Re: [hlds_linux] [hlds] TF MvM hosting questions
On 16/08/2012 06:02, Russell Smith wrote: Yes, but that's not a new issue. Haha, that doesn't make it any less broken does it? -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] 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 ___ 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
Re: [hlds_linux] [hlds] TF MvM hosting questions
Is there also an option to set the difficulty of community servers the same as the valve mann up ones? Since it's a lot tougher and it would get you some descent playing experience before signing up. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: vrijdag 17 augustus 2012 19:12 To: Half-Life dedicated Linux server mailing list Cc: Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds_linux] [hlds] 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 ___ 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
Re: [hlds_linux] [hlds] TF MvM hosting questions
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_linux@list.valvesoftware.com Cc: Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) h...@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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
Even if it worked it's probably not recommended as Replay (And/Or SourceTV) takes one of the slots MvM uses to function. On Thu, Aug 16, 2012 at 6:25 AM, dan needa...@ntlworld.com wrote: On 15/08/2012 23:16, Russell Smith wrote: What's the situation going to be with the replay system? Will that work with MvM or should we disable it for servers running the mode? It doesn't work now :( Hopefully they'll get someone else looking at the bugs. -- Dan __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://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
Re: [hlds_linux] [hlds] TF MvM hosting questions
What's not working? I have replay enabled on my one mvm server. Just checked the web offload server and it has blocks for all the sessions of the past ~12 hours. When I played on it last night it popped updating press f6 to download the replay. Steven J. Sumichrast On Aug 16, 2012, at 1:52 AM, Emil Larsson ail...@gmail.com wrote: Even if it worked it's probably not recommended as Replay (And/Or SourceTV) takes one of the slots MvM uses to function. On Thu, Aug 16, 2012 at 6:25 AM, dan needa...@ntlworld.com wrote: On 15/08/2012 23:16, Russell Smith wrote: What's the situation going to be with the replay system? Will that work with MvM or should we disable it for servers running the mode? It doesn't work now :( Hopefully they'll get someone else looking at the bugs. -- Dan __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://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
Re: [hlds_linux] [hlds] TF MvM hosting questions
If replay is just enabled and not setup correctly, it will cause some crashes. So be carefull if you enable it. Another thing that ive noticed is that if mp_maxrounds is too low, server will spam round end blabla in to console despite game is still going on. It will cause visible lag. -ics - Alkuperäinen viesti - What's not working? I have replay enabled on my one mvm server. Just checked the web offload server and it has blocks for all the sessions of the past ~12 hours. When I played on it last night it popped updating press f6 to download the replay. Steven J. Sumichrast On Aug 16, 2012, at 1:52 AM, Emil Larsson ail...@gmail.com wrote: Even if it worked it's probably not recommended as Replay (And/Or SourceTV) takes one of the slots MvM uses to function. On Thu, Aug 16, 2012 at 6:25 AM, dan needa...@ntlworld.com wrote: On 15/08/2012 23:16, Russell Smith wrote: What's the situation going to be with the replay system? Will that work with MvM or should we disable it for servers running the mode? It doesn't work now :( Hopefully they'll get someone else looking at the bugs. -- Dan __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
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_linux@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_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
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_linux@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_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
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_linux@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_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
Re: [hlds_linux] [hlds] TF MvM hosting questions
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_linux@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_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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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_linux@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_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: 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
Re: [hlds_linux] [hlds] TF MvM hosting questions
6th From: flub...@gmail.com Date: Wed, 15 Aug 2012 17:42:15 +0200 To: hlds_linux@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_linux@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_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: 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
Re: [hlds_linux] [hlds] TF MvM hosting questions
You can hide your server from the server browser using tf_mm_strict. (The Valve servers will be configured this way.) However that setting is entirely unrelated to which matchmaking pool you wish your server to be in. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Matt Adams Sent: Wednesday, August 15, 2012 6:42 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF MvM hosting questions So if I'm understanding this correctly will TF2 have a lobby similar to the L4D lobby where 6 people will join and start the search for a server? If that is correct I remember using the ms_force_dedicated_server command back in L4D one to force matchmaking to point to a certain server. Of course after the steamgroup option was added we didn't have to use it anymore. Any ideas if this will still work? Also if you leave out the tf_mm_servermode 2 from the server.cfg will the server basically be hidden from all public matchmaking? On 8/14/2012 12:16 PM, Fletcher Dunn wrote: 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.) -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 10:00 AM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list (hlds_linux@list.valvesoftware.com) Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions 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 missio ns. (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
Re: [hlds_linux] [hlds] TF MvM hosting questions
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_linux@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_linux@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_linux@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: 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
Re: [hlds_linux] [hlds] TF MvM hosting questions
Thanks Fletch! -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, August 15, 2012 11:51 AM To: hlds_linux@list.valvesoftware.com; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions 7th. We'll do the best we can and are hoping to not release it too late. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
5 PM GMT would be a luxury for us in Europe. For us it's nightwork to get everything going :) Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn [fletch...@valvesoftware.com] Sent: 15 August 2012 17:51 To: hlds_linux@list.valvesoftware.com; Half-Life dedicated Win32 server mailing list(h...@list.valvesoftware.com) Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions 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_linux@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_linux@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_linux@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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences
Re: [hlds_linux] [hlds] TF MvM hosting questions
5PM EST = 10PM GMT Which isn't half bad either. I'm normally up to midnight on update days. From: sai...@specialattack.net To: hlds_linux@list.valvesoftware.com Date: Wed, 15 Aug 2012 17:59:34 +0200 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions 5 PM GMT would be a luxury for us in Europe. For us it's nightwork to get everything going :) Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn [fletch...@valvesoftware.com] Sent: 15 August 2012 17:51 To: hlds_linux@list.valvesoftware.com; Half-Life dedicated Win32 server mailing list(h...@list.valvesoftware.com) Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions 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_linux@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_linux@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_linux@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
Re: [hlds_linux] [hlds] TF MvM hosting questions
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_linux@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_linux@list.valvesoftware.commailto:hlds_linux@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_linux@list.valvesoftware.commailto:hlds_linux@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_linux@list.valvesoftware.commailto:hlds_linux@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_linux] [hlds] TF MvM hosting questions
