Unless there is a cvar to change it, you must use the default and edit
it accordingly with notepad.

On Tue, Oct 9, 2012 at 8:22 PM, Brendan Cosman
<[email protected]> wrote:
> Hi,
>
> Unless I'm missing something, nothing in that article explains how to have an 
> unofficial MvM server rotate through a series of different maps with 
> appropriate popfiles.
>
> tf_mvm_missioncycle.res appears to have changed in today's patch, but I'm 
> still unsure how to tell a TF2 server to use a specific mission cycle.
>
> Also, that file appears to be per install, not per server instance, which is 
> surprising considering all other configuration files are per-instance.
>
> The only information I can find by searching the archive of this list is this 
> statement before MvM was released by Fletcher that the file was self 
> explanatory. I've asked this question on this list a few times and so far 
> we've been unable to find the actual answer.
>
> Regards,
> Brendan.
>
>
> ----- Original Message -----
> From: "DontWannaName!" <[email protected]>
> To: "Half-Life dedicated Win32 server mailing list" 
> <[email protected]>
> Sent: Wednesday, 10 October, 2012 12:28:35 PM GMT +10:00 Brisbane
> Subject: Re: [hlds] Mandatory Team Fortress 2 update released
>
> You mean this?
>
> https://support.steampowered.com/kb_article.php?ref=6656-IAZN-7933
>
> On Tue, Oct 9, 2012 at 5:51 PM, Brendan Cosman
> <[email protected]> wrote:
>> Hi,
>>
>> Can we please have documentation on how to setup a proper tour of duty on an 
>> unofficial server. According to http://www.teamfortress.com/post.php?id=8985 
>> "Remember: as always, loot is the only difference between MvM on the 
>> unofficial "Boot Camp" server and official "Mann Up" servers. Otherwise the 
>> gameplay is identical." but we don't have documentation on how to configure 
>> a server to run the tour of duty.
>>
>> I last requested this on 5 September, I've included a copy of that request 
>> below.
>>
>> Regards,
>> Brendan.
>>
>> -----
>>
>> Hi,
>>
>> We still don't seem to have documentation on how to properly setup an MvM 
>> server with an advanced map rotation. We can use the map.cfg files to change 
>> the popfile, but at best that gives us one advanced mode per map per host 
>> (not even per server), rather than allowing us to rotate through all 6 
>> advanced modes.
>>
>> We'd like to support your new game mode properly and in a professional 
>> manner, but we need documentation on how to do it.
>>
>> (Also, playing MannUp mode with 200+ ping is horrible, we'd love to run some 
>> Australian servers for you - we do it for EA's play for free titles Heroes & 
>> BFP4F)
>>
>> Regards,
>> Brendan.
>>
>> -----
>>
>>
>> ----- Original Message -----
>> From: "Eric Smith" <[email protected]>
>> To: "Half-Life dedicated Win32 server mailing list" 
>> <[email protected]>, "Half-Life dedicated Linux server mailing 
>> list" <[email protected]>, 
>> "[email protected]" <[email protected]>
>> Sent: Wednesday, 10 October, 2012 7:37:16 AM GMT +10:00 Brisbane
>> Subject: [hlds] Mandatory Team Fortress 2 update released
>>
>> We've released a mandatory update for Team Fortress 2. The notes for the 
>> update are below.
>>
>> -Eric
>>
>> ------------------------------
>>
>> Source Engine Changes (TF2, DoD:S, HL2:DM)
>> - Fixed HTTP downloads on Mac not sending an HTTP referer
>>
>> Team Fortress 2
>> - Updated materials/models for the Champ Stamp, King of Scotland Cape, 
>> Stovepipe Sniper Shako, and Freedom Staff
>> - Fixed a server crash that could occur if a Spy was disguised holding the 
>> Gunslinger
>> - Fixed the Lacking Moral Fiber Mask being tagged as a misc item instead of 
>> a hat
>> - Fixed the Gunslinger not accepting "Sappers Removed" strange parts
>> - Overhealed players that are bleeding or on fire can now pickup healthkits 
>> to remove these conditions
>> - Added tf_dingalingaling_repeat_delay (default 0) which limits how often 
>> the dingalingaling sound can play
>> - Removed outdated tip about the Spy's Enforcer
>> - Updated the localization files
>> - Vote system
>>    - Allow kicking of connected players that haven't joined a team in Mann 
>> vs. Machine
>>    - Added sv_vote_issue_kick_spectators_mvm (default 0) which allows 
>> players to kick anyone that isn't team invaders, as long as they've passed 
>> the sv_vote_issue_kick_min_connect_time_mvm timer, if enabled
>> - Mann vs. Machine
>>    - Added two new tours of duty, each with new unique loot:
>>       - Operation Oil Spill, with 6 new intermediate skill missions
>>       - Operation Gear Grinder, with 3 new expert skill missions
>>    - If a player connects to a MvM game through matchmaking and loses their 
>> connection, their spot will be held for a brief duration and they will be 
>> given a chance to reconnect
>>    - After victory on a Mann Up server, the players will be put into a lobby 
>> together.
>>    - Improved matchmaking searching status screen
>>  - Mann vs. Machine balance changes:
>>    - Explosive Headshots
>>       - damage is now 150 regardless of upgrade level
>>       - damage is done in one tick instead of the previous six
>>       - added a slowing effect based on upgrade level (50%-80% slow, 2-4 
>> second duration)
>>       - radius still scales with upgrade level (unchanged)
>>    - Marked For Death duration reduced to 7 seconds from 15 seconds when the 
>> target is a giant robot
>>    - Reduced the "effect bar recharge rate increased" upgrade from 20% 
>> increments with an 80% cap to 15% increments with a 60% cap
>>
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