Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Matt Adams
So if I'm understanding this correctly will TF2 have a lobby similar to 
the L4D lobby where 6 people will join and start the search for a 
server? If that is correct I remember using the 
ms_force_dedicated_server command back in L4D one to force matchmaking 
to point to a certain server. Of course after the steamgroup option was 
added we didn't have to use it anymore. Any ideas if this will still work?


Also if you leave out the tf_mm_servermode 2 from the server.cfg will 
the server basically be hidden from all public matchmaking?


On 8/14/2012 12:16 PM, Fletcher Dunn wrote:

OK, a little investigating reveals that this statement I made:

* You can switch the server in and out of any matchmaking mode pool or back to 
any regular game mode at any time.

Is not really accurate!  Sorry!  If the server is EMPTY or has fewer than 6 players, yes, 
there are no problems with switching --- that is true.  However, in general, switching 
from PvP to MvM is going to cause several problems.  (I believe that what would actually 
happen is that the 7th, 8th, etc. players who connect on a map change will be forced into 
spectator.  At any rate, we don't officially support that, so if you do it, you're on 
your own.)  So, you should expect to segregate your servers into MvM and PvP.  Don't just 
put the MvM maps into the mapcycle file, that won't work.  (Actually, the mapcycle file 
is slightly different for MvM because you really are cycling through missions, not the 
maps.  Likewise, players can vote to change the mission even if it's on the 
current map.  We'll have more details on all this tomorrow.)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Tuesday, August 14, 2012 10:00 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list (hlds_li...@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

We will not have Steam group functionality tomorrow.

You actually have to set maxplayers to 32 to host MvM (to make room for all the 
bots).  That's why the mode is expensive CPU-wise, to not only simulate all 
those players but run their AI logic as well.  We'll have more details on the 
recommended settings tomorrow.

Regarding exactly what happens if a 24-player server switches to MvM:  I 
actually don't think we have worked that out yet.

I'm pretty sure on day one there will be lots of people trying out all sorts of 
things.  Our approach to experimentation in MvM will be the same as in PvP: we 
encourage it, provided that players are opting in to any major deviations from 
the vanilla experience.  Our servers will all be configured vanilla, and the 
matchmaking will enforce the 6 player limit, and the server browser will be the 
primary means for players to find those sorts of customizations.  What will the 
most interesting customizations be?  What will the standard tags be used that 
we request server operators to set in order to help players find the 
modifications they want or avoid the ones they don't like?  We can't know that 
yet.  That's something we expect you guys and your players to figure out.

I will hazard a guess that raising the player count well above 6 would be 
detrimental the experience.  There ratio of humans to bots would be off and the 
human defending team would not have enough challenge.  (As an extreme example: 
imagine a 32-player server where everybody is defending an there are no bots.)  
Exactly how far it can be raised above 6 without totally breaking the game is 
speculation of course.  I think a smart server operator will start out with the 
server configured relatively vanilla, and then watch how the game unfolds and 
listen to their players, and try to make smart decisions about which areas to 
experiment, rather than assuming the same sorts of adjustments your community 
prefers in PvP will automatically apply to this mode.  A fun co-op mode with 
more than six players is likely to require entirely new missions.  (The mission 
decides the pattern of enemy robots that come at you.)  We have purposefully 
made it easy for players to create their own missio
  ns.  (It's a lot easier than creating a whole new map!)  But if you play with 
more than six players, with the missions we've made, I think the balance will 
be way off.

- Fletch

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Tuesday, August 14, 2012 4:51 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

Will we be able to restrict a MvM server to people in the steamgroup only, like 
in L4D2?

Saint K.

From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
On Behalf Of Fletcher Dunn [fletch...@valvesoftware.com]
Sent: 14 August 

Re: [hlds] Steam support library

2012-08-15 Thread G. Hutchinson
Ok this is getting annoying. Normally I am pretty good at figuring 
issues out and this one has been a thorn in my side for a month now. 
I had to break apart a RAID so as to swap out a drive going bad. Ever 
since then, I encounter the following (not always, but often enough to suck):


L 08/15/2012 - 08:30:09: Initializing Steam libraries for secure 
Internet server
L 08/15/2012 - 08:30:10: 
*

L 08/15/2012 - 08:30:10: *  Unable to load Steam support library.*
L 08/15/2012 - 08:30:10: *  This server will operate in LAN mode only.*
L 08/15/2012 - 08:30:11: 
*


Aside from installing the steam client on the server, which it had 
never been or had to be installed on prior to run the servers 
publicly. For some reason installing  the client remedies the issue. 
But I notice sometimes it still fails occasionally. Un-installing and 
reinstalling and/or leaving installed the client seems to fix. ONLY 
that seems to fix it so far. My suspicion is somewhere there is a 
registry link bad in the OS (Windows server 08, R2) pertaining to 
hlds or such.


- verify_all does nothing to help the situation, my cl startup is 
fine and it annoys me to have the steam client on the server to begin 
with. Again, from the initial setup I did not have to have it 
installed and it ran for years just fine without ever installing the 
client on the machine. Does anyone know a perm fix for this? Even 
deleting all steam references in registry has been to no avail, 
unless I missed some (searched Steam). Reinstalling hlds did not help 
to fix any possible broken registry links or such. I am tired of 
having to fire up and watch for this message I never had issue with 
before, only to see it on occasion and have to un-install and 
reinstall steam client... On a server... That should not have to have 
the client installed... Searching mailing list archives, the only 
remedy I have found is the installing of the client. This is not a 
fix, rather something that is circumventing a broken link somewhere 
in my opinion.


It is not a firewall issue since that has not changed in years.
it is not a command line issue, they have not changed in years.
It is not a convar issue in any config, has not changed in years.
is not a SM, MM issue, updated and runs fine.
Reinstalling hlds did not help.
Virgin instances of the servers does not help.
Sometimes it happen after game server updates, sometimes after a 
machine reboot.


Thanks,
Hutch


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Re: [hlds] Steam support library

2012-08-15 Thread Nicholas Hastings
There's a single, physical server that I have an issue on where the game 
uses the Steam binaries from steamcmd, which are older than those 
bundled with the game (similar effect to having an outdated Steam client 
installed).


To fix, after every update, I have to copy the game's Steam bins 
(steamclient, tier0_s, etc.) into steamcmd's dir after each time 
steamcmd redownloads the files, else the same issue occurs. Perhaps 
that's the same thing that you're running into.


On 8/15/2012 10:01 AM, G. Hutchinson wrote:
Ok this is getting annoying. Normally I am pretty good at figuring 
issues out and this one has been a thorn in my side for a month now. I 
had to break apart a RAID so as to swap out a drive going bad. Ever 
since then, I encounter the following (not always, but often enough to 
suck):


L 08/15/2012 - 08:30:09: Initializing Steam libraries for secure 
Internet server
L 08/15/2012 - 08:30:10: 
*

L 08/15/2012 - 08:30:10: *Unable to load Steam support library.*
L 08/15/2012 - 08:30:10: *This server will operate in LAN mode only.*
L 08/15/2012 - 08:30:11: 
*


Aside from installing the steam client on the server, which it had 
never been or had to be installed on prior to run the servers 
publicly. For some reason installing  the client remedies the issue. 
But I notice sometimes it still fails occasionally. Un-installing and 
reinstalling and/or leaving installed the client seems to fix. ONLY 
that seems to fix it so far. My suspicion is somewhere there is a 
registry link bad in the OS (Windows server 08, R2) pertaining to hlds 
or such.


- verify_all does nothing to help the situation, my cl startup is fine 
and it annoys me to have the steam client on the server to begin with. 
Again, from the initial setup I did not have to have it installed and 
it ran for years just fine without ever installing the client on the 
machine. Does anyone know a perm fix for this? Even deleting all steam 
references in registry has been to no avail, unless I missed some 
(searched Steam). Reinstalling hlds did not help to fix any possible 
broken registry links or such. I am tired of having to fire up and 
watch for this message I never had issue with before, only to see it 
on occasion and have to un-install and reinstall steam client... On a 
server... That should not have to have the client installed... 
Searching mailing list archives, the only remedy I have found is the 
installing of the client. This is not a fix, rather something that is 
circumventing a broken link somewhere in my opinion.


It is not a firewall issue since that has not changed in years.
it is not a command line issue, they have not changed in years.
It is not a convar issue in any config, has not changed in years.
is not a SM, MM issue, updated and runs fine.
Reinstalling hlds did not help.
Virgin instances of the servers does not help.
Sometimes it happen after game server updates, sometimes after a 
machine reboot.


Thanks,
Hutch


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--
Nicholas Hastings
AlliedMods.net http://www.alliedmods.net
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Re: [hlds] Steam support library

2012-08-15 Thread Chris | Immortal-Servers.com

i found a fix for this.

download this and extract to the where the .exe is in the root of the game

http://immortal-servers.com/downloads/steam.rar

it is steam files, i did this and works fine.

-Original Message- 
From: G. Hutchinson

Sent: Wednesday, August 15, 2012 3:01 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Steam support library

Ok this is getting annoying. Normally I am pretty good at figuring
issues out and this one has been a thorn in my side for a month now.
I had to break apart a RAID so as to swap out a drive going bad. Ever
since then, I encounter the following (not always, but often enough to 
suck):


L 08/15/2012 - 08:30:09: Initializing Steam libraries for secure
Internet server
L 08/15/2012 - 08:30:10:
*
L 08/15/2012 - 08:30:10: * Unable to load Steam support library.*
L 08/15/2012 - 08:30:10: * This server will operate in LAN mode only.*
L 08/15/2012 - 08:30:11:
*

Aside from installing the steam client on the server, which it had
never been or had to be installed on prior to run the servers
publicly. For some reason installing  the client remedies the issue.
But I notice sometimes it still fails occasionally. Un-installing and
reinstalling and/or leaving installed the client seems to fix. ONLY
that seems to fix it so far. My suspicion is somewhere there is a
registry link bad in the OS (Windows server 08, R2) pertaining to
hlds or such.

- verify_all does nothing to help the situation, my cl startup is
fine and it annoys me to have the steam client on the server to begin
with. Again, from the initial setup I did not have to have it
installed and it ran for years just fine without ever installing the
client on the machine. Does anyone know a perm fix for this? Even
deleting all steam references in registry has been to no avail,
unless I missed some (searched Steam). Reinstalling hlds did not help
to fix any possible broken registry links or such. I am tired of
having to fire up and watch for this message I never had issue with
before, only to see it on occasion and have to un-install and
reinstall steam client... On a server... That should not have to have
the client installed... Searching mailing list archives, the only
remedy I have found is the installing of the client. This is not a
fix, rather something that is circumventing a broken link somewhere
in my opinion.

It is not a firewall issue since that has not changed in years.
it is not a command line issue, they have not changed in years.
It is not a convar issue in any config, has not changed in years.
is not a SM, MM issue, updated and runs fine.
Reinstalling hlds did not help.
Virgin instances of the servers does not help.
Sometimes it happen after game server updates, sometimes after a
machine reboot.

Thanks,
Hutch


___
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please visit:
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Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Fletcher Dunn
You can hide your server from the server browser using tf_mm_strict.  (The 
Valve servers will be configured this way.)  However that setting is entirely 
unrelated to which matchmaking pool you wish your server to be in.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
Sent: Wednesday, August 15, 2012 6:42 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

So if I'm understanding this correctly will TF2 have a lobby similar to the L4D 
lobby where 6 people will join and start the search for a server? If that is 
correct I remember using the ms_force_dedicated_server command back in L4D 
one to force matchmaking to point to a certain server. Of course after the 
steamgroup option was added we didn't have to use it anymore. Any ideas if this 
will still work?

Also if you leave out the tf_mm_servermode 2 from the server.cfg will the 
server basically be hidden from all public matchmaking?

On 8/14/2012 12:16 PM, Fletcher Dunn wrote:
 OK, a little investigating reveals that this statement I made:

 * You can switch the server in and out of any matchmaking mode pool or back 
 to any regular game mode at any time.

 Is not really accurate!  Sorry!  If the server is EMPTY or has fewer 
 than 6 players, yes, there are no problems with switching --- that is 
 true.  However, in general, switching from PvP to MvM is going to 
 cause several problems.  (I believe that what would actually happen is 
 that the 7th, 8th, etc. players who connect on a map change will be 
 forced into spectator.  At any rate, we don't officially support that, 
 so if you do it, you're on your own.)  So, you should expect to 
 segregate your servers into MvM and PvP.  Don't just put the MvM maps 
 into the mapcycle file, that won't work.  (Actually, the mapcycle file 
 is slightly different for MvM because you really are cycling through 
 missions, not the maps.  Likewise, players can vote to change the 
 mission even if it's on the current map.  We'll have more details on 
 all this tomorrow.)

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
 Fletcher Dunn
 Sent: Tuesday, August 14, 2012 10:00 AM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated 
 Linux server mailing list (hlds_li...@list.valvesoftware.com)
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 We will not have Steam group functionality tomorrow.

 You actually have to set maxplayers to 32 to host MvM (to make room for all 
 the bots).  That's why the mode is expensive CPU-wise, to not only simulate 
 all those players but run their AI logic as well.  We'll have more details on 
 the recommended settings tomorrow.

 Regarding exactly what happens if a 24-player server switches to MvM:  I 
 actually don't think we have worked that out yet.

 I'm pretty sure on day one there will be lots of people trying out all sorts 
 of things.  Our approach to experimentation in MvM will be the same as in 
 PvP: we encourage it, provided that players are opting in to any major 
 deviations from the vanilla experience.  Our servers will all be configured 
 vanilla, and the matchmaking will enforce the 6 player limit, and the server 
 browser will be the primary means for players to find those sorts of 
 customizations.  What will the most interesting customizations be?  What will 
 the standard tags be used that we request server operators to set in order to 
 help players find the modifications they want or avoid the ones they don't 
 like?  We can't know that yet.  That's something we expect you guys and your 
 players to figure out.

 I will hazard a guess that raising the player count well above 6 would be 
 detrimental the experience.  There ratio of humans to bots would be off and 
 the human defending team would not have enough challenge.  (As an extreme 
 example: imagine a 32-player server where everybody is defending an there are 
 no bots.)  Exactly how far it can be raised above 6 without totally breaking 
 the game is speculation of course.  I think a smart server operator will 
 start out with the server configured relatively vanilla, and then watch how 
 the game unfolds and listen to their players, and try to make smart decisions 
 about which areas to experiment, rather than assuming the same sorts of 
 adjustments your community prefers in PvP will automatically apply to this 
 mode.  A fun co-op mode with more than six players is likely to require 
 entirely new missions.  (The mission decides the pattern of enemy robots that 
 come at you.)  We have purposefully made it easy for players to create their 
 own missio
   ns.  (It's a lot easier than creating a whole new map!)  But if you play 
 with more than six players, with the missions we've made, I think the balance 
 will be way off.

 - Fletch

 

Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Fletcher Dunn
7th.

We'll do the best we can and are hoping to not release it too late.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Benedict Glover
Sent: Wednesday, August 15, 2012 8:47 AM
To: hlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions


6th

 From: flub...@gmail.com
 Date: Wed, 15 Aug 2012 17:42:15 +0200
 To: hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
 5Th
 
 2012/8/15 Vader_666 vader...@gmail.com
 
  4th
 
  2012/8/15 Giovanni Harting chefeification...@gmail.com
 
   Third.
  
   2012/8/15 Dr. McKay li...@doctormckay.com
  
I second this request.
   
   
Dr. McKay
http://www.doctormckay.com
   
On Aug 15, 2012, at 10:11 AM, Frank ad...@gamerscrib.net wrote:
   
 Is there any chance at all in having this update release 
 before 5PM
   EST??
 The Meet the Pyro update released so late for many of us that 
 we
  didn't
have
 time to do much in the form of damage control and make the 
 needed adjustments server side till the next day. It would be 
 nice to have
  it
 release early enough so we can set servers up without it being 
 into
  the
wee
 hours of the night again.

 I believe that's just a very small favor to ask as this update
  appears
   it
 may be a beast.

 Thanks guys!

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf 
 Of
   Fletcher
 Dunn
 Sent: Tuesday, August 14, 2012 1:17 PM
 To: Half-Life dedicated Linux server mailing list 
 (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32
  server
 mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 OK, a little investigating reveals that this statement I made:

 * You can switch the server in and out of any matchmaking mode 
 pool
  or
back
 to any regular game mode at any time.

 Is not really accurate!  Sorry!  If the server is EMPTY or has 
 fewer
than 6
 players, yes, there are no problems with switching --- that is true.
 However, in general, switching from PvP to MvM is going to 
 cause
   several
 problems.  (I believe that what would actually happen is that 
 the
  7th,
8th,
 etc. players who connect on a map change will be forced into
  spectator.
 At
 any rate, we don't officially support that, so if you do it, 
 you're
  on
your
 own.)  So, you should expect to segregate your servers into 
 MvM and
   PvP.
 Don't just put the MvM maps into the mapcycle file, that won't work.
 (Actually, the mapcycle file is slightly different for MvM 
 because
  you
 really are cycling through missions, not the maps.  Likewise, 
 players
   can
 vote to change the mission even if it's on the current map.  
 We'll
   have
 more details on all this tomorrow.)


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[hlds] MvM and maxplayers 32

2012-08-15 Thread Fletcher Dunn
A note regarding 32-player servers and MvM:

An MvM server will require about as much CPU usage as a 32-player PvP server.  
However, the network utilization is significantly lower for obvious reasons.  
Whether the max number of internal player slots is 6, 24 or 32, I think 
you'll agree is really an internal technical detail that would not be this much 
of a focal point in the discussion, in a perfect world.  It is understandable 
but unfortunate that currently pricing models are based on this, because this 
number is equivalent to players in PvP.

Over time the smart server hosting company will bring their pricing structure 
in line with whatever the underlying resource utilization constraints really 
are, and whether CPU cycles or bandwidth are more scarce.  I think an MvM 
server will have performance characteristics somewhere between L4D and a 
32-player PvP server.
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Re: [hlds] Steam support library

2012-08-15 Thread Dan Offord
If you're running this on windows, this will fix it without copying over
dll's / exe files :(

reg delete HKCU\Software\Valve\Steam\ActiveProcess /f

From what I can see, steamcmd is setting an ActiveProcess variable
everytime this is run for updating csgo/killingfloor, in turn forces a
SteamDLL value of:
C:\games\killingfloor\bin\steamclient.dll

If you remove this value, all games will carry on working as normal (eg
Killing Floor will still load etc)

Regards,

Dan Offord

Technical Systems Administrator

Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
Southampton, Hampshire, SO45 1XR

Registered in England  Wales No. 3370594

Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
Twitter: @liv3d | Skype: mpukliv3d



On 15 August 2012 15:12, Chris | Immortal-Servers.com 
ch...@immortal-servers.com wrote:

 i found a fix for this.

 download this and extract to the where the .exe is in the root of the game

 http://immortal-servers.com/**downloads/steam.rarhttp://immortal-servers.com/downloads/steam.rar

 it is steam files, i did this and works fine.

 -Original Message- From: G. Hutchinson
 Sent: Wednesday, August 15, 2012 3:01 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Steam support library


 Ok this is getting annoying. Normally I am pretty good at figuring
 issues out and this one has been a thorn in my side for a month now.
 I had to break apart a RAID so as to swap out a drive going bad. Ever
 since then, I encounter the following (not always, but often enough to
 suck):

 L 08/15/2012 - 08:30:09: Initializing Steam libraries for secure
 Internet server
 L 08/15/2012 - 08:30:10:
 ***
 L 08/15/2012 - 08:30:10: * Unable to load Steam support library.*
 L 08/15/2012 - 08:30:10: * This server will operate in LAN mode only.*
 L 08/15/2012 - 08:30:11:
 ***

 Aside from installing the steam client on the server, which it had
 never been or had to be installed on prior to run the servers
 publicly. For some reason installing  the client remedies the issue.
 But I notice sometimes it still fails occasionally. Un-installing and
 reinstalling and/or leaving installed the client seems to fix. ONLY
 that seems to fix it so far. My suspicion is somewhere there is a
 registry link bad in the OS (Windows server 08, R2) pertaining to
 hlds or such.

 - verify_all does nothing to help the situation, my cl startup is
 fine and it annoys me to have the steam client on the server to begin
 with. Again, from the initial setup I did not have to have it
 installed and it ran for years just fine without ever installing the
 client on the machine. Does anyone know a perm fix for this? Even
 deleting all steam references in registry has been to no avail,
 unless I missed some (searched Steam). Reinstalling hlds did not help
 to fix any possible broken registry links or such. I am tired of
 having to fire up and watch for this message I never had issue with
 before, only to see it on occasion and have to un-install and
 reinstall steam client... On a server... That should not have to have
 the client installed... Searching mailing list archives, the only
 remedy I have found is the installing of the client. This is not a
 fix, rather something that is circumventing a broken link somewhere
 in my opinion.

 It is not a firewall issue since that has not changed in years.
 it is not a command line issue, they have not changed in years.
 It is not a convar issue in any config, has not changed in years.
 is not a SM, MM issue, updated and runs fine.
 Reinstalling hlds did not help.
 Virgin instances of the servers does not help.
 Sometimes it happen after game server updates, sometimes after a
 machine reboot.

 Thanks,
 Hutch


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Re: [hlds] Steam support library

2012-08-15 Thread Joe Powell
I have also suffered from this error, is there any official word on a fix
when running older servers with the newer steamcmd on the same box?

Joe
On 15 Aug 2012 17:12, Dan Offord li...@multiplay.co.uk wrote:

 If you're running this on windows, this will fix it without copying over
 dll's / exe files :(

 reg delete HKCU\Software\Valve\Steam\ActiveProcess /f

 From what I can see, steamcmd is setting an ActiveProcess variable
 everytime this is run for updating csgo/killingfloor, in turn forces a
 SteamDLL value of:
 C:\games\killingfloor\bin\steamclient.dll

 If you remove this value, all games will carry on working as normal (eg
 Killing Floor will still load etc)

 Regards,

 Dan Offord

 Technical Systems Administrator

 Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
 Southampton, Hampshire, SO45 1XR

 Registered in England  Wales No. 3370594

 Phone: +44 (0) 845 868 1337 | Direct: +44 (0) 56 000 36985
 Twitter: @liv3d | Skype: mpukliv3d



 On 15 August 2012 15:12, Chris | Immortal-Servers.com 
 ch...@immortal-servers.com wrote:

 i found a fix for this.

 download this and extract to the where the .exe is in the root of the game

 http://immortal-servers.com/**downloads/steam.rarhttp://immortal-servers.com/downloads/steam.rar

 it is steam files, i did this and works fine.

 -Original Message- From: G. Hutchinson
 Sent: Wednesday, August 15, 2012 3:01 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Steam support library


 Ok this is getting annoying. Normally I am pretty good at figuring
 issues out and this one has been a thorn in my side for a month now.
 I had to break apart a RAID so as to swap out a drive going bad. Ever
 since then, I encounter the following (not always, but often enough to
 suck):

 L 08/15/2012 - 08:30:09: Initializing Steam libraries for secure
 Internet server
 L 08/15/2012 - 08:30:10:
 ***
 L 08/15/2012 - 08:30:10: * Unable to load Steam support library.*
 L 08/15/2012 - 08:30:10: * This server will operate in LAN mode only.*
 L 08/15/2012 - 08:30:11:
 ***

 Aside from installing the steam client on the server, which it had
 never been or had to be installed on prior to run the servers
 publicly. For some reason installing  the client remedies the issue.
 But I notice sometimes it still fails occasionally. Un-installing and
 reinstalling and/or leaving installed the client seems to fix. ONLY
 that seems to fix it so far. My suspicion is somewhere there is a
 registry link bad in the OS (Windows server 08, R2) pertaining to
 hlds or such.

 - verify_all does nothing to help the situation, my cl startup is
 fine and it annoys me to have the steam client on the server to begin
 with. Again, from the initial setup I did not have to have it
 installed and it ran for years just fine without ever installing the
 client on the machine. Does anyone know a perm fix for this? Even
 deleting all steam references in registry has been to no avail,
 unless I missed some (searched Steam). Reinstalling hlds did not help
 to fix any possible broken registry links or such. I am tired of
 having to fire up and watch for this message I never had issue with
 before, only to see it on occasion and have to un-install and
 reinstall steam client... On a server... That should not have to have
 the client installed... Searching mailing list archives, the only
 remedy I have found is the installing of the client. This is not a
 fix, rather something that is circumventing a broken link somewhere
 in my opinion.

 It is not a firewall issue since that has not changed in years.
 it is not a command line issue, they have not changed in years.
 It is not a convar issue in any config, has not changed in years.
 is not a SM, MM issue, updated and runs fine.
 Reinstalling hlds did not help.
 Virgin instances of the servers does not help.
 Sometimes it happen after game server updates, sometimes after a
 machine reboot.

 Thanks,
 Hutch


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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Alastor Raynes
A few quick questions, if I may.

1) Will it be possible to force a server to run in only MvM mode, like how
Arena mode currently works? If so, how is this done?

2) If a server has the capability, will spectators be able to join and
watch MvM matches without SourceTV? If so, will they be able to cycle in
and out after each match, like Arena mode?

I apologize if these have already been answered.
On Aug 15, 2012 10:51 AM, Fletcher Dunn fletch...@valvesoftware.com
wrote:

 7th.

 We'll do the best we can and are hoping to not release it too late.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Benedict Glover
 Sent: Wednesday, August 15, 2012 8:47 AM
 To: hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions


 6th

  From: flub...@gmail.com
  Date: Wed, 15 Aug 2012 17:42:15 +0200
  To: hlds_li...@list.valvesoftware.com
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  5Th
 
  2012/8/15 Vader_666 vader...@gmail.com
 
   4th
  
   2012/8/15 Giovanni Harting chefeification...@gmail.com
  
Third.
   
2012/8/15 Dr. McKay li...@doctormckay.com
   
 I second this request.


 Dr. McKay
 http://www.doctormckay.com

 On Aug 15, 2012, at 10:11 AM, Frank ad...@gamerscrib.net
 wrote:

  Is there any chance at all in having this update release
  before 5PM
EST??
  The Meet the Pyro update released so late for many of us that
  we
   didn't
 have
  time to do much in the form of damage control and make the
  needed adjustments server side till the next day. It would be
  nice to have
   it
  release early enough so we can set servers up without it being
  into
   the
 wee
  hours of the night again.
 
  I believe that's just a very small favor to ask as this update
   appears
it
  may be a beast.
 
  Thanks guys!
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf
  Of
Fletcher
  Dunn
  Sent: Tuesday, August 14, 2012 1:17 PM
  To: Half-Life dedicated Linux server mailing list
  (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32
   server
  mailing list
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  OK, a little investigating reveals that this statement I made:
 
  * You can switch the server in and out of any matchmaking mode
  pool
   or
 back
  to any regular game mode at any time.
 
  Is not really accurate!  Sorry!  If the server is EMPTY or has
  fewer
 than 6
  players, yes, there are no problems with switching --- that is
 true.
  However, in general, switching from PvP to MvM is going to
  cause
several
  problems.  (I believe that what would actually happen is that
  the
   7th,
 8th,
  etc. players who connect on a map change will be forced into
   spectator.
  At
  any rate, we don't officially support that, so if you do it,
  you're
   on
 your
  own.)  So, you should expect to segregate your servers into
  MvM and
PvP.
  Don't just put the MvM maps into the mapcycle file, that won't
 work.
  (Actually, the mapcycle file is slightly different for MvM
  because
   you
  really are cycling through missions, not the maps.  Likewise,
  players
can
  vote to change the mission even if it's on the current map.
  We'll
have
  more details on all this tomorrow.)
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
   archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_l
  inux

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
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 ux

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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 

Re: [hlds] Steam support library

2012-08-15 Thread Alfred Reynolds
Doing the reg delete command below is the current workaround, and we are 
working on a steamcmd update that won't cause this problem.

- Alfred

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Joe Powell
Sent: Wednesday, August 15, 2012 9:17 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Steam support library


I have also suffered from this error, is there any official word on a fix when 
running older servers with the newer steamcmd on the same box?

Joe
On 15 Aug 2012 17:12, Dan Offord 
li...@multiplay.co.ukmailto:li...@multiplay.co.uk wrote:
If you're running this on windows, this will fix it without copying over dll's 
/ exe files :(

reg delete HKCU\Software\Valve\Steam\ActiveProcess /f

From what I can see, steamcmd is setting an ActiveProcess variable everytime 
this is run for updating csgo/killingfloor, in turn forces a SteamDLL value of:
C:\games\killingfloor\bin\steamclient.dll

If you remove this value, all games will carry on working as normal (eg Killing 
Floor will still load etc)

Regards,

Dan Offord

Technical Systems Administrator

Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
Southampton, Hampshire, SO45 1XR

Registered in England  Wales No. 3370594

Phone: +44 (0) 845 868 1337tel:%2B44%20%280%29%20845%20868%201337 | Direct: 
+44 (0) 56 000 36985tel:%2B44%20%280%29%2056%2%2036985
Twitter: @liv3d | Skype: mpukliv3d


On 15 August 2012 15:12, Chris | Immortal-Servers.com 
ch...@immortal-servers.commailto:ch...@immortal-servers.com wrote:
i found a fix for this.

download this and extract to the where the .exe is in the root of the game

http://immortal-servers.com/downloads/steam.rar

it is steam files, i did this and works fine.

-Original Message- From: G. Hutchinson
Sent: Wednesday, August 15, 2012 3:01 PM
To: hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Subject: Re: [hlds] Steam support library


Ok this is getting annoying. Normally I am pretty good at figuring
issues out and this one has been a thorn in my side for a month now.
I had to break apart a RAID so as to swap out a drive going bad. Ever
since then, I encounter the following (not always, but often enough to suck):

L 08/15/2012 - 08:30:09: Initializing Steam libraries for secure
Internet server
L 08/15/2012 - 08:30:10:
*
L 08/15/2012 - 08:30:10: * Unable to load Steam support library.*
L 08/15/2012 - 08:30:10: * This server will operate in LAN mode only.*
L 08/15/2012 - 08:30:11:
*

Aside from installing the steam client on the server, which it had
never been or had to be installed on prior to run the servers
publicly. For some reason installing  the client remedies the issue.
But I notice sometimes it still fails occasionally. Un-installing and
reinstalling and/or leaving installed the client seems to fix. ONLY
that seems to fix it so far. My suspicion is somewhere there is a
registry link bad in the OS (Windows server 08, R2) pertaining to
hlds or such.

- verify_all does nothing to help the situation, my cl startup is
fine and it annoys me to have the steam client on the server to begin
with. Again, from the initial setup I did not have to have it
installed and it ran for years just fine without ever installing the
client on the machine. Does anyone know a perm fix for this? Even
deleting all steam references in registry has been to no avail,
unless I missed some (searched Steam). Reinstalling hlds did not help
to fix any possible broken registry links or such. I am tired of
having to fire up and watch for this message I never had issue with
before, only to see it on occasion and have to un-install and
reinstall steam client... On a server... That should not have to have
the client installed... Searching mailing list archives, the only
remedy I have found is the installing of the client. This is not a
fix, rather something that is circumventing a broken link somewhere
in my opinion.

It is not a firewall issue since that has not changed in years.
it is not a command line issue, they have not changed in years.
It is not a convar issue in any config, has not changed in years.
is not a SM, MM issue, updated and runs fine.
Reinstalling hlds did not help.
Virgin instances of the servers does not help.
Sometimes it happen after game server updates, sometimes after a
machine reboot.

Thanks,
Hutch


___
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visit:
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Fletcher Dunn
MOAR IMPORTANT FACTS!

The MvM in-game voting system restricts the options given to players to change 
the map or mission.  Similarly, PvP voting restricts the options to what's in 
your mapcycle file.

So...

To host a PvP server:

* No MvM maps in the mapcycle file.

* Set tf_mm_servermode 1 (or 0)

* Boot the server on a PvP map in your map cycle.

To host an MvM server:

* Make sure maxplayers is 32!

* No PvP maps in the MvM mission cycle file.  (More details on this 
file will follow.)

* Set tf_mm_servermode 2 (or 0)

* Boot the server on a MvM map in your map cycle.

If you do the above, the server will essentially be locked in either one mode 
or the other, and players will not be able to switch.  (Barring any use of 
rcon, etc.)




From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alastor Raynes
Sent: Wednesday, August 15, 2012 9:33 AM
To: Half-Life dedicated Win32 server mailing list
Cc: hlds_li...@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions


A few quick questions, if I may.

1) Will it be possible to force a server to run in only MvM mode, like how 
Arena mode currently works? If so, how is this done?

2) If a server has the capability, will spectators be able to join and watch 
MvM matches without SourceTV? If so, will they be able to cycle in and out 
after each match, like Arena mode?

I apologize if these have already been answered.
On Aug 15, 2012 10:51 AM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
7th.

We'll do the best we can and are hoping to not release it too late.

-Original Message-
From: 
hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com
 
[mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Benedict Glover
Sent: Wednesday, August 15, 2012 8:47 AM
To: hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions


6th

 From: flub...@gmail.commailto:flub...@gmail.com
 Date: Wed, 15 Aug 2012 17:42:15 +0200
 To: 
 hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 5Th

 2012/8/15 Vader_666 vader...@gmail.commailto:vader...@gmail.com

  4th
 
  2012/8/15 Giovanni Harting 
  chefeification...@gmail.commailto:chefeification...@gmail.com
 
   Third.
  
   2012/8/15 Dr. McKay li...@doctormckay.commailto:li...@doctormckay.com
  
I second this request.
   
   
Dr. McKay
http://www.doctormckay.com
   
On Aug 15, 2012, at 10:11 AM, Frank 
ad...@gamerscrib.netmailto:ad...@gamerscrib.net wrote:
   
 Is there any chance at all in having this update release
 before 5PM
   EST??
 The Meet the Pyro update released so late for many of us that
 we
  didn't
have
 time to do much in the form of damage control and make the
 needed adjustments server side till the next day. It would be
 nice to have
  it
 release early enough so we can set servers up without it being
 into
  the
wee
 hours of the night again.

 I believe that's just a very small favor to ask as this update
  appears
   it
 may be a beast.

 Thanks guys!

 -Original Message-
 From: 
 hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com]
  On Behalf
 Of
   Fletcher
 Dunn
 Sent: Tuesday, August 14, 2012 1:17 PM
 To: Half-Life dedicated Linux server mailing list
 (hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com);
  Half-Life dedicated Win32
  server
 mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 OK, a little investigating reveals that this statement I made:

 * You can switch the server in and out of any matchmaking mode
 pool
  or
back
 to any regular game mode at any time.

 Is not really accurate!  Sorry!  If the server is EMPTY or has
 fewer
than 6
 players, yes, there are no problems with switching --- that is true.
 However, in general, switching from PvP to MvM is going to
 cause
   several
 problems.  (I believe that what would actually happen is that
 the
  7th,
8th,
 etc. players who connect on a map change will be forced into
  spectator.
 At
 any rate, we don't officially support that, so if you do it,
 you're
  on
your
 own.)  So, you should expect to segregate your servers into
 MvM and
   PvP.
 Don't just put the MvM maps into the mapcycle file, that won't work.
 (Actually, the mapcycle file is slightly different for MvM
 because
  you
   

Re: [hlds] Steam support library

2012-08-15 Thread G. Hutchinson
  vote to change the mission even if it's on the current map.
  We'll
have
  more details on all this tomorrow.)
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
   archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_l
  inux

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
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 ux

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Message: 2
Date: Wed, 15 Aug 2012 16:53:36 +
From: Alfred Reynolds alf...@valvesoftware.com
To: 'j...@joepowell.co.uk' j...@joepowell.co.uk, 'Half-Life
dedicated   Win32 server mailing list' 
hlds@list.valvesoftware.com

Subject: Re: [hlds] Steam support library
Message-ID:

256ad3f8b3a8ae48bb2bb92584d7c22201206c0...@exchange10.valvesoftware.com

Content-Type: text/plain; charset=us-ascii

Doing the reg delete command below is the current workaround, and we 
are working on a steamcmd update that won't cause this problem.


- Alfred

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Joe Powell

Sent: Wednesday, August 15, 2012 9:17 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Steam support library


I have also suffered from this error, is there any official word on 
a fix when running older servers with the newer steamcmd on the same box?


Joe
On 15 Aug 2012 17:12, Dan Offord 
li...@multiplay.co.ukmailto:li...@multiplay.co.uk wrote:
If you're running this on windows, this will fix it without copying 
over dll's / exe files :(


reg delete HKCU\Software\Valve\Steam\ActiveProcess /f

From what I can see, steamcmd is setting an ActiveProcess variable 
everytime this is run for updating csgo/killingfloor, in turn 
forces a SteamDLL value of:

C:\games\killingfloor\bin\steamclient.dll

If you remove this value, all games will carry on working as normal 
(eg Killing Floor will still load etc)


Regards,

Dan Offord

Technical Systems Administrator

Multiplay (UK) Ltd, Unit 7 Whitefield, Lepe Road, Blackfield
Southampton, Hampshire, SO45 1XR

Registered in England  Wales No. 3370594

Phone: +44 (0) 845 868 1337tel:%2B44%20%280%29%20845%20868%201337 
| Direct: +44 (0) 56 000 36985tel:%2B44%20%280%29%2056%2%2036985

Twitter: @liv3d | Skype: mpukliv3d


On 15 August 2012 15:12, Chris | Immortal-Servers.com 
ch...@immortal-servers.commailto:ch...@immortal-servers.com wrote:

i found a fix for this.

download this and extract to the where the .exe is in the root of the game

http://immortal-servers.com/downloads/steam.rar

it is steam files, i did this and works fine.

-Original Message- From: G. Hutchinson
Sent: Wednesday, August 15, 2012 3:01 PM
To: hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
Subject: Re: [hlds] Steam support library


Ok this is getting annoying. Normally I am pretty good at figuring
issues out and this one has been a thorn in my side for a month now.
I had to break apart a RAID so as to swap out a drive going bad. Ever
since then, I encounter the following (not always, but often enough to suck):

L 08/15/2012 - 08:30:09: Initializing Steam libraries for secure
Internet server
L 08/15/2012 - 08:30:10:
*
L 08/15/2012 - 08:30:10: * Unable to load Steam support library.*
L 08/15/2012 - 08:30:10: * This server will operate in LAN mode only.*
L 08/15/2012 - 08:30:11:
*

Aside from installing the steam client on the server

Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Dan Offord
  * No PvP maps in the MvM mission cycle file.  (More details on
this file will follow.)

Will we be able to set where this file is? similar to mapcyclefile?

Regards,

Dan

On 15 August 2012 17:54, Fletcher Dunn fletch...@valvesoftware.com wrote:

 MOAR IMPORTANT FACTS!

 The MvM in-game voting system restricts the options given to players to
 change the map or mission.  Similarly, PvP voting restricts the options to
 what's in your mapcycle file.

 So...

 To host a PvP server:

 * No MvM maps in the mapcycle file.

 * Set tf_mm_servermode 1 (or 0)

 * Boot the server on a PvP map in your map cycle.

 To host an MvM server:

 * Make sure maxplayers is 32!

 * No PvP maps in the MvM mission cycle file.  (More details on
 this file will follow.)

 * Set tf_mm_servermode 2 (or 0)

 * Boot the server on a MvM map in your map cycle.

 If you do the above, the server will essentially be locked in either one
 mode or the other, and players will not be able to switch.  (Barring any
 use of rcon, etc.)




 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Alastor Raynes
 Sent: Wednesday, August 15, 2012 9:33 AM
 To: Half-Life dedicated Win32 server mailing list
 Cc: hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions


 A few quick questions, if I may.

 1) Will it be possible to force a server to run in only MvM mode, like how
 Arena mode currently works? If so, how is this done?

 2) If a server has the capability, will spectators be able to join and
 watch MvM matches without SourceTV? If so, will they be able to cycle in
 and out after each match, like Arena mode?

 I apologize if these have already been answered.
 On Aug 15, 2012 10:51 AM, Fletcher Dunn fletch...@valvesoftware.com
 mailto:fletch...@valvesoftware.com wrote:
 7th.

 We'll do the best we can and are hoping to not release it too late.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Benedict Glover
 Sent: Wednesday, August 15, 2012 8:47 AM
 To: hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions


 6th

  From: flub...@gmail.commailto:flub...@gmail.com
  Date: Wed, 15 Aug 2012 17:42:15 +0200
  To: hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  5Th
 
  2012/8/15 Vader_666 vader...@gmail.commailto:vader...@gmail.com
 
   4th
  
   2012/8/15 Giovanni Harting chefeification...@gmail.commailto:
 chefeification...@gmail.com
  
Third.
   
2012/8/15 Dr. McKay li...@doctormckay.commailto:
 li...@doctormckay.com
   
 I second this request.


 Dr. McKay
 http://www.doctormckay.com

 On Aug 15, 2012, at 10:11 AM, Frank ad...@gamerscrib.net
 mailto:ad...@gamerscrib.net wrote:

  Is there any chance at all in having this update release
  before 5PM
EST??
  The Meet the Pyro update released so late for many of us that
  we
   didn't
 have
  time to do much in the form of damage control and make the
  needed adjustments server side till the next day. It would be
  nice to have
   it
  release early enough so we can set servers up without it being
  into
   the
 wee
  hours of the night again.
 
  I believe that's just a very small favor to ask as this update
   appears
it
  may be a beast.
 
  Thanks guys!
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf
  Of
Fletcher
  Dunn
  Sent: Tuesday, August 14, 2012 1:17 PM
  To: Half-Life dedicated Linux server mailing list
  (hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32
   server
  mailing list
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  OK, a little investigating reveals that this statement I made:
 
  * You can switch the server in and out of any matchmaking mode
  pool
   or
 back
  to any regular game mode at any time.
 
  Is not really accurate!  Sorry!  If the server is EMPTY or has
  fewer
 than 6
  players, yes, there are no problems with switching --- that is
 true.
  However, in general, switching from PvP to MvM is going to
  cause
several
  problems.  (I believe that what would actually happen is that
  the
   7th,
 8th,
  etc. players who connect on a map change will be forced 

Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Fletcher Dunn
Yes, it works just like the mapcycle file.  We will ship a default one as an 
example, and there’s a convar that determines which one is actually used.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dan Offord
Sent: Wednesday, August 15, 2012 11:18 AM
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions

  * No PvP maps in the MvM mission cycle file.  (More details on this 
 file will follow.)
Will we be able to set where this file is? similar to mapcyclefile?

Regards,

Dan
On 15 August 2012 17:54, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
MOAR IMPORTANT FACTS!

The MvM in-game voting system restricts the options given to players to change 
the map or mission.  Similarly, PvP voting restricts the options to what's in 
your mapcycle file.

So...

To host a PvP server:

* No MvM maps in the mapcycle file.

* Set tf_mm_servermode 1 (or 0)

* Boot the server on a PvP map in your map cycle.

To host an MvM server:

* Make sure maxplayers is 32!

* No PvP maps in the MvM mission cycle file.  (More details on this 
file will follow.)

* Set tf_mm_servermode 2 (or 0)

* Boot the server on a MvM map in your map cycle.

If you do the above, the server will essentially be locked in either one mode 
or the other, and players will not be able to switch.  (Barring any use of 
rcon, etc.)




From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of Alastor Raynes
Sent: Wednesday, August 15, 2012 9:33 AM
To: Half-Life dedicated Win32 server mailing list
Cc: hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions


A few quick questions, if I may.

1) Will it be possible to force a server to run in only MvM mode, like how 
Arena mode currently works? If so, how is this done?

2) If a server has the capability, will spectators be able to join and watch 
MvM matches without SourceTV? If so, will they be able to cycle in and out 
after each match, like Arena mode?

I apologize if these have already been answered.
On Aug 15, 2012 10:51 AM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
 wrote:
7th.

We'll do the best we can and are hoping to not release it too late.

-Original Message-
From: 
hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com
 
[mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Benedict Glover
Sent: Wednesday, August 15, 2012 8:47 AM
To: 
hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions


6th
 From: 
 flub...@gmail.commailto:flub...@gmail.commailto:flub...@gmail.commailto:flub...@gmail.com
 Date: Wed, 15 Aug 2012 17:42:15 +0200
 To: 
 hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 5Th

 2012/8/15 Vader_666 
 vader...@gmail.commailto:vader...@gmail.commailto:vader...@gmail.commailto:vader...@gmail.com

  4th
 
  2012/8/15 Giovanni Harting 
  chefeification...@gmail.commailto:chefeification...@gmail.commailto:chefeification...@gmail.commailto:chefeification...@gmail.com
 
   Third.
  
   2012/8/15 Dr. McKay 
   li...@doctormckay.commailto:li...@doctormckay.commailto:li...@doctormckay.commailto:li...@doctormckay.com
  
I second this request.
   
   
Dr. McKay
http://www.doctormckay.com
   
On Aug 15, 2012, at 10:11 AM, Frank 
ad...@gamerscrib.netmailto:ad...@gamerscrib.netmailto:ad...@gamerscrib.netmailto:ad...@gamerscrib.net
 wrote:
   
 Is there any chance at all in having this update release
 before 5PM
   EST??
 The Meet the Pyro update released so late for many of us that
 we
  didn't
have
 time to do much in the form of damage control and make the
 needed adjustments server side till the next day. It would be
 nice to have
  it
 release early enough so we can set servers up without it being
 into
  the
wee
 hours of the night again.

 I believe that's just a very small favor to ask as this update
  appears
   it
 may be a beast.

 

Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Alastor Raynes
So a server MUST run in 32-man mode to run MvM? Will we have to pay an
upgrade to our server hosts to be able to play on MvM if we only have
rights for a 24-man? :(
On Aug 15, 2012 1:17 PM, Dan Offord li...@multiplay.co.uk wrote:

   * No PvP maps in the MvM mission cycle file.  (More details on
 this file will follow.)

 Will we be able to set where this file is? similar to mapcyclefile?

 Regards,

 Dan

 On 15 August 2012 17:54, Fletcher Dunn fletch...@valvesoftware.comwrote:

 MOAR IMPORTANT FACTS!

 The MvM in-game voting system restricts the options given to players to
 change the map or mission.  Similarly, PvP voting restricts the options to
 what's in your mapcycle file.

 So...

 To host a PvP server:

 * No MvM maps in the mapcycle file.

 * Set tf_mm_servermode 1 (or 0)

 * Boot the server on a PvP map in your map cycle.

 To host an MvM server:

 * Make sure maxplayers is 32!

 * No PvP maps in the MvM mission cycle file.  (More details on
 this file will follow.)

 * Set tf_mm_servermode 2 (or 0)

 * Boot the server on a MvM map in your map cycle.

 If you do the above, the server will essentially be locked in either one
 mode or the other, and players will not be able to switch.  (Barring any
 use of rcon, etc.)




 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Alastor Raynes
 Sent: Wednesday, August 15, 2012 9:33 AM
 To: Half-Life dedicated Win32 server mailing list
 Cc: hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions


 A few quick questions, if I may.

 1) Will it be possible to force a server to run in only MvM mode, like
 how Arena mode currently works? If so, how is this done?

 2) If a server has the capability, will spectators be able to join and
 watch MvM matches without SourceTV? If so, will they be able to cycle in
 and out after each match, like Arena mode?

 I apologize if these have already been answered.
 On Aug 15, 2012 10:51 AM, Fletcher Dunn fletch...@valvesoftware.com
 mailto:fletch...@valvesoftware.com wrote:
 7th.

 We'll do the best we can and are hoping to not release it too late.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Benedict Glover
 Sent: Wednesday, August 15, 2012 8:47 AM
 To: hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions


 6th

  From: flub...@gmail.commailto:flub...@gmail.com
  Date: Wed, 15 Aug 2012 17:42:15 +0200
  To: hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  5Th
 
  2012/8/15 Vader_666 vader...@gmail.commailto:vader...@gmail.com
 
   4th
  
   2012/8/15 Giovanni Harting chefeification...@gmail.commailto:
 chefeification...@gmail.com
  
Third.
   
2012/8/15 Dr. McKay li...@doctormckay.commailto:
 li...@doctormckay.com
   
 I second this request.


 Dr. McKay
 http://www.doctormckay.com

 On Aug 15, 2012, at 10:11 AM, Frank ad...@gamerscrib.net
 mailto:ad...@gamerscrib.net wrote:

  Is there any chance at all in having this update release
  before 5PM
EST??
  The Meet the Pyro update released so late for many of us that
  we
   didn't
 have
  time to do much in the form of damage control and make the
  needed adjustments server side till the next day. It would be
  nice to have
   it
  release early enough so we can set servers up without it being
  into
   the
 wee
  hours of the night again.
 
  I believe that's just a very small favor to ask as this update
   appears
it
  may be a beast.
 
  Thanks guys!
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf
  Of
Fletcher
  Dunn
  Sent: Tuesday, August 14, 2012 1:17 PM
  To: Half-Life dedicated Linux server mailing list
  (hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32
   server
  mailing list
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  OK, a little investigating reveals that this statement I made:
 
  * You can switch the server in and out of any matchmaking mode
  pool
   or
 back
  to any regular game mode at any time.
 
  Is not really accurate!  Sorry!  If the server is EMPTY or has
  fewer
 than 6
  players, yes, there are no problems with switching --- that is
 true.
  

Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Jethro Seabridge
As far as the information given out is, yes.

On Wed, Aug 15, 2012 at 7:39 PM, Alastor Raynes piro2...@gmail.com wrote:

 So a server MUST run in 32-man mode to run MvM? Will we have to pay an
 upgrade to our server hosts to be able to play on MvM if we only have
 rights for a 24-man? :(
 On Aug 15, 2012 1:17 PM, Dan Offord li...@multiplay.co.uk wrote:

   * No PvP maps in the MvM mission cycle file.  (More details
 on this file will follow.)

 Will we be able to set where this file is? similar to mapcyclefile?

 Regards,

 Dan

 On 15 August 2012 17:54, Fletcher Dunn fletch...@valvesoftware.comwrote:

 MOAR IMPORTANT FACTS!

 The MvM in-game voting system restricts the options given to players to
 change the map or mission.  Similarly, PvP voting restricts the options to
 what's in your mapcycle file.

 So...

 To host a PvP server:

 * No MvM maps in the mapcycle file.

 * Set tf_mm_servermode 1 (or 0)

 * Boot the server on a PvP map in your map cycle.

 To host an MvM server:

 * Make sure maxplayers is 32!

 * No PvP maps in the MvM mission cycle file.  (More details on
 this file will follow.)

 * Set tf_mm_servermode 2 (or 0)

 * Boot the server on a MvM map in your map cycle.

 If you do the above, the server will essentially be locked in either one
 mode or the other, and players will not be able to switch.  (Barring any
 use of rcon, etc.)




 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Alastor Raynes
 Sent: Wednesday, August 15, 2012 9:33 AM
 To: Half-Life dedicated Win32 server mailing list
 Cc: hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions


 A few quick questions, if I may.

 1) Will it be possible to force a server to run in only MvM mode, like
 how Arena mode currently works? If so, how is this done?

 2) If a server has the capability, will spectators be able to join and
 watch MvM matches without SourceTV? If so, will they be able to cycle in
 and out after each match, like Arena mode?

 I apologize if these have already been answered.
 On Aug 15, 2012 10:51 AM, Fletcher Dunn fletch...@valvesoftware.com
 mailto:fletch...@valvesoftware.com wrote:
 7th.

 We'll do the best we can and are hoping to not release it too late.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Benedict Glover
 Sent: Wednesday, August 15, 2012 8:47 AM
 To: hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions


 6th

  From: flub...@gmail.commailto:flub...@gmail.com
  Date: Wed, 15 Aug 2012 17:42:15 +0200
  To: hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  5Th
 
  2012/8/15 Vader_666 vader...@gmail.commailto:vader...@gmail.com
 
   4th
  
   2012/8/15 Giovanni Harting chefeification...@gmail.commailto:
 chefeification...@gmail.com
  
Third.
   
2012/8/15 Dr. McKay li...@doctormckay.commailto:
 li...@doctormckay.com
   
 I second this request.


 Dr. McKay
 http://www.doctormckay.com

 On Aug 15, 2012, at 10:11 AM, Frank ad...@gamerscrib.net
 mailto:ad...@gamerscrib.net wrote:

  Is there any chance at all in having this update release
  before 5PM
EST??
  The Meet the Pyro update released so late for many of us that
  we
   didn't
 have
  time to do much in the form of damage control and make the
  needed adjustments server side till the next day. It would be
  nice to have
   it
  release early enough so we can set servers up without it being
  into
   the
 wee
  hours of the night again.
 
  I believe that's just a very small favor to ask as this update
   appears
it
  may be a beast.
 
  Thanks guys!
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf
  Of
Fletcher
  Dunn
  Sent: Tuesday, August 14, 2012 1:17 PM
  To: Half-Life dedicated Linux server mailing list
  (hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32
   server
  mailing list
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  OK, a little investigating reveals that this statement I made:
 
  * You can switch the server in and out of any matchmaking mode
  pool
   or
 back
  to any regular game mode at any time.
 
  Is not really accurate!  Sorry!  If the server is 

Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Matt Adams

Is there any way to force your 6 man group to use a certain server?

On 8/15/2012 10:49 AM, Fletcher Dunn wrote:

You can hide your server from the server browser using tf_mm_strict.  (The 
Valve servers will be configured this way.)  However that setting is entirely 
unrelated to which matchmaking pool you wish your server to be in.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
Sent: Wednesday, August 15, 2012 6:42 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

So if I'm understanding this correctly will TF2 have a lobby similar to the L4D lobby 
where 6 people will join and start the search for a server? If that is correct I remember 
using the ms_force_dedicated_server command back in L4D one to force 
matchmaking to point to a certain server. Of course after the steamgroup option was added 
we didn't have to use it anymore. Any ideas if this will still work?

Also if you leave out the tf_mm_servermode 2 from the server.cfg will the 
server basically be hidden from all public matchmaking?

On 8/14/2012 12:16 PM, Fletcher Dunn wrote:

OK, a little investigating reveals that this statement I made:

* You can switch the server in and out of any matchmaking mode pool or back to 
any regular game mode at any time.

Is not really accurate!  Sorry!  If the server is EMPTY or has fewer
than 6 players, yes, there are no problems with switching --- that is
true.  However, in general, switching from PvP to MvM is going to
cause several problems.  (I believe that what would actually happen is
that the 7th, 8th, etc. players who connect on a map change will be
forced into spectator.  At any rate, we don't officially support that,
so if you do it, you're on your own.)  So, you should expect to
segregate your servers into MvM and PvP.  Don't just put the MvM maps
into the mapcycle file, that won't work.  (Actually, the mapcycle file
is slightly different for MvM because you really are cycling through
missions, not the maps.  Likewise, players can vote to change the
mission even if it's on the current map.  We'll have more details on
all this tomorrow.)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Fletcher Dunn
Sent: Tuesday, August 14, 2012 10:00 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
Linux server mailing list (hlds_li...@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

We will not have Steam group functionality tomorrow.

You actually have to set maxplayers to 32 to host MvM (to make room for all the 
bots).  That's why the mode is expensive CPU-wise, to not only simulate all 
those players but run their AI logic as well.  We'll have more details on the 
recommended settings tomorrow.

Regarding exactly what happens if a 24-player server switches to MvM:  I 
actually don't think we have worked that out yet.

I'm pretty sure on day one there will be lots of people trying out all sorts of 
things.  Our approach to experimentation in MvM will be the same as in PvP: we 
encourage it, provided that players are opting in to any major deviations from 
the vanilla experience.  Our servers will all be configured vanilla, and the 
matchmaking will enforce the 6 player limit, and the server browser will be the 
primary means for players to find those sorts of customizations.  What will the 
most interesting customizations be?  What will the standard tags be used that 
we request server operators to set in order to help players find the 
modifications they want or avoid the ones they don't like?  We can't know that 
yet.  That's something we expect you guys and your players to figure out.

I will hazard a guess that raising the player count well above 6 would be 
detrimental the experience.  There ratio of humans to bots would be off and the 
human defending team would not have enough challenge.  (As an extreme example: 
imagine a 32-player server where everybody is defending an there are no bots.)  
Exactly how far it can be raised above 6 without totally breaking the game is 
speculation of course.  I think a smart server operator will start out with the 
server configured relatively vanilla, and then watch how the game unfolds and 
listen to their players, and try to make smart decisions about which areas to 
experiment, rather than assuming the same sorts of adjustments your community 
prefers in PvP will automatically apply to this mode.  A fun co-op mode with 
more than six players is likely to require entirely new missions.  (The mission 
decides the pattern of enemy robots that come at you.)  We have purposefully 
made it easy for players to create their own miss

  io

   ns.  (It's a lot easier than creating a whole new map!)  But if you play 
with more than six players, with the missions we've made, I think the 

Re: [hlds] TF MvM hosting questions

2012-08-15 Thread DontWannaName!
I already asked and I don't think there will be.

SM may not work for a bit.

I remember there being a plugin that only allowed admins in, but I
cant find it anywhere!?

On Wed, Aug 15, 2012 at 11:46 AM, Matt Adams mbad...@united.net wrote:
 Is there any way to force your 6 man group to use a certain server?

 On 8/15/2012 10:49 AM, Fletcher Dunn wrote:

 You can hide your server from the server browser using tf_mm_strict.  (The
 Valve servers will be configured this way.)  However that setting is
 entirely unrelated to which matchmaking pool you wish your server to be in.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
 Sent: Wednesday, August 15, 2012 6:42 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF MvM hosting questions

 So if I'm understanding this correctly will TF2 have a lobby similar to
 the L4D lobby where 6 people will join and start the search for a server? If
 that is correct I remember using the ms_force_dedicated_server command
 back in L4D one to force matchmaking to point to a certain server. Of course
 after the steamgroup option was added we didn't have to use it anymore. Any
 ideas if this will still work?

 Also if you leave out the tf_mm_servermode 2 from the server.cfg will
 the server basically be hidden from all public matchmaking?


 On 8/14/2012 12:16 PM, Fletcher Dunn wrote:

 OK, a little investigating reveals that this statement I made:

 * You can switch the server in and out of any matchmaking mode pool or
 back to any regular game mode at any time.

 Is not really accurate!  Sorry!  If the server is EMPTY or has fewer
 than 6 players, yes, there are no problems with switching --- that is
 true.  However, in general, switching from PvP to MvM is going to
 cause several problems.  (I believe that what would actually happen is
 that the 7th, 8th, etc. players who connect on a map change will be
 forced into spectator.  At any rate, we don't officially support that,
 so if you do it, you're on your own.)  So, you should expect to
 segregate your servers into MvM and PvP.  Don't just put the MvM maps
 into the mapcycle file, that won't work.  (Actually, the mapcycle file
 is slightly different for MvM because you really are cycling through
 missions, not the maps.  Likewise, players can vote to change the
 mission even if it's on the current map.  We'll have more details on
 all this tomorrow.)

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Fletcher Dunn
 Sent: Tuesday, August 14, 2012 10:00 AM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list (hlds_li...@list.valvesoftware.com)
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 We will not have Steam group functionality tomorrow.

 You actually have to set maxplayers to 32 to host MvM (to make room for
 all the bots).  That's why the mode is expensive CPU-wise, to not only
 simulate all those players but run their AI logic as well.  We'll have more
 details on the recommended settings tomorrow.

 Regarding exactly what happens if a 24-player server switches to MvM:  I
 actually don't think we have worked that out yet.

