Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Fletcher Dunn
tf_mm_strict 1 does two things:

* hides the server from the server browser list results
* causes your server to reject direct joins not negotiated through matchmaking.

We could easily make that a 3-values variable, if people thing it would be 
useful.  (Allow direct connections but not be visible on the server browser).

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold
Sent: Friday, August 17, 2012 3:54 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

On 15.08.2012 23:14, Ross Bemrose wrote:

 Also, does tf_mm_strict 1 let people who have the server favorited see 
 it in their favorites list?

tf_mm_strict 1 only accepts traffic from matchmaking, so if people can see the 
server in their list is kind of moot.


/Peter


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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Andreas Grimm
Hi Fletcher,

when I set sv_visiblemaxplayers to 6 and when there are 6 humans online,
then my browser shows 0/6 players online instead of 6/6.
Maybe fixing that could solve the most problems, too?

- Andreas

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Friday, August 17, 2012 7:12 PM
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Win32 server mailing list
(hlds@list.valvesoftware.com)
Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions

tf_mm_strict 1 does two things:

* hides the server from the server browser list results
* causes your server to reject direct joins not negotiated through
matchmaking.

We could easily make that a 3-values variable, if people thing it would be
useful.  (Allow direct connections but not be visible on the server
browser).

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Reinhold
Sent: Friday, August 17, 2012 3:54 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

On 15.08.2012 23:14, Ross Bemrose wrote:

 Also, does tf_mm_strict 1 let people who have the server favorited see 
 it in their favorites list?

tf_mm_strict 1 only accepts traffic from matchmaking, so if people can see
the server in their list is kind of moot.


/Peter


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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Alan Kennedy

Fletcher, if that three-value variable is possible, it would be much 
appreciated. Since the slots are not that many, i'm having trouble trying to 
give priority for my Gamers Community on the TF2 MvM servers. They know the IP, 
but i seem to get a lot of browser joins from other countries (with high ping) 
as well due to the high demand on the mod.

The other option would be to just set a password but i'm not pro-locked servers.

I suppose other are in the same position.

Thx!.

Best Regards, Alan //

--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709

- Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list 
 (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com
 Sent: Friday, August 17, 2012 2:12:16 PM
 Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions
 tf_mm_strict 1 does two things:
 
 * hides the server from the server browser list results
 * causes your server to reject direct joins not negotiated through
 matchmaking.
 
 We could easily make that a 3-values variable, if people thing it
 would be useful. (Allow direct connections but not be visible on the
 server browser).
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
 Reinhold
 Sent: Friday, August 17, 2012 3:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
 On 15.08.2012 23:14, Ross Bemrose wrote:
 
  Also, does tf_mm_strict 1 let people who have the server favorited
  see
  it in their favorites list?
 
 tf_mm_strict 1 only accepts traffic from matchmaking, so if people can
 see the server in their list is kind of moot.
 
 
 /Peter
 
 
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Valentin G.
That 3-value cvar would be a great idea.

On Fri, Aug 17, 2012 at 8:06 PM, Alan Kennedy kenne...@3dgames.com.ar wrote:

 Fletcher, if that three-value variable is possible, it would be much 
 appreciated. Since the slots are not that many, i'm having trouble trying to 
 give priority for my Gamers Community on the TF2 MvM servers. They know the 
 IP, but i seem to get a lot of browser joins from other countries (with high 
 ping) as well due to the high demand on the mod.

 The other option would be to just set a password but i'm not pro-locked 
 servers.

 I suppose other are in the same position.

 Thx!.

 Best Regards, Alan //

 --
 3DGames Argentina
 http://www.3dgames.com.ar
 Libertad 41, 5to Piso - Capital Federal
 Tel: 4-332-4709

 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list 
 (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com
 Sent: Friday, August 17, 2012 2:12:16 PM
 Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions
 tf_mm_strict 1 does two things:

 * hides the server from the server browser list results
 * causes your server to reject direct joins not negotiated through
 matchmaking.

 We could easily make that a 3-values variable, if people thing it
 would be useful. (Allow direct connections but not be visible on the
 server browser).

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
 Reinhold
 Sent: Friday, August 17, 2012 3:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 On 15.08.2012 23:14, Ross Bemrose wrote:

  Also, does tf_mm_strict 1 let people who have the server favorited
  see
  it in their favorites list?

 tf_mm_strict 1 only accepts traffic from matchmaking, so if people can
 see the server in their list is kind of moot.


 /Peter


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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Matt Adams
Agreed

Sent from my iPhone

On Aug 17, 2012, at 12:59 PM, Valentin G. nextra...@gmail.com wrote:

 That 3-value cvar would be a great idea.
 
