I take that back.

It works as intended...but why can't we get this integrated into the
community system?

On Tue, Nov 18, 2008 at 11:56 AM, Cc2iscooL <[EMAIL PROTECTED]> wrote:

> As far as I can tell sv_search_key no longer works as intended.
>
>
> On Tue, Nov 18, 2008 at 11:40 AM, Joseph Laws <[EMAIL PROTECTED]> wrote:
>
>> I thought this was already there.  You could make your own lobby with
>> your own settings and, using the sv_search_key..and now the group
>> thingy, you should be able to have that game played on your own server.
>> Perhaps I'm mistaken, wouldn't be the first time. ;)
>>
>> Flubber wrote:
>> > I asked for that feature days ago, no response.
>> >
>> > 2008/11/18 Cc2iscooL <[EMAIL PROTECTED]>
>> >
>> >
>> >> Alright guys, I had an idea for the community-based servers seeing as
>> the
>> >> current one is ...well...not too great.
>> >>
>> >> I'd like my community members to be able to create lobbies and THEN
>> join my
>> >> servers, not join my servers and then try to set the options they want.
>> If
>> >> a
>> >> server is empty, why can't the client reserve it as a lobby and then
>> join
>> >> it
>> >> once they're done making changes? It seems rather silly to me that when
>> you
>> >> click "join game" on a zero player server, you immediately go to the
>> lobby,
>> >> but then it drops you right into the game. Can we use the reserve
>> system
>> >> here to make use of our servers? Actually, I liked it better when
>> >> sv_search_key was around. Sure, the client had to type something in
>> every
>> >> time they started their game (or add it to their autoexec) but
>> seriously,
>> >> it
>> >> was better, as people could join our servers if they were available
>> instead
>> >> of not.
>> >>
>> >> Can you guys add something back like this, please?
>> >>
>> >> Thanks!
>> >>
>> >> Cc2iscooL
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>> >>
>> >>
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>> >
>>
>>
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