Roy
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Posts posted by Roy
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3 minutes ago, qDogg said:
Also, when they are implemented, where would team leaders stand on this new rank system?
We'll talk more about that in the future. I'm hoping we can have team leaders, etc be a badge rather than a group. One of the big reasons I did this was to cut down on actual groups.
Thanks.
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I would like to implement these ranks as soon as possible. Why? Well, I'm going to start getting really busy and I feel initializing the rebuild of GFL will really help.
Many of you already agree to these ranks. Please give your input on them.
Thanks.
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Admin Apps won't be going away, but unless if they get the DLs approval, the admin app must be up for at least three weeks (for discussion, etc) until the admin can be accepted.
Thanks.
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Also, after talking to @Major_Push, I believe it would best to change the following:
Server Managers (2)
Definition
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Suggest admins to the Division Leaders and wait for approval from them. - Admins must make an application and wait at least three weeks (after the application being submitted) before being added. This will give other Admins, Division Leaders, etc time to discuss an admin.
- Can add admins before the three week mark if the Division Leaders approve.
Thanks.
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- Popular Post
- Popular Post
Hey guys, I just wanted to bring up an idea that to me, would be great and would benefit us. I was speaking with somebody earlier (outside of GFL) about our current situation regarding bad server admins, etc. This specific person asked to list the ranks along with each rank's purpose. Since there was no official list of what each rank did, I had to think about them off the top of my head. After hearing what I did, I can easily say that I feel GFL's ranks are a bit unorganized. This specific person also highly agreed. After brainstorming for a couple hours, I've made a list of the new ranks I want implemented.
Here would be the new setup.
Board Of Directors (5)
People
- Roy
- Cypher
- Shuruia
- Floopyhiggle
- Kim
- ...
Secondary (Hidden)
- Denros - Implements website suggestions, etc.
- Amp (setup.sh) - Implements website suggestions, etc.
Description
The Board of Directors is here to keep the community running.
- Help build/fix the core of GFL.
- Communicate with the community about important changes.
- Plan for growth with the website and game servers.
- Review and implements suggestions to the website.
- Be a role model to players and admins.
Division Leaders (4)
People
- Dano
- Domps
- Infantry
- OtakuSupreme
- Snoopy
- Thomasdavid097
- Violator
Description
Leads a certain game division for GFL.
- Helps support/build/fix game servers.
- Approves admin applications.
- Maintains servers (e.g. reboot if they are dead/lagged out).
- Handles issues with server managers and server admins.
- Assist in training new admins.
- Hands out Server Manager and Server Admin punishments/warnings.
Community Advisors (3)
People
- Private Pull (Major Push)
- Joshy
- Wilford brimleyy
- Rcool64
Description
A long time member of the community who has proved themselves trustworthy and are highly respected. Advises the staff on important issues.
- Gives their opinion on important decisions (similar to the Trusted group).
- Handles player complaints and can issue bans.
- Helps moderate the entire forum.
- Keeps servers clean from rule breakers, etc.
- Communicates with the higher-ups by informing them of in-game server problems.
- Helps in any way possible to make GFL an overall better place.
Technical Administrators (3)
People
- Killer-Banana
- Amp (setup.sh)
- Denros
- Roy
- <Other trustworthy TAs>
Description
Trusted members that help fix technical issues on our game servers and website. This includes trustworthy developers as well.
- Fixes daily issues with the website and game servers they have access to
- Keeps our website and game server mods updated (e.g. IPS 4, SourceMod, etc).
- Looks into servers having performance issues and comes up with solutions to fix them.
- Patches exploits found on our website/game servers if possible.
Server Managers (2)
People
- <Trusted Individuals capable of managing a server>
Description
Trusted and respected individuals that are capable of managing a specific game server.
- Supports/builds/fixes game server(s).
- Reports technical issues to the TA group if the issue is far too advanced to fix.
- Be a role model to server admins and players.
- Discusses admin complaints with the Division Leaders.
- Handles player reports.
- Admins must make an application and wait at least three weeks (after the application being submitted) before being added. This will give other Admins, Division Leaders, etc time to discuss an admin.
- Can add admins before the three week mark if the Division Leaders approve.
- Handles admin conflicts and reports them to the Division Leaders.
- Attempts to defuse forum threads filled with drama.
- Train new/inexperienced Server Admins.
