utorak, 22. rujna 2009.

Instructions how to install Setti masterserver

Working server browser for games (CS:S, CS1.6, DoD:S, TF2, L4D, Steam, ...)

Masterserver is a server which tells clients (that's YOU) what are the IP addresses of game servers (CS:S, CS1.6, TF2, ...). What you need to do is change the default MasterServer IP address to Setti MasterServer IP address. To do that follow the instructions.

The servers which Setti MasterServer shows are listed at http://css.setti.info/servers/. You can add more servers by submitting them to the form at the server submit page.

After installing masterserver, the servers at Setti will be listed in the in-game server browser. For Steam the servers are found in Servers window. So everything works just like normal, but the servers are fetched from Setti.

Examples of Setti masterserver usage
setti-masterserver_steam.png setti-masterserver_tf2.png
Examples of Setti masterserver usage. On the left there is Setti masterserver installed in Steam. The server browser window shows all gametypes. On the right the masterserver is used in Team Fortress 2 launched from Steam. Setti masterserver installation goes directly from Steam to Team Fortress 2. The server browser works just like normal.

Install instructions

Remember to backup your original copies in case you want to revert.

1. Copy MasterServers.vdf to config\ directory

* Standalone: C:\games\Counter-Strike Source\platform\config\MasterServers.vdf OR

* Steam: C:\Program Files\Steam\config\MasterServers.vdf

2. Make MasterServers.vdf read-only

* Right-click over MasterServers.vdf, select "Properties" and check "Read-only"

Download: MasterServers.vdf

Remember to make the file READ-ONLY!

Making the VDF read-only prevents your game or Steam from overwriting it in some cases.

Updating MasterServer.vdf for any gametype (CS:S, CS1.6, DoD:S, TF2, L4D ...) should work. All HL and HL2 game mods use the same kind of server query mechanism.

Steam server browser also works with Setti Masterserver. After patching Steam's Masterserver, all HL1 and HL2 based games launched through Steam will use Setti Masterserver. For example Team Fortress 2 and Left 4 Dead work through Steam.

Setti masterserver in Left 4 Dead

Players can also find Left 4 Dead servers in Setti master server. Players need to join Steam group "Setti Games" to see the servers in-game.

The servers are listed on the main screen of the game, and in more detail in the multiplayer screens "Normal" and "Versus". Players not in the "Setti Games" Steam group still see only their Steam friends' servers

Users of Setti Masterserver can help each others in installing and configuration problems at the forum. The forum can be used as well as registered or unregistered user.

Go to the Masterserver support forum


source: http://css.setti.info

ponedjeljak, 21. rujna 2009.

Great CSS video by ClaYmaN

Server Console Commands


These commands are server side. Another words only admins will be able to use them.

hostname The name of the server.
sv_password Set server password. Leave blank to disable.
mp_friendlyfire <0/1> Turn on/off friendlyfire. Default: off
mp_footsteps <0/1> Turn on/off footsteps. Default: on
mp_autoteambalance <0/1> Force clients to auto-join the opposite team if they are not balanced. Default: on
mp_autokick <0/1> Kick idle/team-killing players. Default: off
mp_flashlight <0/1> Turn on/off the ability for clients to use flashlight. Default: off
mp_tkpunish <0/1> Punish TK’ers on next round? Default: on
mp_forcecamera <0/1> Force dead players to first person mode, effectively disabling freelook. Default: off
sv_alltalk <0/1> Players can hear all other players, no team restrictions. Default: off
sv_pausable <0/1> Can the server be paused Default: 0
sv_consistency <0/1> Force cleints to pass consistency check for critical files before joining server? Default: 0
sv_cheats <0/1> Allow cheats on server. Default: 0
sv_gravity <0/1> World Gravity Default: 800
sv_maxvelocity Maximum speed any ballistically moving object is allowed to attain per axis. Default: 3500
sv_unlag <0/1> Enables player lag compensation. Default: 1
sv_voicecodec Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension.. Default: vaudio_miles
sv_hltv <0/1> Enables HLTV on the server. Default: 0
sv_allowupload <0/1> Allow clients to upload their custom decals to the server. Default: 1
sv_allowdownload <0/1> Allow clients to downnload files. Default: 1
sv_maxspeed Maximum speed a player can move. Default: 320
mp_limitteams <0-20> Max # of players 1 team can have over another. Default: 2
mp_hostagepenalty <##> How many hostages a Terrorist can kill before being kicked, 0 to disable. Default: 5
sv_voiceenable <0/1> Allow clients to use mic. Default: 1
mp_allowspectators <0/1> Allow spectators on the server. Default: 1
mp_chattime <0-120> amount of time in seconds players can chat after the game is over. Lower value = faster map load change. Default: 10
sv_timeout <##> After this many seconds without a message from a client, the client is dropped. Default: 65

