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 >>> >>> ______________________________**_________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds<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<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_linux<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_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

