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My server 89.44.246.224:27015 doesn't appear on the list anymore


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#1 Guest_sorin

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Posted 02 June 2010 - 12:00 PM

I added my server (89.44.246.224:27015 - counter strike 1.6 server) on setti list about a week ago. And players from all over the world entered my server, everything was ok..This morning i saw that nobody entered my server and i verified setti list and my server is not there anymore. Can someone please tell me why it was removed?

#2 Ghost

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Posted 02 June 2010 - 01:53 PM

Your server has probably failed the verification test for one reason or another. Now it's manually fixed, but it could regress back automatically. It shouldn't happen, though.

Post here if your server fells out of the list again.

#3 Guest_sorin

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Posted 02 June 2010 - 02:08 PM

thank you :)

#4 Guest_sorin

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Posted 03 June 2010 - 08:45 AM

Again, this morning same problem..The server is not listed anymore...

#5 Ghost

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Posted 03 June 2010 - 10:01 AM

So it seems. Fixed it again manually.

Try to reset dproto's settings so that you don't do anything fancy on the server otherwise. For example the game description is now "Krond Solution" although it should be "counter strike" under normal conditions.

#6 Guest_sorin

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Posted 03 June 2010 - 10:17 AM

thanks again. I didn't change anything in dproto settings, they are as they used to be, and sincerelly i don't know how to reset them. Is a payed host and everything has been set by them. All i've done was adding amxmodx plugins..I'll check to see if i can change the game description meanwhile.

#7 Guest_sorin

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Posted 03 June 2010 - 10:30 AM

I changed the game description. I also looked on my server and there it says it is accepted by masterserver setti(meaning that is has all the proper configuration).But also i noticed this in dproto configuration:

# UserinfoVerification - Userinfo verification mode
# 1 = Check for max size when user connecting (Use MaxUserInfoSize with this mode)
# 2 = Remove unneeded fields in userinfo (Use ValidInfoFields with this mode)
# 3 = Both
# Verification needed to avoid overflows in userinfo. Overflows may cause svc_bad messages for clients
UserinfoVerification = 2


It might be the problem why u'r automatic check fails?

#8 Ghost

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Posted 03 June 2010 - 10:58 AM

I don't like the special settings "for Setti" because nobody knows exactly what they mean. Why can't the settings be default and that's all. Of course it's cool for the developers to reverse engineer stuff etc., but who cares if there are "unneeded fields in userinfo" as long as players can join the server and it works the same for everybody (including Setti).

At Setti we have separate system to verify single servers in cases like this. It says everythings OK, but then the main system doesn't get the same results for some reason. There are small differences in the two systems, but all the special "Setti settings" on serverside make it difficult to solve these problems.

My recommendation is to use all default settings as long as there is no real need to change them otherwise.

#9 Guest_sorin

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Posted 03 June 2010 - 02:55 PM

This is the entrire configuration..dproto.cfg. I tried to compare it with the original version and i didn't notice any big difference(that would affect the scanner.) Also it has implemented a setting (it comes by default) for setti serverscanner.

# For SETTI ServerScanner
cid_Setti = 3


Can you please look at these configuration and tell me what is the possible explanation why my server is rejected? I may try any change to see if it works. Maybe this will be helpfull for anyone having the same problem. I also mention that my dproto is version 0.4.1 ..


# ========================================================
# DPROTO CONFIGURATION
# ========================================================

#LoggingMode:
# 1 = Console
# 2 = Log Files
# 3 = Both
LoggingMode = 3

# UserinfoVerification - Userinfo verification mode
# 1 = Check for max size when user connecting (Use MaxUserInfoSize with this mode)
# 2 = Remove unneeded fields in userinfo (Use ValidInfoFields with this mode)
# 3 = Both
# Verification needed to avoid overflows in userinfo. Overflows may cause svc_bad messages for clients
UserinfoVerification = 2
MaxUserInfoSize = 230
ValidInfoFields_Engine = \name\bottomcolor\topcolor\model\cl_lc\cl_lw\cl_updaterate\cl_dlmax\rate\_bit\*hltv\password
ValidInfoFields_cstrike = \_vgui_menus\_cl_autowepswitch\_kr\_parola\_pass\_pw
ValidInfoFields_ag = \cl_autowepswitch


# ========================================================
# AUTHID MANAGEMENT
# ========================================================

# ClientIDs (for cid_* options)
# 1: Real (or generated by HW) steam (STEAM_xx:xx:xx)
# 2: Real (or generated by HW) valve (VALVE_xx:xx:xx)
# 3: STEAM_ by IP
# 4: VALVE_ by IP
# 5: Deprecated - client will be rejected
# 6: reserved for future use
# 7: HLTV
# 8: STEAM_ID_LAN
# 9: STEAM_ID_PENDING
# 10: VALVE_ID_LAN
# 11: VALVE_ID_PENDING
# 12: STEAM_666:88:666

# Use this to set authid's for clients

# for HLTV
cid_HLTV = 7

# for clients that do not support unique id generation
cid_NoSteam47 = 10
cid_NoSteam48 = 8

# For Legit Steam clients
cid_Steam = 1

# Client recognized as pending when they sucessfully authorized, but did not get steam id
# REMARK: Actually, it got steamid, but it is useless (STEAM_0:0:0 for example)
cid_SteamPending = 9

