Re: [hlds] Left 4 Dead Win32 Updated (again)

2008-11-18 Thread Cc2iscooL
Awesome.

Do you guys think in the future if a community server is empty we can
instead allow the community members to setup a game in the lobby...like
sv_search_key? Please? I hate this direct connection that throws you
directly into the game with no choices.

Please please please. :)

On Tue, Nov 18, 2008 at 1:04 AM, Jason Ruymen [EMAIL PROTECTED]wrote:

 A new update for the Win32 Left 4 Dead Dedicated Server has been released.
  This time fixing the issue with not being able to run a secure dedicated
 server.  Please update using hldsupdatetool.

 Jason

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Re: [hlds] L4D Versus Mode?

2008-11-18 Thread [ЯтR] The-/iller
Also zombies never win technically, even if you kill all of the humans 
it moves the level forward not repeat the same step?

Dr.Stinglock wrote:
 Exactly.

 I have just tested this and it seems that's how it works.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
 Sent: Tuesday, 18 November 2008 3:52 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] L4D Versus Mode?

 So what happens when you have 8 slots and play a co op map, will it just
 hide the 4 slots and make it 4 then make it 8 when it goes to versus.




 
 From: Cc2iscooL [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Monday, November 17, 2008 10:49:04 PM
 Subject: Re: [hlds] L4D Versus Mode?

 I'm pretty sure it's controlled by the lobby.

 On Tue, Nov 18, 2008 at 12:42 AM, Jeff Sugar [EMAIL PROTECTED] wrote:

   
 I've seen it asked a few times amidst the other emails and on the forums,
 but no one's answered (and there's no documentation for it). How do you
 switch your server over to Versus mode?
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Re: [hlds] L4D Versus Mode?

2008-11-18 Thread Robert C
Having no control over whether a server is maxclients 4 or 8 kind of sucks.
If I set up our hosts how they can comfortably run 10 4player servers and
then end up with 10 8player servers it totally hoses performance.

If I set them up expecting 8players and they all only load up as 4players
I'm left with extra resources which I could be using to host more
servers

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [??R]
The-/iller
Sent: Tuesday, 18 November 2008 7:08 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D Versus Mode?

Also zombies never win technically, even if you kill all of the humans 
it moves the level forward not repeat the same step?

Dr.Stinglock wrote:
 Exactly.

 I have just tested this and it seems that's how it works.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
 Sent: Tuesday, 18 November 2008 3:52 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] L4D Versus Mode?

 So what happens when you have 8 slots and play a co op map, will it just
 hide the 4 slots and make it 4 then make it 8 when it goes to versus.




 
 From: Cc2iscooL [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Monday, November 17, 2008 10:49:04 PM
 Subject: Re: [hlds] L4D Versus Mode?

 I'm pretty sure it's controlled by the lobby.

 On Tue, Nov 18, 2008 at 12:42 AM, Jeff Sugar [EMAIL PROTECTED] wrote:

   
 I've seen it asked a few times amidst the other emails and on the forums,
 but no one's answered (and there's no documentation for it). How do you
 switch your server over to Versus mode?
 ___
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Re: [hlds] L4D Versus Mode?

2008-11-18 Thread hlds
Well the 8 players is for DM, and the 44 is for COOP. So, maybe there is a
way to make it COOP only?

But.. if you have maxplayers set to 4 in the launch command, I don't think
it could go up to 8. I could be wrong though


 Having no control over whether a server is maxclients 4 or 8 kind of
 sucks.
 If I set up our hosts how they can comfortably run 10 4player servers and
 then end up with 10 8player servers it totally hoses performance.

 If I set them up expecting 8players and they all only load up as 4players
 I'm left with extra resources which I could be using to host more
 servers

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of [??R]
 The-/iller
 Sent: Tuesday, 18 November 2008 7:08 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] L4D Versus Mode?

 Also zombies never win technically, even if you kill all of the humans
 it moves the level forward not repeat the same step?

 Dr.Stinglock wrote:
 Exactly.

 I have just tested this and it seems that's how it works.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
 Sent: Tuesday, 18 November 2008 3:52 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] L4D Versus Mode?

 So what happens when you have 8 slots and play a co op map, will it just
 hide the 4 slots and make it 4 then make it 8 when it goes to versus.




 
 From: Cc2iscooL [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Monday, November 17, 2008 10:49:04 PM
 Subject: Re: [hlds] L4D Versus Mode?

 I'm pretty sure it's controlled by the lobby.

 On Tue, Nov 18, 2008 at 12:42 AM, Jeff Sugar [EMAIL PROTECTED]
 wrote:


 I've seen it asked a few times amidst the other emails and on the
 forums,
 but no one's answered (and there's no documentation for it). How do you
 switch your server over to Versus mode?
 ___
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Re: [hlds] L4D Versus Mode?

2008-11-18 Thread Dr.Stinglock
To have it coop only you would need to limit the map cycle/ maplist to only
the coop maps.

It doesn't matter what you set in the launch command from what I have seen,
set it to 4 in the cmd line, changed to a vs map, and it goes to 8 slots.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: Tuesday, 18 November 2008 5:09 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D Versus Mode?

Well the 8 players is for DM, and the 44 is for COOP. So, maybe there is a
way to make it COOP only?

But.. if you have maxplayers set to 4 in the launch command, I don't think
it could go up to 8. I could be wrong though


 Having no control over whether a server is maxclients 4 or 8 kind of
 sucks.
 If I set up our hosts how they can comfortably run 10 4player servers and
 then end up with 10 8player servers it totally hoses performance.

 If I set them up expecting 8players and they all only load up as 4players
 I'm left with extra resources which I could be using to host more
 servers

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of [??R]
 The-/iller
 Sent: Tuesday, 18 November 2008 7:08 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] L4D Versus Mode?

 Also zombies never win technically, even if you kill all of the humans
 it moves the level forward not repeat the same step?

 Dr.Stinglock wrote:
 Exactly.

 I have just tested this and it seems that's how it works.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of DontWannaName!
 Sent: Tuesday, 18 November 2008 3:52 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] L4D Versus Mode?

 So what happens when you have 8 slots and play a co op map, will it just
 hide the 4 slots and make it 4 then make it 8 when it goes to versus.




 
 From: Cc2iscooL [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Monday, November 17, 2008 10:49:04 PM
 Subject: Re: [hlds] L4D Versus Mode?

 I'm pretty sure it's controlled by the lobby.

 On Tue, Nov 18, 2008 at 12:42 AM, Jeff Sugar [EMAIL PROTECTED]
 wrote:


 I've seen it asked a few times amidst the other emails and on the
 forums,
 but no one's answered (and there's no documentation for it). How do you
 switch your server over to Versus mode?
 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


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Re: [hlds] Left 4 Dead Win32 Update

2008-11-18 Thread Eric van Beesten
Just a question, what is the starup line? +maxplayers 8?

Because without it, it's a 4 players server.

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jason Ruymen
Verzonden: dinsdag 18 november 2008 7:38
Aan: Half-Life dedicated Win32 server mailing list
Onderwerp: [hlds] Left 4 Dead Win32 Update

The Win32 Left 4 Dead Dedicated Server has been updated.  Please run
hldsupdatetool to receive the update.  This should fix the missing files
when downloading from hldsupdatetool.

Jason

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Re: [hlds] Left 4 Dead Win32 Update

2008-11-18 Thread Kitteny Berk
As far as I can tell, +maxplayers does nothing.

Seems that the only thing that changes the effective player limit is the 
map that's loaded, but users can change that.   possibly limiting the 
maps available to users will work, but that might just break something.

Eric van Beesten wrote:
 Just a question, what is the starup line? +maxplayers 8?

 Because without it, it's a 4 players server.

 -Oorspronkelijk bericht-
 Van: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Namens Jason Ruymen
 Verzonden: dinsdag 18 november 2008 7:38
 Aan: Half-Life dedicated Win32 server mailing list
 Onderwerp: [hlds] Left 4 Dead Win32 Update

 The Win32 Left 4 Dead Dedicated Server has been updated.  Please run
 hldsupdatetool to receive the update.  This should fix the missing files
 when downloading from hldsupdatetool.

 Jason

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Re: [hlds] Left 4 Dead Win32 Updated (again)

2008-11-18 Thread Jason
Is there any plan to re-add the mapcyclefile variable to change the mapcycle 
file so we can run a VS and CO-OP server off the same files?

Copying like 3-4GB of data into a separate folder just to make some VS 
servers is a bit of a pain.

Regards,
Jason

- Original Message - 
From: Jason Ruymen [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Monday, November 17, 2008 11:04 PM
Subject: [hlds] Left 4 Dead Win32 Updated (again)


A new update for the Win32 Left 4 Dead Dedicated Server has been released. 
This time fixing the issue with not being able to run a secure dedicated 
server.  Please update using hldsupdatetool.

 Jason

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[hlds] l4d missing key cvars: servercfgfile, mapcyclefile and bannedcfgfile

2008-11-18 Thread Steven Hartland
Seems l4d is missing servercfgfile and mapcyclefile cvars so how are
we meant to set these for l4d servers?

Obviously +exec sort of works for server.cfg but its not quite the
same as it doesn't exec on each map change.

Also in the other games bannedcfgfile was added to prevent the issue
of bans being lost in multi server installs this is also missing in
l4d.

Any chance of getting these back in or are there alternatives?

The most important one being mapcyclefile as I cant see any other
way of doing this in the current implementation :(

Regards
Steve


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Re: [hlds] L4D Versus Mode?

2008-11-18 Thread Flubber
How can people choose side while joining a versus game from a community
server? When the last player is quitting a versus game (fork mode) it
restart to the srcds start map  selection.
Are you sure the game is release, so many bugs, no clean client interface,
looks like the worse beta ever.


2008/11/18 L L [EMAIL PROTECTED]

 Question though... if a server has the map cycle limited to coop only and a
 party of 8 (vs mode) tries to connect to the server via matchmaking... what
 happens?

 I'm pretty sure the server doesn't advertise that it is limited to coop
 only
 maps or vs only maps... it only finds out when it reads the
 mapcycle/maplist. (Which then brings up the question, when does the srcds
 read mapcycle/maplist?)

 Does the party bypass that server and keep searching, or connect to server
 and something (i have no clue) happens? Perhaps boots 4 of the players and
 forces them into coop mode?

 Hmm, just curious in understanding. =)

 On Tue, Nov 18, 2008 at 12:38 AM, Dr.Stinglock [EMAIL PROTECTED]
 wrote:

  To have it coop only you would need to limit the map cycle/ maplist to
 only
  the coop maps.
 
  It doesn't matter what you set in the launch command from what I have
 seen,
  set it to 4 in the cmd line, changed to a vs map, and it goes to 8 slots.
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  [EMAIL PROTECTED]
  Sent: Tuesday, 18 November 2008 5:09 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] L4D Versus Mode?
 
  Well the 8 players is for DM, and the 44 is for COOP. So, maybe there is
 a
  way to make it COOP only?
 
  But.. if you have maxplayers set to 4 in the launch command, I don't
 think
  it could go up to 8. I could be wrong though
 
 
   Having no control over whether a server is maxclients 4 or 8 kind of
   sucks.
   If I set up our hosts how they can comfortably run 10 4player servers
 and
   then end up with 10 8player servers it totally hoses performance.
  
   If I set them up expecting 8players and they all only load up as
 4players
   I'm left with extra resources which I could be using to host more
   servers
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of [??R]
   The-/iller
   Sent: Tuesday, 18 November 2008 7:08 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] L4D Versus Mode?
  
   Also zombies never win technically, even if you kill all of the humans
   it moves the level forward not repeat the same step?
  
   Dr.Stinglock wrote:
   Exactly.
  
   I have just tested this and it seems that's how it works.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of
  DontWannaName!
   Sent: Tuesday, 18 November 2008 3:52 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] L4D Versus Mode?
  
   So what happens when you have 8 slots and play a co op map, will it
 just
   hide the 4 slots and make it 4 then make it 8 when it goes to versus.
  
  
  
  
   
   From: Cc2iscooL [EMAIL PROTECTED]
   To: Half-Life dedicated Win32 server mailing list
   hlds@list.valvesoftware.com
   Sent: Monday, November 17, 2008 10:49:04 PM
   Subject: Re: [hlds] L4D Versus Mode?
  
   I'm pretty sure it's controlled by the lobby.
  
   On Tue, Nov 18, 2008 at 12:42 AM, Jeff Sugar [EMAIL PROTECTED]
   wrote:
  
  
   I've seen it asked a few times amidst the other emails and on the
   forums,
   but no one's answered (and there's no documentation for it). How do
 you
   switch your server over to Versus mode?
   ___
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 archives,
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Re: [hlds] list

2008-11-18 Thread ian.simons
Well said that man! 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mohammed
Khalik
Sent: 18 November 2008 11:54
To: hlds@list.valvesoftware.com
Subject: [hlds] list








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Re: [hlds] list

2008-11-18 Thread Arg!
i agree

On Tue, Nov 18, 2008 at 10:54 PM, Mohammed Khalik 
[EMAIL PROTECTED] wrote:








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Re: [hlds] list

2008-11-18 Thread Mohammed Khalik

http://www.fragmasters.co.uk

omg it was an error!  I did not mean to post this under hlds.






 Date: Tue, 18 Nov 2008 22:57:21 +1100
 From: [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] list
 
 i agree
 
 On Tue, Nov 18, 2008 at 10:54 PM, Mohammed Khalik 
 [EMAIL PROTECTED] wrote:
 
 
 
 
 
 
 
 
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Re: [hlds] list

2008-11-18 Thread Olly
You fail at the internet. Do not pass go... Do not collect $200

2008/11/18 Mohammed Khalik [EMAIL PROTECTED]


 http://www.fragmasters.co.uk

 omg it was an error!  I did not mean to post this under hlds.






