Speaking of community servers, it would be nice to implement something
like a optional mapcycle.

People rather leave the server than switching campaign, so our
Steamgroup servers are always stuck at the same map. Even in survival
mode no one tries to change the map.

I really don't like this "lobby-server-communism" and would appreciate
more community orientated concepts.

Herbi

Kevin J. Anderson schrieb:
> 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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