Server Admins (1)
People
- <Trusted individuals to keep our game servers clean>
Description
A trusted individual capable of keeping our servers clean and fun.
- Handles player reports.
- Be a role model to other server admins and players.
- Reports admin abuse/bad behavior to Server Managers.
- Keeps our game servers clean from rule breakers, etc.
- Actively recruits players from the game servers to the website and TeamSpeak 3 server.
- Reports game server issues to the Server Managers.
- Helps build the game servers and actively suggest things to the Server Managers to help improve our game servers.
I will admit, I got a few ideas from other gaming communities. There's clearly issues going on in GFL, you cannot deny that. That said, our Divisions aren't as strong as they once were. It's time to start rebuilding and I believe the first thing we should do is redo our ranks and make it so Division Leaders need to approve admin applications, etc (this will help prevent bad admins in the future), etc.
That said, merging the current Council and I into one main group will definitely help (Board of Directors). Since I am busy with work and many other things, I don't have the time. People still come to me about issues that the current Council and even Division Leaders should be solving. Most of the time, I am not at the computer when they message me or I just don't see their message (sometimes Steam bugs out, etc). I believe merging these groups will publicly make us look at the same level. This will make the current Council more known to handling issues, etc.
Let me know what you think. I'm sure some things can be altered with these ranks, but this should be the basics of it. Pretty straight forward in my opinion.
Thanks.
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Well, from what I've seen, there are many issues at the moment. Although, I will admit, I do think a few of the issues people list are just overreactions, etc. I see issues just by reading some of these posts. There's no reason to call each other out in this thread (even in the Server Admins+ section). Leave it to a PM with the Council/Division Leaders or whatever. Also, as long as the manager/admin does their job, there is nothing wrong with being in another community. If there is, well, you can count me out. Considering I've made other communities/websites that host gaming servers (in fact, I made another one recently). As long as it doesn't interfere with GFL, there isn't a problem (if it does, then yes, it is a problem).
Anyways, the important thing is, we see there are problems. I've been pretty busy recently (the entire TF2 situation, work coming up, etc) and I believe the Council will need to step up and take care of these core issues. I'll talk more about it later.
P.S. I'm going to start getting things done I've listed in the Updates section.
Thanks.
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Sadly, it seems a lot of the TF2 players are unhappy with the removal of Valve servers and the Quick Play system (proof here).
Players have to calm down and give community servers some time. It hasn't even been 24 hours yet and everybody is flipping out.
Now yes, I will agree, the amount of bad servers outnumber the amount of good servers. The truth is, back when Valve killed off community servers a few years back, they surprisingly killed off the good community servers while the bad servers still survived. If Valve gives community servers a chance again, many great community servers will start being made again. That said, Valve has announced on the mailing list that servers will require a valid Steam account to access certain features in the future. What does this mean? I would imagine if Quick Play gets added back (which it likely will), Valve will do their best to disqualify the bad servers from the Quick Play pool which will help great community servers like ours a lot.
This is just my opinion. I guess we'll have to wait and see how it goes.
Thanks.
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I would like to add additional information as well. Currently, a majority of the TF2 players are upset at two things:
- There's no easy way to go into a server. Currently, if you want to play something like pub, you need to find a server in the community server browser.
- Valve pub servers aren't a thing anymore.
A big Reddit post was made pleading to fix these two issues.
Obviously, I would prefer if Valve servers didn't come back. However, there are sadly a lot of bad servers out there in TF2 who are giving community servers a very bad name (especially to the TF2 player base).
As for number one, you can technically show the old quickplay menu by typing "OpenQuickplayDialog" in the console (without the quotes).
What are my suggestions to the Valve team?
- Bring back the old "OpenQuickplayDialog" menu and add it as an item under the "Find a game" again. That said, make it for community servers only.
- Develop a system that disqualifies "bad" servers (e.g. overusing MOTD Ads, pay-to-win, etc) from the quick play/casual pool.
- Whatever you do, do not bring back Valve official servers unless this change goes months without any positive effects. Bringing back Valve servers will put us where we were before and honestly, will destroy the last chance to revive community servers.
Community servers need time. Since Valve destroyed community servers a few years ago, most good communities have died. Oddly enough, the "bad" communities have stayed populated. These bad communities need to go. They are literally turning the TF2 player base against every community server.
Anyways, yeah, that sums up my opinion on the situation right now. Let's hope Valve can make the right choice :\
Thanks.
