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:
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.com
To: Half-Life dedicated Linux server mailing list
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
I kind off missed the info about MvM. Was it announced whenabouts this will be
released?
Cheers,
Saint K.
From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com]
On Behalf Of Fletcher Dunn [fletch...@valvesoftware.com]
Sent: 14
August 15th
On Aug 14, 2012, at 0:22, Saint K. sai...@specialattack.net wrote:
I kind off missed the info about MvM. Was it announced whenabouts this will
be released?
Cheers,
Saint K.
From: hlds-boun...@list.valvesoftware.com
On Aug 14, 2012, at 2:21 AM, Saint K. wrote:
I kind off missed the info about MvM. Was it announced whenabouts this will
be released?
http://tf2.com/
(psst... Wednesday)
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Ah, thanks!
Saint K.
From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com]
On Behalf Of Peter HLDS [peter-h...@jerde.net]
Sent: 14 August 2012 09:23
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM
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
Hopefully this lobby matchmaking system will make its way to support 6v6 and
9v9 games. :)
All in Valve time of course...
--
Mitchell Huang
On Aug 14, 2012, at 12:38 AM, Damon Reece deman.r...@gmail.com wrote:
From what we've seen already, it looks like games will have the ability to be
I would also like to know the answer to this.
-Original message-
From: Saint K. sai...@specialattack.net
Date: Tue, 14 Aug 2012 06:51:04 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] TF MvM hosting questions
Will we be able to
So am I correct in assuming that once the server changes to a MvM map
that it becomes locked to 6 players in a server? If this is the case
what happens when a full 24 player pvp map switches to a mvm map?
On 8/14/2012 1:52 AM, Fletcher Dunn wrote:
MvM matchmaking will be restricted to 6
This is also relevant to my interests because this came out a bit of
surprise that the gamemode eats so much cpu. In this case i would rather
limit the servers usage to community members instead of all random
joiners due to limited resources.
-ics
14.8.2012 14:51, Saint K. kirjoitti:
Will
Or even better, will we be able to set out server to exclusively used for MvM?
Idea here is to set it to 6 players and passworded so only me and a few friends
could play it privately
Also, am I wrong to assume all servers will get the update to handle MvM game
mode either tonight or
How does a server get disqualified from being in the MvM matchmaking pool? I
remember regular TF2 disqualifies you if you have things like nocrits. My
objections with such things aside, what is the current state of affairs for MvM
and PvP for disqualification?
Thanks,
BloodyIron
For pvp nocrits,instant respawn, non stock maps, and more.I'm guessing this
will apply to McMahon as well as it is loot based.
Sent from my android device.
-Original Message-
From: T Marler bloodyi...@shaw.ca
To: Half-Life dedicated Win32 server mailing list
LOL, thank you android autocorrect. McMahon is MvM
On 8/14/2012 9:19 AM, Cameron Munroe wrote:
For pvp nocrits,instant respawn, non stock maps, and more.I'm guessing
this will apply to McMahon as well as it is loot based.
Sent from my android device.
-Original Message-
From: T
spoilers
- Original Message -
From: Cameron Munroe cmun...@cameronmunroe.com
Date: Tuesday, August 14, 2012 10:19 am
Subject: Re: [hlds] TF MvM hosting questions
To: tmar...@shaw.ca, Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
For pvp nocrits,instant
Any word back on this Eric?
On 10.08.2012 14:24, Eric Smith wrote:
I'll forward your email around to see who is looking into the
problem.
-Eric
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Russell
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
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
What about less than 6? Say... 3 Saxton Hales?
- Original Message -
From: Fletcher Dunn 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
hlds@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.com
Date: Tuesday, August 14, 2012 11:00 am
Subject: Re: [hlds] TF MvM hosting
After working with our 3v3 koth stuff, I see a lot of 3's... HI VALVE
- Original Message -
From: Cameron Munroe cmun...@cameronmunroe.com
Date: Tuesday, August 14, 2012 11:21 am
Subject: Re: [hlds] TF MvM hosting questions
To: tmar...@shaw.ca, Half-Life dedicated Win32 server mailing list
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
Three more months.
On Tue, Aug 14, 2012 at 12:28 PM, 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
Source: http://www.teamfortress.com/mvm/
Bounty Day 3
h .
- Original Message -
From: Fletcher Dunn fletch...@valvesoftware.com
Date: Tuesday, August 14, 2012 11:28 am
Subject: Re: [hlds] TF MvM hosting questions
To: Half-Life dedicated Win32 server mailing list
Same deal with Pyromania. Days 1 and 2 were released on time. Day 3.
struggled.
Dr. McKay
http://www.doctormckay.com
On Aug 14, 2012, at 1:48 PM, T Marler bloodyi...@shaw.ca wrote:
Source: http://www.teamfortress.com/mvm/
Bounty Day 3
h .
- Original Message -
From:
So the robots are actual TF bots? I assumed this would be more similar to
L4D(2) in that a small number of human players play against a horde of enemies
that are spawned automatically and don't require an actual client index.
Interesting.
On Aug 14, 2012, at 1:00 PM, Fletcher Dunn
That is what we thought as well, but I think that would require way to
many changes to tf2.
On 8/14/2012 11:01 AM, Dr. McKay wrote:
So the robots are actual TF bots? I assumed this would be more similar to
L4D(2) in that a small number of human players play against a horde of enemies
that
The special infected in L4D are basically bots taking player slots though.
I suppose for more refined bot behavior where they are supposed to act more
like human players it's needed (IIRC TF2 bots were basically designed to
have similar limitations as human players rather than instantly turning
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
Great! Then people won't expect to us to let them host a 6 slot person
28 bot server for $6 dollars. Pay for 32 and let your bots run wild!
On 8/14/2012 2:27 PM, Fletcher Dunn wrote:
The server will need to launch with -maxplayers 32 to host MvM properly.
-Original Message-
From:
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
I assume the client isn't going to warn the player when they join an MvM
server (Since it's 32 players) with the 24 player message? Just wondering.
Seems like it would be something easy to miss.
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The server will show 6 max players in the server browser. (Same basic effect
as visiblemaxplayers.) So the client doesn't' actually know the true
maxplayers.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Sampson Rogers
Sent: Tuesday,
Anyone know the response to the below question? Anyone else planning on doing
the same thing?
Seems like we might have to set the server to 24 slots first before we could
activate the MvM mode though...
Damir
From: d4m1...@hotmail.com
To: hlds@list.valvesoftware.com
Date: Tue, 14 Aug 2012
From what I understand thus far from reading this discussion, if you have max
6 cilents (as in players), the rest of the slots are naturally going to be
bots, as in robots. In the case of a 24 slot server, that would result in 18
robots max. It seems so far that VALVe has balanced this mode for
Those of us with better hardware could experiment and see what works and
what doesn't. Depending on how this is implement, we might be able to have
other kind of bot NPCs added via mods/plugins or change the models for
existing ones. Opens up a lot of possibilities really.
Obviously these kind of
So I have a CSGO server I'm running with some friends. We had a Source
server for a while and liked it but are still sort of settling into GO.
Our problem right now that we can't seem to find a solution to is downloads
to clients of custom maps we run on our server.
Currently we've got our
Fletcher,
Will there be (or could there be added) a command-line option to
restrict a server from running in MvM mode?
-John
On 8/13/2012 10:39 PM, Fletcher Dunn wrote:
Here are some answers to questions regarding hosting MvM servers:
* Players can join your server through any means they
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