I've been having some issues trying to wrap my head around L4D2 handles
finding servers, specifically in a LAN party environment. 

 

To cut the long story short, is it possible to still use the lobby system to
handle people sorting themselves into proper teams (we may be small, but we
like to run stuff in a tournament setting with set teams) without having the
lobby leaders resort to console commands to force connection to specific
addresses? Even then I think we may have tried that at one point, and it
failed.

 

The servers work and are perfectly connectable but a lobby will refuse to
connect to them. It will always jump straight to the internet and find an
available server there as a priority, which strikes me as somewhat of an odd
route to take. The client is perfectly capable of seeing local servers (and
will display them as a Steam Group server, even though they don't have a
group set in the server config, I have to assume this is due to them being
discovered by the client on a local network...) but it won't use them as a
preference over going out to the internet to find a server...

 

For now, the only "workaround" I can think of using, would be to have people
pile into the respective servers using the menus, and load the servers up
with a ready check addon to hold the game paused until everybody has
connected and is ready to go, essentially skipping the lobby.

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