Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread 2xcombatvet
I agree also with Supreet. Same with with the American society. Everyone 
bitches but do not unit when there is a problem. Well said Supreet


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Supreet Sahni  
Date:02/06/2015  12:34  (GMT-05:00) 
To: hlds@list.valvesoftware.com 
Cc:  
Subject: [hlds] Rethinking the community quickplay ban 

Valve only reacts to actions, not facts and im not disagreeing with OP.

There are still large communities that have their servers populated almost 24/7 
and that's because of the large community base they built over the years - it's 
not easy work.

There are only TWO options here:

Play the game by the rules made be Valve, adapt and invent. 

OR

Community operators like the ones petitioning in this mailing list need to 
create a dynamic or change as a whole that will force Valve to revert or mutate 
the quickplay change.

This is what created the problem in the first place - custom servers that did 
not enhance player experience were on quickplay and kids bitching on the forums 
made them create this change.

So if we want Valve to be forced to change the rule again - we as community 
servers need to create a drastic change that forces Valve to do something. 
Petition on the list hasn't got a single response from Valve in a long time.

THE PROPOSITION:

The only thing that I can think of is abuse the quickplay system as much as you 
can, put your custom mods servers on there with all the fucked up crazy custom 
plugins and game modes on a quickplay map, and when the quickplay list starts 
to become a cesspool (in words of players bitching on the forums), Valve will 
be forced to make a change and that change might help us as community ops.
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Today's Topics:

   1. Re: Rethinking the community quickplay ban (Anthony James Duncan)


--

Message: 1
Date: Fri, 6 Feb 2015 17:14:28 -
From: "Anthony James Duncan" 
To: "'Half-Life dedicated Win32 server mailing list'"

Subject: Re: [hlds] Rethinking the community quickplay ban
Message-ID: <000901d04230$5dbb8c20$1932a460$@kinevonetwork.com>
Content-Type: text/plain; charset="utf-8"

Hopefully Valve would then use that opportunity to restore a little more power 
the Valve Community ?Moderators? and a system that?s similar to upward/downward 
fast. So if you receive enough negative reports you?d lose 20-30% of the 
quickplay traffic instead of someone with positive feedback getting 5-10% 
priority. 



From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 2xcombatvet
Sent: 06 February 2015 16:49
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Rethinking the community quickplay ban



Olsen, I agree with the blacklisting servers. But there are soo many scammers 
and hackers out there that if you are running a really good server. Some A 
holes could just come along and blacklist your server and negatively effect ur 
server that u worked so hard on... And trust me there are a lot Of people 
who go around and just ruin servers just for fun. 





Sent from my T-Mobile 4G LTE Device



 Original message 
From: "E. Olsen"  
Date:02/06/2015 11:39 (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc: 
Subject: Re: [hlds] Rethinking the community quickplay ban 

That's my point, though. Even if there are servers who break the rules (there 
always will be), putting the power back into the hands of the players by making 
their personal blacklist work with both the server browser AND quickplay solves 
that problem all together. If the server IS breaking the rules, and that 
rule-breaking also detracts from the game environment, then more and more 
players will blacklist those servers, they will lose traffic, etc. etc.



Let's keep in mind, some of those rules are now even being (technically) broken 
by Valve themselves. I asked on this very list a few months ago if the 
quickplay policy against class limits was still in effect, since Valve added 
the ability to do so via vote to their own servers, but got no reply. Does that 
mean every time a class limit vote passes on a Valve server, that they are 
technically in violation of the

Re: [hlds] Rethinking the community quickplay ban

2015-02-06 Thread 2xcombatvet
r's server browser OR quickplay 
destinations). 

 

That small change alone would do what should have been done in the first place 
- put the decision(s) about the quality of a server back in the player's hands. 
Truly bad servers would naturally lose traffic over time, and the good ones 
would rise to the top. Doing that would allow players to once again discover 
custom maps & game modes that are currently effectively hidden from them, AND 
give them the power to prevent themselves from ever being connected to a server 
they didn't like.

 

The problem with any kind of automated system is that there are always those 
folks who will figure out a way to game them - but players know a good gaming 
environment when they see it, and that's where the judgment should lie - with 
the players where it belongs.

 

On Thu, Feb 5, 2015 at 7:04 PM, 2xcombatvet <2xcombat...@gmail.com> wrote:

I started cs go maybe a month ago after serving sometime in the military. I 
didn't enjoy matching making seemed pointless when u can get sounds and crates 
through PvP servers. So I got a server running 5v5 cevo config and my community 
has grown to 60+ people with regulars always on server. So I had to buy two 
servers now. Both are always full for the most part. I played a lot of cs 1.6 
and TF1 didn't really get into tf2

 

 

Sent from my T-Mobile 4G LTE Device



 Original message 
From: wickedplayer494 
Date:02/05/2015 18:42 (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc: 
Subject: Re: [hlds] Rethinking the community quickplay ban

I fully agree. I've seen some of my favorite servers drop like flies over the 
past few months (and by extension the last 2 years), and the assimilation of 
players into Valve-hosted servers is downright alarming. Having a 
Valve-dominated server ecosystem only makes sense for three things: Dota 2, 
CS:GO competitive matchmaking, and TF2 MvM Mann Up. It doesn't make sense for 
PvP.

