Hello,
I haven't tested this in a long time, but as I recall, using sv_search_key
takes your server out of matchmaking and allows it to be found by a lobby only
if the lobby's creator has the same search key set in their client. However,
once that person joins your server, I believe it is possible for their Steam
friends to also join your server, regardless of whether or not those people
have the search key set. Again, I haven't tried this in a while, but that's
how I recall it working when I tried all of this before. If that's the case,
then sv_password is a much better solution for making a server private.
Someone reported in this thread that if you set a password on an L4D2 server,
you cannot connect to the server at all. I'm just curious, do you have
"sv_allow_lobby_connect_only 0" in your server config? I think the default
behavior is to only allow Lobby connections, and you need to explicitly set
this cvar in your config in order to allow direct connections. Without it,
you'll get the behavior that was described. If this is set and you still can't
connect, then yeah, I would say it's a bug.
- Dave
Dave Parker
Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
----- Original Message -----
> From: "Mart-Jan Reeuwijk" <[email protected]>
> To: "Half-Life dedicated Linux server mailing list"
> <[email protected]>
> Sent: Friday, December 2, 2011 7:28:46 AM
> Subject: Re: [hlds_linux] L4D2 sv_password bug
>
> A password may be used to make a game exclusive, for example to do
> only with friends or to have a match in a competition.
> There are all sorts of reasons why ppl want to do such
>
> As for choosing a map, one can grand rights to a player and use
> sm_map to change it or w/e. really should not be a big problem.
>
> and as I said, dont have L4D/L4D2, so no experience for me on that.
> But managementwise it shouldn't be a big problem at al.
>
> If passwording really is a bug, that things dont work, my reply was
> meant as a question if it also doesn't work in that capacity.
>
>
>
> >________________________________
> > From: Eric Riemers <[email protected]>
> >To: Mart-Jan Reeuwijk <[email protected]>; Half-Life dedicated
> >Linux server mailing list <[email protected]>
> >Sent: Friday, 2 December 2011, 13:02
> >Subject: Re: [hlds_linux] L4D2 sv_password bug
> >
> >
> >Cant really choose a map like that?
> >
> >but like others said, matchmaking can be turned of that you require
> >a key
> >for instance which just works fine.
> >i've never had the need to use a sv_password though, any examples
> >why that
> >is a 'need' ?
> >
> >
> >On Fri, 2 Dec 2011 03:13:14 -0800 (PST), Mart-Jan Reeuwijk
> ><[email protected]> wrote:
> >> even if on server:
> >>
> >> sv_password "fubar"
> >>
> >> on client console:
> >>
> >> password "fubar"
> >> connect w.x.y.z:port
> >>
> >> ?
> >> (dont have l4d(2), so dont know/cannot test)
> >>
> >>
> >>>________________________________
> >>> From: Amer <[email protected]>
> >>>To: Half-Life dedicated Linux server mailing list
> >>><[email protected]>
> >>>Sent: Friday, 2 December 2011, 3:51
> >>>Subject: Re: [hlds_linux] L4D2 sv_password bug
> >>>
> >>>Unfortunately you can't connect to it at all when it's password
> >>>protected. It doesn't even prompt for password. It could be that
> >>>the
> >>>server doesn't respond to a2s packet from client when you have
> >>>sv_password set. From my test running both l4d and l4d2 servers, I
> >>>could confirm that this bug only exist in l4d2, but not in l4d.
> >>>
> >>>This is still a bug, no matter what unintentional good it brings,
> >>>it
> >>>needs to be fixed
> >>>
> >>>
> >>>
> >>>2011/12/1 James Puckett <[email protected]>:
> >>>> Since it takes it out of the server list aren't you achieving
> >>>> the same
> >>>> security as a password, just tell your friend or whatever to
> >>>> connect
> >via
> >>>> console?
> >>>
> >>>_______________________________________________
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> >>>
> >>>
> >>>
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> >
> >
> >
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