Re: [hlds_linux] search_key and private group/communities etc.
Ok, why would the sv_password string stop working now? I can't get the steam group to work and now it's not even asking for the ^%&* password either. I run a couple of these at home and I don't have the bandwidth to support a lot of people. I only wanted this for our group to play on, but every Tom Dick and Harry is showing up before I can even join my own server. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] L4D Server Performance after Update
Some people complained about this in our community channel also. First their Vistas threw a Bluescreen and after that game was running badly. Both people who reported this also had NVidia graphics cards and no more than 0,5 year old rigs so its hardly a hardware problem. They tried latest drivers and checking files, everything was in order before this update. If its not client related, make sure that your server can handle the load. Put net_graph 1 on and see if you get around 30 updates per second (right side numbers). If running Survival mode, it increases CPU load quite rapidly compared to normal coop or versus as the hordes and other special zombies are coming more rapidly and with more numbers. -ics Daniel Worley kirjoitti: > Not sure if this is server or client side, but the game is running really > choppy for me since the latest patch. Anyone else seeing this? I have 56 > ping to my server, but all entities have choppy movement, very noticeable > when a zombie horde spawns. > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] L4D Server Performance after Update
Not sure if this is server or client side, but the game is running really choppy for me since the latest patch. Anyone else seeing this? I have 56 ping to my server, but all entities have choppy movement, very noticeable when a zombie horde spawns. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] search_key and private group/communities etc.
Guess I should've stated it better. I'd you specify exclusive and search key, you won't land on a server. If you use this method it does, as shown. Sorry for that confusion! Steven J. Sumichrast On Apr 22, 2009, at 3:15 PM, wrote: > You can use the lobby and ms_force_dedicated_server with steamgroup > exclusive. This is how I do it on my servers. > > -- > Ravnox > > On Wed, 22 Apr 2009 14:57:10 -0500 > Steven Sumichrast wrote: > >> If you set steamgroup exclusive, in my experience, the only way to >> join those games is to use the "Steam group servers" on the main page >> of L4D -- you can't use the lobby feature, which to me isn't a good >> way to play the game. >> > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Multiple IP's - master server problem
HLDS has no problem with this. 1. make sure that the server is not listed (ask some friends to look for server too), maybe you just don't see it 2. make sure that you don't have any firewall rules on server which may block communication with master servers for *.219 IP 3. see what "setmaster" command displays 4. start the server with "+developer 1" and see some extra debug messages, maybe something useful is printed out If doesn't help, after you start the server try to remove the master server and add them again. As I remember, there's a bug in HLDS, "setmaster disable" and "setmaster enable" being inverted... But this for HLDS. If you're talking about something else then specify server's type next time :) Original-Nachricht > Datum: Wed, 22 Apr 2009 22:58:18 +0300 > Von: "Evaldas Žilinskas" > An: "Half-Life dedicated Linux server mailing list" > > Betreff: [hlds_linux] Multiple IP\'s - master server problem > Hello, I have a problem here. I have server with multiple IPs set on one > NIC. > > eth0 - *.*.*.218 > eth0:1 - *.*.*.219 > > When I start server with setting +ip *.*.*.218 – server appears on > master > server list. > > When I start game with +ip *.*.*.219 – server accepts players, VAC is > working, I get "Connection to Steam servers successful". But it doesn’t > appear on master server list. > > Is this a linux configuration problem or something else? > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Pt! Schon vom neuen GMX MultiMessenger gehört? Der kann`s mit allen: http://www.gmx.net/de/go/multimessenger01 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] search_key and private group/communities etc.
You can use the lobby and ms_force_dedicated_server with steamgroup exclusive. This is how I do it on my servers. -- Ravnox On Wed, 22 Apr 2009 14:57:10 -0500 Steven Sumichrast wrote: > If you set steamgroup exclusive, in my experience, the only way to > join those games is to use the "Steam group servers" on the main page > of L4D -- you can't use the lobby feature, which to me isn't a good > way to play the game. > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] Multiple IP's - master server problem
Hello, I have a problem here. I have server with multiple IPs set on one NIC. eth0 - *.*.*.218 eth0:1 - *.*.*.219 When I start server with setting +ip *.*.*.218 – server appears on master server list. When I start game with +ip *.*.*.219 – server accepts players, VAC is working, I get "Connection to Steam servers successful". But it doesn’t appear on master server list. Is this a linux configuration problem or something else? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] search_key and private group/communities etc.
Even before a drop down to choose the server is implemented, I would be happy if ms_force_dedicated_server took a domain:ip combo so my users don't have to remember or keep copy/pasting the IP. I honestly haven't tried it though. Can anyone tell me if this works. I have a subdomain off my community's web domain pointed to our server ip. The connect command works with domain:ip, so, this is why I'm wondering. On 4/22/2009 3:42 PM, rav...@arkanox.net wrote: > Yes, the full IP:Port has to be specified. That's why it would be much > nicer if Valve would add a drop down box that allows us to select > servers that are in our Steamgroups to play on when starting the game. > Effectively, when you use a search key, this is what you are doing. The > client has to set the search key to match your steamgroup and once they > start the lobby, it will look for your servers. The downside with > ms_force_dedicated_server is that it will look only for the one server > you specified, you can't specify a list as far as I know. > > Your search key has to be known by players who want to start a lobby > and find your servers, I think it can also be seen as a tag to your > server so there is no way to hide it. (Correct me someone if I'm > wrong) > > With steamgroup exclusive set to 1, I think it may be possible for > players to still play on my server but I've never tested the > "security" of such feature. All I know is that a lobby that has not > set their search key or their dedicated server to my server will never > reach my servers. > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] search_key and private group/communities etc.
