 24 players, Windows 7, Sandy Bridge (2.2GHz hyperthreaded
> > > quad-core, so 8 threads)
> > > = Unstable var. Dropping to 20 players gave acceptable 0.3 - 0.9 var.
> > >
> > > Would be interesting to know if these performance limits are down to
> > > hardware or the 128-tick implementation of the CS:GO dedicated server.
> > > I am planning to test on a 12-thread Ivy Bridge-E system to answer
> > > this question. Has anyone tried this on a 4.7GHz 4770K to see what
> > > happens?
> > >
> > > >
> > > > Message: 5
> > > > Date: Wed, 26 Mar 2014 03:13:25 -0700 (PDT)
> > > > From: L33TGaming  
> > > > To: csgo_servers@list.valvesoftware.com
> > > > Subject: Re: [Csgo_servers] Server performance problems
> > > > Message-ID: 
> > > > <1395828805582-6814.p...@n5.nabble.com><1395828805582-6814.p...@n5.nabble.com>
> > > > Content-Type: text/plain; charset=us-ascii
> > > >
> > > > Just ordered a Xeon 2667v2 server. Lets see how this server goes
> > > with 32 real
> > > > players.
> > >
> > >
> > >
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> >
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Re: [Csgo_servers] CSGO update problem

2014-03-27 Thread Nomaan Ahmad
If I was Valve, I would let moaners moan.
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Re: [Csgo_servers] sv_setsteamaccount - request addition in CSGO

2014-06-12 Thread Nomaan Ahmad
I think its available on CS:GO, correct me if I'm wrong.


On 13 June 2014 07:37, Joshua Travis  wrote:

> Can we please have this enabled for CSGO.
>
> It seems to be installed for all other platforms currently.
>
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Re: [Csgo_servers] sv_setsteamaccount - request addition in CSGO

2014-06-13 Thread Nomaan Ahmad
In that case you either have to wait for valve or use this:
https://forums.alliedmods.net/showthread.php?t=229556


On 13 June 2014 07:50, Joshua Travis  wrote:

> Not at the moment, it returns "unknown command".
>
>
> On Thu, Jun 12, 2014 at 10:42 PM, Nomaan Ahmad 
> wrote:
>
>> I think its available on CS:GO, correct me if I'm wrong.
>>
>>
>>  On 13 June 2014 07:37, Joshua Travis  wrote:
>>
>>> Can we please have this enabled for CSGO.
>>>
>>> It seems to be installed for all other platforms currently.
>>>
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Re: [Csgo_servers] sv_setsteamaccount - request addition in CSGO

2014-06-13 Thread Nomaan Ahmad
Here is the actual plugin:
https://forums.alliedmods.net/showthread.php?t=237481
You would need to install both the extension and the plugin.


On 13 June 2014 08:00, Nomaan Ahmad  wrote:

> In that case you either have to wait for valve or use this:
> https://forums.alliedmods.net/showthread.php?t=229556
>
>
> On 13 June 2014 07:50, Joshua Travis  wrote:
>
>> Not at the moment, it returns "unknown command".
>>
>>
>> On Thu, Jun 12, 2014 at 10:42 PM, Nomaan Ahmad 
>> wrote:
>>
>>> I think its available on CS:GO, correct me if I'm wrong.
>>>
>>>
>>>  On 13 June 2014 07:37, Joshua Travis  wrote:
>>>
>>>> Can we please have this enabled for CSGO.
>>>>
>>>> It seems to be installed for all other platforms currently.
>>>>
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Re: [Csgo_servers] sv_setsteamaccount - request addition in CSGO

2014-06-14 Thread Nomaan Ahmad
Erm. That token is suppose to be private.


On 15 June 2014 06:56, Seyhan AKDENIZ  wrote:

>
> Logging into anonymous gameserver account.
> Logging into a steam server account, token:
> (884D08A432A429C71DF08E1D75D7E3F9) ...
> Connection to Steam servers successful.
> Assigned persistent gameserver Steam ID [G:1:4966].
> VAC secure mode is activated.
> GC Connection established for server version 0
>
> > Date: Sat, 14 Jun 2014 10:46:28 -0700
> > From: musashiw...@free.fr
> > To: csgo_servers@list.valvesoftware.com
> > Subject: Re: [Csgo_servers] sv_setsteamaccount - request addition in CSGO
>
> >
> > I was trying to use my web api key instead of login_token generated by
> > Bubka3's Web API Tool  page
> > in my "gameserveraccount_token" config file :/
> >
> > I can't reboot now cause my serv is full, i tell you when its done if it
> > works.
> >
> > Thanks,
> >
> > ShoGun
> >
> >
> >
> >
> >
> > --
> > View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/sv-setsteamaccount-request-addition-in-CSGO-tp7217p7238.html
> > Sent from the CSGO_Servers mailing list archive at Nabble.com.
> >
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Re: [Csgo_servers] sv_setsteamaccount - request addition in CSGO

2014-06-14 Thread Nomaan Ahmad
Wait for few hours till up to a day and it should update.


On 15 June 2014 06:58, Seyhan AKDENIZ  wrote:

> I did every step. But server ip address did not updated in favorites.
>
> Console output :
>
> Logging into anonymous gameserver account.
> Logging into a steam server account, token:
> (884D08A432A429C71DF08E1D75D7E3F9) ...
> Connection to Steam servers successful.
> Assigned persistent gameserver Steam ID [G:1:4966].
> VAC secure mode is activated.
> GC Connection established for server version 0
>
>
> --
> From: s_akde...@hotmail.com
> To: csgo_servers@list.valvesoftware.com
> Subject: RE: [Csgo_servers] sv_setsteamaccount - request addition in CSGO
> Date: Sun, 15 Jun 2014 05:56:02 +
>
>
>
> Logging into anonymous gameserver account.
> Logging into a steam server account, token:
> (884D08A432A429C71DF08E1D75D7E3F9) ...
> Connection to Steam servers successful.
> Assigned persistent gameserver Steam ID [G:1:4966].
> VAC secure mode is activated.
> GC Connection established for server version 0
>
> > Date: Sat, 14 Jun 2014 10:46:28 -0700
> > From: musashiw...@free.fr
> > To: csgo_servers@list.valvesoftware.com
> > Subject: Re: [Csgo_servers] sv_setsteamaccount - request addition in CSGO
> >
> > I was trying to use my web api key instead of login_token generated by
> > Bubka3's Web API Tool  page
> > in my "gameserveraccount_token" config file :/
> >
> > I can't reboot now cause my serv is full, i tell you when its done if it
> > works.
> >
> > Thanks,
> >
> > ShoGun
> >
> >
> >
> >
> >
> > --
> > View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/sv-setsteamaccount-request-addition-in-CSGO-tp7217p7238.html
> > Sent from the CSGO_Servers mailing list archive at Nabble.com.
> >
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Re: [Csgo_servers] CSGO update

2014-08-21 Thread Nomaan Ahmad
Release notes?