What does tf_mm_servermode 2 do? Would this be a new mode? 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_linux@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_linux@list.valvesoftware.commailto: hlds_linux@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_linux@list.valvesoftware.commailto: hlds_linux@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_linux@list.valvesoftware.commailto: hlds_linux@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
Re: [hlds_linux] [hlds] TF MvM hosting questions
Take a few minutes and read up on the thread. All the answers are there. On Wed, Aug 15, 2012 at 11:53 AM, Nomaan Ahmad n0man@gmail.com wrote: What does tf_mm_servermode 2 do? Would this be a new mode? On 15 August 2012 17:54, Fletcher Dunn fletch...@valvesoftware.com wrote: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
Thanks, it adds to MvM pool. On 15 August 2012 18:56, Jesse Porter reacherg...@gmail.com wrote: Take a few minutes and read up on the thread. All the answers are there. On Wed, Aug 15, 2012 at 11:53 AM, Nomaan Ahmad n0man@gmail.com wrote: What does tf_mm_servermode 2 do? Would this be a new mode? On 15 August 2012 17:54, Fletcher Dunn fletch...@valvesoftware.com wrote: ___ 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
Re: [hlds_linux] [hlds] 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.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_linux@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_linux@list.valvesoftware.commailto: hlds_linux@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_linux@list.valvesoftware.commailto: hlds_linux@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_linux@list.valvesoftware.commailto: hlds_linux@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_linux] [hlds] TF MvM hosting questions
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_linux@list.valvesoftware.commailto:hlds_linux@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_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.commailto:hlds_linux@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_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.commailto:hlds_linux@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_linux] [hlds] TF MvM hosting questions
Lucky number 7th. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
Lucky number 7th. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
While you're changing the voting code, can we pretty please have the end of map vote split into its own cvar instead of hijacking the nextlevel vote's sv_vote_issue_nextlevel_allowed cvar? On 8/15/2012 12:54 PM, Fletcher Dunn 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_linux@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_linux@list.valvesoftware.commailto:hlds_linux@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_linux@list.valvesoftware.commailto:hlds_linux@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_linux@list.valvesoftware.commailto:hlds_linux@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
Re: [hlds_linux] [hlds] TF MvM hosting questions
Hopefully we have enough player slots Im going to provide 5 servers with a summary of 160 slots and I can only provide 30 playerslots. In worst case this going to be a batte for the last free slots. btw, reserved slot also not possible... this makes the 32 slot limit more and more worst 2012/8/15 Ross Bemrose rbemr...@gmail.com While you're changing the voting code, can we pretty please have the end of map vote split into its own cvar instead of hijacking the nextlevel vote's sv_vote_issue_nextlevel_**allowed cvar? On 8/15/2012 12:54 PM, Fletcher Dunn 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-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto: hlds-bounces@list.**valvesoftware.comhlds-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_linux@list.valvesoftware.**comhlds_linux@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:fletcherd@**valvesoftware.com 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-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com mailto:hlds_**linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com mailto:**hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com] On Behalf Of Benedict Glover Sent: Wednesday, August 15, 2012 8:47 AM To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com mailto:hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions 6th From: flub...@gmail.commailto:flubb**3...@gmail.com flub...@gmail.com Date: Wed, 15 Aug 2012 17:42:15 +0200 To: hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.com mailto:hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions 5Th 2012/8/15 Vader_666 vader...@gmail.commailto:vad**er...@gmail.comvader...@gmail.com 4th 2012/8/15 Giovanni Harting chefeification...@gmail.com**mailto: chefeificationful@**gmail.com chefeification...@gmail.com Third. 2012/8/15 Dr. McKay li...@doctormckay.commailto:** li...@doctormckay.com 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:a* *d...@gamerscrib.net 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-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com mailto:hlds_**linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com mailto:**hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent
Re: [hlds_linux] [hlds] TF MvM hosting questions
Any word on how to configure the mission cycle file? I think I speak for everyone else when I say I'd really like to have this configured before the update launches. Also, does tf_mm_strict 1 let people who have the server favorited see it in their favorites list? On 8/15/2012 12:54 PM, Fletcher Dunn 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.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
What's the situation going to be with the replay system? Will that work with MvM or should we disable it for servers running the mode? On 15.08.2012 11:52, Fletcher Dunn wrote: There is currently no way to select a particular server or server group in the matchmaking system. The matchmaking system is not identical to L4D, because the gameserver and the party members are all chosen at the same time. It is not a two-step process where strangers trickle into a lobby and then you wait for a server. You will never be in a lobby with strangers, only invited friends. Each search party waits, and then and entire match (collection of 6 players from N parties) is started on a particular gameserver. This is how the current quickplay beta works. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
More information on the mission cycle file will be given according to Fletch. On Wed, Aug 15, 2012 at 3:14 PM, Ross Bemrose rbemr...@gmail.com wrote: Any word on how to configure the mission cycle file? I think I speak for everyone else when I say I'd really like to have this configured before the update launches. Also, does tf_mm_strict 1 let people who have the server favorited see it in their favorites list? On 8/15/2012 12:54 PM, Fletcher Dunn 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.) __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://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
Re: [hlds_linux] [hlds] TF MvM hosting questions
On 15/08/2012 16:51, Fletcher Dunn wrote: 7th. Don't push us too hard. We've only just got over our confusion for what 6 means :) -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
On 15/08/2012 23:16, Russell Smith wrote: What's the situation going to be with the replay system? Will that work with MvM or should we disable it for servers running the mode? It doesn't work now :( Hopefully they'll get someone else looking at the bugs. -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
Is anyone's server crashes when the map changes? ■ James Ives ■ ja...@jimo.co.uk On 15 August 2012 20:21, dan needa...@ntlworld.com wrote: On 15/08/2012 16:51, Fletcher Dunn wrote: 7th. Don't push us too hard. We've only just got over our confusion for what 6 means :) -- Dan __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://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
Re: [hlds_linux] [hlds] TF MvM hosting questions
Replays appear to be working on my server. On 8/15/2012 9:25 PM, dan wrote: On 15/08/2012 23:16, Russell Smith wrote: What's the situation going to be with the replay system? Will that work with MvM or should we disable it for servers running the mode? It doesn't work now :( Hopefully they'll get someone else looking at the bugs. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
On 16/08/2012 05:30, Russell Smith wrote: Replays appear to be working on my server. Do you never get this, and similar, errors? :- http://forums.steamgames.com/forums/showthread.php?t=2745226 -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
Yes, but that's not a new issue. On 8/15/2012 9:56 PM, dan wrote: On 16/08/2012 05:30, Russell Smith wrote: Replays appear to be working on my server. Do you never get this, and similar, errors? :- http://forums.steamgames.com/forums/showthread.php?t=2745226 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
