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
> >>
> >> _______________________________________________
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> >>
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> >>
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> >>
> >>
> >
> >
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> >
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> >
>
>
>
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