On 21 August 2014 23:52, Ejziponken -  wrote:

> Did u fix "session is full"? Otherwise it wont be that happy.
>
> --
> From: vita...@valvesoftware.com
> To: csgo_servers@list.valvesoftware.com
> Date: Thu, 21 Aug 2014 22:49:25 +
>
> Subject: Re: [Csgo_servers] CSGO update
>
>  Version 1.34.4.4 is now live.
>
>
>
> Previous version has been pinned as “aug_11”.
>
>
>
> Happy anniversary on behalf of entire CS:GO team!
>
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Re: [Csgo_servers] Linux Server and those problems

2014-09-13 Thread Nomaan Ahmad
Yea, but they may not be necessary as you might have socket ext and the
plugin is probably using that. And for steamtools, you might have
steamworks with swag. Etc.

On 13 September 2014 22:32, MiShU # gameserver-syndicate.de <
mi...@gameserver-syndicate.de> wrote:

>  Ok. So what does this means? I havent installed those extensions, so
> there must be a plugin loaded which requires those extensions, right?
>
>  [12]  file "steamtools.ext.so":
> /home/kd/server/cs_go_7502/csgo_ds/csgo/addons/sourcemod/extensions/
> steamtools.ext.so: cannot open shared object file: No such file or
> directory
>  [13]  file "curl.ext.so":
> /home/kd/server/cs_go_7502/csgo_ds/csgo/addons/sourcemod/extensions/
> curl.ext.so: cannot open shared object file: No such file or directory
>
>
> Am 13.09.2014 16:18, schrieb Ejziponken -:
>
> Do you have failed extensions on any servers? That might be the problem.
>
>  --
> Date: Sat, 13 Sep 2014 10:01:52 -0400
> From: goabs...@absurdminds.net
> To: csgo_servers@list.valvesoftware.com
> Subject: Re: [Csgo_servers] Linux Server and those problems
>
> Same here, on all servers, not just ones with sourcemod. Having sourcemod
> running anywhere on the machine tanks the performance.
> On Sep 13, 2014 6:54 AM, "Ejziponken -"  wrote:
>
>  Hm I still have lagspikes even with latest snapshots. :S
>
> > Date: Sat, 13 Sep 2014 12:53:39 +0200
> > From: mi...@gameserver-syndicate.de
> > To: csgo_servers@list.valvesoftware.com
> > Subject: Re: [Csgo_servers] Linux Server and those problems
> >
> > Its annyoing.
> > Fresh installation of CSGO with newest Snapshots of Sourcemod &
> > Metamod:Source to fix the lag-spikes, but now, every two too four
> > minutes everyone get kicked with (No Steam Logon)... :-/
> >
> > Any ideas?
> >
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Re: [Csgo_servers] CSGO update

2014-10-02 Thread Nomaan Ahmad
Revert the update.

On 3 October 2014 02:34, Mohsin Qureshi  wrote:

> I can't rejoin the game after updating, is there any way to fix or will I
> get an abandon?
>
> On Thu, Oct 2, 2014 at 9:27 PM, Ido Magal  wrote:
>
>>  There was a problem with the deployment of 1.34.5.0.
>>
>>
>>
>> We’ve reverted to 1.34.4.9 for now and are investigating.
>>
>>
>>
>> Thanks.
>>
>>
>>
>> *From:* Ido Magal
>> *Sent:* Thursday, October 02, 2014 5:59 PM
>> *To:* csgo_servers@list.valvesoftware.com; '
>> hlds_annou...@list.valvesoftware.com'
>> *Subject:* CSGO update
>>
>>
>>
>> We hope to have an update live shortly.
>>
>>
>>
>> Thanks.
>>
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>
>
> --
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>
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Re: [Csgo_servers] My server won't start

2014-10-16 Thread Nomaan Ahmad
Do you need hltv? You can disable it by adding -nohltv at start up. Add
this to all servers that dont use hltv/sourcetv. It would help not using up
the default port 27020.

On 16 October 2014 17:30, Gordon Reynolds 
wrote:

> Has this worked before? Do you have the +ip line in your startup line?
>
> On Thu, Oct 16, 2014 at 9:07 AM, Charalampos Galanis 
> wrote:
>
>> Hello , after the latest update , my server is not able to start , the
>> error messages I see are the following at the end:
>>
>> WARNING: UDP_OpenSocket: unable to bind socket
>> WARNING: UDP_OpenSocket: unable to bind socket
>> Couldn't allocate any hltv IP port, tried 1 addresses
>> Couldn't allocate any hltv IP port, tried 1 addresses
>>
>> csgo server is on port 27016 and i run also a tf2 and css servers on port
>> 27015 and 27017 respectively from the same machine.
>>
>>
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Re: [Csgo_servers] No. of players. A home server

2014-11-11 Thread Nomaan Ahmad
Sky is shit bro. Get a real dedi.
On 11 Nov 2014 15:24, "Kevin C"  wrote:

>  32 players on 64 tick is a pretty safe estimate.
>
> Keep in mind routing on a residential ISP will be much worse than with a
> real server host, pings and player experience will be unpredictable.
>
>
> On 11/11/2014 10:12 AM, Mohammed Khalik wrote:
>
>  To: Dedicated server experts
>
>  What is the number of players can I host from home? On a high
> performance dell dedicated server rack.
>
>  http://www.speedtest.net/result/3900989637.png
>
>  Download bandwidth: 74mb
> Upload bandwidth: 15mb
>
>  Quotes needed for EITHER a CS:GO/CS:S home server.
>
>
>  Thank you.
>
>
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Re: [Csgo_servers] csgo update

2014-11-12 Thread Nomaan Ahmad
I've notice the auto gamedata updater works on stable releases only.

On 13 November 2014 01:00, Andy P  wrote:

> Perfect. Thank you!
>
> On Wed, Nov 12, 2014 at 4:52 PM, Valentin G.  wrote:
>
>> Yes, SourceMod gamedata is automatically updated. Rarely an update
>> will make the server crash before the updater can do it's job, but in
>> general it automagically starts working as soon as the gamedata is
>> updated upstream.
>>
>> On Thu, Nov 13, 2014 at 1:40 AM, Andy P  wrote:
>> > So does gamedata have an auto updater? I didn't touch anything.
>> >
>> > On Wed, Nov 12, 2014 at 4:33 PM, Glen Elleray <
>> versatile_...@hotmail.com>
>> > wrote:
>> >>
>> >> Sourcemod updated some gamedata. This could be why.
>> >>
>> >>
>> >> On 13/11/2014 11:17 AM, Ms. Trooper wrote:
>> >>>
>> >>> I was frustrated yesterday when the servers were crashing. But I just
>> got
>> >>> home from work and my servers are working fine. Was there a
>> >>> super-secret-ninja patch of some sort? Or am I going insane?
>> >>>
>> >>> Thanks.
>> >>>
>> >>>
>> >>>
>> >>> --
>> >>> View this message in context:
>> >>>
>> http://csgo-servers.1073505.n5.nabble.com/csgo-update-tp8329p8357.html
>> >>> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>> >>>
>> >>> ___
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>> >>>
>> >>
>> >>
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Re: [Csgo_servers] csgo update

2014-11-12 Thread Nomaan Ahmad
Thanks for updating me.

