The special infected in L4D are basically bots taking player slots though.
I suppose for more refined bot behavior where they are supposed to act more
like human players it's needed (IIRC TF2 bots were basically designed to
have similar limitations as human players rather than instantly turning
around and headshotting you).

On Tue, Aug 14, 2012 at 8:01 PM, Dr. McKay <[email protected]> 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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