Agreed.

Neph had a plugin to skip the stats upload during map change (the supposed
cause to the timeout problem), but he posted on his forum that it was no
longer necessary a while ago because Valve had fixed the problem, however I
don't believe that to be the case.

I was playing in the last few days and I experienced a 'reconnecting to
server...' message during map change - thankfully it reconnected in time
however before the reconnect counter hit zero.

This problem is *definitely NOT fixed*. Zoid (or anyone from the Valve
team?) are you able to double check this problem is actually fixed, as
myself and others do not believe it is at all.

Thanks

-----Original Message-----
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Robert C
Sent: Monday, 6 July 2009 8:30 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Timeout On Mapchange

We've also been seeing this issue for months. We run over 100 servers, 
all stock standard. They run on a cross section of win2k3 and win2k8 
servers.

Rob C.

Midnight wrote:
> Can someone from Valve respond to this?  Has been a problem for months 
> on end.
> 
> 
> 
> Chris Brunelle wrote:
>> I've been having timeout issues as well.  I've also used Neph's plugin
but
>> that hasn't stopped them for me. Windows server.
>>
>>
>> -----Original Message-----
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Midnight
>> Sent: Sunday, July 05, 2009 12:34 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: [hlds] Timeout On Mapchange
>>
>> A lot of our players are still complaining of timeouts when changing 
>> maps on L4D.  Anyone else seeing this?  We run about 30 servers, so this 
>> is rather annoying to say the least.
>>
>> Some have a stock game, others have SourceMod + Cevo ReadyUp mod 
>> installed.  The bugfix included in SourceMod a while back didn't seem to 
>> do anything.
>>
>> We also tried Neph's plugin, which doesn't seem to work for L4D.  (Never 
>> got a conclusive answer on if it should or shouldn't work so we gave it 
>> a shot).
>>
>> Servers are running Windows.
>>
>> Thanks,
>>
>> Noel
>>
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