Re: [hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread Console Admin
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.
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Re: [hlds_linux] L4D Server Performance after Update

2009-04-22 Thread ics
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.
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[hlds_linux] L4D Server Performance after Update

2009-04-22 Thread Daniel Worley
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.
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Re: [hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread Steven J. Sumichrast
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.
>>
>
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Re: [hlds_linux] Multiple IP's - master server problem

2009-04-22 Thread Sorin Stanescu
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? 
> 
> 
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Re: [hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread ravnox
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.
> 

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[hlds_linux] Multiple IP's - master server problem

2009-04-22 Thread Evaldas Žilinskas
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? 


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Re: [hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread Eric LeVan
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.
>

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Re: [hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread Steven Sumichrast
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
>>
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Re: [hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread Herbi
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
>
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Re: [hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread ravnox
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
> 

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Re: [hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread William Korb
-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.

2009-04-22 Thread Steven Sumichrast
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.

2009-04-22 Thread Donnie Newlove
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
>>
>> ___
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>> please visit:
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>>
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Re: [hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread William Korb
-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."
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Re: [hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread ravnox
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

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Re: [hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread William Korb
-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
> 

- 

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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."
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Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org

iEYEARECAAYFAknvYp4ACgkQaJBT6t/iy5Ya3wCfele6iAUTAubz/EiIpSG8YxyI
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[hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread William Korb
-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."
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[hlds_linux] L4D - Server Crash since last update on Reservation Request

2009-04-22 Thread Marc.B
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 ?
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Re: [hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread Daniel Worley
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
>
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Re: [hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread Steven Sumichrast
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
>>
>> ___
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
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Re: [hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread Kevin J. Anderson


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

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Re: [hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread Daniel Worley
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
>
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Re: [hlds_linux] Upcoming Left 4 Dead Server Changes

2009-04-22 Thread Eric Riemers
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.
> 
> 
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[hlds_linux] search_key and private group/communities etc.

2009-04-22 Thread Kevin J. Anderson
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

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Re: [hlds_linux] Can't Join VS after update?

2009-04-22 Thread TJ Hilton
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 ...
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Re: [hlds_linux] Trying to set up a Steamgroup server after update

2009-04-22 Thread Jeff Sugar
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
>
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Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group

2009-04-22 Thread Saint K.
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
>>>
>>>
>>
>>
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archives, 
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>
>
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No virus found in this incoming message.
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04/21/09 16:48:00

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Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group

2009-04-22 Thread Tony Paloma
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
>>   
>> 
>
>
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Re: [hlds_linux] Left 4 Dead Update Released

2009-04-22 Thread Marc.B
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
>
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Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group

2009-04-22 Thread Ronny Schedel

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
>>>
>>>
>>
>>
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>
>
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Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group

2009-04-22 Thread Ronny Schedel
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
>>
>>
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>> please visit:
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>>
>
>
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Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group

2009-04-22 Thread David Kellaway
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?

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Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group

2009-04-22 Thread Herbi
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:
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>>>   
>>> 
>>>   
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>>   
>> 
>
>
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Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group

2009-04-22 Thread ics
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
>>   
>> 
>
>
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Re: [hlds_linux] Unwanted L4D servers in own Steamcommunity group

2009-04-22 Thread Herbi
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 
>
>
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