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: >>>>>> 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 >> >> >> _______________________________________________ >> 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