tf_mm_servermode 2 isn't required to host a MvM gameserver, is it? No. You don't have to use matchmaking at all. You can host the server and play the maps just like any other gamemode. Players can join through the server browser, favorites tab, direct connect, friend invites, etc. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm Sent: Monday, August 13, 2012 10:52 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] TF MvM hosting questions tf_mm_servermode 2 isn't required to host a MvM gameserver, is it? From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com]mailto:[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Tuesday, August 14, 2012 7:40 AM To: Half-Life dedicated Linux server mailing list (hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.commailto:h...@list.valvesoftware.com) Subject: [hlds] TF MvM hosting questions Here are some answers to questions regarding hosting MvM servers: * Players can join your server through any means they can join PvP games: the server browser, ad hoc joins, or the new matchmaking system (quickplay beta). * To accept matchmaking traffic, you must select which sort of traffic you want. (Regular PvP traffic or MvM traffic.) Set tf_mm_servermode 2 to be placed in the MvM pool. * For MvM matchmaking, if 6 players are sent to your server to start a new game, it will switch to whatever map the players selected. * You will need a TF gameserver account to accept matchmaking traffic. * You can switch the server in and out of any matchmaking mode pool or back to any regular game mode at any time. * The CPU usage for a 6 player MvM game is about the same as for a regular TF server. (Yep, this mode requires significantly more CPU cycles per player than the PvP mode, that's an unfortunate fact.) Given the surge of players that comes with any major release, and the player / server ratio of this game mode, the demand for MvM servers will probably be high. We expect that a large number of players will want to try out the new mode, so we will be converting most of our servers to host MvM, and then adjust the allocation based on what players are playing. I, for one, DO NOT welcome our new robot overlords! - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
At what hour will the update come out? I am guessing it will be around 6 EST as usual? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
MvM ? On 2012-08-14 08:29, Glib Tsyrklyevych wrote: At what hour will the update come out? I am guessing it will be around 6 EST as usual? ___ 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
Re: [hlds_linux] [hlds] TF MvM hosting questions
On 14/08/2012 09:04, daniel nilsson jokihao wrote: MvM ? new game mode, see the blog here :- tf2.com -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
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 August 2012 08:52 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds] TF MvM hosting questions MvM matchmaking will be restricted to 6 players at launch. The matchmaking also supports joining games in progress to fill an empty slot, in which case of course the current map will not be changed. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Agro Sent: Monday, August 13, 2012 11:40 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF MvM hosting questions Is MvM matchmaking going to be limited to 6 players or was the 6 players join, map changes logic just an indicator of server behavior to expect? - Reply message - From: Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list (hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com) hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.commailto:h...@list.valvesoftware.com) h...@list.valvesoftware.commailto:h...@list.valvesoftware.com Subject: [hlds] TF MvM hosting questions Date: Tue, Aug 14, 2012 06:39 Here are some answers to questions regarding hosting MvM servers: * Players can join your server through any means they can join PvP games: the server browser, ad hoc joins, or the new matchmaking system (quickplay beta). * To accept matchmaking traffic, you must select which sort of traffic you want. (Regular PvP traffic or MvM traffic.) Set tf_mm_servermode 2 to be placed in the MvM pool. * For MvM matchmaking, if 6 players are sent to your server to start a new game, it will switch to whatever map the players selected. * You will need a TF gameserver account to accept matchmaking traffic. * You can switch the server in and out of any matchmaking mode pool or
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.) -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 10:00 AM To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list (hlds_linux@list.valvesoftware.com) Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions 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 August 2012 08:52 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds] TF MvM hosting questions MvM matchmaking will be restricted to 6 players at launch. The matchmaking also supports joining games in progress to fill an empty slot, in which case of course the current map will not be changed. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Agro Sent: Monday, August 13, 2012 11:40 PM To: Half-Life dedicated Win32 server mailing list Subject
Re: [hlds_linux] [hlds] TF MvM hosting questions
You actually have to set maxplayers to 32 to host MvM (to make room for all the bots). Any chance of seeing the hard-limit raised well above the current 33 (to 65)? And just soft-limited to the current values. This would allow lots of room for experimentation in the future. On Tue, Aug 14, 2012 at 6:00 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: 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 August 2012 08:52 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds] TF MvM hosting questions MvM matchmaking will be restricted to 6 players at launch. The matchmaking also supports joining games in progress to fill an empty slot, in which case of course the current map will not be changed. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Agro Sent: Monday, August 13, 2012 11:40 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF MvM hosting questions Is MvM matchmaking going to be limited to 6 players or was the 6 players join, map changes logic just an indicator of server behavior to expect? - Reply message - From: Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list (hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com) hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.commailto:h...@list.valvesoftware.com) h...@list.valvesoftware.commailto:h...@list.valvesoftware.com Subject: [hlds] TF MvM hosting questions Date: Tue, Aug 14, 2012 06:39 Here are some answers to questions regarding hosting MvM servers: * Players can join your server through any means they can join PvP games: the server browser, ad hoc joins, or the new matchmaking system (quickplay beta). * To
Re: [hlds_linux] [hlds] TF MvM hosting questions
Ohh GOD MY CPU! ITS MELTING On 8/14/2012 10:18 AM, Asher Baker wrote: You actually have to set maxplayers to 32 to host MvM (to make room for all the bots). Any chance of seeing the hard-limit raised well above the current 33 (to 65)? And just soft-limited to the current values. This would allow lots of room for experimentation in the future. On Tue, Aug 14, 2012 at 6:00 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: 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 miss ions. (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 August 2012 08:52 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds] TF MvM hosting questions MvM matchmaking will be restricted to 6 players at launch. The matchmaking also supports joining games in progress to fill an empty slot, in which case of course the current map will not be changed. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Agro Sent: Monday, August 13, 2012 11:40 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF MvM hosting questions Is MvM matchmaking going to be limited to 6 players or was the 6 players join, map changes logic just an indicator of server behavior to expect? - Reply message - From: Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list (hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com) hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.commailto:h...@list.valvesoftware.com) h...@list.valvesoftware.commailto:h...@list.valvesoftware.com Subject: [hlds] TF MvM hosting questions Date: Tue, Aug 14, 2012 06:39 Here are some answers to questions regarding hosting MvM servers: * Players can join your server through any means they can join PvP games: the server browser, ad hoc joins, or the new matchmaking system (quickplay beta). * To accept
Re: [hlds_linux] [hlds] TF MvM hosting questions
Out of the question. Valve doesn't do 3. Come on, you guys know this. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of T Marler Sent: Tuesday, August 14, 2012 10:22 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF MvM hosting questions After working with our 3v3 koth stuff, I see a lot of 3's... HI VALVE - Original Message - From: Cameron Munroe cmun...@cameronmunroe.commailto:cmun...@cameronmunroe.com Date: Tuesday, August 14, 2012 11:21 am Subject: Re: [hlds] TF MvM hosting questions To: tmar...@shaw.camailto:tmar...@shaw.ca, Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.commailto:h...@list.valvesoftware.com Awww my idea went out... Well now our idea. On 8/14/2012 10:20 AM, T Marler wrote: What about less than 6? Say... 3 Saxton Hales? - Original Message - From: Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com Date: Tuesday, August 14, 2012 11:00 am Subject: Re: [hlds] TF MvM hosting questions To: Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.commailto:h...@list.valvesoftware.com, Half-Life dedicated Linux server mailing list (hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com) hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com 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.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.commailto: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.commailto:hlds-boun...@list.valvesoftware.com [hlds- boun...@list.valvesoftware.commailto:boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn [fletch...@valvesoftware.com]Sent: 14 August 2012 08:52 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com)Subjectmailto:h...@list.valvesoftware.com)Subject: Re: [hlds] TF MvM hosting questions MvM matchmaking will be restricted to 6 players at launch. The matchmaking also supports joining games
