I already asked and I don't think there will be.

SM may not work for a bit.

I remember there being a plugin that only allowed admins in, but I
cant find it anywhere!?

On Wed, Aug 15, 2012 at 11:46 AM, Matt Adams <mbad...@united.net> wrote:
> Is there any way to force your 6 man group to use a certain server?
>
> On 8/15/2012 10:49 AM, Fletcher Dunn wrote:
>>
>> 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_li...@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 miss
>>
>>   io
>>>
>>>    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
>>>
>>>
>>> -----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 (hlds@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.com<mailto:fletch...@valvesoftware.com>>
>>> To: "Half-Life dedicated Linux server mailing list
>>> (hlds_li...@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftwar
>>> e.com>)"
>>> <hlds_li...@list.valvesoftware.com<mailto:hlds_linux@list.valvesoftwar
>>> e.com>>, "Half-Life dedicated Win32 server mailing list
>>> (hlds@list.valvesoftware.com<mailto:hlds@list.valvesoftware.com>)"
>>> <hlds@list.valvesoftware.com<mailto:hlds@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
>>> 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
>>>
>>>
>>> _______________________________________________
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>>>
>>>
>>
>>
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>>
>
>
>
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