[hlds] Server not getting players

2009-11-25 Thread shoskins73
If I have a sv_search_key setup in the server.cfg can only people with the
key use the server?  I didn't think that was the case, as that would be what
the password variable is for.
I do not have any Steam Groups setup, so it should be usable by all.

Anyways I'm able to get Lobby groups to the server without a problem, but
otherwise the server never seems to get used.  Thought I noticed some others
stating they had noticed their servers weren't being used by random groups
of players either, so figured I'd check in.

thanks,
Sean
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Re: [hlds] Server not getting players

2009-11-25 Thread shoskins73
Thanks Brent.

On Wed, Nov 25, 2009 at 3:24 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 From what I understand, setting a password on a server makes it not
 work.

 What exactly are you trying to do? Do you want the server private for a
 small number of people, or do you want anybody to use it but you can be
 able to connect to it when you want to (and it's free)?


 On Wed, 2009-11-25 at 15:20 -0800, Brent Veal wrote:
  setting sv_search_key will restrict the server to only lobbies that have
  that key set. It's a pretty good way to make a server semi-private since
  public lobbies wont connect.
 
  On Wed, Nov 25, 2009 at 3:15 PM, shoskins73 shoskin...@gmail.com
 wrote:
 
   If I have a sv_search_key setup in the server.cfg can only people with
 the
   key use the server?  I didn't think that was the case, as that would be
   what
   the password variable is for.
   I do not have any Steam Groups setup, so it should be usable by all.
  
   Anyways I'm able to get Lobby groups to the server without a problem,
 but
   otherwise the server never seems to get used.  Thought I noticed some
   others
   stating they had noticed their servers weren't being used by random
 groups
   of players either, so figured I'd check in.
  
   thanks,
   Sean
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[hlds] Server Key

2009-11-20 Thread shoskins73
So I'm contemplating ordering a server for L4D2 as it's getting really
frustrating constantly being thrown into servers where all 4 (or 8) of us
have 200+ ping. Call Vote, Return to Lobby, Search for Best Dedicated Server
again only to be put back on the same server, or another server that's just
as bad.

But the console seems to be disabled in the Lobby screen and they still have
not implemented any UI in the Lobby to select the server you want to goto.

So how exactly is sv_search_key supposed to work now when you can't open the
console in the Lobby?

Can someone please explain to me how this is supposed to work now before I
waste any money on a server I can't use?

thanks,
Sean
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Re: [hlds] Server Key

2009-11-20 Thread shoskins73
I'm assuming that only works if I'm the Lobby Leader?  What happens if I'm
in someone elses Lobby and they start the game, will it take me to my server
while everyone else goes to another server?

Long story short, I had a server for the first 2 months L4D was out and
stopped using it as it was such a PITA to get a Lobby connected to it (at
that time there was no sv_search_key function at all.  This whole setup for
using specific servers is crap, especially when not everyone on your friends
list is in any one particular Steam Group.



On Fri, Nov 20, 2009 at 1:09 PM, Jake Skenna halflife...@gmail.com wrote:

 I'd put the command in an autoexec.cfg so you can get your own server every
 time without having to enter it once you get in game.


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Re: [hlds] Server Key

2009-11-20 Thread shoskins73
you can't just join any server and start playing.

Actually, yes you can, it's called Quick Play and is in the UI for all game
modes.  This is no different than selecting a server from a browser list
(CSS/TF2)...except for one small thing, you don't get to choose which server
you are actually joining.  You can also join a game in progress from the
Game Mode screens, but you can't see ping, who is currently playing, etc,
etc.

The system as it is now, is really flawed.  Has been since they started it
in L4D.  Removing the ability for people to choose the server, see the
status of said server before joining and then not including a UI function in
the Lobby for joining a specific server is a step backwards.  Almost as bad
as MW2 not having dedicated servers at all.


On Fri, Nov 20, 2009 at 3:34 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 This seems like a lot of user error then since all of that stuff works
 for everyone else, or at least works as much as it is supposed to. Why
 doesn't search key work for you? You should investigate that. Why can't
 you actually connect to the server? That also seems like something
 that should be important to figure out.

 The search key and force dedicated servers lets you, as lobby leader,
 specify what servers you want to preference to. If the servers are full
 then you'll go to another server, just like you normally would.

 I don't get what you're not understanding. I should have the direct
 option of choosing a server (mine and my favorites) as well as the
 option of being matched to one. That's exactly what search key and/or
 force dedicated servers does. You specify a server to use, and if it is
 free then you go to it. Your little list of complains all work with
 minimal effort, except the first one which doesn't really make sense
 with the type of environment in L4D/L4D2.

 This isn't TF2 or CSS, you can't just join any server and start playing.
 If you want to do that, then remove your server from the lobby system
 and connect directly via IP. If you want to use a lobby, then use some
 combination of the many server CVARs to make it possible. You can't have
 it both ways, they conflict how eachother work.



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Re: [hlds] Server Key

2009-11-20 Thread shoskins73
I'm going to make the assumption that when searching for Best Available
Dedicated Server from a Lobby that it looks at your Steam Group servers
first, which actually might explain a lot of why I keep getting the same
servers with bad pings.  Guess I'll be leaving the official Left 4 Dead 2
Steam community so it stops going for the servers people have attached to
that group.

On Fri, Nov 20, 2009 at 3:50 PM, shoskins73 shoskin...@gmail.com wrote:

 you can't just join any server and start playing.

 Actually, yes you can, it's called Quick Play and is in the UI for all game
 modes.  This is no different than selecting a server from a browser list
 (CSS/TF2)...except for one small thing, you don't get to choose which server
 you are actually joining.  You can also join a game in progress from the
 Game Mode screens, but you can't see ping, who is currently playing, etc,
 etc.

 The system as it is now, is really flawed.  Has been since they started it
 in L4D.  Removing the ability for people to choose the server, see the
 status of said server before joining and then not including a UI function in
 the Lobby for joining a specific server is a step backwards.  Almost as bad
 as MW2 not having dedicated servers at all.



 On Fri, Nov 20, 2009 at 3:34 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 This seems like a lot of user error then since all of that stuff works
 for everyone else, or at least works as much as it is supposed to. Why
 doesn't search key work for you? You should investigate that. Why can't
 you actually connect to the server? That also seems like something
 that should be important to figure out.

 The search key and force dedicated servers lets you, as lobby leader,
 specify what servers you want to preference to. If the servers are full
 then you'll go to another server, just like you normally would.

 I don't get what you're not understanding. I should have the direct
 option of choosing a server (mine and my favorites) as well as the
 option of being matched to one. That's exactly what search key and/or
 force dedicated servers does. You specify a server to use, and if it is
 free then you go to it. Your little list of complains all work with
 minimal effort, except the first one which doesn't really make sense
 with the type of environment in L4D/L4D2.

