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 > >>> > >>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list archives, > >>> please visit: > >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > >>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list archives, > >>> please visit: > >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > >>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list archives, > >>> please visit: > >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > >>> > >>> > >> > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > >> > >> > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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