Rcon Cvars
rcon_password Set rcon passsword. Leave blank to disable rcon
sv_rcon_banpenalty Number of minutes to ban users who fail rcon authentication. Default: 0
sv_rcon_maxfailures <0-20> Max number of times a user can fail rcon authentication before being banned. Default: 10
sv_rcon_minfailures <0-20> Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned. Default: 5
sv_rcon_minfailuretime <1-seconds> Number of seconds to track failed rcon authentications. Default: 30

Round Cvars
mp_freezetime <0-60> Time in seconds to keep players frozen when the round starts. Default: 6
mp_roundtime <1-9> How much time in minutes does a round last. Default: 5
mp_startmoney <800-16000> Amount of money each player gets when they reset (16000 max) Default: 800
mp_c4timer <10-90> The amount of time in seconds before bomb explodes after planted. Default: 45
mp_fraglimit <##> Amount of frags a player can exceed before changing maps. Default: 0
mp_maxrounds <##> Amount of round to play before server changes maps. Default: 0
mp_winlimit <0-20> Max number of rounds one team can win before server changes maps. Default: 0
mp_playerid <0/1/2> Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names. Default: 0
mp_spawnprotectiontime Time in seconds to Kick players who team-kill after round restart. Default: 5

Bandwidth Rates
sv_minrate <0-25000> Min bandwidth rate allowed on server. Default: 0 (unlimited)
sv_maxrate <0-25000> Max bandwidth rate allowed on server. Default: 0 (unlimited)
decalfrequency Amount of time in seconds a player can spray their decal. Default: 10
sv_maxupdaterate Maximum updates per second that the server will allow. Default: 60
sv_minupdaterate Minimum updates per second that the server will allow. Default: 10

Server logging

log Enable server logging? Default: off
sv_logbans <0/1> Log server bans in the server logs. Default: 0
sv_logecho <0/1> Echo log information to the console. Default: 1
sv_logfile <0/1> Log server information in the log file. Default: 1
sv_log_onefile <0/1> Log server information to only one file. Default: 0
sv_logsdir Folder in the game directory where server logs will be stored.
Bots
bot_add ‘bot_add’ is a value itself. Adding this to your server configuration will enable bots
bot_quota <1-32> Amount of bots to add. Adding many bots will use more cpu. Start with a few bots, then add more if needed.
bot_quota_mode If ‘Fill’, the server will adjust bots to keep # players in the game, where # is bot_quota (from above) Default: Normal
bot_difficulty <0/1/2/3> Skill of bots. Values are: 0=easy, 1=normal, 2=hard, 3=expert. Default: 0
bot_chatter Control how bots talk. Values: ‘off’, ‘radio’, ‘minimal’, or ‘normal’. Default: Normal
bot_auto_follow <0/1> Allow bots to automatically follow a human player. Default: 1
bot_auto_vacate <0/1> Kick bots to automatically make room for human players. Default: 1
bot_join_after_player <0/1> Bots must wait for a people to join before joining? If No, bots will play without people. Default: 1
bot_defer_to_human <0/1> Can bots complete objectives if there are humans on a team? Default: 0
bot_prefix Prefix for bot names. A prefix is a tag that bots will have in front of their name. you can enter your clan tag or leave blank.
bot_allow_rogues <0/1> bots may occasionally go ‘rogue’. Rogue bots do not obey radio commands, nor pursue scenario goals.. Default: 0
bot_walk <0/1> The speed at which bots can move. 0=walk+run, 1=walk Default: 0
bot_join_team What teams are bots allowed to join? Default: any
bot_eco_limit <0-16000> Bots will not buy if their money falls below this amount. Default: 2000

Bot Weapon Restriction
bot_all_weapons Allow bots to use all weapons. ‘bot_all_weapons’ is the value.
bot_knives_only Allow bots to use only knives. ‘bot_knives_only’ is the value.
bot_pistols_only Allow bots to use only pistols. ‘bot_pistols_only’ is the value.
bot_snipers_only Allow bots to use only sniper rifles. ‘bot_snipers_only’ is the value.
bot_allow_grenades <0/1> Allow bots to use grenades. Default: 1
bot_allow_pistols <0/1> Allow bots to use pistols. Default: 1
bot_allow_sub_machine_guns <0/1> Allow bots to use sub machine guns. Default: 1
bot_allow_shotguns <0/1> Allow bots to use shotguns. Default: 1
bot_allow_rifles <0/1> Allow bots to use rifles. Default: 1
bot_allow_snipers <0/1> Allow bots to use sniper rifles. Default: 1
bot_allow_machine_guns <0/1> Allow bots to use machine guns. Default: 1

