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