I'd say #1 is a genuine bug, #4 is by design but maybe should be looked at
(the idea is it's a lobby that's the primary unit, not the server - and the
people maybe want to see if there's a better server after the current
campaign has finished), #3 if implemented should be per-lobby/playervote,
and no idea if #2 is a bug or not...

but if you're not sure if the url is correct try checking the access logs
for your webserver if it's a url problem the 404's should be self-evident,
if it's not supported you'll just see nothing at all (if you don't have
access to log files you could use wireshark or similar on your client)

> -----Original Message-----
> From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
> boun...@list.valvesoftware.com] On Behalf Of Dan Sorenson
> Sent: 06 May 2009 11:20
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Any official HLDS Material?
> 
> At 10:37 AM 5/6/2009 -0500, Brandon Sharpe wrote:
> 
> >the one thing that really drives me insane is the lack of official
> >documentation for the HLDS server or more specifically the Left4Dead
> >variant.
> 
> You're not the only one.  I manage about a half-dozen clan servers,
> and the teamwork needed in L4D has siphoned off probably 80% of our
> former core DoD:S players.  There's a real demand for this game,
> and I'm in the unenviable position of having to admit I have no
> idea what the heck I'm doing with the servers.
> 
> Some issues I've found no resolution for (and I freely admit I've
> only spent perhaps five hours of looking, since I've that whole
> real job thing staring me in the face during the day):
> 
> 1) switching game-mode and maps.  If you're playing versus and the
> server
> was started on a co-op or survival map, the maps lose the areas where
> infected can climb the sides of buildings.  Likewise, a survival map
> can be changed
> to but the server remains in coop mode, thus the dreaded hordes never
> come.
> 
> 2) Map downloads.  I've not spent enough time on this debugging, but
> there
> has to be a way to get custom maps out to the players dynamically.  The
> standard sv_downloadurl doesn't appear to be the way, or maybe I've
> just
> pooched the URL as I cribbed it from the DoDS server.
> 
> 3) Game variables.  Respawn time for the infected are horrendous, given
> it's 30 seconds to respawn then another minute of running ahead of the
> survivors to find a spot to rejoin.  We'd like a more immediate return
> to the action.  It would also be kind of nice if we could limit
> ammunition
> or otherwise muck with things in versus mode to give the infected a
> shot at winning if there's not a tank on the level.
> 
> 4) Booted at the end of the round.  Campaign ends, everybody's
> disconnected.  Be kind of nice if we could stick around for the next
> campaign.
> 
> You're on-target, these are simple, simple issues that could easily be
> taken care of if we pooled our knowledge and placed it in a convenient
> spot.  Looking through this mailing list and google-fu takes hours to
> uncover, well, not much.
> 
>               - Dan
> 
> * Dan Sorenson      DoD #1066      A.H.M.C. #35     vik...@svtv.com *
> * Vikings?  There ain't no vikings here.  Just us honest farmers.   *
> * The town was burning, the villagers were dead.  They didn't need  *
> * those sheep anyway.  That's our story and we're sticking to it.   *
> 
> 
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