 This isn't TF2 or CSS, you can't just join any server and start playing.
 If you want to do that, then remove your server from the lobby system
 and connect directly via IP. If you want to use a lobby, then use some
 combination of the many server CVARs to make it possible. You can't have
 it both ways, they conflict how eachother work.




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Re: [hlds] Server Key

2009-11-20 Thread shoskins73
search_key and dedicated_force_servers.
If you just want to... quick play, use the Quick Play option. Seriously
- how is this difficult to grasp?

How difficult is it for you to grasp that this is not intuitive and does not
tell the player what the ping is to the server before they join?

Using the search_key function is not ideal and is only effective if YOU are
the Lobby Leader and know exactly what server you want to goto and know what
the key and/or IP of that server is?

It is flawed, and has been a complaint on the mailing lists since L4D launch
a year ago. The Steam Group functions and the server lists were added into
the game based on these complaints.  Why you are so defensive over people
not liking the way this currently functions is rather strange.  It doesn't
work very well, and the largest drawback to how it is all setup is that
players cannot see the pings to the servers and select which empty server
with a desired ping they want to join.

and/or they expect things to exist (IE - server browser) that also do not
make
sense within the context of how the game operates.

If the Quick Play option exists, there is no reason the server browser can't
exist.  People could enable the browser via the console in the first game,
but the servers also had to enabled to be joined that way as well.  The
disabling of this function in both games is counter intuitive.

And don't try to be sensationalist and compare this to another game that
is totally unrelated. You just make yourself look stupid.

Actually your attitude and insults just makes you look this way. The
conversation was going just fine till you came here acting all high and
mighty.  If you are fine with how things work, and can't answer peoples
questions and discuss the functionality without the attitude, then move
along and stay out of the conversation.



On Fri, Nov 20, 2009 at 4:20 PM, msleeper mslee...@ismsleeperwrong.comwrote:

 Well, again, if you want to choose what server you are going to, there
 are mechanisms set up for that - search_key and dedicated_force_servers.
 If you just want to... quick play, use the Quick Play option. Seriously
 - how is this difficult to grasp?

 The system is not flawed, people are just trying to use it to do things
 that do not exist within the context of how the game operates, and/or
 they expect things to exist (IE - server browser) that also do not make
 sense within the context of how the game operates.

 And don't try to be sensationalist and compare this to another game that
 is totally unrelated. You just make yourself look stupid.


 On Fri, 2009-11-20 at 15:50 -0800, shoskins73 wrote:
  you can't just join any server and start playing.
 
  Actually, yes you can, it's called Quick Play and is in the UI for all
 game
  modes.  This is no different than selecting a server from a browser list
  (CSS/TF2)...except for one small thing, you don't get to choose which
 server
  you are actually joining.  You can also join a game in progress from the
  Game Mode screens, but you can't see ping, who is currently playing, etc,
  etc.
 
  The system as it is now, is really flawed.  Has been since they started
 it
  in L4D.  Removing the ability for people to choose the server, see the
  status of said server before joining and then not including a UI function
 in
  the Lobby for joining a specific server is a step backwards.  Almost as
 bad
  as MW2 not having dedicated servers at all.
 
 
  On Fri, Nov 20, 2009 at 3:34 PM, msleeper mslee...@ismsleeperwrong.com
 wrote:
 
   This seems like a lot of user error then since all of that stuff works
   for everyone else, or at least works as much as it is supposed to. Why
   doesn't search key work for you? You should investigate that. Why can't
   you actually connect to the server? That also seems like something
   that should be important to figure out.
  
   The search key and force dedicated servers lets you, as lobby leader,
   specify what servers you want to preference to. If the servers are full
   then you'll go to another server, just like you normally would.
  
   I don't get what you're not understanding. I should have the direct
   option of choosing a server (mine and my favorites) as well as the
   option of being matched to one. That's exactly what search key and/or
   force dedicated servers does. You specify a server to use, and if it is
   free then you go to it. Your little list of complains all work with
   minimal effort, except the first one which doesn't really make sense
   with the type of environment in L4D/L4D2.
  
   This isn't TF2 or CSS, you can't just join any server and start
 playing.
   If you want to do that, then remove your server from the lobby system
   and connect directly via IP. If you want to use a lobby, then use some
   combination of the many server CVARs to make it possible. You can't
 have
   it both ways, they conflict how eachother work.
  
  
  
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Re: [hlds] Server Key

2009-11-20 Thread shoskins73
 only want to use it if it's
 free -
 otherwise I'm content joining whatever server I'm matched with
 (when I'm
 lobby leader).
  
   I can bind shortcuts.  I can set launch options.  I can get on
 my
 server which isn't functioning as it should.
   But I should have the direct option of choosing a server (mine
 and my
 favorites) as well as the option of being matched to one.
  
   It's not rocket science.  I shouldn't have to jump through ANY
 hoops
 to:
  
   Open the game, get directly (no lobby screen) to my server or a
 favorite server, if available.
   Open the game, make a lobby, tell it to use my server or a
 favorite
 server, if available.
   Open the game, make a lobby, tell it to match me to an
 available
 server.
  
  
From: mu...@anbservers.net
To: hlds@list.valvesoftware.com
Date: Fri, 20 Nov 2009 17:54:12 -0500
Subject: Re: [hlds] Server Key
   
Add +sv_search_key key to launch options
   
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
 Johan
 Andersson
Sent: Friday, November 20, 2009 5:04 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Server Key
   
bind F8 mm_dedicated_force_servers IPADRESS
   
Press F8 before starting the search for a server.
   
Couldn't be any easier tbh.
   
--
From: Blood Letter bw_bloodlet...@hotmail.com
Sent: Friday, November 20, 2009 10:41 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Server Key
   

 Terrible solution.
 Nothing bugs me more than being a member of a bunch of
 pointless
 steam
 groups.
 (Well, automagically being joined to random steam groups
 for no
 reaosn
 bugs me a lot too.)

 I don't want that crap cluttering up my friends list.
 I don't want shitty updates about your steam group has an
 event in
 5
 minutes! popping up all the time.

 I shouldn't have to put up with that crap to maintain a
 list of
 servers I
 like.
 This is what server favorites was for.

 Would love to see the following:

 - An extra button on the UI - Favorite Servers
 - A Favorite Servers page which lists servers you have
 tagged as
 favorite, their ping, map, player count, game mode, and
 lobby
 status.
 - Ability to select a server from the list and remove it
 from your
 favorites or connect to it (if lobby restrictions and
 player count
 allow).
 - A UI button to add server to favorites.  Show it on the
 server
 info
 popup in game.

 I'm not even asking for a full server browser - just a
 favorite's
 list.