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- Popular Post
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Hello, welcome to GFL's Payload server! We hope you enjoy your stay and feel free to invite your friends! Read below for some useful information!
Useful Commands (Type in the chat)
- !sm or /sm - Opens the self-mute menu where you can mute players.
- !su or !su - Opens the self-un-mute menu where you can un-mute players you've muted.
- !store - Opens up a small store for Members+. This includes projectile trails and weapon colors! Feel free to apply for member @ GFLClan.com (easy and free)!
Simple Server Rules
- No hacking, scripting, or exploiting.
Note: Due to this server being mostly stock, there aren't anymore rules. Players can self-mute players in-game if they are mic spamming.
All Payload Servers
- Payload #1 (24 maximum players) - 162.248.92.77:27015
- Payload #2 (24 maximum players) - 162.248.92.96:27015
Other Links
- Apply for Member (Access the store, etc)!
- SourceBans (check if you or your friend has been banned from the server).
- HLStatsX (check your server stats).
Thanks.
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Another Exciting Update
The update was a success for community servers! From what I've seen, new players will be directed towards the server browser. That said, I don't see as many Valve servers in the server browser.
We currently have two PayLoad servers, one is which is full:
The other one is having issues logging into an account. Therefore, it is empty. This is likely due to the item server, etc being down in TF2.
Come join us @ 162.248.92.77:27015
Thanks.
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Hello Server Admins+, I would like to address a few import issues. To be honest with you, I’m going to be harsh in this post, but the things I’ve been seeing are very unacceptable.
Server Mismanagement
I believe this is a very important topic to address. Many of our servers are currently mismanaged. First, let’s talk about my definition of “mismanaged”:- Server has no active manager.
- Manager isn’t fixing critical issues leading to population lost.
- Manager isn’t willing to listen to all suggestions from other players.
- Manager is making poor choices that a majority of the player base disagrees with (e.g. bad admin picking, etc).
Number one, if a server has no active manager, that means server content isn’t being updated or fixed (e.g. updating maps, adding new content, etc). Servers that aren’t being managed likely have no population and if they do, it is likely dying. If a server is dead and we cannot find a person to correctly manage the server, we should likely disable the server until we can find a good manager and focus on our servers with healthy managers.
Number two, this is the biggest issue I’ve noticed. There have been servers I’ve seen with issues that have been causing population to heavily decrease. I haven’t fully addressed this to the server’s managers and Division Leaders, but I will after I write this post. I’ve seen critical issues take weeks, even months to be fixed, which is completely unacceptable. And yes, I’ve witnessed these servers have a major population drop since these critical issues began. If you cannot fix or even address issues completely killing the server you manage, then you’re mismanaging your server.
Number three, firstly, I receive reports from players about server managers not considering their suggestions. Now, yes, I get it, there are a lot of bad suggestions. However, I disagree with completely ignoring them. I want every suggestion to be considered in the future. Yes, you don’t have to implement them, but at least write a nice and valid response stating why the suggestion wouldn’t work for the server(s) you manage. This will generally make players more happy seeing the Server Manager at least consider their suggestion. That said, if this goes to plan, it will eliminate the “Server Manager not listening to my suggestion” reports. Once our GFL Core IPS 4 application is developed, I hope we can implement a fully developed suggestion system. This will make it much easier to see suggestions being made and if the Server Manager is actually taking their time to address some of them. If they are not taking the time to address the suggestions, then I would say they are mismanaging the server(s) they manage.
Number four, this issue has existed for a very long time now in GFL. A big issue I see is poor admin picking. From what I’ve seen and heard, the number of bad admins has been rising. It’s coming to the point where bad admins are pushing players away from the servers. Here’s my opinion on what a “good” admin is:
- Active within the community (Forums and TeamSpeak 3).
- Does their job (e.g. mutes mic spammers).
- Treats all players equally. Doesn’t give players special treatment because they are their “friends”.
- Generally acts like just another friendly player (e.g. not power hungry or rude), but knows when enough is enough and action must be taken.
- Reports abuse to the appropriate managers and addresses suggestions from players to the Server Manager(s).
- Generally likes welcoming new players and willing to communicate with them on TeamSpeak 3, etc.
These six bullets make a great Server Admin. However, not every Server Admin is like this. Admin picking needs to improve and Admin reports need to be handled well. Once we get our GFL Core system developed, we’ll have official admin reports, etc. Other than that, I see Server Managers make decisions based off of either a couple of their friends or entirely themselves and a majority of the server’s player base disagree with it. This should not be happening and if it does, the server is being mismanaged.
