Try using sourcemod or another plugin's cvar function. Bet those don't  
get blocked by the console.

Steven J. Sumichrast

On May 6, 2009, at 11:58 AM, Brent Veal <[email protected]>  
wrote:

> 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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>>>>> please visit:
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>>>>
>>>>
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