If you set steamgroup exclusive, in my experience, the only way to join those games is to use the "Steam group servers" on the main page of L4D -- you can't use the lobby feature, which to me isn't a good way to play the game. I completely agree with the other comment: why isn't there an option to select a steam group server to play on? You know, I've got say 10 servers on Steam Group ABC. And 15 on Steam group XYZ -- why isn't there, in the lobby, an option for the server type to be "Best official" "Steam Group ABC" "Steam Group XYZ" "Local", whatever... Seems like that would solve all of these troubles. Search key could go bye bye, all this pick a server to go to could be bye bye... I just don't get why it's so complicated. This really seems like the best way to do it... On 4/22/09, Herbi wrote: > Speaking of community servers, it would be nice to implement something > like a optional mapcycle. > > People rather leave the server than switching campaign, so our > Steamgroup servers are always stuck at the same map. Even in survival > mode no one tries to change the map. > > I really don't like this "lobby-server-communism" and would appreciate > more community orientated concepts. > > Herbi > > Kevin J. Anderson schrieb: >> Jeff Sugar wrote: >> >> >>> Speaking of which, I'd rather not make my own email for this. *Is >>> sv_search_key currently working? I can't seem to get it to work.* I set >>> it >>> on the server, then on the client, and it can't find shit. I'd use >>> sv_password, but then I can't have a lobby -_- >>> >>> Valve seems to want to make it as difficult as possibly to run a >>> community-oriented semiprivate server. >>> >>> -Atreus >>> >> >> Yes, I too would like some clarification on all of this. (what currently >> works, and what is going to be implemented) >> >> One might assume they are heading towards using >> ms_force_dedicated_server ip:port as the standard, based on the changelog: >> "Made ms_force_dedicated_server not require cheats" >> >> At this point, I and my fellow admins have the other servers we have >> echo out when we exec our autoexec or other config, that we copy and >> paste from the console before launching our lobby. It works quite >> well. If you use this method, comment out your search key, as having it >> in the client memory will drastically slow down the lobby launch. >> exec yourconf.cfg >> yourconf.cfg: >> echo "1 ms_force_dedicated_server #.#.#.#:27015" >> echo "2 ms_force_dedicated_server #.#.#.#:27015" >> echo "3 ms_force_dedicated_server #.#.#.#:27015" >> >> Personally, I don't understand why valve doesn't take the list of steam >> group servers, and add a pulldown menu in the lobby, or at least round >> robin the available steamgroup servers, or something along those lines. >> >> Being able to go to specific servers through the lobby easily is pretty >> important for a community. If that was effective, it would take away >> the reason to use the server browsers at all for the most part, imho. >> >> http://www.l4d.com/blog/post.php?id=2390 talks about the new >> matchmaking system, but is not clear with regards to group servers if >> any changes will be made, and makes only a vague reference to: "This is >> just the first step in giving players control over what servers they >> play on and the type of experience they have." >> >> >> Kevin >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] search_key and private group/communities etc.
Speaking of community servers, it would be nice to implement something like a optional mapcycle. People rather leave the server than switching campaign, so our Steamgroup servers are always stuck at the same map. Even in survival mode no one tries to change the map. I really don't like this "lobby-server-communism" and would appreciate more community orientated concepts. Herbi Kevin J. Anderson schrieb: > Jeff Sugar wrote: > > >> Speaking of which, I'd rather not make my own email for this. *Is >> sv_search_key currently working? I can't seem to get it to work.* I set it >> on the server, then on the client, and it can't find shit. I'd use >> sv_password, but then I can't have a lobby -_- >> >> Valve seems to want to make it as difficult as possibly to run a >> community-oriented semiprivate server. >> >> -Atreus >> > > Yes, I too would like some clarification on all of this. (what currently > works, and what is going to be implemented) > > One might assume they are heading towards using > ms_force_dedicated_server ip:port as the standard, based on the changelog: > "Made ms_force_dedicated_server not require cheats" > > At this point, I and my fellow admins have the other servers we have > echo out when we exec our autoexec or other config, that we copy and > paste from the console before launching our lobby. It works quite > well. If you use this method, comment out your search key, as having it > in the client memory will drastically slow down the lobby launch. > exec yourconf.cfg > yourconf.cfg: > echo "1 ms_force_dedicated_server #.#.#.#:27015" > echo "2 ms_force_dedicated_server #.#.#.#:27015" > echo "3 ms_force_dedicated_server #.#.#.#:27015" > > Personally, I don't understand why valve doesn't take the list of steam > group servers, and add a pulldown menu in the lobby, or at least round > robin the available steamgroup servers, or something along those lines. > > Being able to go to specific servers through the lobby easily is pretty > important for a community. If that was effective, it would take away > the reason to use the server browsers at all for the most part, imho. > > http://www.l4d.com/blog/post.php?id=2390 talks about the new > matchmaking system, but is not clear with regards to group servers if > any changes will be made, and makes only a vague reference to: "This is > just the first step in giving players control over what servers they > play on and the type of experience they have." > > > Kevin > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] search_key and private group/communities etc.
Yes, the full IP:Port has to be specified. That's why it would be much nicer if Valve would add a drop down box that allows us to select servers that are in our Steamgroups to play on when starting the game. Effectively, when you use a search key, this is what you are doing. The client has to set the search key to match your steamgroup and once they start the lobby, it will look for your servers. The downside with ms_force_dedicated_server is that it will look only for the one server you specified, you can't specify a list as far as I know. Your search key has to be known by players who want to start a lobby and find your servers, I think it can also be seen as a tag to your server so there is no way to hide it. (Correct me someone if I'm wrong) With steamgroup exclusive set to 1, I think it may be possible for players to still play on my server but I've never tested the "security" of such feature. All I know is that a lobby that has not set their search key or their dedicated server to my server will never reach my servers. -- Ravnox On Wed, 22 Apr 2009 13:49:21 -0500 William Korb wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Since you are forking three servers on three different ports do you > then need to specify which of those three servers you want to connect > to using ms_force_dedicated_server? That is, > "ms_force_dedicated_server 1.2.3.4:27095" (or ...96 or ...97). My > wish is to make it easy for my users, but still keep my servers > semi-private. As long as my search key doesn't get out into the wild, > random users will not be able to connect, correct? > > Thanks, > Bill > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] search_key and private group/communities etc.