# For players having revEmu ( >= 9.74) on client-side:
cid_RevEmu = 8

# For players having old revEmu on client-side:
cid_OldRevEmu = 8

# For players having hCupa's SteamEmu on client-side:
cid_SteamEmu = 8

# For SETTI ServerScanner
cid_Setti = 3

# SteamEmuCompatMode (0 / 1)
# An analog for eSTEAMATiON's EnforceSteamEmuCompatIDMode option.
# Affects only Old RevEmu and SteamEmu emulators.
SteamEmuCompatMode = 0

# OldEstCompatMode (0 / 1)
# Enables/Disables fix for steamids generated by eST in 0.3.1 version.
# Set this to 1 if you want to make steamids generated by eST as in < 0.3.0 versions.
OldEstCompatMode = 0

# IPGen_Prefix1 (int)
# STEAM_a:b:c
# ^ - this prefix for authids generated by IP
IPGen_Prefix1 = 0

# IPGen_Prefix2 (int)
# STEAM_a:b:c
# ^ - this prefix for authids generated by IP
IPGen_Prefix2 = 4

# Note that banid will use steamid WITHOUT any prefixes!

# ========================================================
# OTHER STUFF
# ========================================================

# DisableNativeAuth (0/1)
# Disables valve/steam auth system.
# For p.47 Based: Server will not connect to auth servers.
# For All: Server will not call authorization functions.
# This is a fix for startup freeze for old (p.47) servers.
DisableNativeAuth = 0

# ServerInfoAnswerType (0/1)
# Sets server answer type for query requests
# 0 = New style (Source Engine)
# 1 = Old Style (Fix favorites list for p.47 clients)
# 2 = Hybrid mode - best solution for now, server is visible anywhere
ServerInfoAnswerType = 2


# MasterClient (0/1)
# Enables master-client emulation; it helps to register server on master list
# if you having "You server is old" error.
# USE THIS ONLY WITH -nomaster MODE!
# you can use Master_GameVersion to set version of game
MasterClient = 0

# Master_GameVersion (string)
# Sets version of game that master-client will send on master-server
Master_GameVersion = 1.1.2.6/Stdio

# Game_Name (string)
# Sets game name displayed for clients
# If Game_Name is empty, native game name will be used
Game_Name =


# Enables fix for proper player id displaing on HLStats server monitoring
# Enable this only if you have HLStats
HLStatsPlayerIdFix = 0

# ExportVersion (0 / 1)
# Enables/Disables exporting of dp_version cvar
# 1 = dp_version cvar will be exported to server rules. It will be visible in server monitoring tools (like HLSW)
# 0 = dp_version cvar will not be exported to server rules.
ExportVersion = 0

#10 Ghost

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Posted 03 June 2010 - 04:11 PM

First thing that got my attention was this:

UserinfoVerification = 2

MaxUserInfoSize = 230

Try to change it to something like:

UserinfoVerification = 1

MaxUserInfoSize = 9999

I'm not sure if this helps, but at least then dproto won't be so picky about what data the client sends when joining the server.

Also the cid_Setti is something I don't understand at all. Why is Setti a special case? My recommendation is do go with the defaults (I don't know what the defaults are, though :razz: ).

#11 Guest_sorin

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Posted 03 June 2010 - 05:05 PM

Oky..let's give it a try..Meanwhile my server was rejected again

#12 Guest_sorin

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Posted 04 June 2010 - 10:55 AM

Hmm..strange..i've made the changes. Now my server appears on the list for cs 1.6 servers..But nobody connects, leading me to the idea that they don't see my server on their ingame list from setti..Is it possible that a server appears on site but not on the game?

#13 Guest_Adder

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Posted 04 June 2010 - 11:26 AM

I added my server (89.44.246.224:27015 - counter strike 1.6 server) on setti list about a week ago. And players from all over the world entered my server, everything was ok..This morning i saw that nobody entered my server and i verified setti list and my server is not there anymore. Can someone please tell me why it was removed?


Same problem with my server - 91.203.170.55:27016. Please help. Thanks

#14 Ghost

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Posted 04 June 2010 - 11:40 AM

@sorin
If your server is visible at http://css.setti.inf...h/89.44.246.224 then it's visible in masterserver too.

@Adder
Your problem can be related to this or not. Start new thread and we'll discuss it there. Obviously you should also try all the tricks that have been said in this thread first.

#15 Guest_sorin

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Posted 04 June 2010 - 02:30 PM

Than what's the possible explanation? i see the server on the list on the site, but nobody connects (except friends that have the server on their favourites). Same maps, same settings and a few days ago the server was full..

#16 Guest_zaptop.org

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Posted 04 June 2010 - 02:44 PM

79.166.142.176:27015

#17 Ghost

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Posted 04 June 2010 - 03:19 PM

Than what's the possible explanation? i see the server on the list on the site, but nobody connects (except friends that have the server on their favourites). Same maps, same settings and a few days ago the server was full..


Let the server run. Players probably find it more and more and then the player base grows.




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