 From: matthew.j.gottl...@gmail.com
 Date: Fri, 20 Nov 2009 15:32:03 -0600
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Server Key

 Make a steam group called Joebob's L4D Servers and
 invite
 everyone.


 On Fri, Nov 20, 2009 at 3:25 PM, shoskins73 
 shoskin...@gmail.com
 wrote:
  I'm assuming that only works if I'm the Lobby Leader?
  What
 happens if
  I'm
  in someone elses Lobby and they start the game, will it
 take me
 to my
  server
  while everyone else goes to another server?
 
  Long story short, I had a server for the first 2 months
 L4D was
 out and
  stopped using it as it was such a PITA to get a Lobby
 connected
 to it
  (at
  that time there was no sv_search_key function at all.
  This
 whole setup
   
  for
  using specific servers is crap, especially when not
 everyone on
 your
  friends
  list is in any one particular Steam Group.
 
 
 
  On Fri, Nov 20, 2009 at 1:09 PM, Jake Skenna 
 halflife...@gmail.com
  wrote:
 
  I'd put the command in an autoexec.cfg so you can get
 your own
 server
  every
  time without having to enter it once you get in game.
 
 
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Re: [hlds] Left 4 Dead 2 Dedicated Server Available

2009-11-16 Thread shoskins73
From L4D2 Community chat.

mikeblas: We've found a crashing bug at the last moment.
mikeblas: We think it's fixed, but aren't sure, and are testing.
mikeblas: We'll release the game when we're sure we have a fix.


They are testing...
http://steamcommunity.com/groups/Valve/members


On Mon, Nov 16, 2009 at 9:55 PM, Eric Pan mahzorim...@gmail.com wrote:

 Game hasn't been released yet, and probably won't be until tomorrow.

 On Mon, Nov 16, 2009 at 11:51 PM, Steven Sumichrast packh...@gmail.com
 wrote:



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Re: [hlds] Left 4 Dead 2 Dedicated Server Available

2009-11-16 Thread shoskins73
Client has been released.

L4D2 Community in Steam

On Mon, Nov 16, 2009 at 10:10 PM, gulfy32 gulf...@gmail.com wrote:

 Where is this L4D2 community chat?

 On Tue, Nov 17, 2009 at 12:05 AM, Stephen Yates syate...@cfl.rr.com
 wrote:


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Re: [hlds] Left 4 Dead Update Available

2008-12-05 Thread shoskins73
I agree with both sides of this.  As the implementation is now, Versus
needed to be locked to Normal.

But

a) Difficulty for Versus should be a Game Setting selectable in the Lobby.

b) With this would need some tuning to the scoring.  Survivors need to get
points based on how far long they get in a level, and as the difficulty is
raised, those points need to be multiplied to compensate for the ramped up
Infected damage output.

Also need a Versus Campaign mode that doesn't alternate the players after
every map.  I don't want to go up against a crappy team of Survivors, wipe
them out in under 3 minutes and then have to play as a Survivor for the next
15 minutes, when all I really want to do is play as Infected. If the
Survivors get wiped out, their score should reflect this, but the next map
in campaign loads and you carry on to destroy them again.

Sean


On Fri, Dec 5, 2008 at 11:09 AM, Saint K. [EMAIL PROTECTED] wrote:

 I still can't see why you would remove the possibility. The game is mostly
 (at least in our community) being played with *friends*. Why can't they
 decide if they want a harder game?

 Isn't the point of VS mode to get, ultimately, slaughterd? Why els would
 you
 have a distance meter? Get as far as possible, until you die.

 Expert mode were are you?

 (maybe here is a job for sourcemod, lets rebuild L4D to our wishes :0)

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
 Sent: Friday, December 05, 2008 7:59 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead Update Available

 It's a pretty close answer to a number of the ones that people have brought
 up here.

 The game was built to play against other people, not fight the horde and
 fight other real people. Its also nearly impossible for players to know
 what
 kind of experience they are going to be getting into.



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of P1cwh0r3
 Sent: Friday, December 05, 2008 7:11 AM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Left 4 Dead Update Available

 C-mon folks. As if reactions like that are going to help.

 Jason / Valve,

 What was the main point behind Valve locking the difficulty?

 Same question... 2 different ways of asking.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Coldorak
 Sent: Saturday, 6 December 2008 12:53 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Left 4 Dead Update Available

 - Versus mode is now locked to Normal difficulty -- are you stupid?!
 What the hell is that? We can't set the difficulty we want?

 Cold




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Re: [hlds] L4D working server.cfg for Public server

2008-11-26 Thread shoskins73
Damien, I can't speak for the voice cvars, they were in there by default,
and is irrelevant with getting an L4D server working properly anyways.

You are mistaken on  mp_disable_autokick  usage is NOT userid  it IS 0 or
1, and does exactly what I said it does.  Check the cvar list for
definition.

Sean



On Wed, Nov 26, 2008 at 4:20 AM, Damien Tombs [EMAIL PROTECTED]wrote:



 I was quite interested in these two, thinking I could get better quality
 from ingame comms:
 sv_voicequality 5sv_voicecodec vaudio_speex

 But unfortunately they don't appear to exist when I put them in the hlsw
 console :( Much like the min/max updaterate, unlag/maxunlag ones you wrote.

 Also:
 Usage: mp_disable_autokick userid
 So I don't think putting '1' there will give you the results you think it
 will.