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Steven, Awesome! That is *exactly* what I was looking for. My problem was that I had sv_steamgroup_exclusive set to 1, and that appears to have been the fly in the ointment. Thanks much! Bill Steven Sumichrast wrote: > Here is how my configuration works, starting with my launch script: > > ./srcds_run_updater -netconport 90## -netconpassword * +motdfile > genmay_motd.txt +hostfile genmay_host.txt -fork 8 +exec > server_cfg##.cfg -port 27017# -autoupdate $COMMONARGS > > In each of the server_cfg files, I have: > > // Run the generic startup file > exec settings.cfg > > // Exec search key > exec genmay_search_key.cfg > > // Set the hostname > hostname "[PGS] L4D Network | Server 01" > > // Load map > map l4d_hospital01_apartment > > > > So note here: in my settings.cfg file is: > > // Set up some server info > //hostname "General [M]ayhem Left4Dead Game Network" > rcon_password *** > sv_contact "s...@sbcglobal.net" > > // Set servers to appropriate group > sv_steamgroup 78 > sv_steamgroup_exclusive 0 > > // Configure difficulty > z_difficulty "Impossible" > > > > So how's this work from the overhead? Each fork fires up -- I have no > server.cfg or autoexec.cfg, so they don't run those. Fork 1 runs > server_cfg01.cfg -- it immediately executes my "all servers" settings > file, which has our steam group in it and sets it to NOT exclusive, as > well as some other "catch all" stuff (like difficulty for when the > servers sit idle and can be joined directly). > > Then the 4 forks that are configured for search key, I run the search > key config, which comes by AFTER the steam group settings are in > place. > > Viola! You can now join our servers through the main screen with the > "steamgroup servers", or you can host a game through the lobby and > specify sv_search_key and get your own box... Works either way. > > It works great for us because we don't have to have our users memorize > our port numbers. And, we're about to relocate our servers so our > addresses will change. They won't even know it happens because they > all just use search key and it's never an issue. > > Hope that helps... > > > On 4/22/09, William Korb wrote: > Steven, > > For those of us struggling with getting this type of arrangement to work > would > you be willing to post sanitized versions of your server.cfg files so we can > see > a config that works? I've been struggling with this ever since I started > running > my first l4d server, and I cannot get it to behave as desired. > > Thanks, > Bill > > > Steven Sumichrast packhead at gmail.com wrote: Here's how my forks are configured: All instances execute: sv_steamgroup ID# The first four forks also run a cfg I built that adds sv_search_key -- first four forks are always reserved for those with the key, the other four are public all the time... Never have a problem (and never have had a problem with this method since they provided the search key method). On Wed, Apr 22, 2009 at 8:39 AM, Daniel Worley wrote: > One person claimed the sv_search_key was still working for them, but for > me > it's not working and if I only use that flag, it puts my server into the > public matchmaking pool and it fills up before I can even get a chance to > start a game. I ended up creating a group for myself and just set the > steamgroup and steamgroup exclusive flags and that's been a temporary > fix. > > On Wed, Apr 22, 2009 at 9:06 AM, Kevin J. Anderson < > lestat at counter-strike.net> wrote: > >> Jeff Sugar wrote: >> >>> Speaking of which, I'd rather not make my own email for this. *Is >>> sv_search_key currently working? I can't seem to get it to work.* I >>> set >> it >>> on the server, then on the client, and it can't find shit. I'd use >>> sv_password, but then I can't have a lobby -_- >>> >>> Valve seems to want to make it as difficult as possibly to run a >>> community-oriented semiprivate server. >>> >>> -Atreus >> Yes, I too would like some clarification on all of this. (what currently >> works, and what is going to be implemented) >> >> One might assume they are heading towards using >> ms_force_dedicated_server ip:port as the standard, based on the >> changelog: >> "Made ms_force_dedicated_server not require cheats" >> >> At this point, I and my fellow admins have the other servers we have >> echo out when we exec our autoexec or other config, that we copy and >> paste from the console before launching our lobby. It works quite >> well. If you use this method, comment out your search key, as having it >> in the client memory will drastically slow down the lobby launch. >> exec yourconf.cfg >> yourconf.cfg: >> echo "1 ms_force_dedicated_server #.#.#.#:27015" >
Re: [hlds_linux] search_key and private group/communities etc.
Here is how my configuration works, starting with my launch script: ./srcds_run_updater -netconport 90## -netconpassword * +motdfile genmay_motd.txt +hostfile genmay_host.txt -fork 8 +exec server_cfg##.cfg -port 27017# -autoupdate $COMMONARGS In each of the server_cfg files, I have: // Run the generic startup file exec settings.cfg // Exec search key exec genmay_search_key.cfg // Set the hostname hostname "[PGS] L4D Network | Server 01" // Load map map l4d_hospital01_apartment So note here: in my settings.cfg file is: // Set up some server info //hostname "General [M]ayhem Left4Dead Game Network" rcon_password *** sv_contact "s...@sbcglobal.net" // Set servers to appropriate group sv_steamgroup 78 sv_steamgroup_exclusive 0 // Configure difficulty z_difficulty "Impossible" So how's this work from the overhead? Each fork fires up -- I have no server.cfg or autoexec.cfg, so they don't run those. Fork 1 runs server_cfg01.cfg -- it immediately executes my "all servers" settings file, which has our steam group in it and sets it to NOT exclusive, as well as some other "catch all" stuff (like difficulty for when the servers sit idle and can be joined directly). Then the 4 forks that are configured for search key, I run the search key config, which comes by AFTER the steam group settings are in place. Viola! You can now join our servers through the main screen with the "steamgroup servers", or you can host a game through the lobby and specify sv_search_key and get your own box... Works either way. It works great for us because we don't have to have our users memorize our port numbers. And, we're about to relocate our servers so our addresses will change. They won't even know it happens because they all just use search key and it's never an issue. Hope that helps... On 4/22/09, William Korb wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Steven, > > For those of us struggling with getting this type of arrangement to work > would > you be willing to post sanitized versions of your server.cfg files so we can > see > a config that works? I've been struggling with this ever since I started > running > my first l4d server, and I cannot get it to behave as desired. > > Thanks, > Bill > > > Steven Sumichrast packhead at gmail.com wrote: >> Here's how my forks are configured: >> >> All instances execute: >> >> sv_steamgroup ID# >> >> >> The first four forks also run a cfg I built that adds sv_search_key >> -- first four forks are always reserved for those with the >> key, the other four are public all the time... Never have a problem >> (and never have had a problem with this method since they provided the >> search key method). >> >> On Wed, Apr 22, 2009 at 8:39 AM, Daniel Worley >> wrote: >>> One person claimed the sv_search_key was still working for them, but for >>> me >>> it's not working and if I only use that flag, it puts my server into the >>> public matchmaking pool and it fills up before I can even get a chance to >>> start a game. I ended up creating a group for myself and just set the >>> steamgroup and steamgroup exclusive flags and that's been a temporary >>> fix. >>> >>> On Wed, Apr 22, 2009 at 9:06 AM, Kevin J. Anderson < >>> lestat at counter-strike.net> wrote: >>> Jeff Sugar wrote: > > Speaking of which, I'd rather not make my own email for this. *Is > sv_search_key currently working? I can't seem to get it to work.* I > set it > on the server, then on the client, and it can't find shit. I'd use > sv_password, but then I can't have a lobby -_- > > Valve seems to want to make it as difficult as possibly to run a > community-oriented semiprivate server. > > -Atreus Yes, I too would like some clarification on all of this. (what currently works, and what is going to be implemented) One might assume they are heading towards using ms_force_dedicated_server ip:port as the standard, based on the changelog: "Made ms_force_dedicated_server not require cheats" At this point, I and my fellow admins have the other servers we have echo out when we exec our autoexec or other config, that we copy and paste from the console before launching our lobby. It works quite well. If you use this method, comment out your search key, as having it in the client memory will drastically slow down the lobby launch. exec yourconf.cfg yourconf.cfg: echo "1 ms_force_dedicated_server #.#.#.#:27015" echo "2 ms_force_dedicated_server #.#.#.#:27015" echo "3 ms_force_dedicated_server #.#.#.#:27015" Personally, I don't understand why valve doesn't take the list of steam group servers, and add a pulldown menu in the lobby, or at least round robin the available steamgroup servers, or something along those lines. Being able to go to specific servers through the lobby easily is pretty import
Re: [hlds_linux] search_key and private group/communities etc.
sv_search_key keeps the public lobby players out on my server but since it did not work for me in the beginning I have been using ms_force_dedicated_server so I'm not actually sure it works from the lobby without forcing a connection to the server. On Wed, Apr 22, 2009 at 3:39 PM, Daniel Worley wrote: > One person claimed the sv_search_key was still working for them, but for me > it's not working and if I only use that flag, it puts my server into the > public matchmaking pool and it fills up before I can even get a chance to > start a game. I ended up creating a group for myself and just set the > steamgroup and steamgroup exclusive flags and that's been a temporary fix. > > On Wed, Apr 22, 2009 at 9:06 AM, Kevin J. Anderson < > les...@counter-strike.net> wrote: > >> Jeff Sugar wrote: >> >> > >> > Speaking of which, I'd rather not make my own email for this. *Is >> > sv_search_key currently working? I can't seem to get it to work.* I set >> it >> > on the server, then on the client, and it can't find shit. I'd use >> > sv_password, but then I can't have a lobby -_- >> > >> > Valve seems to want to make it as difficult as possibly to run a >> > community-oriented semiprivate server. >> > >> > -Atreus >> >> Yes, I too would like some clarification on all of this. (what currently >> works, and what is going to be implemented) >> >> One might assume they are heading towards using >> ms_force_dedicated_server ip:port as the standard, based on the changelog: >> "Made ms_force_dedicated_server not require cheats" >> >> At this point, I and my fellow admins have the other servers we have >> echo out when we exec our autoexec or other config, that we copy and >> paste from the console before launching our lobby. It works quite >> well. If you use this method, comment out your search key, as having it >> in the client memory will drastically slow down the lobby launch. >> exec yourconf.cfg >> yourconf.cfg: >> echo "1 ms_force_dedicated_server #.#.#.#:27015" >> echo "2 ms_force_dedicated_server #.#.#.#:27015" >> echo "3 ms_force_dedicated_server #.#.#.#:27015" >> >> Personally, I don't understand why valve doesn't take the list of steam >> group servers, and add a pulldown menu in the lobby, or at least round >> robin the available steamgroup servers, or something along those lines. >> >> Being able to go to specific servers through the lobby easily is pretty >> important for a community. If that was effective, it would take away >> the reason to use the server browsers at all for the most part, imho. >> >> http://www.l4d.com/blog/post.php?id=2390 talks about the new >> matchmaking system, but is not clear with regards to group servers if >> any changes will be made, and makes only a vague reference to: "This is >> just the first step in giving players control over what servers they >> play on and the type of experience they have." >> >> >> Kevin >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] search_key and private group/communities etc.
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Since you are forking three servers on three different ports do you then need to specify which of those three servers you want to connect to using ms_force_dedicated_server? That is, "ms_force_dedicated_server 1.2.3.4:27095" (or ...96 or ...97). My wish is to make it easy for my users, but still keep my servers semi-private. As long as my search key doesn't get out into the wild, random users will not be able to connect, correct? Thanks, Bill rav...@arkanox.net wrote: > I have never used the search key because I was never able to get it > working consistently. I run 3 forks only with Sourcemod and I have > really no problem at all. With Steamgroup exclusive set, I never have > to deal with random people starting a game on my servers and while > using the lobby and ms_force_dedicated_server to play on my servers, I > always have random people not attached to the Steamgroup joining the > server once the game has started. It just works the way I want it to. > > Here is my command line parameters: > > ./srcds_run -fork 3 -game left4dead +map l4d_farm01_hilltop +ip > 0.0.0.0 -port 27094+## -netconport 90## -netconpassword > Secret!!! -autoupdate +exec server##.cfg -nohltv > l4d.log & > > (Note that I have log rotate to handle the log file rotation so it > doesn't get huge.) > > Here is server01.cfg: > > hostname My Server Name > > rcon_password "Secret!!!" > > sv_steamgroup 12345 > sv_steamgroup_exclusive 1 > sv_pure 2 > > server02.cfg and server03.cfg are pretty much the same. I know many > people set sv_cheats 0 and a bunch of other things but I always thought > that configuring a default setting to default was a monumental waste of > time and space. I never experienced those bugs were on map change the > game was supposed to be in Versus but is in COOP or vice-versa since > the game mode is set by the lobby upon connection and not by config. All > that is needed really, is a drop box that allows us to select a > Steamgroup server to launch the lobby on instead of having to type the > IP in the console every time. > > - -- William Korb, President & CTO Phone: 715-382-5462 QISC, Inc. 19945 82nd Ave., Suite 201 E-mail: k...@qisc.com Chippewa Falls, WI 54729-5631 URL:http://www.qisc.com/ "Tilting at Digital Windmills since 1995." -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: What is this gibberish? http://www.qisc.com/keys/ Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iEYEARECAAYFAknvZrEACgkQaJBT6t/iy5bEJACfSAJQFZpl8tenR7aaGD0+ft28 R3UAn1P3cfC1iPpX8lz6m3q9h5grFW8t =RhQ3 -END PGP SIGNATURE- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] search_key and private group/communities etc.
I have never used the search key because I was never able to get it working consistently. I run 3 forks only with Sourcemod and I have really no problem at all. With Steamgroup exclusive set, I never have to deal with random people starting a game on my servers and while using the lobby and ms_force_dedicated_server to play on my servers, I always have random people not attached to the Steamgroup joining the server once the game has started. It just works the way I want it to. Here is my command line parameters: ./srcds_run -fork 3 -game left4dead +map l4d_farm01_hilltop +ip 0.0.0.0 -port 27094+## -netconport 90## -netconpassword Secret!!! -autoupdate +exec server##.cfg -nohltv > l4d.log & (Note that I have log rotate to handle the log file rotation so it doesn't get huge.) Here is server01.cfg: hostname My Server Name rcon_password "Secret!!!" sv_steamgroup 12345 sv_steamgroup_exclusive 1 sv_pure 2 server02.cfg and server03.cfg are pretty much the same. I know many people set sv_cheats 0 and a bunch of other things but I always thought that configuring a default setting to default was a monumental waste of time and space. I never experienced those bugs were on map change the game was supposed to be in Versus but is in COOP or vice-versa since the game mode is set by the lobby upon connection and not by config. All that is needed really, is a drop box that allows us to select a Steamgroup server to launch the lobby on instead of having to type the IP in the console every time. -- Ravnox On Wed, 22 Apr 2009 10:56:14 -0500 William Korb wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Steven, > > For those of us struggling with getting this type of arrangement to > work would you be willing to post sanitized versions of your > server.cfg files so we can see a config that works? I've been > struggling with this ever since I started running my first l4d > server, and I cannot get it to behave as desired. > > Thanks, > Bill ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] search_key and private group/communities etc.
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 I discovered what my issue was: I had both sv_search_key and sv_steamgroup specified, and the latter overrides the former such that the search key was then not used. Thanks! Bill William Korb wrote: > Steven, > > For those of us struggling with getting this type of arrangement to work would > you be willing to post sanitized versions of your server.cfg files so we can > see > a config that works? I've been struggling with this ever since I started > running > my first l4d server, and I cannot get it to behave as desired. > > Thanks, > Bill > > > Steven Sumichrast packhead at gmail.com wrote: >> Here's how my forks are configured: > >> All instances execute: > >> sv_steamgroup ID# > > >> The first four forks also run a cfg I built that adds sv_search_key >> -- first four forks are always reserved for those with the >> key, the other four are public all the time... Never have a problem >> (and never have had a problem with this method since they provided the >> search key method). > >> On Wed, Apr 22, 2009 at 8:39 AM, Daniel Worley wrote: >>> One person claimed the sv_search_key was still working for them, but for me >>> it's not working and if I only use that flag, it puts my server into the >>> public matchmaking pool and it fills up before I can even get a chance to >>> start a game. I ended up creating a group for myself and just set the >>> steamgroup and steamgroup exclusive flags and that's been a temporary fix. >>> >>> On Wed, Apr 22, 2009 at 9:06 AM, Kevin J. Anderson < >>> lestat at counter-strike.net> wrote: >>> Jeff Sugar wrote: > Speaking of which, I'd rather not make my own email for this. *Is > sv_search_key currently working? I can't seem to get it to work.* I set it > on the server, then on the client, and it can't find shit. I'd use > sv_password, but then I can't have a lobby -_- > > Valve seems to want to make it as difficult as possibly to run a > community-oriented semiprivate server. > > -Atreus Yes, I too would like some clarification on all of this. (what currently works, and what is going to be implemented) One might assume they are heading towards using ms_force_dedicated_server ip:port as the standard, based on the changelog: "Made ms_force_dedicated_server not require cheats" At this point, I and my fellow admins have the other servers we have echo out when we exec our autoexec or other config, that we copy and paste from the console before launching our lobby. It works quite well. If you use this method, comment out your search key, as having it in the client memory will drastically slow down the lobby launch. exec yourconf.cfg yourconf.cfg: echo "1 ms_force_dedicated_server #.#.#.#:27015" echo "2 ms_force_dedicated_server #.#.#.#:27015" echo "3 ms_force_dedicated_server #.#.#.#:27015" Personally, I don't understand why valve doesn't take the list of steam group servers, and add a pulldown menu in the lobby, or at least round robin the available steamgroup servers, or something along those lines. Being able to go to specific servers through the lobby easily is pretty important for a community. If that was effective, it would take away the reason to use the server browsers at all for the most part, imho. http://www.l4d.com/blog/post.php?id=2390 talks about the new matchmaking system, but is not clear with regards to group servers if any changes will be made, and makes only a vague reference to: "This is just the first step in giving players control over what servers they play on and the type of experience they have." Kevin > - ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux - -- William Korb, President & CTO Phone: 715-382-5462 QISC, Inc. 19945 82nd Ave., Suite 201 E-mail: k...@qisc.com Chippewa Falls, WI 54729-5631 URL:http://www.qisc.com/ "Tilting at Digital Windmills since 1995." -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: What is this gibberish? http://www.qisc.com/keys/ Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iEYEARECAAYFAknvYp4ACgkQaJBT6t/iy5Ya3wCfele6iAUTAubz/EiIpSG8YxyI ANMAnAxzGktW7Uc8SopzZ1deKywh44iT =du0M -END PGP SIGNATURE- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] search_key and private group/communities etc.
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Steven, For those of us struggling with getting this type of arrangement to work would you be willing to post sanitized versions of your server.cfg files so we can see a config that works? I've been struggling with this ever since I started running my first l4d server, and I cannot get it to behave as desired. Thanks, Bill Steven Sumichrast packhead at gmail.com wrote: > Here's how my forks are configured: > > All instances execute: > > sv_steamgroup ID# > > > The first four forks also run a cfg I built that adds sv_search_key > -- first four forks are always reserved for those with the > key, the other four are public all the time... Never have a problem > (and never have had a problem with this method since they provided the > search key method). > > On Wed, Apr 22, 2009 at 8:39 AM, Daniel Worley wrote: >> One person claimed the sv_search_key was still working for them, but for me >> it's not working and if I only use that flag, it puts my server into the >> public matchmaking pool and it fills up before I can even get a chance to >> start a game. I ended up creating a group for myself and just set the >> steamgroup and steamgroup exclusive flags and that's been a temporary fix. >> >> On Wed, Apr 22, 2009 at 9:06 AM, Kevin J. Anderson < >> lestat at counter-strike.net> wrote: >> >>> Jeff Sugar wrote: >>> >>> > >>> > Speaking of which, I'd rather not make my own email for this. *Is >>> > sv_search_key currently working? I can't seem to get it to work.* I set >>> it >>> > on the server, then on the client, and it can't find shit. I'd use >>> > sv_password, but then I can't have a lobby -_- >>> > >>> > Valve seems to want to make it as difficult as possibly to run a >>> > community-oriented semiprivate server. >>> > >>> > -Atreus >>> >>> Yes, I too would like some clarification on all of this. (what currently >>> works, and what is going to be implemented) >>> >>> One might assume they are heading towards using >>> ms_force_dedicated_server ip:port as the standard, based on the changelog: >>> "Made ms_force_dedicated_server not require cheats" >>> >>> At this point, I and my fellow admins have the other servers we have >>> echo out when we exec our autoexec or other config, that we copy and >>> paste from the console before launching our lobby. It works quite >>> well. If you use this method, comment out your search key, as having it >>> in the client memory will drastically slow down the lobby launch. >>> exec yourconf.cfg >>> yourconf.cfg: >>> echo "1 ms_force_dedicated_server #.#.#.#:27015" >>> echo "2 ms_force_dedicated_server #.#.#.#:27015" >>> echo "3 ms_force_dedicated_server #.#.#.#:27015" >>> >>> Personally, I don't understand why valve doesn't take the list of steam >>> group servers, and add a pulldown menu in the lobby, or at least round >>> robin the available steamgroup servers, or something along those lines. >>> >>> Being able to go to specific servers through the lobby easily is pretty >>> important for a community. If that was effective, it would take away >>> the reason to use the server browsers at all for the most part, imho. >>> >>> http://www.l4d.com/blog/post.php?id=2390 talks about the new >>> matchmaking system, but is not clear with regards to group servers if >>> any changes will be made, and makes only a vague reference to: "This is >>> just the first step in giving players control over what servers they >>> play on and the type of experience they have." >>> >>> >>> Kevin - -- William Korb, President & CTO Phone: 715-382-5462 QISC, Inc. 19945 82nd Ave., Suite 201 E-mail: k...@qisc.com Chippewa Falls, WI 54729-5631 URL:http://www.qisc.com/ "Tilting at Digital Windmills since 1995." -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: What is this gibberish? http://www.qisc.com/keys/ Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iEYEARECAAYFAknvPh4ACgkQaJBT6t/iy5bmCACfRWwA4VrIYPDL57u6NcYmJuni tUkAn2P6tyiW5biGT06SnVLhsHd80JlN =4yxK -END PGP SIGNATURE- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] L4D - Server Crash since last update on Reservation Request
Hey, Seem's I have a problem with L4D Linux Dedicated server since the last update. If I launch the server, and someone join it directly using the console to connect, the server is working fine. But if no one join it, and a reservation is made from the lobby, the server crash Adding master server 69.28.140.246:27011 Adding master server 68.142.72.250:27011 Sending heartbeat to master server... -> Reservation cookie 184015002268000: reason ReplyReservationRequest L 04/22/2009 - 17:16:11: Preventing spawning L 04/22/2009 - 17:16:11: server_message: "quit" ./srcds_run: line 400: 27905 Segmentation fault $HL_CMD Each time this happen, I have a "-> Reservation cookie " sent to the server. Here is a log when I leave the server, and a reservation is made just after: Dropped HawKs from server (Disconnect by user.) Sending heartbeat to master server... -> Reservation cookie 18401500218c800: reason ReplyReservationRequest L 04/22/2009 - 17:19:44: Preventing spawning L 04/22/2009 - 17:19:44: server_message: "quit" ./srcds_run: line 400: 27911 Segmentation fault $HL_CMD Add "-debug" to the ./srcds_run command line to generate a debug.log to help with solving this problem Wed Apr 22 17:19:44 CEST 2009: Server restart in 10 seconds Wed Apr 22 17:19:54 CEST 2009: Server Quit Any idea ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] search_key and private group/communities etc.
You may be right, I thought for a while Valve changed it so that just by setting a search key, you were removed from public matchmaking but I may have been mistaken. On Wed, Apr 22, 2009 at 10:04 AM, Kevin J. Anderson < les...@counter-strike.net> wrote: > > > Daniel Worley wrote: > > One person claimed the sv_search_key was still working for them, but for > me > > it's not working and if I only use that flag, it puts my server into the > > public matchmaking pool and it fills up before I can even get a chance to > > start a game. I ended up creating a group for myself and just set the > > steamgroup and steamgroup exclusive flags and that's been a temporary > fix. > > > > > > Yes, using steamgroup/exclusive keeps people out unless a steamgroup > member takes the lobby to the server. Combine this w/ the variable, > and it works pretty well. I don't believe the search key is meant to > keep it from being public though, I thought it was only supposed to help > clients go to specific servers without specifying the > ms_force_dedicated_server? > > Kevin > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] search_key and private group/communities etc.
Yeah, that was me. Here's how my forks are configured: All instances execute: sv_steamgroup ID# The first four forks also run a cfg I built that adds sv_search_key -- first four forks are always reserved for those with the key, the other four are public all the time... Never have a problem (and never have had a problem with this method since they provided the search key method). On Wed, Apr 22, 2009 at 8:39 AM, Daniel Worley wrote: > One person claimed the sv_search_key was still working for them, but for me > it's not working and if I only use that flag, it puts my server into the > public matchmaking pool and it fills up before I can even get a chance to > start a game. I ended up creating a group for myself and just set the > steamgroup and steamgroup exclusive flags and that's been a temporary fix. > > On Wed, Apr 22, 2009 at 9:06 AM, Kevin J. Anderson < > les...@counter-strike.net> wrote: > >> Jeff Sugar wrote: >> >> > >> > Speaking of which, I'd rather not make my own email for this. *Is >> > sv_search_key currently working? I can't seem to get it to work.* I set >> it >> > on the server, then on the client, and it can't find shit. I'd use >> > sv_password, but then I can't have a lobby -_- >> > >> > Valve seems to want to make it as difficult as possibly to run a >> > community-oriented semiprivate server. >> > >> > -Atreus >> >> Yes, I too would like some clarification on all of this. (what currently >> works, and what is going to be implemented) >> >> One might assume they are heading towards using >> ms_force_dedicated_server ip:port as the standard, based on the changelog: >> "Made ms_force_dedicated_server not require cheats" >> >> At this point, I and my fellow admins have the other servers we have >> echo out when we exec our autoexec or other config, that we copy and >> paste from the console before launching our lobby. It works quite >> well. If you use this method, comment out your search key, as having it >> in the client memory will drastically slow down the lobby launch. >> exec yourconf.cfg >> yourconf.cfg: >> echo "1 ms_force_dedicated_server #.#.#.#:27015" >> echo "2 ms_force_dedicated_server #.#.#.#:27015" >> echo "3 ms_force_dedicated_server #.#.#.#:27015" >> >> Personally, I don't understand why valve doesn't take the list of steam >> group servers, and add a pulldown menu in the lobby, or at least round >> robin the available steamgroup servers, or something along those lines. >> >> Being able to go to specific servers through the lobby easily is pretty >> important for a community. If that was effective, it would take away >> the reason to use the server browsers at all for the most part, imho. >> >> http://www.l4d.com/blog/post.php?id=2390 talks about the new >> matchmaking system, but is not clear with regards to group servers if >> any changes will be made, and makes only a vague reference to: "This is >> just the first step in giving players control over what servers they >> play on and the type of experience they have." >> >> >> Kevin >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] search_key and private group/communities etc.
Daniel Worley wrote: > One person claimed the sv_search_key was still working for them, but for me > it's not working and if I only use that flag, it puts my server into the > public matchmaking pool and it fills up before I can even get a chance to > start a game. I ended up creating a group for myself and just set the > steamgroup and steamgroup exclusive flags and that's been a temporary fix. > > Yes, using steamgroup/exclusive keeps people out unless a steamgroup member takes the lobby to the server. Combine this w/ the variable, and it works pretty well. I don't believe the search key is meant to keep it from being public though, I thought it was only supposed to help clients go to specific servers without specifying the ms_force_dedicated_server? Kevin ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] search_key and private group/communities etc.
One person claimed the sv_search_key was still working for them, but for me it's not working and if I only use that flag, it puts my server into the public matchmaking pool and it fills up before I can even get a chance to start a game. I ended up creating a group for myself and just set the steamgroup and steamgroup exclusive flags and that's been a temporary fix. On Wed, Apr 22, 2009 at 9:06 AM, Kevin J. Anderson < les...@counter-strike.net> wrote: > Jeff Sugar wrote: > > > > > Speaking of which, I'd rather not make my own email for this. *Is > > sv_search_key currently working? I can't seem to get it to work.* I set > it > > on the server, then on the client, and it can't find shit. I'd use > > sv_password, but then I can't have a lobby -_- > > > > Valve seems to want to make it as difficult as possibly to run a > > community-oriented semiprivate server. > > > > -Atreus > > Yes, I too would like some clarification on all of this. (what currently > works, and what is going to be implemented) > > One might assume they are heading towards using > ms_force_dedicated_server ip:port as the standard, based on the changelog: > "Made ms_force_dedicated_server not require cheats" > > At this point, I and my fellow admins have the other servers we have > echo out when we exec our autoexec or other config, that we copy and > paste from the console before launching our lobby. It works quite > well. If you use this method, comment out your search key, as having it > in the client memory will drastically slow down the lobby launch. > exec yourconf.cfg > yourconf.cfg: > echo "1 ms_force_dedicated_server #.#.#.#:27015" > echo "2 ms_force_dedicated_server #.#.#.#:27015" > echo "3 ms_force_dedicated_server #.#.#.#:27015" > > Personally, I don't understand why valve doesn't take the list of steam > group servers, and add a pulldown menu in the lobby, or at least round > robin the available steamgroup servers, or something along those lines. > > Being able to go to specific servers through the lobby easily is pretty > important for a community. If that was effective, it would take away > the reason to use the server browsers at all for the most part, imho. > > http://www.l4d.com/blog/post.php?id=2390 talks about the new > matchmaking system, but is not clear with regards to group servers if > any changes will be made, and makes only a vague reference to: "This is > just the first step in giving players control over what servers they > play on and the type of experience they have." > > > Kevin > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Upcoming Left 4 Dead Server Changes
So this VPK stuff, sounds really nice.. is there any news about how to work with it / howto? On Mon, 20 Apr 2009 13:14:46 -0700, Zoid Kirsch wrote: > I'm a developer at Valve who is working on the Left 4 Dead Survival pack > update. We've made several changes to server operation that we'd like to > give our server operators a heads up on. > > Since Left 4 Dead will now support three different game modes, we removed > the console variable "director_no_human_zombies" and added a new variable > called "mp_gamemode" which can be set to "coop", "versus" and "survival". > This variable is set by lobby reservation, so a normal server running in > lobby mode will require no changes by the server operator. If you are > running in LAN mode without lobbies, you will need to set mp_gamemode > before you load a map. For example, use "mp_gamemode survival; map > l4d_sv_lighthouse" to load the new Lighthouse map in Survival mode. > > We have extended sv_gamestypes to also include "survival". The default > value is now "coop,versus,survival". This may cause issues for some > servers that have a lot of tags in addition to the defaults. We realize > this is problem and adjusted "sv_showtags" to show the truncated tags to > help server operators see if they have reached the 63 character limit. > > The tags issue will be fixed in the forthcoming third party campaign > matchmaking update. We have extended the master servers so heartbeats > will be sent as two distinct packets, one containing the existing server > heartbeat, and another containing additional "game data." This game data > will contain all the matchmaking server tags such as sv_gametypes, and the > list of third party campaign missions installed. This third party campaign > list will be used by people searching for servers with third party > campaigns installed. Server operators will install the VPK file of the > campaign that includes the maps (and associated models, etc) as well as a > "mission" description file that describes the campaign and its name used > for matchmaking. We hope that as various third party campaigns become > popular, more server operators will install them giving a larger base for > players to find servers for those campaigns. > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[hlds_linux] search_key and private group/communities etc.
Jeff Sugar wrote: > > Speaking of which, I'd rather not make my own email for this. *Is > sv_search_key currently working? I can't seem to get it to work.* I set it > on the server, then on the client, and it can't find shit. I'd use > sv_password, but then I can't have a lobby -_- > > Valve seems to want to make it as difficult as possibly to run a > community-oriented semiprivate server. > > -Atreus Yes, I too would like some clarification on all of this. (what currently works, and what is going to be implemented) One might assume they are heading towards using ms_force_dedicated_server ip:port as the standard, based on the changelog: "Made ms_force_dedicated_server not require cheats" At this point, I and my fellow admins have the other servers we have echo out when we exec our autoexec or other config, that we copy and paste from the console before launching our lobby. It works quite well. If you use this method, comment out your search key, as having it in the client memory will drastically slow down the lobby launch. exec yourconf.cfg yourconf.cfg: echo "1 ms_force_dedicated_server #.#.#.#:27015" echo "2 ms_force_dedicated_server #.#.#.#:27015" echo "3 ms_force_dedicated_server #.#.#.#:27015" Personally, I don't understand why valve doesn't take the list of steam group servers, and add a pulldown menu in the lobby, or at least round robin the available steamgroup servers, or something along those lines. Being able to go to specific servers through the lobby easily is pretty important for a community. If that was effective, it would take away the reason to use the server browsers at all for the most part, imho. http://www.l4d.com/blog/post.php?id=2390 talks about the new matchmaking system, but is not clear with regards to group servers if any changes will be made, and makes only a vague reference to: "This is just the first step in giving players control over what servers they play on and the type of experience they have." Kevin ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Can't Join VS after update?
Thanks Richard. That did the trick! On Apr 21, 2009 8:10 PM, "Richard Eid" wrote: If you're changing the map then having everyone join one by one, then you'll probably have to set mp_gamemode correctly. The values are coop, versus and survival. This would usually be handled by the lobby, but if you're not using the lobby to have everyone join, then you may need to set this manually, though being on a versus map should change this CVar for you. Anyway, in this case you'd want to set: mp_gamemode "versus" Your best bet would be to just have everyone join a lobby and connect up using sv_search_key or ms_force_dedicated_server. If none of this works, ensure that no plugins(if you're using SourceMod) are causing your issue. -Richard Eid On Tue, Apr 21, 2009 at 9:45 PM, TJ Hilton wrote: > So I updated my server ... > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Trying to set up a Steamgroup server after update
There is a slight workaround for the second part. If you join a steamgroup server, and call a vote to return to the lobby, you can change the map and all other settings EXCEPT the game mode. I've run into the same issue with you as far as gametypes, which is how I found the semi-workaround above earlier today. Speaking of which, I'd rather not make my own email for this. *Is sv_search_key currently working? I can't seem to get it to work.* I set it on the server, then on the client, and it can't find shit. I'd use sv_password, but then I can't have a lobby -_- Valve seems to want to make it as difficult as possibly to run a community-oriented semiprivate server. -Atreus On Tue, Apr 21, 2009 at 11:41 PM, Herbi wrote: > Hi! > > I'm currently trying to set up sereval Steamgroup servers on different > gamemodes. > The problem is that mp_gametype is not set correctly (or at all) on > survival maps, because our Steamgroup servers operate without lobby. > > Apart from that is it possible to run a survival server with something > like a mapcycle? > > Thx for any help! > Herbi > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group
We already advised VALVe a while ago to add a password string which can be set in the steam community admin page, and which can added (and hidden like sv_password) in the servers cfg file. Hereby I urge VALVe again to have a look at this. So far luckily we've been able to keep our group clean of this. Cheers, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel Sent: Wednesday, April 22, 2009 9:30 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group It is public, you can get it from game-monitor.com or somewhere else. > More interesting question is, how does the 3rd party know your > Steamgroup ID? That is not public information, is it? > > -ics > > Herbi kirjoitti: >> Hi! >> >> You can't afaik. >> >> We also add our servers into other steamgroups, but we're asking the >> group admin for permission. >> Try to contact the 3rd party server provider and tell them to not add >> their servers into your group. :) >> >> Regards >> Herbi >> >> Ronny Schedel schrieb: >> >>> Hello, >>> >>> is there some way to protect the own steam community group for unwanted >>> servers? Some servers were added to our Steamcommunity group but are not >>> maintained by us. We want to give the best game experience to our >>> community >>> and we take care to not overload our servers. But we cannot assure this >>> for >>> third party servers. How can we protect our Steamcommunity group from >>> third >>> party servers? >>> >>> Best regards >>> >>> Ronny Schedel >>> >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >>> >>> >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux No virus found in this incoming message. Checked by AVG - www.avg.com Version: 8.5.287 / Virus Database: 270.12.1/2071 - Release Date: 04/21/09 16:48:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group
It's public. The lower 32 bits of the group's SteamID is the group ID. Example: Take the largest group on steam: http://steamcommunity.com/groups/KiFFERSTUEBCHEN Check out the "Enter chat room" link: steam://friends/joinchat/103582791429524891 Lower 32 bits of 103582791429524891 = 3483 Done. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics Sent: Wednesday, April 22, 2009 12:13 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group More interesting question is, how does the 3rd party know your Steamgroup ID? That is not public information, is it? -ics Herbi kirjoitti: > Hi! > > You can't afaik. > > We also add our servers into other steamgroups, but we're asking the > group admin for permission. > Try to contact the 3rd party server provider and tell them to not add > their servers into your group. :) > > Regards > Herbi > > Ronny Schedel schrieb: > >> Hello, >> >> is there some way to protect the own steam community group for unwanted >> servers? Some servers were added to our Steamcommunity group but are not >> maintained by us. We want to give the best game experience to our community >> and we take care to not overload our servers. But we cannot assure this for >> third party servers. How can we protect our Steamcommunity group from third >> party servers? >> >> Best regards >> >> Ronny Schedel >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Left 4 Dead Update Released
Jason, Does this last update only contain fixes for Windows ? Because I didn't received any new file with the linux update Checking/Installing 'Left 4 Dead binaries' version 15 84.22% /data/references/l4d\bin\steamclient.dll 91.60% /data/references/l4d\bin\tier0_s.dll 100.00% /data/references/l4d\bin\vstdlib_s.dll Checking/Installing 'Left 4 Dead base' version 14 Checking/Installing 'left4dead linux dedicated server' version 9 HLDS installation up to date On Wed, Apr 22, 2009 at 2:52 AM, Jason Ruymen wrote: > An optional update for Left 4 Dead is now available. Please run > hldsupdatetool to receive it. The specific changes include: > > - Fixed an incorrect DLL for windows dedicated servers > - Corrected players not receiving the Lighthouse achievement > - Added missing Survival only sounds > - Fixed issue with awarding medal achievements > - Corrected ghost icons appearing survival scoreboard > > Jason > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group
It is public, you can get it from game-monitor.com or somewhere else. > More interesting question is, how does the 3rd party know your > Steamgroup ID? That is not public information, is it? > > -ics > > Herbi kirjoitti: >> Hi! >> >> You can't afaik. >> >> We also add our servers into other steamgroups, but we're asking the >> group admin for permission. >> Try to contact the 3rd party server provider and tell them to not add >> their servers into your group. :) >> >> Regards >> Herbi >> >> Ronny Schedel schrieb: >> >>> Hello, >>> >>> is there some way to protect the own steam community group for unwanted >>> servers? Some servers were added to our Steamcommunity group but are not >>> maintained by us. We want to give the best game experience to our >>> community >>> and we take care to not overload our servers. But we cannot assure this >>> for >>> third party servers. How can we protect our Steamcommunity group from >>> third >>> party servers? >>> >>> Best regards >>> >>> Ronny Schedel >>> >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >>> >>> >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group
There are some servers without contact addresses set. There must be some way to protect the own Steamcommunity group. > Hi! > > You can't afaik. > > We also add our servers into other steamgroups, but we're asking the > group admin for permission. > Try to contact the 3rd party server provider and tell them to not add > their servers into your group. :) > > Regards > Herbi > > Ronny Schedel schrieb: >> Hello, >> >> is there some way to protect the own steam community group for unwanted >> servers? Some servers were added to our Steamcommunity group but are not >> maintained by us. We want to give the best game experience to our >> community >> and we take care to not overload our servers. But we cannot assure this >> for >> third party servers. How can we protect our Steamcommunity group from >> third >> party servers? >> >> Best regards >> >> Ronny Schedel >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group
There's potentially ways to see it from the server tags. For example, on our server, every time I turn on alltalk and it gets auto-added to the tags, the chat shows "sv_tags changed to grp:". The last tag in the list doesn't show, so I'm assuming it's supposed to be hidden but someone at Valve screwed up with the logic behind which tags get hidden. You can also guess it, obviously, and I'm guessing there's probably ways to pull it from public information about the group. People have been 'hijacking' groups since beta (I remember a bunch of servers on the official game group, even). 2009/4/22 ics : > More interesting question is, how does the 3rd party know your > Steamgroup ID? That is not public information, is it? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group
If you know a server in that Steamgroup, you can just view the servers config / tags including the "sv_steamgroup" value. ;) ics schrieb: > More interesting question is, how does the 3rd party know your > Steamgroup ID? That is not public information, is it? > > -ics > > Herbi kirjoitti: > >> Hi! >> >> You can't afaik. >> >> We also add our servers into other steamgroups, but we're asking the >> group admin for permission. >> Try to contact the 3rd party server provider and tell them to not add >> their servers into your group. :) >> >> Regards >> Herbi >> >> Ronny Schedel schrieb: >> >> >>> Hello, >>> >>> is there some way to protect the own steam community group for unwanted >>> servers? Some servers were added to our Steamcommunity group but are not >>> maintained by us. We want to give the best game experience to our community >>> and we take care to not overload our servers. But we cannot assure this for >>> third party servers. How can we protect our Steamcommunity group from third >>> party servers? >>> >>> Best regards >>> >>> Ronny Schedel >>> >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >>> >>> >>> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group
More interesting question is, how does the 3rd party know your Steamgroup ID? That is not public information, is it? -ics Herbi kirjoitti: > Hi! > > You can't afaik. > > We also add our servers into other steamgroups, but we're asking the > group admin for permission. > Try to contact the 3rd party server provider and tell them to not add > their servers into your group. :) > > Regards > Herbi > > Ronny Schedel schrieb: > >> Hello, >> >> is there some way to protect the own steam community group for unwanted >> servers? Some servers were added to our Steamcommunity group but are not >> maintained by us. We want to give the best game experience to our community >> and we take care to not overload our servers. But we cannot assure this for >> third party servers. How can we protect our Steamcommunity group from third >> party servers? >> >> Best regards >> >> Ronny Schedel >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group
Hi! You can't afaik. We also add our servers into other steamgroups, but we're asking the group admin for permission. Try to contact the 3rd party server provider and tell them to not add their servers into your group. :) Regards Herbi Ronny Schedel schrieb: > Hello, > > is there some way to protect the own steam community group for unwanted > servers? Some servers were added to our Steamcommunity group but are not > maintained by us. We want to give the best game experience to our community > and we take care to not overload our servers. But we cannot assure this for > third party servers. How can we protect our Steamcommunity group from third > party servers? > > Best regards > > Ronny Schedel > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux