Two follow-ups bundled into a single commit: - docs/superpowers/specs/2026-05-15-janitorial-cleanup.md collects the "do later" small TODOs that surfaced across the recent idmap + consolidation work: dead cake-related artifacts, obsolete static systemd units in deploy/files/, the bubblewrap→systemd-run doc drift, stale gameserver-side idmap binds on un-checked instances, calendar reminder for SM 1.13 stable. Each item is small and self-contained. - docs/l4d2-server-cvar-reference.md captures the research from the early-session L4D2 cvar deep-dive: tickrate sweet spots, nb_update_frequency cheat-protection + sm_cvar workaround, cvars that don't exist in L4D2 (net_maxcleartime, z_resolve_zombie_collision_multiplier per RCON probe), recommended plugins, MetaMod/SourceMod branch tracking, and the empirically- verified idmap-propagation-through-rebind kernel-6.12 quirk. Reference material, not a spec — lives at docs/ root. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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L4D2 server cvar reference
Working notes from the 2026-05 research session on best-practice
L4D2 dedicated server settings. Sources cited inline; some findings
verified empirically on the left4.me Trixie test server (kernel
6.12.86). This is reference material, not a settled design.
Quick lookup
| Topic | Recommended |
|---|---|
| Tickrate (stock) | 30 |
| Tickrate (competitive) | 100, requires Tickrate Enabler plugin |
sv_pure |
2 (strict), or 0/1 for modded servers |
sv_cheats |
0 (set to 1 only on private practice servers; disables VAC) |
sv_consistency |
0 (allow custom campaigns) or 1 (strict for competitive) |
sv_alltalk |
0 (no cross-team voice), 1 for casual / fun servers |
sv_lan |
0 (internet server) |
sv_voiceenable |
1 |
nb_update_frequency |
0.033 (safe, no plugin), 0.014 with the SM fix plugin. Cheat-protected — must be set via sm_cvar. |
fps_max |
64 for 30-tick, 0 (uncapped) for higher ticks |
Network rates
L4D2 default tickrate is 30. Rates above the corresponding ceiling are ignored without the Tickrate Enabler plugin.
Rule of thumb: sv_maxrate = tickrate × 1000.
30-tick (stock)
sv_minrate 30000
sv_maxrate 30000
sv_mincmdrate 30
sv_maxcmdrate 30
sv_minupdaterate 30
sv_maxupdaterate 30
net_splitpacket_maxrate 30000
fps_max 64
60-tick (requires Tickrate Enabler)
sv_minrate 60000
sv_maxrate 60000
sv_mincmdrate 60
sv_maxcmdrate 60
sv_minupdaterate 60
sv_maxupdaterate 60
net_splitpacket_maxrate 60000
fps_max 128
100-tick (competitive, requires Tickrate Enabler)
sv_minrate 100000
sv_maxrate 100000
sv_mincmdrate 100
sv_maxcmdrate 100
sv_minupdaterate 100
sv_maxupdaterate 100
net_splitpacket_maxrate 100000
fps_max 0
sv_minrate vs. sv_maxrate
- Locking
min == max(competitive servers do this) ensures every client sends at the tickrate exactly. Strict — kicks clients that dip below. - Leaving a range (e.g.
min=10, max=30on a 30-tick public server) tolerates clients on weak connections or loaded CPUs. - Setting
sv_mincmdrate=0means no enforced minimum — clients could send as few as 1-2 cmds/sec. Bad. Pick a floor that's playable (~10 minimum).
Cheat-protected cvars and sm_cvar
Several gameplay-affecting cvars are flagged as "cheat" in L4D2 and
cannot be set via server.cfg unless sv_cheats 1 — which
disables VAC and gates achievements. Trying to set them from cfg
silently fails (the value stays at default).
To set them on a real (VAC-protected) server: install SourceMod and
use sm_cvar <name> <value> instead of <name> <value>. SourceMod
bypasses the cheat protection for server-side cvar writes only
(does not grant cheat commands to players).
Cheat-protected cvars worth knowing:
nb_update_frequency— common-infected pathing/state update rate (see below).director_*— most director cvars (AI difficulty, panic events, pacing).z_*— most zombie-behavior cvars.
sm_cvar writes go in cfg/sourcemod/sourcemod.cfg (auto-execed
by SM on map change) or in any cfg under cfg/sourcemod/. SM
re-applies these on every map change — important because
cheat-protected cvars reset to defaults on map change even
within the same server session.
nb_update_frequency
Controls how often common infected and witches recalculate their
pathfinding and state. Default 0.1 (10 Hz), independent of
server tickrate.
| Value | Effect |
|---|---|
0.1 (default) |
Common-infected look choppy regardless of tickrate |
0.033 |
~30 Hz updates; smooth, safe without plugin |
0.024 |
Lowest "safe" without plugin per community testing |
0.014 |
~71 Hz; clients with cl_interp 0 see jittery commons unless the nb_update_frequency fix plugin is installed |
Set via sm_cvar nb_update_frequency 0.033 in
cfg/sourcemod/sourcemod.cfg (or any sm-auto-execed cfg). Without
SourceMod, you cannot reliably set this on a VAC-protected server.
If commons still look choppy after lowering nb_update_frequency,
try sm_cvar z_resolve_zombie_collision_multiplier 0.6 (default
0.25) — helps commons unstick from each other. Cheat-protected,
same sm_cvar mechanism.
Cvars that DO NOT exist in L4D2 (despite some guides claiming otherwise)
These come up in older guides or are inherited from other Source
games but don't actually exist in L4D2's command set. Verified by
RCON <cmd> returning "unknown command":
net_maxcleartime— CSGO/CS:S only.z_resolve_zombie_collision_multiplier— confirmed unknown in current L4D2 builds (verified via RCON 2026-05-14). Some community guides list it; it's not in the binary.
If a guide tells you to set one of these in L4D2, the guide is wrong or out of date.
Security and integrity
sv_cheats 0
sv_pure 2 # force Steam-only files (strictest)
sv_consistency 1 # enforce file hashes for critical files
# (set 0 if hosting custom campaigns)
sv_lan 0 # internet server
Launch the server with -secure to enable VAC. sv_cheats 1
requires -insecure (no VAC) — only acceptable on private
practice servers.
sv_pure 2 breaks many workshop maps/mods. Use sv_pure 0 or 1
for modded servers.
Player limits
# Co-op / Scavenge
sv_maxplayers 4
sv_visiblemaxplayers 4
# Versus
sv_maxplayers 8
sv_visiblemaxplayers 8
Voice
sv_voiceenable 1
sv_alltalk 0 # 1 = cross-team voice (casual / fun servers)
Recommended plugins (SourceMod ecosystem)
| Plugin | Purpose |
|---|---|
| MetaMod:Source + SourceMod | Required foundation for most of the below |
| Tickrate Enabler | Unlock >30 tick servers |
| Little Anti-Cheat | Aimbot / angle-cheat detection |
| SMAC | Secondary AC layer (older but still works) |
| ZoneMod | Competitive Versus ruleset (full bundle: ZoneMod + MatchMode + Confogl-style plugins) |
l4d2_TKStopper |
Teamkill / griefing control |
l4d_sb_fix |
Survivor bot behavior fixes |
| nb_update_frequency fix | Eliminates client-side jitter at very low nb_update_frequency values |
MetaMod:Source / SourceMod versioning
- Stable branches are pinned in URL paths:
1.10,1.11,1.12, etc. There is no "latest stable" alias URL — you pick the branch. - Within a branch, the
mmsource-latest-linuxandsourcemod-latest-linuxtext files contain the current build's filename, e.g.mmsource-1.12.0-git1219-linux.tar.gz. Curl the pointer file, then curl the actual tarball. - AM bumps stable every ~2-3 years. When 1.13 (or later) is
declared stable, update the
MM_BRANCH=1.12/SM_BRANCH=1.12pins in the seeded Sourcemod overlay script. - L4D2 has no special branch — it uses whatever the current stable supports. L4D2's engine is so stable that SM 1.11 and 1.12 both work.
Watch for stable announcements at Metamod:Source news and SourceMod releases.
Empirically-verified kernel quirk (relevant if you tweak the helpers)
Idmapped bind mounts on kernel 6.12 (Trixie) do propagate
through plain mount --bind re-binds. Verified end-to-end on
left4.me during the 2026-05-15 build-time-idmap refactor: a
sandbox process inside a re-bound idmapped mount can write files,
and those writes land on disk with the idmap-translated uid.
This contradicts some published claims (including a generic
research-agent summary) that idmaps don't propagate through plain
re-bind on this kernel. Our use case is mount --bind --map-users src staging → systemd-run with BindPaths=staging:/overlay (a
plain re-bind into the unit's namespace). It works.
The --map-users <a>:<b>:<count> direction is on-disk uid
first, then in-mount uid. The util-linux man page calls these
<inner>:<outer> which is confusing — <inner> means "the
filesystem's native uid" (on disk) and <outer> means "the uid
exposed outward through the mount." Empirically verified; do not
trust the man page's word choice.
Launch parameters (reference)
Typical srcds invocation:
./srcds_run -console -game left4dead2 -secure -autoupdate \
+maxplayers 8 -port 27015 +exec server.cfg +log on
-secureenables VAC. Don't run public servers without it.-autoupdatekeeps the server patched automatically.+exec server.cfgruns your config on startup.-tickrate <N>sets the engine tickrate (requires Tickrate Enabler forN > 30).
Sources
Primary references used for the recommendations above:
- L4D2-Competitive-Rework server.cfg
- L4D2 Dedicated Server Guide (Steam Community)
- L4D2 Dedicated Server Network Tweaks (Steam Discussions)
- SirPlease/Server4Dead-Project — Tickrate Enabler
- Valve Developer Community — L4D2 console commands
- AlliedModders — nb_update_frequency fix (Experimental)
- Source Multiplayer Networking — Valve Developer Community
- Required Versions (SourceMod wiki)
- MetaMod:Source news