  Date: Tue, 18 Nov 2008 22:57:21 +1100
  From: [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] list
 
  i agree
 
  On Tue, Nov 18, 2008 at 10:54 PM, Mohammed Khalik 
  [EMAIL PROTECTED] wrote:
 
  
  
  
  
  
  
  
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Re: [hlds] l4d missing key cvars: servercfgfile, mapcyclefile and bannedcfgfile

2008-11-18 Thread Robert Whelan
I asked about this before along with throuble I had with the demo, not one 
reply. Anyways, I'm using the switch servercfgfile to run mutiple server.cfgs 
and yes, its DOES report 'Unknown Command' but DOES LOAD the server.cfg I want.





From: Steven Hartland [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, November 18, 2008 4:08:36 AM
Subject: [hlds] l4d missing key cvars: servercfgfile, mapcyclefile and 
bannedcfgfile

Seems l4d is missing servercfgfile and mapcyclefile cvars so how are
we meant to set these for l4d servers?

Obviously +exec sort of works for server.cfg but its not quite the
same as it doesn't exec on each map change.

Also in the other games bannedcfgfile was added to prevent the issue
of bans being lost in multi server installs this is also missing in
l4d.

Any chance of getting these back in or are there alternatives?

The most important one being mapcyclefile as I cant see any other
way of doing this in the current implementation :(

    Regards
    Steve


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[hlds] Mapcycle and VS mode in L4D

2008-11-18 Thread Bruce Potter
Howdy,
First off, thanks Valve for the work you've put into this.  Releasing  
patches at crazy o'clock in the AM is dedication to the cause.  I  
appreciate the effort.

Anyhoo, I'm running SRCDS in a linux (CentOS) system on AMD proc's.   
Server starts up fine, ppl can connect, etc.  I'd like to run a VS  
only server, and I've seen where ppl have suggested controlling maps  
via maplist/mapcycle.  I've done that before with TF2 servers so I'm  
familiar with the concept.  However I can't seem to make it work for  
L4D.  I've modified both files to only include the vs maps, but the  
server still ended up with a lobby connect that forced it into  
l4d_hospital.  No clue how, cept  it seems that it's either ignoring  
the list or the lobby connects overrule all.

Is anyone else having this problem?  Any solution that I'm missing.

Thanks all.

bruce


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Re: [hlds] Mapcycle and VS mode in L4D

2008-11-18 Thread Robert Whelan
Yeah, no doubt Bruce.

I know I said thx, but really, thx guys/gals at Valve! Outside of all the email 
spam it wasn't to hectic and a fix was in place to get us up and going. Looking 
forward to playing later today now that the storm has settled!





From: Bruce Potter [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Tuesday, November 18, 2008 8:13:49 AM
Subject: [hlds] Mapcycle and VS mode in L4D

Howdy,
First off, thanks Valve for the work you've put into this.  Releasing  
patches at crazy o'clock in the AM is dedication to the cause.  I  
appreciate the effort.



  
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Re: [hlds] L4D Versus Mode?

2008-11-18 Thread gameadmin
Are you _sure_, absolutely sure, that player-controlled boss infected have
more on an impact on performance than AI infected?  From a network POV, yes,
of course, but from a CPU/memory POV? 

Oh, and if you succeeded in changing the max number of players to 4, you'd
stop any boss infected from spawning, since there wouldn't be a slot for
them.  Which is why you can't :P

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of Robert C
 Sent: 18 November 2008 08:18
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] L4D Versus Mode?
 
 Having no control over whether a server is maxclients 4 or 8 kind of
 sucks.
 If I set up our hosts how they can comfortably run 10 4player servers
 and
 then end up with 10 8player servers it totally hoses performance.
 
 If I set them up expecting 8players and they all only load up as
 4players
 I'm left with extra resources which I could be using to host more
 servers
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of [??R]
 The-/iller
 Sent: Tuesday, 18 November 2008 7:08 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] L4D Versus Mode?
 
 Also zombies never win technically, even if you kill all of the humans
 it moves the level forward not repeat the same step?
 
 Dr.Stinglock wrote:
  Exactly.
 
  I have just tested this and it seems that's how it works.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
 DontWannaName!
  Sent: Tuesday, 18 November 2008 3:52 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] L4D Versus Mode?
 
  So what happens when you have 8 slots and play a co op map, will it
 just
  hide the 4 slots and make it 4 then make it 8 when it goes to versus.
 
 
 
 
  
  From: Cc2iscooL [EMAIL PROTECTED]
  To: Half-Life dedicated Win32 server mailing list
  hlds@list.valvesoftware.com
  Sent: Monday, November 17, 2008 10:49:04 PM
  Subject: Re: [hlds] L4D Versus Mode?
 
  I'm pretty sure it's controlled by the lobby.
 
  On Tue, Nov 18, 2008 at 12:42 AM, Jeff Sugar [EMAIL PROTECTED]
 wrote:
 
 
  I've seen it asked a few times amidst the other emails and on the
 forums,
  but no one's answered (and there's no documentation for it). How do
 you
  switch your server over to Versus mode?
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Re: [hlds] l4d missing key cvars: servercfgfile, mapcyclefile and bannedcfgfile

2008-11-18 Thread gameadmin
Can you change these while the game is running?  It definitely works on the
command line...

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of Robert Whelan
 Sent: 18 November 2008 14:01
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] l4d missing key cvars: servercfgfile, mapcyclefile
 and bannedcfgfile
 
 I asked about this before along with throuble I had with the demo, not
 one reply. Anyways, I'm using the switch servercfgfile to run mutiple
 server.cfgs and yes, its DOES report 'Unknown Command' but DOES LOAD
 the server.cfg I want.
 
 
 
 
 
 From: Steven Hartland [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, November 18, 2008 4:08:36 AM
 Subject: [hlds] l4d missing key cvars: servercfgfile, mapcyclefile and
 bannedcfgfile
 
 Seems l4d is missing servercfgfile and mapcyclefile cvars so how are
 we meant to set these for l4d servers?
 
 Obviously +exec sort of works for server.cfg but its not quite the
 same as it doesn't exec on each map change.
 
 Also in the other games bannedcfgfile was added to prevent the issue
 of bans being lost in multi server installs this is also missing in
 l4d.
 
 Any chance of getting these back in or are there alternatives?
 
 The most important one being mapcyclefile as I cant see any other
 way of doing this in the current implementation :(
 
     Regards
     Steve
 
 
 This e.mail is private and confidential between Multiplay (UK) Ltd. and
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 or otherwise disseminating it or any information contained in it.
 
 In the event of misdirection, illegible or incomplete transmission
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Re: [hlds] l4d missing key cvars: servercfgfile, mapcyclefile and bannedcfgfile

2008-11-18 Thread Robert Whelan
I run it strictly as a commandline switch, haven't tried what your asking. Once 
the game is running why not just exec the select .cfg directly?





From: [EMAIL PROTECTED] [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Tuesday, November 18, 2008 8:44:10 AM
Subject: Re: [hlds] l4d missing key cvars: servercfgfile, mapcyclefile and 
bannedcfgfile

Can you change these while the game is running?  It definitely works on the
command line...

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of Robert Whelan
 Sent: 18 November 2008 14:01
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] l4d missing key cvars: servercfgfile, mapcyclefile
 and bannedcfgfile
 
 I asked about this before along with throuble I had with the demo, not
 one reply. Anyways, I'm using the switch servercfgfile to run mutiple
 server.cfgs and yes, its DOES report 'Unknown Command' but DOES LOAD
 the server.cfg I want.
 
 
 
 
 
 From: Steven Hartland [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, November 18, 2008 4:08:36 AM
 Subject: [hlds] l4d missing key cvars: servercfgfile, mapcyclefile and
 bannedcfgfile
 
 Seems l4d is missing servercfgfile and mapcyclefile cvars so how are
 we meant to set these for l4d servers?
 
 Obviously +exec sort of works for server.cfg but its not quite the
 same as it doesn't exec on each map change.
 
 Also in the other games bannedcfgfile was added to prevent the issue
 of bans being lost in multi server installs this is also missing in
 l4d.
 
 Any chance of getting these back in or are there alternatives?
 
 The most important one being mapcyclefile as I cant see any other
 way of doing this in the current implementation :(
 
     Regards
     Steve
 
 
 This e.mail is private and confidential between Multiplay (UK) Ltd. and
 the person or entity to whom it is addressed. In the event of
 misdirection, the recipient is prohibited from using, copying, printing
 or otherwise disseminating it or any information contained in it.
 
 In the event of misdirection, illegible or incomplete transmission
 please telephone +44 845 868 1337
 or return the E.mail to [EMAIL PROTECTED]
 
 
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Re: [hlds] Left 4 Dead Win32 Updated (again)

2008-11-18 Thread Patrick Shelley
I hope Gabe gives you a nice xmas bonus 

Well done VALVe on a great game! I dont need to go to the gym for a cardio
vascular workout anymore YAY!!!

Cream Bun Clan FTW 

http://www.sidesteal.com/l4d/l4dmotd.html

On 11/18/08, Jason [EMAIL PROTECTED] wrote:

 Is there any plan to re-add the mapcyclefile variable to change the
 mapcycle
 file so we can run a VS and CO-OP server off the same files?

 Copying like 3-4GB of data into a separate folder just to make some VS
 servers is a bit of a pain.

 Regards,

 Jason


 - Original Message -
 From: Jason Ruymen [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com

 Sent: Monday, November 17, 2008 11:04 PM
 Subject: [hlds] Left 4 Dead Win32 Updated (again)



 A new update for the Win32 Left 4 Dead Dedicated Server has been released.
 This time fixing the issue with not being able to run a secure dedicated
 server.  Please update using hldsupdatetool.
 
  Jason
 
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Re: [hlds] remove me from your list please

2008-11-18 Thread Patrick Shelley
Put me down for 2 !!

On 11/18/08, TheHeartSmasher [EMAIL PROTECTED] wrote:

 I heard they were having a sale, so instead of the regular $50,000 it's now
 $49,999.


 On Mon, Nov 17, 2008 at 3:01 PM, Mark Mandelaro [EMAIL PROTECTED]
 wrote:

  how much does it cost to be removed from the list ill pay double
 
  On Mon, Nov 17, 2008 at 8:42 AM, Olly [EMAIL PROTECTED] wrote:
 
   Change your password?
  
   2008/11/17 Thomas Morton [EMAIL PROTECTED]
  
Anthony is correct - I am completely unable to remove one of my other
   mail
addresses from this list via those links (not hugely worried but
getting
this all twice does get confusing :P)
   
Needs looking into?
   
(considerign the amount of people that DO send in these type of mails
  it
does somewhat suggest that it is broken somewhere).
Thomas Morton
   
++ No problem should ever have to be solved twice ++
   
(There is an outside chance my account has been compromised - please
  let
   me
know if you recieve anything *odd* or suspicious from me)
   
   
2008/11/17 J T [EMAIL PROTECTED]
   
 hlds http://list.valvesoftware.com/mailman/listinfo/hlds list
 run
  by
 listadmin
 at valvesoftware.com [EMAIL PROTECTED]

 Should have someone that can assist you.

 On Sun, Nov 16, 2008 at 7:13 PM, Anthony E. Prandi 
  [EMAIL PROTECTED]
 wrote:

  Now see, the funny thing is, I have tryed unsubscribing twice,
  using
the
  unsubscribe link, from both the lists, and have yet to receive my
  confirmation e-mail it was to have sent, so maybe its NOT that
easy...
 
 
 
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 WOLFGaming Network
 www.wolfservers.com
 www.wolfgaming.net
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Re: [hlds] remove me from your list please

2008-11-18 Thread Clyde cide
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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On Tue, Nov 18, 2008 at 10:12 AM, Patrick Shelley [EMAIL PROTECTED]wrote:

 Put me down for 2 !!

 On 11/18/08, TheHeartSmasher [EMAIL PROTECTED] wrote:
 
  I heard they were having a sale, so instead of the regular $50,000 it's
 now
  $49,999.
 
 
  On Mon, Nov 17, 2008 at 3:01 PM, Mark Mandelaro [EMAIL PROTECTED]
  wrote:
 
   how much does it cost to be removed from the list ill pay double
  
   On Mon, Nov 17, 2008 at 8:42 AM, Olly [EMAIL PROTECTED] wrote:
  
Change your password?
   
2008/11/17 Thomas Morton [EMAIL PROTECTED]
   
 Anthony is correct - I am completely unable to remove one of my
 other
mail
 addresses from this list via those links (not hugely worried
 but
 getting
 this all twice does get confusing :P)

 Needs looking into?

 (considerign the amount of people that DO send in these type of
 mails
   it
 does somewhat suggest that it is broken somewhere).
 Thomas Morton

 ++ No problem should ever have to be solved twice ++

 (There is an outside chance my account has been compromised -
 please
   let
me
 know if you recieve anything *odd* or suspicious from me)


 2008/11/17 J T [EMAIL PROTECTED]

  hlds http://list.valvesoftware.com/mailman/listinfo/hlds list
  run
   by
  listadmin
  at valvesoftware.com [EMAIL PROTECTED]
 
  Should have someone that can assist you.
 
  On Sun, Nov 16, 2008 at 7:13 PM, Anthony E. Prandi 
   [EMAIL PROTECTED]
  wrote:
 
   Now see, the funny thing is, I have tryed unsubscribing twice,
   using
 the
   unsubscribe link, from both the lists, and have yet to receive
 my
   confirmation e-mail it was to have sent, so maybe its NOT
 that
 easy...
  