  Date: Tue, 25 Nov 2008 18:41:36 -0800 From: [EMAIL PROTECTED] To:
 hlds@list.valvesoftware.com Subject: [hlds] L4D working server.cfg for
 Public server  Hi folks, seems a lot of negativity going around, figured
 I'd post something that may help a few. And if Valve by some chance haven't
 already figured out the problem and are working towards a fix for the
 problem I outline below, this just might help them as well.  Below is a
 server.cfg (with notes added) that I am currently running without issue on
 my Public server. It allows Lobby connections to find the server,
 regardless of game mode and the server will load the proper map, game mode
 and set # of players all correctly. Also allows connection to the server
 via Server Browser. Players changing the game settings via the Call A Vote
 function will not effectively break the server if they change it from
 Versus mode to Campaign (see Answer below).  Copy and paste the below
 server.cfg, define the hostname and rcon_password, set the mapcycle.txt
 file and you should have a working public server. I'm not convinced the
 mapcycle.txt couldn't just be empty, as the server still loaded a Campaign
 from a Lobby when the mapname wasn't listed.  Q. How do I setup a server
 with a specified to Campaign or Versus only?  A. That would be controlled
 by the cvar director_no_human_zombies (0 = Versus, 1= Campaign), however
 currently Lobby connections looking for a Campaign will connect to Versus
 servers and change the server settings based upon the Lobby Game Settings.
 However the Lobby Connection does not seem to change the cvar
 director_no_human_zombies, which results in the server running as 4/8
 players and AI Infected will not spawn for that campaign. This can also be
 broken via the Call A Vote function if Versus is defined in the server.cfg
 and Campaign mode is called by vote.  This server.cfg is intended to allow
 the Lobby Game Settings defined by the players to control what the server
 does for them.  Hope this helps some folks. Good luck.  Sean (Puscifer
 on Steam) 
 - //
 server.cfg  hostname Left 4 Dead Server  rcon_password   // Defines
 Rcon password  exec banned_user.cfg exec banned_ip.cfg  // sv_password
   // Define this if you want to prevent Lobby Connections. Only thos
 ewith the password can join with this defined. // z_difficulty Hard // Do
 not enable this unless server is locked from Lobby Connections or will be
 micromanaged // director_no_human_zombies 0 // Do not enable this unless
 server is locked from Lobby Connections or will be micromanaged 
 sv_allow_lobby_connect_only 0 // 0 allows connection via Server Browser
 sv_steamgroup   // Steam Group # is available on the Group Admin page in
 Steam Community sv_steamgroup_exclusive 0 // 1 would restrict server
 connection to only your defined Steam Group.  mp_disable_autokick 1 //
 Player using Take A Break function to go idle they won't be kicked
 sv_cheats 0 sv_consistency 1 sv_contact sv_downloadurl  sv_voiceenable
 1 sv_alltalk 0 sv_voicequality 5 sv_voicecodec vaudio_speex  sv_region
 1 sv_maxupdaterate 120 sv_minupdaterate 20 sv_unlag 1 sv_maxunlag .5 
 sv_log_onefile 0 sv_logbans 1  setmaster add 68.142.72.250:27011
 setmaster add 72.165.61.189:27011 
 - //
 mapcycle.txt  l4d_vs_farm01_hilltop l4d_vs_hospital01_apartment
 l4d_airport01_greenhouse l4d_smalltown01_caves l4d_hospital01_apartment
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Re: [hlds] L4D working server.cfg for Public server

2008-11-26 Thread shoskins73
Well, what would make sense then is that it accepts 0/1, or a specific
userid.

I'll have to check into this.  It functioned as I described on CSS/DoDs when
I had servers for those.

Sean


On Wed, Nov 26, 2008 at 9:07 AM, 1nsane [EMAIL PROTECTED] wrote:

 I have a plugin which uses that cvar to disable autokick for admins, it
 does
 use a user id.

 mp_disable_autokick
  game
  - Prevents a userid from being auto-kicked
 Usage: mp_disable_autokick userid


 On Wed, Nov 26, 2008 at 11:48 AM, shoskins73 [EMAIL PROTECTED] wrote:

  Damien, I can't speak for the voice cvars, they were in there by default,
  and is irrelevant with getting an L4D server working properly anyways.
 
  You are mistaken on  mp_disable_autokick  usage is NOT userid  it IS 0
 or
  1, and does exactly what I said it does.  Check the cvar list for
  definition.
 
  Sean
 
 
 
  On Wed, Nov 26, 2008 at 4:20 AM, Damien Tombs [EMAIL PROTECTED]
  wrote:
 
  
  
   I was quite interested in these two, thinking I could get better
 quality
   from ingame comms:
   sv_voicequality 5sv_voicecodec vaudio_speex
  
   But unfortunately they don't appear to exist when I put them in the
 hlsw
   console :( Much like the min/max updaterate, unlag/maxunlag ones you
  wrote.
  
   Also:
   Usage: mp_disable_autokick userid
   So I don't think putting '1' there will give you the results you think
 it
   will.
  
  
  
  
Date: Tue, 25 Nov 2008 18:41:36 -0800 From: [EMAIL PROTECTED]
 To:
   hlds@list.valvesoftware.com Subject: [hlds] L4D working server.cfg
 for
   Public server  Hi folks, seems a lot of negativity going around,
  figured
   I'd post something that may help a few. And if Valve by some chance
  haven't
   already figured out the problem and are working towards a fix for the
   problem I outline below, this just might help them as well.  Below
 is
  a
   server.cfg (with notes added) that I am currently running without
 issue
  on
   my Public server. It allows Lobby connections to find the server,
   regardless of game mode and the server will load the proper map, game
  mode
   and set # of players all correctly. Also allows connection to the
 server
   via Server Browser. Players changing the game settings via the Call A
  Vote
   function will not effectively break the server if they change it
 from
   Versus mode to Campaign (see Answer below).  Copy and paste the
 below
   server.cfg, define the hostname and rcon_password, set the
 mapcycle.txt
   file and you should have a working public server. I'm not convinced
 the
   mapcycle.txt couldn't just be empty, as the server still loaded a
  Campaign
   from a Lobby when the mapname wasn't listed.  Q. How do I setup a
  server
   with a specified to Campaign or Versus only?  A. That would be
  controlled
   by the cvar director_no_human_zombies (0 = Versus, 1= Campaign),
 however
   currently Lobby connections looking for a Campaign will connect to
  Versus
   servers and change the server settings based upon the Lobby Game
  Settings.
   However the Lobby Connection does not seem to change the cvar
   director_no_human_zombies, which results in the server running as 4/8
   players and AI Infected will not spawn for that campaign. This can
 also
  be
   broken via the Call A Vote function if Versus is defined in the
  server.cfg
   and Campaign mode is called by vote.  This server.cfg is intended to
  allow
   the Lobby Game Settings defined by the players to control what the
  server
   does for them.  Hope this helps some folks. Good luck.  Sean
  (Puscifer
   on Steam) 
   -
 //
   server.cfg  hostname Left 4 Dead Server  rcon_password   //
  Defines
   Rcon password  exec banned_user.cfg exec banned_ip.cfg  //
  sv_password
 // Define this if you want to prevent Lobby Connections. Only thos
   ewith the password can join with this defined. // z_difficulty Hard //
  Do
   not enable this unless server is locked from Lobby Connections or will
  be
   micromanaged // director_no_human_zombies 0 // Do not enable this
 unless
   server is locked from Lobby Connections or will be micromanaged 
   sv_allow_lobby_connect_only 0 // 0 allows connection via Server
 Browser
   sv_steamgroup   // Steam Group # is available on the Group Admin page
  in
   Steam Community sv_steamgroup_exclusive 0 // 1 would restrict server
   connection to only your defined Steam Group.  mp_disable_autokick 1
 //
   Player using Take A Break function to go idle they won't be kicked
   sv_cheats 0 sv_consistency 1 sv_contact sv_downloadurl 
  sv_voiceenable
   1 sv_alltalk 0 sv_voicequality 5 sv_voicecodec vaudio_speex 
  sv_region
   1 sv_maxupdaterate 120 sv_minupdaterate 20 sv_unlag 1 sv_maxunlag
 .5
  
   sv_log_onefile 0 sv_logbans 1  setmaster add 68.142.72.250:27011
   setmaster add 72.165.61.189:27011 
   -
 //
   mapcycle.txt  l4d_vs_farm01_hilltop

Re: [hlds] L4D working server.cfg for Public server

2008-11-26 Thread shoskins73
Richard - Most of the CVars listed in the first e-mail are either
unnecessary or incorrectly set. 

So rather than telling everyone that they are all incorrectly set, tell us
WHAT is incorrectly set, because you've provided absolutely no help
whatsoever other than to criticize without explanation.

Richard - some of the settings would need to be changed per server.

Like what? Thanks again for criticizing without explanation.  The only 2
things that NEED to be defined per server I mentioned in the email,
rcon_password and hostname.  And I specifically mentioned that in my email.

Richard - didn't even document 2/3 of what he
listed in there, and even at that, some of it is documented incorrectly, and
some of the settings would need to be changed per server.  sv_maxupdaterate
120...LOL.

Basically everything after the sv_steamgroup cvars were set by default by
Gameservers.com.  And the reason I didn't add explanations to every cvar is
because they are all available in the cvar list, or on just about any
website that has info about HLDS.  I added my own descriptions for cvars
that effect the way the L4D server functions due to problems with the
design.  Again, what is documented incorrectly?

Richard, If I can offer you one piece of advice, don't bother telling people
they are wrong when you don't back it up with explanation. Nobody will
listen to you.

Take Insanes email...at least his was helpful to people.  Fact is you could
delete most of what is in my server.cfg and the server will work.

For the obtuse out there...the gist of my server.cfg and preceding
explanations was to outline what was causing servers to break and what
server.cfg setup does work, for me. I figured this out because I took the
time to figure out what was causing the server to break...which NOBODY in
these lists had done to this point.  INstead folks like you focusing on
bitching and whining and not helping anyone.

Sean
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Re: [hlds] L4D working server.cfg for Public server

2008-11-26 Thread shoskins73
But other than that, is there any reason at all to include z_difficulty in
a server.cfg?

If you let the Lobby System do the leg work (like you should, private or
Group Exclusive servers included), there is no reason to set z_difficulty.

Correct. That was one of the things some people were and probably still are
trying to specify in the server.cfg, and is why I specifically commented it
out (with explanation).  However, there is no reason a private server that
is not using Lobby connections couldn't enable and define the z_difficulty
if they wanted to.  Just don't leave it in there for public, Lobby
connections is my recommendation.

Sean


On Wed, Nov 26, 2008 at 4:13 PM, msleeper [EMAIL PROTECTED] wrote:

 Not really, no. You could put it in an autoexec.cfg if you want it to
 start at a certain difficulty, but people can still vote it away.
 Setting z_difficulty in the server.cfg does cause the mapchange problem
 since server.cfg is executed on every map load.

 If you let the Lobby System do the leg work (like you should, private or
 Group Exclusive servers included), there is no reason to set
 z_difficulty.

 On Wed, 2008-11-26 at 16:04 -0800, Essobie wrote:
  This is probably all you need in a server.cfg for L4D. My guess is that
 the vast majority of people finding servers that either pay no attention to
 what difficulty setting their Lobby is set to, or worse, start a game at one
 difficulty and change to another difficulty on map change is the result of
 people including z_difficulty in their server.cfg files.
 
  Obviously if you want to ruin the Versus mode of the game by changing
 this variable to something other than Normal, you'll need to include that
 difficulty somewhere. But other than that, is there any reason at all to
 include z_difficulty in a server.cfg?
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of 1nsane
  Sent: Wednesday, November 26, 2008 5:22 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] L4D working server.cfg for Public server
 
  Here is the complete server.cfg that I am using for my server:
 
  hostname name
  rcon_password rconpass
  sv_steamgroup #
 
  It works just fine and is full most of the time.
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Re: [hlds] How about some server instructions and server.cfg files?

2008-11-25 Thread shoskins73
Hey Mike, and everyone else defending the lack of documentation...

All of those things that you just responded with answers for...were all
figured out by admins, not you, nor Valve.  Valve changed how the server
setup works for Left 4 Dead when it has been essentially the same for 10
years or so with their MP games.  A little heads up on how to setup properly
would have been nice.

You know like telling us things like  director_no_human_zombies  set in the
server.cfg will have adverse effects as they did not intend for people to
setup servers with specific game modes.  This cvar alone causes all sorts of
issues if you try to force the server to go into Versus mode as players will
still be able to connect from a Lobby even if they are playing Campaign.

Or that setting z_difficulty  should also not be used in the server.cfg
either and is irrelevant when players connect from Lobbies with specified
difficulty setting anyways. And that if the difficulty gets voted on to
change in the game, once the map change, it will revert back to the default
difficulty, messing with peoples Achievements and the game overall.

The list goes on.  A simple short guide/explanation by Valve would have been
really easy to get out to the community and would have prevented sooo much
frustration with Admins and Game server hosting companies.

Sean


On Tue, Nov 25, 2008 at 1:04 PM, Mike O'Laughlen [EMAIL PROTECTED]wrote:

 Inline responses.

  What about maplists and map cycles?  Or mission cycles?

 Typically you should drive the cycle of maps on the server based on the
 lobby system and restrict your dedicated server search using sv_search_key
 cvar.  This is good if you want to create a public lobby but use your
 dedicated server.  If you're finished playing and want to let others find
 your dedicated server you can disable it by clearing the sv_search_key cvar
 via rcon (e.g. rcon sv_search_key ).

  What about switching between versus and coop maps?
  Why is my server currently on a versus map, when I only have coop maps
  in the maplist, and it starts on the hospital coop mission (via command
  line)?

 Again it should be controlled by the lobby system, but if you joined and
 want to switch maps as an admin use the changelevel command.

 For a versus map:

 rcon changelevel l4d_vs_farm01_hilltop

 For a coop map:

 rcon changelevel l4d_hospital01_apartment

 Notice the coop maps don't have _vs_ in the name.  If you're interested in
 the complete list of maps start typing the changelevel command to let the
 console autocomplete with the available maps.  Once you've found the
 desired
 map, prepend the command with rcon and you're good to go.

  There is no way for users to vote for a different map type in the gui.
  There should be.  (Then there should be an option for server admins to
  restrict their servers to a specific type or not.)

 Wy?? Lobby system should dictate the gamemode.

  What about controlling team balance between survivors and zombies in a
  versus map?  Too many times I've seen it be 4 survivors vs 2 infected.
  What about controlling the behavior of the director, the hitbox values,
  the max number of infected spawned at any given time, etc.?

 I've seen a good strategy for evening team skill.  Change the difficulty
 when the stronger team is playing as survivors.  This can be done using the
 z_difficulty cvar.  There are other z_* commands that affect the zombies,
 but I haven't used them.