 I'm pretty sure on day one there will be lots of people trying out all
 sorts of things.  Our approach to experimentation in MvM will be the same as
 in PvP: we encourage it, provided that players are opting in to any major
 deviations from the vanilla experience.  Our servers will all be configured
 vanilla, and the matchmaking will enforce the 6 player limit, and the server
 browser will be the primary means for players to find those sorts of
 customizations.  What will the most interesting customizations be?  What
 will the standard tags be used that we request server operators to set in
 order to help players find the modifications they want or avoid the ones
 they don't like?  We can't know that yet.  That's something we expect you
 guys and your players to figure out.

 I will hazard a guess that raising the player count well above 6 would be
 detrimental the experience.  There ratio of humans to bots would be off and
 the human defending team would not have enough challenge.  (As an extreme
 example: imagine a 32-player server where everybody is defending an there
 are no bots.)  Exactly how far it can be raised above 6 without totally
 breaking the game is speculation of course.  I think a smart server operator
 will start out with the server configured relatively vanilla, and then watch
 how the game unfolds and listen to their players, and try to make smart
 decisions about which areas to experiment, rather than assuming the same
 sorts of adjustments your community prefers in PvP will automatically apply
 to this mode.  A fun co-op mode with more than six players is likely to
 require entirely new missions.  (The mission 

Re: [hlds] Clients Crashing On Map Change

2012-08-15 Thread Albert Davis
My HL2.exe is crashing as well when my server changes map, sv_pure is 0...
any ideas?

On Mon, Aug 13, 2012 at 10:48 AM, Leon Hunter l...@ozzyfurocity.net wrote:

 Yeah. That's an ages old bug where the whitelist of the previous server
 carries over to the new one (its either that or the pure setting).

 Clients complain about it all the time with VSH

 -Leon


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
 Sent: Monday, 13 August 2012 11:42 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Clients Crashing On Map Change

 Well that is funny. I had some issues with Saxton Hale and CTF while
 serverhopping so I changed that to help make it so players could easily
 transition. =|


 On 8/13/2012 1:17 AM, Leon Hunter wrote:
  After fiddling around with TF2 Settings for some time, I can announce
  with near certainty that the cause of the mass client crash-out during
  map changes is the result of issues with sv_pure 1.
 
  I have tested sv_pure 0 for the last 12 hours and the mass client
  crash-outs are no longer occurring for us.
 
  -Leon
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
  Munroe
  Sent: Monday, 13 August 2012 6:03 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Clients Crashing On Map Change
 
  Sadly I think we are talking about the same issue, it just has gotten
  much much bigger after the update.
 
 
  On 8/12/2012 1:04 PM, Leon Hunter wrote:
  Cameron, you're sadly mistaken. Whilst I understand and know of the
  common problem that you're describing, Violent and I are describing a
  completely different and more severe issue.
 
  Most recently we have had cases on a very reguler basis where over a
  third of the clients on a server will crashout (to desktop) on a map
 change.
  This
  only started happening after Valve's recent updates to TF2 and thanks
  to Violent I now know it is not an isolated issue.
 
  This is not a trivial matter of players quitting and then crashing or
  loosing connectivity during map change, so please do not misrepresent
  it
  as
  one.
 
  -Leon
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
  Munroe
  Sent: Monday, 13 August 2012 4:42 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Servers Crashing On Map Change
 
  Its called tf2 itself. All servers have this issue to varying degrees.
  It seems that on map change clients either quit out, or they lost
  connectivity with the servers in time. Nothing has been found on how
  to resolve the issue.
 
 
  On 8/12/2012 10:43 AM, Violent Crimes wrote:
  I have 15 servers for tf2 and they all seem to crash clients out on
  map change. I have removed sourcemod and metamod and they still crash.
  Is anyone else having this issue?
 
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  please visit:
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Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Damir Butmir

Password your server and only give it to the admins? That's what I plan to do 
at least...Create a 2nd 32 player server specifically for MvM and password 
protect it for me and 5 buddies.

I hope that's one cvar they won't be checking for



 Date: Wed, 15 Aug 2012 11:48:01 -0700
 From: ad...@topnotchclan.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] TF MvM hosting questions
 
 I already asked and I don't think there will be.
 
 SM may not work for a bit.
 
 I remember there being a plugin that only allowed admins in, but I
 cant find it anywhere!?
 
 On Wed, Aug 15, 2012 at 11:46 AM, Matt Adams mbad...@united.net wrote:
  Is there any way to force your 6 man group to use a certain server?
 
  On 8/15/2012 10:49 AM, Fletcher Dunn wrote:
 
  You can hide your server from the server browser using tf_mm_strict.  (The
  Valve servers will be configured this way.)  However that setting is
  entirely unrelated to which matchmaking pool you wish your server to be in.
 
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
  Sent: Wednesday, August 15, 2012 6:42 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] TF MvM hosting questions
 
  So if I'm understanding this correctly will TF2 have a lobby similar to
  the L4D lobby where 6 people will join and start the search for a server? 
  If
  that is correct I remember using the ms_force_dedicated_server command
  back in L4D one to force matchmaking to point to a certain server. Of 
  course
  after the steamgroup option was added we didn't have to use it anymore. Any
  ideas if this will still work?
 
  Also if you leave out the tf_mm_servermode 2 from the server.cfg will
  the server basically be hidden from all public matchmaking?
 
 
  On 8/14/2012 12:16 PM, Fletcher Dunn wrote:
 
  OK, a little investigating reveals that this statement I made:
 
  * You can switch the server in and out of any matchmaking mode pool or
  back to any regular game mode at any time.
 
  Is not really accurate!  Sorry!  If the server is EMPTY or has fewer
  than 6 players, yes, there are no problems with switching --- that is
  true.  However, in general, switching from PvP to MvM is going to
  cause several problems.  (I believe that what would actually happen is
  that the 7th, 8th, etc. players who connect on a map change will be
  forced into spectator.  At any rate, we don't officially support that,
  so if you do it, you're on your own.)  So, you should expect to
  segregate your servers into MvM and PvP.  Don't just put the MvM maps
  into the mapcycle file, that won't work.  (Actually, the mapcycle file
  is slightly different for MvM because you really are cycling through
  missions, not the maps.  Likewise, players can vote to change the
  mission even if it's on the current map.  We'll have more details on
  all this tomorrow.)
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  Fletcher Dunn
  Sent: Tuesday, August 14, 2012 10:00 AM
  To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
  Linux server mailing list (hlds_li...@list.valvesoftware.com)
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  We will not have Steam group functionality tomorrow.
 
  You actually have to set maxplayers to 32 to host MvM (to make room for
  all the bots).  That's why the mode is expensive CPU-wise, to not only
  simulate all those players but run their AI logic as well.  We'll have 
  more
  details on the recommended settings tomorrow.
 
  Regarding exactly what happens if a 24-player server switches to MvM:  I
  actually don't think we have worked that out yet.
 
  I'm pretty sure on day one there will be lots of people trying out all
  sorts of things.  Our approach to experimentation in MvM will be the same 
  as
  in PvP: we encourage it, provided that players are opting in to any major
  deviations from the vanilla experience.  Our servers will all be 
  configured
  vanilla, and the matchmaking will enforce the 6 player limit, and the 
  server
  browser will be the primary means for players to find those sorts of
  customizations.  What will the most interesting customizations be?  What
  will the standard tags be used that we request server operators to set in
  order to help players find the modifications they want or avoid the ones
  they don't like?  We can't know that yet.  That's something we expect you
  guys and your players to figure out.
 
  I will hazard a guess that raising the player count well above 6 would be
  detrimental the experience.  There ratio of humans to bots would be off 
  and
  the human defending team would not have enough challenge.  (As an extreme
  example: imagine a 32-player server where everybody is defending an there
  are no bots.)  Exactly how far it can be raised above 6 

Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Fletcher Dunn
There is currently no way to select a particular server or server group in the 
matchmaking system.

The matchmaking system is not identical to L4D, because the gameserver and the 
party members are all chosen at the same time.  It is not a two-step process 
where strangers trickle into a lobby and then you wait for a server.  You will 
never be in a lobby with strangers, only invited friends.  Each search party 
waits, and then and entire match (collection of 6 players from N parties) is 
started on a particular gameserver.  This is how the current quickplay beta 
works.

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
Sent: Wednesday, August 15, 2012 11:46 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

Is there any way to force your 6 man group to use a certain server?

On 8/15/2012 10:49 AM, Fletcher Dunn wrote:
 You can hide your server from the server browser using tf_mm_strict.  (The 
 Valve servers will be configured this way.)  However that setting is entirely 
 unrelated to which matchmaking pool you wish your server to be in.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com 
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
 Sent: Wednesday, August 15, 2012 6:42 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF MvM hosting questions

 So if I'm understanding this correctly will TF2 have a lobby similar to the 
 L4D lobby where 6 people will join and start the search for a server? If that 
 is correct I remember using the ms_force_dedicated_server command back in 
 L4D one to force matchmaking to point to a certain server. Of course after 
 the steamgroup option was added we didn't have to use it anymore. Any ideas 
 if this will still work?

 Also if you leave out the tf_mm_servermode 2 from the server.cfg will the 
 server basically be hidden from all public matchmaking?

 On 8/14/2012 12:16 PM, Fletcher Dunn wrote:
 OK, a little investigating reveals that this statement I made:

 * You can switch the server in and out of any matchmaking mode pool or back 
 to any regular game mode at any time.

 Is not really accurate!  Sorry!  If the server is EMPTY or has fewer 
 than 6 players, yes, there are no problems with switching --- that is 
 true.  However, in general, switching from PvP to MvM is going to 
 cause several problems.  (I believe that what would actually happen 
 is that the 7th, 8th, etc. players who connect on a map change will 
 be forced into spectator.  At any rate, we don't officially support 
 that, so if you do it, you're on your own.)  So, you should expect to 
 segregate your servers into MvM and PvP.  Don't just put the MvM maps 
 into the mapcycle file, that won't work.  (Actually, the mapcycle 
 file is slightly different for MvM because you really are cycling 
 through missions, not the maps.  Likewise, players can vote to change 
 the mission even if it's on the current map.  We'll have more 
 details on all this tomorrow.)

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
 Fletcher Dunn
 Sent: Tuesday, August 14, 2012 10:00 AM
 To: Half-Life dedicated Win32 server mailing list; Half-Life 
 dedicated Linux server mailing list 
 (hlds_li...@list.valvesoftware.com)
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 We will not have Steam group functionality tomorrow.

 You actually have to set maxplayers to 32 to host MvM (to make room for all 
 the bots).  That's why the mode is expensive CPU-wise, to not only simulate 
 all those players but run their AI logic as well.  We'll have more details 
 on the recommended settings tomorrow.

 Regarding exactly what happens if a 24-player server switches to MvM:  I 
 actually don't think we have worked that out yet.

 I'm pretty sure on day one there will be lots of people trying out all sorts 
 of things.  Our approach to experimentation in MvM will be the same as in 
 PvP: we encourage it, provided that players are opting in to any major 
 deviations from the vanilla experience.  Our servers will all be configured 
 vanilla, and the matchmaking will enforce the 6 player limit, and the server 
 browser will be the primary means for players to find those sorts of 
 customizations.  What will the most interesting customizations be?  What 
 will the standard tags be used that we request server operators to set in 
 order to help players find the modifications they want or avoid the ones 
 they don't like?  We can't know that yet.  That's something we expect you 
 guys and your players to figure out.

 I will hazard a guess that raising the player count well above 6 
 would be detrimental the experience.  There ratio of humans to bots 
 would be off and the human defending team would not have enough 
 challenge.  (As an 

Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Jason
I hope when this update is pushed, someone is able to post/share step by
step instructions detailing exactly how to get a server configured for MvM
Co-op only.  I have been seeing so many details being passed in this
mailing list, and hope maybe a wiki or msg is posted with the details.
Thanks in advance to anyone who does this!

On Wed, Aug 15, 2012 at 2:52 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 There is currently no way to select a particular server or server group in
 the matchmaking system.

 The matchmaking system is not identical to L4D, because the gameserver and
 the party members are all chosen at the same time.  It is not a two-step
 process where strangers trickle into a lobby and then you wait for a
 server.  You will never be in a lobby with strangers, only invited friends.
  Each search party waits, and then and entire match (collection of 6
 players from N parties) is started on a particular gameserver.  This is how
 the current quickplay beta works.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
 Sent: Wednesday, August 15, 2012 11:46 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF MvM hosting questions

 Is there any way to force your 6 man group to use a certain server?

 On 8/15/2012 10:49 AM, Fletcher Dunn wrote:
  You can hide your server from the server browser using tf_mm_strict.
  (The Valve servers will be configured this way.)  However that setting is
 entirely unrelated to which matchmaking pool you wish your server to be in.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
  Sent: Wednesday, August 15, 2012 6:42 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] TF MvM hosting questions
 
  So if I'm understanding this correctly will TF2 have a lobby similar to
 the L4D lobby where 6 people will join and start the search for a server?
 If that is correct I remember using the ms_force_dedicated_server command
 back in L4D one to force matchmaking to point to a certain server. Of
 course after the steamgroup option was added we didn't have to use it
 anymore. Any ideas if this will still work?
 
  Also if you leave out the tf_mm_servermode 2 from the server.cfg will
 the server basically be hidden from all public matchmaking?
 
  On 8/14/2012 12:16 PM, Fletcher Dunn wrote:
  OK, a little investigating reveals that this statement I made:
 
  * You can switch the server in and out of any matchmaking mode pool or
 back to any regular game mode at any time.
 
  Is not really accurate!  Sorry!  If the server is EMPTY or has fewer
  than 6 players, yes, there are no problems with switching --- that is
  true.  However, in general, switching from PvP to MvM is going to
  cause several problems.  (I believe that what would actually happen
  is that the 7th, 8th, etc. players who connect on a map change will
  be forced into spectator.  At any rate, we don't officially support
  that, so if you do it, you're on your own.)  So, you should expect to
  segregate your servers into MvM and PvP.  Don't just put the MvM maps
  into the mapcycle file, that won't work.  (Actually, the mapcycle
  file is slightly different for MvM because you really are cycling
  through missions, not the maps.  Likewise, players can vote to change
  the mission even if it's on the current map.  We'll have more
  details on all this tomorrow.)
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  Fletcher Dunn
  Sent: Tuesday, August 14, 2012 10:00 AM
  To: Half-Life dedicated Win32 server mailing list; Half-Life
  dedicated Linux server mailing list
  (hlds_li...@list.valvesoftware.com)
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  We will not have Steam group functionality tomorrow.
 
  You actually have to set maxplayers to 32 to host MvM (to make room for
 all the bots).  That's why the mode is expensive CPU-wise, to not only
 simulate all those players but run their AI logic as well.  We'll have more
 details on the recommended settings tomorrow.
 
  Regarding exactly what happens if a 24-player server switches to MvM:
  I actually don't think we have worked that out yet.
 
  I'm pretty sure on day one there will be lots of people trying out all
 sorts of things.  Our approach to experimentation in MvM will be the same
 as in PvP: we encourage it, provided that players are opting in to any
 major deviations from the vanilla experience.  Our servers will all be
 configured vanilla, and the matchmaking will enforce the 6 player limit,
 and the server browser will be the primary means for players to find those
 sorts of customizations.  What will the most interesting customizations be?
  What will the standard tags be used that we request 

Re: [hlds] TF MvM hosting questions

2012-08-15 Thread 1nsane
I would assume it will be similar to the way arena is setup (it uses a
different mapcycl/servercfgfile).

Look into how that works to get a basic idea.

On Wed, Aug 15, 2012 at 2:56 PM, Jason pctool...@gmail.com wrote:

 I hope when this update is pushed, someone is able to post/share step by
 step instructions detailing exactly how to get a server configured for MvM
 Co-op only.  I have been seeing so many details being passed in this
 mailing list, and hope maybe a wiki or msg is posted with the details.
 Thanks in advance to anyone who does this!

 On Wed, Aug 15, 2012 at 2:52 PM, Fletcher Dunn 
 fletch...@valvesoftware.com wrote:

 There is currently no way to select a particular server or server group
 in the matchmaking system.

 The matchmaking system is not identical to L4D, because the gameserver
 and the party members are all chosen at the same time.  It is not a
 two-step process where strangers trickle into a lobby and then you wait for
 a server.  You will never be in a lobby with strangers, only invited
 friends.  Each search party waits, and then and entire match (collection of
 6 players from N parties) is started on a particular gameserver.  This is
 how the current quickplay beta works.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
 Sent: Wednesday, August 15, 2012 11:46 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF MvM hosting questions

 Is there any way to force your 6 man group to use a certain server?

 On 8/15/2012 10:49 AM, Fletcher Dunn wrote:
  You can hide your server from the server browser using tf_mm_strict.
  (The Valve servers will be configured this way.)  However that setting is
 entirely unrelated to which matchmaking pool you wish your server to be in.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
  Sent: Wednesday, August 15, 2012 6:42 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] TF MvM hosting questions
 
  So if I'm understanding this correctly will TF2 have a lobby similar to
 the L4D lobby where 6 people will join and start the search for a server?
 If that is correct I remember using the ms_force_dedicated_server command
 back in L4D one to force matchmaking to point to a certain server. Of
 course after the steamgroup option was added we didn't have to use it
 anymore. Any ideas if this will still work?
 
  Also if you leave out the tf_mm_servermode 2 from the server.cfg will
 the server basically be hidden from all public matchmaking?
 
  On 8/14/2012 12:16 PM, Fletcher Dunn wrote:
  OK, a little investigating reveals that this statement I made:
 
  * You can switch the server in and out of any matchmaking mode pool or
 back to any regular game mode at any time.
 
  Is not really accurate!  Sorry!  If the server is EMPTY or has fewer
  than 6 players, yes, there are no problems with switching --- that is
  true.  However, in general, switching from PvP to MvM is going to
  cause several problems.  (I believe that what would actually happen
  is that the 7th, 8th, etc. players who connect on a map change will
  be forced into spectator.  At any rate, we don't officially support
  that, so if you do it, you're on your own.)  So, you should expect to
  segregate your servers into MvM and PvP.  Don't just put the MvM maps
  into the mapcycle file, that won't work.  (Actually, the mapcycle
  file is slightly different for MvM because you really are cycling
  through missions, not the maps.  Likewise, players can vote to change
  the mission even if it's on the current map.  We'll have more
  details on all this tomorrow.)
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
  Fletcher Dunn
  Sent: Tuesday, August 14, 2012 10:00 AM
  To: Half-Life dedicated Win32 server mailing list; Half-Life
  dedicated Linux server mailing list
  (hlds_li...@list.valvesoftware.com)
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  We will not have Steam group functionality tomorrow.
 
  You actually have to set maxplayers to 32 to host MvM (to make room
 for all the bots).  That's why the mode is expensive CPU-wise, to not only
 simulate all those players but run their AI logic as well.  We'll have more
 details on the recommended settings tomorrow.
 
  Regarding exactly what happens if a 24-player server switches to MvM:
  I actually don't think we have worked that out yet.
 
  I'm pretty sure on day one there will be lots of people trying out all
 sorts of things.  Our approach to experimentation in MvM will be the same
 as in PvP: we encourage it, provided that players are opting in to any
 major deviations from the vanilla experience.  Our servers will all be
 configured vanilla, and the matchmaking will enforce 

Re: [hlds] Clients Crashing On Map Change

2012-08-15 Thread Cameron Munroe
How are you changing maps? There is still a bug in linux where common 
cmds crash the server.


On 8/15/2012 11:50 AM, Albert Davis wrote:
My HL2.exe is crashing as well when my server changes map, sv_pure is 
0... any ideas?


On Mon, Aug 13, 2012 at 10:48 AM, Leon Hunter l...@ozzyfurocity.net 
mailto:l...@ozzyfurocity.net wrote:


Yeah. That's an ages old bug where the whitelist of the previous
server
carries over to the new one (its either that or the pure setting).

Clients complain about it all the time with VSH

-Leon


-Original Message-
From: hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
Munroe
Sent: Monday, 13 August 2012 11:42 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Clients Crashing On Map Change

Well that is funny. I had some issues with Saxton Hale and CTF while
serverhopping so I changed that to help make it so players could
easily
transition. =|


On 8/13/2012 1:17 AM, Leon Hunter wrote:
 After fiddling around with TF2 Settings for some time, I can
announce
 with near certainty that the cause of the mass client crash-out
during
 map changes is the result of issues with sv_pure 1.

 I have tested sv_pure 0 for the last 12 hours and the mass client
 crash-outs are no longer occurring for us.

 -Leon

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
 Munroe
 Sent: Monday, 13 August 2012 6:03 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Clients Crashing On Map Change

 Sadly I think we are talking about the same issue, it just has
gotten
 much much bigger after the update.


 On 8/12/2012 1:04 PM, Leon Hunter wrote:
 Cameron, you're sadly mistaken. Whilst I understand and know of the
 common problem that you're describing, Violent and I are
describing a
 completely different and more severe issue.

 Most recently we have had cases on a very reguler basis where
over a
 third of the clients on a server will crashout (to desktop) on
a map
change.
 This
 only started happening after Valve's recent updates to TF2 and
thanks
 to Violent I now know it is not an isolated issue.

 This is not a trivial matter of players quitting and then
crashing or
 loosing connectivity during map change, so please do not
misrepresent
 it
 as
 one.

 -Leon

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
 Munroe
 Sent: Monday, 13 August 2012 4:42 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Servers Crashing On Map Change

 Its called tf2 itself. All servers have this issue to varying
degrees.
 It seems that on map change clients either quit out, or they lost
 connectivity with the servers in time. Nothing has been found
on how
 to resolve the issue.


 On 8/12/2012 10:43 AM, Violent Crimes wrote:
 I have 15 servers for tf2 and they all seem to crash clients
out on
 map change. I have removed sourcemod and metamod and they
still crash.
 Is anyone else having this issue?

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To unsubscribe, edit your 

Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Doctor McKay
The SM devs have told me that the required SM update will be ready before 
the actual game update. Watch the SM waterfall page 
(http://www.sourcemod.net/builds/waterfall) and download the latest snapshot 
when youros-1.4 has been built and uploaded.



Dr. McKay
http://www.doctormckay.com

-Original Message- 
From: DontWannaName!

Sent: Wednesday, August 15, 2012 2:48 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

I already asked and I don't think there will be.

SM may not work for a bit.

I remember there being a plugin that only allowed admins in, but I
cant find it anywhere!?

On Wed, Aug 15, 2012 at 11:46 AM, Matt Adams mbad...@united.net wrote:

Is there any way to force your 6 man group to use a certain server?

On 8/15/2012 10:49 AM, Fletcher Dunn wrote:


You can hide your server from the server browser using tf_mm_strict. 
(The

Valve servers will be configured this way.)  However that setting is
entirely unrelated to which matchmaking pool you wish your server to be 
in.



-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
Sent: Wednesday, August 15, 2012 6:42 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

So if I'm understanding this correctly will TF2 have a lobby similar to
the L4D lobby where 6 people will join and start the search for a server? 
If

that is correct I remember using the ms_force_dedicated_server command
back in L4D one to force matchmaking to point to a certain server. Of 
course
after the steamgroup option was added we didn't have to use it anymore. 
Any

ideas if this will still work?

Also if you leave out the tf_mm_servermode 2 from the server.cfg will
the server basically be hidden from all public matchmaking?


On 8/14/2012 12:16 PM, Fletcher Dunn wrote:


OK, a little investigating reveals that this statement I made:

* You can switch the server in and out of any matchmaking mode pool or
back to any regular game mode at any time.

Is not really accurate!  Sorry!  If the server is EMPTY or has fewer
than 6 players, yes, there are no problems with switching --- that is
true.  However, in general, switching from PvP to MvM is going to
cause several problems.  (I believe that what would actually happen is
that the 7th, 8th, etc. players who connect on a map change will be
forced into spectator.  At any rate, we don't officially support that,
so if you do it, you're on your own.)  So, you should expect to
segregate your servers into MvM and PvP.  Don't just put the MvM maps
into the mapcycle file, that won't work.  (Actually, the mapcycle file
is slightly different for MvM because you really are cycling through
missions, not the maps.  Likewise, players can vote to change the
mission even if it's on the current map.  We'll have more details on
all this tomorrow.)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Fletcher Dunn
Sent: Tuesday, August 14, 2012 10:00 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
Linux server mailing list (hlds_li...@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

We will not have Steam group functionality tomorrow.

You actually have to set maxplayers to 32 to host MvM (to make room for
all the bots).  That's why the mode is expensive CPU-wise, to not only
simulate all those players but run their AI logic as well.  We'll have 
more

details on the recommended settings tomorrow.

Regarding exactly what happens if a 24-player server switches to MvM:  I
actually don't think we have worked that out yet.

I'm pretty sure on day one there will be lots of people trying out all
sorts of things.  Our approach to experimentation in MvM will be the 
same as
in PvP: we encourage it, provided that players are opting in to any 
major
deviations from the vanilla experience.  Our servers will all be 
configured
vanilla, and the matchmaking will enforce the 6 player limit, and the 
server

browser will be the primary means for players to find those sorts of
customizations.  What will the most interesting customizations be?  What
will the standard tags be used that we request server operators to set 
in

order to help players find the modifications they want or avoid the ones
they don't like?  We can't know that yet.  That's something we expect 
you

guys and your players to figure out.

I will hazard a guess that raising the player count well above 6 would 
be
detrimental the experience.  There ratio of humans to bots would be off 
and
the human defending team would not have enough challenge.  (As an 
extreme
example: imagine a 32-player server where everybody is defending an 
there

are no bots.)  Exactly how far it can be raised above 6 without totally
breaking the game is speculation of course.  I think a 

Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Cameron Munroe

So will it be released in the snapshot section like last time?


On 8/15/2012 2:37 PM, Doctor McKay wrote:
The SM devs have told me that the required SM update will be ready 
before the actual game update. Watch the SM waterfall page 
(http://www.sourcemod.net/builds/waterfall) and download the latest 
snapshot when youros-1.4 has been built and uploaded. 



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Daniel Barreiro
Did they tell you if they expect extensions to fully break or just
need gamedata updates?

On Wed, Aug 15, 2012 at 5:37 PM, Doctor McKay li...@doctormckay.com wrote:
 The SM devs have told me that the required SM update will be ready before
 the actual game update. Watch the SM waterfall page
 (http://www.sourcemod.net/builds/waterfall) and download the latest snapshot
 when youros-1.4 has been built and uploaded.


 Dr. McKay
 http://www.doctormckay.com

 -Original Message- From: DontWannaName!
 Sent: Wednesday, August 15, 2012 2:48 PM

 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF MvM hosting questions

 I already asked and I don't think there will be.

 SM may not work for a bit.

 I remember there being a plugin that only allowed admins in, but I
 cant find it anywhere!?

 On Wed, Aug 15, 2012 at 11:46 AM, Matt Adams mbad...@united.net wrote:

 Is there any way to force your 6 man group to use a certain server?

 On 8/15/2012 10:49 AM, Fletcher Dunn wrote:


 You can hide your server from the server browser using tf_mm_strict. (The
 Valve servers will be configured this way.)  However that setting is
 entirely unrelated to which matchmaking pool you wish your server to be
 in.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
 Sent: Wednesday, August 15, 2012 6:42 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF MvM hosting questions

 So if I'm understanding this correctly will TF2 have a lobby similar to
 the L4D lobby where 6 people will join and start the search for a server?
 If
 that is correct I remember using the ms_force_dedicated_server command
 back in L4D one to force matchmaking to point to a certain server. Of
 course
 after the steamgroup option was added we didn't have to use it anymore.
 Any
 ideas if this will still work?

 Also if you leave out the tf_mm_servermode 2 from the server.cfg will
 the server basically be hidden from all public matchmaking?


 On 8/14/2012 12:16 PM, Fletcher Dunn wrote:


 OK, a little investigating reveals that this statement I made:

 * You can switch the server in and out of any matchmaking mode pool or
 back to any regular game mode at any time.

 Is not really accurate!  Sorry!  If the server is EMPTY or has fewer
 than 6 players, yes, there are no problems with switching --- that is
 true.  However, in general, switching from PvP to MvM is going to
 cause several problems.  (I believe that what would actually happen is
 that the 7th, 8th, etc. players who connect on a map change will be
 forced into spectator.  At any rate, we don't officially support that,
 so if you do it, you're on your own.)  So, you should expect to
 segregate your servers into MvM and PvP.  Don't just put the MvM maps
 into the mapcycle file, that won't work.  (Actually, the mapcycle file
 is slightly different for MvM because you really are cycling through
 missions, not the maps.  Likewise, players can vote to change the
 mission even if it's on the current map.  We'll have more details on
 all this tomorrow.)

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Fletcher Dunn
 Sent: Tuesday, August 14, 2012 10:00 AM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list (hlds_li...@list.valvesoftware.com)
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 We will not have Steam group functionality tomorrow.

 You actually have to set maxplayers to 32 to host MvM (to make room for
 all the bots).  That's why the mode is expensive CPU-wise, to not only
 simulate all those players but run their AI logic as well.  We'll have
 more
 details on the recommended settings tomorrow.

 Regarding exactly what happens if a 24-player server switches to MvM:  I
 actually don't think we have worked that out yet.

 I'm pretty sure on day one there will be lots of people trying out all
 sorts of things.  Our approach to experimentation in MvM will be the
 same as
 in PvP: we encourage it, provided that players are opting in to any
 major
 deviations from the vanilla experience.  Our servers will all be
 configured
 vanilla, and the matchmaking will enforce the 6 player limit, and the
 server
 browser will be the primary means for players to find those sorts of
 customizations.  What will the most interesting customizations be?  What
 will the standard tags be used that we request server operators to set
 in
 order to help players find the modifications they want or avoid the ones
 they don't like?  We can't know that yet.  That's something we expect
 you
 guys and your players to figure out.

 I will hazard a guess that raising the player count well above 6 would
 be
 detrimental the experience.  There ratio of humans to bots would be off
 and
 the human defending team would not have enough 

Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Doctor McKay
I was told gamedata needs to be updated and the TF2 extension needs to be 
recompiled.




Dr. McKay
http://www.doctormckay.com

-Original Message- 
From: Daniel Barreiro

Sent: Wednesday, August 15, 2012 5:41 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

Did they tell you if they expect extensions to fully break or just
need gamedata updates?

On Wed, Aug 15, 2012 at 5:37 PM, Doctor McKay li...@doctormckay.com wrote:

The SM devs have told me that the required SM update will be ready before
the actual game update. Watch the SM waterfall page
(http://www.sourcemod.net/builds/waterfall) and download the latest 
snapshot

when youros-1.4 has been built and uploaded.


Dr. McKay
http://www.doctormckay.com

-Original Message- From: DontWannaName!
Sent: Wednesday, August 15, 2012 2:48 PM

To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

I already asked and I don't think there will be.

SM may not work for a bit.

I remember there being a plugin that only allowed admins in, but I
cant find it anywhere!?

On Wed, Aug 15, 2012 at 11:46 AM, Matt Adams mbad...@united.net wrote:


Is there any way to force your 6 man group to use a certain server?

On 8/15/2012 10:49 AM, Fletcher Dunn wrote:



You can hide your server from the server browser using tf_mm_strict. 
(The

Valve servers will be configured this way.)  However that setting is
entirely unrelated to which matchmaking pool you wish your server to be
in.


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
Sent: Wednesday, August 15, 2012 6:42 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

So if I'm understanding this correctly will TF2 have a lobby similar to
the L4D lobby where 6 people will join and start the search for a 
server?

If
that is correct I remember using the ms_force_dedicated_server command
back in L4D one to force matchmaking to point to a certain server. Of
course
after the steamgroup option was added we didn't have to use it anymore.
Any
ideas if this will still work?

Also if you leave out the tf_mm_servermode 2 from the server.cfg will
the server basically be hidden from all public matchmaking?


On 8/14/2012 12:16 PM, Fletcher Dunn wrote:



OK, a little investigating reveals that this statement I made:

* You can switch the server in and out of any matchmaking mode pool or
back to any regular game mode at any time.

Is not really accurate!  Sorry!  If the server is EMPTY or has fewer
than 6 players, yes, there are no problems with switching --- that is
true.  However, in general, switching from PvP to MvM is going to
cause several problems.  (I believe that what would actually happen is
that the 7th, 8th, etc. players who connect on a map change will be
forced into spectator.  At any rate, we don't officially support that,
so if you do it, you're on your own.)  So, you should expect to
segregate your servers into MvM and PvP.  Don't just put the MvM maps
into the mapcycle file, that won't work.  (Actually, the mapcycle file
is slightly different for MvM because you really are cycling through
missions, not the maps.  Likewise, players can vote to change the
mission even if it's on the current map.  We'll have more details on
all this tomorrow.)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Fletcher Dunn
Sent: Tuesday, August 14, 2012 10:00 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
Linux server mailing list (hlds_li...@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

We will not have Steam group functionality tomorrow.

You actually have to set maxplayers to 32 to host MvM (to make room for
all the bots).  That's why the mode is expensive CPU-wise, to not only
simulate all those players but run their AI logic as well.  We'll have
more
details on the recommended settings tomorrow.

Regarding exactly what happens if a 24-player server switches to MvM: 
I

actually don't think we have worked that out yet.

I'm pretty sure on day one there will be lots of people trying out all
sorts of things.  Our approach to experimentation in MvM will be the
same as
in PvP: we encourage it, provided that players are opting in to any
major
deviations from the vanilla experience.  Our servers will all be
configured
vanilla, and the matchmaking will enforce the 6 player limit, and the
server
browser will be the primary means for players to find those sorts of
customizations.  What will the most interesting customizations be? 
What

will the standard tags be used that we request server operators to set
in
order to help players find the modifications they want or avoid the 
ones

they don't like?  We can't know that yet.  That's something we expect
you

Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Doctor McKay
Update: I was just told in #sourcemod that the SM update will be built and 
uploaded once the update warning is sent out. Linux will take about 10 
minutes to build, Windows will take about an hour.




Dr. McKay
http://www.doctormckay.com

-Original Message- 
From: Doctor McKay

Sent: Wednesday, August 15, 2012 5:44 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

I was told gamedata needs to be updated and the TF2 extension needs to be
recompiled.



Dr. McKay
http://www.doctormckay.com

-Original Message- 
From: Daniel Barreiro

Sent: Wednesday, August 15, 2012 5:41 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

Did they tell you if they expect extensions to fully break or just
need gamedata updates?

On Wed, Aug 15, 2012 at 5:37 PM, Doctor McKay li...@doctormckay.com wrote:

The SM devs have told me that the required SM update will be ready before
the actual game update. Watch the SM waterfall page
(http://www.sourcemod.net/builds/waterfall) and download the latest 
snapshot

when youros-1.4 has been built and uploaded.


Dr. McKay
http://www.doctormckay.com

-Original Message- From: DontWannaName!
Sent: Wednesday, August 15, 2012 2:48 PM

To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

I already asked and I don't think there will be.

SM may not work for a bit.

I remember there being a plugin that only allowed admins in, but I
cant find it anywhere!?

On Wed, Aug 15, 2012 at 11:46 AM, Matt Adams mbad...@united.net wrote:


Is there any way to force your 6 man group to use a certain server?

On 8/15/2012 10:49 AM, Fletcher Dunn wrote:



You can hide your server from the server browser using tf_mm_strict. 
(The

Valve servers will be configured this way.)  However that setting is
entirely unrelated to which matchmaking pool you wish your server to be
in.


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
Sent: Wednesday, August 15, 2012 6:42 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

So if I'm understanding this correctly will TF2 have a lobby similar to
the L4D lobby where 6 people will join and start the search for a 
server?

If
that is correct I remember using the ms_force_dedicated_server command
back in L4D one to force matchmaking to point to a certain server. Of
course
after the steamgroup option was added we didn't have to use it anymore.
Any
ideas if this will still work?

Also if you leave out the tf_mm_servermode 2 from the server.cfg will
the server basically be hidden from all public matchmaking?


On 8/14/2012 12:16 PM, Fletcher Dunn wrote:



OK, a little investigating reveals that this statement I made:

* You can switch the server in and out of any matchmaking mode pool or
back to any regular game mode at any time.

Is not really accurate!  Sorry!  If the server is EMPTY or has fewer
than 6 players, yes, there are no problems with switching --- that is
true.  However, in general, switching from PvP to MvM is going to
cause several problems.  (I believe that what would actually happen is
that the 7th, 8th, etc. players who connect on a map change will be
forced into spectator.  At any rate, we don't officially support that,
so if you do it, you're on your own.)  So, you should expect to
segregate your servers into MvM and PvP.  Don't just put the MvM maps
into the mapcycle file, that won't work.  (Actually, the mapcycle file
is slightly different for MvM because you really are cycling through
missions, not the maps.  Likewise, players can vote to change the
mission even if it's on the current map.  We'll have more details on
all this tomorrow.)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Fletcher Dunn
Sent: Tuesday, August 14, 2012 10:00 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
Linux server mailing list (hlds_li...@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

We will not have Steam group functionality tomorrow.

You actually have to set maxplayers to 32 to host MvM (to make room for
all the bots).  That's why the mode is expensive CPU-wise, to not only
simulate all those players but run their AI logic as well.  We'll have
more
details on the recommended settings tomorrow.

Regarding exactly what happens if a 24-player server switches to MvM: I
actually don't think we have worked that out yet.

I'm pretty sure on day one there will be lots of people trying out all
sorts of things.  Our approach to experimentation in MvM will be the
same as
in PvP: we encourage it, provided that players are opting in to any
major
deviations from the vanilla experience.  Our servers will all be
configured
vanilla, and the 

Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Cameron Munroe

LOL proof linux is better.

On 8/15/2012 2:57 PM, Doctor McKay wrote:
Update: I was just told in #sourcemod that the SM update will be built 
and uploaded once the update warning is sent out. Linux will take 
about 10 minutes to build, Windows will take about an hour.




Dr. McKay
http://www.doctormckay.com

-Original Message- From: Doctor McKay
Sent: Wednesday, August 15, 2012 5:44 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

I was told gamedata needs to be updated and the TF2 extension needs to be
recompiled.



Dr. McKay
http://www.doctormckay.com

-Original Message- From: Daniel Barreiro
Sent: Wednesday, August 15, 2012 5:41 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

Did they tell you if they expect extensions to fully break or just
need gamedata updates?

On Wed, Aug 15, 2012 at 5:37 PM, Doctor McKay li...@doctormckay.com 
wrote:
The SM devs have told me that the required SM update will be ready 
before

the actual game update. Watch the SM waterfall page
(http://www.sourcemod.net/builds/waterfall) and download the latest 
snapshot

when youros-1.4 has been built and uploaded.


Dr. McKay
http://www.doctormckay.com

-Original Message- From: DontWannaName!
Sent: Wednesday, August 15, 2012 2:48 PM

To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

I already asked and I don't think there will be.

SM may not work for a bit.

I remember there being a plugin that only allowed admins in, but I
cant find it anywhere!?

On Wed, Aug 15, 2012 at 11:46 AM, Matt Adams mbad...@united.net wrote:


Is there any way to force your 6 man group to use a certain server?

On 8/15/2012 10:49 AM, Fletcher Dunn wrote:



You can hide your server from the server browser using 
tf_mm_strict. (The

Valve servers will be configured this way.)  However that setting is
entirely unrelated to which matchmaking pool you wish your server 
to be

in.


-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
Sent: Wednesday, August 15, 2012 6:42 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

So if I'm understanding this correctly will TF2 have a lobby 
similar to
the L4D lobby where 6 people will join and start the search for a 
server?

If
that is correct I remember using the ms_force_dedicated_server 
command

back in L4D one to force matchmaking to point to a certain server. Of
course
after the steamgroup option was added we didn't have to use it 
anymore.

Any
ideas if this will still work?

Also if you leave out the tf_mm_servermode 2 from the server.cfg 
will

the server basically be hidden from all public matchmaking?


On 8/14/2012 12:16 PM, Fletcher Dunn wrote:



OK, a little investigating reveals that this statement I made:

* You can switch the server in and out of any matchmaking mode 
pool or

back to any regular game mode at any time.

Is not really accurate!  Sorry!  If the server is EMPTY or has fewer
than 6 players, yes, there are no problems with switching --- that is
true.  However, in general, switching from PvP to MvM is going to
cause several problems.  (I believe that what would actually 
happen is

that the 7th, 8th, etc. players who connect on a map change will be
forced into spectator.  At any rate, we don't officially support 
that,

so if you do it, you're on your own.)  So, you should expect to
segregate your servers into MvM and PvP.  Don't just put the MvM maps
into the mapcycle file, that won't work.  (Actually, the mapcycle 
file

is slightly different for MvM because you really are cycling through
missions, not the maps.  Likewise, players can vote to change the
mission even if it's on the current map.  We'll have more 
details on

all this tomorrow.)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Fletcher Dunn
Sent: Tuesday, August 14, 2012 10:00 AM
To: Half-Life dedicated Win32 server mailing list; Half-Life 
dedicated

Linux server mailing list (hlds_li...@list.valvesoftware.com)
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

We will not have Steam group functionality tomorrow.

You actually have to set maxplayers to 32 to host MvM (to make 
room for
all the bots).  That's why the mode is expensive CPU-wise, to not 
only
simulate all those players but run their AI logic as well.  We'll 
have

more
details on the recommended settings tomorrow.

Regarding exactly what happens if a 24-player server switches to 
MvM: I

actually don't think we have worked that out yet.

I'm pretty sure on day one there will be lots of people trying out 
all

sorts of things.  Our approach to experimentation in MvM will be the
same as
in PvP: we encourage it, provided that players are opting in to any
major

Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Alexandru Bajdechi
Sure it is, but it will be the best once Steam Games are available on it :D

2012/8/16 Cameron Munroe cmun...@cameronmunroe.com:
 LOL proof linux is better.


 On 8/15/2012 2:57 PM, Doctor McKay wrote:

 Update: I was just told in #sourcemod that the SM update will be built and
 uploaded once the update warning is sent out. Linux will take about 10
 minutes to build, Windows will take about an hour.



 Dr. McKay
 http://www.doctormckay.com

 -Original Message- From: Doctor McKay
 Sent: Wednesday, August 15, 2012 5:44 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF MvM hosting questions

 I was told gamedata needs to be updated and the TF2 extension needs to be
 recompiled.



 Dr. McKay
 http://www.doctormckay.com

 -Original Message- From: Daniel Barreiro
 Sent: Wednesday, August 15, 2012 5:41 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF MvM hosting questions

 Did they tell you if they expect extensions to fully break or just
 need gamedata updates?

 On Wed, Aug 15, 2012 at 5:37 PM, Doctor McKay li...@doctormckay.com
 wrote:

 The SM devs have told me that the required SM update will be ready before
 the actual game update. Watch the SM waterfall page
 (http://www.sourcemod.net/builds/waterfall) and download the latest
 snapshot
 when youros-1.4 has been built and uploaded.


 Dr. McKay
 http://www.doctormckay.com

 -Original Message- From: DontWannaName!
 Sent: Wednesday, August 15, 2012 2:48 PM

 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF MvM hosting questions

 I already asked and I don't think there will be.

 SM may not work for a bit.

 I remember there being a plugin that only allowed admins in, but I
 cant find it anywhere!?

 On Wed, Aug 15, 2012 at 11:46 AM, Matt Adams mbad...@united.net wrote:


 Is there any way to force your 6 man group to use a certain server?

 On 8/15/2012 10:49 AM, Fletcher Dunn wrote:



 You can hide your server from the server browser using tf_mm_strict.
 (The
 Valve servers will be configured this way.)  However that setting is
 entirely unrelated to which matchmaking pool you wish your server to be
 in.


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams
 Sent: Wednesday, August 15, 2012 6:42 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF MvM hosting questions

 So if I'm understanding this correctly will TF2 have a lobby similar to
 the L4D lobby where 6 people will join and start the search for a
 server?
 If
 that is correct I remember using the ms_force_dedicated_server
 command
 back in L4D one to force matchmaking to point to a certain server. Of
 course
 after the steamgroup option was added we didn't have to use it anymore.
 Any
 ideas if this will still work?

 Also if you leave out the tf_mm_servermode 2 from the server.cfg will
 the server basically be hidden from all public matchmaking?


 On 8/14/2012 12:16 PM, Fletcher Dunn wrote:



 OK, a little investigating reveals that this statement I made:

 * You can switch the server in and out of any matchmaking mode pool or
 back to any regular game mode at any time.

 Is not really accurate!  Sorry!  If the server is EMPTY or has fewer
 than 6 players, yes, there are no problems with switching --- that is
 true.  However, in general, switching from PvP to MvM is going to
 cause several problems.  (I believe that what would actually happen is
 that the 7th, 8th, etc. players who connect on a map change will be
 forced into spectator.  At any rate, we don't officially support that,
 so if you do it, you're on your own.)  So, you should expect to
 segregate your servers into MvM and PvP.  Don't just put the MvM maps
 into the mapcycle file, that won't work.  (Actually, the mapcycle file
 is slightly different for MvM because you really are cycling through
 missions, not the maps.  Likewise, players can vote to change the
 mission even if it's on the current map.  We'll have more details on
 all this tomorrow.)

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 Fletcher Dunn
 Sent: Tuesday, August 14, 2012 10:00 AM
 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
 Linux server mailing list (hlds_li...@list.valvesoftware.com)
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 We will not have Steam group functionality tomorrow.

 You actually have to set maxplayers to 32 to host MvM (to make room
 for
 all the bots).  That's why the mode is expensive CPU-wise, to not only
 simulate all those players but run their AI logic as well.  We'll have
 more
 details on the recommended settings tomorrow.

 Regarding exactly what happens if a 24-player server switches to MvM:
 I
 actually don't think we have worked that out yet.

 I'm pretty sure on day one 

Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Michael
More like GCC is faster than whatever VS compiler you have to use to
build/link SM for Windows.

On Wed, Aug 15, 2012 at 6:05 PM, Cameron Munroe
cmun...@cameronmunroe.com wrote:
 LOL proof linux is better.

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Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Nomaan Ahmad
I think the reason sm update will be available on Linux before windows is
there are more Linux servers than Windows.

Nothing to do with better or whatever...

On 15 August 2012 23:09, Michael barrakk...@gmail.com wrote:

 More like GCC is faster than whatever VS compiler you have to use to
 build/link SM for Windows.

 On Wed, Aug 15, 2012 at 6:05 PM, Cameron Munroe
 cmun...@cameronmunroe.com wrote:
  LOL proof linux is better.

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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Violent Crimes

With this update is the engine going to update and break Garrysmod?

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Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Russell Smith
What's the situation going to be with the replay system?  Will that 
work with MvM or should we disable it for servers running the mode?


On 15.08.2012 11:52, Fletcher Dunn wrote:

There is currently no way to select a particular server or server
group in the matchmaking system.

The matchmaking system is not identical to L4D, because the
gameserver and the party members are all chosen at the same time.  It
is not a two-step process where strangers trickle into a lobby and
then you wait for a server.  You will never be in a lobby with
strangers, only invited friends.  Each search party waits, and then
and entire match (collection of 6 players from N parties) is started
on a particular gameserver.  This is how the current quickplay beta
works.




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Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Doctor McKay
Linux just compiles faster.


Dr. McKay
http://www.doctormckay.com



From: Nomaan Ahmad 
Sent: Wednesday, August 15, 2012 6:12 PM
To: Half-Life dedicated Win32 server mailing list 
Subject: Re: [hlds] TF MvM hosting questions

I think the reason sm update will be available on Linux before windows is there 
are more Linux servers than Windows.

Nothing to do with better or whatever...


On 15 August 2012 23:09, Michael barrakk...@gmail.com wrote:

  More like GCC is faster than whatever VS compiler you have to use to
  build/link SM for Windows.


  On Wed, Aug 15, 2012 at 6:05 PM, Cameron Munroe
  cmun...@cameronmunroe.com wrote:
   LOL proof linux is better.


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[hlds] [HLDS] TF MvM hosting questions

2012-08-15 Thread Jaspreet Walia
It doesn't matter if Linux or windows is better. Stay on topic ;p.
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Re: [hlds] Clients Crashing On Map Change

2012-08-15 Thread Albert Davis
I'm not, when I am at work, I idle in the server, and alt tab to Windows,
the only corellation I can see is the map changing. This is on my notebook,
if I am home, my home machine doesn't seem to do it. I may format the
notebook this weekend anyway, maybe that will help :)

On Wed, Aug 15, 2012 at 4:42 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:

  How are you changing maps? There is still a bug in linux where common
 cmds crash the server.


 On 8/15/2012 11:50 AM, Albert Davis wrote:

 My HL2.exe is crashing as well when my server changes map, sv_pure is 0...
 any ideas?

 On Mon, Aug 13, 2012 at 10:48 AM, Leon Hunter l...@ozzyfurocity.netwrote:

 Yeah. That's an ages old bug where the whitelist of the previous server
 carries over to the new one (its either that or the pure setting).

 Clients complain about it all the time with VSH

 -Leon


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
  Sent: Monday, 13 August 2012 11:42 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Clients Crashing On Map Change

 Well that is funny. I had some issues with Saxton Hale and CTF while
 serverhopping so I changed that to help make it so players could easily
 transition. =|


 On 8/13/2012 1:17 AM, Leon Hunter wrote:
  After fiddling around with TF2 Settings for some time, I can announce
  with near certainty that the cause of the mass client crash-out during
  map changes is the result of issues with sv_pure 1.
 
  I have tested sv_pure 0 for the last 12 hours and the mass client
  crash-outs are no longer occurring for us.
 
  -Leon
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
  Munroe
  Sent: Monday, 13 August 2012 6:03 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Clients Crashing On Map Change
 
  Sadly I think we are talking about the same issue, it just has gotten
  much much bigger after the update.
 
 
  On 8/12/2012 1:04 PM, Leon Hunter wrote:
  Cameron, you're sadly mistaken. Whilst I understand and know of the
  common problem that you're describing, Violent and I are describing a
  completely different and more severe issue.
 
  Most recently we have had cases on a very reguler basis where over a
  third of the clients on a server will crashout (to desktop) on a map
 change.
  This
  only started happening after Valve's recent updates to TF2 and thanks
  to Violent I now know it is not an isolated issue.
 
  This is not a trivial matter of players quitting and then crashing or
  loosing connectivity during map change, so please do not misrepresent
  it
  as
  one.
 
  -Leon
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
  Munroe
  Sent: Monday, 13 August 2012 4:42 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Servers Crashing On Map Change
 
  Its called tf2 itself. All servers have this issue to varying degrees.
  It seems that on map change clients either quit out, or they lost
  connectivity with the servers in time. Nothing has been found on how
  to resolve the issue.
 
 
  On 8/12/2012 10:43 AM, Violent Crimes wrote:
  I have 15 servers for tf2 and they all seem to crash clients out on
  map change. I have removed sourcemod and metamod and they still crash.
  Is anyone else having this issue?
 
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Re: [hlds] Clients Crashing On Map Change

2012-08-15 Thread Cameron Munroe

So long story short the server doesn't crash it is the client?

On 8/15/2012 3:26 PM, Albert Davis wrote:
I'm not, when I am at work, I idle in the server, and alt tab to 
Windows, the only corellation I can see is the map changing. This is 
on my notebook, if I am home, my home machine doesn't seem to do it. I 
may format the notebook this weekend anyway, maybe that will help :)


On Wed, Aug 15, 2012 at 4:42 PM, Cameron Munroe 
cmun...@cameronmunroe.com mailto:cmun...@cameronmunroe.com wrote:


How are you changing maps? There is still a bug in linux where
common cmds crash the server.


On 8/15/2012 11:50 AM, Albert Davis wrote:

My HL2.exe is crashing as well when my server changes map,
sv_pure is 0... any ideas?

On Mon, Aug 13, 2012 at 10:48 AM, Leon Hunter
l...@ozzyfurocity.net mailto:l...@ozzyfurocity.net wrote:

Yeah. That's an ages old bug where the whitelist of the
previous server
carries over to the new one (its either that or the pure
setting).

Clients complain about it all the time with VSH

-Leon


-Original Message-
From: hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
Cameron Munroe
Sent: Monday, 13 August 2012 11:42 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Clients Crashing On Map Change

Well that is funny. I had some issues with Saxton Hale and
CTF while
serverhopping so I changed that to help make it so players
could easily
transition. =|


On 8/13/2012 1:17 AM, Leon Hunter wrote:
 After fiddling around with TF2 Settings for some time, I
can announce
 with near certainty that the cause of the mass client
crash-out during
 map changes is the result of issues with sv_pure 1.

 I have tested sv_pure 0 for the last 12 hours and the mass
client
 crash-outs are no longer occurring for us.

 -Leon

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
Cameron
 Munroe
 Sent: Monday, 13 August 2012 6:03 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Clients Crashing On Map Change

 Sadly I think we are talking about the same issue, it just
has gotten
 much much bigger after the update.


 On 8/12/2012 1:04 PM, Leon Hunter wrote:
 Cameron, you're sadly mistaken. Whilst I understand and
know of the
 common problem that you're describing, Violent and I are
describing a
 completely different and more severe issue.

 Most recently we have had cases on a very reguler basis
where over a
 third of the clients on a server will crashout (to
desktop) on a map
change.
 This
 only started happening after Valve's recent updates to TF2
and thanks
 to Violent I now know it is not an isolated issue.

 This is not a trivial matter of players quitting and then
crashing or
 loosing connectivity during map change, so please do not
misrepresent
 it
 as
 one.

 -Leon

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of
Cameron
 Munroe
 Sent: Monday, 13 August 2012 4:42 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Servers Crashing On Map Change

 Its called tf2 itself. All servers have this issue to
varying degrees.
 It seems that on map change clients either quit out, or
they lost
 connectivity with the servers in time. Nothing has been
found on how
 to resolve the issue.


 On 8/12/2012 10:43 AM, Violent Crimes wrote:
 I have 15 servers for tf2 and they all seem to crash
clients out on
 map change. I have removed sourcemod and metamod and they
still crash.
 Is anyone else having this issue?

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[hlds] Mann Co Servers?

2012-08-15 Thread T Marler
What is this? VALVe only servers, or ones that qualify for match making?

D:

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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Cameron Munroe

Ughh? What?

On 8/15/2012 4:29 PM, T Marler wrote:

What is this? VALVe only servers, or ones that qualify for match making?

D:


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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Daniel Barreiro
The servers that require tickets to play on.

On Wed, Aug 15, 2012 at 7:29 PM, Cameron Munroe
cmun...@cameronmunroe.com wrote:
 Ughh? What?


 On 8/15/2012 4:29 PM, T Marler wrote:

 What is this? VALVe only servers, or ones that qualify for match making?

 D:


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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Jethro Seabridge
www.tf2.com/mvm/bounty

On Thu, Aug 16, 2012 at 12:29 AM, Cameron Munroe
cmun...@cameronmunroe.comwrote:

  Ughh? What?


 On 8/15/2012 4:29 PM, T Marler wrote:

 What is this? VALVe only servers, or ones that qualify for match making?

 D:


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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Flubber
Seing the quality of valve server and their usual rollback, lag and freeze.
I hope it's not.

2012/8/16 T Marler bloodyi...@shaw.ca

 What is this? VALVe only servers, or ones that qualify for match making?

 D:

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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Flubber
http://www.teamfortress.com/mvm/faq/

2012/8/16 Jethro Seabridge jet2the...@gmail.com

 www.tf2.com/mvm/bounty


 On Thu, Aug 16, 2012 at 12:29 AM, Cameron Munroe 
 cmun...@cameronmunroe.com wrote:

  Ughh? What?


 On 8/15/2012 4:29 PM, T Marler wrote:

 What is this? VALVe only servers, or ones that qualify for match making?

 D:


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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Violent Crimes

What is Mann Up Mode?
When you play Mann vs. Machine on an official Mann Co. server, this is 
called Mann Up Mode. Mann Up Mode allows you to earn special item 
rewards and track your progress through various Missions. To enter Mann 
Up Mode, you must possess a Tour of Duty Ticket.




On 8/15/2012 7:29 PM, Cameron Munroe wrote:

Ughh? What?

On 8/15/2012 4:29 PM, T Marler wrote:

What is this? VALVe only servers, or ones that qualify for match making?

D:


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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Damon Reece
I'd rather know when the update's coming out, to be honest. Hats shouldn't
really matter to us (as server admins).

-Damon

The speed of light sucks. -John D. Carmack


On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes 
violentcri...@convictgaming.com wrote:

  What is Mann Up Mode?
 When you play Mann vs. Machine on an official Mann Co. server, this is
 called Mann Up Mode. Mann Up Mode allows you to earn special item rewards
 and track your progress through various Missions. To enter Mann Up Mode,
 you must possess a Tour of Duty Ticket.



 On 8/15/2012 7:29 PM, Cameron Munroe wrote:

 Ughh? What?

 On 8/15/2012 4:29 PM, T Marler wrote:

 What is this? VALVe only servers, or ones that qualify for match making?

 D:


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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Wander
Either a system similar to halloween, with restrictions on when a
server has gifts, or really only valve servers
I'm hoping the first

On Thu, Aug 16, 2012 at 1:31 AM, Violent Crimes
violentcri...@convictgaming.com wrote:
 What is Mann Up Mode?
 When you play Mann vs. Machine on an official Mann Co. server, this is
 called Mann Up Mode. Mann Up Mode allows you to earn special item rewards
 and track your progress through various Missions. To enter Mann Up Mode, you
 must possess a Tour of Duty Ticket.



 On 8/15/2012 7:29 PM, Cameron Munroe wrote:

 Ughh? What?

 On 8/15/2012 4:29 PM, T Marler wrote:

 What is this? VALVe only servers, or ones that qualify for match making?

 D:


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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Mike Freuden
I don't think the question is what is Mann Up Mode?, the question is how
does this affect running a server? Can only Valve run Mann Co. servers?
Can any server that qualifies for matchmaking be a Mann Co. server?
~Mike

On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece deman.r...@gmail.com wrote:

 I'd rather know when the update's coming out, to be honest. Hats shouldn't
 really matter to us (as server admins).

 -Damon

 The speed of light sucks. -John D. Carmack


 On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes 
 violentcri...@convictgaming.com wrote:

  What is Mann Up Mode?
 When you play Mann vs. Machine on an official Mann Co. server, this is
 called Mann Up Mode. Mann Up Mode allows you to earn special item rewards
 and track your progress through various Missions. To enter Mann Up Mode,
 you must possess a Tour of Duty Ticket.



 On 8/15/2012 7:29 PM, Cameron Munroe wrote:

 Ughh? What?

 On 8/15/2012 4:29 PM, T Marler wrote:

 What is this? VALVe only servers, or ones that qualify for match making?

 D:


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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Cameron Munroe

LOL, quote from buddy why do I play tf2, DUH! Hats of course!



On 8/15/2012 4:33 PM, Damon Reece wrote:
I'd rather know when the update's coming out, to be honest. Hats 
shouldn't really matter to us (as server admins).


-Damon

The speed of light sucks. -John D. Carmack


On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes 
violentcri...@convictgaming.com 
mailto:violentcri...@convictgaming.com wrote:


What is Mann Up Mode?
When you play Mann vs. Machine on an official Mann Co. server,
this is called Mann Up Mode. Mann Up Mode allows you to earn
special item rewards and track your progress through various
Missions. To enter Mann Up Mode, you must possess a Tour of Duty
Ticket.



On 8/15/2012 7:29 PM, Cameron Munroe wrote:

Ughh? What?

On 8/15/2012 4:29 PM, T Marler wrote:

What is this? VALVe only servers, or ones that qualify for match
making?

D:


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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Jaspreet Walia
Well Day 3 - Bounty wasn't really exciting.
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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Russell Smith
If it turns out we can host Mann Co servers, my question would be can 
you play non-Mann Up Mode on an official Mann Co. server?  If not then 
it sounds like we'd be limiting our servers to only those who are first 
paying Valve $1-$2 for the badges.


On 15.08.2012 16:34, Mike Freuden wrote:

I dont think the question is what is Mann Up Mode?, the question is
how does this affect running a server? Can only Valve run Mann 
Co.

servers? Can any server that qualifies for matchmaking be a Mann Co.
server?
 ~Mike

On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece deman.r...@gmail.com
[4] wrote:


Id rather know when the updates coming out, to be honest. Hats
shouldnt really matter to us (as server admins).

-Damon

The speed of light sucks. -John D. Carmack

On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
violentcri...@convictgaming.com [2] wrote:


What is Mann Up Mode?
When you play Mann vs. Machine on an official Mann Co. server,
this is called Mann Up Mode. Mann Up Mode allows you to earn
special item rewards and track your progress through various
Missions. To enter Mann Up Mode, you must possess a Tour of Duty
Ticket.

On 8/15/2012 7:29 PM, Cameron Munroe wrote:


Ughh? What?

On 8/15/2012 4:29 PM, T Marler wrote:


What is this? VALVe only servers, or ones that qualify for
match making?

D:

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[4] mailto:deman.r...@gmail.com



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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Daniel Barreiro
I don't get why any admin would want to host a server that players
have to pay to play on. Someone might figure out how to make a
plugin to bypass it  but Valve will probably patch that quickly.

On Wed, Aug 15, 2012 at 7:40 PM, Russell Smith
ve...@tinylittlerobots.us wrote:
 If it turns out we can host Mann Co servers, my question would be can you
 play non-Mann Up Mode on an official Mann Co. server?  If not then it sounds
 like we'd be limiting our servers to only those who are first paying Valve
 $1-$2 for the badges.

 On 15.08.2012 16:34, Mike Freuden wrote:

 I dont think the question is what is Mann Up Mode?, the question is

 how does this affect running a server? Can only Valve run Mann Co.
 servers? Can any server that qualifies for matchmaking be a Mann Co.
 server?
  ~Mike

 On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece deman.r...@gmail.com
 [4] wrote:

 Id rather know when the updates coming out, to be honest. Hats
 shouldnt really matter to us (as server admins).


 -Damon

 The speed of light sucks. -John D. Carmack

 On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
 violentcri...@convictgaming.com [2] wrote:

 What is Mann Up Mode?
 When you play Mann vs. Machine on an official Mann Co. server,
 this is called Mann Up Mode. Mann Up Mode allows you to earn
 special item rewards and track your progress through various
 Missions. To enter Mann Up Mode, you must possess a Tour of Duty
 Ticket.

 On 8/15/2012 7:29 PM, Cameron Munroe wrote:

 Ughh? What?

 On 8/15/2012 4:29 PM, T Marler wrote:

 What is this? VALVe only servers, or ones that qualify for
 match making?

 D:

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 [2] mailto:violentcri...@convictgaming.com
 [3] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 [4] mailto:deman.r...@gmail.com



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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Ross Bemrose
Likely the item server knows which servers are real Valve servers and 
acts accordingly.


On 8/15/2012 7:43 PM, Daniel Barreiro wrote:

I don't get why any admin would want to host a server that players
have to pay to play on. Someone might figure out how to make a
plugin to bypass it  but Valve will probably patch that quickly.

On Wed, Aug 15, 2012 at 7:40 PM, Russell Smith
ve...@tinylittlerobots.us wrote:

If it turns out we can host Mann Co servers, my question would be can you
play non-Mann Up Mode on an official Mann Co. server?  If not then it sounds
like we'd be limiting our servers to only those who are first paying Valve
$1-$2 for the badges.

On 15.08.2012 16:34, Mike Freuden wrote:

I dont think the question is what is Mann Up Mode?, the question is

how does this affect running a server? Can only Valve run Mann Co.
servers? Can any server that qualifies for matchmaking be a Mann Co.
server?
  ~Mike

On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece deman.r...@gmail.com
[4] wrote:


Id rather know when the updates coming out, to be honest. Hats
shouldnt really matter to us (as server admins).


-Damon

The speed of light sucks. -John D. Carmack

On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
violentcri...@convictgaming.com [2] wrote:


What is Mann Up Mode?
When you play Mann vs. Machine on an official Mann Co. server,
this is called Mann Up Mode. Mann Up Mode allows you to earn
special item rewards and track your progress through various
Missions. To enter Mann Up Mode, you must possess a Tour of Duty
Ticket.

On 8/15/2012 7:29 PM, Cameron Munroe wrote:


Ughh? What?

On 8/15/2012 4:29 PM, T Marler wrote:


What is this? VALVe only servers, or ones that qualify for
match making?

D:

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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Fletcher Dunn
Valve will host all Mann Up servers at launch.

We're shipping the attached default mission cycle file.  If you boot your 
server to any one of the following maps:
mvm_decoy
mvm_mannworks
mvm_coaltown

it will use that file.  Hopefully the file is self-explanatory.

Remember to add -maxplayers 32 to the command line.

tf_mm_servermode 2 to accept MvM matchmaking traffic
tf_mm_strict 1 to ONLY accept MvM traffic

Vote issues specific to MvM:
sv_vote_issue_changelevel_allowed_mvm
sv_vote_issue_kick_allowed_mvm

We also suggest:
sv_minrate 3



From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden
Sent: Wednesday, August 15, 2012 4:34 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mann Co Servers?

I don't think the question is what is Mann Up Mode?, the question is how 
does this affect running a server? Can only Valve run Mann Co. servers? Can 
any server that qualifies for matchmaking be a Mann Co. server?
~Mike
On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece 
deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
I'd rather know when the update's coming out, to be honest. Hats shouldn't 
really matter to us (as server admins).

-Damon

The speed of light sucks. -John D. Carmack

On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes 
violentcri...@convictgaming.commailto:violentcri...@convictgaming.com wrote:
What is Mann Up Mode?
When you play Mann vs. Machine on an official Mann Co. server, this is called 
Mann Up Mode. Mann Up Mode allows you to earn special item rewards and track 
your progress through various Missions. To enter Mann Up Mode, you must possess 
a Tour of Duty Ticket.



On 8/15/2012 7:29 PM, Cameron Munroe wrote:
Ughh? What?

On 8/15/2012 4:29 PM, T Marler wrote:
What is this? VALVe only servers, or ones that qualify for match making?

D:


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tf_mvm_missioncycle.res
Description: tf_mvm_missioncycle.res
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Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Russell Smith
At launch meaning eventually we'll be able to run them?  If so what's 
the current expected timeframe of that happening?


On 15.08.2012 16:48, Fletcher Dunn wrote:

Valve will host all Mann Up servers at launch.

We're shipping the attached default mission cycle file.  If you boot
your server to any one of the following maps:
mvm_decoy
mvm_mannworks
mvm_coaltown

it will use that file.  Hopefully the file is self-explanatory.

Remember to add -maxplayers 32 to the command line.

tf_mm_servermode 2 to accept MvM matchmaking traffic
tf_mm_strict 1 to ONLY accept MvM traffic

Vote issues specific to MvM:
sv_vote_issue_changelevel_allowed_mvm
sv_vote_issue_kick_allowed_mvm

We also suggest:
sv_minrate 3



From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike 
Freuden

Sent: Wednesday, August 15, 2012 4:34 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mann Co Servers?

I don't think the question is what is Mann Up Mode?, the question
is how does this affect running a server? Can only Valve run Mann
Co. servers? Can any server that qualifies for matchmaking be a Mann
Co. server?
~Mike
On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
I'd rather know when the update's coming out, to be honest. Hats
shouldn't really matter to us (as server admins).

-Damon

The speed of light sucks. -John D. Carmack

On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes

violentcri...@convictgaming.commailto:violentcri...@convictgaming.com
wrote:
What is Mann Up Mode?
When you play Mann vs. Machine on an official Mann Co. server, this
is called Mann Up Mode. Mann Up Mode allows you to earn special item
rewards and track your progress through various Missions. To enter
Mann Up Mode, you must possess a Tour of Duty Ticket.



On 8/15/2012 7:29 PM, Cameron Munroe wrote:
Ughh? What?

On 8/15/2012 4:29 PM, T Marler wrote:
What is this? VALVe only servers, or ones that qualify for match 
making?


D:


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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Ross Bemrose

Will sv_vote_issue_nextlevel_allowed be used to vote for the next mission?

On 8/15/2012 7:48 PM, Fletcher Dunn wrote:


Valve will host all Mann Up servers at launch.

We're shipping the attached default mission cycle file.  If you boot 
your server to any one of the following maps:


mvm_decoy

mvm_mannworks

mvm_coaltown

it will use that file.  Hopefully the file is self-explanatory.

Remember to add -maxplayers 32 to the command line.

tf_mm_servermode 2 to accept MvM matchmaking traffic

tf_mm_strict 1 to ONLY accept MvM traffic

Vote issues specific to MvM:

sv_vote_issue_changelevel_allowed_mvm

sv_vote_issue_kick_allowed_mvm

We also suggest:

sv_minrate 3

*From:*hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] *On Behalf Of *Mike Freuden

*Sent:* Wednesday, August 15, 2012 4:34 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] Mann Co Servers?

I don't think the question is what is Mann Up Mode?, the question is 
how does this affect running a server? Can only Valve run Mann Co. 
servers? Can any server that qualifies for matchmaking be a Mann Co. 
server?

~Mike

On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece deman.r...@gmail.com 
mailto:deman.r...@gmail.com wrote:


I'd rather know when the update's coming out, to be honest. Hats 
shouldn't really matter to us (as server admins).


-Damon

The speed of light sucks. -John D. Carmack

On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes 
violentcri...@convictgaming.com 
mailto:violentcri...@convictgaming.com wrote:


What is Mann Up Mode?

When you play Mann vs. Machine on an official Mann Co. server, this is 
called Mann Up Mode. Mann Up Mode allows you to earn special item 
rewards and track your progress through various Missions. To enter 
Mann Up Mode, you must possess a Tour of Duty Ticket.





On 8/15/2012 7:29 PM, Cameron Munroe wrote:

Ughh? What?

On 8/15/2012 4:29 PM, T Marler wrote:

What is this? VALVe only servers, or ones that qualify for
match making?

D:

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Re: [hlds] TF MvM hosting questions

2012-08-15 Thread Lucio Botello
Awesome, I'll run this by my friend to see if he'd like to make a server.
 
--Lucio--



 From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
(hlds_li...@list.valvesoftware.com) hlds_li...@list.valvesoftware.com; 
Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) 
hlds@list.valvesoftware.com 
Sent: Monday, August 13, 2012 10:39 PM
Subject: [hlds] TF MvM hosting questions
 

 
Here are some answers to questions regarding hosting MvM servers:
 
* Players can join your server through any means they can join PvP games: the 
server browser, ad hoc joins, or the new matchmaking system (quickplay beta).
* To accept matchmaking traffic, you must select which sort of traffic you 
want.  (Regular PvP traffic or MvM traffic.)  Set “tf_mm_servermode 2” to be 
placed in the MvM pool.
* For MvM matchmaking, if 6 players are sent to your server to start a new 
game, it will switch to whatever map the players selected.
* You will need a TF gameserver account to accept matchmaking traffic.
* You can switch the server in and out of any matchmaking mode pool or back to 
any regular game mode at any time.
* The CPU usage for a 6 player MvM game is about the same as for a regular TF 
server.  (Yep, this mode requires significantly more CPU cycles per player than 
the PvP mode, that’s an unfortunate fact.)
Given the surge of players that comes with any major release, and the player / 
server ratio of this game mode, the demand for MvM servers will probably be 
high.  We expect that a large number of players will want to try out the new 
mode, so we will be converting most of our servers to host MvM, and then adjust 
the allocation based on what players are playing.
 
I, for one, DO NOT welcome our new robot overlords!
 
- Fletch
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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Brendan Cosman
We run servers as a service to the Australian community, including other 
free-to-play titles, because if we didn't our community wouldn't have low 
ping servers to play on. We (GameArena / Mammoth Media) would be happy to chip 
in the resources for a few Mann Co. servers to make sure there are some 
available for Australia / New Zealand players, and of course we'd be happy to 
talk to Valve about running more (the same as we do for EA titles like 
Battlefield Play for Free and Battlefield Heroes).

Regards,
Brendan Cosman
Mammoth Media.


- Original Message -
From: Daniel Barreiro smelly.feet.you.h...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Thursday, 16 August, 2012 9:43:07 AM GMT +10:00 Brisbane
Subject: Re: [hlds] Mann Co Servers?

I don't get why any admin would want to host a server that players
have to pay to play on. Someone might figure out how to make a
plugin to bypass it  but Valve will probably patch that quickly.

On Wed, Aug 15, 2012 at 7:40 PM, Russell Smith
ve...@tinylittlerobots.us wrote:
 If it turns out we can host Mann Co servers, my question would be can you
 play non-Mann Up Mode on an official Mann Co. server?  If not then it sounds
 like we'd be limiting our servers to only those who are first paying Valve
 $1-$2 for the badges.

 On 15.08.2012 16:34, Mike Freuden wrote:

 I dont think the question is what is Mann Up Mode?, the question is

 how does this affect running a server? Can only Valve run Mann Co.
 servers? Can any server that qualifies for matchmaking be a Mann Co.
 server?
  ~Mike

 On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece deman.r...@gmail.com
 [4] wrote:

 Id rather know when the updates coming out, to be honest. Hats
 shouldnt really matter to us (as server admins).


 -Damon

 The speed of light sucks. -John D. Carmack

 On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
 violentcri...@convictgaming.com [2] wrote:

 What is Mann Up Mode?
 When you play Mann vs. Machine on an official Mann Co. server,
 this is called Mann Up Mode. Mann Up Mode allows you to earn
 special item rewards and track your progress through various
 Missions. To enter Mann Up Mode, you must possess a Tour of Duty
 Ticket.

 On 8/15/2012 7:29 PM, Cameron Munroe wrote:

 Ughh? What?

 On 8/15/2012 4:29 PM, T Marler wrote:

 What is this? VALVe only servers, or ones that qualify for
 match making?

 D:

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Re: [hlds] Mann Co Servers?

2012-08-15 Thread Damon Reece
Brendan, as an Australian player, I can say that the community would *really
* appreciate that.

-Damon

The speed of light sucks. -John D. Carmack


On Thu, Aug 16, 2012 at 9:29 AM, Brendan Cosman 
brendan.cos...@mammothmedia.com.au wrote:

 We run servers as a service to the Australian community, including other
 free-to-play titles, because if we didn't our community wouldn't have low
 ping servers to play on. We (GameArena / Mammoth Media) would be happy to
 chip in the resources for a few Mann Co. servers to make sure there are
 some available for Australia / New Zealand players, and of course we'd be
 happy to talk to Valve about running more (the same as we do for EA titles
 like Battlefield Play for Free and Battlefield Heroes).

 Regards,
 Brendan Cosman
 Mammoth Media.


 - Original Message -
 From: Daniel Barreiro smelly.feet.you.h...@gmail.com
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Thursday, 16 August, 2012 9:43:07 AM GMT +10:00 Brisbane
 Subject: Re: [hlds] Mann Co Servers?

 I don't get why any admin would want to host a server that players
 have to pay to play on. Someone might figure out how to make a
 plugin to bypass it  but Valve will probably patch that quickly.

 On Wed, Aug 15, 2012 at 7:40 PM, Russell Smith
 ve...@tinylittlerobots.us wrote:
  If it turns out we can host Mann Co servers, my question would be can you
  play non-Mann Up Mode on an official Mann Co. server?  If not then it
 sounds
  like we'd be limiting our servers to only those who are first paying
 Valve
  $1-$2 for the badges.
 
  On 15.08.2012 16:34, Mike Freuden wrote:
 
  I dont think the question is what is Mann Up Mode?, the question is
 
  how does this affect running a server? Can only Valve run Mann Co.
  servers? Can any server that qualifies for matchmaking be a Mann Co.
  server?
   ~Mike
 
  On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece deman.r...@gmail.com
  [4] wrote:
 
  Id rather know when the updates coming out, to be honest. Hats
  shouldnt really matter to us (as server admins).
 
 
  -Damon
 
  The speed of light sucks. -John D. Carmack
 
  On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
  violentcri...@convictgaming.com [2] wrote:
 
  What is Mann Up Mode?
  When you play Mann vs. Machine on an official Mann Co. server,
  this is called Mann Up Mode. Mann Up Mode allows you to earn
  special item rewards and track your progress through various
  Missions. To enter Mann Up Mode, you must possess a Tour of Duty
  Ticket.
 
  On 8/15/2012 7:29 PM, Cameron Munroe wrote:
 
  Ughh? What?
 
  On 8/15/2012 4:29 PM, T Marler wrote:
 
  What is this? VALVe only servers, or ones that qualify for
  match making?
 
  D:
 
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Re: [hlds] Clients Crashing On Map Change

2012-08-15 Thread Albert Davis
Yep

On Wed, Aug 15, 2012 at 7:18 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:

  So long story short the server doesn't crash it is the client?


 On 8/15/2012 3:26 PM, Albert Davis wrote:

 I'm not, when I am at work, I idle in the server, and alt tab to Windows,
 the only corellation I can see is the map changing. This is on my notebook,
 if I am home, my home machine doesn't seem to do it. I may format the
 notebook this weekend anyway, maybe that will help :)

 On Wed, Aug 15, 2012 at 4:42 PM, Cameron Munroe cmun...@cameronmunroe.com
  wrote:

  How are you changing maps? There is still a bug in linux where common
 cmds crash the server.


 On 8/15/2012 11:50 AM, Albert Davis wrote:

 My HL2.exe is crashing as well when my server changes map, sv_pure is
 0... any ideas?

 On Mon, Aug 13, 2012 at 10:48 AM, Leon Hunter l...@ozzyfurocity.netwrote:

 Yeah. That's an ages old bug where the whitelist of the previous server
 carries over to the new one (its either that or the pure setting).

 Clients complain about it all the time with VSH

 -Leon


 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
  Sent: Monday, 13 August 2012 11:42 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Clients Crashing On Map Change

 Well that is funny. I had some issues with Saxton Hale and CTF while
 serverhopping so I changed that to help make it so players could easily
 transition. =|


 On 8/13/2012 1:17 AM, Leon Hunter wrote:
  After fiddling around with TF2 Settings for some time, I can announce
  with near certainty that the cause of the mass client crash-out during
  map changes is the result of issues with sv_pure 1.
 
  I have tested sv_pure 0 for the last 12 hours and the mass client
  crash-outs are no longer occurring for us.
 
  -Leon
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
  Munroe
  Sent: Monday, 13 August 2012 6:03 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Clients Crashing On Map Change
 
  Sadly I think we are talking about the same issue, it just has gotten
  much much bigger after the update.
 
 
  On 8/12/2012 1:04 PM, Leon Hunter wrote:
  Cameron, you're sadly mistaken. Whilst I understand and know of the
  common problem that you're describing, Violent and I are describing a
  completely different and more severe issue.
 
  Most recently we have had cases on a very reguler basis where over a
  third of the clients on a server will crashout (to desktop) on a map
 change.
  This
  only started happening after Valve's recent updates to TF2 and thanks
  to Violent I now know it is not an isolated issue.
 
  This is not a trivial matter of players quitting and then crashing or
  loosing connectivity during map change, so please do not misrepresent
  it
  as
  one.
 
  -Leon
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cameron
  Munroe
  Sent: Monday, 13 August 2012 4:42 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Servers Crashing On Map Change
 
  Its called tf2 itself. All servers have this issue to varying degrees.
  It seems that on map change clients either quit out, or they lost
  connectivity with the servers in time. Nothing has been found on how
  to resolve the issue.
 
 
  On 8/12/2012 10:43 AM, Violent Crimes wrote:
  I have 15 servers for tf2 and they all seem to crash clients out on
  map change. I have removed sourcemod and metamod and they still
 crash.
  Is anyone else having this issue?
 
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Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Todd Pettit
Fletcher so we are not going to be able to run MvM servers tonight at all?

If so why even release the instructions on how to do it? Am I just 
misunderstanding this conversation?

I thought Valve would be hosting MvM servers in addition to any community 
servers...

- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com
Cc: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Wednesday, August 15, 2012 8:04:59 PM
Subject: Re: [hlds] [hlds_linux]  Mann Co Servers?

At launch meaning eventually we'll be able to run them?  If so what's the 
current expected timeframe of that happening?

There is currently no timeline for this happening.  By at launch I just 
intended to communicate that we have not determined that we would definitely 
never do this.  But right now, and for the foreseeable future, Valve plans to 
host all the Mann Up servers.

I expect there will be a very large population of players playing MvM in the 
regular mode.  Probably larger than the number of people Manning Up.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
Sent: Wednesday, August 15, 2012 4:53 PM
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds_linux] [hlds] Mann Co Servers?

At launch meaning eventually we'll be able to run them?  If so what's the 
current expected timeframe of that happening?

On 15.08.2012 16:48, Fletcher Dunn wrote:
 Valve will host all Mann Up servers at launch.

 We're shipping the attached default mission cycle file.  If you boot 
 your server to any one of the following maps:
 mvm_decoy
 mvm_mannworks
 mvm_coaltown

 it will use that file.  Hopefully the file is self-explanatory.

 Remember to add -maxplayers 32 to the command line.

 tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to 
 ONLY accept MvM traffic

 Vote issues specific to MvM:
 sv_vote_issue_changelevel_allowed_mvm
 sv_vote_issue_kick_allowed_mvm

 We also suggest:
 sv_minrate 3



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden
 Sent: Wednesday, August 15, 2012 4:34 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mann Co Servers?

 I don't think the question is what is Mann Up Mode?, the question is 
 how does this affect running a server? Can only Valve run Mann Co. 
 servers? Can any server that qualifies for matchmaking be a Mann Co. 
 server?
 ~Mike
 On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece 
 deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
 I'd rather know when the update's coming out, to be honest. Hats 
 shouldn't really matter to us (as server admins).

 -Damon

 The speed of light sucks. -John D. Carmack

 On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
 
 violentcri...@convictgaming.commailto:violentcri...@convictgaming.co
 m
 wrote:
 What is Mann Up Mode?
 When you play Mann vs. Machine on an official Mann Co. server, this is 
 called Mann Up Mode. Mann Up Mode allows you to earn special item 
 rewards and track your progress through various Missions. To enter 
 Mann Up Mode, you must possess a Tour of Duty Ticket.



 On 8/15/2012 7:29 PM, Cameron Munroe wrote:
 Ughh? What?

 On 8/15/2012 4:29 PM, T Marler wrote:
 What is this? VALVe only servers, or ones that qualify for match 
 making?

 D:


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Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Russell Smith
You can run non-Mann Co. MvM servers.  Only Valve can run Mann Co. MvM 
servers.


On 15.08.2012 17:12, Todd Pettit wrote:
Fletcher so we are not going to be able to run MvM servers tonight at 
all?


If so why even release the instructions on how to do it? Am I just
misunderstanding this conversation?

I thought Valve would be hosting MvM servers in addition to any
community servers...

- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list
hlds_li...@list.valvesoftware.com
Cc: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Wednesday, August 15, 2012 8:04:59 PM
Subject: Re: [hlds] [hlds_linux]  Mann Co Servers?

At launch meaning eventually we'll be able to run them?  If so what's 
the current expected timeframe of that happening?


There is currently no timeline for this happening.  By at launch I
just intended to communicate that we have not determined that we 
would

definitely never do this.  But right now, and for the foreseeable
future, Valve plans to host all the Mann Up servers.

I expect there will be a very large population of players playing MvM
in the regular mode.  Probably larger than the number of people
Manning Up.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Russell Smith
Sent: Wednesday, August 15, 2012 4:53 PM
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds_linux] [hlds] Mann Co Servers?

At launch meaning eventually we'll be able to run them?  If so what's
the current expected timeframe of that happening?

On 15.08.2012 16:48, Fletcher Dunn wrote:

Valve will host all Mann Up servers at launch.

We're shipping the attached default mission cycle file.  If you boot
your server to any one of the following maps:
mvm_decoy
mvm_mannworks
mvm_coaltown

it will use that file.  Hopefully the file is self-explanatory.

Remember to add -maxplayers 32 to the command line.

tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 
to

ONLY accept MvM traffic

Vote issues specific to MvM:
sv_vote_issue_changelevel_allowed_mvm
sv_vote_issue_kick_allowed_mvm

We also suggest:
sv_minrate 3



From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike 
Freuden

Sent: Wednesday, August 15, 2012 4:34 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mann Co Servers?

I don't think the question is what is Mann Up Mode?, the question 
is
how does this affect running a server? Can only Valve run Mann 
Co.

servers? Can any server that qualifies for matchmaking be a Mann Co.
server?
~Mike
On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
I'd rather know when the update's coming out, to be honest. Hats
shouldn't really matter to us (as server admins).

-Damon

The speed of light sucks. -John D. Carmack

On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes


violentcri...@convictgaming.commailto:violentcri...@convictgaming.co
m
wrote:
What is Mann Up Mode?
When you play Mann vs. Machine on an official Mann Co. server, this 
is

called Mann Up Mode. Mann Up Mode allows you to earn special item
rewards and track your progress through various Missions. To enter
Mann Up Mode, you must possess a Tour of Duty Ticket.



On 8/15/2012 7:29 PM, Cameron Munroe wrote:
Ughh? What?

On 8/15/2012 4:29 PM, T Marler wrote:
What is this? VALVe only servers, or ones that qualify for match
making?

D:


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Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Damir Butmir

There will be 2 kinds of servers; 1) Official Mann Up servers hosted ba Valve 
going up tonight I guess and you gotta pay to play on them 2) Unofficial 
servers hosted by the community (us) A full guide on how to accomplish #2 has 
not been presented yet, however a few individual details have been disclosed.   
 Damir
  Date: Wed, 15 Aug 2012 20:12:48 -0400
 From: pettit.t...@gmail.com
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] [hlds_linux]  Mann Co Servers?
 
 Fletcher so we are not going to be able to run MvM servers tonight at all?
 
 If so why even release the instructions on how to do it? Am I just 
 misunderstanding this conversation?
 
 I thought Valve would be hosting MvM servers in addition to any community 
 servers...
 
 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Wednesday, August 15, 2012 8:04:59 PM
 Subject: Re: [hlds] [hlds_linux]  Mann Co Servers?
 
 At launch meaning eventually we'll be able to run them?  If so what's the 
 current expected timeframe of that happening?
 
 There is currently no timeline for this happening.  By at launch I just 
 intended to communicate that we have not determined that we would definitely 
 never do this.  But right now, and for the foreseeable future, Valve plans to 
 host all the Mann Up servers.
 
 I expect there will be a very large population of players playing MvM in the 
 regular mode.  Probably larger than the number of people Manning Up.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
 Sent: Wednesday, August 15, 2012 4:53 PM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds_linux] [hlds] Mann Co Servers?
 
 At launch meaning eventually we'll be able to run them?  If so what's the 
 current expected timeframe of that happening?
 
 On 15.08.2012 16:48, Fletcher Dunn wrote:
  Valve will host all Mann Up servers at launch.
 
  We're shipping the attached default mission cycle file.  If you boot 
  your server to any one of the following maps:
  mvm_decoy
  mvm_mannworks
  mvm_coaltown
 
  it will use that file.  Hopefully the file is self-explanatory.
 
  Remember to add -maxplayers 32 to the command line.
 
  tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to 
  ONLY accept MvM traffic
 
  Vote issues specific to MvM:
  sv_vote_issue_changelevel_allowed_mvm
  sv_vote_issue_kick_allowed_mvm
 
  We also suggest:
  sv_minrate 3
 
 
 
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden
  Sent: Wednesday, August 15, 2012 4:34 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Mann Co Servers?
 
  I don't think the question is what is Mann Up Mode?, the question is 
  how does this affect running a server? Can only Valve run Mann Co. 
  servers? Can any server that qualifies for matchmaking be a Mann Co. 
  server?
  ~Mike
  On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece 
  deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
  I'd rather know when the update's coming out, to be honest. Hats 
  shouldn't really matter to us (as server admins).
 
  -Damon
 
  The speed of light sucks. -John D. Carmack
 
  On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
  
  violentcri...@convictgaming.commailto:violentcri...@convictgaming.co
  m
  wrote:
  What is Mann Up Mode?
  When you play Mann vs. Machine on an official Mann Co. server, this is 
  called Mann Up Mode. Mann Up Mode allows you to earn special item 
  rewards and track your progress through various Missions. To enter 
  Mann Up Mode, you must possess a Tour of Duty Ticket.
 
 
 
  On 8/15/2012 7:29 PM, Cameron Munroe wrote:
  Ughh? What?
 
  On 8/15/2012 4:29 PM, T Marler wrote:
  What is this? VALVe only servers, or ones that qualify for match 
  making?
 
  D:
 
 
  ___
 
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
 
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
  ___
 
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
 
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
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  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 

Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Wander
Todd, fletcher is talking about Mann Up servers, those are valve-only

normal MvM servers can still be made by the community


On Thu, Aug 16, 2012 at 2:12 AM, Todd Pettit pettit.t...@gmail.com wrote:
 Fletcher so we are not going to be able to run MvM servers tonight at all?

 If so why even release the instructions on how to do it? Am I just 
 misunderstanding this conversation?

 I thought Valve would be hosting MvM servers in addition to any community 
 servers...

 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Wednesday, August 15, 2012 8:04:59 PM
 Subject: Re: [hlds] [hlds_linux]  Mann Co Servers?

At launch meaning eventually we'll be able to run them?  If so what's the 
current expected timeframe of that happening?

 There is currently no timeline for this happening.  By at launch I just 
 intended to communicate that we have not determined that we would definitely 
 never do this.  But right now, and for the foreseeable future, Valve plans to 
 host all the Mann Up servers.

 I expect there will be a very large population of players playing MvM in the 
 regular mode.  Probably larger than the number of people Manning Up.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
 Sent: Wednesday, August 15, 2012 4:53 PM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds_linux] [hlds] Mann Co Servers?

 At launch meaning eventually we'll be able to run them?  If so what's the 
 current expected timeframe of that happening?