 On Fri, Aug 17, 2012 at 8:06 PM, Alan Kennedy kenne...@3dgames.com.ar wrote:
 
 Fletcher, if that three-value variable is possible, it would be much 
 appreciated. Since the slots are not that many, i'm having trouble trying to 
 give priority for my Gamers Community on the TF2 MvM servers. They know the 
 IP, but i seem to get a lot of browser joins from other countries (with high 
 ping) as well due to the high demand on the mod.
 
 The other option would be to just set a password but i'm not pro-locked 
 servers.
 
 I suppose other are in the same position.
 
 Thx!.
 
 Best Regards, Alan //
 
 --
 3DGames Argentina
 http://www.3dgames.com.ar
 Libertad 41, 5to Piso - Capital Federal
 Tel: 4-332-4709
 
 - Original Message -
 From: Fletcher Dunn fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_li...@list.valvesoftware.com
 Cc: Half-Life dedicated Win32 server mailing list 
 (hlds@list.valvesoftware.com) hlds@list.valvesoftware.com
 Sent: Friday, August 17, 2012 2:12:16 PM
 Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions
 tf_mm_strict 1 does two things:
 
 * hides the server from the server browser list results
 * causes your server to reject direct joins not negotiated through
 matchmaking.
 
 We could easily make that a 3-values variable, if people thing it
 would be useful. (Allow direct connections but not be visible on the
 server browser).
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
 Reinhold
 Sent: Friday, August 17, 2012 3:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
 On 15.08.2012 23:14, Ross Bemrose wrote:
 
 Also, does tf_mm_strict 1 let people who have the server favorited
 see
 it in their favorites list?
 
 tf_mm_strict 1 only accepts traffic from matchmaking, so if people can
 see the server in their list is kind of moot.
 
 
 /Peter
 
 
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread DontWannaName!
I am in favor of this.

Sent from my iPhone 4

On Aug 17, 2012, at 10:12 AM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 tf_mm_strict 1 does two things:
 
 * hides the server from the server browser list results
 * causes your server to reject direct joins not negotiated through 
 matchmaking.
 
 We could easily make that a 3-values variable, if people thing it would be 
 useful.  (Allow direct connections but not be visible on the server browser).
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold
 Sent: Friday, August 17, 2012 3:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
 On 15.08.2012 23:14, Ross Bemrose wrote:
 
 Also, does tf_mm_strict 1 let people who have the server favorited see 
 it in their favorites list?
 
 tf_mm_strict 1 only accepts traffic from matchmaking, so if people can see 
 the server in their list is kind of moot.
 
 
 /Peter
 
 
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Gabriel Freitas
sure would be nice

On Fri, Aug 17, 2012 at 3:46 PM, DontWannaName! ad...@topnotchclan.comwrote:

 I am in favor of this.

 Sent from my iPhone 4

 On Aug 17, 2012, at 10:12 AM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

  tf_mm_strict 1 does two things:
 
  * hides the server from the server browser list results
  * causes your server to reject direct joins not negotiated through
 matchmaking.
 
  We could easily make that a 3-values variable, if people thing it would
 be useful.  (Allow direct connections but not be visible on the server
 browser).
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold
  Sent: Friday, August 17, 2012 3:54 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  On 15.08.2012 23:14, Ross Bemrose wrote:
 
  Also, does tf_mm_strict 1 let people who have the server favorited see
  it in their favorites list?
 
  tf_mm_strict 1 only accepts traffic from matchmaking, so if people can
 see the server in their list is kind of moot.
 
 
  /Peter
 
 
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 please visit:
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Formologic23
Seconded.

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Friday, August 17, 2012 11:47 AM
To: Half-Life dedicated Win32 server mailing list
Cc: Half-Life dedicated Win32 server mailing
list(hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing
list
Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions

 

I am in favor of this.

Sent from my iPhone 4

On Aug 17, 2012, at 10:12 AM, Fletcher Dunn fletch...@valvesoftware.com
wrote:

 tf_mm_strict 1 does two things:

 * hides the server from the server browser list results
 * causes your server to reject direct joins not negotiated through
matchmaking.

 We could easily make that a 3-values variable, if people thing it would be
useful.  (Allow direct connections but not be visible on the server
browser).

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter
Reinhold
 Sent: Friday, August 17, 2012 3:54 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 On 15.08.2012 23:14, Ross Bemrose wrote:

 Also, does tf_mm_strict 1 let people who have the server favorited see
 it in their favorites list?

 tf_mm_strict 1 only accepts traffic from matchmaking, so if people can see
the server in their list is kind of moot.