Truth be told, people are somewhat right about the game "dying", but only in 
some very, very specific components of the game, one of those being 
community-run servers. Here's an example: TrashedGamers' Chicago server. A few 
months ago, it would fill up every night with players. Now? You're lucky to 
find even 4 people playing on a good night. This is illustrated very well by 
the HLStatsX graphs for the server, found at http://stats.trashedgamers.org. 
Here's an image for people browsing very, very far into the future: 
http://i.imgur.com/u8FCWMJ.png

What happened to the days of picking a server yourself through the browser? Is 
it really that hard for the community? I think at this point the only real 
solution is having to make people go through hoops to get to quickplay. All it 
has done is open a can of worms, which Valve has tried to clean up after (with 
the Policy of Truth memo long ago from Fletcher and other measures), but people 
were still trying to cheat the system, which forced the hand of Valve. Reducing 
its exposure would make it not worthwhile for people to keep trying to cheat 
the system. There should be a better emphasis placed on the server browser. To 
make it as usable, make scores visible in the browser, and let users decide for 
themselves (unless they go through those hoops to get to quickplay). That way 
people can pick a server that they believe looks good to them, instead of 
chancing that the server they get placed on looks good. While we're at it, add 
server grouping to the browser, so say if someone wants to view all the servers 
"Organization A" has, because they look better than "Organization B", they can 
pop open all of A's servers instead of needing to scroll through all of B's 
servers, leaving them hidden. Similar named servers that aren't grouped 
together by the server operator would be given a score penalty.

On 2/5/2015 3:11 PM, Tim Anderson wrote:

To the TF2 team,

 

It has now been over a year since the decision to essentially ban community 
servers from quickplay by defaulting to official ones. Here are some facts of 
what has happened since then.

 

- Player gain dropped 4% from the year before.

- UGC highlander teams dropped 17%

- Highly reduced map variety from community servers.

- Even top non-quickplay servers have drastically fewer players than in 2013.

 

You may have guaranteed new players a vanilla experience, but this is ruining 
the experience for the rest. 

 

Maybe nothing is being done because you do not see enough complaints about this 
from reddit or spuf. This is because the problem is obvious when someone 
connects to a pay to win server while it is not as obvious when a server is 
dying over the span of several months because official ones are getting all the 
new players.

 

Most of the people that I talked to even knew about this change so the th

Re: [hlds] Rethinking the community quickplay ban

2015-02-05 Thread 2xcombatvet
I started cs go maybe a month ago after serving sometime in the military. I 
didn't enjoy matching making seemed pointless when u can get sounds and crates 
through PvP servers. So I got a server running 5v5 cevo config and my community 
has grown to 60+ people with regulars always on server. So I had to buy two 
servers now. Both are always full for the most part. I played a lot of cs 1.6 
and TF1 didn't really get into tf2


Sent from my T-Mobile 4G LTE Device


 Original message 
From: wickedplayer494  
Date:02/05/2015  18:42  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Rethinking the community quickplay ban 

I fully agree. I've seen some of my favorite servers drop like flies over the 
past few months (and by extension the last 2 years), and the assimilation of 
players into Valve-hosted servers is downright alarming. Having a 
Valve-dominated server ecosystem only makes sense for three things: Dota 2, 
CS:GO competitive matchmaking, and TF2 MvM Mann Up. It doesn't make sense for 
PvP.

Truth be told, people are somewhat right about the game "dying", but only in 
some very, very specific components of the game, one of those being 
community-run servers. Here's an example: TrashedGamers' Chicago server. A few 
months ago, it would fill up every night with players. Now? You're lucky to 
find even 4 people playing on a good night. This is illustrated very well by 
the HLStatsX graphs for the server, found at http://stats.trashedgamers.org. 
Here's an image for people browsing very, very far into the future: 
http://i.imgur.com/u8FCWMJ.png

What happened to the days of picking a server yourself through the browser? Is 
it really that hard for the community? I think at this point the only real 
solution is having to make people go through hoops to get to quickplay. All it 
has done is open a can of worms, which Valve has tried to clean up after (with 
the Policy of Truth memo long ago from Fletcher and other measures), but people 
were still trying to cheat the system, which forced the hand of Valve. Reducing 
its exposure would make it not worthwhile for people to keep trying to cheat 
the system. There should be a better emphasis placed on the server browser. To 
make it as usable, make scores visible in the browser, and let users decide for 
themselves (unless they go through those hoops to get to quickplay). That way 
people can pick a server that they believe looks good to them, instead of 
chancing that the server they get placed on looks good. While we're at it, add 
server grouping to   the browser, so say if someone wants to view all the 
servers "Organization A" has, because they look better than "Organization B", 
they can pop open all of A's servers instead of needing to scroll through all 
of B's servers, leaving them hidden. Similar named servers that aren't grouped 
together by the server operator would be given a score penalty.