 On 15.08.2012 16:48, Fletcher Dunn wrote:
 Valve will host all Mann Up servers at launch.

 We're shipping the attached default mission cycle file.  If you boot
 your server to any one of the following maps:
 mvm_decoy
 mvm_mannworks
 mvm_coaltown

 it will use that file.  Hopefully the file is self-explanatory.

 Remember to add -maxplayers 32 to the command line.

 tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to
 ONLY accept MvM traffic

 Vote issues specific to MvM:
 sv_vote_issue_changelevel_allowed_mvm
 sv_vote_issue_kick_allowed_mvm

 We also suggest:
 sv_minrate 3



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden
 Sent: Wednesday, August 15, 2012 4:34 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mann Co Servers?

 I don't think the question is what is Mann Up Mode?, the question is
 how does this affect running a server? Can only Valve run Mann Co.
 servers? Can any server that qualifies for matchmaking be a Mann Co.
 server?
 ~Mike
 On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
 deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
 I'd rather know when the update's coming out, to be honest. Hats
 shouldn't really matter to us (as server admins).

 -Damon

 The speed of light sucks. -John D. Carmack

 On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes

 violentcri...@convictgaming.commailto:violentcri...@convictgaming.co
 m
 wrote:
 What is Mann Up Mode?
 When you play Mann vs. Machine on an official Mann Co. server, this is
 called Mann Up Mode. Mann Up Mode allows you to earn special item
 rewards and track your progress through various Missions. To enter
 Mann Up Mode, you must possess a Tour of Duty Ticket.



 On 8/15/2012 7:29 PM, Cameron Munroe wrote:
 Ughh? What?

 On 8/15/2012 4:29 PM, T Marler wrote:
 What is this? VALVe only servers, or ones that qualify for match
 making?

 D:


 ___

 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:

 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



 ___

 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:

 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


 ___
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 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

 ___
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 visit:
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Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Todd Pettit

Thanks I just saw this as well:

http://kotaku.com/5935188/team-fortress-2s-hats-just-turned-it-up-to-eleven

So $1 for chance to get hats... Got it.

- Original Message -
From: Damir Butmir d4m1...@hotmail.com
To: hlds@list.valvesoftware.com
Sent: Wednesday, August 15, 2012 8:15:49 PM
Subject: Re: [hlds] [hlds_linux]  Mann Co Servers?



There will be 2 kinds of servers; 

1) Official Mann Up servers hosted ba Valve going up tonight I guess and you 
gotta pay to play on them 

2) Unofficial servers hosted by the community (us) 

A full guide on how to accomplish #2 has not been presented yet, however a few 
individual details have been disclosed. 




Damir 



 Date: Wed, 15 Aug 2012 20:12:48 -0400 
 From: pettit.t...@gmail.com 
 To: hlds@list.valvesoftware.com 
 Subject: Re: [hlds] [hlds_linux] Mann Co Servers? 
 
 Fletcher so we are not going to be able to run MvM servers tonight at all? 
 
 If so why even release the instructions on how to do it? Am I just 
 misunderstanding this conversation? 
 
 I thought Valve would be hosting MvM servers in addition to any community 
 servers... 
 
 - Original Message - 
 From: Fletcher Dunn fletch...@valvesoftware.com 
 To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com 
 Cc: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com 
 Sent: Wednesday, August 15, 2012 8:04:59 PM 
 Subject: Re: [hlds] [hlds_linux] Mann Co Servers? 
 
 At launch meaning eventually we'll be able to run them? If so what's the 
 current expected timeframe of that happening? 
 
 There is currently no timeline for this happening. By at launch I just 
 intended to communicate that we have not determined that we would definitely 
 never do this. But right now, and for the foreseeable future, Valve plans to 
 host all the Mann Up servers. 
 
 I expect there will be a very large population of players playing MvM in the 
 regular mode. Probably larger than the number of people Manning Up. 
 
 -Original Message- 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith 
 Sent: Wednesday, August 15, 2012 4:53 PM 
 To: Half-Life dedicated Linux server mailing list 
 Cc: Half-Life dedicated Win32 server mailing list 
 Subject: Re: [hlds_linux] [hlds] Mann Co Servers? 
 
 At launch meaning eventually we'll be able to run them? If so what's the 
 current expected timeframe of that happening? 
 
 On 15.08.2012 16:48, Fletcher Dunn wrote: 
  Valve will host all Mann Up servers at launch. 
  
  We're shipping the attached default mission cycle file. If you boot 
  your server to any one of the following maps: 
  mvm_decoy 
  mvm_mannworks 
  mvm_coaltown 
  
  it will use that file. Hopefully the file is self-explanatory. 
  
  Remember to add -maxplayers 32 to the command line. 
  
  tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to 
  ONLY accept MvM traffic 
  
  Vote issues specific to MvM: 
  sv_vote_issue_changelevel_allowed_mvm 
  sv_vote_issue_kick_allowed_mvm 
  
  We also suggest: 
  sv_minrate 3 
  
  
  
  From: hlds-boun...@list.valvesoftware.com 
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden 
  Sent: Wednesday, August 15, 2012 4:34 PM 
  To: Half-Life dedicated Win32 server mailing list 
  Subject: Re: [hlds] Mann Co Servers? 
  
  I don't think the question is what is Mann Up Mode?, the question is 
  how does this affect running a server? Can only Valve run Mann Co. 
  servers? Can any server that qualifies for matchmaking be a Mann Co. 
  server? 
  ~Mike 
  On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece 
  deman.r...@gmail.commailto:deman.r...@gmail.com wrote: 
  I'd rather know when the update's coming out, to be honest. Hats 
  shouldn't really matter to us (as server admins). 
  
  -Damon 
  
  The speed of light sucks. -John D. Carmack 
  
  On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes 
  
  violentcri...@convictgaming.commailto:violentcri...@convictgaming.co 
  m 
  wrote: 
  What is Mann Up Mode? 
  When you play Mann vs. Machine on an official Mann Co. server, this is 
  called Mann Up Mode. Mann Up Mode allows you to earn special item 
  rewards and track your progress through various Missions. To enter 
  Mann Up Mode, you must possess a Tour of Duty Ticket. 
  
  
  
  On 8/15/2012 7:29 PM, Cameron Munroe wrote: 
  Ughh? What? 
  
  On 8/15/2012 4:29 PM, T Marler wrote: 
  What is this? VALVe only servers, or ones that qualify for match 
  making? 
  
  D: 
  
  
  ___ 
  
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit: 
  
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds 
  
  
  
  ___ 
  
  To unsubscribe, edit your list preferences, or view the list archives, 
  please visit: 
  
  

Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Alexey (Pro_Ice)
There's a new Mann Up mode requiring store-bought tickets (faq), those will currently be limited to Valve-only. General MvM servers are still open for community, plus there will be a number of Valve servers in this mode at launch.  16.08.2012, 04:12, "Todd Pettit" pettit.t...@gmail.com: Fletcher so we are not going to be able to run MvM servers tonight at all? If so why even release the instructions on how to do it? Am I just misunderstanding this conversation? I thought Valve would be hosting MvM servers in addition to any community servers... - Original Message - From: "Fletcher Dunn" fletch...@valvesoftware.com To: "Half-Life dedicated Linux server mailing list" hlds_li...@list.valvesoftware.com Cc: "Half-Life dedicated Win32 server mailing list" hlds@list.valvesoftware.com Sent: Wednesday, August 15, 2012 8:04:59 PM Subject: Re: [hlds] [hlds_linux]  Mann Co Servers? At launch meaning eventually we'll be able to run them?  If so what's the current expected timeframe of that happening? There is currently no timeline for this happening.  By "at launch" I just intended to communicate that we have not determined that we would definitely never do this.  But right now, and for the foreseeable future, Valve plans to host all the Mann Up servers. I expect there will be a very large population of players playing MvM in the regular mode.  Probably larger than the number of people Manning Up. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith Sent: Wednesday, August 15, 2012 4:53 PM To: Half-Life dedicated Linux server mailing list Cc: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds_linux] [hlds] Mann Co Servers? At launch meaning eventually we'll be able to run them?  If so what's the current expected timeframe of that happening? On 15.08.2012 16:48, Fletcher Dunn wrote:  Valve will host all Mann Up servers at launch.  We're shipping the attached default mission cycle file.  If you boot  your server to any one of the following maps:  mvm_decoy  mvm_mannworks  mvm_coaltown  it will use that file.  Hopefully the file is self-explanatory.  Remember to add "-maxplayers 32" to the command line.  tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to  ONLY accept MvM traffic  Vote issues specific to MvM:  sv_vote_issue_changelevel_allowed_mvm  sv_vote_issue_kick_allowed_mvm  We also suggest:  sv_minrate 3  From: hlds-boun...@list.valvesoftware.com  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden  Sent: Wednesday, August 15, 2012 4:34 PM  To: Half-Life dedicated Win32 server mailing list  Subject: Re: [hlds] Mann Co Servers?  I don't think the question is "what is Mann Up Mode?", the question is  "how does this affect running a server?" Can only Valve run "Mann Co."  servers? Can any server that qualifies for matchmaking be a Mann Co.  server?  ~Mike  On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece  deman.r...@gmail.commailto:deman.r...@gmail.com wrote:  I'd rather know when the update's coming out, to be honest. Hats  shouldn't really matter to us (as server admins).  -Damon  "The speed of light sucks." -John D. Carmack  On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes  violentcri...@convictgaming.commailto:violentcri...@convictgaming.co  m  wrote:  What is Mann Up Mode?  When you play Mann vs. Machine on an official Mann Co. server, this is  called Mann Up Mode. Mann Up Mode allows you to earn special item  rewards and track your progress through various Missions. To enter  Mann Up Mode, you must possess a Tour of Duty Ticket.  On 8/15/2012 7:29 PM, Cameron Munroe wrote:  Ughh? What?  On 8/15/2012 4:29 PM, T Marler wrote:  What is this? VALVe only servers, or ones that qualify for match  making?  D:  ___  To unsubscribe, edit your list preferences, or view the list archives,  please visit:  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds  ___  To unsubscribe, edit your list preferences, or view the list archives,  please visit:  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds  ___  To unsubscribe, edit your list preferences, or view the list archives,  please visit:  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds  ___  To unsubscribe, edit your list preferences, or view the list archives,  please visit:  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 

Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Albert Davis
Pay to play on a server? LOL!

On Wed, Aug 15, 2012 at 8:15 PM, Damir Butmir d4m1...@hotmail.com wrote:

  There will be 2 kinds of servers;

 1) Official Mann Up servers hosted ba Valve going up tonight I guess and
 you gotta pay to play on them

 2) Unofficial servers hosted by the community (us)

 A full guide on how to accomplish #2 has not been presented yet, however a
 few individual details have been disclosed.




 Damir

  Date: Wed, 15 Aug 2012 20:12:48 -0400
  From: pettit.t...@gmail.com
  To: hlds@list.valvesoftware.com

  Subject: Re: [hlds] [hlds_linux] Mann Co Servers?
 
  Fletcher so we are not going to be able to run MvM servers tonight at
 all?
 
  If so why even release the instructions on how to do it? Am I just
 misunderstanding this conversation?
 
  I thought Valve would be hosting MvM servers in addition to any
 community servers...
 
  - Original Message -
  From: Fletcher Dunn fletch...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
  Cc: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
  Sent: Wednesday, August 15, 2012 8:04:59 PM
  Subject: Re: [hlds] [hlds_linux] Mann Co Servers?
 
  At launch meaning eventually we'll be able to run them? If so what's
 the current expected timeframe of that happening?
 
  There is currently no timeline for this happening. By at launch I just
 intended to communicate that we have not determined that we would
 definitely never do this. But right now, and for the foreseeable future,
 Valve plans to host all the Mann Up servers.
 
  I expect there will be a very large population of players playing MvM in
 the regular mode. Probably larger than the number of people Manning Up.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
  Sent: Wednesday, August 15, 2012 4:53 PM
  To: Half-Life dedicated Linux server mailing list
  Cc: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds_linux] [hlds] Mann Co Servers?
 
  At launch meaning eventually we'll be able to run them? If so what's the
 current expected timeframe of that happening?
 
  On 15.08.2012 16:48, Fletcher Dunn wrote:
   Valve will host all Mann Up servers at launch.
  
   We're shipping the attached default mission cycle file. If you boot
   your server to any one of the following maps:
   mvm_decoy
   mvm_mannworks
   mvm_coaltown
  
   it will use that file. Hopefully the file is self-explanatory.
  
   Remember to add -maxplayers 32 to the command line.
  
   tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to
   ONLY accept MvM traffic
  
   Vote issues specific to MvM:
   sv_vote_issue_changelevel_allowed_mvm
   sv_vote_issue_kick_allowed_mvm
  
   We also suggest:
   sv_minrate 3
  
  
  
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden
   Sent: Wednesday, August 15, 2012 4:34 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Mann Co Servers?
  
   I don't think the question is what is Mann Up Mode?, the question is
   how does this affect running a server? Can only Valve run Mann Co.
   servers? Can any server that qualifies for matchmaking be a Mann Co.
   server?
   ~Mike
   On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
   deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
   I'd rather know when the update's coming out, to be honest. Hats
   shouldn't really matter to us (as server admins).
  
   -Damon
  
   The speed of light sucks. -John D. Carmack
  
   On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
  
   violentcri...@convictgaming.commailto:violentcri...@convictgaming.co
   m
   wrote:
   What is Mann Up Mode?
   When you play Mann vs. Machine on an official Mann Co. server, this is
   called Mann Up Mode. Mann Up Mode allows you to earn special item
   rewards and track your progress through various Missions. To enter
   Mann Up Mode, you must possess a Tour of Duty Ticket.
  
  
  
   On 8/15/2012 7:29 PM, Cameron Munroe wrote:
   Ughh? What?
  
   On 8/15/2012 4:29 PM, T Marler wrote:
   What is this? VALVe only servers, or ones that qualify for match
   making?
  
   D:
  
  
   ___
  
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
  
   https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
  
  
  
   ___
  
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
  
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   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
  
  
   

Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Todd Pettit
Thanks guys I got it. Must of missed a message from earlier.

- Original Message -
From: Wander wander...@gmail.com
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Sent: Wednesday, August 15, 2012 8:16:01 PM
Subject: Re: [hlds] [hlds_linux] Mann Co Servers?

Todd, fletcher is talking about Mann Up servers, those are valve-only

normal MvM servers can still be made by the community


On Thu, Aug 16, 2012 at 2:12 AM, Todd Pettit pettit.t...@gmail.com wrote:
 Fletcher so we are not going to be able to run MvM servers tonight at all?

 If so why even release the instructions on how to do it? Am I just 
 misunderstanding this conversation?

 I thought Valve would be hosting MvM servers in addition to any community 
 servers...

 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Sent: Wednesday, August 15, 2012 8:04:59 PM
 Subject: Re: [hlds] [hlds_linux]  Mann Co Servers?

At launch meaning eventually we'll be able to run them?  If so what's the 
current expected timeframe of that happening?

 There is currently no timeline for this happening.  By at launch I just 
 intended to communicate that we have not determined that we would definitely 
 never do this.  But right now, and for the foreseeable future, Valve plans to 
 host all the Mann Up servers.

 I expect there will be a very large population of players playing MvM in the 
 regular mode.  Probably larger than the number of people Manning Up.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
 Sent: Wednesday, August 15, 2012 4:53 PM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds_linux] [hlds] Mann Co Servers?

 At launch meaning eventually we'll be able to run them?  If so what's the 
 current expected timeframe of that happening?

 On 15.08.2012 16:48, Fletcher Dunn wrote:
 Valve will host all Mann Up servers at launch.

 We're shipping the attached default mission cycle file.  If you boot
 your server to any one of the following maps:
 mvm_decoy
 mvm_mannworks
 mvm_coaltown

 it will use that file.  Hopefully the file is self-explanatory.

 Remember to add -maxplayers 32 to the command line.

 tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to
 ONLY accept MvM traffic

 Vote issues specific to MvM:
 sv_vote_issue_changelevel_allowed_mvm
 sv_vote_issue_kick_allowed_mvm

 We also suggest:
 sv_minrate 3



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden
 Sent: Wednesday, August 15, 2012 4:34 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mann Co Servers?

 I don't think the question is what is Mann Up Mode?, the question is
 how does this affect running a server? Can only Valve run Mann Co.
 servers? Can any server that qualifies for matchmaking be a Mann Co.
 server?
 ~Mike
 On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
 deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
 I'd rather know when the update's coming out, to be honest. Hats
 shouldn't really matter to us (as server admins).

 -Damon

 The speed of light sucks. -John D. Carmack

 On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes

 violentcri...@convictgaming.commailto:violentcri...@convictgaming.co
 m
 wrote:
 What is Mann Up Mode?
 When you play Mann vs. Machine on an official Mann Co. server, this is
 called Mann Up Mode. Mann Up Mode allows you to earn special item
 rewards and track your progress through various Missions. To enter
 Mann Up Mode, you must possess a Tour of Duty Ticket.



 On 8/15/2012 7:29 PM, Cameron Munroe wrote:
 Ughh? What?

 On 8/15/2012 4:29 PM, T Marler wrote:
 What is this? VALVe only servers, or ones that qualify for match
 making?

 D:


 ___

 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:

 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



 ___

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 please visit:

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 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


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 To unsubscribe, edit your list preferences, or view the 

Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Jaspreet Walia
To all those confused.

Man up servers are hosted by Valve. Valve will be hosted regular and Man up
servers.

The regular MvM servers can be hosted by us.
On Aug 15, 2012 8:18 PM, Wander wander...@gmail.com wrote:

 Todd, fletcher is talking about Mann Up servers, those are valve-only

 normal MvM servers can still be made by the community


 On Thu, Aug 16, 2012 at 2:12 AM, Todd Pettit pettit.t...@gmail.com
 wrote:
  Fletcher so we are not going to be able to run MvM servers tonight at
 all?
 
  If so why even release the instructions on how to do it? Am I just
 misunderstanding this conversation?
 
  I thought Valve would be hosting MvM servers in addition to any
 community servers...
 
  - Original Message -
  From: Fletcher Dunn fletch...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
  Cc: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
  Sent: Wednesday, August 15, 2012 8:04:59 PM
  Subject: Re: [hlds] [hlds_linux]  Mann Co Servers?
 
 At launch meaning eventually we'll be able to run them?  If so what's
 the current expected timeframe of that happening?
 
  There is currently no timeline for this happening.  By at launch I
 just intended to communicate that we have not determined that we would
 definitely never do this.  But right now, and for the foreseeable future,
 Valve plans to host all the Mann Up servers.
 
  I expect there will be a very large population of players playing MvM in
 the regular mode.  Probably larger than the number of people Manning Up.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
  Sent: Wednesday, August 15, 2012 4:53 PM
  To: Half-Life dedicated Linux server mailing list
  Cc: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds_linux] [hlds] Mann Co Servers?
 
  At launch meaning eventually we'll be able to run them?  If so what's
 the current expected timeframe of that happening?
 
  On 15.08.2012 16:48, Fletcher Dunn wrote:
  Valve will host all Mann Up servers at launch.
 
  We're shipping the attached default mission cycle file.  If you boot
  your server to any one of the following maps:
  mvm_decoy
  mvm_mannworks
  mvm_coaltown
 
  it will use that file.  Hopefully the file is self-explanatory.
 
  Remember to add -maxplayers 32 to the command line.
 
  tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to
  ONLY accept MvM traffic
 
  Vote issues specific to MvM:
  sv_vote_issue_changelevel_allowed_mvm
  sv_vote_issue_kick_allowed_mvm
 
  We also suggest:
  sv_minrate 3
 
 
 
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden
  Sent: Wednesday, August 15, 2012 4:34 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Mann Co Servers?
 
  I don't think the question is what is Mann Up Mode?, the question is
  how does this affect running a server? Can only Valve run Mann Co.
  servers? Can any server that qualifies for matchmaking be a Mann Co.
  server?
  ~Mike
  On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
  deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
  I'd rather know when the update's coming out, to be honest. Hats
  shouldn't really matter to us (as server admins).
 
  -Damon
 
  The speed of light sucks. -John D. Carmack
 
  On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
 
  violentcri...@convictgaming.commailto:violentcri...@convictgaming.co
  m
  wrote:
  What is Mann Up Mode?
  When you play Mann vs. Machine on an official Mann Co. server, this is
  called Mann Up Mode. Mann Up Mode allows you to earn special item
  rewards and track your progress through various Missions. To enter
  Mann Up Mode, you must possess a Tour of Duty Ticket.
 
 
 
  On 8/15/2012 7:29 PM, Cameron Munroe wrote:
  Ughh? What?
 
  On 8/15/2012 4:29 PM, T Marler wrote:
  What is this? VALVe only servers, or ones that qualify for match
  making?
 
  D:
 
 
  ___
 
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
 
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
  ___
 
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
 
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, 

Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Andreas Grimm
What is the difference between Mann Up and MvM ? *confused*

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Wander
Sent: Thursday, August 16, 2012 2:16 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Mann Co Servers?

Todd, fletcher is talking about Mann Up servers, those are valve-only

normal MvM servers can still be made by the community


On Thu, Aug 16, 2012 at 2:12 AM, Todd Pettit pettit.t...@gmail.com wrote:
 Fletcher so we are not going to be able to run MvM servers tonight at all?

 If so why even release the instructions on how to do it? Am I just
misunderstanding this conversation?

 I thought Valve would be hosting MvM servers in addition to any community
servers...

 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list
hlds_li...@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
 Sent: Wednesday, August 15, 2012 8:04:59 PM
 Subject: Re: [hlds] [hlds_linux]  Mann Co Servers?

At launch meaning eventually we'll be able to run them?  If so what's the
current expected timeframe of that happening?

 There is currently no timeline for this happening.  By at launch I just
intended to communicate that we have not determined that we would definitely
never do this.  But right now, and for the foreseeable future, Valve plans
to host all the Mann Up servers.

 I expect there will be a very large population of players playing MvM in
the regular mode.  Probably larger than the number of people Manning Up.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
Smith
 Sent: Wednesday, August 15, 2012 4:53 PM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds_linux] [hlds] Mann Co Servers?

 At launch meaning eventually we'll be able to run them?  If so what's the
current expected timeframe of that happening?

 On 15.08.2012 16:48, Fletcher Dunn wrote:
 Valve will host all Mann Up servers at launch.

 We're shipping the attached default mission cycle file.  If you boot
 your server to any one of the following maps:
 mvm_decoy
 mvm_mannworks
 mvm_coaltown

 it will use that file.  Hopefully the file is self-explanatory.

 Remember to add -maxplayers 32 to the command line.

 tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to
 ONLY accept MvM traffic

 Vote issues specific to MvM:
 sv_vote_issue_changelevel_allowed_mvm
 sv_vote_issue_kick_allowed_mvm

 We also suggest:
 sv_minrate 3



 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden
 Sent: Wednesday, August 15, 2012 4:34 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Mann Co Servers?

 I don't think the question is what is Mann Up Mode?, the question is
 how does this affect running a server? Can only Valve run Mann Co.
 servers? Can any server that qualifies for matchmaking be a Mann Co.
 server?
 ~Mike
 On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
 deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
 I'd rather know when the update's coming out, to be honest. Hats
 shouldn't really matter to us (as server admins).

 -Damon

 The speed of light sucks. -John D. Carmack

 On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes

 violentcri...@convictgaming.commailto:violentcri...@convictgaming.co
 m
 wrote:
 What is Mann Up Mode?
 When you play Mann vs. Machine on an official Mann Co. server, this is
 called Mann Up Mode. Mann Up Mode allows you to earn special item
 rewards and track your progress through various Missions. To enter
 Mann Up Mode, you must possess a Tour of Duty Ticket.



 On 8/15/2012 7:29 PM, Cameron Munroe wrote:
 Ughh? What?

 On 8/15/2012 4:29 PM, T Marler wrote:
 What is this? VALVe only servers, or ones that qualify for match
 making?

 D:


 ___

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 please visit:

 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



 ___

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 please visit:

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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds


 ___
 To unsubscribe, edit your list 

Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Alexey (Pro_Ice)
Mann Up is a paid version of MvM with exclusive item drops limited to that mode. There's more information in Valve's own FAQ.  16.08.2012, 04:22, "Andreas Grimm" l...@gmx.net:What is the difference between "Mann Up" and "MvM" ? *confused*-Original Message-From: hlds-boun...@list.valvesoftware.com[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of WanderSent: Thursday, August 16, 2012 2:16 AMTo: Half-Life dedicated Win32 server mailing listSubject: Re: [hlds] [hlds_linux] Mann Co Servers?Todd, fletcher is talking about Mann Up servers, those are valve-onlynormal MvM servers can still be made by the communityOn Thu, Aug 16, 2012 at 2:12 AM, Todd Pettit pettit.t...@gmail.com wrote: Fletcher so we are not going to be able to run MvM servers tonight at all? If so why even release the instructions on how to do it? Am I justmisunderstanding this conversation? I thought Valve would be hosting MvM servers in addition to any communityservers... - Original Message - From: "Fletcher Dunn" fletch...@valvesoftware.com To: "Half-Life dedicated Linux server mailing list"hlds_li...@list.valvesoftware.com Cc: "Half-Life dedicated Win32 server mailing list"hlds@list.valvesoftware.com Sent: Wednesday, August 15, 2012 8:04:59 PM Subject: Re: [hlds] [hlds_linux]  Mann Co Servers?At launch meaning eventually we'll be able to run them?  If so what's thecurrent expected timeframe of that happening? There is currently no timeline for this happening.  By "at launch" I justintended to communicate that we have not determined that we would definitelynever do this.  But right now, and for the foreseeable future, Valve plansto host all the Mann Up servers. I expect there will be a very large population of players playing MvM inthe regular mode.  Probably larger than the number of people Manning Up. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of RussellSmith Sent: Wednesday, August 15, 2012 4:53 PM To: Half-Life dedicated Linux server mailing list Cc: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds_linux] [hlds] Mann Co Servers? At launch meaning eventually we'll be able to run them?  If so what's thecurrent expected timeframe of that happening? On 15.08.2012 16:48, Fletcher Dunn wrote: Valve will host all Mann Up servers at launch. We're shipping the attached default mission cycle file.  If you boot your server to any one of the following maps: mvm_decoy mvm_mannworks mvm_coaltown it will use that file.  Hopefully the file is self-explanatory. Remember to add "-maxplayers 32" to the command line. tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to ONLY accept MvM traffic Vote issues specific to MvM: sv_vote_issue_changelevel_allowed_mvm sv_vote_issue_kick_allowed_mvm We also suggest: sv_minrate 3 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden Sent: Wednesday, August 15, 2012 4:34 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Mann Co Servers? I don't think the question is "what is Mann Up Mode?", the question is "how does this affect running a server?" Can only Valve run "Mann Co." servers? Can any server that qualifies for matchmaking be a Mann Co. server? ~Mike On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece deman.r...@gmail.commailto:deman.r...@gmail.com wrote: I'd rather know when the update's coming out, to be honest. Hats shouldn't really matter to us (as server admins). -Damon "The speed of light sucks." -John D. Carmack On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes violentcri...@convictgaming.commailto:violentcri...@convictgaming.co m wrote: What is Mann Up Mode? When you play Mann vs. Machine on an official Mann Co. server, this is called Mann Up Mode. Mann Up Mode allows you to earn special item rewards and track your progress through various Missions. To enter Mann Up Mode, you must possess a Tour of Duty Ticket. On 8/15/2012 7:29 PM, Cameron Munroe wrote: Ughh? What? On 8/15/2012 4:29 PM, T Marler wrote: What is this? VALVe only servers, or ones that qualify for match making? D: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds 

Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Kush Mahajani
Mann Up servers are pay-to-play that let you get special hats from playing
MvM.
Fletcher, can you clarify if Valve will host non-Mann Up MvM servers?

On Wed, Aug 15, 2012 at 5:22 PM, Andreas Grimm l...@gmx.net wrote:

 What is the difference between Mann Up and MvM ? *confused*

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Wander
 Sent: Thursday, August 16, 2012 2:16 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] Mann Co Servers?

 Todd, fletcher is talking about Mann Up servers, those are valve-only

 normal MvM servers can still be made by the community


 On Thu, Aug 16, 2012 at 2:12 AM, Todd Pettit pettit.t...@gmail.com
 wrote:
  Fletcher so we are not going to be able to run MvM servers tonight at
 all?
 
  If so why even release the instructions on how to do it? Am I just
 misunderstanding this conversation?
 
  I thought Valve would be hosting MvM servers in addition to any community
 servers...
 
  - Original Message -
  From: Fletcher Dunn fletch...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list
 hlds_li...@list.valvesoftware.com
  Cc: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
  Sent: Wednesday, August 15, 2012 8:04:59 PM
  Subject: Re: [hlds] [hlds_linux]  Mann Co Servers?
 
 At launch meaning eventually we'll be able to run them?  If so what's the
 current expected timeframe of that happening?
 
  There is currently no timeline for this happening.  By at launch I just
 intended to communicate that we have not determined that we would
 definitely
 never do this.  But right now, and for the foreseeable future, Valve plans
 to host all the Mann Up servers.
 
  I expect there will be a very large population of players playing MvM in
 the regular mode.  Probably larger than the number of people Manning Up.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
 Smith
  Sent: Wednesday, August 15, 2012 4:53 PM
  To: Half-Life dedicated Linux server mailing list
  Cc: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds_linux] [hlds] Mann Co Servers?
 
  At launch meaning eventually we'll be able to run them?  If so what's the
 current expected timeframe of that happening?
 
  On 15.08.2012 16:48, Fletcher Dunn wrote:
  Valve will host all Mann Up servers at launch.
 
  We're shipping the attached default mission cycle file.  If you boot
  your server to any one of the following maps:
  mvm_decoy
  mvm_mannworks
  mvm_coaltown
 
  it will use that file.  Hopefully the file is self-explanatory.
 