Re: [hlds_linux] [hlds] TF MvM hosting questions
Is there any chance of FreeBSD updates in this version? If there you're using any custom configs for MvM will we be able to set them (similar to servercfgfile?) Thanks, Dan On 14 August 2012 18:28, Fletcher Dunn fletch...@valvesoftware.com wrote: Out of the question. Valve doesn't do 3. Come on, you guys know this. From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of T Marler Sent: Tuesday, August 14, 2012 10:22 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF MvM hosting questions After working with our 3v3 koth stuff, I see a lot of 3's... HI VALVE - Original Message - From: Cameron Munroe cmun...@cameronmunroe.commailto: cmun...@cameronmunroe.com Date: Tuesday, August 14, 2012 11:21 am Subject: Re: [hlds] TF MvM hosting questions To: tmar...@shaw.camailto:tmar...@shaw.ca, Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.commailto: h...@list.valvesoftware.com Awww my idea went out... Well now our idea. On 8/14/2012 10:20 AM, T Marler wrote: What about less than 6? Say... 3 Saxton Hales? - Original Message - From: Fletcher Dunn fletch...@valvesoftware.commailto: fletch...@valvesoftware.com Date: Tuesday, August 14, 2012 11:00 am Subject: Re: [hlds] TF MvM hosting questions To: Half-Life dedicated Win32 server mailing list h...@list.valvesoftware.commailto:h...@list.valvesoftware.com, Half-Life dedicated Linux server mailing list (hlds_linux@list.valvesoftware.commailto: hlds_linux@list.valvesoftware.com) hlds_linux@list.valvesoftware.commailto: hlds_linux@list.valvesoftware.com 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.commailto: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.commailto: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.commailto: hlds-boun...@list.valvesoftware.com [hlds- boun...@list.valvesoftware.commailto:boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn [fletch...@valvesoftware.com]Sent: 14 August 2012 08:52
Re: [hlds_linux] [hlds] TF MvM hosting questions
Thanks a lot for the info, as always Fletch! Saint K. From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn [fletch...@valvesoftware.com] Sent: 14 August 2012 19:00 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux server mailing list (hlds_linux@list.valvesoftware.com) Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions 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 August 2012 08:52 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds] TF MvM hosting questions MvM matchmaking will be restricted to 6 players at launch. The matchmaking also supports joining games in progress to fill an empty slot, in which case of course the current map will not be changed. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Agro Sent: Monday, August 13, 2012 11:40 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF MvM hosting questions Is MvM matchmaking going to be limited to 6 players or was the 6 players join, map changes logic just an indicator of server behavior to expect? - Reply message - From: Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list (hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com) hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.commailto:h...@list.valvesoftware.com) h...@list.valvesoftware.commailto:h...@list.valvesoftware.com Subject: [hlds] TF MvM hosting questions Date: Tue, Aug 14, 2012 06:39 Here are some answers to questions regarding hosting MvM servers: * Players can join your server through any means they can join PvP games: the server browser, ad hoc joins, or the new matchmaking system
Re: [hlds_linux] [hlds] TF MvM hosting questions
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
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? ___ 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
Re: [hlds_linux] [hlds] TF MvM hosting questions
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? ___ 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
Re: [hlds_linux] [hlds] TF MvM hosting questions
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 August 2012 08:52 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds] TF MvM hosting questions MvM matchmaking will be restricted to 6 players at launch. The matchmaking also supports joining games in progress to fill an empty slot, in which case of course the current map will not be changed. From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of Agro Sent: Monday, August 13, 2012 11:40 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF MvM hosting questions Is MvM matchmaking going to be limited to 6 players or was the 6 players join, map changes logic just an indicator of server behavior to expect? - Reply message - From: Fletcher Dunn fletch...@valvesoftware.commailto: fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list ( hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com) hlds_linux@list.valvesoftware.commailto: hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.commailto: h...@list.valvesoftware.com) h...@list.valvesoftware.commailto: h...@list.valvesoftware.com Subject: [hlds] TF MvM hosting questions Date: Tue, Aug 14, 2012 06:39 Here are some answers to questions regarding hosting MvM servers: * Players can join your server through any means they can join PvP games: the server browser, ad hoc joins, or the new matchmaking system (quickplay beta). * To accept matchmaking traffic, you must select which sort of traffic you want. (Regular PvP traffic
Re: [hlds_linux] [hlds] TF MvM hosting questions
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 August 2012 08:52 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds] TF MvM hosting questions MvM matchmaking will be restricted to 6 players at launch. The matchmaking also supports joining games in progress to fill an empty slot, in which case of course the current map will not be changed. From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of Agro Sent: Monday, August 13, 2012 11:40 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF MvM hosting questions Is MvM matchmaking going to be limited to 6 players or was the 6 players join, map changes logic just an indicator of server behavior to expect? - Reply message - From: Fletcher Dunn fletch...@valvesoftware.commailto: fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list ( hlds_linux@list.valvesoftware.commailto: hlds_linux@list.valvesoftware.com) hlds_linux@list.valvesoftware.commailto: hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.commailto: h...@list.valvesoftware.com) h...@list.valvesoftware.commailto: h...@list.valvesoftware.com Subject: [hlds] TF MvM hosting questions Date: Tue, Aug 14, 2012 06:39 Here are some answers to questions regarding hosting MvM servers: * Players can join your server through any means they can join PvP games:
Re: [hlds_linux] [hlds] TF MvM hosting questions
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 August 2012 08:52 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds] TF MvM hosting questions MvM matchmaking will be restricted to 6 players at launch. The matchmaking also supports joining games in progress to fill an empty slot, in which case of course the current map will not be changed. From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of Agro Sent: Monday, August 13, 2012 11:40 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF MvM hosting questions Is MvM matchmaking going to be limited to 6 players or was the 6 players join, map changes logic just an indicator of server behavior to expect? - Reply message - From: Fletcher Dunn fletch...@valvesoftware.commailto: fletch...@valvesoftware.com To: Half-Life dedicated Linux server mailing list ( hlds_linux@list.valvesoftware.commailto: hlds_linux@list.valvesoftware.com) hlds_linux@list.valvesoftware.commailto: hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.commailto:
Re: [hlds_linux] [hlds] TF MvM hosting questions
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 August 2012 08:52 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds] TF MvM hosting questions MvM matchmaking will be restricted to 6 players at launch. The matchmaking also supports joining games in progress to fill an empty slot, in which case of course the current map will not be changed. From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of Agro Sent: Monday, August 13, 2012 11:40 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF MvM hosting questions Is MvM matchmaking going to be limited to 6 players or was the 6 players join, map changes logic just an
Re: [hlds_linux] [hlds] TF MvM hosting questions
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 August 2012 08:52 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds] TF MvM hosting questions MvM matchmaking will be restricted to 6 players at launch. The matchmaking also supports joining games in progress to fill an empty slot, in which case of course the current map will not be changed.