  
  
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Re: [hlds] remove me from your list please

2008-11-18 Thread Ferenc Kovacs
2008/11/18 Clyde cide [EMAIL PROTECTED]

  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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 On Tue, Nov 18, 2008 at 10:12 AM, Patrick Shelley [EMAIL PROTECTED]
 wrote:

  Put me down for 2 !!
 
  On 11/18/08, TheHeartSmasher [EMAIL PROTECTED] wrote:
  
   I heard they were having a sale, so instead of the regular $50,000 it's
  now
   $49,999.
  
  
   On Mon, Nov 17, 2008 at 3:01 PM, Mark Mandelaro [EMAIL PROTECTED]
   wrote:
  
how much does it cost to be removed from the list ill pay double
   
On Mon, Nov 17, 2008 at 8:42 AM, Olly [EMAIL PROTECTED] wrote:
   
 Change your password?

 2008/11/17 Thomas Morton [EMAIL PROTECTED]

  Anthony is correct - I am completely unable to remove one of my
  other
 mail
  addresses from this list via those links (not hugely worried
  but
  getting
  this all twice does get confusing :P)
 
  Needs looking into?
 
  (considerign the amount of people that DO send in these type of
  mails
it
  does somewhat suggest that it is broken somewhere).
  Thomas Morton
 
  ++ No problem should ever have to be solved twice ++
 
  (There is an outside chance my account has been compromised -
  please
let
 me
  know if you recieve anything *odd* or suspicious from me)
 
 
  2008/11/17 J T [EMAIL PROTECTED]
 
   hlds http://list.valvesoftware.com/mailman/listinfo/hlds
 list
   run
by
   listadmin
   at valvesoftware.com [EMAIL PROTECTED]
  
   Should have someone that can assist you.
  
   On Sun, Nov 16, 2008 at 7:13 PM, Anthony E. Prandi 
[EMAIL PROTECTED]
   wrote:
  
Now see, the funny thing is, I have tryed unsubscribing
 twice,
using
  the
unsubscribe link, from both the lists, and have yet to
 receive
  my
confirmation e-mail it was to have sent, so maybe its NOT
  that
  easy...
   
   
   
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read above.
Tyrael
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Re: [hlds] Mapcycle and VS mode in L4D

2008-11-18 Thread Christopher Bass
I thank them or fixing the issue but I hope they re analyze their QA 
procedure. This should have not slipped through the system. I've made similar 
mistakes as tech before but you feel like a complete idiot when you do. 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Whelan
Sent: Tuesday, November 18, 2008 9:29
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mapcycle and VS mode in L4D

Yeah, no doubt Bruce.

I know I said thx, but really, thx guys/gals at Valve! Outside of all the email 
spam it wasn't to hectic and a fix was in place to get us up and going. Looking 
forward to playing later today now that the storm has settled!





From: Bruce Potter [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Sent: Tuesday, November 18, 2008 8:13:49 AM
Subject: [hlds] Mapcycle and VS mode in L4D

Howdy,
First off, thanks Valve for the work you've put into this.  Releasing  
patches at crazy o'clock in the AM is dedication to the cause.  I  
appreciate the effort.



  
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Re: [hlds] remove me from your list please

2008-11-18 Thread Dustin Wyatt
Way to go, ReHax.



On Tue, Nov 18, 2008 at 9:28 AM, Clyde cide [EMAIL PROTECTED] wrote:
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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 On Tue, Nov 18, 2008 at 10:12 AM, Patrick Shelley [EMAIL PROTECTED]wrote:

 Put me down for 2 !!

 On 11/18/08, TheHeartSmasher [EMAIL PROTECTED] wrote:
 
  I heard they were having a sale, so instead of the regular $50,000 it's
 now
  $49,999.
 
 
  On Mon, Nov 17, 2008 at 3:01 PM, Mark Mandelaro [EMAIL PROTECTED]
  wrote:
 
   how much does it cost to be removed from the list ill pay double
  
   On Mon, Nov 17, 2008 at 8:42 AM, Olly [EMAIL PROTECTED] wrote:
  
Change your password?
   
2008/11/17 Thomas Morton [EMAIL PROTECTED]
   
 Anthony is correct - I am completely unable to remove one of my
 other
mail
 addresses from this list via those links (not hugely worried
 but
 getting
 this all twice does get confusing :P)

 Needs looking into?

 (considerign the amount of people that DO send in these type of
 mails
   it
 does somewhat suggest that it is broken somewhere).
 Thomas Morton

 ++ No problem should ever have to be solved twice ++

 (There is an outside chance my account has been compromised -
 please
   let
me
 know if you recieve anything *odd* or suspicious from me)


 2008/11/17 J T [EMAIL PROTECTED]

  hlds http://list.valvesoftware.com/mailman/listinfo/hlds list
  run
   by
  listadmin
  at valvesoftware.com [EMAIL PROTECTED]
 
  Should have someone that can assist you.
 
  On Sun, Nov 16, 2008 at 7:13 PM, Anthony E. Prandi 
   [EMAIL PROTECTED]
  wrote:
 
   Now see, the funny thing is, I have tryed unsubscribing twice,
   using
 the
   unsubscribe link, from both the lists, and have yet to receive
 my
   confirmation e-mail it was to have sent, so maybe its NOT
 that
 easy...
  
  
  
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Re: [hlds] maxplayers, maxclients

2008-11-18 Thread Chris | FatPipeServer.com
So is there still no way to definitively set how many player slots are 
available on a L4D server and have it stick?  If so I can't possibly set 
these up for people... thanks in advance.

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[hlds] L4D max slots

2008-11-18 Thread Blake Hagin
Does anyone know how to change the max slots for a server from 8 to 12? I
cant find it anywhere...
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Re: [hlds] L4D max slots

2008-11-18 Thread Alec Sanger

I don't believe you can change the max slots. it changes based on the map (i 
think)
 
. Date: Tue, 18 Nov 2008 11:55:48 -0500 From: [EMAIL PROTECTED] To: 
hlds@list.valvesoftware.com Subject: [hlds] L4D max slots  Does anyone know 
how to change the max slots for a server from 8 to 12? I cant find it 
anywhere... ___ To unsubscribe, 
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Re: [hlds] L4D max slots

2008-11-18 Thread Craig Collinson
does it even support 12 ?

2008/11/18 Blake Hagin [EMAIL PROTECTED]

 Does anyone know how to change the max slots for a server from 8 to 12? I
 cant find it anywhere...
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Re: [hlds] L4D max slots

2008-11-18 Thread Don Williams
From what I understand due to the AI and such it was limit to 8 max.
- Original Message - 
From: Craig Collinson [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: 2008-11-18 12:04 PM
Subject: Re: [hlds] L4D max slots


 does it even support 12 ?

 2008/11/18 Blake Hagin [EMAIL PROTECTED]

 Does anyone know how to change the max slots for a server from 8 to 12? I
 cant find it anywhere...
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[hlds] L4D Community Server Idea - Matchmaking

2008-11-18 Thread Cc2iscooL
Alright guys, I had an idea for the community-based servers seeing as the
current one is ...well...not too great.

I'd like my community members to be able to create lobbies and THEN join my
servers, not join my servers and then try to set the options they want. If a
server is empty, why can't the client reserve it as a lobby and then join it
once they're done making changes? It seems rather silly to me that when you
click join game on a zero player server, you immediately go to the lobby,
but then it drops you right into the game. Can we use the reserve system
here to make use of our servers? Actually, I liked it better when
sv_search_key was around. Sure, the client had to type something in every
time they started their game (or add it to their autoexec) but seriously, it
was better, as people could join our servers if they were available instead
of not.

Can you guys add something back like this, please?

Thanks!

Cc2iscooL
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Re: [hlds] L4D max slots

2008-11-18 Thread Jtrask
You launch the server and it will change the number of slots when the  
players on the server call a vote.

Sent from my iPhone

On Nov 18, 2008, at 9:02 AM, Alec Sanger [EMAIL PROTECTED] wrote:


 I don't believe you can change the max slots. it changes based on  
 the map (i think)

 . Date: Tue, 18 Nov 2008 11:55:48 -0500 From:  
 [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject:  
 [hlds] L4D max slots  Does anyone know how to change the max slots  
 for a server from 8 to 12? I cant find it anywhere...  
 ___ To unsubscribe,  
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Re: [hlds] L4D max slots

2008-11-18 Thread Patrick Shelley
here we go LOL!

33 vs 33 Please !!

Only kidding!

On 11/18/08, Craig Collinson [EMAIL PROTECTED] wrote:

 does it even support 12 ?

 2008/11/18 Blake Hagin [EMAIL PROTECTED]


  Does anyone know how to change the max slots for a server from 8 to 12? I
  cant find it anywhere...
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Re: [hlds] L4D max slots

2008-11-18 Thread Don Williams
155 vs 155 that's some win.
- Original Message - 
From: Patrick Shelley [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: 2008-11-18 12:13 PM
Subject: Re: [hlds] L4D max slots


 here we go LOL!

 33 vs 33 Please !!

 Only kidding!

 On 11/18/08, Craig Collinson [EMAIL PROTECTED] wrote:

 does it even support 12 ?

 2008/11/18 Blake Hagin [EMAIL PROTECTED]


  Does anyone know how to change the max slots for a server from 8 to 12? 
  I
  cant find it anywhere...
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  please visit:
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Re: [hlds] L4D max slots

2008-11-18 Thread SakeFox
I'm sure that someone will find a way and then complain that the game 
isn't balanced.

Craig Collinson wrote:
 does it even support 12 ?

 2008/11/18 Blake Hagin [EMAIL PROTECTED]

   
 Does anyone know how to change the max slots for a server from 8 to 12? I
 cant find it anywhere...
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Re: [hlds] L4D max slots

2008-11-18 Thread Steve
I just had an idea that I am testing now.

If the max players is controlled via the type of map that gets loaded.

Why can't you just remove the maps for the type you don't want?

For instance. I want a 4 player co-op only server.. so I move all the VS
maps to another folder.. then start up the server..

I know this is somewhat of a duct tape fix for the problem.. and it will
cause issues when it tries to download the maps again during an update
cycle.. but it should work in theory right?

Haven't testing extensively.. but so far it appears to be working.

-Steve


 You launch the server and it will change the number of slots when the
 players on the server call a vote.

 Sent from my iPhone

 On Nov 18, 2008, at 9:02 AM, Alec Sanger [EMAIL PROTECTED] wrote:


 I don't believe you can change the max slots. it changes based on
 the map (i think)

 . Date: Tue, 18 Nov 2008 11:55:48 -0500 From:
 [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject:
 [hlds] L4D max slots  Does anyone know how to change the max slots
 for a server from 8 to 12? I cant find it anywhere...
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Re: [hlds] L4D max slots

2008-11-18 Thread Don Williams
They always do.
- Original Message - 
From: SakeFox [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: 2008-11-18 12:16 PM
Subject: Re: [hlds] L4D max slots


 I'm sure that someone will find a way and then complain that the game
 isn't balanced.

 Craig Collinson wrote:
 does it even support 12 ?

 2008/11/18 Blake Hagin [EMAIL PROTECTED]


 Does anyone know how to change the max slots for a server from 8 to 12? 
 I
 cant find it anywhere...
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Re: [hlds] L4D max slots

2008-11-18 Thread Don Williams
To be honest I like it exactly how it is.  If I want more slots I'll run 
more servers with 6 servers full I was hitting maybe 2-3mb/s outbound 
traffic and 30% cpu usage.+
- Original Message - 
From: SakeFox [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: 2008-11-18 12:16 PM
Subject: Re: [hlds] L4D max slots


 I'm sure that someone will find a way and then complain that the game
 isn't balanced.

 Craig Collinson wrote:
 does it even support 12 ?

 2008/11/18 Blake Hagin [EMAIL PROTECTED]


 Does anyone know how to change the max slots for a server from 8 to 12? 
 I
 cant find it anywhere...
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Re: [hlds] L4D max slots

2008-11-18 Thread steve grout
i could be way off base here so feel free to ignore me.  I dont think 
there is a way to change the max player slots as like people have said 
before its dependant on the map type (versus - 8 and co-op - 4).  I 
think the interesting thing is the way the engine spawns the AI bots.  
If you look through hlsw when the tank or blower etc spawn the appear 
for a fraction of a second in the player list.. perhaps this is why the 
player number is actually higher than can be set, to allow for this.  
with a versus server there will be 8 human players then when the 
director spawns the bots i think it spawns max 6 at a time, so that 
would be the 14 limit we saw in demo.

anyway.. just my thoughts

Alec Sanger wrote:
 I don't believe you can change the max slots. it changes based on the map (i 
 think)
  
 . Date: Tue, 18 Nov 2008 11:55:48 -0500 From: [EMAIL PROTECTED] To: 
 hlds@list.valvesoftware.com Subject: [hlds] L4D max slots  Does anyone 
 know how to change the max slots for a server from 8 to 12? I cant find it 
 anywhere... ___ To unsubscribe, 
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Re: [hlds] L4D max slots

2008-11-18 Thread steve grout
when i say spawn 6 bots.. i mean main ones not the normal lower zombies

steve grout wrote:
 i could be way off base here so feel free to ignore me.  I dont think 
 there is a way to change the max player slots as like people have said 
 before its dependant on the map type (versus - 8 and co-op - 4).  I 
 think the interesting thing is the way the engine spawns the AI bots.  
 If you look through hlsw when the tank or blower etc spawn the appear 
 for a fraction of a second in the player list.. perhaps this is why the 
 player number is actually higher than can be set, to allow for this.  
 with a versus server there will be 8 human players then when the 
 director spawns the bots i think it spawns max 6 at a time, so that 
 would be the 14 limit we saw in demo.

 anyway.. just my thoughts

 Alec Sanger wrote:
   
 I don't believe you can change the max slots. it changes based on the map (i 
 think)
  
 . Date: Tue, 18 Nov 2008 11:55:48 -0500 From: [EMAIL PROTECTED] To: 
 hlds@list.valvesoftware.com Subject: [hlds] L4D max slots  Does anyone 
 know how to change the max slots for a server from 8 to 12? I cant find it 
 anywhere... ___ To 
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Re: [hlds] L4D max slots

2008-11-18 Thread Blake Hagin
I have only seen two or three servers with 12 slots and all of them were
owned by darkstarllc
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Re: [hlds] L4D max slots - another solution

2008-11-18 Thread Steve
or you could do this

director_no_human_zombies = 1
 game replicated
 - Prevents humans from joining the zombie team


 I just had an idea that I am testing now.

