Roy
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Posts posted by Roy
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Thank you for the reports.
This issue should be fixed (confirmed with using the mobile version of the website through Google Chrome's Developer Tools).
Thanks again.
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Hello,
We upgraded IPS 4 (our website software) last night to the latest version which introduced a few bugs that appear to have been fixed since.
I am making this thread to track bugs people find.
Please post here if you find any bugs.
Thank you.
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Fixed
- "502 Gateway Error" that was displaying often after the website upgrade last night.
Thanks.
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Moving this to public since I'd like everyone to be aware of this situation. I made the post quickly so I apologize for any mistakes (I have other things to do today, but I just wanted to address this first).
Thank you.
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Hi all,
The Situation + Servers Affected
I just wanted to address an issue with one of our machines. Our GS06 machine is currently highly overloaded. At the moment, the following servers are ran on it:
During peak times, our machine gets to 99+% CPU which results in severe performance issues. With that said, hyper-threading is also disabled on this machine. Typically, this wouldn't result in even poorer performance, but hyper-threading does help machines that are overloaded.
What Needs To Be Done
Talks With Hosting Provider
So, I've been trying to talk to our hosting provider (GMCHosting). We've been trying to aim for a new machine that includes the i7-9700K overclocked to 5.1 GHz. This would be the best solution due to the extra core count along with the insane single-threaded performance (5.1 GHz overclock? That's crazy!) and I was told around two months ago there would be machines available at this time. However, after requesting an update, I was told they are putting all their resources into their new UK location and they have no ETA on when there will be new dedicated machines available in Dallas, TX. I even said a lower-end machine would be acceptable just to balance out the current load (e.g. the Intel i7-7700K or Intel i7-4790K) and unfortunately, unless if another customer gives up a machine with the Intel i7-7700K, we're out of luck.
Yesterday, I talked to our hosting provider and asked if we could even move one of our IPs to the shared hosting packages until a dedicated server was available. He said this is possible but the highest shared hosting package is currently 'sold out' (with our servers, this is probably the package we'd prefer). This has been a frustrating experience because I guess we're used to other hosting providers such as NFO and OVH that have machines available right on the spot. Not having to wait months just to get a new dedicated machine.
So I guess either we can try a lower-end shared hosting package or wait this issue out until more machines are available. I have other possible solutions listed below.
Looking For Other Hosting Providers
@Ben is on the lookout for new hosting providers and he has done an incredible job at receiving offers from hosting providers. This is more of a complicated process because we're very picky with our hosting providers. The biggest thing is we need good (D)DoS protection and high-end CPUs regarding single-threaded performance. Trying to get these machines at a reasonable price can be difficult. We have a lot of options but we're still asking questions and unfortunately, most hosting providers only have 20 gbps (D)DoS protection (in which, we will get null-routed constantly with if we host successful servers under). My fear would be if we do get null-routed so often, they'd ask us to leave (it has happened in 2012 before we went on our big run with NFO). But that said, we don't want null-routes in the first place
If we do end up getting a new hosting provider, I'd like to move some servers off of the current GS06 machine (ones preferably lowest on population) to the new dedicated machine. This would result in an IP change but we can probably setup a redirection on the old servers since we'll still have the IP/Port.
Lowering The Resources Our Servers Use
The next thing we may want to try is lowering the resources our servers consume. This can be either by optimizing our servers more or lowering things such as the tick-rate. For example, our CS:GO Surf Timer server is at 85 tick but technically, we could probably get away with it at 64 tick. Not saying this needs to happen, but it could help if we have no other options. We run a lot of intense servers on this machine. It's no wonder we're getting pegged at 99% CPU during our peaks. Although I'd hate it, we can also lower the player count on some servers until we find out a solution. Though, that isn't needed I guess and I'm not going to blame anyone if they don't do it, lol.
Conclusion
That's it. It's unfortunate we're running into this issue. I will continue to talk to our hosting provider and post some possible solutions here.
If you have any questions or concerns, please feel free to reply.
Thank you for your time.
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17 hours ago, Vrain said:
@Roy Just got on csgo right now, and it seems I can read and join the server 😄 Looks like it resolves itself somehow, nevertheless thanks for reaching out Roy, really appreciate it!
I'm glad the issue was resolved!
If you experience issues again with your connection, please feel free to reach out to me.
Thanks.
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Hi,
I just want to notify everyone that our GS05 machine located in the United Kingdom experienced downtime this morning for a few hours. The machine is now up.
This was due to a firewall issue with our hosting provider. I will ask if there are any more details available and if this can be prevented in the future.
If you continue to experience any more issues regarding the machine, please post here.
Thanks.