On 13 November 2014 01:15, Nicholas Hastings 
wrote:

> That hasn't been true for over a year, maybe close to (or past) two.
>
> --
> Nicholas Hastings
> AlliedMods.net <http://www.alliedmods.net>
>
>
>
>   Nomaan Ahmad 
>  Wednesday, November 12, 2014 8:05 PM
> I've notice the auto gamedata updater works on stable releases only.
>
>
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>  Wednesday, November 12, 2014 8:00 PM
> Perfect. Thank you!
>
>
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>   Valentin G. 
>  Wednesday, November 12, 2014 7:52 PM
> Yes, SourceMod gamedata is automatically updated. Rarely an update
> will make the server crash before the updater can do it's job, but in
> general it automagically starts working as soon as the gamedata is
> updated upstream.
>
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>  Wednesday, November 12, 2014 7:40 PM
> So does gamedata have an auto updater? I didn't touch anything.
>
>
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>  Wednesday, November 12, 2014 7:33 PM
> Sourcemod updated some gamedata. This could be why.
>
>
>
>
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Re: [Csgo_servers] [CS:GO] Please help strengthen the modding community

2014-11-26 Thread Nomaan Ahmad
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  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"  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 <
>> proph...@sticed.org> 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 (99), 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/.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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>>>
>>>
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>>
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Re: [Csgo_servers] [CS:GO] Please help strengthen the modding community

2014-11-26 Thread Nomaan Ahmad
I have those cvars set but if a player on my server, if I right click his
name on my steam friends list, I don't get the option to join my server. He
can invite me or other players to the server but that's the only way to
join the server. Where is the "View Game Info" and "Join Game" options? How
do I enable those for my server? I want it like CS:S and TF2.

On 26 November 2014 at 19:25, Andrew Irvine  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:* csgo_servers-boun...@list.valvesoftware.com [mailto:
> csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Nomaan Ahmad
> *Sent:* Wednesday, November 26, 2014 1:50 PM
> *To:* csgo_servers@list.valvesoftware.com
> *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 
> 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"  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 <
> proph...@sticed.org> 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 (99

Re: [Csgo_servers] [CS:GO] Please help strengthen the modding community

2014-11-27 Thread Nomaan Ahmad
No I'm not using lobby trick. It was fixed by valve anyway.
On 27 Nov 2014 08:19, "mi...@gs-syndicate.de" 
wrote:

>   Are u using the 'lobby trick'? Sv_lan 0 + Sv_lan 1 cause of the '
> session Not available ' Problems?
>
> Gesendet mit AquaMail für Android
> http://www.aqua-mail.com
>
> Am 27. November 2014 05:55:18 schrieb Nomaan Ahmad :
>
>> I have those cvars set but if a player on my server, if I right click his
>> name on my steam friends list, I don't get the option to join my server. He
>> can invite me or other players to the server but that's the only way to
>> join the server. Where is the "View Game Info" and "Join Game" options? How
>> do I enable those for my server? I want it like CS:S and TF2.
>>
>> On 26 November 2014 at 19:25, Andrew Irvine  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:* csgo_servers-boun...@list.valvesoftware.com [mailto:
>>> csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Nomaan Ahmad
>>> *Sent:* Wednesday, November 26, 2014 1:50 PM
>>> *To:* csgo_servers@list.valvesoftware.com
>>> *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 
>>> 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"  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 <
>>> proph...@sticed.org> 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 abou

Re: [Csgo_servers] aimpunch

2015-03-04 Thread Nomaan Ahmad
Try this: https://forums.alliedmods.net/showthread.php?p=1687371

On 4 March 2015 at 16:43, ics  wrote:

> Not without turning sv_cheats 1. Aimpunch also affects enemy fire against
> the player, not just teammember vs teammember when ff is off.
>
> -ics
>
> Ejziponken - kirjoitti:
>
>> Is there a way to turn off the aimpunch? Players are shooting on
>> teammates just to fuck with them (FF OFF).
>>
>>
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>>
>
>
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Re: [Csgo_servers] Bug - Making Lots Players Disconnect (buffer overflow)

2015-04-11 Thread Nomaan Ahmad
On Windows, you are not suppose to be scrolling server console while
players are on server. When you hold down the scrollbar on the server
console. The server stops responding. (Shows timeout etc)

On 11 April 2015 at 22:09, Usman Khan  wrote:

> 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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Re: [Csgo_servers] https Server Banners

2015-06-18 Thread Nomaan Ahmad
Gametracker ones work for me over HTTPS. You can add HTTPS to the URL and
it should work.
On 18 Jun 2015 08:33, "Louis Crossing"  wrote:

> Hi there,
>
> Does anyone know of any server banner providers that offer https URLs?
>
>
> http://www.game-state.com/112.140.181.201:28019/560x95_FF_FF9900_00_00.png
>
> http://cache.www.gametracker.com/server_info/112.140.181.201:28019/banner_560x95.png?random=801447
>
> Like those but they don't work over https.
>
> Many thanks.
>
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Re: [Csgo_servers] https Server Banners

2015-06-20 Thread Nomaan Ahmad
Here is how I use on my page:

https://www.gametracker.com/server_info/112.140.181.201:28019/";
target="_blank">https://www.gametracker.com/server_info/112.140.181.201:28019/b_560_95_1.png";
border="0" alt="" width="560" height="95"/>

Hope it helps.

On 20 June 2015 at 07:58, Louis Crossing  wrote:

>
> On 18 June 2015 at 20:28, Nomaan Ahmad  wrote:
>
>> Gametracker ones work for me over HTTPS.
>
>
> Can you tell me the URL of yours please?
> I get both an invalid SSL and 404 not found when using https on mine:
>
>
> https://cache.www.gametracker.com/server_info/112.140.181.201:28019/banner_560x95.png?random=801447
>
>
> On 18 June 2015 at 20:28, Sebastian Nicolas Medina Sepulveda <
> xheb...@gmail.com> wrote:
>
>> Try with this page: www.game-monitor.com
>
>
> Looks like they're having major issues at the moment. Register/forum links
> are broken, as are the banners for existing servers in their database.
>
>
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Re: [Csgo_servers] https Server Banners

2015-06-20 Thread Nomaan Ahmad
I had also noticed the Cloudflare DDoS protection page. I think they had
increased security level. I am not sure of the reason, maybe DDoS related.
Hopefully they will lower it soon.

