I second the request for explanation of the tf_mvm_missioncyclefile format.

What I've found through experimentation...

As long as the server ONLY runs map & mission *combinations* specified in the missioncyclefile then the server will rotate through all the combinations within the same category as expected.

Once a server enters a particular category it will continue rotating between maps in that category - i.e. with the default missioncyclefile once players vote changelevel -> advanced it will rotation only between maps w/ advanced missions since they all sit in one category.

As soon as the server runs a map/mission combination that doesn't exist in the missioncyclefile then the server will get stuck on that map forever. i.e. when you finish the mission it will not change maps.

I also find that with custom maps it regularly rotates to a new map and doesn't set tf_mvm_popfile so I end up stuck on that map. I don't know whether the community made maps are missing something or it's a bug in the way missioncyclefile works.

The workaround that I use is to create a <map>.cfg for each map, and force tf_mvm_popfile appropriately. The limit that this creates is that I can't have more than one popfile available per map, without writing some custom mod to flip popfiles on the fly.

On 10/10/2012 2:22 PM, Brendan Cosman 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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