While that may well be true, there are LOTS of 24 player servers running the
base maps & config that Valve can use as a base line for monitoring. Surely
leaving 32 player servers in wouldn't hurt them too much as they could do
the filtering on their end.
Plus if there were lots of issues with servers crashing, then those servers
would end up empty, because people would get fed up with the crashes.

Sil^

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Ottalini
Sent: 11 October 2007 03:35
To: [email protected]
Cc: [EMAIL PROTECTED]
Subject: Re: [hlds] TF2 ... All 32 player servers filtered out?

I think the issue here is this is a brand new mod (officially only HOURS
old!) and the user experience needs to be uniform and "unpatched" as much as
possible so Valve can calibrate the new engine before porting over all the
other mods.

Remember that the stats tracking system is brand new as well and hacking the
maps and servers will throw off the baseline for stats, in some cases
dramatically.

Once the engine's behavior and quirks have been thoroughly hashed out, THEN
is the time for allowing modifications like this but most certainly NOT by
server admins hex editing server binaries.

The developers at Valve had very good reasons to set the max number of
players at 24, let's give them the a little credit and consideration here
ok?

In addition, one of the maps tc_hydro has potentially too many base entities
for 32 players and could cause servers and clients to crash (but it seems ok
with 24 players but might be right at the borderline).

qUiCkSiLvEr



----- Original Message -----
From: "Mike Munoz"
To: <[email protected]>
Sent: Wednesday, October 10, 2007 1:30 PM
Subject: RE: [hlds] TF2 ... All 32 player servers filtered out?


> OUCH!!...
> To actually go so far as to modify the server browser so that it won't
> list 32 slot TF2 servers!


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