I have no other way around it. Kevin's idea might be good although I'm not
sure if the webserver will pass their DDoS protection page.

On 20 June 2015 at 08:48, Louis Crossing  wrote:

> So one small issue with this... unless the website visitor has the image
> cached in their browser, it fails to load because of the CloudFlare DDOS
> protection redirection thing they've got.
>
> Do you know a way around that?
>
> Many thanks again.
>
> On 20 June 2015 at 15:33, Louis Crossing  wrote:
>
>> AWESOME. THANK YOU!!
>>
>>
>> On 20 June 2015 at 15:31, Nomaan Ahmad  wrote:
>>
>>> Here is how I use on my page:
>>>
>>> https://www.gametracker.com/server_info/112.140.181.201:28019/";
>>> target="_blank">https://www.gametracker.com/server_info/112.140.181.201:28019/b_560_95_1.png";
>>> border="0" alt="" width="560" height="95"/>
>>>
>>> Hope it helps.
>>>
>>> On 20 June 2015 at 07:58, Louis Crossing 
>>> wrote:
>>>
>>>>
>>>> On 18 June 2015 at 20:28, Nomaan Ahmad  wrote:
>>>>
>>>>> Gametracker ones work for me over HTTPS.
>>>>
>>>>
>>>> Can you tell me the URL of yours please?
>>>> I get both an invalid SSL and 404 not found when using https on mine:
>>>>
>>>>
>>>> https://cache.www.gametracker.com/server_info/112.140.181.201:28019/banner_560x95.png?random=801447
>>>>
>>>>
>>>> On 18 June 2015 at 20:28, Sebastian Nicolas Medina Sepulveda <
>>>> xheb...@gmail.com> wrote:
>>>>
>>>>> Try with this page: www.game-monitor.com
>>>>
>>>>
>>>> Looks like they're having major issues at the moment. Register/forum
>>>> links are broken, as are the banners for existing servers in their 
>>>> database.
>>>>
>>>>
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>>>>
>>>
>>>
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>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>
>>
>>
>
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Re: [Csgo_servers] banned branches of servers

2015-07-22 Thread Nomaan Ahmad
I don't think its the gamehoster's job to remove plugins from client's game
server. Valve should ONLY blacklist servers that are actually violating and
not blanket blacklist all of them if they are on same machine.

I am not a gamehost but this is common sense. They should also start
persistent steam ids on csgo servers now if they want to enforce this.

On 22 July 2015 at 14:26, Geo B.  wrote:

> Yeah i know that but has a gamehoster you should be able to search through
> your clients install. Takes approx 30sec under linux even with 10 dedicateds
>
> 2015-07-22 14:36 GMT+02:00 Sergey Dobretsov :
>
>>  Hi.
>>
>> It's game hosting. Game servers are adjusted by clients.
>> Valve banned many innocent owners of servers on hostings. We want to
>> correct it.
>>
>> *>It's your job to check YOUR servers ... *
>>
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>>
>
>
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Re: [Csgo_servers] banned branches of servers

2015-07-22 Thread Nomaan Ahmad
Well his clients may have renamed the plugin on their server in which case
this is not a fool proof idea.

I am not against the blacklisting, But this blanket blacklisting isn't
logical, maybe allow the use of persistent steam accounts and ban the
specific server that is in violation?

On 22 July 2015 at 18:05, Geo B.  wrote:

> I've not said it's his job to manage customers plugins. But it should be
> easy for him to find which servers are using it and lock them and mail
> their owners.
>
> Valve should only BL IP:Port in fact, yes. But it's just a point on a
> really long list of what we (community / server owners) are waiting for ...
>
>
> 2015-07-22 18:50 GMT+02:00 Nomaan Ahmad :
>
>> I don't think its the gamehoster's job to remove plugins from client's
>> game server. Valve should ONLY blacklist servers that are actually
>> violating and not blanket blacklist all of them if they are on same machine.
>>
>> I am not a gamehost but this is common sense. They should also start
>> persistent steam ids on csgo servers now if they want to enforce this.
>>
>> On 22 July 2015 at 14:26, Geo B.  wrote:
>>
>>> Yeah i know that but has a gamehoster you should be able to search
>>> through your clients install. Takes approx 30sec under linux even with 10
>>> dedicateds
>>>
>>> 2015-07-22 14:36 GMT+02:00 Sergey Dobretsov :
>>>
>>>>  Hi.
>>>>
>>>> It's game hosting. Game servers are adjusted by clients.
>>>> Valve banned many innocent owners of servers on hostings. We want to
>>>> correct it.
>>>>
>>>> *>It's your job to check YOUR servers ... *
>>>>
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>>>
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Re: [Csgo_servers] ddos

2015-10-05 Thread Nomaan Ahmad
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
>>> 
>>>  ___ Csgo_servers
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>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>> >>>
>>> >>> --
>>> >>> Calvin Judy
>>> >>> Founder & CEO
>>> >>> PH#: (843) 410-8486
>>> >>> Mail: cal...@swiftnode.net
>>> >>>
>>> >>> ,
>>> >>>
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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-15 Thread Nomaan Ahmad
Yes, please allow editing of memo on the older generated tokens.

On 15 October 2015 at 10:39, 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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Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-10-15 Thread Nomaan Ahmad
Can you please add the ability to edit memo for generated tokens? Thanks.

On 15 October 2015 at 20:47, 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

2015-10-19 Thread Nomaan Ahmad
Right, this procedure only makes your server viewable on server browser
even if you changed your IP.

example:
You decided to move your server to another GSP and so you get newer IP.
This means you will lose all your traffic you had on your older IP.

But if you have this token setup on your server and your IP changes, you
wont lose your traffic and steam will update your older IP with your newer
IP so players who had your server in fav list etc will see the new IP
automatically. This was the sole purpose of this feature initially.

Now Valve will start using this for a new purpose too which is delisting
servers that are in violation. So your server wont appear on your player's
steam browser anymore if your server is in violation.

The servers will still be using IP:Port!

This feature isn't for GSPs to use but it's for their customers. When their
customer's server are in violation, Valve will delist their server and it
wont affect other servers on the same IP/machine. Simple.