 /Peter


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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Sampson Rogers
Thirded, get it?
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-17 Thread Tom McClellan
Yes would love this.

On Fri, Aug 17, 2012 at 1:14 PM, Sampson Rogers kritskring...@gmail.com wrote:
 Thirded, get it?
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Fletcher Dunn
7th.

We'll do the best we can and are hoping to not release it too late.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Benedict Glover
Sent: Wednesday, August 15, 2012 8:47 AM
To: hlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions


6th

 From: flub...@gmail.com
 Date: Wed, 15 Aug 2012 17:42:15 +0200
 To: hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
 5Th
 
 2012/8/15 Vader_666 vader...@gmail.com
 
  4th
 
  2012/8/15 Giovanni Harting chefeification...@gmail.com
 
   Third.
  
   2012/8/15 Dr. McKay li...@doctormckay.com
  
I second this request.
   
   
Dr. McKay
http://www.doctormckay.com
   
On Aug 15, 2012, at 10:11 AM, Frank ad...@gamerscrib.net wrote:
   
 Is there any chance at all in having this update release 
 before 5PM
   EST??
 The Meet the Pyro update released so late for many of us that 
 we
  didn't
have
 time to do much in the form of damage control and make the 
 needed adjustments server side till the next day. It would be 
 nice to have
  it
 release early enough so we can set servers up without it being 
 into
  the
wee
 hours of the night again.

 I believe that's just a very small favor to ask as this update
  appears
   it
 may be a beast.

 Thanks guys!

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf 
 Of
   Fletcher
 Dunn
 Sent: Tuesday, August 14, 2012 1:17 PM
 To: Half-Life dedicated Linux server mailing list 
 (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32
  server
 mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 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.)


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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Alastor Raynes
A few quick questions, if I may.

1) Will it be possible to force a server to run in only MvM mode, like how
Arena mode currently works? If so, how is this done?

2) If a server has the capability, will spectators be able to join and
watch MvM matches without SourceTV? If so, will they be able to cycle in
and out after each match, like Arena mode?

I apologize if these have already been answered.
On Aug 15, 2012 10:51 AM, Fletcher Dunn fletch...@valvesoftware.com
wrote:

 7th.

 We'll do the best we can and are hoping to not release it too late.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Benedict Glover
 Sent: Wednesday, August 15, 2012 8:47 AM
 To: hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions


 6th

  From: flub...@gmail.com
  Date: Wed, 15 Aug 2012 17:42:15 +0200
  To: hlds_li...@list.valvesoftware.com
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  5Th
 
  2012/8/15 Vader_666 vader...@gmail.com
 
   4th
  
   2012/8/15 Giovanni Harting chefeification...@gmail.com
  
Third.
   
2012/8/15 Dr. McKay li...@doctormckay.com
   
 I second this request.


 Dr. McKay
 http://www.doctormckay.com

 On Aug 15, 2012, at 10:11 AM, Frank ad...@gamerscrib.net
 wrote:

  Is there any chance at all in having this update release
  before 5PM
EST??
  The Meet the Pyro update released so late for many of us that
  we
   didn't
 have
  time to do much in the form of damage control and make the
  needed adjustments server side till the next day. It would be
  nice to have
   it
  release early enough so we can set servers up without it being
  into
   the
 wee
  hours of the night again.
 
  I believe that's just a very small favor to ask as this update
   appears
it
  may be a beast.
 
  Thanks guys!
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf
  Of
Fletcher
  Dunn
  Sent: Tuesday, August 14, 2012 1:17 PM
  To: Half-Life dedicated Linux server mailing list
  (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32
   server
  mailing list
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  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.)
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
   archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_l
  inux

 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_lin
 ux

___
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
  
  ___
  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:
 

Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Fletcher Dunn
MOAR IMPORTANT FACTS!

The MvM in-game voting system restricts the options given to players to change 
the map or mission.  Similarly, PvP voting restricts the options to what's in 
your mapcycle file.

So...

To host a PvP server:

* No MvM maps in the mapcycle file.

* Set tf_mm_servermode 1 (or 0)

* Boot the server on a PvP map in your map cycle.

To host an MvM server:

* Make sure maxplayers is 32!

* No PvP maps in the MvM mission cycle file.  (More details on this 
file will follow.)

* Set tf_mm_servermode 2 (or 0)

* Boot the server on a MvM map in your map cycle.

If you do the above, the server will essentially be locked in either one mode 
or the other, and players will not be able to switch.  (Barring any use of 
rcon, etc.)