 If the max players is controlled via the type of map that gets loaded.

 Why can't you just remove the maps for the type you don't want?

 For instance. I want a 4 player co-op only server.. so I move all the VS
 maps to another folder.. then start up the server..

 I know this is somewhat of a duct tape fix for the problem.. and it will
 cause issues when it tries to download the maps again during an update
 cycle.. but it should work in theory right?

 Haven't testing extensively.. but so far it appears to be working.

 -Steve


 You launch the server and it will change the number of slots when the
 players on the server call a vote.

 Sent from my iPhone

 On Nov 18, 2008, at 9:02 AM, Alec Sanger [EMAIL PROTECTED] wrote:


 I don't believe you can change the max slots. it changes based on
 the map (i think)

 . Date: Tue, 18 Nov 2008 11:55:48 -0500 From:
 [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject:
 [hlds] L4D max slots  Does anyone know how to change the max slots
 for a server from 8 to 12? I cant find it anywhere...
 ___ To unsubscribe,
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 visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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Re: [hlds] Mapcycle and VS mode in L4D

2008-11-18 Thread Alec Sanger

okay, sorry if this has been answered already.
 
I'm looking to set up a dedicated VS server and a dedicated COOP server. Do we 
know exactly how the cycle works in regards to maps? It just removing vs maps 
from mapcycle going to make it coop only? Anyone tested any of this?
_
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Re: [hlds] remove me from your list please

2008-11-18 Thread Clyde cide
lol come on these e-mails are hilarious. Ive cancelled 3 different addresses
and never had the issue with the email still comming in :D

On Tue, Nov 18, 2008 at 10:55 AM, Dustin Wyatt [EMAIL PROTECTED]wrote:

 Way to go, ReHax.



 On Tue, Nov 18, 2008 at 9:28 AM, Clyde cide [EMAIL PROTECTED]
 wrote:
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
 
  On Tue, Nov 18, 2008 at 10:12 AM, Patrick Shelley [EMAIL PROTECTED]
 wrote:
 
  Put me down for 2 !!
 
  On 11/18/08, TheHeartSmasher [EMAIL PROTECTED] wrote:
  
   I heard they were having a sale, so instead of the regular $50,000
 it's
  now
   $49,999.
  
  
   On Mon, Nov 17, 2008 at 3:01 PM, Mark Mandelaro [EMAIL PROTECTED]
   wrote:
  
how much does it cost to be removed from the list ill pay double
   
On Mon, Nov 17, 2008 at 8:42 AM, Olly [EMAIL PROTECTED] wrote:
   
 Change your password?

 2008/11/17 Thomas Morton [EMAIL PROTECTED]

  Anthony is correct - I am completely unable to remove one of my
  other
 mail
  addresses from this list via those links (not hugely worried
  but
  getting
  this all twice does get confusing :P)
 
  Needs looking into?
 
  (considerign the amount of people that DO send in these type of
  mails
it
  does somewhat suggest that it is broken somewhere).
  Thomas Morton
 
  ++ No problem should ever have to be solved twice ++
 
  (There is an outside chance my account has been compromised -
  please
let
 me
  know if you recieve anything *odd* or suspicious from me)
 
 
  2008/11/17 J T [EMAIL PROTECTED]
 
   hlds http://list.valvesoftware.com/mailman/listinfo/hlds
 list
   run
by
   listadmin
   at valvesoftware.com [EMAIL PROTECTED]
  
   Should have someone that can assist you.
  
   On Sun, Nov 16, 2008 at 7:13 PM, Anthony E. Prandi 
[EMAIL PROTECTED]
   wrote:
  
Now see, the funny thing is, I have tryed unsubscribing
 twice,
using
  the
unsubscribe link, from both the lists, and have yet to
 receive
  my
confirmation e-mail it was to have sent, so maybe its NOT
  that
  easy...
   
   
   
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Re: [hlds] Mapcycle and VS mode in L4D

2008-11-18 Thread Steve
So far removing the maps has worked for me, there is also this

director_no_human_zombies = 1
 - Prevents humans from joining the zombie team




 okay, sorry if this has been answered already.

 I'm looking to set up a dedicated VS server and a dedicated COOP server.
 Do we know exactly how the cycle works in regards to maps? It just
 removing vs maps from mapcycle going to make it coop only? Anyone tested
 any of this?
 _
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Re: [hlds] L4D dedicated server config guide

2008-11-18 Thread Steve
Hey guys!

I updated my L4D config guide with lots of info about forking and co-op /
versus modes. (this is turning into a monster post)

If you have a simple question about getting your L4D server going you
might wanna take a look at this first.

http://forums.steampowered.com/forums/showthread.php?t=745441

-Steve



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Re: [hlds] remove me from your list please

2008-11-18 Thread J T
It would be cool to mirror this list on a website.

On Tue, Nov 18, 2008 at 11:05 AM, Clyde cide [EMAIL PROTECTED]wrote:

 lol come on these e-mails are hilarious. Ive cancelled 3 different
 addresses
 and never had the issue with the email still comming in :D

 On Tue, Nov 18, 2008 at 10:55 AM, Dustin Wyatt [EMAIL PROTECTED]
 wrote:

  Way to go, ReHax.
 
 
 
  On Tue, Nov 18, 2008 at 9:28 AM, Clyde cide [EMAIL PROTECTED]
 
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   On Tue, Nov 18, 2008 at 10:12 AM, Patrick Shelley [EMAIL PROTECTED]
  wrote:
  
   Put me down for 2 !!
  
   On 11/18/08, TheHeartSmasher [EMAIL PROTECTED] wrote:
   
I heard they were having a sale, so instead of the regular $50,000
  it's
   now
$49,999.
   
   
On Mon, Nov 17, 2008 at 3:01 PM, Mark Mandelaro 
 [EMAIL PROTECTED]
wrote:
   
 how much does it cost to be removed from the list ill pay double

 On Mon, Nov 17, 2008 at 8:42 AM, Olly [EMAIL PROTECTED] wrote:

  Change your password?
 
  2008/11/17 Thomas Morton [EMAIL PROTECTED]
 
   Anthony is correct - I am completely unable to remove one of
 my
   other
  mail
   addresses from this list via those links (not hugely
 worried
   but
   getting
   this all twice does get confusing :P)
  
   Needs looking into?
  
   (considerign the amount of people that DO send in these type
 of
   mails
 it
   does somewhat suggest that it is broken somewhere).
   Thomas Morton
  
   ++ No problem should ever have to be solved twice ++
  
   (There is an outside chance my account has been compromised -
   please
 let
  me
   know if you recieve anything *odd* or suspicious from me)
  
  
   2008/11/17 J T [EMAIL PROTECTED]
  
hlds http://list.valvesoftware.com/mailman/listinfo/hlds
  list
run
 by
listadmin
at valvesoftware.com [EMAIL PROTECTED]
   
Should have someone that can assist you.
   
On Sun, Nov 16, 2008 at 7:13 PM, Anthony E. Prandi 
 [EMAIL PROTECTED]
wrote:
   
 Now see, the funny thing is, I have tryed unsubscribing
  twice,
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   the
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   my
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Re: [hlds] Mapcycle and VS mode in L4D

2008-11-18 Thread Alec Sanger

I can't seem to get VS only to work, even though I removed the non vs maps from 
the mapcycle file. Any ideas?
 
 
Thanks Date: Tue, 18 Nov 2008 11:17:12 -0700 From: [EMAIL PROTECTED] To: 
hlds@list.valvesoftware.com Subject: Re: [hlds] Mapcycle and VS mode in L4D  
So far removing the maps has worked for me, there is also this  
director_no_human_zombies = 1 - Prevents humans from joining the zombie 
team  okay, sorry if this has been answered already.   I'm 
looking to set up a dedicated VS server and a dedicated COOP server.  Do we 
know exactly how the cycle works in regards to maps? It just  removing vs 
maps from mapcycle going to make it coop only? Anyone tested  any of this?  
_  Color 
coding for safety: Windows Live Hotmail alerts you to suspicious  email.  
http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_safety_112008
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[hlds] How about some server instructions and server.cfg files?

2008-11-18 Thread Frank Hotte
Been through HUNDREDS of emails and it's like a guessing game for most 
people to figure out what's what with setting up the servers the way we want 
them.

Is it too much to ask to get proper instructions on what commands we need 
for our servers?

I really find this very poorly organized.  You create a multiplayer game, at 
least provide us with proper guidance instead of a quick blurp here and 
there.


Thanks in advance.



Busterking
10-78 Clan Boss
Visit our website
Join our forums
www.10-78.com
- Original Message - 
From: Alec Sanger [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, November 18, 2008 2:37 PM
Subject: Re: [hlds] Mapcycle and VS mode in L4D



 I can't seem to get VS only to work, even though I removed the non vs maps 
 from the mapcycle file. Any ideas?


 Thanks Date: Tue, 18 Nov 2008 11:17:12 -0700 From: 
 [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: 
 [hlds] Mapcycle and VS mode in L4D  So far removing the maps has worked 
 for me, there is also this  director_no_human_zombies = 1 - 
 Prevents humans from joining the zombie team  okay, sorry if 
 this has been answered already.   I'm looking to set up a dedicated VS 
 server and a dedicated COOP server.  Do we know exactly how the cycle 
 works in regards to maps? It just  removing vs maps from mapcycle going 
 to make it coop only? Anyone tested  any of this?  
 _  Color 
 coding for safety: Windows Live Hotmail alerts you to suspicious  
 email.  
 http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_safety_112008
   
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 your list preferences, or view the list archives,  please visit:  
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 Color coding for safety: Windows Live Hotmail alerts you to suspicious 
 email.
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 please visit:
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No virus found in this incoming message.
Checked by AVG - http://www.avg.com
Version: 8.0.175 / Virus Database: 270.9.6/1797 - Release Date: 11/18/2008 
11:23 AM


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Re: [hlds] How about some server instructions and server.cfg files?

2008-11-18 Thread Karl Weckstrom
Careful, frank :) I said the same thing a few weeks ago only to be barraged 
with waah waaah wh what a crybaby type emails flooding the list.

But yeah. I agree with you. 100%. Valve *NEEDS* to develop some documentation. 
Rule #1 - Documentation should accompany development, not be done after the 
fact.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Frank Hotte
Sent: Tuesday, November 18, 2008 2:50 PM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] How about some server instructions and server.cfg files?

Been through HUNDREDS of emails and it's like a guessing game for most 
people to figure out what's what with setting up the servers the way we want 
them.

Is it too much to ask to get proper instructions on what commands we need 
for our servers?

I really find this very poorly organized.  You create a multiplayer game, at 
least provide us with proper guidance instead of a quick blurp here and 
there.


Thanks in advance.



Busterking
10-78 Clan Boss
Visit our website
Join our forums
www.10-78.com
- Original Message - 
From: Alec Sanger [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, November 18, 2008 2:37 PM
Subject: Re: [hlds] Mapcycle and VS mode in L4D



 I can't seem to get VS only to work, even though I removed the non vs maps 
 from the mapcycle file. Any ideas?


 Thanks Date: Tue, 18 Nov 2008 11:17:12 -0700 From: 
 [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: 
 [hlds] Mapcycle and VS mode in L4D  So far removing the maps has worked 
 for me, there is also this  director_no_human_zombies = 1 - 
 Prevents humans from joining the zombie team  okay, sorry if 
 this has been answered already.   I'm looking to set up a dedicated VS 
 server and a dedicated COOP server.  Do we know exactly how the cycle 
 works in regards to maps? It just  removing vs maps from mapcycle going 
 to make it coop only? Anyone tested  any of this?  
 _  Color 
 coding for safety: Windows Live Hotmail alerts you to suspicious  
 email.  
 http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_safety_112008
   
 ___  To unsubscribe, edit 
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 Color coding for safety: Windows Live Hotmail alerts you to suspicious 
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 please visit:
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No virus found in this incoming message.
Checked by AVG - http://www.avg.com
Version: 8.0.175 / Virus Database: 270.9.6/1797 - Release Date: 11/18/2008 
11:23 AM


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Re: [hlds] L4D dedicated server config guide

2008-11-18 Thread Marc Sutherland
Thanks!

On Tue, Nov 18, 2008 at 2:33 PM, Steve [EMAIL PROTECTED] wrote:

 Hey guys!

 I updated my L4D config guide with lots of info about forking and co-op /
 versus modes. (this is turning into a monster post)

 If you have a simple question about getting your L4D server going you
 might wanna take a look at this first.

 http://forums.steampowered.com/forums/showthread.php?t=745441

 -Steve



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Re: [hlds] How about some server instructions and server.cfg files?