To sum up, servers are being mismanaged. Whether it’s because the server has no manager at all or the manager isn’t managing it correctly, it needs to improve. Division Leaders are responsible for the managers they select and I hope things start improving after they read this post.
TeamSpeak 3
This is the next thing I want to talk about. I’ve been receiving many messages concerning our TeamSpeak 3 server recently saying how messy it is, etc. To start off, the main issue I see with our TeamSpeak 3 server is the fact that everybody has different strong opinions on how it should be setup and in the end, there will be a group of users who are upset.So, there are a couple questions we need to answer:
- Do we want TeamSpeak 3 to become more known to the public? For example, when a user joins TeamSpeak 3, should they immediately notice a public room full of users?
- Should only Server Managers+ have TeamSpeak 3 admin? Should there be official TS3 admin applications?
There are also users who are completely fine with our current setup for TeamSpeak 3. I believe a majority of us have to agree on one final and stable direction for our TeamSpeak 3 server. We still have to move the TeamSpeak 3 server off of our old SQL machine, once we move it onto our new machine, that may be the time to make correct changes to it.
Communication Within The Higher Ups
That brings me to the next topic, communication within the higher ups (e.g. Division Leaders, Council, etc). Communication has improved compared to 4 - 6+ months ago. However, I still think we can still further improve. For a short amount of time, the Council was heavily communicating with each other. We went into the same TeamSpeak 3 channel every day, talked about current issues and how we can solve them, etc. Sadly, that stopped happening a month or so ago. Although, we now have another place to communicate with each other and that has been working out. But I still think it can be improved.Now, eventually, we plan to code an official ticket system. This ticket system will include suggestions, etc and it should solve a problem similar to the #3 problem under “Server Mismanagement” for Higher Ups. Each suggestion (good or bad) should be listened to. Like I said in the “Server Mismanagement” section, you should always write some a nice and valid response to every suggestion explaining why or why not it is a good idea.
[Personal] My Schedule
I just wanted to give my schedule starting next week. I start work on 7-11-16. I will be doing the same thing I did last year, but this time, I will be working three days a week instead of four. I will also be working 8 hours a day and will be unavailable from 7 AM to 4 PM Mondays through Wednesdays.Overall
I just wanted to give another small update. There’s still a lot of things that need to be improved on. However, first, we need to discuss the main issues and from what I’ve seen, these are the main issues.If you have any questions or concerns, feel free to post in this thread.
Thanks.
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- Popular Post
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Type: Issue
Has this been reported to Valve: Yes, and they are doing things to try to eliminate these servers, but it is not helping.
The Issue:
Currently, there are many CS:GO servers using plugins that are against Valve's server guidelines. We used to run a plugin that would give players custom (community-made) weapon skins, but it turned out this got us banned. That said, we got permanently banned two times due to this plugin (the first ban wave was completely unexpected and the second time was just a hidden plugin running this function on a test server). However, explaining why the GSLT ban system is a disgrace to community servers is a separate issue itself and I don't want to go into details here.
The issue here is the amount of servers (!knife and !ws) running these banned plugins. These servers are literally stealing our traffic (look at the proof section). Obviously, servers offering players free weapon skins and paints are going to have a high advantage over servers that don't (e.g. us). That said, since I've made the Mailing List thread, there have been two ban waves. However, as I said in the mailing list thread:
QuoteHowever, does that really matter? All the server owner has to do is set the server up on another account with CS:GO that isn't banned and they will receive the same player base they had before.
These ban waves aren't helping. Yes, the server does go down for a bit (depending on how long it takes for the server owner to respond), but within a couple hours they are back up and running with the same player base as before.
To sum up, personally, I believe this is a big reason why our CS:GO servers have been dying recently. A general player is most likely going to join a server offering free CS:GO skins, etc rather then a server offering nothing. To make clear, we will not offer free Valve official skins/paints on any of our servers, not only is it against the server guidelines, but it is generally wrong. I hope Valve can step up their game and follow through with their promise on getting rid of these cheating servers (most of them are also cancerous).
Proof:
- Most of the servers you see on the GameTracker list are in the top 100.