From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Alastor Raynes
Sent: Wednesday, August 15, 2012 9:33 AM
To: Half-Life dedicated Win32 server mailing list
Cc: hlds_li...@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions


A few quick questions, if I may.

1) Will it be possible to force a server to run in only MvM mode, like how 
Arena mode currently works? If so, how is this done?

2) If a server has the capability, will spectators be able to join and watch 
MvM matches without SourceTV? If so, will they be able to cycle in and out 
after each match, like Arena mode?

I apologize if these have already been answered.
On Aug 15, 2012 10:51 AM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
7th.

We'll do the best we can and are hoping to not release it too late.

-Original Message-
From: 
hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com
 
[mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Benedict Glover
Sent: Wednesday, August 15, 2012 8:47 AM
To: hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions


6th

 From: flub...@gmail.commailto:flub...@gmail.com
 Date: Wed, 15 Aug 2012 17:42:15 +0200
 To: 
 hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 5Th

 2012/8/15 Vader_666 vader...@gmail.commailto:vader...@gmail.com

  4th
 
  2012/8/15 Giovanni Harting 
  chefeification...@gmail.commailto:chefeification...@gmail.com
 
   Third.
  
   2012/8/15 Dr. McKay li...@doctormckay.commailto:li...@doctormckay.com
  
I second this request.
   
   
Dr. McKay
http://www.doctormckay.com
   
On Aug 15, 2012, at 10:11 AM, Frank 
ad...@gamerscrib.netmailto:ad...@gamerscrib.net wrote:
   
 Is there any chance at all in having this update release
 before 5PM
   EST??
 The Meet the Pyro update released so late for many of us that
 we
  didn't
have
 time to do much in the form of damage control and make the
 needed adjustments server side till the next day. It would be
 nice to have
  it
 release early enough so we can set servers up without it being
 into
  the
wee
 hours of the night again.

 I believe that's just a very small favor to ask as this update
  appears
   it
 may be a beast.

 Thanks guys!

 -Original Message-
 From: 
 hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com]
  On Behalf
 Of
   Fletcher
 Dunn
 Sent: Tuesday, August 14, 2012 1:17 PM
 To: Half-Life dedicated Linux server mailing list
 (hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com);
  Half-Life dedicated Win32
  server
 mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 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

Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Dan Offord
  * No PvP maps in the MvM mission cycle file.  (More details on
this file will follow.)

Will we be able to set where this file is? similar to mapcyclefile?

Regards,

Dan

On 15 August 2012 17:54, Fletcher Dunn fletch...@valvesoftware.com wrote:

 MOAR IMPORTANT FACTS!

 The MvM in-game voting system restricts the options given to players to
 change the map or mission.  Similarly, PvP voting restricts the options to
 what's in your mapcycle file.

 So...

 To host a PvP server:

 * No MvM maps in the mapcycle file.

 * Set tf_mm_servermode 1 (or 0)

 * Boot the server on a PvP map in your map cycle.

 To host an MvM server:

 * Make sure maxplayers is 32!

 * No PvP maps in the MvM mission cycle file.  (More details on
 this file will follow.)

 * Set tf_mm_servermode 2 (or 0)

 * Boot the server on a MvM map in your map cycle.

 If you do the above, the server will essentially be locked in either one
 mode or the other, and players will not be able to switch.  (Barring any
 use of rcon, etc.)




 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Alastor Raynes
 Sent: Wednesday, August 15, 2012 9:33 AM
 To: Half-Life dedicated Win32 server mailing list
 Cc: hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions


 A few quick questions, if I may.

 1) Will it be possible to force a server to run in only MvM mode, like how
 Arena mode currently works? If so, how is this done?

 2) If a server has the capability, will spectators be able to join and
 watch MvM matches without SourceTV? If so, will they be able to cycle in
 and out after each match, like Arena mode?

 I apologize if these have already been answered.
 On Aug 15, 2012 10:51 AM, Fletcher Dunn fletch...@valvesoftware.com
 mailto:fletch...@valvesoftware.com wrote:
 7th.

 We'll do the best we can and are hoping to not release it too late.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Benedict Glover
 Sent: Wednesday, August 15, 2012 8:47 AM
 To: hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions


 6th

  From: flub...@gmail.commailto:flub...@gmail.com
  Date: Wed, 15 Aug 2012 17:42:15 +0200
  To: hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  5Th
 
  2012/8/15 Vader_666 vader...@gmail.commailto:vader...@gmail.com
 
   4th
  
   2012/8/15 Giovanni Harting chefeification...@gmail.commailto:
 chefeification...@gmail.com
  
Third.
   
2012/8/15 Dr. McKay li...@doctormckay.commailto:
 li...@doctormckay.com
   
 I second this request.


