It's already there, we will check again in 2 weeks ;-)

> We're planning on getting it done before next week.
>
> I guess someone should add the above quote to this page if we don't make 
> it:
>
> http://developer.valvesoftware.com/wiki/Valve_time
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of K Jarrett
> Sent: Monday, November 10, 2008 11:50 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
>
> This is an excellent idea, how likely is this to be included at launch?
>
> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson
> Sent: 10 November 2008 19:36
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
>
> In what we're building, this should be pretty straight-forward.
>
> Our thinking is that you'll tie a Steam group directly to your game 
> server, and then allowing people inside of that group to browse and 
> connect to it. The server would be able to pull people from this method, 
> and from matchmaking at the same time.
>
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of Alex Smith
> Sent: Monday, November 10, 2008 11:20 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Status
>
> Would it be possible to add a feature, so that we could select our own
> server in the match making system?  Rather than using someone else's 
> server.
> That way some of us that like matchmaking can still use the matchmaking
> system with our own server.
>
>
>
> The sv_search_key feature is already in place.  Why not add an option to 
> the
> matchmaking lobby, so the lobby leader can select a server based on its
> sv_search_key setting.
>
>
>
> That alone would give me a lot more incentive to keep my dedicated servers
> up after the game is released.  Its nice to be able to use our own 
> servers.
>
>
> On Mon, Nov 10, 2008 at 2:08 PM, Erik Johnson 
> <[EMAIL PROTECTED]>wrote:
>
>> First off, thanks to everyone for running servers for the demo. We knew
>> going into the release that we were going to need to figure out some ways 
>> to
>> make it worth it for server administrators, and now we have a ton of
>> feedback to work with.
>>
>> Right now we're looking at ways that server administrators can both build 
>> a
>> community around their game server (by subscribing to matchmaking) as 
>> well
>> as service their group of "regulars" that play on their server. Hooking 
>> game
>> servers into Steam Community is going to be our first step, and we're
>> working on that now.
>>
>> There is a key difference between Left 4 Dead and games like 
>> Counter-Strike
>> and Team Fortress in terms of matchmaking that we wanted to solve, and
>> didn't think the server browser could accomplish. In CS and TF2, you can
>> have 2 or 3 players leave in the middle of a game, have their slots 
>> filled
>> by new people, and everyone else's experience doesn't completely suffer.
>> When a player or two leaves Left 4 Dead the game suffers quite a bit, and 
>> we
>> were worried that the server browser model wasn't the right one for this
>> game. In hindsight, there are a number of cases where the server browser
>> does a better job than the new matchmaking system does, so it is highly
>> likely that we'll be adding it back in soon. It isn't trivially easy to 
>> turn
>> back on, but there is overlap between it and the Steam Community work 
>> we'd
>> like to do.
>>
>> Right now we're working toward getting that release out within a week or
>> so.
>>
>> There are a number of Valve employees reading all of the posts on this
>> list, and while we can't reply to every question that comes across, the
>> discussions here are ones we reference commonly when talking about what 
>> to
>> do next internally.
>>
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>>
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