On 2/5/2015 3:11 PM, Tim Anderson wrote:
To the TF2 team,

It has now been over a year since the decision to essentially ban community 
servers from quickplay by defaulting to official ones. Here are some facts of 
what has happened since then.

- Player gain dropped 4% from the year before.
- UGC highlander teams dropped 17%
- Highly reduced map variety from community servers.
- Even top non-quickplay servers have drastically fewer players than in 2013.

You may have guaranteed new players a vanilla experience, but this is ruining 
the experience for the rest. 

Maybe nothing is being done because you do not see enough complaints about this 
from reddit or spuf. This is because the problem is obvious when someone 
connects to a pay to win server while it is not as obvious when a server is 
dying over the span of several months because official ones are getting all the 
new players.

Most of the people that I talked to even knew about this change so the thought 
about complaining about it never crossed their minds. But just because they 
never knew about it doesn't mean it wasn't a problem.

I hope you realize that this change is doing more harm than good. It may have 
stopped some complaints but this is hurting TF2 in the long run.


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Re: [hlds] Client disconnected (reason "Client left game (Steam auth ticket has been canceled)

2015-01-29 Thread 2xcombatvet
I was having same issue. Server timed out after 2 to 3 rounds. Seems to be Ok 
now


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Weasels Lair  
Date:01/29/2015  16:11  (GMT-05:00) 
To: Half-Life dedicated Linux server mailing list 
, Half-Life dedicated Win32 server mailing 
list  
Cc:  
Subject: [hlds] Client disconnected (reason "Client left game (Steam auth 
ticket has been canceled) 

Today, I got multiple reports from my players about everyone on the server 
getting suddenly dropped from the server.

I checked the server-side, I see in the logs a message like this for every 
player that was on the server:

disconnected (reason "Client left game (Steam auth ticket has been canceled)

The players seem to be able to (manually) reconnect afterwards.  Just not sure 
why these are taking-place.

The server does not show anything in the logs about getting disconnected from 
Steam or anything like that.  Just the messages about every player's "auth 
ticket".

Anybody else seeing a lot of this today?


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Re: [hlds] Vote kicking admin

2015-01-25 Thread 2xcombatvet
Thanks guys. Found a great votekick manager on sourcemod. 


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Herover  
Date:01/24/2015  12:25  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Vote kicking admin 

You might have more success finding answers on forums related to your admin 
mod, I know  Sourcemod is able to do what you want with immunity I think.

2015-01-24 14:46 GMT+01:00 2xcombatvet <2xcombat...@gmail.com>:
The problem is I haven't found a clear instructions on downloading sourceban. 
Its very confusing at this point. 

I was wondering if anyone knows of a plugin or a certain confog file that let's 
me adjust the voting settings so people can't spam votekick ???


Sent from my T-Mobile 4G LTE Device


 Original message 
From: William Pickard  
Date:01/24/2015 07:47 (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc: 
Subject: Re: [hlds] Vote kicking admin 

if you got access to the server console, ban them from there, or if
the server is using sourcebans and you can add bans from webpanel, do
it there.

On Fri, Jan 23, 2015 at 11:34 PM, 2xcombatvet <2xcombat...@gmail.com> wrote:
> Game CSGo
> Steam desktop
>
> My problem is that every time my server is about to be full a couple of "not
> so good people" come on and start vote kicking people and kicking me while I
> have full admin access. Is there a plugin for this solution? I have sv allow
> votes turned off until I find a solution. I have tried using a plugin to
> stop voting while admin is on server but didn't keep it on long enough.
> I also can't find the config file that adjust sourcemod voting options.
>
> I have researched this with no luck.
> That's why I am here asking.
> Thanks everyone.
>
>
> Sent from my T-Mobile 4G LTE Device
>
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Re: [hlds] Vote kicking admin

2015-01-24 Thread 2xcombatvet
The problem is I haven't found a clear instructions on downloading sourceban. 
Its very confusing at this point. 

I was wondering if anyone knows of a plugin or a certain confog file that let's 
me adjust the voting settings so people can't spam votekick ???


Sent from my T-Mobile 4G LTE Device


 Original message 
From: William Pickard  
Date:01/24/2015  07:47  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Vote kicking admin 

if you got access to the server console, ban them from there, or if
the server is using sourcebans and you can add bans from webpanel, do
it there.

On Fri, Jan 23, 2015 at 11:34 PM, 2xcombatvet <2xcombat...@gmail.com> wrote:
> Game CSGo
> Steam desktop
>
> My problem is that every time my server is about to be full a couple of "not
> so good people" come on and start vote kicking people and kicking me while I
> have full admin access. Is there a plugin for this solution? I have sv allow
> votes turned off until I find a solution. I have tried using a plugin to
> stop voting while admin is on server but didn't keep it on long enough.
> I also can't find the config file that adjust sourcemod voting options.
>
> I have researched this with no luck.
> That's why I am here asking.
> Thanks everyone.
>
>
> Sent from my T-Mobile 4G LTE Device
>
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[hlds] Vote kicking admin

2015-01-23 Thread 2xcombatvet
Game CSGo
Steam desktop

My problem is that every time my server is about to be full a couple of "not so 
good people" come on and start vote kicking people and kicking me while I have 
full admin access. Is there a plugin for this solution? I have sv allow votes 
turned off until I find a solution. I have tried using a plugin to stop voting 
while admin is on server but didn't keep it on long enough. 
I also can't find the config file that adjust sourcemod voting options. 