On 19 October 2015 at 13:14, Roland Mondek  wrote:

> Hello,
>
> I've got a few questions to be correct. So the servers won't be listed by
> IP in the favorites in the future ? If someone got banned and create new
> IDs & run server on same IP it won't work ?
>
> On Mon, Oct 19, 2015 at 2:11 PM, Absurd Minds 
> wrote:
>
>> If your customer has enough access to the server that they can get it
>> banned, then I'm not sure why you wouldn't be expecting them to set the
>> token themselves in the config.
>> On Oct 19, 2015 7:44 AM, "Thiago Abreu"  wrote:
>>
>>> So, for an GSP.
>>> If an customer get the server banned I will loose this unique TOKEN or
>>> all remaining tokens (999) will be banned?
>>>
>>> 2015-10-15 17:00 GMT-03:00 Maxwell Cody :
>>>
>>>> This, and the ability to see what IP and port is associated with which
>>>> token would be *really *great.
>>>>
>>>> On Thu, Oct 15, 2015 at 3:56 PM, Nomaan Ahmad 
>>>> wrote:
>>>>
>>>>> Can you please add the ability to edit memo for generated tokens?
>>>>> Thanks.
>>>>>
>>>>> On 15 October 2015 at 20:47, 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, correc

Re: [Csgo_servers] Notice of changes to CS:GO Game Server Operation

2015-11-10 Thread Nomaan Ahmad
You can also use autoexec.cfg for setting sv_setsteamaccount earlier during
server startup.

On 11 November 2015 at 01:25, Ilyas  wrote:

> +sv_setsteamaccount /*Login Token*/ - in a launch parameter string
> but when i type "sv_setsteamaccount" to the server console, i get this:
> Warning: Game server already logged into steam.  You need to use the
> sv_setsteamaccount command earlier.
>
>
>
> it's okay?
>
>
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Re: [Csgo_servers] How to set sv_setsteamaccount?

2015-11-13 Thread Nomaan Ahmad
In CS:S, you could check by typing status in server console. I think it
should be added to CS:GO too.

On 14 November 2015 at 01:26, MiShU # gameserver-syndicate.de <
mi...@gameserver-syndicate.de> wrote:

> i would be nice to have a better way to check if its running fine and is
> connected or not. :)
>
>
>
> Am 14.11.2015 um 01:59 schrieb Absurd Minds:
>
> Oh... Looking in the console at startup I see it says it logs in with my
> account. I was only checking it by typing sv_setsteamaccount in console. I
> didn't realize that checking through the cvar in console would be so
> ambiguous.
>
> Thanks, Ido!
> On Nov 13, 2015 7:55 PM, "Ido Magal" < 
> i...@valvesoftware.com> wrote:
>
>> sv_setsteamaccount can be specified on the command line or in
>> autoexec.cfg.
>>
>>
>>
>> Is your game server logging in anonymously, using a token, or not at all?
>>
>>
>>
>>
>>
>> *From:* 
>> csgo_servers-boun...@list.valvesoftware.com [mailto:
>> csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Absurd Minds
>> *Sent:* Friday, November 13, 2015 3:50 PM
>> *To:* csgo_servers@list.valvesoftware.com
>> *Subject:* Re: [Csgo_servers] How to set sv_setsteamaccount?
>>
>>
>>
>> Yes I'm surprised Ido didn't bother replying when he was on earlier. Is
>> there anybody on Linux who can confirm it's working for them?
>>
>> On Nov 13, 2015 6:48 PM, "Charalampos Galanis" 
>> wrote:
>>
>> Sounds legit, now only thing we need is a message here describing how to
>> set sv_setsteamaccount or valve developer community can make/upgrade a
>> webpage tutorial about this.
>>
>> Στις 14 Νοε 2015 01:44, ο χρήστης "Absurd Minds" <
>> goabs...@absurdminds.net> έγραψε:
>>
>> No, they're saying you can't have an anonymous sv_setsteamaccount.
>>
>> On Nov 13, 2015 6:42 PM, "Charalampos Galanis" < 
>> xngala...@gmail.com> wrote:
>>
>> They mentioned that anonymous login will not be possible after step 3,
>> what this exactly mean? That I need to input "login steam_username" and the
>> password to the -steamcmd_script .txt file, exactly like csgo beta ages?
>> This sounds pretty insecure to me...
>>
>> Στις 14 Νοε 2015 01:29, ο χρήστης "Absurd Minds" <
>> goabs...@absurdminds.net> έγραψε:
>>
>> I mentioned in the op I set it on my startup command. Are you taking
>> about something different?
>>
>> On Nov 13, 2015 6:26 PM, "Geo B."  wrote:
>>
>> try wtih "+sv_setsteamaccount 'token_id'" in parameter
>>
>>
>>
>> 2015-11-13 23:35 GMT+01:00 Absurd Minds < 
>> goabs...@absurdminds.net>:
>>
>> I run vanilla servers. No sourcemod.
>>
>> On Nov 13, 2015 5:34 PM, "Sergey Minaev" < 
>> s.k.min...@gmail.com> wrote:
>>
>> Don't want to be "that guy", but it worked for me to place it in
>> *server.cfg*, right after *hostname*, *rcon_password* and *sv_password*.
>>
>>
>>
>> Win 7, vanilla server. Probably mods?
>>
>>
>>
>> On Sat, Nov 14, 2015 at 1:15 AM, Absurd Minds <
>> goabs...@absurdminds.net> wrote:
>>
>> I've tried setting it in server.cfg, autoexec.cfg, and the server startup
>> command line. In each place, when I check it in console, I get "Warning:
>> Game server already logged into steam.  You need to use the
>> sv_setsteamaccount command earlier."
>>
>> How do I do it?
>>
>> (I'm on Ubuntu 13.04)
>>
>>
>>
>>
>>
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Re: [Csgo_servers] CS:GO browser - DM servers

2015-12-04 Thread Nomaan Ahmad
You require GSLT *(Game Server Login Tokens) on your server.*

http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=5.196.58.216:27025&format=json

On 4 December 2015 at 20:27, Marounda  wrote:

> Hello,
>
>
>
> We can’t find our servers in the CS:GO browser.
>
>
>
> Why ? Are we blacklisted ? If yes, why ?
>
>
>
> I don’t have bad plugin and my servers respect everyone.
>
>
>
> Can you help me please ?
>
>
>
> One of our IPs : 5.196.58.216:27025
>
>
>
> Our website : http://www.meriletfou.fr/
>
>
>
> Best regards,
>
> Marounda
>
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Re: [Csgo_servers] Best OS for running CS:GO servers

2015-12-13 Thread Nomaan Ahmad
You are not wearing your tin fold hat correctly, I can hear your thoughts.