 Dr. McKay
 http://www.doctormckay.com

 On Aug 15, 2012, at 10:11 AM, Frank ad...@gamerscrib.net
 mailto:ad...@gamerscrib.net wrote:

  Is there any chance at all in having this update release
  before 5PM
EST??
  The Meet the Pyro update released so late for many of us that
  we
   didn't
 have
  time to do much in the form of damage control and make the
  needed adjustments server side till the next day. It would be
  nice to have
   it
  release early enough so we can set servers up without it being
  into
   the
 wee
  hours of the night again.
 
  I believe that's just a very small favor to ask as this update
   appears
it
  may be a beast.
 
  Thanks guys!
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf
  Of
Fletcher
  Dunn
  Sent: Tuesday, August 14, 2012 1:17 PM
  To: Half-Life dedicated Linux server mailing list
  (hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32
   server
  mailing list
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  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

Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Fletcher Dunn
Yes, it works just like the mapcycle file.  We will ship a default one as an 
example, and there’s a convar that determines which one is actually used.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Dan Offord
Sent: Wednesday, August 15, 2012 11:18 AM
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions

  * No PvP maps in the MvM mission cycle file.  (More details on this 
 file will follow.)
Will we be able to set where this file is? similar to mapcyclefile?

Regards,

Dan
On 15 August 2012 17:54, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
MOAR IMPORTANT FACTS!

The MvM in-game voting system restricts the options given to players to change 
the map or mission.  Similarly, PvP voting restricts the options to what's in 
your mapcycle file.

So...

To host a PvP server:

* No MvM maps in the mapcycle file.

* Set tf_mm_servermode 1 (or 0)

* Boot the server on a PvP map in your map cycle.

To host an MvM server:

* Make sure maxplayers is 32!

* No PvP maps in the MvM mission cycle file.  (More details on this 
file will follow.)

* Set tf_mm_servermode 2 (or 0)

* Boot the server on a MvM map in your map cycle.

If you do the above, the server will essentially be locked in either one mode 
or the other, and players will not be able to switch.  (Barring any use of 
rcon, etc.)




From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of Alastor Raynes
Sent: Wednesday, August 15, 2012 9:33 AM
To: Half-Life dedicated Win32 server mailing list
Cc: hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com
Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions


A few quick questions, if I may.

1) Will it be possible to force a server to run in only MvM mode, like how 
Arena mode currently works? If so, how is this done?

2) If a server has the capability, will spectators be able to join and watch 
MvM matches without SourceTV? If so, will they be able to cycle in and out 
after each match, like Arena mode?

I apologize if these have already been answered.
On Aug 15, 2012 10:51 AM, Fletcher Dunn 
fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
 wrote:
7th.

We'll do the best we can and are hoping to not release it too late.

-Original Message-
From: 
hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com
 
[mailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.commailto:hlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Benedict Glover
Sent: Wednesday, August 15, 2012 8:47 AM
To: 
hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions


6th
 From: 
 flub...@gmail.commailto:flub...@gmail.commailto:flub...@gmail.commailto:flub...@gmail.com
 Date: Wed, 15 Aug 2012 17:42:15 +0200
 To: 
 hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 5Th

 2012/8/15 Vader_666 
 vader...@gmail.commailto:vader...@gmail.commailto:vader...@gmail.commailto:vader...@gmail.com

  4th
 
  2012/8/15 Giovanni Harting 
  chefeification...@gmail.commailto:chefeification...@gmail.commailto:chefeification...@gmail.commailto:chefeification...@gmail.com
 
   Third.
  
   2012/8/15 Dr. McKay 
   li...@doctormckay.commailto:li...@doctormckay.commailto:li...@doctormckay.commailto:li...@doctormckay.com
  
I second this request.
   
   
Dr. McKay
http://www.doctormckay.com
   
On Aug 15, 2012, at 10:11 AM, Frank 
ad...@gamerscrib.netmailto:ad...@gamerscrib.netmailto:ad...@gamerscrib.netmailto:ad...@gamerscrib.net
 wrote:
   
 Is there any chance at all in having this update release
 before 5PM
   EST??
 The Meet the Pyro update released so late for many of us that
 we
  didn't
have
 time to do much in the form of damage control and make the
 needed adjustments server side till the next day. It would be
 nice to have
  it
 release early enough so we can set servers up without it being
 into
  the
wee
 hours of the night again.

