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. * > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds