Sure it is, but it will be the best once Steam Games are available on it :D

2012/8/16 Cameron Munroe <[email protected]>:
> LOL proof linux is better.
>
>
> On 8/15/2012 2:57 PM, Doctor McKay wrote:
>>
>> Update: I was just told in #sourcemod that the SM update will be built and
>> uploaded once the update warning is sent out. Linux will take about 10
>> minutes to build, Windows will take about an hour.
>>
>>
>>
>> Dr. McKay
>> http://www.doctormckay.com
>>
>> -----Original Message----- From: Doctor McKay
>> Sent: Wednesday, August 15, 2012 5:44 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] TF MvM hosting questions
>>
>> I was told gamedata needs to be updated and the TF2 extension needs to be
>> recompiled.
>>
>>
>>
>> Dr. McKay
>> http://www.doctormckay.com
>>
>> -----Original Message----- From: Daniel Barreiro
>> Sent: Wednesday, August 15, 2012 5:41 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] TF MvM hosting questions
>>
>> Did they tell you if they expect extensions to fully break or just
>> need gamedata updates?
>>
>> On Wed, Aug 15, 2012 at 5:37 PM, Doctor McKay <[email protected]>
>> wrote:
>>>
>>> The SM devs have told me that the required SM update will be ready before
>>> the actual game update. Watch the SM waterfall page
>>> (http://www.sourcemod.net/builds/waterfall) and download the latest
>>> snapshot
>>> when youros-1.4 has been built and uploaded.
>>>
>>>
>>> Dr. McKay
>>> http://www.doctormckay.com
>>>
>>> -----Original Message----- From: DontWannaName!
>>> Sent: Wednesday, August 15, 2012 2:48 PM
>>>
>>> To: Half-Life dedicated Win32 server mailing list
>>> 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:
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>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>>> please visit:
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>>>>>>
>>>>>> _______________________________________________
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>>>>>> please visit:
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>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
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>>>>> please visit:
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>>>>>
>>>>> _______________________________________________
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>>>>> please visit:
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>>>>>
>>>>>
>>>>
>>>>
>>>>
>>>> _______________________________________________
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>>>> please visit:
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>>>
>>>
>>>
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>>
>>
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>>
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>
>
>
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