Here's what I've noticed on mine:

If I don't specify sv_alltalk in the startup config, it's already set
to 1.  In VS mode, survivors cannot hear infected, and vice versa.  If
I issue a 0, nothing changes.  If I send sv_alltalk 1 (while it's
already reporting as 1), then it works as you expect, all survivors
can talk to all infected, all the time...

I don't know why this is how, how it works like that, whatver... but
we run alltalk on our l4d servers, so I just run sv_alltalk 1 in a
startup config now, players can then disable using !votealltalk

On Sun, Mar 22, 2009 at 6:43 PM, gulfy32 <[email protected]> wrote:
> I've noticed as well if you set sv_alltalk 0 then it changes the tags to
> alltalk.
>
> On Sun, Mar 22, 2009 at 3:44 PM, Robert Whelan <[email protected]> wrote:
>
>> After chatting with a few people I think there maybe a bug with sv_alltalk.
>> I run several l4d servers and a few had asked me if I could turn off alltalk
>> as it makes versus harder as everyone can obviously hear each other. The
>> problem is I didn't enable alltalk, it appears to defalt to "sv_alltalk" =
>> "1" on Win2k3.
>>
>> This is what the console echos without calling sv_alltalk in any cfg:-
>>
>> 15:42:46 "sv_alltalk" = "1"
>>           game notify
>>           - Players can hear all other players' voice communication, no
>> team restrictions
>>
>> Now if I set sv_alltalk 0 in the server.cfg the console echos:-
>>
>> 15:19:20 "sv_alltalk" = "0" ( def. "1" )
>>           game notify
>>           - Players can hear all other players' voice communication, no
>> team restrictions
>>
>>
>> Also, when I set sv_alltalk 0 sv_tags populates with "alltalk" which to
>> me would state alltalk is enabled? Isn't that ass backwards?
>>
>> example: sv_alltalk 0 ->
>>
>> 15:19:33 sv_tags
>> 15:19:33 "sv_tags" = "alltalk,*grp:xxxxx," ( def. "" )
>>
>> Thx for listening... :p
>>
>>
>>
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