- When a ban wave went through earlier, look at these numbers:
Our Surf Timer Casual (US) graph:



DS's Surf Timer server (cheating):

If you look at a majority of the servers on that GameTracker list I linked earlier, you will see most of them had a large player drop around 3:00 - 4:00 PM Eastern time (7-6-16). This was due to a ban wave going through. At that same time, our Surf Timer Casual (US) server that isn't cheating spiked up in population due to those servers being down (until the server owner moved to a different CS:GO account).
If those two key bullets aren't enough proof to say that these cheating servers are killing great community servers, I don't know what else is.
Overall: Yes, I highly believe these servers need to get taken down by Valve for most of our CS:GO severs to start doing good again. There's nothing we can offer better than official CS:GO skins/paints and we will not offer that.
If you have any questions, feel free to post here.
Thanks.
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Update
"Meet Your Match" was released here (the game update itself hasn't been released yet).
For community servers, I believe this is literally a hit or miss situation. I have faith in the TF2 developers since at one point, they were managing community servers just like us. I would like to believe they wouldn't hurt something that has made them who they are today (e.g. I'm sure managing community servers in TF2 played a big part in becoming Valve developers).
I will post more updates as time goes on. This is very exciting and I am hoping for the best! Though, if this is a miss, I'm going to be very upset and I won't want anything to do with TF2 itself personally.
Thanks.
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Notes
- Moved the Surf Timer database from the old server to the new one.
- Updated the GFL-Core pack.
A small update. Let me know if anything is wrong!
Thanks.
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Hello everybody, so I know the "grand opening" of DarkRP just started. However, I've been monitoring population and this is all I've seen:

14:26:22 ID Name Group 9 qDogg superadmin 4 Cypher admin+ 12 OtakuSupreme superadmin 19 KEEMSTAR vip 16 Sasha Grey superadminLiterally only GFL regulars are on the server. This was the same issue we had on OVH. On OVH, we got to 24/100, but most of the players were GFL regulars. There should be random (non-GFL Members) people joining at that point.
Anyways, I think this isn't our fault and I just want some of our Admins+ to do some testing. The issue may have to do with the server browser issue I discussed here.
To Server Admins+
- Try finding the server in the Garry's Mod server browser (under DarkRP) and reply to the thread answering these questions: Have you found the server? If so, how difficult was it to find? Did our server name stand out compared to the other servers in the server browser? Etc...
To DarkRP Server Managers+
- Try messing with the sv_region command. The documented values for sv_region is technically inaccurate (read the thread I linked about the Valve server browser).
Please keep in mind
- It is somewhat early to assume the server browser is the issue. Although, it is a Friday during the Summer. See how the population goes this evening.
- There are many other DarkRP servers out there.
Overall, I just wanted to throw this out there. Who knows, maybe tonight the server will populate. I just get worried when I haven't seen one random player join the DarkRP server while there are Server Admins+ on it for two hours or so (not what I am used to seeing).
I hope to see some results from Server Admins+! That is the main point of the thread.
Thanks.
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Update
I've added back the RTD plugin. The issue was in fact the plugin giving "CS:S" weapons. For some reason, giving CS:S weapons causes a server crash in CS:GO. As far as I am aware, the CS:S weapons were never fully removed from CS:GO.
With that said, since giving guns with RTD is useless (we already have the "guns" menu), I decided to add grenades only.
Server Crash:
Error reading weapon data file for: weapon_m3 ..\..\game\shared\cstrike15\weapon_csbase.cpp (1303) : Weapon '' script file not found, but its data was accessed. This error is fatal. Fatal assert failed: ..\..\game\shared\cstrike15\weapon_csbase.cpp, line 1303. Application exiting
RTD items to give (grenades only):
- Decoy (weapon_decoy).
- Flash Bang (weapon_flashbang).
- HE Grenade (weapon_hegrenade).
- Incendiary Grenade (weapon_incgrenade).
- Molotov (weapon_molotov).
- Smoke Grenade (weapon_smokegrenade).
Please report any more issues to @Thomasdavid097!
Thanks.
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I have disabled the plugin (ata_rollthedice.smx) on CS:GO Surf RPG DM (US). When I get the time, I will test the plugin on my test server (e.g. keep rolling the dice until I find the roll crashing the server).
EDIT:
I'm pretty sure I found the issue. However, to ensure this is the issue, I will have to shut down the server and download the console.log file (I will do this when the server empties out).
The issue is simply the "give weapon" roll giving weapons from CS:S which causes a crash in CS:GO. This is also why it wouldn't crash often (chances of getting the roll and getting a CS:S weapon is rare).