Operation
sv_lan <0/1> 0=Public/LAN, 1=LAN Default: 0
sv_region Geographic location of the server.
-1 World
0 US East coast
1 US West coast
2 South America
3 Europe
4 Asia
5 Australia
6 Middle East
7 Africa
sv_contact



Contact email for server sysop







source: http://gamegate2k.com

Info: CS:S Console Commands

Here are some of the client commands you can use to boost your system preformance (FPS rates as well as skill rates) while you are playing CS:S. These commands can be used on any server, but you need to enable the console by going to Options -> Keyboard -> Advanced while you are in CS:S and enabling the console to the (~) key.

Once you have completed the first step you are ready to apply the commands. Some of these commands are viewable in your options panel but are hard to find and are easier to handle if you have them in 1 place. The commands listed below that are followed by <0/1> mean that the only choices you have are on and off. For on you would follow the command by 1, and for off you would follow it by 0. Any command that doesn't have a <0/1> after it means that there should be a number value after the command to tell CS:S what to do with the command.

fps_max

Frame rate limiter. This is what you want to mess with if you are going to have sucess increasing your fps. Goto console when you are in game and just mess with this, as it differs from computer to computer on what setting is best.
cl_allowdownload <0/1>

Client downloads customization files. Set to on by default, no reason not to have this so why not leave it like it is.
cl_allowupload <0/1>

Client uploads customization files. Well this is set to on by default but I am not sure if you want this unless you are trying to show off your new skin on a server that has this enabled. If not you can save some fps here by disabling this.
cl_autowepswitch <0/1>

Automatically switch to picked up weapons (if more powerful). Hey, I use this myself, why don't you. It really stinks when you are shooting someone with the pistol and you run over a gun and you have to reload it. You will get used to hitting 1 after you pickup the gun.
cl_c4dynamiclight <0/1>

Draw dynamic light when planted c4 flashes. Default set to off, so I think it should stay this way, at least valve thought about fps when they made the default for this.
cl_c4progressbar <0/1>

Draw progress bar when defusing the C4. Default set to on, you can save some more fps by disabling this as it is really not that usefull, whats the diffrence if you can see how much time is left anyway, not like you are gunna stop if you see something happen and you know you have a certain amount of time left anyway right?
cl_cmdrate

Max number of command packets sent to server per second. This is default set to 0 for unlimited. I wouldn't touch this unless you know what you are doing to reduce lag.

cl_updaterate

Number of packets per second of updates you are requesting from the server. The default is set to 20 for this and as with the cmdrate, I wouldn't touch this unless you knew what you were doing to try and reduce lag.
cl_crosshaircolor

Color of crosshair. 0=green, 1=red, 2=blue, 3=yellow, 4=skyblue. The default crosshair after installing CS:S is 0 for green. I like to leave this as default unless you like to have it another color as I have become used to this color.
cl_crosshairscale

Size of the crosshair. Lower value=Larger, Higher value=smaller. The default value for this is 768. Don't ask me how they randomly chose that number but if you want, you should set that down to around 400 to your liking so you can have an easier time getting those awsome headshots you have been wanting.
cl_crosshairusealpha <0/1>

Make crosshair translucent against similar colors. This is set to off as default. Not very helpfull in the lighted maps, in darker maps I could see how this might help.
cl_customsounds <0/1>

Enable customized player sound playback. This is default set to off as well.
cl_demoviewoverride <0/1>

Override view during demo playback. This is a great command to use if you are trying to make a video and are having some problems or need to override the demo. Awsome command.
cl_drawhud <0/1>

Enable the rendering of the hud. sv_cheats must be enabled to disable hud. On most servers sv_cheats are not enabled (when I say most I mean next to none) so I don't think this would be of much use unless you are messing around on your own server.
cl_showtextmsg <0/1>

Enable/disable text messages printing on the screen. This is set to on, and I really dont see why you would want to set this to off unless you are obsessed with those fps, this could help you in that department if you are willing to give up the server community.