Re: [hlds_linux] [hlds] TF MvM hosting questions
Current maps aren't designed for more so raising the limit right away isn't really usefull thing to do. -ics 14.8.2012 22:19, Nerdboy kirjoitti: 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 August 2012 08:52 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds] TF MvM hosting questions MvM matchmaking will be restricted to 6 players at launch. The matchmaking also supports joining games in progress to fill an empty slot, in which case of course the current map will not be changed. From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of Agro Sent: Monday, August 13, 2012 11:40 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF MvM hosting questions Is MvM matchmaking going to be limited to 6 players or was the 6 players join, map changes logic just an indicator of server behavior to expect? - Reply message - From: Fletcher Dunn fletch...@valvesoftware.commailto: fletch...@valvesoftware.com To: Half-Life
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 August 2012 08:52 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds] TF MvM hosting questions MvM matchmaking will be restricted to 6 players at launch. The matchmaking also supports joining games in progress to fill an empty slot, in which case of course the current map will not be changed. From: hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] On Behalf Of Agro Sent: Monday, August 13, 2012
Re: [hlds_linux] [hlds] TF MvM hosting questions
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_linux] [hlds] TF MvM hosting questions
Yes but as Fletcher noted, it comes down eventually to performance. -ics 14.8.2012 23:48, Dr. McKay kirjoitti: CS:S runs on the same engine and it supports 65 (or something along those lines, I know nothing about CS:S) players. Just throwing that out there. Dr. McKay http://www.doctormckay.com On Aug 14, 2012, at 3:33 PM, ics i...@ics-base.net wrote: 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 August 2012 08:52 To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds] TF
Re: [hlds_linux] [hlds] TF MvM hosting questions
On 14/08/2012 21:15, Fletcher Dunn wrote: 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. I'd say by far the biggest challenge would be solving the problem that adding more players makes the game complete rubbish to play. You'd need a complete redesign of most of the game - weapon attributes, maps and so on. In TF2's case 24 is pushing it (although I suppose trading and sniping have both been ways Valve have designed TF2 to get 9v9 or less, even with 24 players on a server) -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
What do you mean by rubbish to play? CPUs have gotten more powerful over the years too. If some is running on tf2's minimum requirement I think they should upgrade in order to play on bigger servers. Same goes to server operators, they need to host their games it on high end servers if they want more slots. On 14 August 2012 22:04, dan needa...@ntlworld.com wrote: On 14/08/2012 21:15, Fletcher Dunn wrote: 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. I'd say by far the biggest challenge would be solving the problem that adding more players makes the game complete rubbish to play. You'd need a complete redesign of most of the game - weapon attributes, maps and so on. In TF2's case 24 is pushing it (although I suppose trading and sniping have both been ways Valve have designed TF2 to get 9v9 or less, even with 24 players on a server) -- Dan __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://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
Re: [hlds_linux] [hlds] TF MvM hosting questions
Note that more players in-game at one time isn't the only reason more slots would be nice. Maybe adding more robots would be interesting, too? Dr. McKay http://www.doctormckay.com -Original Message- From: dan Sent: Tuesday, August 14, 2012 5:04 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions On 14/08/2012 21:15, Fletcher Dunn wrote: 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. I'd say by far the biggest challenge would be solving the problem that adding more players makes the game complete rubbish to play. You'd need a complete redesign of most of the game - weapon attributes, maps and so on. In TF2's case 24 is pushing it (although I suppose trading and sniping have both been ways Valve have designed TF2 to get 9v9 or less, even with 24 players on a server) -- Dan ___ 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
Re: [hlds_linux] [hlds] TF MvM hosting questions
I think he was referring to game balance being broken on 24 player games. On 14.08.2012 14:19, Nomaan Ahmad wrote: What do you mean by rubbish to play? CPUs have gotten more powerful over the years too. If some is running on tf2's minimum requirement I think they should upgrade in order to play on bigger servers. Same goes to server operators, they need to host their games it on high end servers if they want more slots. On 14 August 2012 22:04, dan needa...@ntlworld.com wrote: On 14/08/2012 21:15, Fletcher Dunn wrote: 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. I'd say by far the biggest challenge would be solving the problem that adding more players makes the game complete rubbish to play. You'd need a complete redesign of most of the game - weapon attributes, maps and so on. In TF2's case 24 is pushing it (although I suppose trading and sniping have both been ways Valve have designed TF2 to get 9v9 or less, even with 24 players on a server) -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
Some servers ops will know how to make it balanced... class limiting is one of them. On 14 August 2012 22:33, Russell Smith ve...@tinylittlerobots.us wrote: I think he was referring to game balance being broken on 24 player games. On 14.08.2012 14:19, Nomaan Ahmad wrote: What do you mean by rubbish to play? CPUs have gotten more powerful over the years too. If some is running on tf2's minimum requirement I think they should upgrade in order to play on bigger servers. Same goes to server operators, they need to host their games it on high end servers if they want more slots. On 14 August 2012 22:04, dan needa...@ntlworld.com wrote: On 14/08/2012 21:15, Fletcher Dunn wrote: 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. I'd say by far the biggest challenge would be solving the problem that adding more players makes the game complete rubbish to play. You'd need a complete redesign of most of the game - weapon attributes, maps and so on. In TF2's case 24 is pushing it (although I suppose trading and sniping have both been ways Valve have designed TF2 to get 9v9 or less, even with 24 players on a server) -- Dan __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://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
Re: [hlds_linux] [hlds] TF MvM hosting questions
Can we do reserved lobbies like with keys? So all friends go to the same community server? Sent from my iPhone 4 On Aug 14, 2012, at 2:40 PM, Nomaan Ahmad n0man@gmail.com wrote: Some servers ops will know how to make it balanced... class limiting is one of them. On 14 August 2012 22:33, Russell Smith ve...@tinylittlerobots.us wrote: I think he was referring to game balance being broken on 24 player games. On 14.08.2012 14:19, Nomaan Ahmad wrote: What do you mean by rubbish to play? CPUs have gotten more powerful over the years too. If some is running on tf2's minimum requirement I think they should upgrade in order to play on bigger servers. Same goes to server operators, they need to host their games it on high end servers if they want more slots. On 14 August 2012 22:04, dan needa...@ntlworld.com wrote: On 14/08/2012 21:15, Fletcher Dunn wrote: 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. I'd say by far the biggest challenge would be solving the problem that adding more players makes the game complete rubbish to play. You'd need a complete redesign of most of the game - weapon attributes, maps and so on. In TF2's case 24 is pushing it (although I suppose trading and sniping have both been ways Valve have designed TF2 to get 9v9 or less, even with 24 players on a server) -- Dan __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://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
Re: [hlds_linux] [hlds] TF MvM hosting questions
If you mean steam group servers like Left 4 Dead has, Fletcher said earlier that this functionality wouldn't be in tomorrow's update. Hopefully it will be added down the line though. On 14.08.2012 14:46, DontWannaName! wrote: Can we do reserved lobbies like with keys? So all friends go to the same community server? Sent from my iPhone 4 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
