That is what we thought as well, but I think that would require way to many changes to tf2.

On 8/14/2012 11:01 AM, Dr. McKay wrote:
So the robots are actual TF bots? I assumed this would be more similar to 
L4D(2) in that a small number of human players play against a horde of enemies 
that are spawned automatically and don't require an actual client index. 
Interesting.



On Aug 14, 2012, at 1:00 PM, Fletcher Dunn <[email protected]> wrote:

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.

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] 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: [email protected] [[email protected]] 
On Behalf Of Fletcher Dunn [[email protected]]
Sent: 14 August 2012 08:52
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 
server mailing     list ([email protected])
Subject: Re: [hlds] TF MvM hosting questions

MvM matchmaking will be restricted to 6 players at launch.

The matchmaking also supports joining games in progress to fill an empty slot, 
in which case of course the current map will not be changed.

From: [email protected] 
[mailto:[email protected]] On Behalf Of Agro
Sent: Monday, August 13, 2012 11:40 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

Is MvM matchmaking going to be limited to 6 players or was the "6 players join, map 
changes" logic just an indicator of server behavior to expect?
----- Reply message -----
From: "Fletcher Dunn" 
<[email protected]<mailto:[email protected]>>
To: "Half-Life dedicated Linux server mailing list 
([email protected]<mailto:[email protected]>)" 
<[email protected]<mailto:[email protected]>>, "Half-Life dedicated Win32 server 
mailing list ([email protected]<mailto:[email protected]>)" 
<[email protected]<mailto:[email protected]>>
Subject: [hlds] TF MvM hosting questions
Date: Tue, Aug 14, 2012 06:39

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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