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

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