I have researched this with no luck. 
That's why I am here asking. 
Thanks everyone. 


Sent from my T-Mobile 4G LTE Device
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Re: [hlds] Someone took over server

2015-01-23 Thread 2xcombatvet
And write know I don't know how to properly use or install sourceban. 


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Kevin C  
Date:01/23/2015  21:16  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Someone took over server 

That's good for you, but some communities need it.

RCON is fine if used properly, like issuing IP bans for failed attempts etc.

In CS:GO sv_allowdownload and sv_allowupload can be set to 0 anyway to fix any 
download exploits since it doesn't support sprays and you should be used 
workshop/fastdl anyway.


On 1/23/2015 9:12 PM, Weasels Lair wrote:
I run hlstats and sourcebans without rcon and do without the rcon integration.

On Jan 23, 2015 4:20 PM, "William Pickard"  wrote:
As already stated by Crazed Gunman, things like Source Query,
SourceBans, Gameme/HLStatsX:CE require the engine's rcon to run
commands on the server.

On Fri, Jan 23, 2015 at 4:14 PM, Weasels Lair  wrote:
> I don't understand why people even enable RCON any more.  That's what
> SourceMod and AMX-Mod-X are for.  Just use those to lock it down to which
> players SteamID's will be your "admins".
>
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Re: [hlds] Someone took over server

2015-01-23 Thread 2xcombatvet
I have tried to ban people but the steam I'd doesn't stay in the file it 
disappears after use banid 0 "steam_###" then writeid. Didn't work


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Kevin C  
Date:01/23/2015  21:16  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Someone took over server 

That's good for you, but some communities need it.

RCON is fine if used properly, like issuing IP bans for failed attempts etc.

In CS:GO sv_allowdownload and sv_allowupload can be set to 0 anyway to fix any 
download exploits since it doesn't support sprays and you should be used 
workshop/fastdl anyway.


On 1/23/2015 9:12 PM, Weasels Lair wrote:
I run hlstats and sourcebans without rcon and do without the rcon integration.

On Jan 23, 2015 4:20 PM, "William Pickard"  wrote:
As already stated by Crazed Gunman, things like Source Query,
SourceBans, Gameme/HLStatsX:CE require the engine's rcon to run
commands on the server.

On Fri, Jan 23, 2015 at 4:14 PM, Weasels Lair  wrote:
> I don't understand why people even enable RCON any more.  That's what
> SourceMod and AMX-Mod-X are for.  Just use those to lock it down to which
> players SteamID's will be your "admins".
>
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Re: [hlds] Someone took over server

2015-01-23 Thread 2xcombatvet
Thanks everyone! Much love. Been a big help


Sent from my T-Mobile 4G LTE Device


 Original message 
From: ics  
Date:01/23/2015  16:05  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Someone took over server 

It does. By default, your server will accept any map to be ran on it 
unless you set sv_workshop_allow_other_maps to 0.

-ics

2xcombatvet kirjoitti:
> Does it matter if ur not running a workshop server
>
>
> Sent from my T-Mobile 4G LTE Device
>
>
>  Original message 
> From: Jesse Oak 
> Date:01/23/2015 12:24 (GMT-05:00)
> To: Half-Life dedicated Win32 server mailing list 
> 
> Cc:
> Subject: Re: [hlds] Someone took over server
>
> Make sure you also have sv_workshop_allow_other_maps 0 otherwise 
> someone may be able to load a malicious map onto the server.
>
> On Jan 23, 2015 10:12 AM, "Nomaan Ahmad"  <mailto:n0man@gmail.com>> wrote:
>
> OP mentioned about allowing gameme's rcon connection, so this
> plugin will help him.
> TCP can be spoofed? I thought that was true for UDP.
>
> I have had similar server hijackings in the past, this plugin
> helped. Blocking off rcon by using rcon_password "" or disabling
> TCP altogether might have same effects but you cant use sourcebans
> or gameme/hlstatsx after that.
>
> On 23 January 2015 at 08:23, Korrey Moore  <mailto:ajac...@gmail.com>> wrote:
>
> > You should use SMAC's RCON Locker and whitelist IP that you want to 
> allow.
> >
> > http://smac.sx/
>
> Whitelisting home connections is rather pointless since the
> majority have dynamic IP addresses that constantly change.
> Then there's the problem that IP addresses can be easily spoofed.
>
> > It's a TCP block, dunno why he said HTTP explicitly because
> it isn't HTTP.
>
> Yeah excuse me on that, I work with all sorts of routers that
> use HTTP and TCP interchangeably in the firmware and wasn't
> thinking.
>
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Re: [hlds] Someone took over server

2015-01-23 Thread 2xcombatvet
Does it matter if ur not running a workshop server


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Jesse Oak  
Date:01/23/2015  12:24  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Someone took over server 

Make sure you also have sv_workshop_allow_other_maps 0 otherwise someone may be 
able to load a malicious map onto the server.

On Jan 23, 2015 10:12 AM, "Nomaan Ahmad"  wrote:
OP mentioned about allowing gameme's rcon connection, so this plugin will help 
him.
TCP can be spoofed? I thought that was true for UDP.

I have had similar server hijackings in the past, this plugin helped. Blocking 
off rcon by using rcon_password "" or disabling TCP altogether might have same 
effects but you cant use sourcebans or gameme/hlstatsx after that.

On 23 January 2015 at 08:23, Korrey Moore  wrote:
> You should use SMAC's RCON Locker and whitelist IP that you want to allow.
> 
> http://smac.sx/

Whitelisting home connections is rather pointless since the majority have 
dynamic IP addresses that constantly change. Then there's the problem that IP 
addresses can be easily spoofed.

> It's a TCP block, dunno why he said HTTP explicitly because it isn't HTTP.

Yeah excuse me on that, I work with all sorts of routers that use HTTP and TCP 
interchangeably in the firmware and wasn't thinking.

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Re: [hlds] Someone took over server

2015-01-23 Thread 2xcombatvet
Ok so I am using SMAC and added my IP to the whitelist. Not sure if its working 
but we will see. Thanks everyone


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Kit Parenteau  
Date:01/23/2015  08:54  (GMT-05:00) 
To: hlds@list.valvesoftware.com 
Cc:  
Subject: Re: [hlds] Someone took over server 

> Whitelisting home connections is rather pointless since the majority 
> have dynamic IP addresses that constantly change. Then there's the 
> problem that IP addresses can be easily spoofed.
>
The inbound packets can be source-spoofed, but full TCP links and return 
UDP will not reach the spoofer unless ARP poisoning or something similar 
enough is used. In cases of UDP being listened to without caring whether 
the reply gets to where it's supposed to go, spoofing will work. TCP? 
Not so much unless you can get into the network between the source and 
the destination and even then it's a pain. Home IP addresses changing is 
a challenge though.

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Re: [hlds] Someone took over server

2015-01-22 Thread 2xcombatvet
Ok so TCP block. How is this accomplished


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Stephen Swires  
Date:01/22/2015  23:06  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Someone took over server 

It's a TCP block, dunno why he said HTTP explicitly because it isn't HTTP.

On 23 Jan 2015 04:04, "2xcombatvet" <2xcombat...@gmail.com> wrote:
Ok so I understand everything. So how do I do this HTTP block thing? And what 
about programs that need your econ password like GameME stats? 


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Tom Weir  
Date:01/22/2015 22:50 (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc: 
Subject: Re: [hlds] Someone took over server 

+1 on using source mod where possible

If you set the rcon password on the command line, it cannot be changed at 
runtime.

> On Jan 22, 2015, at 7:06 PM, Korrey Moore  wrote:
> 
> You should not be using RCON when other alternatives for server 
> administration exist like Source Mod. RCON is basically root access to your 
> server and has almost nil security protection against all sorts of attacks.
> 
> There have been innumerable RCON exploits exposed over the years on pretty 
> much every Valve game that has had it available, so you can pretty much 
> assume that there is never a password protecting it. Malicious maps can also 
> easily change the RCON password to allow an attacker to take control of your 
> server.
> 
> I would highly recommend you immediately disable RCON by setting the 
> rcon_password cvar to blank ( rcon_password "" ) and prohibit external access 
> by blocking HTTP traffic to the port the server is running on (by default 
> this is 27015 or 27016.) The game uses the UDP protocol for client traffic so 
> disabling HTTP will only block connections to RCON.
> 
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Re: [hlds] Someone took over server

2015-01-22 Thread 2xcombatvet
Ok so I understand everything. So how do I do this HTTP block thing? And what 
about programs that need your econ password like GameME stats? 


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Tom Weir  
Date:01/22/2015  22:50  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Someone took over server 

+1 on using source mod where possible

If you set the rcon password on the command line, it cannot be changed at 
runtime.

> On Jan 22, 2015, at 7:06 PM, Korrey Moore  wrote:
> 
> You should not be using RCON when other alternatives for server 
> administration exist like Source Mod. RCON is basically root access to your 
> server and has almost nil security protection against all sorts of attacks.
> 
> There have been innumerable RCON exploits exposed over the years on pretty 
> much every Valve game that has had it available, so you can pretty much 
> assume that there is never a password protecting it. Malicious maps can also 
> easily change the RCON password to allow an attacker to take control of your 
> server.
> 
> I would highly recommend you immediately disable RCON by setting the 
> rcon_password cvar to blank ( rcon_password "" ) and prohibit external access 
> by blocking HTTP traffic to the port the server is running on (by default 
> this is 27015 or 27016.) The game uses the UDP protocol for client traffic so 
> disabling HTTP will only block connections to RCON.
> 
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> visit:
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Re: [hlds] Someone took over server

2015-01-22 Thread 2xcombatvet
I don't really know how to block stuff with firewalls and all that. Sorry


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Cody Woodson  
Date:01/22/2015  21:47  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Someone took over server 

Upload/download exploit possibly.  Are you listing your rcon password in your 
server.cfg?