Thanks.
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Type: Issue/Opinion (Theory)
Games: Any game that uses the Valve Master Server (e.g. CS:GO, TF2, GMod, Rust, ARK, etc).
The Issue:
Basically, the server browser's back-end is built poorly. The Master Server tries to fetch results based on your GEO-IP location. While this does seem beneficial, their GEO-IP system favors certain areas more than others which is extremely harmful in games like Garry's Mod. It also appears it doesn't take into account how networks peer.
This explains why servers hosted on OVH has failed in the past while our servers on NFO have succeeded. Valve doesn't recognize any of the OVH IPs (or their peers). Therefore, servers hosted by OVH most of the time do not show up for many players and if they do, they take a while to show up on the server browser.
With that said, there is a cap on how many servers the Valve Master Server can return. It is currently set to 5000. Considering CS:GO has well over 10,000 servers (many in which are empty and useless), this is an issue.
How Did The Master Server Fetch Results Before The Change?
To be honest, I don't remember how it worked before. However, I do know it wasn't based off of your GEO location. That said, I also remember receiving much more than 5000 results.
My Suggestions?
I have a few suggestions. There are actually two problems here, which are listed below:
- The Master Server sends results based on your GEO-IP but the GEO-IP system is a failure.
- The Master Server has a cap of 5000 for servers it can send back.
Issue #1
Either stop basing results off of your GEO-IP or make it so the system doesn't highly favor certain areas.
Issue #2
Either uncap the amount of servers that can be fetched by the Master Server or raise the cap. As far as I am aware, there was never any performance issues with it being uncapped. Although, I'm not sure if it was causing heavy load on the Master Server itself (Valve still hasn't told anybody what the real issue was).
Unofficial Suggestion
I would also like to suggest something for the server browser back-end. I believe it would be best to give servers with more than zero players an advantage. For example, making the "Has players playing" filter on the server browser checked by default.
Why? Well, there are countless servers that are sitting at 0/x players in my CS:GO server browser. In fact, 85% of my CS:GO server browser is filled with empty servers. If somebody wants to populate a server, they should be getting a population team on the server, not setting up a server that won't get one non-random player (e.g. server owner) in it.
Proof:
Teddi Orange - FacePunch Posts (very useful):
There is a lot of other proof as well, but I feel those two posts sum it up nicely. I will add more proof to this post later.
Overall:
Fixing these issues would most likely help our servers. I am still hearing about bugs in the CS:GO server browser where players only receive 100 - 200 servers. i am honestly not surprised that there aren't many populated servers in games like CS:GO.
Thank you for reading.
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21 minutes ago, GLOdysseus said:
I'd like to see the latency issues fixed in purge. The rubber banding is horrendous at times. I always see players complaining about the lag in chat.
This discussion/section has nothing to do with Server-specific issues. I would recommend posting this under its correct section (in this case, here).
Anyways, yes, as far as I am aware Purge has many un-optimized addons.
Thanks.
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A lot of you are probably wondering what this section is for. Basically, the GFL Higher-Ups care about the direction of the games GFL host community servers in. In the past, we (along with other communities) have been giving suggestions to the Game Developers (e.g. CS:GO, etc). These suggestions have mostly benefited community servers as a whole.
For example, in the Summer of 2014, we e-mailed Valve about a suspected bug in CS:GO. This bug didn't allow any community servers to go above 46 players in CS:GO. After we contacted Valve about this issue, an update was launched that night that fixed the bug.
Another example is when we contacted Valve addressing a major bug in the CS:GO Server Browser (e.g. players would only receive around 100 - 200 community servers out of the 4000+ there was). After a week or so, a CS:GO update was released that fixed this issue for many players. The CS:GO developers were also kind enough to give @Roy (Gamemann) credit in the update.
The truth is, community servers are dying and we are doing our best to communicate with companies like Valve to keep community servers alive (Valve has made many unfair decisions towards community servers in the past).
To sum up, this section is here to basically make everybody aware of our current opinions/bugs we see in games that, if fixed/implemented, would make community servers generally stronger.
If you have any questions, feel free to post here.
Thank you.
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Type: Issue
Game: Counter-Strike: Global Offensive
Has this been reported to Valve: Yes, multiple times.
