So the new mode is a 6 player/slots per server game?
On 2012-08-14 07:46, Cameron Munroe wrote:
Is there anyway we can preemptively setup a server? My guess in no,
but just asking as it seems like it will be fun.
On 8/13/2012 10:39 PM, Fletcher Dunn wrote:
Here are some answers to questions
@list.valvesoftware.com
Subject: Re: [hlds_linux] TF MvM hosting questions
So the new mode is a 6 player/slots per server game?
On 2012-08-14 07:46, Cameron Munroe wrote:
Is there anyway we can preemptively setup a server? My guess in no,
but just asking as it seems like it will be fun.
On 8
it
is addressed.
Any views or opinions expressed are solely those of the author and do not
necessarily represent those of BlackOut Gaming.
Date: Tue, 14 Aug 2012 11:06:13 +0200
From: daniel.joki...@gmail.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] TF MvM hosting
Gaming.
Date: Tue, 14 Aug 2012 11:06:13 +0200
From: daniel.joki...@gmail.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] TF MvM hosting questions
So the new mode is a 6 player/slots per server game?
On 2012-08-14 07:46, Cameron Munroe wrote
...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: Tuesday, August 14, 2012 1:40 AM
To: Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
mailing list (h...@list.valvesoftware.com)
Subject: [hlds_linux] TF MvM hosting
AM
To: Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
mailing list (h...@list.valvesoftware.com)
Subject: [hlds_linux] TF MvM hosting questions
Here are some answers to questions regarding hosting MvM servers:
* Players
On 14/08/2012 15:08, Frank wrote:
Ok so 6 player limit - is that solid cause right now? I stretch like many
others a 24 player server to 32 which still runs fine and if you have the
horsepower in the server then why not.
I believe a question was asked about the CPU usage - please compare? CPU =
It's more of why only 6 when we had more previously. Same thing went
over when L4D/L4D2 came out. People wanted more than 4player coop. Thats
why some people invented the 10vs10 versus servers with plugins etc.
Just that the game isn't the same anymore after that.
As some are aware, srcds
No confusion just a little more drawn out for what seems that everyone wants
and that is higher player support - although I think at this point from the
information provided we will have to suck it up at a 6player limit if co-op
is going to be a resource hog.
6 is all the fingers on one hand
On 14/08/2012 21:48, ics wrote:
It's more of why only 6 when we had more previously. Same thing went
over when L4D/L4D2 came out. People wanted more than 4player coop.
Thats why some people invented the 10vs10 versus servers with plugins
etc. Just that the game isn't the same anymore after
Thank you Dan this is exactly how I felt.
But, we haven't played this yet to see what the 6 players means in terms of
casual or pub play, joining or leaving, or in terms of balance and so on.
Deciding you don't like 6 players at this stage cannot have anything to
do with the game.
--
Dan
Great, thanks for the info, Fletch! I'll be stress-testing my machine and
network tonight to see if I can host a few.
On Aug 13, 2012 10:40 PM, Fletcher Dunn fletch...@valvesoftware.com
wrote:
Here are some answers to questions regarding hosting MvM servers:
* Players can join your server
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
Is there anyway we can preemptively setup a server? My guess in no, but
just asking as it seems like it will be fun.
On 8/13/2012 10:39 PM, Fletcher Dunn wrote:
Here are some answers to questions regarding hosting MvM servers:
* Players can join your server through any means they can join PvP
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