  Remember to add -maxplayers 32 to the command line.
 
  tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to
  ONLY accept MvM traffic
 
  Vote issues specific to MvM:
  sv_vote_issue_changelevel_allowed_mvm
  sv_vote_issue_kick_allowed_mvm
 
  We also suggest:
  sv_minrate 3
 
 
 
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden
  Sent: Wednesday, August 15, 2012 4:34 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Mann Co Servers?
 
  I don't think the question is what is Mann Up Mode?, the question is
  how does this affect running a server? Can only Valve run Mann Co.
  servers? Can any server that qualifies for matchmaking be a Mann Co.
  server?
  ~Mike
  On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
  deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
  I'd rather know when the update's coming out, to be honest. Hats
  shouldn't really matter to us (as server admins).
 
  -Damon
 
  The speed of light sucks. -John D. Carmack
 
  On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
 
  violentcri...@convictgaming.commailto:violentcri...@convictgaming.co
  m
  wrote:
  What is Mann Up Mode?
  When you play Mann vs. Machine on an official Mann Co. server, this is
  called Mann Up Mode. Mann Up Mode allows you to earn special item
  rewards and track your progress through various Missions. To enter
  Mann Up Mode, you must possess a Tour of Duty Ticket.
 
 
 
  On 8/15/2012 7:29 PM, Cameron Munroe wrote:
  Ughh? What?
 
  On 8/15/2012 4:29 PM, T Marler wrote:
  What is this? VALVe only servers, or ones that qualify for match
  making?
 
  D:
 
 
  ___
 
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
 
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
  ___
 
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
 
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please 

Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Cameron Munroe

Mann Up = Pay To Play to Get rare items

MvM = Have fun and kill hordes of robots, but no cool benefits.


-or-

Mann Up = Create System

MvM = I don't have money and don't want to pay for $.99 to get rare items.

-or-

Mann Up = Valve Servers Only

MvM = Valve Servers and everyone else too.


Think I have summed up the last 100 emails? Right?




On 8/15/2012 5:22 PM, Andreas Grimm wrote:

What is the difference between Mann Up and MvM ? *confused*

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Wander
Sent: Thursday, August 16, 2012 2:16 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Mann Co Servers?

Todd, fletcher is talking about Mann Up servers, those are valve-only

normal MvM servers can still be made by the community


On Thu, Aug 16, 2012 at 2:12 AM, Todd Pettit pettit.t...@gmail.com wrote:

Fletcher so we are not going to be able to run MvM servers tonight at all?

If so why even release the instructions on how to do it? Am I just

misunderstanding this conversation?

I thought Valve would be hosting MvM servers in addition to any community

servers...

- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list

hlds_li...@list.valvesoftware.com

Cc: Half-Life dedicated Win32 server mailing list

hlds@list.valvesoftware.com

Sent: Wednesday, August 15, 2012 8:04:59 PM
Subject: Re: [hlds] [hlds_linux]  Mann Co Servers?


At launch meaning eventually we'll be able to run them?  If so what's the

current expected timeframe of that happening?

There is currently no timeline for this happening.  By at launch I just

intended to communicate that we have not determined that we would definitely
never do this.  But right now, and for the foreseeable future, Valve plans
to host all the Mann Up servers.

I expect there will be a very large population of players playing MvM in

the regular mode.  Probably larger than the number of people Manning Up.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com

[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
Smith

Sent: Wednesday, August 15, 2012 4:53 PM
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds_linux] [hlds] Mann Co Servers?

At launch meaning eventually we'll be able to run them?  If so what's the

current expected timeframe of that happening?

On 15.08.2012 16:48, Fletcher Dunn wrote:

Valve will host all Mann Up servers at launch.

We're shipping the attached default mission cycle file.  If you boot
your server to any one of the following maps:
mvm_decoy
mvm_mannworks
mvm_coaltown

it will use that file.  Hopefully the file is self-explanatory.

Remember to add -maxplayers 32 to the command line.

tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to
ONLY accept MvM traffic

Vote issues specific to MvM:
sv_vote_issue_changelevel_allowed_mvm
sv_vote_issue_kick_allowed_mvm

We also suggest:
sv_minrate 3



From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden
Sent: Wednesday, August 15, 2012 4:34 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Mann Co Servers?

I don't think the question is what is Mann Up Mode?, the question is
how does this affect running a server? Can only Valve run Mann Co.
servers? Can any server that qualifies for matchmaking be a Mann Co.
server?
~Mike
On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
I'd rather know when the update's coming out, to be honest. Hats
shouldn't really matter to us (as server admins).

-Damon

The speed of light sucks. -John D. Carmack

On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes

violentcri...@convictgaming.commailto:violentcri...@convictgaming.co
m
wrote:
What is Mann Up Mode?
When you play Mann vs. Machine on an official Mann Co. server, this is
called Mann Up Mode. Mann Up Mode allows you to earn special item
rewards and track your progress through various Missions. To enter
Mann Up Mode, you must possess a Tour of Duty Ticket.



On 8/15/2012 7:29 PM, Cameron Munroe wrote:
Ughh? What?

On 8/15/2012 4:29 PM, T Marler wrote:
What is this? VALVe only servers, or ones that qualify for match
making?

D:


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please visit:

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please visit:

Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Mike O'Laughlen
Mann Up grants you a random items.  Sometimes rare random items.

On Wed, Aug 15, 2012 at 8:22 PM, Andreas Grimm l...@gmx.net wrote:

 What is the difference between Mann Up and MvM ? *confused*

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Wander
 Sent: Thursday, August 16, 2012 2:16 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] Mann Co Servers?

 Todd, fletcher is talking about Mann Up servers, those are valve-only

 normal MvM servers can still be made by the community


 On Thu, Aug 16, 2012 at 2:12 AM, Todd Pettit pettit.t...@gmail.com
 wrote:
  Fletcher so we are not going to be able to run MvM servers tonight at
 all?
 
  If so why even release the instructions on how to do it? Am I just
 misunderstanding this conversation?
 
  I thought Valve would be hosting MvM servers in addition to any community
 servers...
 
  - Original Message -
  From: Fletcher Dunn fletch...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list
 hlds_li...@list.valvesoftware.com
  Cc: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
  Sent: Wednesday, August 15, 2012 8:04:59 PM
  Subject: Re: [hlds] [hlds_linux]  Mann Co Servers?
 
 At launch meaning eventually we'll be able to run them?  If so what's the
 current expected timeframe of that happening?
 
  There is currently no timeline for this happening.  By at launch I just
 intended to communicate that we have not determined that we would
 definitely
 never do this.  But right now, and for the foreseeable future, Valve plans
 to host all the Mann Up servers.
 
  I expect there will be a very large population of players playing MvM in
 the regular mode.  Probably larger than the number of people Manning Up.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
 Smith
  Sent: Wednesday, August 15, 2012 4:53 PM
  To: Half-Life dedicated Linux server mailing list
  Cc: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds_linux] [hlds] Mann Co Servers?
 
  At launch meaning eventually we'll be able to run them?  If so what's the
 current expected timeframe of that happening?
 
  On 15.08.2012 16:48, Fletcher Dunn wrote:
  Valve will host all Mann Up servers at launch.
 
  We're shipping the attached default mission cycle file.  If you boot
  your server to any one of the following maps:
  mvm_decoy
  mvm_mannworks
  mvm_coaltown
 
  it will use that file.  Hopefully the file is self-explanatory.
 
  Remember to add -maxplayers 32 to the command line.
 
  tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to
  ONLY accept MvM traffic
 
  Vote issues specific to MvM:
  sv_vote_issue_changelevel_allowed_mvm
  sv_vote_issue_kick_allowed_mvm
 
  We also suggest:
  sv_minrate 3
 
 
 
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike Freuden
  Sent: Wednesday, August 15, 2012 4:34 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Mann Co Servers?
 
  I don't think the question is what is Mann Up Mode?, the question is
  how does this affect running a server? Can only Valve run Mann Co.
  servers? Can any server that qualifies for matchmaking be a Mann Co.
  server?
  ~Mike
  On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
  deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
  I'd rather know when the update's coming out, to be honest. Hats
  shouldn't really matter to us (as server admins).
 
  -Damon
 
  The speed of light sucks. -John D. Carmack
 
  On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
 
  violentcri...@convictgaming.commailto:violentcri...@convictgaming.co
  m
  wrote:
  What is Mann Up Mode?
  When you play Mann vs. Machine on an official Mann Co. server, this is
  called Mann Up Mode. Mann Up Mode allows you to earn special item
  rewards and track your progress through various Missions. To enter
  Mann Up Mode, you must possess a Tour of Duty Ticket.
 
 
 
  On 8/15/2012 7:29 PM, Cameron Munroe wrote:
  Ughh? What?
 
  On 8/15/2012 4:29 PM, T Marler wrote:
  What is this? VALVe only servers, or ones that qualify for match
  making?
 
  D:
 
 
  ___
 
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
 
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
  ___
 
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
 
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
  

Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Tom Weir
So, just to be clear, EA  Valve has introduced Ranked Mann Up servers that are 
unavailable to the heathens game server operators who have years of 
time/experience invested in providing subsidized infrastructure for said games 
in the past.

Awesome, that.


From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com] 
on behalf of Albert Davis [davis.alb...@gmail.com]
Sent: August 15, 2012 5:18 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] Mann Co Servers?

Pay to play on a server? LOL!

On Wed, Aug 15, 2012 at 8:15 PM, Damir Butmir 
d4m1...@hotmail.commailto:d4m1...@hotmail.com wrote:
There will be 2 kinds of servers;

1) Official Mann Up servers hosted ba Valve going up tonight I guess and you 
gotta pay to play on them

2) Unofficial servers hosted by the community (us)

A full guide on how to accomplish #2 has not been presented yet, however a few 
individual details have been disclosed.




Damir

 Date: Wed, 15 Aug 2012 20:12:48 -0400
 From: pettit.t...@gmail.commailto:pettit.t...@gmail.com
 To: hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com

 Subject: Re: [hlds] [hlds_linux] Mann Co Servers?

 Fletcher so we are not going to be able to run MvM servers tonight at all?

 If so why even release the instructions on how to do it? Am I just 
 misunderstanding this conversation?

 I thought Valve would be hosting MvM servers in addition to any community 
 servers...

 - Original Message -
 From: Fletcher Dunn 
 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com
 Sent: Wednesday, August 15, 2012 8:04:59 PM
 Subject: Re: [hlds] [hlds_linux] Mann Co Servers?

 At launch meaning eventually we'll be able to run them? If so what's the 
 current expected timeframe of that happening?

 There is currently no timeline for this happening. By at launch I just 
 intended to communicate that we have not determined that we would definitely 
 never do this. But right now, and for the foreseeable future, Valve plans to 
 host all the Mann Up servers.

 I expect there will be a very large population of players playing MvM in the 
 regular mode. Probably larger than the number of people Manning Up.

 -Original Message-
 From: 
 hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com
  
 [mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com]
  On Behalf Of Russell Smith
 Sent: Wednesday, August 15, 2012 4:53 PM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds_linux] [hlds] Mann Co Servers?

 At launch meaning eventually we'll be able to run them? If so what's the 
 current expected timeframe of that happening?

 On 15.08.2012 16:48, Fletcher Dunn wrote:
  Valve will host all Mann Up servers at launch.
 
  We're shipping the attached default mission cycle file. If you boot
  your server to any one of the following maps:
  mvm_decoy
  mvm_mannworks
  mvm_coaltown
 
  it will use that file. Hopefully the file is self-explanatory.
 
  Remember to add -maxplayers 32 to the command line.
 
  tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1 to
  ONLY accept MvM traffic
 
  Vote issues specific to MvM:
  sv_vote_issue_changelevel_allowed_mvm
  sv_vote_issue_kick_allowed_mvm
 
  We also suggest:
  sv_minrate 3
 
 
 
  From: 
  hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
   On Behalf Of Mike Freuden
  Sent: Wednesday, August 15, 2012 4:34 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Mann Co Servers?
 
  I don't think the question is what is Mann Up Mode?, the question is
  how does this affect running a server? Can only Valve run Mann Co.
  servers? Can any server that qualifies for matchmaking be a Mann Co.
  server?
  ~Mike
  On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
  deman.r...@gmail.commailto:deman.r...@gmail.commailto:deman.r...@gmail.commailto:deman.r...@gmail.com
   wrote:
  I'd rather know when the update's coming out, to be honest. Hats
  shouldn't really matter to us (as server admins).
 
  -Damon
 
  The speed of light sucks. -John D. Carmack
 
  On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
 
  violentcri...@convictgaming.commailto:violentcri...@convictgaming.commailto:violentcri...@convictgaming.comailto:violentcri...@convictgaming.co
  m
  wrote:
  What is Mann Up Mode?
  When you play Mann vs. Machine on an official Mann Co. server, this is
  called Mann Up Mode. Mann Up Mode allows you to earn special item
  rewards and 

[hlds] Mandatory TF2, DoD:S, and HL2:DM updates coming

2012-08-15 Thread Eric Smith
We're beginning the rollout of the Mann vs. Machine update for TF2. This also 
includes mandatory DoD:S and HL2:DM updates. They should be ready soon.
 
-Eric


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visit:
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Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Cameron Munroe

Two Thumbs Up!

On 8/15/2012 5:31 PM, Tom Weir wrote:
So, just to be clear, EA Valve has introduced Ranked Mann Up servers 
that are unavailable to the heathens game server operators who have 
years of time/experience invested in providing subsidized 
infrastructure for said games in the past.


Awesome, that.


*From:* hlds-boun...@list.valvesoftware.com 
[hlds-boun...@list.valvesoftware.com] on behalf of Albert Davis 
[davis.alb...@gmail.com]

*Sent:* August 15, 2012 5:18 PM
*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] [hlds_linux] Mann Co Servers?

Pay to play on a server? LOL!

On Wed, Aug 15, 2012 at 8:15 PM, Damir Butmir d4m1...@hotmail.com 
mailto:d4m1...@hotmail.com wrote:


There will be 2 kinds of servers;

1) Official Mann Up servers hosted ba Valve going up tonight I
guess and you gotta pay to play on them

2) Unofficial servers hosted by the community (us)

A full guide on how to accomplish #2 has not been presented yet,
however a few individual details have been disclosed.




Damir

 Date: Wed, 15 Aug 2012 20:12:48 -0400
 From: pettit.t...@gmail.com mailto:pettit.t...@gmail.com
 To: hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com

 Subject: Re: [hlds] [hlds_linux] Mann Co Servers?

 Fletcher so we are not going to be able to run MvM servers
tonight at all?

 If so why even release the instructions on how to do it? Am I
just misunderstanding this conversation?

 I thought Valve would be hosting MvM servers in addition to any
community servers...

 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
mailto:fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list
hlds_li...@list.valvesoftware.com
mailto:hlds_li...@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
 Sent: Wednesday, August 15, 2012 8:04:59 PM
 Subject: Re: [hlds] [hlds_linux] Mann Co Servers?

 At launch meaning eventually we'll be able to run them? If so
what's the current expected timeframe of that happening?

 There is currently no timeline for this happening. By at
launch I just intended to communicate that we have not determined
that we would definitely never do this. But right now, and for the
foreseeable future, Valve plans to host all the Mann Up servers.

 I expect there will be a very large population of players
playing MvM in the regular mode. Probably larger than the number
of people Manning Up.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
mailto:hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com
mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Russell Smith
 Sent: Wednesday, August 15, 2012 4:53 PM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds_linux] [hlds] Mann Co Servers?

 At launch meaning eventually we'll be able to run them? If so
what's the current expected timeframe of that happening?

 On 15.08.2012 16:48, Fletcher Dunn wrote:
  Valve will host all Mann Up servers at launch.
 
  We're shipping the attached default mission cycle file. If you
boot
  your server to any one of the following maps:
  mvm_decoy
  mvm_mannworks
  mvm_coaltown
 
  it will use that file. Hopefully the file is self-explanatory.
 
  Remember to add -maxplayers 32 to the command line.
 
  tf_mm_servermode 2 to accept MvM matchmaking traffic
tf_mm_strict 1 to
  ONLY accept MvM traffic
 
  Vote issues specific to MvM:
  sv_vote_issue_changelevel_allowed_mvm
  sv_vote_issue_kick_allowed_mvm
 
  We also suggest:
  sv_minrate 3
 
 
 
  From: hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike
Freuden
  Sent: Wednesday, August 15, 2012 4:34 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] Mann Co Servers?
 
  I don't think the question is what is Mann Up Mode?, the
question is
  how does this affect running a server? Can only Valve run
Mann Co.
  servers? Can any server that qualifies for matchmaking be a
Mann Co.
  server?
  ~Mike
  On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
  deman.r...@gmail.com
mailto:deman.r...@gmail.commailto:deman.r...@gmail.com
mailto:deman.r...@gmail.com wrote:
  I'd rather know when the update's coming out, to be 

Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Naso Gomez
It's the same thing as crates, don't understand why are you are upset. I
don't see anything wrong with it, and the said they will tell us how to
host mann up servers at a later time.

On Wed, Aug 15, 2012 at 8:31 PM, Tom Weir tw...@geekwerks.ca wrote:

  So, just to be clear, EA  Valve has introduced Ranked Mann Up servers
 that are unavailable to the heathens game server operators who have years
 of time/experience invested in providing subsidized infrastructure for said
 games in the past.

 Awesome, that.

  --
 *From:* hlds-boun...@list.valvesoftware.com [
 hlds-boun...@list.valvesoftware.com] on behalf of Albert Davis [
 davis.alb...@gmail.com]
 *Sent:* August 15, 2012 5:18 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Mann Co Servers?

  Pay to play on a server? LOL!

 On Wed, Aug 15, 2012 at 8:15 PM, Damir Butmir d4m1...@hotmail.com wrote:

  There will be 2 kinds of servers;

 1) Official Mann Up servers hosted ba Valve going up tonight I guess
 and you gotta pay to play on them

 2) Unofficial servers hosted by the community (us)

 A full guide on how to accomplish #2 has not been presented yet, however
 a few individual details have been disclosed.




 Damir

   Date: Wed, 15 Aug 2012 20:12:48 -0400
  From: pettit.t...@gmail.com
  To: hlds@list.valvesoftware.com

  Subject: Re: [hlds] [hlds_linux] Mann Co Servers?
 
  Fletcher so we are not going to be able to run MvM servers tonight at
 all?
 
  If so why even release the instructions on how to do it? Am I just
 misunderstanding this conversation?
 
  I thought Valve would be hosting MvM servers in addition to any
 community servers...
 
  - Original Message -
  From: Fletcher Dunn fletch...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
  Cc: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
  Sent: Wednesday, August 15, 2012 8:04:59 PM
  Subject: Re: [hlds] [hlds_linux] Mann Co Servers?
 
  At launch meaning eventually we'll be able to run them? If so what's
 the current expected timeframe of that happening?
 
  There is currently no timeline for this happening. By at launch I
 just intended to communicate that we have not determined that we would
 definitely never do this. But right now, and for the foreseeable future,
 Valve plans to host all the Mann Up servers.
 
  I expect there will be a very large population of players playing MvM
 in the regular mode. Probably larger than the number of people Manning Up.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
  Sent: Wednesday, August 15, 2012 4:53 PM
  To: Half-Life dedicated Linux server mailing list
  Cc: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds_linux] [hlds] Mann Co Servers?
 
  At launch meaning eventually we'll be able to run them? If so what's
 the current expected timeframe of that happening?
 
  On 15.08.2012 16:48, Fletcher Dunn wrote:
   Valve will host all Mann Up servers at launch.
  
   We're shipping the attached default mission cycle file. If you boot
   your server to any one of the following maps:
   mvm_decoy
   mvm_mannworks
   mvm_coaltown
  
   it will use that file. Hopefully the file is self-explanatory.
  
   Remember to add -maxplayers 32 to the command line.
  
   tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1
 to
   ONLY accept MvM traffic
  
   Vote issues specific to MvM:
   sv_vote_issue_changelevel_allowed_mvm
   sv_vote_issue_kick_allowed_mvm
  
   We also suggest:
   sv_minrate 3
  
  
  
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike
 Freuden
   Sent: Wednesday, August 15, 2012 4:34 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Mann Co Servers?
  
   I don't think the question is what is Mann Up Mode?, the question
 is
   how does this affect running a server? Can only Valve run Mann
 Co.
   servers? Can any server that qualifies for matchmaking be a Mann Co.
   server?
   ~Mike
   On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
   deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
   I'd rather know when the update's coming out, to be honest. Hats
   shouldn't really matter to us (as server admins).
  
   -Damon
  
   The speed of light sucks. -John D. Carmack
  
   On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
  
   violentcri...@convictgaming.commailto:
 violentcri...@convictgaming.co
   m
   wrote:
   What is Mann Up Mode?
   When you play Mann vs. Machine on an official Mann Co. server, this
 is
   called Mann Up Mode. Mann Up Mode allows you to earn special item
   rewards and track your progress through various Missions. To enter
   Mann Up Mode, you must possess a Tour of Duty Ticket.
  
  
  
   On 8/15/2012 7:29 PM, Cameron 

Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Mike O'Laughlen
Have you not read a single Mann Co comic?  It's very clear he doesn't care
for hippies.

On Wed, Aug 15, 2012 at 8:31 PM, Tom Weir tw...@geekwerks.ca wrote:

  So, just to be clear, EA  Valve has introduced Ranked Mann Up servers
 that are unavailable to the heathens game server operators who have years
 of time/experience invested in providing subsidized infrastructure for said
 games in the past.

 Awesome, that.

  --
 *From:* hlds-boun...@list.valvesoftware.com [
 hlds-boun...@list.valvesoftware.com] on behalf of Albert Davis [
 davis.alb...@gmail.com]
 *Sent:* August 15, 2012 5:18 PM

 *To:* Half-Life dedicated Win32 server mailing list
 *Subject:* Re: [hlds] [hlds_linux] Mann Co Servers?

  Pay to play on a server? LOL!

 On Wed, Aug 15, 2012 at 8:15 PM, Damir Butmir d4m1...@hotmail.com wrote:

  There will be 2 kinds of servers;

 1) Official Mann Up servers hosted ba Valve going up tonight I guess
 and you gotta pay to play on them

 2) Unofficial servers hosted by the community (us)

 A full guide on how to accomplish #2 has not been presented yet, however
 a few individual details have been disclosed.




 Damir

   Date: Wed, 15 Aug 2012 20:12:48 -0400
  From: pettit.t...@gmail.com
  To: hlds@list.valvesoftware.com

  Subject: Re: [hlds] [hlds_linux] Mann Co Servers?
 
  Fletcher so we are not going to be able to run MvM servers tonight at
 all?
 
  If so why even release the instructions on how to do it? Am I just
 misunderstanding this conversation?
 
  I thought Valve would be hosting MvM servers in addition to any
 community servers...
 
  - Original Message -
  From: Fletcher Dunn fletch...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
  Cc: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
  Sent: Wednesday, August 15, 2012 8:04:59 PM
  Subject: Re: [hlds] [hlds_linux] Mann Co Servers?
 
  At launch meaning eventually we'll be able to run them? If so what's
 the current expected timeframe of that happening?
 
  There is currently no timeline for this happening. By at launch I
 just intended to communicate that we have not determined that we would
 definitely never do this. But right now, and for the foreseeable future,
 Valve plans to host all the Mann Up servers.
 
  I expect there will be a very large population of players playing MvM
 in the regular mode. Probably larger than the number of people Manning Up.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith
  Sent: Wednesday, August 15, 2012 4:53 PM
  To: Half-Life dedicated Linux server mailing list
  Cc: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds_linux] [hlds] Mann Co Servers?
 
  At launch meaning eventually we'll be able to run them? If so what's
 the current expected timeframe of that happening?
 
  On 15.08.2012 16:48, Fletcher Dunn wrote:
   Valve will host all Mann Up servers at launch.
  
   We're shipping the attached default mission cycle file. If you boot
   your server to any one of the following maps:
   mvm_decoy
   mvm_mannworks
   mvm_coaltown
  
   it will use that file. Hopefully the file is self-explanatory.
  
   Remember to add -maxplayers 32 to the command line.
  
   tf_mm_servermode 2 to accept MvM matchmaking traffic tf_mm_strict 1
 to
   ONLY accept MvM traffic
  
   Vote issues specific to MvM:
   sv_vote_issue_changelevel_allowed_mvm
   sv_vote_issue_kick_allowed_mvm
  
   We also suggest:
   sv_minrate 3
  
  
  
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike
 Freuden
   Sent: Wednesday, August 15, 2012 4:34 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] Mann Co Servers?
  
   I don't think the question is what is Mann Up Mode?, the question
 is
   how does this affect running a server? Can only Valve run Mann
 Co.
   servers? Can any server that qualifies for matchmaking be a Mann Co.
   server?
   ~Mike
   On Wed, Aug 15, 2012 at 4:33 PM, Damon Reece
   deman.r...@gmail.commailto:deman.r...@gmail.com wrote:
   I'd rather know when the update's coming out, to be honest. Hats
   shouldn't really matter to us (as server admins).
  
   -Damon
  
   The speed of light sucks. -John D. Carmack
  
   On Thu, Aug 16, 2012 at 9:01 AM, Violent Crimes
  
   violentcri...@convictgaming.commailto:
 violentcri...@convictgaming.co
   m
   wrote:
   What is Mann Up Mode?
   When you play Mann vs. Machine on an official Mann Co. server, this
 is
   called Mann Up Mode. Mann Up Mode allows you to earn special item
   rewards and track your progress through various Missions. To enter
   Mann Up Mode, you must possess a Tour of Duty Ticket.
  
  
  
   On 8/15/2012 7:29 PM, Cameron Munroe wrote:
   Ughh? What?
  
   On 8/15/2012 4:29 PM, T Marler wrote:
   What is this? 

Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Cameron Munroe
No they said There is currently no timeline for this happening. By at 
launch I just intended to communicate that we have not determined that 
we would definitely never do this. But right now, and for the 
foreseeable future, Valve plans to host all the Mann Up servers.



On 8/15/2012 5:37 PM, Naso Gomez wrote:
It's the same thing as crates, don't understand why are you are upset. 
I don't see anything wrong with it, and the said they will tell us how 
to host mann up servers at a later time.


On Wed, Aug 15, 2012 at 8:31 PM, Tom Weir tw...@geekwerks.ca 
mailto:tw...@geekwerks.ca wrote:


So, just to be clear, EA Valve has introduced Ranked Mann Up
servers that are unavailable to the heathens game server operators
who have years of time/experience invested in providing subsidized
infrastructure for said games in the past.

Awesome, that.


*From:* hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com] on behalf of Albert
Davis [davis.alb...@gmail.com mailto:davis.alb...@gmail.com]
*Sent:* August 15, 2012 5:18 PM

*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] [hlds_linux] Mann Co Servers?

Pay to play on a server? LOL!

On Wed, Aug 15, 2012 at 8:15 PM, Damir Butmir d4m1...@hotmail.com
mailto:d4m1...@hotmail.com wrote:

There will be 2 kinds of servers;

1) Official Mann Up servers hosted ba Valve going up tonight
I guess and you gotta pay to play on them

2) Unofficial servers hosted by the community (us)

A full guide on how to accomplish #2 has not been presented
yet, however a few individual details have been disclosed.




Damir

 Date: Wed, 15 Aug 2012 20:12:48 -0400
 From: pettit.t...@gmail.com mailto:pettit.t...@gmail.com
 To: hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com

 Subject: Re: [hlds] [hlds_linux] Mann Co Servers?

 Fletcher so we are not going to be able to run MvM servers
tonight at all?

 If so why even release the instructions on how to do it? Am
I just misunderstanding this conversation?

 I thought Valve would be hosting MvM servers in addition to
any community servers...

 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
mailto:fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list
hlds_li...@list.valvesoftware.com
mailto:hlds_li...@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
 Sent: Wednesday, August 15, 2012 8:04:59 PM
 Subject: Re: [hlds] [hlds_linux] Mann Co Servers?

 At launch meaning eventually we'll be able to run them? If
so what's the current expected timeframe of that happening?

 There is currently no timeline for this happening. By at
launch I just intended to communicate that we have not
determined that we would definitely never do this. But right
now, and for the foreseeable future, Valve plans to host all
the Mann Up servers.

 I expect there will be a very large population of players
playing MvM in the regular mode. Probably larger than the
number of people Manning Up.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
mailto:hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com
mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf
Of Russell Smith
 Sent: Wednesday, August 15, 2012 4:53 PM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds_linux] [hlds] Mann Co Servers?

 At launch meaning eventually we'll be able to run them? If
so what's the current expected timeframe of that happening?

 On 15.08.2012 16:48, Fletcher Dunn wrote:
  Valve will host all Mann Up servers at launch.
 
  We're shipping the attached default mission cycle file. If
you boot
  your server to any one of the following maps:
  mvm_decoy
  mvm_mannworks
  mvm_coaltown
 
  it will use that file. Hopefully the file is self-explanatory.
 
  Remember to add -maxplayers 32 to the command line.
 
  tf_mm_servermode 2 to accept MvM matchmaking traffic
tf_mm_strict 1 to
  ONLY accept MvM traffic
 
  Vote issues 

[hlds] MvM update imminent

2012-08-15 Thread Fletcher Dunn
The update is going live any second now.

To host an MvM server:
* Make sure maxplayers is 32!
* No PvP maps in the MvM mission cycle file.  (More details on this file will 
follow.)
* Set tf_mm_servermode 2 (or 0)
*  Boot the server on one of the MvM maps:
mvm_decoy
mvm_mannworks
mvm_coaltown

* Use the default mission cycle file (attached) or edit as you prefer

* Convars:
Vote issues specific to MvM:
sv_vote_issue_changelevel_allowed_mvm
sv_vote_issue_kick_allowed_mvm

We also suggest sv_minrate 3

To host a PvP server:
*   No MvM maps in the mapcycle file.
*   Set tf_mm_servermode 1 (or 0)
*   Boot the server on a PvP map in your map cycle.