  My server is up and running fine, except for it randomly switching to
  versus maps when I want coop only.

 So you're fatal flaw here is that you're doing it wrong.  Valve wants
 everyone to use the lobby system.  I know that the steam group server
 concept doesn't reflect that, but if you're looking to kick start your
 server try creating a public lobby and using the sv_search_key cvar.  If
 that's not the approach use the changelevel command when you're connected
 to
 the server.
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Re: [hlds] How about some server instructions and server.cfg files?

2008-11-25 Thread shoskins73
http://forums.srcds.com/viewtopic/8879  That link is useless and provides no
answers, only the same questions that everyone else is asking.

As I just mentioned in my previous post.  Despite what settings you add to
the server.cfg or how you edit the mapcycle file, Lobby players with
Campaign selected can and will still find your server to connect to, even if
you think you have it setup as Versus only.

The result of this is the server shows 4/8 players on the server and no AI
infected will ever spawn (except the Witch)...unless the server admin is
micromanaging and can set the cvar to 0 for them.  Not to mention the effect
it has on the Call A Vote function.


 2) The majority of the population probably prefers playing with their
 friends.  These are the people that may not belong to a steam group or
 community such as yours, so allowing them to choose the campaign/versus
mode
 and connecting to a server is a good approach.  The caveat is that the
 admins of public servers lose control to the lobby system.

Yea I think we all get that now...but no thanks to Valve for making it clear
what they intended...BEFORE the game was released.

But I can't even join my own server from a Lobby with friends, or select a
specific server for us to join from the Lobby.  We finish a map on my
server, go back to the Lobby, change campaigns, Start Game...and then we end
up on another server.

Using sv_search_key is buggy, and a pain in the ass to get everyone to
cooperate, let alone have them all get the command right.

This also requires the admin to be playing and micromanaging, as putting
this string in the server.cfg will pretty much mean that your server is
always empty.

Sean


On Tue, Nov 25, 2008 at 1:31 PM, Mike O'Laughlen [EMAIL PROTECTED]wrote:

 
  I may want to set up co-op only because my testing has found that co-op
  only requires less CPU and/or RAM resources.


 This will probably need to be addressed in a patch, but I found this thread
 that discusses restricting the server to versus maps:

 http://forums.srcds.com/viewtopic/8879

 In addition, why would a lobby (I'm still unclear what a lobby is
 supposed
  to do that a decent server browser can't) want to connect to a server
 that
  doesn't want the traffic?


 The whole approach to the game was to allow the players to control the
 dynamics of their sessions. TF2 and other games in the past were geared
 towards the server admins. L4D lobbies solve a lot of issues.

 1) The game isn't as fun if you are on an empty server (e.g. popping the
 server).
 2) The majority of the population probably prefers playing with their
 friends.  These are the people that may not belong to a steam group or
 community such as yours, so allowing them to choose the campaign/versus
 mode
 and connecting to a server is a good approach.  The caveat is that the
 admins of public servers lose control to the lobby system.

 So if you wish to restrict your server to coop, make it a private/steam
 group only server.  Good luck with trying with getting it to pop though
 (unless you have a strong community).

 Granted Valve could have accommodated the admins more, but that's typically
 why admin mods are created.  I would say in the next couple of weeks look
 for a L4D version of Beetles_mod (http://www.beetlesmod.com/comm/) or
 Mani's
 admin mod (http://www.mani-admin-plugin.com/).
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Re: [hlds] How about some server instructions and server.cfg files?

2008-11-25 Thread shoskins73
So because it's by design means we can't point out bugs and functionality
problems with the design?

Because it's by design means can't get the system adjusted so that it
works for everyone and allow admins to set up servers with specific game
modes like they have been able to do for all their games in the past?

Sean


On Tue, Nov 25, 2008 at 2:38 PM, msleeper [EMAIL PROTECTED] wrote:

 It's by design, because it's not an accident? It's by design, because of
 exactly what you said? It's not like there are CVARs that control it's
 usage that aren't working. If it was designed to be allowed to do those
 things, there would be options to set.

 I say it's by design because of *drum roll* common sense and logical
 reasoning.

 On Tue, 2008-11-25 at 14:27 -0800, Blood Letter wrote:
  Who are you to say that it's by design?  Did you design it?  Were you in
 on the meetings?
 
  The fact that you can change to a different mission implies that the
 lobby system is NOT intended to lock the server into a particular
 map/mission.
  Yet the fact that you CAN'T change to a different game type implies the
 lobby system IS intended to lock the server into a particular game type.
 
  The ONLY reason I can see for this being that case is that if a vote were
 called to switch from versus to coop, up to 4 players would potentially be
 booted.
  The easy way around this problem (and it looks like this is the path that
 Valve took) is to simply disallow game mode switching.
 
 
   From: [EMAIL PROTECTED]
   To: hlds@list.valvesoftware.com
   Date: Tue, 25 Nov 2008 16:07:39 -0500
   Subject: Re: [hlds] How about some server instructions and server.cfg
 files?
  
   These have been addressed before. I'll go warm up a thread on srcds for
   you.
  
How do I make my server coop or versus only?
If I can't do that, is it by design, or is it a bug/omission?
   You cannot; it is by design. The Lobby system handles map decision
 making. It is somewhat possible to control this by removing the specific BSP
 files, but this really isn't doing what you want - the Lobby System tells
 your server to change to X map; it can't find it so it errors out and sends
 the players elsewhere. This results in having Coop or Versus only play, but
 is again a huge hack.
  
How can I switch modes (by calling a vote) in game?
If I can't do that, is it by design, or is it a bug/omission?
  
   Not sure what this has to do with Dedicated Server management, it
 sounds like more of a question for the Steam Forums. But again - you cannot
 and it is also by design, again because of the Lobby. You started a Coop
 game, so you will have to leave find a Versus lobby to play a Versus game.
  
  
   On Tue, 2008-11-25 at 12:55 -0800, Blood Letter wrote:
Ideally, documentation is due before the release of a product.
Valve's track record is not an excuse, it's a shame.
   
I have problems, I've posted them here, and in other places.
They don't get answered, they go ignored, because no one has an
 answer.
   
How do I make my server coop or versus only?
If I can't do that, is it by design, or is it a bug/omission?
   
How can I switch modes (by calling a vote) in game?
If I can't do that, is it by design, or is it a bug/omission?
   
 From: [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Date: Tue, 25 Nov 2008 15:48:42 -0500
 Subject: Re: [hlds] How about some server instructions and
 server.cfg files?

 I'm not defending it, I just think it's absurd to be freaking out,
 up in
 arms about not having it. The game has been out for what, 2 weeks?
 Has
 Valve EVER had 100% documentation after release?

 The people who can't seem to get their stuff working seem to be in
 the
 minority. If you have problems, email them here, and put notes on a
 wiki
 or a forum somewhere until Valved EVENTUALLY documents things.

