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

2009-04-23 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] search_key and private group/communities etc.

2009-04-23 Thread Coldorak
Is ms_force_dedicated_server client-side or server-side?

My servers are steamgroup_exclusive 1 but usually my players go on a random
lobby or create one, organize themselves, then when they're ready, leave the
lobby and go on one of my servers.

Cold

On Wed, Apr 22, 2009 at 10:15 PM, rav...@arkanox.net 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 packh...@gmail.com 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] search_key and private group/communities etc.

2009-04-23 Thread Kevin J. Anderson
Its client side.   set steamgroup exclusive, no search key, and tell 
them to put the ms_force_dedicated_server ip:port in their autoexec.cfg.

Now that it doesn't require cheats to be enabled, any lobby leader who 
has it set should always go to that specific server if its not being 
used at the time.

If you have multiple servers, I have my the others echoed in my 
autoexec, so I can exec it through console, copy and paste the one I 
wish through the console, and start the lobby.

Kev

Coldorak wrote:
 Is ms_force_dedicated_server client-side or server-side?
 
 My servers are steamgroup_exclusive 1 but usually my players go on a random
 lobby or create one, organize themselves, then when they're ready, leave the
 lobby and go on one of my servers.
 
 Cold
 
 On Wed, Apr 22, 2009 at 10:15 PM, rav...@arkanox.net 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 packh...@gmail.com 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] search_key and private group/communities etc.

2009-04-23 Thread Coldorak
Thanks Kev!

On Thu, Apr 23, 2009 at 2:31 PM, Kevin J. Anderson 
les...@counter-strike.net wrote:

 Its client side.   set steamgroup exclusive, no search key, and tell
 them to put the ms_force_dedicated_server ip:port in their autoexec.cfg.

 Now that it doesn't require cheats to be enabled, any lobby leader who
 has it set should always go to that specific server if its not being
 used at the time.

 If you have multiple servers, I have my the others echoed in my
 autoexec, so I can exec it through console, copy and paste the one I
 wish through the console, and start the lobby.

 Kev

 Coldorak wrote:
  Is ms_force_dedicated_server client-side or server-side?
 
  My servers are steamgroup_exclusive 1 but usually my players go on a
 random
  lobby or create one, organize themselves, then when they're ready, leave
 the
  lobby and go on one of my servers.
 
  Cold
 
  On Wed, Apr 22, 2009 at 10:15 PM, rav...@arkanox.net 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 packh...@gmail.com 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] 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] 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] 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 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
keyname -- 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 worle...@gmail.com 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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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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[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
 keyname -- 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 worleydl at gmail.com 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
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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
 keyname -- 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 worleydl at gmail.com 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.
-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
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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 k...@qisc.com 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

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 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 worle...@gmail.com 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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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 k...@qisc.com 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
 keyname -- 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 worleydl at gmail.com
 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 

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 k...@qisc.com 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
 keyname -- 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 worleydl at gmail.com
 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 

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 k...@qisc.com 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 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 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 de...@wieseln.de 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 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 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 packh...@gmail.com 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] 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, rav...@arkanox.net 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 packh...@gmail.com 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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