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- Popular Post
- Popular Post
Hi,
I’m making this topic to address a future change with the role I play in GFL. As some of you know, I’ve been trying my best to take a break recently as stated in this post. The reason I took this break was because I’ve been burnt out from GFL along with trying to deal with personal issues. However, I’ve also taken this opportunity to think about my future with GFL.
While I do enjoy working on GFL, it requires a lot of energy and time to meet the goals I want to achieve. I often find myself getting burnt out. When this occurs, I find my physical and mental health deteriorating. This ultimately results in a poor health environment for myself and this type of environment continues to live on to this day because I am still getting burnt out fairly often. Ever since I started working a full-time job back in January of 2018, I’ve noticed these issues getting worse because I have to deal with my job as well.
I do love GFL and that is the reason I’m still around. GFL has been a part of my life literally every day for the past 8 years now (the 25th of this month marked the 8th birthday of GFL). GFL has made so many accomplishments in the last 8 years both in the community itself and in my life. There is absolutely no doubt it has made me into the person I am now with what I’ve been through in it (the good and the bad). If it weren’t for GFL, I wouldn’t have the awesome job I have now along with living on my own in Texas, US. Hell, I’d probably be working at Home Depot still if it weren’t for GFL. I still plan to make a post some day just sharing how much GFL has changed my life.
Due to what GFL means to me, it is also hard to let it go. With that said, if I were to let it go, trust would play a big factor in who I’d give it to (especially after the events that have occurred in the past). I’m getting a little too far ahead of myself, that isn’t my current plan, lol.
Anyways, as of right now, I am in the “Founder” role. This was because I felt I didn’t necessarily do Director-related activities. Therefore, we decided to make my own role where I can freely go around and do whatever I want and can. I really don’t care what role I am in, but I feel it’d be best if I didn’t have any role. I can still have back-end access to everything, but I don’t believe I should have any official role within GFL.
The reasoning for this is because I plan to take a big step back from GFL. I want to focus on myself and my personal life. Perhaps work on things to make myself happy (e.g. find different hobbies or just work to improve my technical experience). This doesn’t mean I am moving on from GFL. However, if I find myself still overwhelmed and not in good health due to GFL, that might be a possibility. This means I just don’t want to be as involved. I will be doing some stuff (primarily machine upgrades, taking care of emergencies, and handling the PayPal money). I also plan to give advice and make technical guides for our Server Managers and Division Leaders. I just don’t want to play such a big role in everything because that has been required from myself ever since GFL started.
Who knows, assuming I haven’t moved on, maybe I’ll learn some more technical-related things while taking a big step back and eventually return with more experience which can potentially further benefit GFL in the future (e.g. actually taking the time to learn the IPS 4 API, lol). Please don’t take my word for that, though. As of right now, the plan is to take a big step back from GFL permanently. But there is always that possibility I guess.
I am also confident in our Director team and plan to stay and give them advice as well when needed. GFL has made a lot of success recently within our divisions. There are still a lot of improvements that can be made. I don’t think things have looked this promising in years in regards to that! I will still provide a vision which contains our player’s gaming experience coming first. Ensuring our game servers are setup to be simple along with performing well. This includes not overloading our servers with useless plugins/addons, ensuring our servers have the highest uptime possible, ensuring our servers are performing the best they can (e.g. having our servers running on the best hardware available on the market), and finally, having a laid-back environment where our players feel comfortable playing on our servers.
That’s basically it. I’m not sure when this will go in effect, but it will be soon. I would like to finish some of my last tasks before doing so on Trello. I am also locking this thread as well because I don’t think it needs any public discussion.
Thank you for understanding.
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I'm not sure if it's your ISP blocking the connection or NFO. However, if you'd like, I can submit a ticket to NFO asking if they are. If NFO is blocking your IP, I can ask if they can unblock it.
I'd suggest running a trace route to the CS:GO ZE server as well and giving me the results. You can achieve this in Windows by running the following command in Command Prompt:
tracert 216.52.148.47
If you would like me to open a ticket with NFO, please PM your IPv4 address to me.
Thanks.
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If you're interested in helping out on the server (e.g. Manager), feel free to reach out to me via Discord.
As of right now, the server doesn't have a manager and I know I don't want to maintain it. Therefore, I don't mind giving somebody a chance (really can't hurt).
Thanks.
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I updated my Trello list. Feel free to take a look.
I am also working on CS:GO:
https://trello.com/b/wvqC8ar8/divisions
P.S. Still on break, but yeah, just wanted to throw the above out there now.
Thanks.
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Welcome to the community!
I hope you enjoy your stay.
Thanks.
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1 hour ago, TheSadBandit said:
Move member applications up on the forums, no need for new players to scroll all the way down to the bottom of the forums to be able to apply for member, it should be something we advertise.

As far as I'm aware, there isn't anything in the Member Applications forum that leads to the actual application form. Therefore, I don't believe that's necessary. I'd think people would use the website's nav-bar or the "Apply for Member" link on the home page to go to the member application form. The nav-bar really should be cleaned up, though.
Thanks.
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I'm taking a break for a week or two. If anything critical comes up (e.g. website, MySQL, or TS3 down-time), feel free to reach out to me. Otherwise, I'd suggest reaching out to other resources.
I've been dealing with some personal-related things recently and just want a break from GFL.
As always, thank you for understanding.
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Added
- A plugin to possibly fix server crashes regarding a null.wav file.
Notes
Here is the source code of the plugin that was altered to suite the newest version of SourceBans:
#include <sdktools_sound> #undef REQUIRE_PLUGIN #tryinclude <materialadmin> #tryinclude <sourcebanspp> bool g_bBanClient; #if defined _materialadmin_included bool g_bMaterialAdmin; #endif #if defined _sourcebans_included bool g_bSourceBans; #endif int g_iConnectNetMsgCount[MAXPLAYERS + 1]; char g_szLog[PLATFORM_MAX_PATH]; public Plugin myinfo = { name = "NullWave Crash Fix", author = "backwards, IT-KiLLER, SM9();, Roy (Christian Deacon)", description = "Exploit Fix for [SB] & [MA]", version = "0.2.2" } public void OnPluginStart() { HookEvent("player_connect_full", Event_PlayerConnectFull, EventHookMode_Pre); AddNormalSoundHook(NormalSoundHook); AddAmbientSoundHook(AmbientSoundHook); BuildPath(Path_SM, g_szLog, sizeof(g_szLog), "logs/NullWaveCrashFix.log"); ConVar CVar; (CVar = CreateConVar("sm_nwfix_ban", "1", "Should the client be banned for crash attempt?", FCVAR_PROTECTED, true, _, true, 1.0)).AddChangeHook(CVarChanged_Ban); g_bBanClient = CVar.BoolValue; #if defined _sourcebans_included g_bSourceBans = LibraryExists("sourcebans++"); #endif #if defined _materialadmin_included g_bMaterialAdmin = LibraryExists("materialadmin"); #endif AutoExecConfig(true, "NullWaveFix"); } public void CVarChanged_Ban(ConVar CVar, const char[] oldValue, const char[] newValue) { g_bBanClient = CVar.BoolValue; } public void OnLibraryAdded(const char[] szName) { #if defined _sourcebans_included if (StrEqual(szName, "sourcebans++")) g_bSourceBans = true; #endif #if defined _materialadmin_included if (StrEqual(szName, "materialadmin")) g_bMaterialAdmin = true; #endif } public void OnLibraryRemoved(const char[] szName) { #if defined _sourcebans_included if (StrEqual(szName, "sourcebans++")) g_bSourceBans = false; #endif #if defined _materialadmin_included if (StrEqual(szName, "materialadmin")) g_bMaterialAdmin = false; #endif } public void OnMapStart() { for (int i = 1; i <= MaxClients; i++) g_iConnectNetMsgCount[i] = 0; } public void OnClientDisconnect(int client) { g_iConnectNetMsgCount[client] = 0; } public Action Event_PlayerConnectFull(Event event, const char[] name, bool dontBroadcast) { int client = GetClientOfUserId(event.GetInt("userid")); if (client && !IsClientInGame(client) && IsClientConnected(client) && !IsFakeClient(client) && !IsClientSourceTV(client) && !IsClientReplay(client)) { if (!IsClientInKickQueue(client)) { KickClient(client, "Something went wrong, please retry connecting"); LogToFileEx(g_szLog, "Kicked %L for sending an early player_connect_full event (Possible crash attempt)", client); } event.BroadcastDisabled = true; return Plugin_Changed; } if (++g_iConnectNetMsgCount[client] == 1) return Plugin_Continue; if (!IsClientInKickQueue(client)) { LogToFileEx(g_szLog, "%s %L for sending more than one player_connect_full event (Confirmed crash attempt)", g_bBanClient ? "Banned" : "Kicked", client); if(g_bBanClient) BanCrasher(client); else KickClient(client, "Attempted server crash exploit"); } event.BroadcastDisabled = true; return Plugin_Changed; } stock void BanCrasher(int client) { #if defined _materialadmin_included if(g_bMaterialAdmin) { MABanPlayer(0, client, MA_BAN_STEAM, 0, "Attempted server crash exploit"); return; } #endif #if defined _sourcebans_included if(g_bSourceBans) { SBPP_BanPlayer(0, client, 1200, "Attempted server crash exploit"); return; } #endif BanClient(client, 0, BANFLAG_AUTO, "Attempted server crash exploit", "Attempted server crash exploit"); } public Action NormalSoundHook(int clients[64], int &numClients, char sample[PLATFORM_MAX_PATH], int &entity, int &channel, float &volume, int &level, int &pitch, int &flags) { return IsNullWav(sample) ? Plugin_Stop : Plugin_Continue; } public Action AmbientSoundHook(char sample[PLATFORM_MAX_PATH], int &entity, float &volume, int &level, int &pitch, float pos[3], int &flags, float &delay) { return IsNullWav(sample) ? Plugin_Stop : Plugin_Continue; } stock bool IsNullWav(char[] name) { return !name[0] || name[0] == 'c' && (StrEqual(name, "common\null.wav") || StrEqual(name, "common/null.wav")); }
Thanks.