The Issue:
Currently, game servers in CS:GO running on Linux has poor performance when a high amount of players (40+ depending on tick-rate) are on the server. For GFL, there are many advantages running Linux over Windows. However, due to this limitation, we cannot run any of our machines on Linux.
Basically, Linux doesn't use the networking thread. The networking thread basically uses an extra 50 out of 100% CPU.
Proof:
Read my csgo_servers Mailing List thread. The screenshots are broken on the mailing list thread. Please read below.
Here are the screenshots (in order from the mailing list thread):

2015-05-09_18-13-58.png

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Overall: This is the main reason our CS:GO servers don't run on Linux. This issue still hasn't been fixed and was reported over a year ago. We have e-mailed Valve privately about this and we did receive a couple responses, but none of them were helpful (basically telling us to look into the issue further).
Thanks.
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11 minutes ago, Snoopy said:
Isn't the quick play only for official maps though? None of our TF2 servers (excluding Browser.TF) are currently running official maps and there aren't really any plans to move any to official maps. They've always been very hard to populate (Unless you're lucky and in the right possition, like Skial) due to the sheer number of Valve Official Servers.
If quick play is going to open up to custom servers with custom maps, such as our own, then I welcome this strongly.
Servers are usually much more stable at a maximum of 24 players. Usually 32 players on one server makes the server very crowded and somewhat horrible to play on, especially on maps like Orange X3 where it's been left at a state where the map is easy on people with lower end PCs.
Yes, quick play traffic is only available for official maps. However, there is a chance Valve may finally remove Valve official servers from the community server browser. Although, I guess we'll have to wait and see.
We can always set up a new server with official maps. If a promising update comes out, we don't need to change a server to official maps, we can just create a new one and see if it goes well. For the past 3 years, QuickPlay servers have been very hard to fill and Valve kept making it harder and harder. However, back when things were fair for community servers, we had a very populated DustBowl server relying on QuickPlay traffic. I believe it even got to 10th in the world at one point (according to GameTracker). After an update that made Valve servers the main priority, our server slowly died off.
The trick was, get around 3 - 6 players in the TF2 server and then instantly it would fill to 24/24. When I say instantly, I mean there would be 6 players on the server and then 30 seconds later the server would be full at 24/24. It was crazy how fast the server would fill up! Eventually, after doing this for a week, the server would just fill by itself (no more work required on SoJa's and I's part). We obviously obeyed Valve's rules as well (e.g. no instant respawn, stock player counts at 24, etc).
As for Orange X3 at 24 maximum players, I never had a problem with it at 32/32. If custom servers do become populated again, it may be worth making another Orange X3 server at 32/32. Oh wait, I am getting too far ahead of myself, let's see what the update holds for us first...
P.S. Yes, I did "double-post". I felt this would of been better in its own separate post.
Thanks.
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1 hour ago, SouRD said:
so is it safe to assume if we pool more players in our tf2 divison will a slot upgrade be forsseable in our future?
ie: 24-32 players
I guess it depends on the server. Keep in mind, we aren't paying anything extra for slot counts. I believe the reason we reduced the slot counts was because servers weren't going above > 24 and it generally looks better when you see 10/24 instead of 10/32.
I don't see a reason why not to increase the slot count on servers like Orange X3 if we start receiving more traffic. We used to host a very populated Orange X3 server on the West Coast of the United States that would be full 3/4 of the day (32/32).
Thanks.











Rank Changes [READ]
in Announcements
Posted
@Snoopy The Community Advisors rank would be the new Moderator rank. There's no point in keeping the rank when in reality there was only one person (Major Push) in it as the primary group.
Yes, they are considered the same level now. This Technical Assistant rank wouldn't be like the regular "developer" rank we saw before. In fact, I'm hoping we can also make "developer" a badge (along with all the other team member groups). That said, all TAs should be trustworthy and has proved to us they are here to help GFL. From what I've seen, everybody I've listed under the TA group has showed they want to help GFL and they've many done things to help us.
@Thomasdavid097 I feel "Head Admin" shouldn't be an official forum rank though. Maybe a badge or something for the server when the GFL Core system comes out. The less IPS 4 groups we have, the easy it is to manage.
Also, I guess you're right about the Admin application times. One and a half week doesn't sound like a bad idea considering it shouldn't take over a week and a half for DLs, etc to give their input on the admin. If a DL does have an issue with the admin, shouldn't they be able to "hold" the application to get more input on the specific admin?
Thanks.