I would assume it will be similar to the way arena is setup (it uses a
different mapcycl/servercfgfile).

Look into how that works to get a basic idea.

On Wed, Aug 15, 2012 at 2:56 PM, Jason <[email protected]> wrote:

> 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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