On Thu, Nov 20, 2008 at 18:32, Jonathan Ritchie <[EMAIL PROTECTED]> wrote:
> Thanks, but if you notice in my config I had
>
> // this will allows you to find a server through matchmaking with a
> specific search string
> // note that I have tried with and without this key
> sv_search_key some_special_key
>
> So I have tried sv_search_key and yes I also set the key in any
> clients that tried to find the server during the matchmaking. It seems
> to me that sv_steamgroup is basically the same as sv_search_key. One
> matches on a random string, the other on a groupid, but in effect both
> are just server filters. Neither seem to have the desired effect.
>
> I also notice you keep using "in theory". I appreciate your reply, I
> really do, but I am beyond theory now. I am looking for someone with
> an actual working example of what I want to do!

There is no way to achieve what you ask for in your original post,
unfortunately.  Hopefully Valve is working in it, because everyone's
been asking for the same features.

If you use sv_steamgroup_exclusive 1, your clients only have to go
through the GUI and don't have to touch the console or CFG files.  But
then you don't get a functional lobby.

If you use sv_search_key, your clients will get a working lobby but
have to use their console or edit a CFG file.  You cannot use both
sv_steamgroup_exclusive 1 and an sv_search_key (at least, when I
tested, having both would never work; having a key alone worked).

Either way, your server isn't private, by the way.  Once someone with
the key or in the group connects, anyone can get on the server using
their friends list, if they have a friend on the server.

Clients used to be able to set ms_force_dedicated_server to an IP:port
to force a lobby to connect to a server, but it no longer appears to
work for me with the full game's release.  But that doesn't have much
advantage over sv_search_key now that the server's key isn't
publically visible in its sv_tags.

-Fyren

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