L4D Servers

Where we come together to shoot 5punk.

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Dr. kitteny berk
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L4D Servers

Post by Dr. kitteny berk »

Right then, as L4D is seeming to work now, and fucking awesome, was has some servers.

217.112.95.67:27017 - 5punk.co.uk L4D #1
217.112.95.67:27018 - 5punk.co.uk L4D #2
217.112.95.67:27019 - 5punk.co.uk L4D #3
217.112.95.67:27020 - 5punk.co.uk L4D #4
217.112.95.67:27022 - 5punk.co.uk Private #1
217.112.95.67:27023 - 5punk.co.uk Private #2
217.112.95.67:27024 - 5punk.co.uk Private #3
217.112.95.67:27025 - 5punk.co.uk Private #4

The names are the difficulty setting they're on, I'd suggest normal to get used to it, Hard for most fun, Impossible to see a team gored by a Tank repeatedly.

Also, you have two options to connect to our servers right now.

1) Use Connect 217.112.95.67:270xx in the console.

2) Enable console and enter in "openserverbrowser" to open the server browser. Click on the custom tab, look for 5punk.


Unfortunately, the servers actually seem to be functioning completely properly now, so it's pretty difficult to get on them, something should be worked out in the next day or 2 though.

Once the full version is out, a couple of the servers will be turned to VS mode, and the rest should stay as they are (depending how the performance is)
Last edited by Dr. kitteny berk on February 2nd, 2009, 15:54, edited 4 times in total.
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Post by Dog Pants »

I'm going to have to put a leave pass in (for the wife, not work) for the 21st so I can play this.
Dr. kitteny berk
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Post by Dr. kitteny berk »

They patched last night to make passwords work (though acts a bit funny, have to putt the pass in in 2 places), and it seems lobbys don't work :)

All our servers should be pretty easy to get on now :)
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Post by Dog Pants »

I'm selfishly hoping they stay at least a little bit borked so you're not all bored of it by the time it's released.
Dr. kitteny berk
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Post by Dr. kitteny berk »

Dog Pants wrote:I'm selfishly hoping they stay at least a little bit borked so you're not all bored of it by the time it's released.
:lol:
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Post by HereComesPete »

Dog Pants wrote:I'm selfishly hoping they stay at least a little bit borked so you're not all bored of it by the time it's released.
Doubtful, it's fucking great.
Dr. kitteny berk
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Post by Dr. kitteny berk »

2 more private servers added to the list.

You may wonder why I've made so many servers, It's mostly because having a bucketload of servers gets us some exposure, and gives tukkake a really, really good stress test, though isn't really pushing it near heavy load, that and mostly empty servers won't add much load to the party for most of the time.
Dr. kitteny berk
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Post by Dr. kitteny berk »

Right, release servers are almost up and running, the private ones might need you to connect manually, not sure yet.
Gunslinger42
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Post by Gunslinger42 »

SO MANY SERVERS

do we have a versus server as well?

dibs on being a tank, just like good ol' beef days
Dr. kitteny berk
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Post by Dr. kitteny berk »

Gunslinger42 wrote:SO MANY SERVERS

do we have a versus server as well?

dibs on being a tank, just like good ol' beef days
you just votemap to a versus map to make the servers versus. I think.
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Post by fabyak »

Cheers Mister Berk!
Dr. kitteny berk
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Post by Dr. kitteny berk »

Looks like we can has a working lobby :)
If you have a specific server in mind, simply create the
lobby and have the Lobby Leader set "ms_horse_dedicated_server IP:Port" in
his/her console before pressing "Start Game". This will horse the
Matchmaker to find only that server, but be aware that you may have to
re-set the value of the command after each game, even though it will show as
still having the same IP from last time; failing to do so may to result
ms_horse_dedicated_server to be ignored, or at least it did during the Demo.
That means at the end of a campaign, you can just rejoin your server from the lobby, and set them to versus/coop if you want. :)

edit: you need to do sv_cheats 1 first, but this works :)
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Post by Baliame »