Thanks,


I hope this has helped you in your CS:S experience and I would love to hear some feedback, as I am adding more console commands for servers and others that players can use to have even more boosted preformance and experience the brilliance of graphics.


source: http://www.overclock.net

Counter Strike: Source THE Game

Counter-Strike: Source (abbreviated CS:S) is a first-person shooter video game developed by the Valve Corporation. It is a complete remake of Counter-Strike using the Soruce game engine. As in the original, Counter-Strike: Source pits a team of counter-terrorist against a team of terrorists in a series of rounds. Each round is won either by completing a mission (such as detonating a bomb or rescuing hostages) or by eliminating all members of the opposing team.

History

Counter-Strike: Source was initially released as a beta to members of the Valve Cyber Café Program on August 11., 2004. On August 18, 2004 the beta was released to owners of Counter Strike: Condition Zero and those who had received a Half-Life 2 voucher bundled with some ATI Radeon video cards.

On October 11, 2006, Valve released an experimental update, Dynamic Weapons Pricing. Under this system, item prices are determined based on their demand the previous week. Even before the system was released there was opposition from the community. Other updates, such as an enhanced radar system, have been generally accepted as a positive enhancement.

Gameplay

Counter-Strike: Source is a remake of Counter-Strike, and consequently retains its team-based objective-oriented first-person shooter style gameplay. The aim of playing a map is to accomplish a map's objective. There are many types of objectives that a map can have, but the ultimate goal of the game is to win more rounds than the opposing team, which is accomplished by fulfilling the map's winning conditions. Some winning conditions include defusing a bomb, planting a bomb and preventing it from being defused by the other team, rescuing all the hostages on a map, preventing the hostages from being rescued, and defeat all the members of the opposing team. When playing on a server without modifications, if players are defeated during a round, they do not respawn until the next round, unlike in many other first-person shooter games, where players respawn on a set timer.

Moving and shooting also differs noticeably from many other first-person shooters. Shooting while moving dramatically decreases accuracy, and holding the mouse button down to continuously shoot will generally produce severe recoil Recoil can be difficult for beginning players to compensate for because the player's reticle does not correspond with where the bullets actually hit during continuous fire, so beginning players may aim too high during automatic fire. The amount of damage done by a bullet varies dramatically depending upon the body part the bullet hits, with great emphasis on shooting the enemy in the head, which is almost invariably lethal.



Aspects of the game that have changed from Counter-Strike include the behavior of the grenades, the physics engine, and the weapons' recoil. The smoke grenades in Counter-Strike: Source spread much more slowly than the ones in Counter-Strike, and the flashbangs, which now utilize Direct X 9 effects, have a much more pronounced effect, and bounce very differently from the ones in Counter-Strike. Counter-Strike: Source also implements physics objects, such as filing cabinets, which the user can interact with while playing. The recoil in Counter-Strike: Source differs from the recoil in Counter-Strike in that while Counter-Strike had perfectly consistent recoil, the recoil in Counter-Strike: Source is much less precise.

Another difference between Counter-Strike: Source and previous Counter-Strike games is the addition of ragdoll physics.

Customizations

Because of the large fan-base that Counter-Strike: Source has accumulated, there are a wide variety of different customizations and add-ons that can be used with the game. There is a large fanbase for the game that creates customized sounds, textures, weapon skins, and player skins, though many servers disable the use of custom textures/skins because of cheating concerns.

Modifications

Like many other modern games, Counter-Strike: Source has been heavily "modded" by its community. Server-side gameplay customisations are typically implemented using Valve's Source SDK's. Server-side mods like SourceMod and Event Scripts build on the basic RCON commands as well as gameplay customizations.

The Quake Sound Pack is a popular game sound pack available with SourceMod. The sounds includes clips mostly from Unreal Tournament 2003 (despite its name), and some from Quake (but only 2).

Skins/Models

The ability to add new models and skins using the Valve SDK to Counter-Strike: Source allows for a large amount of customization. Skins refers to the actual images applied to parts of the game. The player models, weapon models, and maps themselves can be "reskinned" (or "retextured") by anybody. Models refers to the actual 3D-elements displayed on screen. Available is a server side variable to ensure only certain models and materials are used, intending to stop material-based wallhacks. Not all servers use this limitation as it is optional.

Models can be changed either by the player adding files to their cstrike folder, or by the server they are playing on using a server-side plugin. The difference is that if a player changes a model on his or her own machine, only that player will see the changes, but if the model is altered by a server-side plugin or tool, then the model that the player is wearing is seen by everyone on that server at that time. Also, the server can choose to force a "skin-consistency", meaning that any custom skins that any players may have will appear as the default model.



source: en.wikipedia.org