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I discovered what my issue was: I had both sv_search_key and sv_steamgroup
specified, and the latter overrides the former such that the search key was then
not used.

Thanks!

Bill

William Korb wrote:
> Steven,
> 
> For those of us struggling with getting this type of arrangement to work would
> you be willing to post sanitized versions of your server.cfg files so we can 
> see
> a config that works? I've been struggling with this ever since I started 
> running
> my first l4d server, and I cannot get it to behave as desired.
> 
> Thanks,
> Bill
> 
> 
> Steven Sumichrast packhead at gmail.com wrote:
>> Here's how my forks are configured:
> 
>> All instances execute:
> 
>> sv_steamgroup ID#
> 
> 
>> The first four forks also run a cfg I built that adds sv_search_key
>> <keyname> -- first four forks are always reserved for those with the
>> key, the other four are public all the time...  Never have a problem
>> (and never have had a problem with this method since they provided the
>> search key method).
> 
>> On Wed, Apr 22, 2009 at 8:39 AM, Daniel Worley <worleydl at gmail.com> wrote:
>>> 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 <
>>> lestat at counter-strike.net> 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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William Korb, President & CTO          Phone:  715-382-5462
QISC, Inc.
19945 82nd Ave., Suite 201             E-mail: [email protected]
Chippewa Falls, WI 54729-5631          URL:    http://www.qisc.com/
"Tilting at Digital Windmills since 1995."
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