 I believe that's just a very small favor to ask as this update
  appears
   it
 may be a beast

Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Alastor Raynes
So a server MUST run in 32-man mode to run MvM? Will we have to pay an
upgrade to our server hosts to be able to play on MvM if we only have
rights for a 24-man? :(
On Aug 15, 2012 1:17 PM, Dan Offord li...@multiplay.co.uk wrote:

   * No PvP maps in the MvM mission cycle file.  (More details on
 this file will follow.)

 Will we be able to set where this file is? similar to mapcyclefile?

 Regards,

 Dan

 On 15 August 2012 17:54, Fletcher Dunn fletch...@valvesoftware.comwrote:

 MOAR IMPORTANT FACTS!

 The MvM in-game voting system restricts the options given to players to
 change the map or mission.  Similarly, PvP voting restricts the options to
 what's in your mapcycle file.

 So...

 To host a PvP server:

 * No MvM maps in the mapcycle file.

 * Set tf_mm_servermode 1 (or 0)

 * Boot the server on a PvP map in your map cycle.

 To host an MvM server:

 * Make sure maxplayers is 32!

 * No PvP maps in the MvM mission cycle file.  (More details on
 this file will follow.)

 * Set tf_mm_servermode 2 (or 0)

 * Boot the server on a MvM map in your map cycle.

 If you do the above, the server will essentially be locked in either one
 mode or the other, and players will not be able to switch.  (Barring any
 use of rcon, etc.)




 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Alastor Raynes
 Sent: Wednesday, August 15, 2012 9:33 AM
 To: Half-Life dedicated Win32 server mailing list
 Cc: hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions


 A few quick questions, if I may.

 1) Will it be possible to force a server to run in only MvM mode, like
 how Arena mode currently works? If so, how is this done?

 2) If a server has the capability, will spectators be able to join and
 watch MvM matches without SourceTV? If so, will they be able to cycle in
 and out after each match, like Arena mode?

 I apologize if these have already been answered.
 On Aug 15, 2012 10:51 AM, Fletcher Dunn fletch...@valvesoftware.com
 mailto:fletch...@valvesoftware.com wrote:
 7th.

 We'll do the best we can and are hoping to not release it too late.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Benedict Glover
 Sent: Wednesday, August 15, 2012 8:47 AM
 To: hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions


 6th

  From: flub...@gmail.commailto:flub...@gmail.com
  Date: Wed, 15 Aug 2012 17:42:15 +0200
  To: hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  5Th
 
  2012/8/15 Vader_666 vader...@gmail.commailto:vader...@gmail.com
 
   4th
  
   2012/8/15 Giovanni Harting chefeification...@gmail.commailto:
 chefeification...@gmail.com
  
Third.
   
2012/8/15 Dr. McKay li...@doctormckay.commailto:
 li...@doctormckay.com
   
 I second this request.


 Dr. McKay
 http://www.doctormckay.com

 On Aug 15, 2012, at 10:11 AM, Frank ad...@gamerscrib.net
 mailto:ad...@gamerscrib.net wrote:

  Is there any chance at all in having this update release
  before 5PM
EST??
  The Meet the Pyro update released so late for many of us that
  we
   didn't
 have
  time to do much in the form of damage control and make the
  needed adjustments server side till the next day. It would be
  nice to have
   it
  release early enough so we can set servers up without it being
  into
   the
 wee
  hours of the night again.
 
  I believe that's just a very small favor to ask as this update
   appears
it
  may be a beast.
 
  Thanks guys!
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf
  Of
Fletcher
  Dunn
  Sent: Tuesday, August 14, 2012 1:17 PM
  To: Half-Life dedicated Linux server mailing list
  (hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32
   server
  mailing list
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  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

Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Jethro Seabridge
As far as the information given out is, yes.

On Wed, Aug 15, 2012 at 7:39 PM, Alastor Raynes piro2...@gmail.com wrote:

 So a server MUST run in 32-man mode to run MvM? Will we have to pay an
 upgrade to our server hosts to be able to play on MvM if we only have
 rights for a 24-man? :(
 On Aug 15, 2012 1:17 PM, Dan Offord li...@multiplay.co.uk wrote:

   * No PvP maps in the MvM mission cycle file.  (More details
 on this file will follow.)

 Will we be able to set where this file is? similar to mapcyclefile?

 Regards,

 Dan

 On 15 August 2012 17:54, Fletcher Dunn fletch...@valvesoftware.comwrote:

 MOAR IMPORTANT FACTS!

 The MvM in-game voting system restricts the options given to players to
 change the map or mission.  Similarly, PvP voting restricts the options to
 what's in your mapcycle file.

 So...

 To host a PvP server:

 * No MvM maps in the mapcycle file.

 * Set tf_mm_servermode 1 (or 0)

 * Boot the server on a PvP map in your map cycle.

