I hope when this update is pushed, someone is able to post/share step by step instructions detailing exactly how to get a server configured for MvM Co-op only. I have been seeing so many details being passed in this mailing list, and hope maybe a wiki or msg is posted with the details. Thanks in advance to anyone who does this!
On Wed, Aug 15, 2012 at 2:52 PM, Fletcher Dunn <[email protected]>wrote: > There is currently no way to select a particular server or server group in > the matchmaking system. > > The matchmaking system is not identical to L4D, because the gameserver and > the party members are all chosen at the same time. It is not a two-step > process where strangers trickle into a lobby and then you wait for a > server. You will never be in a lobby with strangers, only invited friends. > Each search party waits, and then and entire match (collection of 6 > players from N parties) is started on a particular gameserver. This is how > the current quickplay beta works. > > -----Original Message----- > From: [email protected] [mailto: > [email protected]] On Behalf Of Matt Adams > Sent: Wednesday, August 15, 2012 11:46 AM > To: Half-Life dedicated Win32 server mailing list > Subject: Re: [hlds] TF MvM hosting questions > > 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] > >> r > >> e.com>)" > >> <[email protected]<mailto:[email protected] > >> r 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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