Wow, that's different than I remember. Sorry about that. Maybe I just
never looked at it in the console because it was explained by a Valver when
this feature was added. Maybe he even said this and I just remembered
incorrectly. At any rate, I just got home and tried it with
0.0.0.0|internalip:port and it seemed to work just fine. I had a friend in
the lobby with me and we both made it right to the server. I set mine up on
a port outside of 27015-27020, so my mm_dedicated_server_search_lan_ports
was just 27022 instead of 27015, 27016, 27017, 27018, 27019, 27020. But I
adjusted that accordingly to try to match what yours is set to and still had
no troubles.
Also, yeah. If you use sv_steamgroup_exclusive 0, random lobbies can still
have use of your server.
I still recommend the Steam Group Server method over all this, though. You
never have to worry about when your IP address changes and joining it is
even easier than using the console. Plus, it's not as misleading to other
players in the lobby. If you have the lobby set to join Official Dedicated
servers, mm_dedicated_force_servers overrides that. There is nothing in the
lobby letting the users know you're forcing a specific server. With the
Steam Group Server option, it's right there at the top.
-Richard Eid
On Thu, Oct 28, 2010 at 11:54 PM, Fernando Sanchez <[email protected]>wrote:
> Thanks for the response
> I was using it like that because that's what it showed in game as the
> command
>
> "mm_dedicated_force_servers" = ""
> - Comma delimited list of ip:port of servers used to search for dedicated
> servers instead of searching for public servers.
> Use syntax `publicip1:port|privateip1:port,publicip2:port|privateip2:port`
> if your server is behind NAT.
> If the server is behind NAT, you can specify `0.0.0.0|privateip:port` and
> if
> server port is in the list of `mm_server_search_lan_ports` its public
> address should be automatically detected.
>
> As far as my server setup its shown here in detail
> http://forums.srcds.com/viewtopic/15545
>
> I like the idea of steam group
>
> * Dedicated servers by default participate in matchmaking. Matchmaking
> system allows players to get together in a lobby and then start a game
> on a dedicated server together. To make your Left 4 Dead dedicated
> server easily accessible to your community you would create a Steam group
> and get its group id on Steam community group admin page (say "444").
> Set "sv_steamgroup 444" to make all members of your Steam group have
> access
> to the server from their main menu. You can also set
> "sv_steamgroup_exclusive 1"
> which will require that at least one player from your Steam group has to
> join
> the server before public people will be able to join via matchmaking.
>
> So as long as I set sv_steamgroup_exclusive 0 , random people who create
> lobbys have a chance to be thrown in my server correct?
> Whats the algorithm for this anyhow is it really just random?
>
> Thanks a bunch!
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Richard Eid
> Sent: Thursday, October 28, 2010 7:32 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Problem with mm_force_dedicated servers
>
> You can't use 0.0.0.0 for mm_force_dedicated_servers. I mean, I guess you
> could, but then you're telling everyone else in the lobby to connect to
> 0.0.0.0. I can only take a guess and say that it's possible that 0.0.0.0
> is
> voiding the rest of the variable, which may be why you can't even connect
> when the value for that CVar is: 0.0.0.0|192.168.0.10:27015. I'd have to
> test it out and see for myself, but 0.0.0.0 might not even be valid not
> because it's not a real address, but because you're not including a port
> after it. I think Source games will default to 27015 if no port is
> specified, but I don't know if mm_force_dedicated_servers knows that.
> 'connect' does. Try using the real IP:port in place of 0.0.0.0 and see if
> you get anywhere. Because you don't have a static Internet IP, you'd just
> have to change that value every time your IP changed. I don't believe
> there's a way around that. DNS names are not resolved.
>
> A better option for you to consider would be to make your server a Steam
> Group server. When you're in the lobby as the lobby leader, you have the
> option of connecting to Official Dedicated, Best Available Dedicated, Steam
> Group Server and something else(maybe Local Server?). You would select
> Steam Group Server. When you decided to start the match, you're brought to
> a screen that lists all the Steam Group servers that are attached to all
> the
> Steam groups you belong to. You'll see yours there. Select it and all the
> NAT traversal is taken care of for you.
>
> Either way works great so long as you have it all properly set up. With
> the
> details you've given us, I can say that you definitely don't have it set up
> correctly.
>
> -Richard Eid
>
>
> On Thu, Oct 28, 2010 at 9:45 PM, Fernando Sanchez
> <[email protected]>wrote:
>
> > Im hosting a dedicated server on 192.168.1.10:27015
> >
> > Im playing from within the same LAN on 192.168.1.50
> >
> >
> >
> > When I use mm_force_dedicated_servers 0.0.0.0|192.168.1.10:27015, Im
> > unable
> > to connect to it in the lobby, if I use 192.168.1.10:27015 it works (but
> > then people in the lobby would be unable to connect) or If I use my
> > external
> > IP, it works, but I do not have a static IP, so I would constantly have
> to
> > be checking and updating it in my autoexec.cfg, I have DynDns setup, but
> > putting that homebrewed.servebeer.com in there dosen't work , I guess it
> > dosen't resolve domain names?
> >
> >
> >
> > Please Help
> >
> >
> >
> >
> >
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