 To host an MvM server:

 * Make sure maxplayers is 32!

 * No PvP maps in the MvM mission cycle file.  (More details on
 this file will follow.)

 * Set tf_mm_servermode 2 (or 0)

 * Boot the server on a MvM map in your map cycle.

 If you do the above, the server will essentially be locked in either one
 mode or the other, and players will not be able to switch.  (Barring any
 use of rcon, etc.)




 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of Alastor Raynes
 Sent: Wednesday, August 15, 2012 9:33 AM
 To: Half-Life dedicated Win32 server mailing list
 Cc: hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions


 A few quick questions, if I may.

 1) Will it be possible to force a server to run in only MvM mode, like
 how Arena mode currently works? If so, how is this done?

 2) If a server has the capability, will spectators be able to join and
 watch MvM matches without SourceTV? If so, will they be able to cycle in
 and out after each match, like Arena mode?

 I apologize if these have already been answered.
 On Aug 15, 2012 10:51 AM, Fletcher Dunn fletch...@valvesoftware.com
 mailto:fletch...@valvesoftware.com wrote:
 7th.

 We'll do the best we can and are hoping to not release it too late.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Benedict Glover
 Sent: Wednesday, August 15, 2012 8:47 AM
 To: hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions


 6th

  From: flub...@gmail.commailto:flub...@gmail.com
  Date: Wed, 15 Aug 2012 17:42:15 +0200
  To: hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  5Th
 
  2012/8/15 Vader_666 vader...@gmail.commailto:vader...@gmail.com
 
   4th
  
   2012/8/15 Giovanni Harting chefeification...@gmail.commailto:
 chefeification...@gmail.com
  
Third.
   
2012/8/15 Dr. McKay li...@doctormckay.commailto:
 li...@doctormckay.com
   
 I second this request.


 Dr. McKay
 http://www.doctormckay.com

 On Aug 15, 2012, at 10:11 AM, Frank ad...@gamerscrib.net
 mailto:ad...@gamerscrib.net wrote:

  Is there any chance at all in having this update release
  before 5PM
EST??
  The Meet the Pyro update released so late for many of us that
  we
   didn't
 have
  time to do much in the form of damage control and make the
  needed adjustments server side till the next day. It would be
  nice to have
   it
  release early enough so we can set servers up without it being
  into
   the
 wee
  hours of the night again.
 
  I believe that's just a very small favor to ask as this update
   appears
it
  may be a beast.
 
  Thanks guys!
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.commailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf
  Of
Fletcher
  Dunn
  Sent: Tuesday, August 14, 2012 1:17 PM
  To: Half-Life dedicated Linux server mailing list
  (hlds_li...@list.valvesoftware.commailto:
 hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32
   server
  mailing list
  Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
  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

Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-15 Thread Violent Crimes

With this update is the engine going to update and break Garrysmod?

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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-14 Thread Fletcher Dunn
The server will need to launch with -maxplayers 32 to host MvM properly.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
Sent: Tuesday, August 14, 2012 11:16 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

Pretty much its 32 players for the 26 bots that you will be up against. 
So no 10 player servers wont work. The penalize is really for PvP, which I do 
understand.


On 8/14/2012 11:13 AM, slimecou...@live.com wrote:
 So wait, will these servers have to be actual 32 slot servers to run MvM? 
 Hasn't Valve always penalized for anything over 24 players? I just rented a 
 few 10 slot servers thinking this would be adequate to host some MvM matches. 
 Is there no way around this?
   
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-14 Thread RSS List User
Great! Then people won't expect to us to let them host a 6 slot person 
28 bot server for $6 dollars. Pay for 32 and let your bots run wild!


On 8/14/2012 2:27 PM, Fletcher Dunn wrote:

The server will need to launch with -maxplayers 32 to host MvM properly.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
Sent: Tuesday, August 14, 2012 11:16 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

Pretty much its 32 players for the 26 bots that you will be up against.
So no 10 player servers wont work. The penalize is really for PvP, which I do 
understand.


On 8/14/2012 11:13 AM, slimecou...@live.com wrote:

So wait, will these servers have to be actual 32 slot servers to run MvM? 
Hasn't Valve always penalized for anything over 24 players? I just rented a few 
10 slot servers thinking this would be adequate to host some MvM matches. Is 
there no way around this?

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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-14 Thread Fletcher Dunn
I think the biggest challenge with doubling the player count (meaning number of 
mercs running around, whether AI or human) is just plain old performance, both 
server and client.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Tuesday, August 14, 2012 12:34 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

Things go unstable when there are more than 33 slots. Also there are engine 
restrictions that cannot be raised just like that. One thing is that entity 
limit of 2047. When one more is created in-game, crash happens.

