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: [email protected]
> To: [email protected]
> 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 <[email protected]> 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: [email protected]
> >> [mailto:[email protected]] 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: [email protected]
> >>> [mailto:[email protected]] 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 ([email protected])
> >>> 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
> >>> balance will be way off.
> >>>
> >>> - Fletch
> >>>
> >>>
> >>> -----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]
> >>> e.com>)"
> >>> <[email protected]<mailto:[email protected]
> >>> e.com>>, "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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> >>> please visit:
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> >>>
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> >>>
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> >>>
> >>>
> >>
> >>
> >> _______________________________________________
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> >> please visit:
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> >>
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> >>
> >>
> >
> >
> >
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> > please visit:
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