Is there any way to point the lobby to a specific server at all? Cvar? Sent from my iPhone 4 On Aug 14, 2012, at 2:54 PM, Russell Smith ve...@tinylittlerobots.us wrote: If you mean steam group servers like Left 4 Dead has, Fletcher said earlier that this functionality wouldn't be in tomorrow's update. Hopefully it will be added down the line though. On 14.08.2012 14:46, DontWannaName! wrote: Can we do reserved lobbies like with keys? So all friends go to the same community server? Sent from my iPhone 4 ___ 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
Re: [hlds_linux] [hlds] TF MvM hosting questions
Don't necessarily need that. The biggest focus here should be on having bigger co-op games. Like what was done to Left 4 Dead/2 when a number of people thought 4 players co-op was just not enough. Limit/leave the TF2 game client support at 33 humans, but allow the server to have more players (bots). This way no old gamemodes/maps need re balancing. You won't be seeing 40+ player 2fort matches. And so custom maps and or modes would then be made by the community to support higher player/bot counts. Just some ideas. This could be something to experiment with and see what works with the new game mode. We don't need to drag old maps/gamemodes into this, if that's causing issues. Just some extra unofficial support to tinker with :P. On Tue, Aug 14, 2012 at 5:04 PM, dan needa...@ntlworld.com wrote: On 14/08/2012 21:15, Fletcher Dunn wrote: 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. I'd say by far the biggest challenge would be solving the problem that adding more players makes the game complete rubbish to play. You'd need a complete redesign of most of the game - weapon attributes, maps and so on. In TF2's case 24 is pushing it (although I suppose trading and sniping have both been ways Valve have designed TF2 to get 9v9 or less, even with 24 players on a server) -- Dan __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://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
Re: [hlds_linux] [hlds] TF MvM hosting questions
Not sure about lobbies, but he mentioned you can still join from the server browser. On 14.08.2012 14:57, DontWannaName! wrote: Is there any way to point the lobby to a specific server at all? Cvar? Sent from my iPhone 4 On Aug 14, 2012, at 2:54 PM, Russell Smith ve...@tinylittlerobots.us wrote: If you mean steam group servers like Left 4 Dead has, Fletcher said earlier that this functionality wouldn't be in tomorrow's update. Hopefully it will be added down the line though. On 14.08.2012 14:46, DontWannaName! wrote: Can we do reserved lobbies like with keys? So all friends go to the same community server? Sent from my iPhone 4 ___ 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
Re: [hlds_linux] [hlds] TF MvM hosting questions
What is the use case for that? Friends could just join the server directly, there doesn't seem to be a need to form a party at all. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DontWannaName! Sent: Tuesday, August 14, 2012 2:57 PM To: Half-Life dedicated Linux server mailing list Cc: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions Is there any way to point the lobby to a specific server at all? Cvar? Sent from my iPhone 4 On Aug 14, 2012, at 2:54 PM, Russell Smith ve...@tinylittlerobots.us wrote: If you mean steam group servers like Left 4 Dead has, Fletcher said earlier that this functionality wouldn't be in tomorrow's update. Hopefully it will be added down the line though. On 14.08.2012 14:46, DontWannaName! wrote: Can we do reserved lobbies like with keys? So all friends go to the same community server? Sent from my iPhone 4 ___ 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
Re: [hlds_linux] [hlds] TF MvM hosting questions
This use case I think would be solved by adding steam group lobby functionality. It is going to suck initially for communities to set up a server for this and have it immediately fill with random players, locking out community players who want to try it out. On 14.08.2012 15:19, Fletcher Dunn wrote: What is the use case for that? Friends could just join the server directly, there doesn't seem to be a need to form a party at all. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DontWannaName! Sent: Tuesday, August 14, 2012 2:57 PM To: Half-Life dedicated Linux server mailing list Cc: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions Is there any way to point the lobby to a specific server at all? Cvar? Sent from my iPhone 4 On Aug 14, 2012, at 2:54 PM, Russell Smith ve...@tinylittlerobots.us wrote: If you mean steam group servers like Left 4 Dead has, Fletcher said earlier that this functionality wouldn't be in tomorrow's update. Hopefully it will be added down the line though. On 14.08.2012 14:46, DontWannaName! wrote: Can we do reserved lobbies like with keys? So all friends go to the same community server? Sent from my iPhone 4 ___ 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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
Choosing the map or maybe chatting for example before starting a game? Sent from my iPhone 4 On Aug 14, 2012, at 3:19 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: What is the use case for that? Friends could just join the server directly, there doesn't seem to be a need to form a party at all. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DontWannaName! Sent: Tuesday, August 14, 2012 2:57 PM To: Half-Life dedicated Linux server mailing list Cc: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions Is there any way to point the lobby to a specific server at all? Cvar? Sent from my iPhone 4 On Aug 14, 2012, at 2:54 PM, Russell Smith ve...@tinylittlerobots.us wrote: If you mean steam group servers like Left 4 Dead has, Fletcher said earlier that this functionality wouldn't be in tomorrow's update. Hopefully it will be added down the line though. On 14.08.2012 14:46, DontWannaName! wrote: Can we do reserved lobbies like with keys? So all friends go to the same community server? Sent from my iPhone 4 ___ 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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
A lobby can specify the mission whereas manually joining leaves you such with what's there. Also, steam community-based access control would be a lot less hassle than passwords Fletcher Dunn fletch...@valvesoftware.com wrote: What is the use case for that? Friends could just join the server directly, there doesn't seem to be a need to form a party at all. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DontWannaName! Sent: Tuesday, August 14, 2012 2:57 PM To: Half-Life dedicated Linux server mailing list Cc: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions Is there any way to point the lobby to a specific server at all? Cvar? Sent from my iPhone 4 On Aug 14, 2012, at 2:54 PM, Russell Smith ve...@tinylittlerobots.us wrote: If you mean steam group servers like Left 4 Dead has, Fletcher said earlier that this functionality wouldn't be in tomorrow's update. Hopefully it will be added down the line though. On 14.08.2012 14:46, DontWannaName! wrote: Can we do reserved lobbies like with keys? So all friends go to the same community server? Sent from my iPhone 4 _ 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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
