Is there something we will see in console when it tries to send
players to our passworded servers?

On Tue, Aug 21, 2012 at 2:39 PM, doc <[email protected]> wrote:
> Did any of you set mp_allowspectate to 0 ?
>
> On Tue, Aug 21, 2012 at 2:32 PM, Cameron Munroe
> <[email protected]>wrote:
>
>> I know my server @ 66.212.17.44:27016 has a password, is that one on the
>> list?
>>
>>
>>
>> On 8/21/2012 1:58 PM, Fletcher Dunn wrote:
>>
>>> I could really use some help understanding how to reproduce this problem.
>>>
>>> What *should* be happening, and what I reproduced when I tested it, was
>>> if you have sv_password set, it would immediately set tf_mm_servermode 0.
>>>
>>> Can anybody explain how a server is in the matchmaking pool with a
>>> password set?
>>>
>>>
>>>
>>> From: 
>>> hlds-bounces@list.**valvesoftware.com<[email protected]>[mailto:
>>> hlds-bounces@list.**valvesoftware.com<[email protected]>]
>>> On Behalf Of Alastor Raynes
>>> Sent: Tuesday, August 21, 2012 1:20 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] MvM server browser player counts and improtant note
>>> regarding replay
>>>
>>>
>>> Fletch,
>>>
>>> I wanted to bring a bug to your attention. You guys probably already know
>>> about this, but I thought I'd make you aware of it.
>>>
>>> Boot Camp matchmaking has the capability to connect to servers who have
>>> passwords set. This results in a rather frustrating 20 minute wait,
>>> followed by a Bad Password error and the need to re-queue.
>>>
>>> Please ignore this if it has been fixed.
>>> On Aug 21, 2012 1:56 PM, "Fletcher Dunn" <[email protected]<**
>>> mailto:fletcherd@**valvesoftware.com <[email protected]>>>
>>> wrote:
>>> We made some changes in today's update to make MvM player counts in the
>>> server browser make as much sense as possible within the current framework.
>>>
>>> Here's how it works:
>>>
>>> Bots should do not show at all in any client-visible way.  (Although,
>>> they still show in the "status" output.)
>>>
>>> sv_maxvisibleplayers is slammed to 6 + {number of spectators}.
>>>
>>> In this scheme, your server appears to have space if a player can join
>>> and play on the defending team, it appears to be full if this is not the
>>> case.  The existing server browser framework does not make it
>>> straightforward to clients connected as spectator from the player count.
>>>  This logic was the best compromise.
>>>
>>> One final note: We discovered a small problem with today's update.  If
>>> you have replay enabled, the above logic will think replay is a "spectator"
>>> and your server will show 7 max players.  We'll fix this in an upcoming
>>> update.
>>>
>>> - Fletch
>>>
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>>
>>
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