Yeah, I was suspected that someone might've been doing something dodgy 
that was resulting in it happening.  But the only vote that happened 
when I had it happen to me was a vote to increase the campaign 
difficulty and I was the only player still on the server just before it 
finished that stage.  It seems to be a fairly rare thing, but given the 
number of servers we're running (256) and the number of games that occur 
on them obviously, its happening enough that a few people have had it 
happen to them now.


Andrew Armstrong wrote:
> I've seen a broken versus style game you're describing when people votemap
> to Dead Air / Death Toll (using the callvote trick) and don't have enough
> players to start the game - it gets confused and sort of acts like Versus
> mode but also Campaign mode.
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Ben
> Sent: Sunday, 19 April 2009 12:24 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: [hlds_linux] L4D campaign mode turning into a broken versus mode on
> map change
>
> We've had quite a few reports from users with issues on our L4D servers 
> in campaign mode.  The campaign starts off alright, you play through a 
> stage and then sometimes on the map change to the next stage, the server 
> turns into some sort of weird broken versus mode and you can't continue 
> playing in campaign mode.  I've finally gotten it to do it to myself 
> playing through and its got me as an infected and all bots as the 
> humans, but you get stuck in a "Waiting for survivors to leave safe 
> room" state, as obviously the bots aren't going to leave of their own 
> accord.  At least in this example, this is on the Dead Air campaign, 
> which doesn't even have Versus mode (yet).
>
> This is what doing a status on the server shows:
>
> hostname: <removed> L4D #158
> version : 1.0.1.1 3790 secure
> udp/ip  : 202.72.xxx.xx:27158 [ public n/a ]
> os      : Linux Dedicated
> map     : l4d_airport03_garage
> players : 1 humans, 0 bots (4 max) (not hibernating) (reserved 
> 184014e84f7ac0a)
>
> # userid name uniqueid connected ping loss state rate adr
> #  2 1 "Frozen_Hell" STEAM_1:1:45xxx 50:48 80 0 active 30000 
> 202.72.xxx.xx:27005
> #53 "Bill" BOT active
> #63 "Francis" BOT active
> #55 "Zoey" BOT active
> #61 "Louis" BOT active
> #end
>
> We're running 64 forked instances of Left 4 Dead on Linux (Dual Quad 
> Core machine), with pretty much nothing out of the ordinary configured.  
> Looking at the individual server's console (via netcon) doesn't show 
> anything out of the ordinary.  The first reports we had of this issue 
> coming up were before the last patch (25th or 26th of March patch, 
> depending on your timezone), so it wouldn't appear that it was 
> introduced with the last patch but sometime previous to that.
>
> Anyone else had this happen on their servers?
>
>
> / Ben
>
>   


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux

Reply via email to