2008-11-18 Thread stutters
Seconded. And no, the Setting up a Standalone Dedicated Server guide  
is not it.

I've got to believe that somewhere, someone (internal on the  
development team) documented the server setup process and the cvars  
used. Can't that be made public, say on the game title page: 
http://store.steampowered.com/app/500/

It doesn't need to be a point of support, just a starting point. Once  
folks have a starting point, then they can come back to the list to  
get support more unique or customized configs.

Matt stutters Albiniak
Gamerscoalition
[EMAIL PROTECTED]
http://www.gamerscoalition.com

On Nov 18, 2008, at 1:50 PM, Frank Hotte wrote:

 Been through HUNDREDS of emails and it's like a guessing game for most
 people to figure out what's what with setting up the servers the way  
 we want
 them.

 Is it too much to ask to get proper instructions on what commands we  
 need
 for our servers?

 I really find this very poorly organized.  You create a multiplayer  
 game, at
 least provide us with proper guidance instead of a quick blurp here  
 and
 there.


 Thanks in advance.



 Busterking
 10-78 Clan Boss
 Visit our website
 Join our forums
 www.10-78.com
 - Original Message -
 From: Alec Sanger [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, November 18, 2008 2:37 PM
 Subject: Re: [hlds] Mapcycle and VS mode in L4D



 I can't seem to get VS only to work, even though I removed the non  
 vs maps
 from the mapcycle file. Any ideas?


 Thanks Date: Tue, 18 Nov 2008 11:17:12 -0700 From:
 [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re:
 [hlds] Mapcycle and VS mode in L4D  So far removing the maps has  
 worked
 for me, there is also this  director_no_human_zombies = 1 -
 Prevents humans from joining the zombie team  okay,  
 sorry if
 this has been answered already.   I'm looking to set up a  
 dedicated VS
 server and a dedicated COOP server.  Do we know exactly how the  
 cycle
 works in regards to maps? It just  removing vs maps from mapcycle  
 going
 to make it coop only? Anyone tested  any of this? 
 _  
  Color
 coding for safety: Windows Live Hotmail alerts you to suspicious 
 email. 
 http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_safety_112008
  
  
 ___  To unsubscribe,  
 edit
 your list preferences, or view the list archives,  please visit: 
 http://list.valvesoftware.com/mailman/listinfo/hlds
 ___ To unsubscribe,  
 edit your
 list preferences, or view the list archives, please visit:
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 Color coding for safety: Windows Live Hotmail alerts you to  
 suspicious
 email.
 http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_safety_112008
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 No virus found in this incoming message.
 Checked by AVG - http://www.avg.com
 Version: 8.0.175 / Virus Database: 270.9.6/1797 - Release Date:  
 11/18/2008
 11:23 AM


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Re: [hlds] How about some server instructions and server.cfg files?

2008-11-18 Thread Blood Letter

What?  You mean Valve's comments about supporting the server admins aren't 
enough?  You want actual support?
Valve, you suck at supporting server admins, despite what you say.

I think Valve should host some sample servers, with public config files, and 
throw up some more public config files once in a while to show how to do 
random neat thing.  Seems like an HLDS developer blog is in order...

Barring that, documentation (complete, correct, and unambiguous) please.
No, not a wiki.
No, not a list of cvars with missing and ambiguous definitions.
Documentation.  I'm sure some intern was tasked with compiling napkin scrawls 
and white board scribbles into a semi-cohesive document.

Hell, I still haven't figured out how the actual resolution of the banner 
display space.  It varies according to resolution apparently...
I could stretch it to fill the space, but then it looks ugly.
I could pad it, but that looks ugly too.
(Granted, my mobo died 8 days ago, so I haven't messed with my servers since.)

I'll be setting up a server again this weekend.  Hopefully by then the dust 
will have settled, but I doubt it.


 Date: Tue, 18 Nov 2008 14:56:55 -0500
 From: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]; hlds@list.valvesoftware.com
 Subject: Re: [hlds] How about some server instructions and server.cfg files?
 
 Careful, frank :) I said the same thing a few weeks ago only to be barraged 
 with waah waaah wh what a crybaby type emails flooding the list.
 
 But yeah. I agree with you. 100%. Valve *NEEDS* to develop some 
 documentation. Rule #1 - Documentation should accompany development, not be 
 done after the fact.
 
 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Frank Hotte
 Sent: Tuesday, November 18, 2008 2:50 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] How about some server instructions and server.cfg files?
 
 Been through HUNDREDS of emails and it's like a guessing game for most 
 people to figure out what's what with setting up the servers the way we want 
 them.
 
 Is it too much to ask to get proper instructions on what commands we need 
 for our servers?
 
 I really find this very poorly organized.  You create a multiplayer game, at 
 least provide us with proper guidance instead of a quick blurp here and 
 there.
 
 
 Thanks in advance.
 
 
 
 Busterking
 10-78 Clan Boss
 Visit our website
 Join our forums
 www.10-78.com
 - Original Message - 
 From: Alec Sanger [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, November 18, 2008 2:37 PM
 Subject: Re: [hlds] Mapcycle and VS mode in L4D
 
 
 
  I can't seem to get VS only to work, even though I removed the non vs maps 
  from the mapcycle file. Any ideas?
 
 
  Thanks Date: Tue, 18 Nov 2008 11:17:12 -0700 From: 
  [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Subject: Re: 
  [hlds] Mapcycle and VS mode in L4D  So far removing the maps has worked 
  for me, there is also this  director_no_human_zombies = 1 - 
  Prevents humans from joining the zombie team  okay, sorry if 
  this has been answered already.   I'm looking to set up a dedicated VS 
  server and a dedicated COOP server.  Do we know exactly how the cycle 
  works in regards to maps? It just  removing vs maps from mapcycle going 
  to make it coop only? Anyone tested  any of this?  
  _  Color 
  coding for safety: Windows Live Hotmail alerts you to suspicious  
  email.  
  http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_safety_112008

  ___  To unsubscribe, edit 
  your list preferences, or view the list archives,  please visit:  
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  list preferences, or view the list archives, please visit: 
  http://list.valvesoftware.com/mailman/listinfo/hlds
  _
  Color coding for safety: Windows Live Hotmail alerts you to suspicious 
  email.
  http://windowslive.com/Explore/Hotmail?ocid=TXT_TAGLM_WL_hotmail_acq_safety_112008
  ___
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
 
 
 
 No virus found in this incoming message.
 Checked by AVG - http://www.avg.com
 Version: 8.0.175 / Virus Database: 270.9.6/1797 - Release Date: 11/18/2008 
 11:23 AM
 
 
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Re: [hlds] LAN server join options

2008-11-18 Thread Dan Maksim

Sorry, but I'm pressed for time... let me narrow down my post a bit:
 
Is it possible to choose what character you play as on a LAN server?  If so, 
how?
_
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Re: [hlds] LAN server join options

2008-11-18 Thread Kyle Sanderson
Um, I believe you can. Press ~ Look at the menu and click on change
character... Then click on who you want to be...

If I am wrong, Sorry.
Kyle.

On Tue, Nov 18, 2008 at 12:19 PM, Dan Maksim [EMAIL PROTECTED] wrote:


 Sorry, but I'm pressed for time... let me narrow down my post a bit:

 Is it possible to choose what character you play as on a LAN server?  If
 so, how?
 _
 Color coding for safety: Windows Live Hotmail alerts you to suspicious
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Re: [hlds] hlds Digest, Vol 9, Issue 211

2008-11-18 Thread Dan Maksim

Unfortunately it doesn't appear you can change characters mid-game.  There is 
no Change Character option in the menu.
 
Valve, is there a workaround for this?  Is there some variable we can define in 
the console when joining a server directly that will assign you to a certain 
character when you join?
 
 
Um, I believe you can. Press ~ Look at the menu and click on 
changecharacter... Then click on who you want to be...If I am wrong, 
Sorry.Kyle.On Tue, Nov 18, 2008 at 12:19 PM, Dan Maksim danmaksim at 
hotmail.com wrote: Sorry, but I'm pressed for time... let me narrow down 
my post a bit: Is it possible to choose what character you play as on a 
LAN server?  If so, how?
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[hlds] LAN server join options

2008-11-18 Thread Dan Maksim

Unfortunately it doesn't appear you can change characters mid-game.  There is 
no Change Character option in the menu. Valve, is there a workaround for 
this?  Is there some variable we can define in the console when joining a 
server directly that will assign you to a certain character when you join?  
Um, I believe you can. Press ~ Look at the menu and click on 
changecharacter... Then click on who you want to be...If I am wrong, 
Sorry.Kyle.On Tue, Nov 18, 2008 at 12:19 PM, Dan Maksim danmaksim at 
hotmail.com wrote: Sorry, but I'm pressed for time... let me narrow down 
my post a bit: Is it possible to choose what character you play as on a LAN 
server?  If so, how?
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[hlds] Vs. servers are automatic

2008-11-18 Thread Jonah Hirsch
Hi guys.
Just so you know, if people start a vs. lobby, and connect to your 
server, your server automatically becomes a vs. server. No configuration 
needed. One server can be both.

I haven't seen this mentioned here, but I have seen many people asking 
how to make a vs. server.

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Re: [hlds] L4D Community Server Idea - Matchmaking

2008-11-18 Thread Philip Bembridge
1 up this post!

2008/11/18 Cc2iscooL [EMAIL PROTECTED]

 Alright guys, I had an idea for the community-based servers seeing as the
 current one is ...well...not too great.

 I'd like my community members to be able to create lobbies and THEN join my
 servers, not join my servers and then try to set the options they want. If
 a
 server is empty, why can't the client reserve it as a lobby and then join
 it
 once they're done making changes? It seems rather silly to me that when you
 click join game on a zero player server, you immediately go to the lobby,
 but then it drops you right into the game. Can we use the reserve system
 here to make use of our servers? Actually, I liked it better when
 sv_search_key was around. Sure, the client had to type something in every
 time they started their game (or add it to their autoexec) but seriously,
 it
 was better, as people could join our servers if they were available instead
 of not.

 Can you guys add something back like this, please?

 Thanks!

 Cc2iscooL
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Re: [hlds] remove me from your list please

2008-11-18 Thread Philip Bembridge
there are lots of websites which subscribe to mailing lists see here for
example: http://www.mail-archive.com/hlds@list.valvesoftware.com/

2008/11/18 J T [EMAIL PROTECTED]

 It would be cool to mirror this list on a website.

 On Tue, Nov 18, 2008 at 11:05 AM, Clyde cide [EMAIL PROTECTED]
 wrote:

  lol come on these e-mails are hilarious. Ive cancelled 3 different
  addresses
  and never had the issue with the email still comming in :D
 
  On Tue, Nov 18, 2008 at 10:55 AM, Dustin Wyatt [EMAIL PROTECTED]
  wrote:
 
   Way to go, ReHax.
  
  
  
   On Tue, Nov 18, 2008 at 9:28 AM, Clyde cide 
 [EMAIL PROTECTED]
  
   wrote:
 To unsubscribe, edit your list preferences, or view the list
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On Tue, Nov 18, 2008 at 10:12 AM, Patrick Shelley 
 [EMAIL PROTECTED]
   wrote:
   
Put me down for 2 !!
   
On 11/18/08, TheHeartSmasher [EMAIL PROTECTED] wrote:

 I heard they were having a sale, so instead of the regular $50,000
   it's
now
 $49,999.


 On Mon, Nov 17, 2008 at 3:01 PM, Mark Mandelaro 
  [EMAIL PROTECTED]
 wrote:

  how much does it cost to be removed from the list ill pay double
 
  On Mon, Nov 17, 2008 at 8:42 AM, Olly [EMAIL PROTECTED] wrote:
 
   Change your password?
  
   2008/11/17 Thomas Morton [EMAIL PROTECTED]
  
Anthony is correct - I am completely unable to remove one of
  my
other
   mail
addresses from this list via those links (not hugely
  worried
but
getting
this all twice does get confusing :P)
   
Needs looking into?
   
(considerign the amount of people that DO send in these type
  of
mails
  it
does somewhat suggest that it is broken somewhere).
Thomas Morton
   
++ No problem should ever have to be solved twice ++
   
(There is an outside chance my account has been compromised
 -
please
  let
   me
know if you recieve anything *odd* or suspicious from me)
   
   
2008/11/17 J T [EMAIL PROTECTED]
   
 hlds http://list.valvesoftware.com/mailman/listinfo/hlds
 
   list
 run
  by
 listadmin
 at valvesoftware.com [EMAIL PROTECTED]

 Should have someone that can assist you.

 On Sun, Nov 16, 2008 at 7:13 PM, Anthony E. Prandi 
  [EMAIL PROTECTED]
 wrote:

  Now see, the funny thing is, I have tryed unsubscribing
   twice,
  using
the
  unsubscribe link, from both the lists, and have yet to
   receive
my
  confirmation e-mail it was to have sent, so maybe its
  NOT
that
easy...
 
 
 
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Re: [hlds] Vs. servers are automatic

2008-11-18 Thread msleeper
I've noticed this too, thanks for the confirmation.

I think what a lot of people are trying to ask though, myself included,
is what is the proper way to make a Versus ONLY server or a Campaign
ONLY server. I've tried editing the maplist and mapcycle files to no
avail - which makes sense, there is no way for the server to announce to
the Lobby system that it is running an altered config. I read that
others have removed the Campaign or Versus .bsp files which, without
testing myself, makes me think the server just errors out and dumps the
clients except for when they try to play a game the server has maps for.

Maybe I'm wrong though.

On Tue, 2008-11-18 at 14:13 -0700, Jonah Hirsch wrote:
 Hi guys.
 Just so you know, if people start a vs. lobby, and connect to your 
 server, your server automatically becomes a vs. server. No configuration 
 needed. One server can be both.
 
 I haven't seen this mentioned here, but I have seen many people asking 
 how to make a vs. server.
 
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Re: [hlds] Vs. servers are automatic

2008-11-18 Thread Alec Sanger

right, but what some of us are wanting to know is how to make a server ONLY vs
 
 
. Date: Tue, 18 Nov 2008 14:13:46 -0700 To: hlds@list.valvesoftware.com 
From: [EMAIL PROTECTED] Subject: [hlds] Vs. servers are automatic  Hi guys. 
Just so you know, if people start a vs. lobby, and connect to your  server, 
your server automatically becomes a vs. server. No configuration  needed. One 
server can be both.  I haven't seen this mentioned here, but I have seen many 
people asking  how to make a vs. server.  
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Re: [hlds] Vs. servers are automatic

2008-11-18 Thread Jonah Hirsch
What's the point of making a vs or campaign only server?
I can see the advantage if you're using sv_allow_lobby_connect_only 0 
and you want to advertise in the browser, but other than that, there's 
really no point.


msleeper wrote:
 I've noticed this too, thanks for the confirmation.

 I think what a lot of people are trying to ask though, myself included,
 is what is the proper way to make a Versus ONLY server or a Campaign
 ONLY server. I've tried editing the maplist and mapcycle files to no
 avail - which makes sense, there is no way for the server to announce to
 the Lobby system that it is running an altered config. I read that
 others have removed the Campaign or Versus .bsp files which, without
 testing myself, makes me think the server just errors out and dumps the
 clients except for when they try to play a game the server has maps for.

 Maybe I'm wrong though.

 On Tue, 2008-11-18 at 14:13 -0700, Jonah Hirsch wrote:
   
 Hi guys.
 Just so you know, if people start a vs. lobby, and connect to your 
 server, your server automatically becomes a vs. server. No configuration 
 needed. One server can be both.

 I haven't seen this mentioned here, but I have seen many people asking 
 how to make a vs. server.

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Re: [hlds] Left 4 Dead Win32 Update

2008-11-18 Thread John McBroom
Is there any way to connect to a lobby for steam group servers? I
can't see any easy way to join a server in the community and run it in
versus mode.

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Re: [hlds] L4D Community Server Idea - Matchmaking

2008-11-18 Thread Jonah Hirsch
Yeah,  I was disappointed when I saw this too. I'd like to see you have 
to find a server BEFORE you create a lobby, so there's no waiting once 
everybody is in. Steam group server or not. Then create a timeout, say 2 
minutes, and if you don't start the game in 2 minutes, that server frees 
up, and you have to search for one like it is now.

Philip Bembridge wrote:
 1 up this post!

 2008/11/18 Cc2iscooL [EMAIL PROTECTED]

   
 Alright guys, I had an idea for the community-based servers seeing as the
 current one is ...well...not too great.

 I'd like my community members to be able to create lobbies and THEN join my
 servers, not join my servers and then try to set the options they want. If
 a
 server is empty, why can't the client reserve it as a lobby and then join
 it
 once they're done making changes? It seems rather silly to me that when you
 click join game on a zero player server, you immediately go to the lobby,
 but then it drops you right into the game. Can we use the reserve system
 here to make use of our servers? Actually, I liked it better when
 sv_search_key was around. Sure, the client had to type something in every
 time they started their game (or add it to their autoexec) but seriously,
 it
 was better, as people could join our servers if they were available instead
 of not.

 Can you guys add something back like this, please?

 Thanks!

 Cc2iscooL
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Re: [hlds] LAN server join options

2008-11-18 Thread Steve
You can force the lobby to choose a specific set of servers using 
sv_search_key.

Set this in both the server config and the lobby leaders' console:
sv_search_key some_unique_string

The lobby will find a server sharing that key.

Dan Maksim wrote:
 Sorry, but I'm pressed for time... let me narrow down my post a bit:
  
 Is it possible to choose what character you play as on a LAN server?  If so, 
 how?
 _
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Re: [hlds] L4D Community Server Idea - Matchmaking

2008-11-18 Thread 1nsane
How is sv_steamgroup_exclusive supposed to work? It's not working for me at
all. It does not show up in the steam group servers nor can I find a way to
locate a lobby with it? And if I try to join it directly I get kicked into
the lobby and then into some random server.

On Tue, Nov 18, 2008 at 4:25 PM, Jonah Hirsch [EMAIL PROTECTED] wrote:

 Yeah,  I was disappointed when I saw this too. I'd like to see you have
 to find a server BEFORE you create a lobby, so there's no waiting once
 everybody is in. Steam group server or not. Then create a timeout, say 2
 minutes, and if you don't start the game in 2 minutes, that server frees
 up, and you have to search for one like it is now.

 Philip Bembridge wrote:
  1 up this post!
 
  2008/11/18 Cc2iscooL [EMAIL PROTECTED]
 
 
  Alright guys, I had an idea for the community-based servers seeing as
 the
  current one is ...well...not too great.
 
  I'd like my community members to be able to create lobbies and THEN join
 my
  servers, not join my servers and then try to set the options they want.
 If
  a
  server is empty, why can't the client reserve it as a lobby and then
 join
  it
  once they're done making changes? It seems rather silly to me that when
 you
  click join game on a zero player server, you immediately go to the
 lobby,
  but then it drops you right into the game. Can we use the reserve system
  here to make use of our servers? Actually, I liked it better when
  sv_search_key was around. Sure, the client had to type something in
 every
  time they started their game (or add it to their autoexec) but
 seriously,
  it
  was better, as people could join our servers if they were available
 instead
  of not.
 
  Can you guys add something back like this, please?
 
  Thanks!
 
  Cc2iscooL
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Re: [hlds] Vs. servers are automatic

2008-11-18 Thread msleeper
The point is, that's how server operators want to run their server.
People on this mailing list really have it in their heads that there is
only 1 way to run a server. But I digress.

One advantage is that a game hosting company wants to limit what type of
games can be run, so that they don't oversell or max out their hardware.
It is crazy to have to assume that every L4D server you run is always
running at 8 players so that you don't tax your CPU and RAM. If it were
possible to allow Campaign or Versus ONLY, it would be easier to
estimate hardware usage.

Another advantage is exactly what you said. I run a game community, and
I want to provide a Campaign server and a Versus server for my players.
I can't explicitly do that right now.

The point is that we should be able to.

On Tue, 2008-11-18 at 14:24 -0700, Jonah Hirsch wrote:
 What's the point of making a vs or campaign only server?
 I can see the advantage if you're using sv_allow_lobby_connect_only 0 
 and you want to advertise in the browser, but other than that, there's 
 really no point.
 
 
 msleeper wrote:
  I've noticed this too, thanks for the confirmation.
 
  I think what a lot of people are trying to ask though, myself included,
  is what is the proper way to make a Versus ONLY server or a Campaign
  ONLY server. I've tried editing the maplist and mapcycle files to no
  avail - which makes sense, there is no way for the server to announce to
  the Lobby system that it is running an altered config. I read that
  others have removed the Campaign or Versus .bsp files which, without
  testing myself, makes me think the server just errors out and dumps the
  clients except for when they try to play a game the server has maps for.
 
  Maybe I'm wrong though.
 
  On Tue, 2008-11-18 at 14:13 -0700, Jonah Hirsch wrote:

  Hi guys.
  Just so you know, if people start a vs. lobby, and connect to your 
  server, your server automatically becomes a vs. server. No configuration 
  needed. One server can be both.
 
  I haven't seen this mentioned here, but I have seen many people asking 
  how to make a vs. server.
 
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Re: [hlds] Vs. servers are automatic

2008-11-18 Thread Rick Payton
Imagine you're a GSP, and you have a customer who buys a 4 slot L4D
server - since most GSP's charge per player slot, this would be the
norm. Now, since the VS. mode is automatic, as a GSP you're going to
potentially lose money (yes, 4 slots isn't much, but that's not the
point) by giving away - uncontrollably at this time - 4 free slots.

Unless you just charge everyone for 8 slots.

Aside from THAT point, I too can't really see the point of making VS.
and Co-Op only servers, since the players currently dictate what they're
going to play via the voting system.

mauirixxx
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonah Hirsch
Sent: Tuesday, November 18, 2008 11:25 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Vs. servers are automatic

What's the point of making a vs or campaign only server?
I can see the advantage if you're using sv_allow_lobby_connect_only 0 
and you want to advertise in the browser, but other than that, there's 
really no point.


msleeper wrote:
 I've noticed this too, thanks for the confirmation.

 I think what a lot of people are trying to ask though, myself
included,
 is what is the proper way to make a Versus ONLY server or a Campaign
 ONLY server. I've tried editing the maplist and mapcycle files to no
 avail - which makes sense, there is no way for the server to announce
to
 the Lobby system that it is running an altered config. I read that
 others have removed the Campaign or Versus .bsp files which, without
 testing myself, makes me think the server just errors out and dumps
the
 clients except for when they try to play a game the server has maps
for.

 Maybe I'm wrong though.

 On Tue, 2008-11-18 at 14:13 -0700, Jonah Hirsch wrote:
   
 Hi guys.
 Just so you know, if people start a vs. lobby, and connect to your 
 server, your server automatically becomes a vs. server. No
configuration 
 needed. One server can be both.

 I haven't seen this mentioned here, but I have seen many people
asking 
 how to make a vs. server.

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Re: [hlds] Voting for more player slots?

2008-11-18 Thread Chris | FatPipeServer.com
So can someone please confirm that a L4D server is either 4 or 8 slots 
and no more?  I read somewhere on this list that the players can vote to 
change the number of player slots once the game starts.  Is that true?

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Re: [hlds] L4D Community Server Idea - Matchmaking

2008-11-18 Thread Jonah Hirsch
If set to 1, it's supposed to only let people in the group set in 
sv_steamgroup into the server. Everyone else should be booted out

1nsane wrote:
 How is sv_steamgroup_exclusive supposed to work? It's not working for me at
 all. It does not show up in the steam group servers nor can I find a way to
 locate a lobby with it? And if I try to join it directly I get kicked into
 the lobby and then into some random server.

 On Tue, Nov 18, 2008 at 4:25 PM, Jonah Hirsch [EMAIL PROTECTED] wrote:

   
 Yeah,  I was disappointed when I saw this too. I'd like to see you have
 to find a server BEFORE you create a lobby, so there's no waiting once
 everybody is in. Steam group server or not. Then create a timeout, say 2
 minutes, and if you don't start the game in 2 minutes, that server frees
 up, and you have to search for one like it is now.

 Philip Bembridge wrote:
 
 1 up this post!

 2008/11/18 Cc2iscooL [EMAIL PROTECTED]


   
 Alright guys, I had an idea for the community-based servers seeing as
 
 the
 
 current one is ...well...not too great.

 I'd like my community members to be able to create lobbies and THEN join
 
 my
 
 servers, not join my servers and then try to set the options they want.
 
 If
 
 a
 server is empty, why can't the client reserve it as a lobby and then
 
 join
 
 it
 once they're done making changes? It seems rather silly to me that when
 
 you
 
 click join game on a zero player server, you immediately go to the
 
 lobby,
 
 but then it drops you right into the game. Can we use the reserve system
 here to make use of our servers? Actually, I liked it better when
 sv_search_key was around. Sure, the client had to type something in
 
 every
 
 time they started their game (or add it to their autoexec) but
 
 seriously,
 
 it
 was better, as people could join our servers if they were available
 
 instead
 
 of not.

 Can you guys add something back like this, please?

 Thanks!

 Cc2iscooL
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Re: [hlds] Vs. servers are automatic

2008-11-18 Thread Steven Hartland
Quite the option to limit the number of player shouldn't have been taken
out. Same with servercfgfile, maplistfile, bancfgfile...
Really need these basic features back :(

Regards
Steve

- Original Message - 
From: Rick Payton [EMAIL PROTECTED]


 Imagine you're a GSP, and you have a customer who buys a 4 slot L4D
 server - since most GSP's charge per player slot, this would be the
 norm. Now, since the VS. mode is automatic, as a GSP you're going to
 potentially lose money (yes, 4 slots isn't much, but that's not the
 point) by giving away - uncontrollably at this time - 4 free slots.
 
 Unless you just charge everyone for 8 slots.
 
 Aside from THAT point, I too can't really see the point of making VS.
 and Co-Op only servers, since the players currently dictate what they're
 going to play via the voting system.



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[hlds] Versus games

2008-11-18 Thread grosskopf
I've read that if someone creates a lobby and selects Versus mode, and they
join your server, yoru server will be versus mode.

Here's my problem... I don't want the general public to join my lobby. I
have it set so that it can't be joined by a lobby and only members of my
steam group can join (they usually just use the connect command in the
console), so how can I run my server in Versus mode if it's a private
server like this?



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[hlds] Creating a lobby

2008-11-18 Thread grosskopf
I don't see the option to create a lobby... why is that?



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Re: [hlds] L4D Community Server Idea - Matchmaking

2008-11-18 Thread msleeper
It works, I've seen it happen on my private servers.

On Tue, 2008-11-18 at 14:51 -0700, Jonah Hirsch wrote:
 If set to 1, it's supposed to only let people in the group set in 
 sv_steamgroup into the server. Everyone else should be booted out
 
 1nsane wrote:
  How is sv_steamgroup_exclusive supposed to work? It's not working for me at
  all. It does not show up in the steam group servers nor can I find a way to
  locate a lobby with it? And if I try to join it directly I get kicked into
  the lobby and then into some random server.
 
  On Tue, Nov 18, 2008 at 4:25 PM, Jonah Hirsch [EMAIL PROTECTED] wrote:
 

  Yeah,  I was disappointed when I saw this too. I'd like to see you have
  to find a server BEFORE you create a lobby, so there's no waiting once
  everybody is in. Steam group server or not. Then create a timeout, say 2
  minutes, and if you don't start the game in 2 minutes, that server frees
  up, and you have to search for one like it is now.
 
  Philip Bembridge wrote:
  
  1 up this post!
 
  2008/11/18 Cc2iscooL [EMAIL PROTECTED]
 
 

  Alright guys, I had an idea for the community-based servers seeing as
  
  the
  
  current one is ...well...not too great.
 
  I'd like my community members to be able to create lobbies and THEN join
  
  my
  
  servers, not join my servers and then try to set the options they want.
  
  If
  
  a
  server is empty, why can't the client reserve it as a lobby and then
  
  join
  
  it
  once they're done making changes? It seems rather silly to me that when
  
  you
  
  click join game on a zero player server, you immediately go to the
  
  lobby,
  
  but then it drops you right into the game. Can we use the reserve system
  here to make use of our servers? Actually, I liked it better when
  sv_search_key was around. Sure, the client had to type something in
  
  every
  
  time they started their game (or add it to their autoexec) but
  
  seriously,
  
  it
  was better, as people could join our servers if they were available
  
  instead
  
  of not.
 
  Can you guys add something back like this, please?
 
  Thanks!
 
  Cc2iscooL
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Re: [hlds] Creating a lobby

2008-11-18 Thread Jonah Hirsch
Go to the play with friends view. Then you'll see it.

[EMAIL PROTECTED] wrote:
 I don't see the option to create a lobby... why is that?



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[hlds] LAN server join options

2008-11-18 Thread Dan Maksim

I've tried this, and it doesn't work.  I'm not sure if the feature is broken, 
or if the server must be an internet server (ie sv_lan 0) in order to work with 
sv_search_key.  If it must, in fact, be an internet server for the clients to 
find it with sv_search_key, I'm concerned that my clients won't connect via the 
server's local IP if they do find it.
 
You can force the lobby to choose a specific set of servers using 
sv_search_key.Set this in both the server config and the lobby leaders' 
console:sv_search_key some_unique_stringThe lobby will find a server 
sharing that key.Dan Maksim wrote: Sorry, but I'm pressed for time... let 
me narrow down my post a bit:   Is it possible to choose what character 
you play as on a LAN server?  If so, how? 
_
_
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[hlds] Bug Report: Matchmaking Lobby is not finding servers, even when servers are available

2008-11-18 Thread Andrew Armstrong
Hi,

 

I'm sure this is problem has probably been identified, but if not, here's a
quick recap.

 

Last night I went and 'Played with friends on Steam Group server' and hosted
a lobby.

 

When the lobby was full, I went to launch the game. The 'searching for
dedicated server' screen appeared numerous times after I clicked 'start
game' and 'Cancel' to a listen server prompt.

 

So after searching for at least 10x, no server was found. Sv_search_key was
blank.

 

There were definitely empty servers; because I was looking at 3+ server
consoles that were 'hibernating' and had no players on them. These three
servers were configured exactly the same as 40+ other servers that did have
players on them.

 

So there is definitely some sort of problem with locating a server to play
on.

 

One other issue, is that it is really hard for some reason to 'create a
lobby', that option is hidden inside a few menus instead of being next to
'search for a lobby'.

 

- Andrew

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[hlds] LAN server join options

2008-11-18 Thread Dan Maksim

I think the issue is this:
 
When you are in a lobby and try to join a server, it scans through a list of 
available servers.  That list is provided from one of the valve master servers.
 
If you have a sv_search_key specified, it filters out any results of that query 
where the server does not have a matching sv_search_key.
 
In other words, you cannot use sv_search_key to force a lobby to join a LAN 
server, because the master server is not aware of the LAN server's existance.
 
So, any other ideas on how to choose your characters in a LAN game?
 
 
 
I've tried this, and it doesn't work.  I'm not sure if the feature is broken, 
or if the server must be an internet server (ie sv_lan 0) in order to work 
with sv_search_key.  
 
If it must, in fact, be an internet server for the clients to find it with 
sv_search_key, I'm concerned that my clients won't connect via the server's 
local IP if they do find it.
 You can force the lobby to choose a specific set of servers using 
 
sv_search_key.
 
Set this in both the server config and the lobby leaders' console:
 
sv_search_key some_unique_string
 
The lobby will find a server sharing that key.
 
 
Dan Maksim wrote:
 
 Sorry, but I'm pressed for time... let me narrow down my post a bit:
 
 Is it possible to choose what character you play as on a LAN server?  If 
 so, how?
_
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[hlds] sv_steamgroup_exclusive issues

2008-11-18 Thread Adam Sunderland
So,

When I run a server with steamgroup_exclusive set to 0, people can join the
server with no problems.  It gets filled within seconds in fact.  However,
whenever I switch to steamgroup_exclusive 1 I can only join the game from my
LAN.  If I take a look at the console, it's using the internal IP of my
server to try to connect, it does the same for anyone outside of my LAN.
Yet, this couldn't be the case for when steamgroup_exclusive is set to 0, as
random internet people are connecting.

To be more specific as to my config.

I launch the game without a defined ip, and I later set the ip using the
server.cfg.
When launching the game, if I try to set the IP to my external IP i get bind
errors.  Otherwise it starts fine.

Anybody have any idea what's going on here?

Adam
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Re: [hlds] L4D Community Server Idea - Matchmaking

2008-11-18 Thread 1nsane
Yeah.. Doesn't happen here :S. I took an ID from a group that I am not part
of and it still let me in.

On Tue, Nov 18, 2008 at 4:51 PM, Jonah Hirsch [EMAIL PROTECTED] wrote:

 If set to 1, it's supposed to only let people in the group set in
 sv_steamgroup into the server. Everyone else should be booted out

 1nsane wrote:
  How is sv_steamgroup_exclusive supposed to work? It's not working for me
 at
  all. It does not show up in the steam group servers nor can I find a way
 to
  locate a lobby with it? And if I try to join it directly I get kicked
 into
  the lobby and then into some random server.
 
  On Tue, Nov 18, 2008 at 4:25 PM, Jonah Hirsch [EMAIL PROTECTED]
 wrote:
 
 
  Yeah,  I was disappointed when I saw this too. I'd like to see you have
  to find a server BEFORE you create a lobby, so there's no waiting once
  everybody is in. Steam group server or not. Then create a timeout, say 2
  minutes, and if you don't start the game in 2 minutes, that server frees
  up, and you have to search for one like it is now.
 
  Philip Bembridge wrote:
 
  1 up this post!
 
  2008/11/18 Cc2iscooL [EMAIL PROTECTED]
 
 
 
  Alright guys, I had an idea for the community-based servers seeing as
 
  the
 
  current one is ...well...not too great.
 
  I'd like my community members to be able to create lobbies and THEN
 join
 
  my
 
  servers, not join my servers and then try to set the options they
 want.
 
  If
 
  a
  server is empty, why can't the client reserve it as a lobby and then
 
  join
 
  it
  once they're done making changes? It seems rather silly to me that
 when
 
  you
 
  click join game on a zero player server, you immediately go to the
 
  lobby,
 
  but then it drops you right into the game. Can we use the reserve
 system
  here to make use of our servers? Actually, I liked it better when
  sv_search_key was around. Sure, the client had to type something in
 
  every
 
  time they started their game (or add it to their autoexec) but
 
  seriously,
 
  it
  was better, as people could join our servers if they were available
 
  instead
 
  of not.
 
  Can you guys add something back like this, please?
 
  Thanks!
 
  Cc2iscooL
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Re: [hlds] sv_steamgroup_exclusive issues

2008-11-18 Thread Kitteny Berk
Odd,  I'd try using -port in the command line, to see if that helps things.


Adam Sunderland wrote:
 So,

 When I run a server with steamgroup_exclusive set to 0, people can join the
 server with no problems.  It gets filled within seconds in fact.  However,
 whenever I switch to steamgroup_exclusive 1 I can only join the game from my
 LAN.  If I take a look at the console, it's using the internal IP of my
 server to try to connect, it does the same for anyone outside of my LAN.
 Yet, this couldn't be the case for when steamgroup_exclusive is set to 0, as
 random internet people are connecting.

 To be more specific as to my config.

 I launch the game without a defined ip, and I later set the ip using the
 server.cfg.
 When launching the game, if I try to set the IP to my external IP i get bind
 errors.  Otherwise it starts fine.

 Anybody have any idea what's going on here?

 Adam
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Re: [hlds] sv_steamgroup_exclusive issues

2008-11-18 Thread Adam Sunderland
I'll try that as soon as I can.  Right now it defaults to 27015 and 27005 as
the ports.  What advantage do you get from specifying the port?

It seems that people are able to easily join the server through matchmaking,
yet when the server isn't available through matchmaking (i.e. exclusive is
on) then I can't connect, except through my lan.

The ip variable seems to do nothing for me.  Since I can't specify the IP to
be my external IP when i start the server it always shows up as 127.0.1.1 or
my actual lan ip if I set it as that.  I realize the documentations says
that the IP variable is for when you have multiple IP's, but everybody seems
to set it anyway.

I could restructure my lan to have my server also serve as my gateway but
that shouldn't be necessary should it?  It's also a pain in the ass.


On Tue, Nov 18, 2008 at 6:23 PM, Kitteny Berk [EMAIL PROTECTED] wrote:

 Odd,  I'd try using -port in the command line, to see if that helps things.


 Adam Sunderland wrote:
  So,
 
  When I run a server with steamgroup_exclusive set to 0, people can join
 the
  server with no problems.  It gets filled within seconds in fact.
  However,
  whenever I switch to steamgroup_exclusive 1 I can only join the game from
 my
  LAN.  If I take a look at the console, it's using the internal IP of my
  server to try to connect, it does the same for anyone outside of my LAN.
  Yet, this couldn't be the case for when steamgroup_exclusive is set to 0,
 as
  random internet people are connecting.
 
  To be more specific as to my config.
 
  I launch the game without a defined ip, and I later set the ip using the
  server.cfg.
  When launching the game, if I try to set the IP to my external IP i get
 bind
  errors.  Otherwise it starts fine.
 
  Anybody have any idea what's going on here?
 
  Adam
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[hlds] Half-Life 1 Dedicated Server Update

2008-11-18 Thread Jason Ruymen
The Half-Life 1 Dedicated Server has been updated.  Please run hldsupdatetool 
to receive the update.  Specific changes include:

- Fixes csdos/FuF crash bug

Jason



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Re: [hlds] sv_steamgroup_exclusive issues

2008-11-18 Thread Jason
Have you opened the ports on your router?

Matchmaking (I am not sure haven't really looked into it) may make a 
connection to the matchmaking system/server and then connect the clients to 
your server through the matchmaking connection, in effect acting like a 
middle-man and bypassing router/firewalls. When not using the Matchmaking 
i.e. making it steamgroup exclusive, then yes it would probably rely on the 
correct configuration of the NAT forwarding from your router?

Then again I could be wrong and maybe it's a bug.

Regards,
Jason

- Original Message - 
From: Adam Sunderland [EMAIL PROTECTED]
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Tuesday, November 18, 2008 3:48 PM
Subject: Re: [hlds] sv_steamgroup_exclusive issues


 I'll try that as soon as I can.  Right now it defaults to 27015 and 27005 
 as
 the ports.  What advantage do you get from specifying the port?

 It seems that people are able to easily join the server through 
 matchmaking,
 yet when the server isn't available through matchmaking (i.e. exclusive is
 on) then I can't connect, except through my lan.

 The ip variable seems to do nothing for me.  Since I can't specify the IP 
 to
 be my external IP when i start the server it always shows up as 127.0.1.1 
 or
 my actual lan ip if I set it as that.  I realize the documentations says
 that the IP variable is for when you have multiple IP's, but everybody 
 seems
 to set it anyway.

 I could restructure my lan to have my server also serve as my gateway but
 that shouldn't be necessary should it?  It's also a pain in the ass.


 On Tue, Nov 18, 2008 at 6:23 PM, Kitteny Berk [EMAIL PROTECTED] wrote:

 Odd,  I'd try using -port in the command line, to see if that helps 
 things.


 Adam Sunderland wrote:
  So,
 
  When I run a server with steamgroup_exclusive set to 0, people can join
 the
  server with no problems.  It gets filled within seconds in fact.
  However,
  whenever I switch to steamgroup_exclusive 1 I can only join the game 
  from
 my
  LAN.  If I take a look at the console, it's using the internal IP of my
  server to try to connect, it does the same for anyone outside of my 
  LAN.
  Yet, this couldn't be the case for when steamgroup_exclusive is set to 
  0,
 as
  random internet people are connecting.
 
  To be more specific as to my config.
 
  I launch the game without a defined ip, and I later set the ip using 
  the
  server.cfg.
  When launching the game, if I try to set the IP to my external IP i get
 bind
  errors.  Otherwise it starts fine.
 
  Anybody have any idea what's going on here?
 
  Adam
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 please visit:
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Re: [hlds] sv_steamgroup_exclusive issues

2008-11-18 Thread Adam Sunderland
Ok, so I figured out I am able to connect to the server just fine from
different locations, not just my lan, if I disable lobby connect only.