For my community I just block TCP packets to the port 27015 with my firewall 
and whitelist my IP 

Sent from my iPhone

On Jan 22, 2015, at 6:24 PM, 2xcombatvet <2xcombat...@gmail.com> wrote:

Cs go server. And yes wondering if there is another way they could get in or 
did they just really hack my rcon password? And if so is their protection from 
this happening again


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Daemon Umbra  
Date:01/22/2015 20:35  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc: 
Subject: Re: [hlds] Someone took over server 

Your question is a bit confusing. Are you asking if there is a way to stop 
someone learning your RCON password or are you asking if there is another way 
they got into your server's console?

—
Sent from Mailbox


On Thu, Jan 22, 2015 at 8:33 PM, 2xcombatvet <2xcombat...@gmail.com> wrote:

I was getting people to join the server to fill it up and before I joined 
someone was on my server banning people. He even banned me as I joined. He must 
have gained access to my econ somehow. I have never gave my econ to no one and 
no one is set to have access but me. So my question is how do I prevent this 
from happening again besides changing my passwords, which I will do and already 
doing. 
Thank you for your answers ahead of time. 


Sent from my T-Mobile 4G LTE Device

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Re: [hlds] Someone took over server

2015-01-22 Thread 2xcombatvet
Yes my password is in my server cfg. Where else would it be? The command list?


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Cody Woodson  
Date:01/22/2015  21:47  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Someone took over server 

Upload/download exploit possibly.  Are you listing your rcon password in your 
server.cfg?

For my community I just block TCP packets to the port 27015 with my firewall 
and whitelist my IP 

Sent from my iPhone

On Jan 22, 2015, at 6:24 PM, 2xcombatvet <2xcombat...@gmail.com> wrote:

Cs go server. And yes wondering if there is another way they could get in or 
did they just really hack my rcon password? And if so is their protection from 
this happening again


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Daemon Umbra  
Date:01/22/2015 20:35  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc: 
Subject: Re: [hlds] Someone took over server 

Your question is a bit confusing. Are you asking if there is a way to stop 
someone learning your RCON password or are you asking if there is another way 
they got into your server's console?

—
Sent from Mailbox


On Thu, Jan 22, 2015 at 8:33 PM, 2xcombatvet <2xcombat...@gmail.com> wrote:

I was getting people to join the server to fill it up and before I joined 
someone was on my server banning people. He even banned me as I joined. He must 
have gained access to my econ somehow. I have never gave my econ to no one and 
no one is set to have access but me. So my question is how do I prevent this 
from happening again besides changing my passwords, which I will do and already 
doing. 
Thank you for your answers ahead of time. 


Sent from my T-Mobile 4G LTE Device

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Re: [hlds] Someone took over server

2015-01-22 Thread 2xcombatvet
Its a new server no one has anything just me and one other person


Sent from my T-Mobile 4G LTE Device


 Original message 
From: William Pickard  
Date:01/22/2015  21:31  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Someone took over server 

How do you give your admins admin? By steamid I hope
On 2015-01-22 9:01 PM, "2xcombatvet" <2xcombat...@gmail.com> wrote:
>
> Sorry this is for cs go. Ya someone came in and took my server over and even 
> banned my IP address. Had to remove it from the ban file. I will check logs. 
> And what do u mean a non game way to access server? Ftp?
>
>
> Sent from my T-Mobile 4G LTE Device
>
>
>  Original message 
> From: Peter Jerde  
> Date:01/22/2015 20:49 (GMT-05:00) 
> To: Half-Life dedicated Win32 server mailing list 
>  
> Cc: 
> Subject: Re: [hlds] Someone took over server 
>
> What game?
>
> Check your logs. It might indicate if there were a bunch of "bad rcon 
> password" attempts before the successful ones came through, or whether the 
> attacker was using some authority granted by one of your plugins (sourcemod 
> or whatnot).
>
> Also consider other non-game avenues of connecting to your server: are all 
> *those* passwords secure?
>
> - Peter
> ___
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> visit:
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>
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Re: [hlds] Someone took over server

2015-01-22 Thread 2xcombatvet
Yes by steam I'd in admin.cfg


Sent from my T-Mobile 4G LTE Device


 Original message 
From: William Pickard  
Date:01/22/2015  21:31  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Someone took over server 