 On Tue, 2008-11-25 at 12:31 -0800, Blood Letter wrote:
  I honestly can't believe the people defending the lack of
 documentation.
  This kind of behavior is unheard of in software development.
 
  I don't care if running a server was as simple as:
 
  1:  Download this file.
  2:  Run it.
 
  Documentation is a fundamental requirement for any programming
 project.
  Anyone who says otherwise is wrong.  I hope you don't have jobs
 in the industry, and I pray no accredited university has awarded you a
 degree in the field.
 
   From: [EMAIL PROTECTED]
   To: hlds@list.valvesoftware.com
   Date: Tue, 25 Nov 2008 14:55:41 -0500
   Subject: Re: [hlds] How about some server instructions and
 server.cfg files?
  
   Seconding. It has more or less been the community's place in
 the past to
   explore options that are outside the box, and I don't see why
 L4D is or
   should be any different.
  
   Want documentation? Play with CVARs and throw you findings up
 on
   srcds.com or 

Re: [hlds] How about some server instructions and server.cfg files?

2008-11-25 Thread shoskins73
 You can bitch and complain and whine but nothing will happen. Shut off
your
 servers or make them all private so no from the lobby can join. If you
don't
 take down your server, then you're not even standing up for what you're
 blurting out over and over like an idiot.

While I don't agree with throwing a tantrum and threatening to shut down a
server and never buy a Valve game...your comments are no better.  Most
people will have rented servers.  We still have 3 weeks left on the first
month of service.  So just shutting down the server may not be an option.


 The fact is, the lobby is what valved wanted for the game. It stiffs
server
 administrators that own servers and want to build a community around their
 servers. This isn't going to change from the looks of it, so instead of
 talking about, do something about it.

Fact is, Valve have already publicly stated (when the demo was out) and
again by Chet Faliszek that they are aware of the issues, they are working
to implement the Server Browser and surrounding functionality back into the
game while maintaining the Lobby system.  So your statement here is in-fact
incorrect.  Do they want to use the Lobby system, yes.  Do they want to
stiff Server admins and the community overall?  No.

 I like the game, I have my server and I can join it whenever I feel like
it
 within 10 minutes.

a) Why would it take you 10 minutes to join your server?

b) If it takes that long to get a game going, wouldn't you rather provide
useful feedback for them to streamline that process so it takes less than a
minute (like it should) ?

Bottomline here is, some people need to shut their pie-holes and let people
explain their issues and suggestions without someone jumping all over them
telling them it's by design or shut down your server if you don't like
it.

If you don't want to contribute feedback or help maturely then just don't
post.

Sean


On Tue, Nov 25, 2008 at 3:04 PM, J T [EMAIL PROTECTED] wrote:

 Don't threaten to take down your server, do it. You're not bitching or
 whining about it. You're trolling and going on and on and not actually
 doing
 anything but blowing hot air. The less servers there are to play on, the
 harder it will be for people to play and then Valve with be hit with
 complaints after complaints and even charge backs. That's what YOU need to
 do.

 You can bitch and complain and whine but nothing will happen. Shut off your
 servers or make them all private so no from the lobby can join. If you
 don't
 take down your server, then you're not even standing up for what you're
 blurting out over and over like an idiot.

 The fact is, the lobby is what valved wanted for the game. It stiffs server
 administrators that own servers and want to build a community around their
 servers. This isn't going to change from the looks of it, so instead of
 talking about, do something about it.

 I like the game, I have my server and I can join it whenever I feel like it
 within 10 minutes.

 On Tue, Nov 25, 2008 at 2:39 PM, Blood Letter [EMAIL PROTECTED]
 wrote:

 
  I KNOW I can't.
 
  People here say if you need help, just read the mailing list, look at
 the
  forums.  I say I have, and there's some basic stuff that is simply
  impossible, by design or by flaw.
  People defending Valve's lack of documentation and support do nothing but
  stick their fingers in their ears and repeat if you need help, just read
  the mailing list, look at the forums.
 
  I point out obvious flaws or omissions or behavioral oddities, and people
  ignore them.  Some people will respond and say the lobby controls that
 or
  you can't.
 
  If Valve's answer is you can't (without a good reason) for some basic
  functions, my server is going down, and I will never buy another Valve
 game.
  If Valve continues to ignore server operators, my server is going down,
 and
  I will never buy another Valve game.
 
  Valve basically has free labor, hosting, and marketing for their games.
   They are dependent on us, NOT the other way around.
  And yes, I will continue to bitch and whine and moan about it.
 
   From: [EMAIL PROTECTED]
   To: hlds@list.valvesoftware.com
   Date: Tue, 25 Nov 2008 17:26:15 -0500
   Subject: Re: [hlds] How about some server instructions and server.cfg
  files?
  
   I want USERS to be able to change between coop and versus maps.
   You can't.
  
   If this is not possible, I want to restrict my server to coop only.
   You can't.
  
   On Tue, 2008-11-25 at 14:21 -0800, Blood Letter wrote:
You can't drive the cycle of maps on the server based on the lobby
  system - you have no control over that.
I want my server to be public at all times, so I won't be using using
  sv_search_key.
   
I know how to change the map via rcon, I want USERS to be able to
  change between coop and versus maps.
If this is not possible, I want to restrict my server to coop only.
   
The lobby system should dictate the game mode, sure.  But if I don't
  want hat game mode 

Re: [hlds] Lame Bitching (a.k.a. Re: How about some server instructions and server.cfg)

2008-11-25 Thread shoskins73
Funny how you guys are the ones telling others to shut up about this...yet
you are the ones that started a new thread, childishly renamed it and are
STILL harping on about it.

If you don't want to help solve problems, or provide feedback on problems so
they can be fixed, then stop posting.

The same goes for the folks that are excessively ranting/whining on the
server functionality shortfalls and not being constructive with their
criticisms.

Sean


On Tue, Nov 25, 2008 at 3:28 PM, msleeper [EMAIL PROTECTED] wrote:

 Thank you.

 http://www.msleeper.com/files/hi5.gif

 On Tue, 2008-11-25 at 17:19 -0600, Matthew Gottlieb wrote:
  Documentation for Source Dedicated Server has always been bad.
  What makes you think that valve is hiding something?
  If you need help, talk to the community.  Both this listserv and
  srcds.comare great tools.
 
  Get used to it.  Documentation is bad.  Releases are never smooth.
  Plugins
  break.
 
  Do you know of another Dedicated Server community that has better
 official
  documentation?  Because it's not any better for CoD4 or UT2k4 or Quake3.
 
  ~ Matt
 
  On Tue, Nov 25, 2008 at 2:48 PM, Karl Weckstrom [EMAIL PROTECTED]
 wrote:
 
   It isn't my job to start a wiki page or write valve's documentation.
 It's
   THEIR job. Not ours. To defend their lack of documentation is simply
 absurd.
  
