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