On 14/08/2012 22:40, Nomaan Ahmad wrote: Some servers ops will know how to make it balanced... class limiting is one of them. No they don't. Class limiting is a flawed approach. It suggests that if you assign forced roles that the game will be good. It won't be. It just means the 2 or 3 engineers you have will be halfwits and the one guy that can play engineer has to watch these halfwits in frustration. The only time highlander and class limits works is when you have organised teams and matches and then you can say Bill, you be the medic...John, you play engineer and so on. Yes it sucks if you have 5 spies and 5 snipers on a team, but the truth is, forcing these guys to play a different class won't help. It's far better to let people play what class they want and use that data to see they are all buffoons. They'll see it when they lose and you'll see it when you join so you can, if you want, just hit 'change server' and find a round that will be better. Of course, from a server admin point of view the idea the best way to find a good round is to hit 'change server' isn't that appealing, hence the flawed attempts to try and mess things around instead. You can't turn a buffoon into a good player by making him play a different class, nor a team of buffoons into a good team using the same method. As I said in another post, generally speaking, increasing the number of players, reducing the number of shots you need to kill or removing the penalty for death are all designed to hide differences in skill between players and teams. Or in other words, people play on 32 man, instant spawn servers (and Robin runs around with his OP rocket launcher or people pay saigns for silly weapons and abilities) because it helps hide the fact they suck. With 12v12 with respawn timers (and things like nocrit) you will see which players on the server can play better than the others and which team is better - especially if both teams are motivated towards the objective. Their skill will be more evident (although as the comp players will tell you, 6v6 is better than 12v12 for that) But, unfortunately, it will generally result in average and below players spending a lot of time spectating and losing rounds. Which obviously for them is a worse experience than having a 3 hour round that no one wins (or that one team can trivially win because there are some trivial ways to win with instant spawn, especially when you have weapons like the dead ringer) It's a lot easier to configure a server badly than it is to get better at playing it too. So it's no real surprise there's a player base happy to play on servers configured this way. -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
For the love of god please let us protect our sv_steamgroup id from being added to everyone elses steamgroup, l4d2 is rife with it!, there has always been a simple solution to this and requested several times yet no response -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell Smith Sent: 14 August 2012 22:54 To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions If you mean steam group servers like Left 4 Dead has, Fletcher said earlier that this functionality wouldn't be in tomorrow's update. Hopefully it will be added down the line though. On 14.08.2012 14:46, DontWannaName! wrote: Can we do reserved lobbies like with keys? So all friends go to the same community server? Sent from my iPhone 4 ___ 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
Re: [hlds_linux] [hlds] TF MvM hosting questions
Special game modes sometimes benefit from class limits (such as Vs. Saxton Hale limiting Engineers and Spies), but I agree that a standard game doesn't benefit from it. On 8/14/2012 6:33 PM, dan wrote: On 14/08/2012 22:40, Nomaan Ahmad wrote: Some servers ops will know how to make it balanced... class limiting is one of them. No they don't. Class limiting is a flawed approach. It suggests that if you assign forced roles that the game will be good. It won't be. It just means the 2 or 3 engineers you have will be halfwits and the one guy that can play engineer has to watch these halfwits in frustration. The only time highlander and class limits works is when you have organised teams and matches and then you can say Bill, you be the medic...John, you play engineer and so on. Yes it sucks if you have 5 spies and 5 snipers on a team, but the truth is, forcing these guys to play a different class won't help. It's far better to let people play what class they want and use that data to see they are all buffoons. They'll see it when they lose and you'll see it when you join so you can, if you want, just hit 'change server' and find a round that will be better. Of course, from a server admin point of view the idea the best way to find a good round is to hit 'change server' isn't that appealing, hence the flawed attempts to try and mess things around instead. You can't turn a buffoon into a good player by making him play a different class, nor a team of buffoons into a good team using the same method. As I said in another post, generally speaking, increasing the number of players, reducing the number of shots you need to kill or removing the penalty for death are all designed to hide differences in skill between players and teams. Or in other words, people play on 32 man, instant spawn servers (and Robin runs around with his OP rocket launcher or people pay saigns for silly weapons and abilities) because it helps hide the fact they suck. With 12v12 with respawn timers (and things like nocrit) you will see which players on the server can play better than the others and which team is better - especially if both teams are motivated towards the objective. Their skill will be more evident (although as the comp players will tell you, 6v6 is better than 12v12 for that) But, unfortunately, it will generally result in average and below players spending a lot of time spectating and losing rounds. Which obviously for them is a worse experience than having a 3 hour round that no one wins (or that one team can trivially win because there are some trivial ways to win with instant spawn, especially when you have weapons like the dead ringer) It's a lot easier to configure a server badly than it is to get better at playing it too. So it's no real surprise there's a player base happy to play on servers configured this way. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF MvM hosting questions
Class restriction was just an example... we need to experiment before you can stay its rubbish tbh... There are other things server operators can try but we need some unofficial support to allow increased slots. Its up to the communities how they want their servers.. If you dont like servers with more than 24 slots or you lag on them... simple, don't play on them. If their servers are unbalanced or configured badly, I'm sure players will leave and they wont have populated server anyway. Or do you carry on playing on them? I know I don't... On 14 August 2012 23:33, dan needa...@ntlworld.com wrote: On 14/08/2012 22:40, Nomaan Ahmad wrote: Some servers ops will know how to make it balanced... class limiting is one of them. No they don't. Class limiting is a flawed approach. It suggests that if you assign forced roles that the game will be good. It won't be. It just means the 2 or 3 engineers you have will be halfwits and the one guy that can play engineer has to watch these halfwits in frustration. The only time highlander and class limits works is when you have organised teams and matches and then you can say Bill, you be the medic...John, you play engineer and so on. Yes it sucks if you have 5 spies and 5 snipers on a team, but the truth is, forcing these guys to play a different class won't help. It's far better to let people play what class they want and use that data to see they are all buffoons. They'll see it when they lose and you'll see it when you join so you can, if you want, just hit 'change server' and find a round that will be better. Of course, from a server admin point of view the idea the best way to find a good round is to hit 'change server' isn't that appealing, hence the flawed attempts to try and mess things around instead. You can't turn a buffoon into a good player by making him play a different class, nor a team of buffoons into a good team using the same method. As I said in another post, generally speaking, increasing the number of players, reducing the number of shots you need to kill or removing the penalty for death are all designed to hide differences in skill between players and teams. Or in other words, people play on 32 man, instant spawn servers (and Robin runs around with his OP rocket launcher or people pay saigns for silly weapons and abilities) because it helps hide the fact they suck. With 12v12 with respawn timers (and things like nocrit) you will see which players on the server can play better than the others and which team is better - especially if both teams are motivated towards the objective. Their skill will be more evident (although as the comp players will tell you, 6v6 is better than 12v12 for that) But, unfortunately, it will generally result in average and below players spending a lot of time spectating and losing rounds. Which obviously for them is a worse experience than having a 3 hour round that no one wins (or that one team can trivially win because there are some trivial ways to win with instant spawn, especially when you have weapons like the dead ringer) It's a lot easier to configure a server badly than it is to get better at playing it too. So it's no real surprise there's a player base happy to play on servers configured this way. -- Dan __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://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
Re: [hlds_linux] [hlds] TF MvM hosting questions
