Richard Eid wrote: > As far as rates, go, I guess you could bump up the default value for > sv_maxrate to 20000. Other than that, there isn't any other adjustment that > needs to be done. The tickrate is 30, so you're pretty much all set for > that on the client end. If you choose to change sv_maxrate, make sure that > the clients all change the value for rate to 20000 as well. Everything > works fine with the defaults, so it's up to you. > > As far as getting connected, as long as there is an Internet connection > somewhere in that mix, you should consider using an sv_search_key to bring > everyone in through the Lobby system. I suppose you could have everyone use > the connect CVar in their console and then just restart the campaign once > everyone is in, but the issues that existed with connecting to a Left 4 Dead > server through a Lobby behind the same NAT you're playing behind have pretty > much been solved. Using the connect CVar seems to be unnecessary now that > NAT Traversal has been fixed up. I think there may still be one outstanding > issue, but unless you are running multiple NATs at this LAN, you probably > wouldn't run into it.
Hmm, I think I see how this is supposed to work, but I just tested it and couldn't connect. I'm able to connect via the "connect <ip>:<port>" method, but I tried setting the sv_search_key on both the server and in my config.cfg on the client. I can verify that I do indeed have it set on the client side, but when I try to create a lobby and find a dedicated server, I get squat. Does the dedicated server need to have ports forwarded to it from outside, even though it's lan play? Thanks for the help, Jay _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