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Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
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@pomka What operating system are you running and are you running a VPS, a dedicated machine, or shared hosting? Ensure there's no power-saving mode enabled on your OS. I was playing on your server earlier and at ~28 players, I noticed the server's FPS dipping quite often. I'm not sure what the cause would be, it could be a poorly optimized plugin as well.
I'm not sure how your server would operate at 50 players with the Intel Xeon E5-1650v4, but it shouldn't be performing that poorly at ~28 players and 64 tick in my opinion.
Thanks.
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21 hours ago, mosh said:
Hi,
Host Romania,
Nr player - 51
CPU - MD Ryzen 7 1700X Eight-Core Processor 3399.811
Tickrate - 64
Host - www.krond.ro
sm_plugins_block.smx - disabel
Thx,
Thank you for the information.
When I was playing on the server yesterday at 51/51, the performance wasn't terrible until there were intense holding points which is normal. However, I'm sure the current processor you have is the bottleneck here. The single-threaded performance of the Ryzen 7 1700X is most likely not strong enough to handle 51 players smoothly. I usually look at this chart to measure single-threaded performance for CPUs (your processor has a score of 1883). I'm sure there are other websites that measure this as well, though.
The single-threaded performance matters the most for Source Engine servers since SRCDS doesn't have the best multi-threading.
Is this a full dedicated machine, a VPS, or shared hosting? I'd assume shared hosting so there's a chance you're in a virtualized environment as well which is likely resulting in poorer performance.
One thing you can try is lowering your server's tick rate. Your server's update rates are already low, so that's not an issue. HOWEVER, I've never ran a CS:GO server at <64 tick rate. I know it was common in CS:S back in the day when Valve allowed you to change the server's tick rate without an addon. But I'm unsure about the side effects in CS:GO. There may be some issues running at a lower tick rate with certain maps due to physics breaking/glitching. You'd have to test it out but it would likely result with less CPU being consumed. Therefore, it'd increase performance.
Another thing you can try is setting net_compresspackets to 0. This is a hidden ConVar so you'd have to set it using sm_cvar. It has been a few years since I've messed with this ConVar but we used to have it disabled on our CS:GO Zombie Escape server. Keep in mind, there MIGHT be some negative side effects but I personally do not remember. Delays in the chat might have been one of those side effects.
Having this ConVar set to 0 will increase bandwidth. However, it will decrease the amount of CPU the server consumes since it won't be compressing packets, etc.
Overall, you'd have to test those two suggestions since I haven't messed with them much. The only other thing is actually upgrading the server's CPU or getting off of a virtualized environment if you're currently on it (e.g. switching to a full dedicated machine).
I hope this helps!
Thanks.
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Update
I have talked to Croncos and they're going to look into how far they can overclock the i7-9700K. They said above 5 GHz should be possible.
This is the build we are looking at:
- Intel i7-9700K overclocked to 5.0+ GHz.
- 32 GBs of DDR4 RAM.
- 500 GBs NVMe.
- 1 Gbps port (10 - 20+ TBs of bandwidth).
- $254.00/m (no setup fee).
Croncos is looking to give us this machine around the beginning of February. This works perfectly for us because we are preparing our servers this month.
Thanks.
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In addition to my last reply, I see the hosting provider is Teen Telecom SRL. This appears to be a standard ISP in Romania.
Are you or someone else hosting this server from home?
Thanks.
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5 minutes ago, mosh said:
Ip server:
<removed>
I've removed the IP from the public reply but saved it to my computer.
I see the server is 51 slots. Can you answer #2 and #3 above (especially #3 since that's important).
Thanks.
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@mosh Your max update rate is a bit low, but that shouldn't make the server unplayable. Everything else looks fine.
We'll need the following:
- The server's player count.
- The server's tick-rate.
- The server's specs (e.g. CPU, RAM, network speeds, and hosting provider).
- Preferably a video of the lag with net_graph set to 4 client-side (or you can just PM me the server's IP).
P.S. net_splitpacket_maxrate does not exist in CS:GO. This is very useful for other games, though.
Thanks.


Website Updates
in Updates
Posted
Fixed
Thanks.