A few last qestions:


We will host some Boot Camp (non Mann UP!) servers, but we are expecting that 
the demand for servers of both kinds will be extremely high, so we are moving 
most of our servers to Mann UP.

In summary: almost all of the boot camp players --- which is likely to be a 
majority of players today --- will be hosted on community servers.




tf_mvm_missioncycle.res
Description: tf_mvm_missioncycle.res
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Re: [hlds] [hlds_linux] Mann Co Servers?

2012-08-15 Thread Cameron Munroe

LOL

On 8/15/2012 5:40 PM, Mike O'Laughlen wrote:
Have you not read a single Mann Co comic?  It's very clear he doesn't 
care for hippies.


On Wed, Aug 15, 2012 at 8:31 PM, Tom Weir tw...@geekwerks.ca 
mailto:tw...@geekwerks.ca wrote:


So, just to be clear, EA Valve has introduced Ranked Mann Up
servers that are unavailable to the heathens game server operators
who have years of time/experience invested in providing subsidized
infrastructure for said games in the past.

Awesome, that.


*From:* hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
[hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com] on behalf of Albert
Davis [davis.alb...@gmail.com mailto:davis.alb...@gmail.com]
*Sent:* August 15, 2012 5:18 PM

*To:* Half-Life dedicated Win32 server mailing list
*Subject:* Re: [hlds] [hlds_linux] Mann Co Servers?

Pay to play on a server? LOL!

On Wed, Aug 15, 2012 at 8:15 PM, Damir Butmir d4m1...@hotmail.com
mailto:d4m1...@hotmail.com wrote:

There will be 2 kinds of servers;

1) Official Mann Up servers hosted ba Valve going up tonight
I guess and you gotta pay to play on them

2) Unofficial servers hosted by the community (us)

A full guide on how to accomplish #2 has not been presented
yet, however a few individual details have been disclosed.




Damir

 Date: Wed, 15 Aug 2012 20:12:48 -0400
 From: pettit.t...@gmail.com mailto:pettit.t...@gmail.com
 To: hlds@list.valvesoftware.com
mailto:hlds@list.valvesoftware.com

 Subject: Re: [hlds] [hlds_linux] Mann Co Servers?

 Fletcher so we are not going to be able to run MvM servers
tonight at all?

 If so why even release the instructions on how to do it? Am
I just misunderstanding this conversation?

 I thought Valve would be hosting MvM servers in addition to
any community servers...

 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
mailto:fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list
hlds_li...@list.valvesoftware.com
mailto:hlds_li...@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com mailto:hlds@list.valvesoftware.com
 Sent: Wednesday, August 15, 2012 8:04:59 PM
 Subject: Re: [hlds] [hlds_linux] Mann Co Servers?

 At launch meaning eventually we'll be able to run them? If
so what's the current expected timeframe of that happening?

 There is currently no timeline for this happening. By at
launch I just intended to communicate that we have not
determined that we would definitely never do this. But right
now, and for the foreseeable future, Valve plans to host all
the Mann Up servers.

 I expect there will be a very large population of players
playing MvM in the regular mode. Probably larger than the
number of people Manning Up.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
mailto:hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com
mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf
Of Russell Smith
 Sent: Wednesday, August 15, 2012 4:53 PM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds_linux] [hlds] Mann Co Servers?

 At launch meaning eventually we'll be able to run them? If
so what's the current expected timeframe of that happening?

 On 15.08.2012 16:48, Fletcher Dunn wrote:
  Valve will host all Mann Up servers at launch.
 
  We're shipping the attached default mission cycle file. If
you boot
  your server to any one of the following maps:
  mvm_decoy
  mvm_mannworks
  mvm_coaltown
 
  it will use that file. Hopefully the file is self-explanatory.
 
  Remember to add -maxplayers 32 to the command line.
 
  tf_mm_servermode 2 to accept MvM matchmaking traffic
tf_mm_strict 1 to
  ONLY accept MvM traffic
 
  Vote issues specific to MvM:
  sv_vote_issue_changelevel_allowed_mvm
  sv_vote_issue_kick_allowed_mvm
 
  We also suggest:
  sv_minrate 3
 
 
 
  From: hlds-boun...@list.valvesoftware.com
mailto:hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com
   

Re: [hlds] MvM update imminent

2012-08-15 Thread Fletcher Dunn
Mailing list use FAIL.

Here's the contents of the file I meant to attach:


tf_mvm_missioncycle.res
{   
categories 2
1
{
count 3

1
{
map mvm_decoy
popfile mvm_decoy
}
2
{
map mvm_coaltown
popfile mvm_coaltown
}
3
{
map mvm_mannworks
popfile mvm_mannworks
}
}
2
{
count 6

1
{
map mvm_decoy
popfile mvm_decoy_advanced
}
2
{
map mvm_coaltown
popfile mvm_coaltown_advanced
}
3
{
map mvm_mannworks
popfile mvm_mannworks_advanced
}
4
{
map mvm_decoy
popfile mvm_decoy_advanced2
}
5
{
map mvm_coaltown
popfile mvm_coaltown_advanced2
}
6
{
map mvm_mannworks
popfile mvm_mannworks_ironman
}
}
}


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, August 15, 2012 5:48 PM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Linux server mailing list 
(hlds_li...@list.valvesoftware.com)
Subject: [hlds_linux] MvM update imminent

The update is going live any second now.

To host an MvM server:
* Make sure maxplayers is 32!
* No PvP maps in the MvM mission cycle file.  (More details on this file will 
follow.)
* Set tf_mm_servermode 2 (or 0)
*  Boot the server on one of the MvM maps:
mvm_decoy
mvm_mannworks
mvm_coaltown

* Use the default mission cycle file (attached) or edit as you prefer

* Convars:
Vote issues specific to MvM:
sv_vote_issue_changelevel_allowed_mvm
sv_vote_issue_kick_allowed_mvm

We also suggest sv_minrate 3

To host a PvP server:
*   No MvM maps in the mapcycle file.
*   Set tf_mm_servermode 1 (or 0)
*   Boot the server on a PvP map in your map cycle.


A few last qestions:


We will host some Boot Camp (non Mann UP!) servers, but we are expecting that 
the demand for servers of both kinds will be extremely high, so we are moving 
most of our servers to Mann UP.

In summary: almost all of the boot camp players --- which is likely to be a 
majority of players today --- will be hosted on community servers.



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[hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-15 Thread Eric Smith
We've released a mandatory update to TF2. The notes for the TF2 update are 
below. There are shared engine changes that affect DoD:S and HL2:DM.

-Eric

--

Team Fortress 2
- Added Mann vs. Machine
- Added Archimedes
- Added The Soldier's Stogie
- Added The Robro 3000
- Updated The Helmet Without a Home to be paintable
- Fixed some clipping issues with The Salty Dog
- Removed player penetration from The Pomson 6000 and boosted the damage to 
compensate

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Re: [hlds] MvM update imminent

2012-08-15 Thread The Roflcopter
We will host some “Boot Camp” (non Mann UP!) servers, but we are expecting
that the demand for servers of both kinds will be extremely high, so we are
moving most of our servers to Mann UP.

** **

In summary: almost all of the “boot camp” players --- which is likely to be
a majority of players today --- will be hosted on community servers.


Seriously Valve, are you shitting me? What community wants to turn an
expensive, 32 player server into a 6 player server? This isn't a new
gamemode for the community, its a scheme to get more money.

On Wed, Aug 15, 2012 at 8:48 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

  The update is going live any second now.

 ** **

 To host an MvM server:
 * Make sure maxplayers is 32!
 * No PvP maps in the MvM mission cycle file.  (More details on this file
 will follow.)
 * Set tf_mm_servermode 2 (or 0)
 *  Boot the server on one of the MvM maps:

 mvm_decoy

 mvm_mannworks

 mvm_coaltown

 ** **

 * Use the default mission cycle file (attached) or edit as you prefer

 ** **

 * Convars:

 Vote issues specific to MvM:

 sv_vote_issue_changelevel_allowed_mvm

 sv_vote_issue_kick_allowed_mvm

 ** **

 We also suggest sv_minrate 3

 ** **

 To host a PvP server:
 *   No MvM maps in the mapcycle file.
 *   Set tf_mm_servermode 1 (or 0)
 *   Boot the server on a PvP map in your map cycle.

 


 A few last qestions:

 ** **

 ** **

 We will host some “Boot Camp” (non Mann UP!) servers, but we are expecting
 that the demand for servers of both kinds will be extremely high, so we are
 moving most of our servers to Mann UP.

 ** **

 In summary: almost all of the “boot camp” players --- which is likely to
 be a majority of players today --- will be hosted on community servers.***
 *

 ** **

 ** **

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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Re: [hlds] MvM update imminent

2012-08-15 Thread Eric Didkovsky
No, this is a new game mode for people who want to do a Co-Op like
match..  it just happens to need to use more CPU due to boss.

On Wed, Aug 15, 2012 at 9:04 PM, The Roflcopter theroflco...@gmail.com wrote:
 We will host some “Boot Camp” (non Mann UP!) servers, but we are expecting
 that the demand for servers of both kinds will be extremely high, so we are
 moving most of our servers to Mann UP.



 In summary: almost all of the “boot camp” players --- which is likely to be
 a majority of players today --- will be hosted on community servers.


 Seriously Valve, are you shitting me? What community wants to turn an
 expensive, 32 player server into a 6 player server? This isn't a new
 gamemode for the community, its a scheme to get more money.


 On Wed, Aug 15, 2012 at 8:48 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 The update is going live any second now.



 To host an MvM server:
 * Make sure maxplayers is 32!
 * No PvP maps in the MvM mission cycle file.  (More details on this file
 will follow.)
 * Set tf_mm_servermode 2 (or 0)
 *  Boot the server on one of the MvM maps:

 mvm_decoy

 mvm_mannworks

 mvm_coaltown



 * Use the default mission cycle file (attached) or edit as you prefer



 * Convars:

 Vote issues specific to MvM:

 sv_vote_issue_changelevel_allowed_mvm

 sv_vote_issue_kick_allowed_mvm



 We also suggest sv_minrate 3



 To host a PvP server:
 *   No MvM maps in the mapcycle file.
 *   Set tf_mm_servermode 1 (or 0)
 *   Boot the server on a PvP map in your map cycle.


 A few last qestions:





 We will host some “Boot Camp” (non Mann UP!) servers, but we are expecting
 that the demand for servers of both kinds will be extremely high, so we are
 moving most of our servers to Mann UP.



 In summary: almost all of the “boot camp” players --- which is likely to
 be a majority of players today --- will be hosted on community servers.






 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



 ___
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Re: [hlds] MvM update imminent

2012-08-15 Thread T Marler
Speak for yourself man, I'm excited. Of course it is meant to generate revenue, 
VALVe is a business, but so what? Yes, it is asking quite a bit for sys admins, 
but at least it's not the Battlefield series, holy crap has their servers been 
incredibly inefficient at server resource usage over the years.

Right now I am more concerned with the finer points of running a GOOD MvM 
server.

- Original Message -
From: The Roflcopter theroflco...@gmail.com
Date: Wednesday, August 15, 2012 7:05 pm
Subject: Re: [hlds] MvM update imminent
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com

 We will host some “Boot Camp” (non Mann UP!) servers, but we 
 are expecting
 that the demand for servers of both kinds will be extremely 
 high, so we are
 moving most of our servers to Mann UP.
 
 ** **
 
 In summary: almost all of the “boot camp” players --- which is 
 likely to be
 a majority of players today --- will be hosted on community servers.
 
 
 Seriously Valve, are you shitting me? What community wants to 
 turn an
 expensive, 32 player server into a 6 player server? This isn't a new
 gamemode for the community, its a scheme to get more money.
 
 On Wed, Aug 15, 2012 at 8:48 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:
 
   The update is going live any second now.
 
  ** **
 
  To host an MvM server:
  * Make sure maxplayers is 32!
  * No PvP maps in the MvM mission cycle file.  (More 
 details on this file
  will follow.)
  * Set tf_mm_servermode 2 (or 0)
  *  Boot the server on one of the MvM maps:
 
  mvm_decoy
 
  mvm_mannworks
 
  mvm_coaltown
 
  ** **
 
  * Use the default mission cycle file (attached) or edit as you 
 prefer
  ** **
 
  * Convars:
 
  Vote issues specific to MvM:
 
  sv_vote_issue_changelevel_allowed_mvm
 
  sv_vote_issue_kick_allowed_mvm
 
  ** **
 
  We also suggest sv_minrate 3
 
  ** **
 
  To host a PvP server:
  *   No MvM maps in the mapcycle file.
  *   Set tf_mm_servermode 1 (or 0)
  *   Boot the server on a PvP map in your map cycle.
 
  
 
 
  A few last qestions:
 
  ** **
 
  ** **
 
  We will host some “Boot Camp” (non Mann UP!) servers, but we 
 are expecting
  that the demand for servers of both kinds will be extremely 
 high, so we are
  moving most of our servers to Mann UP.
 
  ** **
 
  In summary: almost all of the “boot camp” players --- which is 
 likely to
  be a majority of players today --- will be hosted on community 
 servers.*** *
 
  ** **
 
  ** **
 
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 archives, please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 

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Re: [hlds] MvM update imminent

2012-08-15 Thread Andreas Jörgensen
Well, I for one am thankful for an awesome new gamemode. Great work,
Valve boys, and thanks for keeping the game alive. :)

On Thu, Aug 16, 2012 at 3:04 AM, The Roflcopter theroflco...@gmail.com wrote:
 We will host some “Boot Camp” (non Mann UP!) servers, but we are expecting
 that the demand for servers of both kinds will be extremely high, so we are
 moving most of our servers to Mann UP.



 In summary: almost all of the “boot camp” players --- which is likely to be
 a majority of players today --- will be hosted on community servers.


 Seriously Valve, are you shitting me? What community wants to turn an
 expensive, 32 player server into a 6 player server? This isn't a new
 gamemode for the community, its a scheme to get more money.


 On Wed, Aug 15, 2012 at 8:48 PM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 The update is going live any second now.



 To host an MvM server:
 * Make sure maxplayers is 32!
 * No PvP maps in the MvM mission cycle file.  (More details on this file
 will follow.)
 * Set tf_mm_servermode 2 (or 0)
 *  Boot the server on one of the MvM maps:

 mvm_decoy

 mvm_mannworks

 mvm_coaltown



 * Use the default mission cycle file (attached) or edit as you prefer



 * Convars:

 Vote issues specific to MvM:

 sv_vote_issue_changelevel_allowed_mvm

 sv_vote_issue_kick_allowed_mvm



 We also suggest sv_minrate 3



 To host a PvP server:
 *   No MvM maps in the mapcycle file.
 *   Set tf_mm_servermode 1 (or 0)
 *   Boot the server on a PvP map in your map cycle.


 A few last qestions:





 We will host some “Boot Camp” (non Mann UP!) servers, but we are expecting
 that the demand for servers of both kinds will be extremely high, so we are
 moving most of our servers to Mann UP.



 In summary: almost all of the “boot camp” players --- which is likely to
 be a majority of players today --- will be hosted on community servers.






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Re: [hlds] MvM update imminent

2012-08-15 Thread Flubber
I got people blocked after they died on Waiting For Players for ever.
Any settings for that?

2012/8/16 Andreas Jörgensen ad...@hideou.se

 Well, I for one am thankful for an awesome new gamemode. Great work,
 Valve boys, and thanks for keeping the game alive. :)

 On Thu, Aug 16, 2012 at 3:04 AM, The Roflcopter theroflco...@gmail.com
 wrote:
  We will host some “Boot Camp” (non Mann UP!) servers, but we are
 expecting
  that the demand for servers of both kinds will be extremely high, so we
 are
  moving most of our servers to Mann UP.
 
 
 
  In summary: almost all of the “boot camp” players --- which is likely to
 be
  a majority of players today --- will be hosted on community servers.
 
 
  Seriously Valve, are you shitting me? What community wants to turn an
  expensive, 32 player server into a 6 player server? This isn't a new
  gamemode for the community, its a scheme to get more money.
 
 
  On Wed, Aug 15, 2012 at 8:48 PM, Fletcher Dunn 
 fletch...@valvesoftware.com
  wrote:
 
  The update is going live any second now.
 
 
 
  To host an MvM server:
  * Make sure maxplayers is 32!
  * No PvP maps in the MvM mission cycle file.  (More details on this file
  will follow.)
  * Set tf_mm_servermode 2 (or 0)
  *  Boot the server on one of the MvM maps:
 
  mvm_decoy
 
  mvm_mannworks
 
  mvm_coaltown
 
 
 
  * Use the default mission cycle file (attached) or edit as you prefer
 
 
 
  * Convars:
 
  Vote issues specific to MvM:
 
  sv_vote_issue_changelevel_allowed_mvm
 
  sv_vote_issue_kick_allowed_mvm
 
 
 
  We also suggest sv_minrate 3
 
 
 
  To host a PvP server:
  *   No MvM maps in the mapcycle file.
  *   Set tf_mm_servermode 1 (or 0)
  *   Boot the server on a PvP map in your map cycle.
 
 
  A few last qestions:
 
 
 
 
 
  We will host some “Boot Camp” (non Mann UP!) servers, but we are
 expecting
  that the demand for servers of both kinds will be extremely high, so we
 are
  moving most of our servers to Mann UP.
 
 
 
  In summary: almost all of the “boot camp” players --- which is likely to
  be a majority of players today --- will be hosted on community servers.
 
 
 
 
 
 
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  please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
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Re: [hlds] MvM update imminent

2012-08-15 Thread Danh Pham
Please excuse me, but where should I place the map config?

On Wed, Aug 15, 2012 at 8:56 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Mailing list use FAIL.

 Here's the contents of the file I meant to attach:


 tf_mvm_missioncycle.res
 {
 categories 2
 1
 {
 count 3

 1
 {
 map mvm_decoy
 popfile mvm_decoy
 }
 2
 {
 map mvm_coaltown
 popfile mvm_coaltown
 }
 3
 {
 map mvm_mannworks
 popfile mvm_mannworks
 }
 }
 2
 {
 count 6

 1
 {
 map mvm_decoy
 popfile mvm_decoy_advanced
 }
 2
 {
 map mvm_coaltown
 popfile mvm_coaltown_advanced
 }
 3
 {
 map mvm_mannworks
 popfile mvm_mannworks_advanced
 }
 4
 {
 map mvm_decoy
 popfile mvm_decoy_advanced2
 }
 5
 {
 map mvm_coaltown
 popfile mvm_coaltown_advanced2
 }
 6
 {
 map mvm_mannworks
 popfile mvm_mannworks_ironman
 }
 }
 }


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
 Sent: Wednesday, August 15, 2012 5:48 PM
 To: Half-Life dedicated Win32 server mailing list
 Cc: Half-Life dedicated Linux server mailing list (
 hlds_li...@list.valvesoftware.com)
 Subject: [hlds_linux] MvM update imminent

 The update is going live any second now.

 To host an MvM server:
 * Make sure maxplayers is 32!
 * No PvP maps in the MvM mission cycle file.  (More details on this file
 will follow.)
 * Set tf_mm_servermode 2 (or 0)
 *  Boot the server on one of the MvM maps:
 mvm_decoy
 mvm_mannworks
 mvm_coaltown

 * Use the default mission cycle file (attached) or edit as you prefer

 * Convars:
 Vote issues specific to MvM:
 sv_vote_issue_changelevel_allowed_mvm
 sv_vote_issue_kick_allowed_mvm

 We also suggest sv_minrate 3

 To host a PvP server:
 *   No MvM maps in the mapcycle file.
 *   Set tf_mm_servermode 1 (or 0)
 *   Boot the server on a PvP map in your map cycle.


 A few last qestions:


 We will host some Boot Camp (non Mann UP!) servers, but we are expecting
 that the demand for servers of both kinds will be extremely high, so we are
 moving most of our servers to Mann UP.

 In summary: almost all of the boot camp players --- which is likely to
 be a majority of players today --- will be hosted on community servers.



 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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[hlds] Map cycles? Missions? mvm_coaltown vs mvm_decoy vs mvm_mannworks?

2012-08-15 Thread Peter HLDS
Do we have any details yet on how map-cycle files work?

What's a map, what's a mission?

I've seen bsp files for mvm_coaltown, mvm_decoy, and mvm_mannworks float by in 
the update window... but still no idea what map we should put in the command 
line to start with.

Any advice out there, yet?



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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-15 Thread T Marler
It would be really nice if players could pre-load game assets even if they are 
encrypted. I'm pretty sure this would help streamline this process, not sure if 
I'm asking too much here.

- Original Message -
From: Eric Smith er...@valvesoftware.com
Date: Wednesday, August 15, 2012 7:03 pm
Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
To: Half-Life dedicated Linux server mailing list 
hlds_li...@list.valvesoftware.com, Half-Life dedicated Win32 server mailing 
list hlds@list.valvesoftware.com, 'hlds_annou...@list.valvesoftware.com' 
hlds_annou...@list.valvesoftware.com

 We've released a mandatory update to TF2. The notes for the TF2 
 update are below. There are shared engine changes that affect 
 DoD:S and HL2:DM.
 
 -Eric
 
 --
 
 Team Fortress 2
 - Added Mann vs. Machine
 - Added Archimedes
 - Added The Soldier's Stogie
 - Added The Robro 3000
 - Updated The Helmet Without a Home to be paintable
 - Fixed some clipping issues with The Salty Dog
 - Removed player penetration from The Pomson 6000 and boosted 
 the damage to compensate
 
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 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-15 Thread David Weitz
I have a feeling they are pushing the update as soon as it's packaged.

On Wed, Aug 15, 2012 at 9:23 PM, T Marler bloodyi...@shaw.ca wrote:

 It would be really nice if players could pre-load game assets even if they
 are encrypted. I'm pretty sure this would help streamline this process, not
 sure if I'm asking too much here.


 - Original Message -
 From: Eric Smith er...@valvesoftware.com
 Date: Wednesday, August 15, 2012 7:03 pm
 Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
 To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com, Half-Life dedicated Win32 server
 mailing list hlds@list.valvesoftware.com, '
 hlds_annou...@list.valvesoftware.com' 
 hlds_annou...@list.valvesoftware.com

  We've released a mandatory update to TF2. The notes for the TF2
  update are below. There are shared engine changes that affect
  DoD:S and HL2:DM.
 
  -Eric
 
  --
 
  Team Fortress 2
  - Added Mann vs. Machine
  - Added Archimedes
  - Added The Soldier's Stogie
  - Added The Robro 3000
  - Updated The Helmet Without a Home to be paintable
  - Fixed some clipping issues with The Salty Dog
  - Removed player penetration from The Pomson 6000 and boosted
  the damage to compensate
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds




-- 
Regards,

David Weitz
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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-15 Thread T Marler
I don't think you quite understand what I am getting at...

I'm talking about as assets (large stuff) move to a completed state, background 
update the clients leading up to release and have those things encrypted, then 
day of release just download the rest and decrpt the previous assets. I'm sure 
this could cut the package size in half or less, making download sessions way 
shorter and in turn delivering it faster. Pretty much the same thing as 
pre-loading a pre-ordered game, except for one that is already released.

It seems to me the technology is already there?

- Original Message -
From: David Weitz dabbak...@gmail.com
Date: Wednesday, August 15, 2012 7:24 pm
Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
To: tmar...@shaw.ca, Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com

 I have a feeling they are pushing the update as soon as it's packaged.
 
 On Wed, Aug 15, 2012 at 9:23 PM, T Marler 
 bloodyi...@shaw.ca wrote:
 
  It would be really nice if players could pre-load game assets 
 even if they
  are encrypted. I'm pretty sure this would help streamline this 
 process, not
  sure if I'm asking too much here.
 
 
  - Original Message -
  From: Eric Smith er...@valvesoftware.com
  Date: Wednesday, August 15, 2012 7:03 pm
  Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
  To: Half-Life dedicated Linux server mailing list 
  hlds_li...@list.valvesoftware.com, Half-Life dedicated Win32 server
  mailing list hlds@list.valvesoftware.com, '
  hlds_annou...@list.valvesoftware.com' 
  hlds_annou...@list.valvesoftware.com
 
   We've released a mandatory update to TF2. The notes for the TF2
   update are below. There are shared engine changes that affect
   DoD:S and HL2:DM.
  
   -Eric
  
   --
  
   Team Fortress 2
   - Added Mann vs. Machine
   - Added Archimedes
   - Added The Soldier's Stogie
   - Added The Robro 3000
   - Updated The Helmet Without a Home to be paintable
   - Fixed some clipping issues with The Salty Dog
   - Removed player penetration from The Pomson 6000 and boosted
   the damage to compensate
  
   ___
   To unsubscribe, edit your list preferences, or view the list
   archives, please visit:
   https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
  
 
  ___
  To unsubscribe, edit your list preferences, or view the list 
 archives, please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
 
 
 
 
 -- 
 Regards,
 
 David Weitz
 
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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-15 Thread Damir Butmir

Is the update failing for anyone else? Looks like th update servers are 
crashing under load...Neither my client or server will update as the Valve 
update servers keep going down
  From: er...@valvesoftware.com
 To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com; 
 hlds_annou...@list.valvesoftware.com
 Date: Thu, 16 Aug 2012 01:01:26 +
 Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
 
 We've released a mandatory update to TF2. The notes for the TF2 update are 
 below. There are shared engine changes that affect DoD:S and HL2:DM.
 
 -Eric
 
 --
 
 Team Fortress 2
 - Added Mann vs. Machine
 - Added Archimedes
 - Added The Soldier's Stogie
 - Added The Robro 3000
 - Updated The Helmet Without a Home to be paintable
 - Fixed some clipping issues with The Salty Dog
 - Removed player penetration from The Pomson 6000 and boosted the damage to 
 compensate
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-15 Thread Timothy Sadleir
Unable to download the TF2 update.  :(

On Wed, Aug 15, 2012 at 6:28 PM, T Marler bloodyi...@shaw.ca wrote:

 I don't think you quite understand what I am getting at...

 I'm talking about as assets (large stuff) move to a completed state,
 background update the clients leading up to release and have those things
 encrypted, then day of release just download the rest and decrpt the
 previous assets. I'm sure this could cut the package size in half or less,
 making download sessions way shorter and in turn delivering it faster.
 Pretty much the same thing as pre-loading a pre-ordered game, except for
 one that is already released.

 It seems to me the technology is already there?


 - Original Message -
 From: David Weitz dabbak...@gmail.com
 Date: Wednesday, August 15, 2012 7:24 pm
 Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
 To: tmar...@shaw.ca, Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com

  I have a feeling they are pushing the update as soon as it's packaged.
 
  On Wed, Aug 15, 2012 at 9:23 PM, T Marler
  bloodyi...@shaw.ca wrote:
 
   It would be really nice if players could pre-load game assets
  even if they
   are encrypted. I'm pretty sure this would help streamline this
  process, not
   sure if I'm asking too much here.
  
  
   - Original Message -
   From: Eric Smith er...@valvesoftware.com
   Date: Wednesday, August 15, 2012 7:03 pm
   Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
   To: Half-Life dedicated Linux server mailing list 
   hlds_li...@list.valvesoftware.com, Half-Life dedicated Win32 server
   mailing list hlds@list.valvesoftware.com, '
   hlds_annou...@list.valvesoftware.com' 
   hlds_annou...@list.valvesoftware.com
  
We've released a mandatory update to TF2. The notes for the TF2
update are below. There are shared engine changes that affect
DoD:S and HL2:DM.
   
-Eric
   
--
   
Team Fortress 2
- Added Mann vs. Machine
- Added Archimedes
- Added The Soldier's Stogie
- Added The Robro 3000
- Updated The Helmet Without a Home to be paintable
- Fixed some clipping issues with The Salty Dog
- Removed player penetration from The Pomson 6000 and boosted
the damage to compensate
   
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archives, please visit:
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   ___
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  archives, please visit:
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  --
  Regards,
 
  David Weitz
 

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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-15 Thread Daniel Barreiro
Same

On Wed, Aug 15, 2012 at 9:31 PM, Damir Butmir d4m1...@hotmail.com wrote:
 Is the update failing for anyone else? Looks like th update servers are
 crashing under load...Neither my client or server will update as the Valve
 update servers keep going down

 From: er...@valvesoftware.com
 To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com;
 hlds_annou...@list.valvesoftware.com
 Date: Thu, 16 Aug 2012 01:01:26 +

 Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

 We've released a mandatory update to TF2. The notes for the TF2 update are
 below. There are shared engine changes that affect DoD:S and HL2:DM.

 -Eric

 --

 Team Fortress 2
 - Added Mann vs. Machine
 - Added Archimedes
 - Added The Soldier's Stogie
 - Added The Robro 3000
 - Updated The Helmet Without a Home to be paintable
 - Fixed some clipping issues with The Salty Dog
 - Removed player penetration from The Pomson 6000 and boosted the damage
 to compensate

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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-08-15 Thread Ross Bemrose
According to my client, which showed it in the downloads area for a 
brief moment, this update is nearly 1GB.


But yes, my server updater lost connection 40% through downloading after 
slowing to a crawl.


On 8/15/2012 9:31 PM, Damir Butmir wrote:
Is the update failing for anyone else? Looks like th update servers 
are crashing under load...Neither my client or server will update as 
the Valve update servers keep going down


 From: er...@valvesoftware.com
 To: hlds_li...@list.valvesoftware.com; hlds@list.valvesoftware.com; 
hlds_annou...@list.valvesoftware.com

 Date: Thu, 16 Aug 2012 01:01:26 +
 Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

 We've released a mandatory update to TF2. The notes for the TF2 
update are below. There are shared engine changes that affect DoD:S 
and HL2:DM.


 -Eric

 --

 Team Fortress 2
 - Added Mann vs. Machine
 - Added Archimedes
 - Added The Soldier's Stogie
 - Added The Robro 3000
 - Updated The Helmet Without a Home to be paintable
 - Fixed some clipping issues with The Salty Dog
 - Removed player penetration from The Pomson 6000 and boosted the 
damage to compensate


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