How do you give your admins admin? By steamid I hope
On 2015-01-22 9:01 PM, "2xcombatvet" <2xcombat...@gmail.com> wrote:
>
> Sorry this is for cs go. Ya someone came in and took my server over and even 
> banned my IP address. Had to remove it from the ban file. I will check logs. 
> And what do u mean a non game way to access server? Ftp?
>
>
> Sent from my T-Mobile 4G LTE Device
>
>
>  Original message 
> From: Peter Jerde  
> Date:01/22/2015 20:49 (GMT-05:00) 
> To: Half-Life dedicated Win32 server mailing list 
>  
> Cc: 
> Subject: Re: [hlds] Someone took over server 
>
> What game?
>
> Check your logs. It might indicate if there were a bunch of "bad rcon 
> password" attempts before the successful ones came through, or whether the 
> attacker was using some authority granted by one of your plugins (sourcemod 
> or whatnot).
>
> Also consider other non-game avenues of connecting to your server: are all 
> *those* passwords secure?
>
> - Peter
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
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Re: [hlds] Someone took over server

2015-01-22 Thread 2xcombatvet
Cs go server. And yes wondering if there is another way they could get in or 
did they just really hack my rcon password? And if so is their protection from 
this happening again


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Daemon Umbra  
Date:01/22/2015  20:35  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Someone took over server 

Your question is a bit confusing. Are you asking if there is a way to stop 
someone learning your RCON password or are you asking if there is another way 
they got into your server's console?

—
Sent from Mailbox


On Thu, Jan 22, 2015 at 8:33 PM, 2xcombatvet <2xcombat...@gmail.com> wrote:

I was getting people to join the server to fill it up and before I joined 
someone was on my server banning people. He even banned me as I joined. He must 
have gained access to my econ somehow. I have never gave my econ to no one and 
no one is set to have access but me. So my question is how do I prevent this 
from happening again besides changing my passwords, which I will do and already 
doing. 
Thank you for your answers ahead of time. 


Sent from my T-Mobile 4G LTE Device

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Re: [hlds] Someone took over server

2015-01-22 Thread 2xcombatvet
Sorry this is for cs go. Ya someone came in and took my server over and even 
banned my IP address. Had to remove it from the ban file. I will check logs. 
And what do u mean a non game way to access server? Ftp?


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Peter Jerde  
Date:01/22/2015  20:49  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Someone took over server 

What game?

Check your logs. It might indicate if there were a bunch of "bad rcon password" 
attempts before the successful ones came through, or whether the attacker was 
using some authority granted by one of your plugins (sourcemod or whatnot).

Also consider other non-game avenues of connecting to your server: are all 
*those* passwords secure?

- Peter
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[hlds] Someone took over server

2015-01-22 Thread 2xcombatvet
I was getting people to join the server to fill it up and before I joined 
someone was on my server banning people. He even banned me as I joined. He must 
have gained access to my econ somehow. I have never gave my econ to no one and 
no one is set to have access but me. So my question is how do I prevent this 
from happening again besides changing my passwords, which I will do and already 
doing. 
Thank you for your answers ahead of time. 


Sent from my T-Mobile 4G LTE Device
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Re: [hlds] Bots affecting Server Count.

2015-01-19 Thread 2xcombatvet
Wow Kevin you are a life saver. It worked. Those commands made my server 
register 1/15 now if I'm in there playing with three bots. Thank u soo much!!!


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Kevin C  
Date:01/19/2015  19:28  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Bots affecting Server Count. 

Ok I see what you mean now.

I just tested in one of my CS:GO servers with 3 bots and it properly showed 
1/61(64 slot server) in the browser.

Try using these in the bottom of your server.cfg:
host_players_show 2
host_info_show 2


On 1/19/2015 7:22 PM, 2xcombatvet wrote:
When I have 3 bots and just me it shows 0/14 on the in-game server browser. So 
there for when I'm playing with bots to get activity in my server it will show 
up as 0/14 for everyone 
 But if a user searches in the desktop view of server browser they will fond me 
with 1/18 players. 

Sent from my T-Mobile 4G LTE Device


 Original message 
From: Kevin C  
Date:01/19/2015 19:07 (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc: 
Subject: Re: [hlds] Bots affecting Server Count. 

Bots subtract from the total slot count of the server. sv_visiblemaxplayers 
won't help here. I don't think there is a command to fix this behavior, and it 
shouldn't effect your server browser listings.


On 1/19/2015 7:00 PM, evourr wrote:
Try toying around with sv_visiblemaxplayers.
- Original Message -
From: 2xcombatvet
To: hlds@list.valvesoftware.com
Sent: Monday, January 19, 2015 6:55 PM
Subject: [hlds] Bots affecting Server Count.

i have researched for many days now and have not come to a conclusion yet. 
Problem (short version)
CSGO 18 man server
Example : if my bot qouta is 4 and fill then I join server I will 
have 3 bots and myself. While still in the server I press "ESC" then click 
"community servers" to look at my server info. It shows up 0/14 on 
my 18 man server. So I switch to desktop and look at my community server list 
and it reads 1/18 which is to be expected.

My problem is the 0/14 when I'm ingame community server list. This is causing 
people not to be able to find me of they are searching for community servers 
while they are in-game. I have had people verify and it comes up the same way 
for them. 

Is there a command that is stopping the server from reading my player count 
when I play with bots?


Sent from my T-Mobile 4G LTE Device
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Re: [hlds] Bots affecting Server Count.