On 13 December 2015 at 20:37, Bryan Anderson 
wrote:

> I have a few GNU/Linux dedicated servers, as far as stability and low
> variance, the best results I've had running a CS:GO srcds server was using
> NFO's Gentoo image. Gentoo is a little harder to work around in but as far
> as running game servers, it's given me the best results with high
> flexibility, and Sony's PlaystationNow team seems to agree:
> https://www.gaikai.com
>
> Someone with more knowledge may be able to step in and confirm which
> distribution Valve uses to host their official dedicated servers (last I
> heard it was Ubuntu, source: some guy on the internet), but surprisingly as
> far as the mainline GNU/Linux distros go, I've had the best experience with
> CentOS 7.1, it's out of the box performance is very close to NFO's Gentoo
> image, though this last failboat CS:GO update has some variance spikes from
> time to time now on it. Admittedly, players don't seem to notice, so it may
> not be a big issue.
>
> I don't use Windows because I prefer using modern operating systems that
> aren't stuck in the mid 1980's and aren't run by a eugenicist who's only
> skill is buying, re-branding and copyrighting the works of others and wants
> to kill your grandma, source: https://www.youtube.com/watch?v=03MZG9vK0W8
>
> tl;dr
>
> Seriously though, if you want to run a rock solid server, I would focus on
> making sure the box has the latest and fastest Xeon CPU you can find and
> the best bandwidth you can find. After that, I'd recommend trying the
> different distros available and make your selection based on which one
> gives you the best results. Personally, I recommend CentOS 7+, Ubuntu LTS
> or NFO's Gentoo.
>
>
>
> On Sat, Dec 12, 2015 at 4:10 AM, Michael Loveless  > wrote:
>
>> It depends on what type of server(s) you are going to run. If you are
>> going to run 10-16 slot comp/deathmatch servers then most linux builds or
>> Windows should work fine. If you are planning on running servers with a
>> high number of slots and more resource usage (due to plugins, etc)...you
>> will probably want to go with Windows (server 2008 or 2012 will work fine)
>> due to SRCDS' ability to use more than 1 thread for some of it's tasks.
>>
>> As an example, NFO servers (one of the largest server providers in North
>> America) uses Windows OS now for their single hosted game servers and all
>> of their managed VDS' and Dedicated Servers. There isn't anything wrong
>> with using Linux, Windows just provides a slightly better infrastructure
>> for larger and more resource intensive SRCDS applications.
>>
>> On Sat, Dec 12, 2015 at 7:02 AM, Kristóf Deli 
>> wrote:
>>
>>> Hello,
>>>
>>> I want to run CSGO servers with low variance but I don't really wsnna
>>> mess with any optimization I heard Ubuntu has optimalization in it.
>>> What do you recommend?
>>>
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Re: [Csgo_servers] Zombie Servers Crashing

2015-12-29 Thread Nomaan Ahmad
You should try sourcemod forums. Also try Accelerator:
https://forums.alliedmods.net/showthread.php?p=1382348

On 30 December 2015 at 07:36, Louis Crossing  wrote:

> Here's two screenshots of crashes I experienced just now while playing.
> In both of these cases the auto-restart did work it only doesn't work
> intermittently.
>
> https://bb-g.net.au/ze_issues/1.png
> https://bb-g.net.au/ze_issues/2.png
>
> But I'm lost as to why the crashes are occurring.
>
> Many thanks again in advance.
>
>
> On 30 December 2015 at 12:02, Louis Crossing  wrote:
>
>> Hi all,
>>
>> I'm down a deep dark hole with this issue at the moment and I'm hoping
>> someone can point me in the right direction.
>>
>> Ever since Valve did that models update a while back, my zombie servers
>> like to crash a lot more than they used to.
>> This, in itself, is two problems:
>>
>> 1: The fact the crash occurs in the first place, and
>> 2: When the crash does occur, the server just freezes; it doesn't do the
>> 10 second countdown and auto-restart. The CPU of the server sits at 100%
>> and I have to manually kill the server process and restart it.
>>
>> At the time of the models update I followed all of the relevant guides
>> for updating the models and I can play on the server. The issue seems to
>> happen when we hop between different maps (not during the hop itself, but
>> shortly after having played on the new map for a few minutes).
>> It makes me think that perhaps the maps themselves relied on the old
>> models, but I see other zombie communities continue to run those same maps
>> without constant crashes.
>>
>> I've tried rebuilding the server from scratch but the same issue persists.
>>
>> Any help appreciated.
>> My servers run on CentOS 6 if that helps at all.
>>
>>
>> Cheers,
>> Louis
>>
>
>
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Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-27 Thread Nomaan Ahmad
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] Anyone else hit with a GSLT ban?

2016-01-27 Thread Nomaan Ahmad
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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>>>>
>>>>
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>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>>
>>>
>>>
>>> ___
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>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>
>>
>>
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Re: [Csgo_servers] Anyone else hit with a GSLT ban?

2016-01-27 Thread Nomaan Ahmad
Oh, my bad. I don't use that. but It's clearly mentioned in the reason for
unapproving that its prohibited by valve. You could use it on passworded
servers and not get banned. But if you used that or similar plugin that
give weapons skins to players that they don't own then the ban is totally
legit.

When SM devs unapproved a plugin I really suggest removing it from your
servers.

On 27 January 2016 at 13:14, 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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>>>>>>> Csgo_servers@list.valvesoftware.com
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>>>>>
>>>>>>
>>>>>>
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>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>>>>
>>>>>
>>>>>
>>>>> ___
>>>>&

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

2016-01-27 Thread 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 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...
>>
>>
>>
>> ___
>> Csgo_servers mailing list
>> Csgo_servers@list.valvesoftware.com
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>>
>>
>>
>> ___
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>> Csgo_servers@list.valvesoftware.com
>> https://list.valvesoftware.co

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

2016-01-27 Thread Nomaan Ahmad
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
> <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:
>>>>
>

Re: [Csgo_servers] The CSGO server is not visible in the list, but is visible in the region, which it is registered, for example sv_region 3 Europe

2016-02-15 Thread Nomaan Ahmad
Try sv_region 0
On 15 Feb 2016 06:50, "XaxaXoxo"  wrote:

> I rent two physical servers at OVH. The first server is MG-128 Enterprise
> Server on it I started eighteen TF2 servers, sv_region 3, and servers
> visible in  and  lists. The second server is MC-32 Game Server
> on it I started only one CSGO server and with it I have problems, it is
> visible only in the  list, if sv_region 3 and when I prescribe
> sv_region 255, it just disappears. I have no idea how and what I'm doing
> wrong.
>
>
>
> --
> View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/The-CSGO-server-is-not-visible-in-the-All-list-but-is-visible-in-the-region-which-it-is-registered-fe-tp11401p11431.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
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Re: [Csgo_servers] [ GSLT ] - User accounts will also receive a temporary cooldown when their Game Server Login Token gets banned.

2016-02-25 Thread Nomaan Ahmad
Guys please stop with the offtopic comments.
On 26 Feb 2016 02:42, "Daniel Barreiro" 
wrote:

> You're proving my point.
>
> On Thu, Feb 25, 2016 at 9:39 PM, Matthias "InstantMuffin" Kollek <
> proph...@sticed.org> wrote:
>
>> Not sure why you're making stuff up, but it's not particularly nice, even
>> compared to the average writer here on this list (see Daniel's reply).
>>
>> On 26.02.2016 03:31, Absurd Minds wrote:
>>
>>>
>>> No I mean matthias. I had him on steam for a while and all he did was
>>> call me an idiot and criticized or argued with everything I said, so I
>>> removed him. Sorry if I came across as meaning you. I don't even know you
>>> and have nothing against you. I just thought it was funny we both had the
>>> same toxic experience with matthias.
>>>
>>> ___
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>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>
>>
>>
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>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>
>
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Re: [Csgo_servers] Democloud - Server plugin for demo backup and sharing

2016-07-19 Thread Nomaan Ahmad
Just a warning to everyone. Source code is not provided!

