Whenever I try switching mp_gamemode after joining from a lobby, it gives me
a message saying that mp_gamemode is locked due to lobby reservation. I've
tried changing it and switching maps, but it only works when everyone
connects without a lobby. That's my experience with it so far, at least.



On Wed, May 6, 2009 at 9:50 AM, Mike Zimmermann <[email protected]> wrote:

> This is because the gamemode used to be determined by the map name "l4d_"
> or
> "l4d_vs_". Now it is determined by a cvar (mp_gamemode). This is because
> many Survival maps are just the co-op or versus maps with added entities to
> block off hallways and stuff. I've found that changing mp_gamemode and then
> reloading or switching to the new maps works fine. For instance, if I was
> playing on l4d_hospital01_apartment in Coop and I wanted to switch to Death
> Toll on VS, I would issue:
>
> mp_gamemode versus
> changelevel l4d_vs_smalltown01_caves
>
> In essence you could play Versus on any map but I wouldn't suggest it as
> not
> all maps are built for it.
>
> -Mike
>
>
> On Wed, May 6, 2009 at 11:42 AM, Brent Veal <[email protected]
> >wrote:
>
> > the Game mode didnt used to be locked when joining through the lobby. You
> > used to be able to change between coop/versus easily any time. I dont
> know
> > if it's a bug, or if this is how they intended the game to be, but the
> > gamemode gets locked through the lobby ever since Survival was
> introduced.
> >
> > On Wed, May 6, 2009 at 9:33 AM, <[email protected]> wrote:
> >
> > > I'd say #1 is a genuine bug, #4 is by design but maybe should be looked
> > at
> > > (the idea is it's a lobby that's the primary unit, not the server - and
> > the
> > > people maybe want to see if there's a better server after the current
> > > campaign has finished), #3 if implemented should be
> per-lobby/playervote,
> > > and no idea if #2 is a bug or not...
> > >
> > > but if you're not sure if the url is correct try checking the access
> logs
> > > for your webserver if it's a url problem the 404's should be
> > self-evident,
> > > if it's not supported you'll just see nothing at all (if you don't have
> > > access to log files you could use wireshark or similar on your client)
> > >
> > > > -----Original Message-----
> > > > From: [email protected] [mailto:hlds-
> > > > [email protected]] On Behalf Of Dan Sorenson
> > > > Sent: 06 May 2009 11:20
> > > > To: [email protected]
> > > > Subject: Re: [hlds] Any official HLDS Material?
> > > >
> > > > At 10:37 AM 5/6/2009 -0500, Brandon Sharpe wrote:
> > > >
> > > > >the one thing that really drives me insane is the lack of official
> > > > >documentation for the HLDS server or more specifically the Left4Dead
> > > > >variant.
> > > >
> > > > You're not the only one.  I manage about a half-dozen clan servers,
> > > > and the teamwork needed in L4D has siphoned off probably 80% of our
> > > > former core DoD:S players.  There's a real demand for this game,
> > > > and I'm in the unenviable position of having to admit I have no
> > > > idea what the heck I'm doing with the servers.
> > > >
> > > > Some issues I've found no resolution for (and I freely admit I've
> > > > only spent perhaps five hours of looking, since I've that whole
> > > > real job thing staring me in the face during the day):
> > > >
> > > > 1) switching game-mode and maps.  If you're playing versus and the
> > > > server
> > > > was started on a co-op or survival map, the maps lose the areas where
> > > > infected can climb the sides of buildings.  Likewise, a survival map
> > > > can be changed
> > > > to but the server remains in coop mode, thus the dreaded hordes never
> > > > come.
> > > >
> > > > 2) Map downloads.  I've not spent enough time on this debugging, but
> > > > there
> > > > has to be a way to get custom maps out to the players dynamically.
>  The
> > > > standard sv_downloadurl doesn't appear to be the way, or maybe I've
> > > > just
> > > > pooched the URL as I cribbed it from the DoDS server.
> > > >
> > > > 3) Game variables.  Respawn time for the infected are horrendous,
> given
> > > > it's 30 seconds to respawn then another minute of running ahead of
> the
> > > > survivors to find a spot to rejoin.  We'd like a more immediate
> return
> > > > to the action.  It would also be kind of nice if we could limit
> > > > ammunition
> > > > or otherwise muck with things in versus mode to give the infected a
> > > > shot at winning if there's not a tank on the level.
> > > >
> > > > 4) Booted at the end of the round.  Campaign ends, everybody's
> > > > disconnected.  Be kind of nice if we could stick around for the next
> > > > campaign.
> > > >
> > > > You're on-target, these are simple, simple issues that could easily
> be
> > > > taken care of if we pooled our knowledge and placed it in a
> convenient
> > > > spot.  Looking through this mailing list and google-fu takes hours to
> > > > uncover, well, not much.
> > > >
> > > >               - Dan
> > > >
> > > > * Dan Sorenson      DoD #1066      A.H.M.C. #35     [email protected]*
> > > > * Vikings?  There ain't no vikings here.  Just us honest farmers.   *
> > > > * The town was burning, the villagers were dead.  They didn't need  *
> > > > * those sheep anyway.  That's our story and we're sticking to it.   *
> > > >
> > > >
> > > > _______________________________________________
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> archives,
> > > > please visit:
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> > >
> > >
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> > >
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> >
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