So now I have to go back to using connect from the console to get on my
server.  Yet, it still shows up as one of my steam group servers when I
start l4d.  But if you try to connect from there, it starts the lobby then
tells me it can't find a dedicated server.  The problem really stems from
the lobby system I suppose.  The game shows up for everybody in my group,
but when it is exclusive nobody can connect to it using the interface.
Forced to use the console.

Obviously, for now connecting through the console isn't a huge issue.  But
what's the point of the steam group exclusivity variable if we could just
set a password instead?

I had thought it was a problem with my config, but it seems like that might
not be the case.

Is the sv_steamgroup_exclusive stuff really fully implemented yet?

On Tue, Nov 18, 2008 at 7:25 PM, Jason [EMAIL PROTECTED] wrote:

 Have you opened the ports on your router?

 Matchmaking (I am not sure haven't really looked into it) may make a
 connection to the matchmaking system/server and then connect the clients to
 your server through the matchmaking connection, in effect acting like a
 middle-man and bypassing router/firewalls. When not using the Matchmaking
 i.e. making it steamgroup exclusive, then yes it would probably rely on the
 correct configuration of the NAT forwarding from your router?

 Then again I could be wrong and maybe it's a bug.

 Regards,
 Jason

 - Original Message -
 From: Adam Sunderland [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, November 18, 2008 3:48 PM
 Subject: Re: [hlds] sv_steamgroup_exclusive issues


  I'll try that as soon as I can.  Right now it defaults to 27015 and 27005
  as
  the ports.  What advantage do you get from specifying the port?
 
  It seems that people are able to easily join the server through
  matchmaking,
  yet when the server isn't available through matchmaking (i.e. exclusive
 is
  on) then I can't connect, except through my lan.
 
  The ip variable seems to do nothing for me.  Since I can't specify the IP
  to
  be my external IP when i start the server it always shows up as
 127.0.1.1
  or
  my actual lan ip if I set it as that.  I realize the documentations says
  that the IP variable is for when you have multiple IP's, but everybody
  seems
  to set it anyway.
 
  I could restructure my lan to have my server also serve as my gateway but
  that shouldn't be necessary should it?  It's also a pain in the ass.
 
 
  On Tue, Nov 18, 2008 at 6:23 PM, Kitteny Berk [EMAIL PROTECTED]
 wrote:
 
  Odd,  I'd try using -port in the command line, to see if that helps
  things.
 
 
  Adam Sunderland wrote:
   So,
  
   When I run a server with steamgroup_exclusive set to 0, people can
 join
  the
   server with no problems.  It gets filled within seconds in fact.
   However,
   whenever I switch to steamgroup_exclusive 1 I can only join the game
   from
  my
   LAN.  If I take a look at the console, it's using the internal IP of
 my
   server to try to connect, it does the same for anyone outside of my
   LAN.
   Yet, this couldn't be the case for when steamgroup_exclusive is set to
   0,
  as
   random internet people are connecting.
  
   To be more specific as to my config.
  
   I launch the game without a defined ip, and I later set the ip using
   the
   server.cfg.
   When launching the game, if I try to set the IP to my external IP i
 get
  bind
   errors.  Otherwise it starts fine.
  
   Anybody have any idea what's going on here?
  
   Adam
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  please visit:
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Re: [hlds] L4D mailing list

2008-11-18 Thread msleeper
The mountain of L4D mails will subside after a while, the game did JUST
come out after all.

On Tue, 2008-11-18 at 19:58 -0500, [ЯтR] The-/
 I love my L4D but also other steam games and almost didnt notice the HL1 
 update, just a thought but as their will continue to be lots of Mail 
 pertaining to L4D could a mailing list specific to L4D be created...
 
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Re: [hlds] L4D mailing list

2008-11-18 Thread gameadmin
This happens any time a new game comes out, but it'll die down soon... a
better idea would be to get your mail client to mark emails from
@valvesoftware.com specially somehow in my Outlook, any email from
Valve shows up as bright pink ;)

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of [??R] The-/iller
 Sent: 19 November 2008 00:59
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] L4D mailing list
 
 I love my L4D but also other steam games and almost didnt notice the
 HL1
 update, just a thought but as their will continue to be lots of Mail
 pertaining to L4D could a mailing list specific to L4D be created...
 
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Re: [hlds] Vs. servers are automatic

2008-11-18 Thread gameadmin
..except the usual GSP pricing falls over with this game.  First of all, due
to the constant factor that is the horde and the director, CPU usage doesn't
scale directly with number of survivors/boss infected anyway.  Secondly, if
a slot is not being occupied by a human, it's run by the server as a bot.
(Survivor _or_ boss infected; it's just that the option to be run by a human
isn't available in some campaigns).  Despite lots of people making the claim
that an 8-human server uses more CPU/memory than a 4-human server, I've yet
to see any evidence for this.  Certainly I can't tell myself;  I can tell
what servers are in the middle of a horde rush or at the finale of a map by
checking the CPU usage, but I can't tell how many human players they have,
from 1 up to 8, without looking at hlsw.

I'm just glad maxplayers _doesn't_ work, or they'd be an awful lot of
confused people wondering where all the boomers and hunters are...


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of Rick Payton
 Sent: 18 November 2008 21:34
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Vs. servers are automatic
 
 Imagine you're a GSP, and you have a customer who buys a 4 slot L4D
 server - since most GSP's charge per player slot, this would be the
 norm. Now, since the VS. mode is automatic, as a GSP you're going to
 potentially lose money (yes, 4 slots isn't much, but that's not the
 point) by giving away - uncontrollably at this time - 4 free slots.
 
 Unless you just charge everyone for 8 slots.
 
 Aside from THAT point, I too can't really see the point of making VS.
 and Co-Op only servers, since the players currently dictate what
 they're
 going to play via the voting system.
 
 mauirixxx
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jonah Hirsch
 Sent: Tuesday, November 18, 2008 11:25 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Vs. servers are automatic
 
 What's the point of making a vs or campaign only server?
 I can see the advantage if you're using sv_allow_lobby_connect_only 0
 and you want to advertise in the browser, but other than that, there's
 really no point.
 
 
 msleeper wrote:
  I've noticed this too, thanks for the confirmation.
 
  I think what a lot of people are trying to ask though, myself
 included,
  is what is the proper way to make a Versus ONLY server or a Campaign
  ONLY server. I've tried editing the maplist and mapcycle files to no
  avail - which makes sense, there is no way for the server to announce
 to
  the Lobby system that it is running an altered config. I read that
  others have removed the Campaign or Versus .bsp files which, without
  testing myself, makes me think the server just errors out and dumps
 the
  clients except for when they try to play a game the server has maps
 for.
 
  Maybe I'm wrong though.
 
  On Tue, 2008-11-18 at 14:13 -0700, Jonah Hirsch wrote:
 
  Hi guys.
  Just so you know, if people start a vs. lobby, and connect to your
  server, your server automatically becomes a vs. server. No
 configuration
  needed. One server can be both.
 
  I haven't seen this mentioned here, but I have seen many people
 asking
  how to make a vs. server.
 
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 archives, please visit:
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 archives,
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Re: [hlds] L4D Versus Mode?

2008-11-18 Thread Dan Offord
On a similar subject, is there anyway to change / decrease the repsawn 
time in versus mode, was playing before and hit a 30s spawn timer :(

Jeff Sugar wrote:
 I've seen it asked a few times amidst the other emails and on the forums,
 but no one's answered (and there's no documentation for it). How do you
 switch your server over to Versus mode?
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[hlds] unsubscribe gomers [EMAIL PROTECTED]

2008-11-18 Thread Derek Lewis



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[hlds] Changing From Versus To Coop?

2008-11-18 Thread Blood Letter

So, I'm running my own server with default configs.
I see it fine, and I can join it.
But when we call a vote, we can't change it from Versus to Coop.

???

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Re: [hlds] L4D Versus Mode?

2008-11-18 Thread Mike Stiehm
No no :) don't start this topic ;)

On Tue, Nov 18, 2008 at 7:19 PM, Dan Offord [EMAIL PROTECTED] wrote:

 On a similar subject, is there anyway to change / decrease the repsawn
 time in versus mode, was playing before and hit a 30s spawn timer :(

 Jeff Sugar wrote:
  I've seen it asked a few times amidst the other emails and on the forums,
  but no one's answered (and there's no documentation for it). How do you
  switch your server over to Versus mode?
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 person or entity to whom it is addressed. In the event of misdirection, the
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[hlds] Admin Panel

2008-11-18 Thread [ЯтR] The-/iller
Noticed the admin folder is still in /l4d/platform. is there going 
to be an admin panel?

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[hlds] Other group servers using my Servers?

2008-11-18 Thread hlds
Hey! I am seeing some servers in the server list for joining from a group,
but I am not in that group. Why am I seeing them?


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Re: [hlds] L4D mailing list

2008-11-18 Thread Leonard L. Church
You may want to check out whatever filters you have set up on whatever 
email program you use.

For me, anything with a from containing @valvesoftware.com highlights red.

[ЯтR] The-/iller wrote:
 I love my L4D but also other steam games and almost didnt notice the HL1 
 update, just a thought but as their will continue to be lots of Mail 
 pertaining to L4D could a mailing list specific to L4D be created...
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds
 
 

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Re: [hlds] sv_steamgroup_exclusive issues

2008-11-18 Thread Dustin Peacock
If use sv_steamgroup in my server.cf my clients are reporting that as soon
as someone from the community group joins the server it is taken off the
Steam Group Server list and no one else can see it in game. Also my host.txt
file doesn't seem to working, I had no problem with it in the demo. Last but
no least z_difficulty is not working anymore, did they change or remove the
cvar for the full game? Anyone know?


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Sunderland
Sent: Tuesday, November 18, 2008 7:43 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] sv_steamgroup_exclusive issues

Ok, so I figured out I am able to connect to the server just fine from
different locations, not just my lan, if I disable lobby connect only.

So now I have to go back to using connect from the console to get on my
server.  Yet, it still shows up as one of my steam group servers when I
start l4d.  But if you try to connect from there, it starts the lobby then
tells me it can't find a dedicated server.  The problem really stems from
the lobby system I suppose.  The game shows up for everybody in my group,
but when it is exclusive nobody can connect to it using the interface.
Forced to use the console.

Obviously, for now connecting through the console isn't a huge issue.  But
what's the point of the steam group exclusivity variable if we could just
set a password instead?

I had thought it was a problem with my config, but it seems like that might
not be the case.

Is the sv_steamgroup_exclusive stuff really fully implemented yet?

On Tue, Nov 18, 2008 at 7:25 PM, Jason [EMAIL PROTECTED] wrote:

 Have you opened the ports on your router?

 Matchmaking (I am not sure haven't really looked into it) may make a
 connection to the matchmaking system/server and then connect the clients
to
 your server through the matchmaking connection, in effect acting like a
 middle-man and bypassing router/firewalls. When not using the
Matchmaking
 i.e. making it steamgroup exclusive, then yes it would probably rely on
the
 correct configuration of the NAT forwarding from your router?

 Then again I could be wrong and maybe it's a bug.

 Regards,
 Jason

 - Original Message -
 From: Adam Sunderland [EMAIL PROTECTED]
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Sent: Tuesday, November 18, 2008 3:48 PM
 Subject: Re: [hlds] sv_steamgroup_exclusive issues


  I'll try that as soon as I can.  Right now it defaults to 27015 and
27005
  as
  the ports.  What advantage do you get from specifying the port?
 
  It seems that people are able to easily join the server through
  matchmaking,
  yet when the server isn't available through matchmaking (i.e. exclusive
 is
  on) then I can't connect, except through my lan.
 
  The ip variable seems to do nothing for me.  Since I can't specify the
IP
  to
  be my external IP when i start the server it always shows up as
 127.0.1.1
  or
  my actual lan ip if I set it as that.  I realize the documentations says
  that the IP variable is for when you have multiple IP's, but everybody
  seems
  to set it anyway.
 
  I could restructure my lan to have my server also serve as my gateway
but
  that shouldn't be necessary should it?  It's also a pain in the ass.
 
 
  On Tue, Nov 18, 2008 at 6:23 PM, Kitteny Berk [EMAIL PROTECTED]
 wrote:
 
  Odd,  I'd try using -port in the command line, to see if that helps
  things.
 
 
  Adam Sunderland wrote:
   So,
  
   When I run a server with steamgroup_exclusive set to 0, people can
 join
  the
   server with no problems.  It gets filled within seconds in fact.
   However,
   whenever I switch to steamgroup_exclusive 1 I can only join the game
   from
  my
   LAN.  If I take a look at the console, it's using the internal IP of
 my
   server to try to connect, it does the same for anyone outside of my
   LAN.
   Yet, this couldn't be the case for when steamgroup_exclusive is set
to
   0,
  as
   random internet people are connecting.
  
   To be more specific as to my config.
  
   I launch the game without a defined ip, and I later set the ip using
   the
   server.cfg.
   When launching the game, if I try to set the IP to my external IP i
 get
  bind
   errors.  Otherwise it starts fine.
  
   Anybody have any idea what's going on here?
  
   Adam
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[hlds] Changing lobby leader

2008-11-18 Thread Jonah Hirsch
Simple feature suggestion: The game needs a way for the lobby leader to 
be changed, either by the current leader handing it off, or 
automatically if the leader is afk, or by a vote.

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Re: [hlds] Admin Panel

2008-11-18 Thread 1nsane
It's been there since the dawn of time. If you want to use it start the
server whitout -console and use the gui to change settings and mapcycles and
whatnot.

On Tue, Nov 18, 2008 at 8:58 PM, [ЯтR] The-/iller [EMAIL PROTECTED]
 wrote:

 Noticed the admin folder is still in /l4d/platform. is there going
 to be an admin panel?

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