On 20 July 2016 at 01:14, Robin Groppe  wrote:

> So using the plugin will bind people to democloud.it?
>
> Not very wise. For me personally this is a showstopper.
> I probably would use it if I am in complete control of the hosted demos.
>
> Am 20.07.2016 00:44 schrieb "Gilles" :
>
>> Hi guys, I've been working on a server plugin for your GOTV demos, build
>> upon Metamod (Pure C++).
>>
>> Features
>>
>> The purpose of this plugin is to automatically backup and, if wanted, to
>> share your recorded GOTV demos, without the hassle of going on your ftp and
>> such.
>>
>> It also contains a replacement for the standard tv_autorecord that
>> properly starts and stops records.
>>
>> If you share your demos you can create a customized URL like
>> www.democloud.it/YourNameHere which will list your demos
>>
>> Example
>>
>> I've set up a small example server which runs the Retake mod
>> 51.254.187.46:27015 (Europe server) The page that contains the demos
>> that are backed up by the plugin www.democloud.it/Retake
>>
>> Download
>>
>> Link of the website and binaries: www.democloud.it/Plugin You will need
>> an account on the website for managing your demos.
>>
>> Footnote
>>
>> Do know since it's all new and fresh you may come across some small bugs.
>>
>> And for the people who are planning to use this, your comments, input and
>> remarks are more than welcome.
>>
>> Greetings, 7zp
>>
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>>
>
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Re: [Csgo_servers] block sv_downloadurl for client side

2016-08-08 Thread Nomaan Ahmad
Just use this: https://forums.alliedmods.net/showthread.php?p=1572227

Remember that determined players can still find the real URL. But it's not
that easy as typing sv_downloadurl while connected.

On 9 August 2016 at 02:11, hlstriker  wrote:

> https://forums.alliedmods.net/showpost.php?p=1163147&postcount=10
>
> I can't confirm if this works for CS:GO or not as I don't use this method.
> It *should*. Obviously the post is written for Apache web servers.. tailor
> it to fit whatever web server you use.
>
>
>
> --
> View this message in context: http://csgo-servers.1073505.
> n5.nabble.com/block-sv-downloadurl-for-client-side-tp11938p11943.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
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Re: [Csgo_servers] Double port

2016-09-09 Thread Nomaan Ahmad
I don't think this is allowed by Valve.

On 10 September 2016 at 04:33, Brendan H 
wrote:

> Srcds does not have this feature as far as I'm aware.
>
> You can, however, use iptables to forward a port to another port if you're
> on Linux.  If you're running Windows there is likely a firewall option to
> do this for you.
>
>
>
> On 9/9/2016 23:28 PM, Ali Bey wrote:
>
>> Hello,
>>
>> I wan to open my server with double port. I mean its gonna be 1 server
>> but it use 27015 and 27016. Is that possible? If it is, how can i do this?
>>
>> Thank you.
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>>
>
>
>
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Re: [Csgo_servers] route

2017-02-06 Thread Nomaan Ahmad
GSLT

On 6 Feb 2017 11:55 pm, "MR. Robot"  wrote:

> Hello my friend, i want to do this because i have change my ip adress and
> all old players know my previous adress.. somehow i have to introduce my
> new ip adress if you have better idea please share with me.. thank you
>
> > On 06 Feb 2017, at 17:44, ics  wrote:
> >
> > Please don't even try to setup a crap thing like that. Fake servers are
> cancer to the game itself.
> >
> > -ics
> >
> > MR. Robot kirjoitti:
> >> Hello everyone, i need your help.. i want to route all player to my
> main server automatically when player enter s my other server.. is that
> possible ? thanks in advance.
> >>
> >> ___
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> >
> >
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Re: [Csgo_servers] Custom files exploit

2017-10-10 Thread Nomaan Ahmad
This guy is clueless.

On 10 Oct 2017 3:25 pm, "Stealth Mode"  wrote:

> Actually my information is grounded in fact and 100% replicatable if you
> know the field. I've listed a few resources to educate yourself. Please
> refrain from speaking if you do not have an education in ITSec.
>
> https://books.google.com/books?id=0OlIT9eEEsoC&pg=
> PA193&lpg=PA193&dq=image+file+injection+compromsing+server&
> source=bl&ots=vGZbN7Qhsb&sig=3CbPAaU8hPbmqemmMXQ4kZXoI2E&
> hl=en&sa=X&ved=0ahUKEwiG58epn-bWAhVi_IMKHcaqD5YQ6AEIYDAJ#v=
> onepage&q=image%20file%20injection%20compromsing%20server&f=false
>
> The links I've provided are just a few examples. Anyone can make a custom
> image file (weapon skin, or spray paint, or wad in a .bsp) inject code into
> it, and use your server, and clients connected to it to launch whatever
> code they want. In the links provided, these are image files used to inject
> code into web servers once the image is loaded. Meaning, once a spray is
> sprayed, or a client uses x weapon skin through GO market. Once sent to
> server/client cache, it then executes spraying a benign image, or rendering
> a benign looking skin, while behind the scenes it is also executing code.
> Now most of these script kiddies probably are just using the images to run
> hacks, which yes they can be just that benign. However, more sophisticated
> hackers can also use this to compromise entire networks, backbones, etc.
>
> On Mon, Oct 9, 2017 at 8:28 PM, devu4  wrote:
>
>> This is such a pointless thread, no proof and a big headed clueless guy
>> coming out with irrelevant crap!
>>
>>
>>
>> --
>> Sent from: http://csgo-servers.1073505.n5.nabble.com/
>>
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>>
>
>
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Re: [Csgo_servers] Custom files exploit

2017-10-10 Thread Nomaan Ahmad
Nice hat there. Stealth might get this one though:
https://i.imgur.com/329jfXt.gif

On 10 Oct 2017 4:29 pm, "PistonMiner"  wrote:

> The person in question should never have written a message about an open
> vulnerability into a public mailing list in the first place. Just because
> they did doesn't mean that you should ask for PoCs in public mailing lists,
> there's a multitude of issues with that.
> To make it perfectly clear, I'm not defending this person, I seriously
> doubt the seriousness of their statements and a lot of what they're saying
> makes no sense at all and looks like trying to maintain an image of
> competence while knowing little, but responsible disclosure still applies.
> If this person has a vulnerability to report, they should do so with the
> information listed at http://www.valvesoftware.com/security/.
> And I think I know what I'm talking about seeing as I have two Finder's
> Fees. See https://wiki.teamfortress.com/wiki/Finder%27s_Fee and
> https://wiki.teamfortress.com/wiki/List_of_Finder%27s_Fee_owners
>
> On 10.10.2017 17:08, Vaya wrote:
>
> I think someone needs to ‘stealth mode’ out of this email chain. This is
> just noise without a repeatable Test
>
> Sent from my iPhone
>
> On 10 Oct 2017, at 16:01, PistonMiner  wrote:
>
> If you have a vulnerability to report, don't do it in a public mailing
> list. Report it directly to Valve, and no place else. This conversation has
> so many problems, but asking for a PoC in a *public* mailing list is one
> of them. Look up responsible disclosure. (I should note though, at this
> point I am not convinced a vulnerability even exists.)
>
> --
> PistonMiner (Linus S.)
>
> ___
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> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>
>
>
> ___
> Csgo_servers mailing 
> listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>
>
> --
> PistonMiner (Linus S.)
>
>
> ___
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> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>
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Re: [Csgo_servers] Custom files exploit

2017-10-10 Thread Nomaan Ahmad
Can you please not spam this thread with your advertisements? It's getting
rather annoying. Don't think anyone is interested here.
Submit PoC to Valve and kindly take a hike.

On 11 October 2017 at 02:29, Stealth Mode  wrote:

> Available for contract for PenTesting/SecurityAudits, Datacenter
> Migrations, and other IT infrastructure purposes. At the websites listed in
> an earlier mailing.
>
> /tips grey hat (only don the blackhat for government contracts) and exits
>
>
> No further communications. End of conversation.
>
> -StealthMode
>
> On Oct 10, 2017 14:00, "Ryan Bentley"  wrote:
>
> ITSec. PoC.
>
> Sincerely,
> Ryan "ExpertMode" Bentley
> Independent IT Field Engineer
>
>
> On Tue, Oct 10, 2017 at 6:50 PM, Nathaniel Theis 
> wrote:
>
>> hello I have injected a JavaScript into this email you are all now hacked
>>
>> what do you mean it won't run without an actual vulnerability
>>
>> you're super mega hacked
>>
>> 
>>
>> On Oct 10, 2017 10:02 AM, "iNilo"  wrote:
>>
>>> I frankly don't care what / where / how you work, or what you have
>>> studied.
>>>
>>> The only thing I know is that this is clearly the wrong channel to do
>>> argue/disclose/chat about.
>>>
>>> http://www.valvesoftware.com/security/
>>>
>>> Hopefully you get thanked in a patch note, if not I'm sure the entire
>>> community will be grateful that you disclosed a major security issue to the
>>> people that *actually *get paid to take care of this.
>>>
>>> Thanks.
>>>
>>>
>>>
>>> 2017-10-10 18:54 GMT+02:00 Saint K. :
>>>
>>>> Christopher,
>>>>
>>>>
>>>>
>>>> I work in “the field” as you like to call it. It’s customary to explain
>>>> the exploit in detail and provide proof the concept (hence the request for
>>>> a PoC) in any form or way.
>>>>
>>>>
>>>>
>>>> Please demonstrate the issue, it be by posting the offending code, you
>>>> recording a video showing a working exploit, or anything along these lines.
>>>>
>>>>
>>>>
>>>> You should know this, if you work in “the field”.
>>>>
>>>>
>>>>
>>>> Regards,
>>>>
>>>>
>>>>
>>>> Saint K.
>>>>
>>>>
>>>>
>>>> *From:* Csgo_servers [mailto:csgo_servers-bounces@l
>>>> ist.valvesoftware.com] *On Behalf Of *Stealth Mode
>>>> *Sent:* 10 October 2017 18:34
>>>> *To:* csgo_servers@list.valvesoftware.com
>>>> *Subject:* Re: [Csgo_servers] Custom files exploit
>>>>
>>>>
>>>>
>>>> @Ryan, etc.
>>>>
>>>>
>>>>
>>>> I studied radio electronics before IT was a thing. NetSec and ITSec go
>>>> hand in hand. My credentials aren't CS, because CS was radio electronics.
>>>> The industry hasn't changed, just a little more vulnerable. Not like I am
>>>> specifically stating how to inject code, or what code to inject on a public
>>>> mailing list. Don't need to. Professionals here know what I am referring
>>>> to. I guess the rest do not have the knowledge to understand what the
>>>> exploit can actually do. You are aware. That is all that matters. Don't
>>>> secure your servers, that is on you. When they get exploited, that is on
>>>> you.
>>>>
>>>>
>>>>
>>>> Have a nice day! End of discussion. No further communications.
>>>>
>>>>
>>>>
>>>> Sincerely,
>>>>
>>>> Christopher "StealthMode" Stephen Larkins
>>>>
>>>> Independent IT Field Engineer
>>>>
>>>> fieldnation.com
>>>>
>>>> workmarket.com
>>>>
>>>> onforce.com
>>>>
>>>> clearancejobs.com
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> On Tue, Oct 10, 2017 at 12:09 PM, Ryan Bentley 
>>>> wrote:
>>>>
>>>> My sides at this thread. At first I just rolled my eyes but now I
>>>> actually believe that Stealth Mode is either a troll or delusional. Please
>>>> stop saying "ITSec". Any first year CS student knows what PoC is but you
>>>> don't? Please.
>

Re: [Csgo_servers] RES: Updating CS:GO server should "use" GSLT

2018-01-24 Thread Nomaan Ahmad
Same here, I think you should restart servers more often.

On 24 January 2018 at 22:09, dedimark  wrote:

> http://steamcommunity.com/discussions/forum/14/1327844097130217686/
>
> On Wed, Jan 24, 2018 at 9:36 PM, TecnoHard 
> wrote:
>
>> Same problem here.
>>
>>
>>
>> *De:* Csgo_servers [mailto:csgo_servers-boun...@list.valvesoftware.com] *Em
>> nome de *dedimark
>> *Enviada em:* quarta-feira, 24 de janeiro de 2018 17:24
>> *Para:* csgo_servers@list.valvesoftware.com
>> *Assunto:* Re: [Csgo_servers] Updating CS:GO server should "use" GSLT
>>
>>
>>
>> Yes same problem.
>>
>>
>>
>> On Wed, Jan 24, 2018 at 7:05 PM, Casper Alant 
>> wrote:
>>
>> We run a number of CS:GO servers that are available on demand. While the
>> server updates regularly, it may go unused for a significant amount of
>> time. We now had a situation where our user couldn't connect to the server
>> because the GSLT expired.
>>
>> Could we please change it so updating the server would refresh the GSLT
>> and thus cause it to not expire?
>>
>>
>>
>> Kind Regards,
>>
>> Casper Alant
>>
>> Billosoft
>>
>>
>> ___
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>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>>
>>
>> ___
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>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>
>
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>
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