Here is how my configuration works, starting with my launch script:

./srcds_run_updater -netconport 90## -netconpassword ***** +motdfile
genmay_motd.txt +hostfile genmay_host.txt -fork 8 +exec
server_cfg##.cfg -port 27017# -autoupdate $COMMONARGS

In each of the server_cfg files, I have:

// Run the generic startup file
exec settings.cfg

// Exec search key
exec genmay_search_key.cfg

// Set the hostname
hostname "[PGS] L4D Network | Server 01"

// Load map
map l4d_hospital01_apartment



So note here: in my settings.cfg file is:

// Set up some server info
//hostname "General [M]ayhem Left4Dead Game Network"
rcon_password *******
sv_contact "[email protected]"

// Set servers to appropriate group
sv_steamgroup 78
sv_steamgroup_exclusive 0

// Configure difficulty
z_difficulty "Impossible"



So how's this work from the overhead?  Each fork fires up -- I have no
server.cfg or autoexec.cfg, so they don't run those.  Fork 1 runs
server_cfg01.cfg -- it immediately executes my "all servers" settings
file, which has our steam group in it and sets it to NOT exclusive, as
well as some other "catch all" stuff (like difficulty for when the
servers sit idle and can be joined directly).

Then the 4 forks that are configured for search key, I run the search
key config, which comes by AFTER the steam group settings are in
place.

Viola!  You can now join our servers through the main screen with the
"steamgroup servers", or you can host a game through the lobby and
specify sv_search_key **** and get your own box...  Works either way.

It works great for us because we don't have to have our users memorize
our port numbers.  And, we're about to relocate our servers so our
addresses will change.  They won't even know it happens because they
all just use search key and it's never an issue.

Hope that helps...


On 4/22/09, William Korb <[email protected]> wrote:
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> 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
>
> - --
> 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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>
> iEYEARECAAYFAknvPh4ACgkQaJBT6t/iy5bmCACfRWwA4VrIYPDL57u6NcYmJuni
> tUkAn2P6tyiW5biGT06SnVLhsHd80JlN
> =4yxK
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