-ics

14.8.2012 22:24, Nomaan Ahmad kirjoitti:
 I dont think anyone is acting like its easy... Servers can already 
 have more than 33 slots, its just that the tf2 client doesn't allow 
 players to get on servers with more than 33 slots.

 On 14 August 2012 20:19, Nerdboy nerdb...@gmail.com wrote:

 You guys act as if changing the hard limit is easy. There's all sorts 
 of resource management issues that would need to be resolved and a 
 lot of the engine would need adjustment. Let's wait to play the game 
 before we start thinking about overhauling things to change it.
 On Aug 14, 2012 3:16 PM, Ryan Stecker voidedwea...@gmail.com wrote:

 I third this. I think it'd open the door to making some interesting 
 missions involving more players and more bots.

 On Tue, Aug 14, 2012 at 1:51 PM, Nomaan Ahmad n0man@gmail.com
 wrote:
 I agree with 1nsane.

 On 14 August 2012 19:50, 1nsane 1nsane...@gmail.com wrote:

 Like Asher mentioned above, could you consider increasing the limit.
 So
 we
 could better experiment with this mode?
 Perhaps include a warning similar to how players are warned about
 joining
 servers higher than 24 slots.

 On Tue, Aug 14, 2012 at 1:00 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:

 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 missions.  (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: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] 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: hlds-boun...@list.valvesoftware.com [ 
 hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn [ 
 fletch...@valvesoftware.com]
 Sent: 14 

Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-14 Thread Sampson Rogers
I assume the client isn't going to warn the player when they join an MvM
server (Since it's 32 players) with the 24 player message? Just wondering.
Seems like it would be something easy to miss.
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-14 Thread Fletcher Dunn
The server will show 6 max players in the server browser.  (Same basic effect 
as visiblemaxplayers.)  So the client doesn't' actually know the true 
maxplayers.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Sampson Rogers
Sent: Tuesday, August 14, 2012 1:23 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [hlds_linux] TF MvM hosting questions

I assume the client isn't going to warn the player when they join an MvM server 
(Since it's 32 players) with the 24 player message? Just wondering. Seems like 
it would be something easy to miss.
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Re: [hlds] [hlds_linux] TF MvM hosting questions

2012-08-14 Thread 1nsane
Those of us with better hardware could experiment and see what works and
what doesn't. Depending on how this is implement, we might be able to have
other kind of bot NPCs added via mods/plugins or change the models for
existing ones. Opens up a lot of possibilities really.

Obviously these kind of servers would be excluded from matchmaking entirely
and have a warning about the increased player/bot count possibly causing
detrimental performance and or being unbalanced.

Having this as an option should be nice. Especially now that both computers
and hardware are pretty good even on the cheap end.

On Tue, Aug 14, 2012 at 4:15 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 I think the biggest challenge with doubling the player count (meaning
 number of mercs running around, whether AI or human) is just plain old
 performance, both server and client.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Tuesday, August 14, 2012 12:34 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

 Things go unstable when there are more than 33 slots. Also there are
 engine restrictions that cannot be raised just like that. One thing is that
 entity limit of 2047. When one more is created in-game, crash happens.

 -ics

 14.8.2012 22:24, Nomaan Ahmad kirjoitti:
  I dont think anyone is acting like its easy... Servers can already
  have more than 33 slots, its just that the tf2 client doesn't allow
  players to get on servers with more than 33 slots.
 
  On 14 August 2012 20:19, Nerdboy nerdb...@gmail.com wrote:
 
  You guys act as if changing the hard limit is easy. There's all sorts
  of resource management issues that would need to be resolved and a
  lot of the engine would need adjustment. Let's wait to play the game
  before we start thinking about overhauling things to change it.
  On Aug 14, 2012 3:16 PM, Ryan Stecker voidedwea...@gmail.com wrote:
 
  I third this. I think it'd open the door to making some interesting
  missions involving more players and more bots.
 
  On Tue, Aug 14, 2012 at 1:51 PM, Nomaan Ahmad n0man@gmail.com
  wrote:
  I agree with 1nsane.
 
  On 14 August 2012 19:50, 1nsane 1nsane...@gmail.com wrote:
 
  Like Asher mentioned above, could you consider increasing the limit.
  So
  we
  could better experiment with this mode?
  Perhaps include a warning similar to how players are warned about
  joining
  servers higher than 24 slots.
 
  On Tue, Aug 14, 2012 at 1:00 PM, Fletcher Dunn
  fletch...@valvesoftware.comwrote:
 
  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