2015-01-19 Thread 2xcombatvet
Ok thanks I will when I get back home. Also. My server provider tried the bots 
on a fresh server and the problem still happened. Maybe it could be my server 
provider cfgs? Maybe missing something on there side? They are clueless about 
it. But I will try those commands soon and get back to you Kevin thanks


Sent from my T-Mobile 4G LTE Device


 Original message 
From: Kevin C  
Date:01/19/2015  19:28  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Bots affecting Server Count. 

Ok I see what you mean now.

I just tested in one of my CS:GO servers with 3 bots and it properly showed 
1/61(64 slot server) in the browser.

Try using these in the bottom of your server.cfg:
host_players_show 2
host_info_show 2


On 1/19/2015 7:22 PM, 2xcombatvet wrote:
When I have 3 bots and just me it shows 0/14 on the in-game server browser. So 
there for when I'm playing with bots to get activity in my server it will show 
up as 0/14 for everyone 
 But if a user searches in the desktop view of server browser they will fond me 
with 1/18 players. 

Sent from my T-Mobile 4G LTE Device


 Original message 
From: Kevin C  
Date:01/19/2015 19:07 (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc: 
Subject: Re: [hlds] Bots affecting Server Count. 

Bots subtract from the total slot count of the server. sv_visiblemaxplayers 
won't help here. I don't think there is a command to fix this behavior, and it 
shouldn't effect your server browser listings.


On 1/19/2015 7:00 PM, evourr wrote:
Try toying around with sv_visiblemaxplayers.
- Original Message -----
From: 2xcombatvet
To: hlds@list.valvesoftware.com
Sent: Monday, January 19, 2015 6:55 PM
Subject: [hlds] Bots affecting Server Count.

i have researched for many days now and have not come to a conclusion yet. 
Problem (short version)
CSGO 18 man server
Example : if my bot qouta is 4 and fill then I join server I will 
have 3 bots and myself. While still in the server I press "ESC" then click 
"community servers" to look at my server info. It shows up 0/14 on 
my 18 man server. So I switch to desktop and look at my community server list 
and it reads 1/18 which is to be expected.

My problem is the 0/14 when I'm ingame community server list. This is causing 
people not to be able to find me of they are searching for community servers 
while they are in-game. I have had people verify and it comes up the same way 
for them. 

Is there a command that is stopping the server from reading my player count 
when I play with bots?


Sent from my T-Mobile 4G LTE Device
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Re: [hlds] Bots affecting Server Count.

2015-01-19 Thread 2xcombatvet
When I have 3 bots and just me it shows 0/14 on the in-game server browser. So 
there for when I'm playing with bots to get activity in my server it will show 
up as 0/14 for everyone 
 But if a user searches in the desktop view of server browser they will fond me 
with 1/18 players. 

Sent from my T-Mobile 4G LTE Device


 Original message 
From: Kevin C  
Date:01/19/2015  19:07  (GMT-05:00) 
To: Half-Life dedicated Win32 server mailing list  
Cc:  
Subject: Re: [hlds] Bots affecting Server Count. 

Bots subtract from the total slot count of the server. sv_visiblemaxplayers 
won't help here. I don't think there is a command to fix this behavior, and it 
shouldn't effect your server browser listings.


On 1/19/2015 7:00 PM, evourr wrote:
Try toying around with sv_visiblemaxplayers.
- Original Message -----
From: 2xcombatvet
To: hlds@list.valvesoftware.com
Sent: Monday, January 19, 2015 6:55 PM
Subject: [hlds] Bots affecting Server Count.

i have researched for many days now and have not come to a conclusion yet. 
Problem (short version)
CSGO 18 man server
Example : if my bot qouta is 4 and fill then I join server I will have 3 bots 
and myself. While still in the server I press "ESC" then click "community 
servers" to look at my server info. It shows up 0/14 on my 18 man server. So I 
switch to desktop and look at my community server list and it reads 1/18 which 
is to be expected. 

My problem is the 0/14 when I'm ingame community server list. This is causing 
people not to be able to find me of they are searching for community servers 
while they are in-game. I have had people verify and it comes up the same way 
for them. 

Is there a command that is stopping the server from reading my player count 
when I play with bots?


Sent from my T-Mobile 4G LTE Device
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[hlds] Bots affecting Server Count.

2015-01-19 Thread 2xcombatvet
i have researched for many days now and have not come to a conclusion yet. 
Problem (short version)
CSGO 18 man server
Example : if my bot qouta is 4 and fill then I join server I will have 3 bots 
and myself. While still in the server I press "ESC" then click "community 
servers" to look at my server info. It shows up 0/14 on my 18 man server. So I 
switch to desktop and look at my community server list and it reads 1/18 which 
is to be expected. 

My problem is the 0/14 when I'm ingame community server list. This is causing 
people not to be able to find me of they are searching for community servers 
while they are in-game. I have had people verify and it comes up the same way 
for them. 

Is there a command that is stopping the server from reading my player count 
when I play with bots?


Sent from my T-Mobile 4G LTE Device
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