A more failsafe method is adding an sv_search_key for each server, maybe something like sv_search_key "5punkversus" and "5punkcoop" (difficulty is something we can change internally), and then the creator of the lobby sets his local sv_search_key to one of those keys. There is no need to repeat it afterwards - it will stick until changed and it will only find servers with matching keys.
Dr. kitteny berk
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Post by Dr. kitteny berk »

I'll have a look at this.
Dr. kitteny berk
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Post by Dr. kitteny berk »

Just a little update, seems the weird map change timeout thing that's happening is beyond our control, a lot of people are getting it on TF2 and L4D servers recently, no idea why.
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Post by Dr. kitteny berk »

Code: Select all

A required update for Left 4 Dead has been released.  Please run hldsupdatetool to receive the update.  The specific changes include:

General
- Fixed Survivors being able to climb surfaces marked for versus infected only.
- Fixed a class of SurvivorBot bugs dealing with rescuing downed players.
- Players can no longer grab ladders while flying through the air after a Tank punch.
- Shooting near a car with an alarm that has already fired the alarm will no longer make chirping noises.
- Improved loading time.
- Fixed mini-gun physics exploit.
- Fixed propane tanks (and other physics objects) causing players to fall through elevators.
- Fixed rare achievement bug issues.
- Fixed several map exploits.
- Fixed various match making issues.
- Fixed NAT traversal issues.

Versus Changes
- Added HUD elements to show status of other infected players.
- Changed color of infected player name in chat to red.
- Fixed exploit where players could spawn infected bots
- Fixed instance where a Survivor changing to the infected team would be attacked by infected bots.
- Normalized special infected melee damage.
- Made the following client commands cheat protected: "Kill" and "explode".
- Fixed exploit where infected players could run away and teleport back to gain health.
- Players can only change teams once per map.
- Players can't change teams while other players are still loading.
- Tank spawns at the same % through the map for both teams in versus mode.
- Made the Tank and Witch spawn directly on the escape route.
- Increased chance of getting the Tank or Witch.
- Fixed team swap issue.

Hunter
- Easier to pounce a Survivor who is meleeing.
- Increased Minimum damage a Hunter pounce does.

Smoker
- Fixed Smoker tongue tolerance.
- Smoker now has to be killed or the tongue destroyed for the tongue to break.
- Survivor's cannot bash someone off the tongue until the Survivor being pulled is paralyzed or hanging
- Tongue attacks that fail to paralyze or hang a Survivor will use the shorter ability delay timer.
- Fixed cases where the ability timer was not using the correct time.
- Fixed case where you could point at a Survivor but not register a tongue hit
- Fixed Smoker tongue not targeting and landing properly through PZ ghosts.
- Smoker tongue does damage every second while dragging paralyzed Survivors.

Tank
- Bashable objects now appear with a red glow.
- Tanks hitting a car with an alarm disables the alarm permanently.
- Tank frustration timer is only reset by hitting Survivors with rocks or fists.
- Reduced autoshotgun damage against Tanks.

Witch
- Witch spawns at the same % through the map for both teams.
- Avoids spawning within a certain % of the tank.
- Fixed an exploit where the Witch could be woken up and tricked into attacking Survivors.

Jason
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Post by deject »

looks good to me.
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Post by Grimmie »

Awesome :D
Jason wrote:- Reduced autoshotgun damage against Tanks.
D: Oh fuuuuck
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Post by Mr. Johnson »

Code: Select all

Hunter
- Easier to pounce a Survivor who is meleeing.
- Increased Minimum damage a Hunter pounce does.
do not want!
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Post by deject »

I've had a go, and the Infected are actually capable of at least slowing down the Survivors now. Smokers can actually grab people without the tongue getting knocked off by an errant fly flapping near it. The tank is actually threatening now. Hunters are pretty much the same. You'll get pounce damage a bit easier, but it's not a big change.

The big problem now is that once the first team has run through the stage, the other team knows exactly what to expect when they do it, so they have a massive advantage. The teams should alternate who goes first in my opinion.
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