One person claimed the sv_search_key was still working for them, but for me
it's not working and if I only use that flag, it puts my server into the
public matchmaking pool and it fills up before I can even get a chance to
start a game.   I ended up creating a group for myself and just set the
steamgroup and steamgroup exclusive flags and that's been a temporary fix.

On Wed, Apr 22, 2009 at 9:06 AM, Kevin J. Anderson <
[email protected]> wrote:

> Jeff Sugar wrote:
>
> >
> > Speaking of which, I'd rather not make my own email for this. *Is
> > sv_search_key currently working? I can't seem to get it to work.* I set
> it
> > on the server, then on the client, and it can't find shit. I'd use
> > sv_password, but then I can't have a lobby -_-
> >
> > Valve seems to want to make it as difficult as possibly to run a
> > community-oriented semiprivate server.
> >
> > -Atreus
>
> Yes, I too would like some clarification on all of this. (what currently
> works, and what is going to be implemented)
>
> One might assume they are heading towards using
> ms_force_dedicated_server ip:port as the standard, based on the changelog:
> "Made ms_force_dedicated_server not require cheats"
>
> At this point, I and my fellow admins have the other servers we have
> echo out when we exec our autoexec or other config, that we copy and
> paste from the console before launching our lobby.   It works quite
> well.  If you use this method, comment out your search key, as having it
> in the client memory will drastically slow down the lobby launch.
> exec yourconf.cfg
> yourconf.cfg:
> echo "1 ms_force_dedicated_server #.#.#.#:27015"
> echo "2 ms_force_dedicated_server #.#.#.#:27015"
> echo "3 ms_force_dedicated_server #.#.#.#:27015"
>
> Personally, I don't understand why valve doesn't take the list of steam
> group servers, and add a pulldown menu in the lobby, or at least round
> robin the available steamgroup servers, or something along those lines.
>
> Being able to go to specific servers through the lobby easily is pretty
> important for a community.   If that was effective, it would take away
> the reason to use the server browsers at all for the most part, imho.
>
> http://www.l4d.com/blog/post.php?id=2390  talks about the new
> matchmaking system, but is not clear with regards to group servers if
> any changes will be made, and makes only a vague reference to: "This is
> just the first step in giving players control over what servers they
> play on and the type of experience they have."
>
>
> Kevin
>
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