True but there just is a limit to the amount of players you can support. Sure they could enable 64 players but it's completely broken, out of resources, not designed for that. There comes a time in brainstorming where you just have to draw the line. People were able to set up vs. Saxton Hale, and Prop Hunt, and all sorts of other fun gamemodes that didn't require a raising of what is essentially a hard limit. I feel like the people asking for more slots don't understand the many important reasons there is this arbitrary limit. I don't think this is Valve stomping on the server owner, if anything they've bent over backwards trying to keep the community modding and server operators happy. We haven't even been shown day 2 of MVM and people are already clamoring for the code behind MVM be changed to better fit all this crazy theorycrafting about what the gamemode MIGHT be like. On Tue, Aug 14, 2012 at 5:27 PM, Nomaan Ahmad n0man@gmail.com wrote: Class restriction was just an example... we need to experiment before you can stay its rubbish tbh... There are other things server operators can try but we need some unofficial support to allow increased slots. Its up to the communities how they want their servers.. If you dont like servers with more than 24 slots or you lag on them... simple, don't play on them. If their servers are unbalanced or configured badly, I'm sure players will leave and they wont have populated server anyway. Or do you carry on playing on them? I know I don't... On 14 August 2012 23:33, dan needa...@ntlworld.com wrote: On 14/08/2012 22:40, Nomaan Ahmad wrote: Some servers ops will know how to make it balanced... class limiting is one of them. No they don't. Class limiting is a flawed approach. It suggests that if you assign forced roles that the game will be good. It won't be. It just means the 2 or 3 engineers you have will be halfwits and the one guy that can play engineer has to watch these halfwits in frustration. The only time highlander and class limits works is when you have organised teams and matches and then you can say Bill, you be the medic...John, you play engineer and so on. Yes it sucks if you have 5 spies and 5 snipers on a team, but the truth is, forcing these guys to play a different class won't help. It's far better to let people play what class they want and use that data to see they are all buffoons. They'll see it when they lose and you'll see it when you join so you can, if you want, just hit 'change server' and find a round that will be better. Of course, from a server admin point of view the idea the best way to find a good round is to hit 'change server' isn't that appealing, hence the flawed attempts to try and mess things around instead. You can't turn a buffoon into a good player by making him play a different class, nor a team of buffoons into a good team using the same method. As I said in another post, generally speaking, increasing the number of players, reducing the number of shots you need to kill or removing the penalty for death are all designed to hide differences in skill between players and teams. Or in other words, people play on 32 man, instant spawn servers (and Robin runs around with his OP rocket launcher or people pay saigns for silly weapons and abilities) because it helps hide the fact they suck. With 12v12 with respawn timers (and things like nocrit) you will see which players on the server can play better than the others and which team is better - especially if both teams are motivated towards the objective. Their skill will be more evident (although as the comp players will tell you, 6v6 is better than 12v12 for that) But, unfortunately, it will generally result in average and below players spending a lot of time spectating and losing rounds. Which obviously for them is a worse experience than having a 3 hour round that no one wins (or that one team can trivially win because there are some trivial ways to win with instant spawn, especially when you have weapons like the dead ringer) It's a lot easier to configure a server badly than it is to get better at playing it too. So it's no real surprise there's a player base happy to play on servers configured this way. -- Dan __**_ 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:
Re: [hlds_linux] [hlds] TF MvM hosting questions
Actually, day two is already here. http://www.teamfortress.com/mvm/mercs/ Any ideas what the map names will be so we can setup some servers that will restart when the updates comes out and instantly load up on the new maps? On Tue, Aug 14, 2012 at 8:38 PM, doc drga...@gmail.com wrote: True but there just is a limit to the amount of players you can support. Sure they could enable 64 players but it's completely broken, out of resources, not designed for that. There comes a time in brainstorming where you just have to draw the line. People were able to set up vs. Saxton Hale, and Prop Hunt, and all sorts of other fun gamemodes that didn't require a raising of what is essentially a hard limit. I feel like the people asking for more slots don't understand the many important reasons there is this arbitrary limit. I don't think this is Valve stomping on the server owner, if anything they've bent over backwards trying to keep the community modding and server operators happy. We haven't even been shown day 2 of MVM and people are already clamoring for the code behind MVM be changed to better fit all this crazy theorycrafting about what the gamemode MIGHT be like. On Tue, Aug 14, 2012 at 5:27 PM, Nomaan Ahmad n0man@gmail.com wrote: Class restriction was just an example... we need to experiment before you can stay its rubbish tbh... There are other things server operators can try but we need some unofficial support to allow increased slots. Its up to the communities how they want their servers.. If you dont like servers with more than 24 slots or you lag on them... simple, don't play on them. If their servers are unbalanced or configured badly, I'm sure players will leave and they wont have populated server anyway. Or do you carry on playing on them? I know I don't... On 14 August 2012 23:33, dan needa...@ntlworld.com wrote: On 14/08/2012 22:40, Nomaan Ahmad wrote: Some servers ops will know how to make it balanced... class limiting is one of them. No they don't. Class limiting is a flawed approach. It suggests that if you assign forced roles that the game will be good. It won't be. It just means the 2 or 3 engineers you have will be halfwits and the one guy that can play engineer has to watch these halfwits in frustration. The only time highlander and class limits works is when you have organised teams and matches and then you can say Bill, you be the medic...John, you play engineer and so on. Yes it sucks if you have 5 spies and 5 snipers on a team, but the truth is, forcing these guys to play a different class won't help. It's far better to let people play what class they want and use that data to see they are all buffoons. They'll see it when they lose and you'll see it when you join so you can, if you want, just hit 'change server' and find a round that will be better. Of course, from a server admin point of view the idea the best way to find a good round is to hit 'change server' isn't that appealing, hence the flawed attempts to try and mess things around instead. You can't turn a buffoon into a good player by making him play a different class, nor a team of buffoons into a good team using the same method. As I said in another post, generally speaking, increasing the number of players, reducing the number of shots you need to kill or removing the penalty for death are all designed to hide differences in skill between players and teams. Or in other words, people play on 32 man, instant spawn servers (and Robin runs around with his OP rocket launcher or people pay saigns for silly weapons and abilities) because it helps hide the fact they suck. With 12v12 with respawn timers (and things like nocrit) you will see which players on the server can play better than the others and which team is better - especially if both teams are motivated towards the objective. Their skill will be more evident (although as the comp players will tell you, 6v6 is better than 12v12 for that) But, unfortunately, it will generally result in average and below players spending a lot of time spectating and losing rounds. Which obviously for them is a worse experience than having a 3 hour round that no one wins (or that one team can trivially win because there are some trivial ways to win with instant spawn, especially when you have weapons like the dead ringer) It's a lot easier to configure a server badly than it is to get better at playing it too. So it's no real surprise there's a player base happy to play on servers configured this way. -- Dan __**_ 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