After fiddling around with TF2 Settings for some time, I can announce with
near certainty that the cause of the mass client crash-out during map
changes is the result of issues with sv_pure 1.
I have tested sv_pure 0 for the last 12 hours and the mass client crash-outs
are no longer occurring for
Well that is funny. I had some issues with Saxton Hale and CTF while
serverhopping so I changed that to help make it so players could easily
transition. =|
On 8/13/2012 1:17 AM, Leon Hunter wrote:
After fiddling around with TF2 Settings for some time, I can announce with
near certainty that
Yeah. That's an ages old bug where the whitelist of the previous server
carries over to the new one (its either that or the pure setting).
Clients complain about it all the time with VSH
-Leon
-Original Message-
From: hlds-boun...@list.valvesoftware.com
“Mann vs. Machine lets you and five friends fight a lethal horde of robots on
new maps”
So, MvM will need a special dedicated server for running?
How teams work with the server? If teams will be 6 people versus bots (I
understood that the team of robots will be bots), then the servers will be 6
Indeed. Running 4x more server instances to handle the same player base could
be... costly... resource-wise. :)
On Aug 13, 2012, at 21:00 PM, Franco Valerio wrote:
“Mann vs. Machine lets you and five friends fight a lethal horde of robots on
new maps”
So, MvM will need a special dedicated
Couldn't you run more then per say 6 more like 12 vs. 12 bots?
On 8/13/2012 7:02 PM, Peter HLDS wrote:
Indeed. Running 4x more server instances to handle the same player base could
be... costly... resource-wise. :)
On Aug 13, 2012, at 21:00 PM, Franco Valerio wrote:
“Mann vs. Machine lets
On Aug 13, 2012, at 21:05 PM, Cameron Munroe wrote:
Couldn't you run more then per say 6 more like 12 vs. 12 bots?
Not if the game mode is 6-player co-op.
Can l4d2 servers run more than 4 players?
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I know, just don't know if its fact that it must be 6.
On 8/13/2012 7:06 PM, Peter HLDS wrote:
On Aug 13, 2012, at 21:05 PM, Cameron Munroe wrote:
Couldn't you run more then per say 6 more like 12 vs. 12 bots?
Not if the game mode is 6-player co-op.
Can l4d2 servers run more than 4 players?
Now I think with a quick local server will be sufficient.
Is only 6 people.
-Mensaje original-
From: Peter HLDS
Sent: Monday, August 13, 2012 10:06 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Intriguing questions about how will be the operation
ofservers
Also can valve give us any information on how to get started with
setting up these servers?
On 8/13/2012 7:20 PM, Franco Valerio wrote:
Now I think with a quick local server will be sufficient.
Is only 6 people.
-Mensaje original- From: Peter HLDS
Sent: Monday, August 13, 2012 10:06
My understanding is that it'll be basically identical to L4D(2). 6 human
players vs a hoard of bots.
Dr. McKay
http://www.doctormckay.com
-Original Message-
From: Cameron Munroe
Sent: Monday, August 13, 2012 10:05 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re:
The more and more I hear it seems exactly like L4D2... Anyways, now
wondering how to host some O_O
On 8/13/2012 9:31 PM, Doctor McKay wrote:
My understanding is that it'll be basically identical to L4D(2). 6
human players vs a hoard of bots.
Dr. McKay
http://www.doctormckay.com
L6D: Robot Edition
Dr. McKay
http://www.doctormckay.com
-Original Message-
From: Cameron Munroe
Sent: Tuesday, August 14, 2012 12:33 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Intriguing questions about how will be the operation of
servers with MVM.
From what we've seen already, it looks like games will have the ability to
be hosted *ad hoc* like L4D games are (hence the addition of the lobby
system into the source files).
-Damon
The speed of light sucks. -John D. Carmack
On Tue, Aug 14, 2012 at 2:06 PM, Doctor McKay li...@doctormckay.com
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
tf_mm_servermode 2 isn't required to host a MvM gameserver, is it?
From: hlds-boun...@list.valvesoftware.com
[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
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