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:
   [EMAIL PROTECTED] On Behalf Of Mike O'Laughlen
   Sent: Tuesday, November 25, 2008 1:57 PM
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Lame Bitching (a.k.a. Re: How about some server
   instructions and server.cfg)
  
   Yeah this thread has become unhelpful to anyone but yourself.  I don't
 even
   see what your problem is except complaining that the Internets aren't
   structured enough for you.
  
   Furthermore, some of these new cvars such as sv_steamgroup and
   sv_steamgroup_exclusive were added to the product just before release,
 so
   any documentation would have be kept up to date.  Admins are typically
   technically savvy and able to google for this information.  And the
   attitude
   that you need to be compensated to create the appropriate documentation
 is
   bollocks.
  
   Here's a document on all the cvars (sans sv_steamgroup)
   http://www.left4dead411.com/l4d_cvar_list.pdf
  
   If that doesn't help, start a wiki page for l4d cvars/guide.  You can
 even
   add a link from the Valve developer wiki (not sure if it's the
 appropriate
   wiki since its geared towards the SDK devs... but whatever):
  
   http://developer.valvesoftware.com/wiki/Left_4_dead
  
  
  
 I'm *not* supporting L4D until Valve gets their act together. I
 made
   the
 decision a day or two after release and numerous frustrating
 attempts
   to
get
 it behaving the way I wanted.

 To say If you can't figure it out, then you shouldn't be a server
 operator doesn't carry *ANY* weight with me. That's simply a
 childish
jab
 at best and an excuse for valve at worst.

 There is no substitute for proper documentation. ---Read that. Now
   read
it
 again. Keep reading it until you understand what it means.

 Everyone on this list should be *EXPECTING* proper documentation
 for
   this
 product. Not begging for it or relying on the few people who
 managed to
 kinda-sorta figure it out. It's half-assed, and I expect better
 from
Valve.
 I blindly believed that Valve would do right by server ops. I won't
blindly
 believe that anymore.

 Call me a whiner. Call me an attention-craver. I don't care. I
 *will*
voice
 my opinion if I feel strongly enough about it.
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[hlds] L4D working server.cfg for Public server

2008-11-25 Thread shoskins73
Hi folks, seems a lot of negativity going around, figured I'd post something
that may help a few. And if Valve by some chance haven't already figured out
the problem and are working towards a fix for the problem I outline below,
this just might help them as well.

Below is a server.cfg (with notes added) that I am currently running without
issue on my Public server.
It allows Lobby connections to find the server, regardless of game mode and
the server will load the proper map, game mode and set # of players all
correctly.  Also allows connection to the server via Server Browser.
Players changing the game settings via the Call A Vote function will not
effectively break the server if they change it from Versus mode to
Campaign (see Answer below).

Copy and paste the below server.cfg, define the hostname and rcon_password,
set the mapcycle.txt file and you should have a working public server.
I'm not convinced the mapcycle.txt couldn't just be empty, as the server
still loaded a Campaign from a Lobby when the mapname wasn't listed.

Q. How do I setup a server with a specified to Campaign or Versus only?

A. That would be controlled by the cvar director_no_human_zombies (0 =
Versus, 1= Campaign), however currently Lobby connections looking for a
Campaign will connect to Versus servers and change the server settings based
upon the Lobby Game Settings.  However the Lobby Connection does not seem to
change the cvar director_no_human_zombies, which results in the server
running as 4/8 players and AI Infected will not spawn for that campaign.
This can also be broken via the Call A Vote function if Versus is defined in
the server.cfg and Campaign mode is called by vote.

This server.cfg is intended to allow the Lobby Game Settings defined by the
players to control what the server does for them.

Hope this helps some folks.  Good luck.

Sean (Puscifer on Steam)

-
// server.cfg

hostname Left 4 Dead Server

rcon_password// Defines Rcon password

exec banned_user.cfg
exec banned_ip.cfg

// sv_password   // Define this if you want to prevent Lobby Connections.
Only thos ewith the password can join with this defined.
// z_difficulty Hard  // Do not enable this unless server is locked from
Lobby Connections or will be micromanaged
// director_no_human_zombies 0  // Do not enable this unless server is
locked from Lobby Connections or will be micromanaged

sv_allow_lobby_connect_only 0  // 0 allows connection via Server Browser
sv_steamgroup   // Steam Group # is available on the Group Admin page in
Steam Community
sv_steamgroup_exclusive 0  // 1 would restrict server connection to only
your defined Steam Group.

mp_disable_autokick 1  // Player using Take A Break function to go idle they
won't be kicked
sv_cheats 0
sv_consistency 1
sv_contact
sv_downloadurl

sv_voiceenable 1
sv_alltalk 0
sv_voicequality 5
sv_voicecodec vaudio_speex

sv_region 1
sv_maxupdaterate 120
sv_minupdaterate 20
sv_unlag 1
sv_maxunlag .5

sv_log_onefile 0
sv_logbans 1

setmaster add 68.142.72.250:27011
setmaster add 72.165.61.189:27011

-
// mapcycle.txt

l4d_vs_farm01_hilltop
l4d_vs_hospital01_apartment
l4d_airport01_greenhouse
l4d_smalltown01_caves
l4d_hospital01_apartment
l4d_farm01_hilltop
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Re: [hlds] How about some server instructions and server.cfg files? (shoskins73)

2008-11-25 Thread shoskins73
http://left4dead411.com/

You will need to go back through the news stories, and may be embedded in a
multi-topic story headline, for the most recent mention of it from Chet
Faliszek.

The original mention of them working on the servers and related connection
issues was back when the demo was out, and stated they hoped for a release
next week (obviously didn't happen), which take into effect Valve
Time...it could be any time.  Sorry but I dont have a link as someone
linked it on forums somewhere.  But I seem to recall the response was from
the mailing lists here.  Around the 12th of Nov.

Sean


On Tue, Nov 25, 2008 at 6:52 PM, [EMAIL PROTECTED] wrote:

 
 
  --
 
  Message: 6
  Date: Tue, 25 Nov 2008 15:21:06 -0800
  From: shoskins73 [EMAIL PROTECTED]
  Subject: Re: [hlds] How about some server instructions and server.cfg
 files?
 
  Fact is, Valve have already publicly stated (when the demo was out) and
  again by Chet Faliszek that they are aware of the issues, they are
 working
  to implement the Server Browser and surrounding functionality back into
 the
  game while maintaining the Lobby system.  So your statement here is
 in-fact
  incorrect.  Do they want to use the Lobby system, yes.  Do they want to
  stiff Server admins and the community overall?  No.
 

 This is great news, if true.  Do you have any links?
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