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

