Did they tell you if they expect extensions to fully break or just need gamedata updates?
On Wed, Aug 15, 2012 at 5:37 PM, Doctor McKay <li...@doctormckay.com> wrote: > The SM devs have told me that the required SM update will be ready before > the actual game update. Watch the SM waterfall page > (http://www.sourcemod.net/builds/waterfall) and download the latest snapshot > when youros-1.4 has been built and uploaded. > > > Dr. McKay > http://www.doctormckay.com > > -----Original Message----- From: DontWannaName! > Sent: Wednesday, August 15, 2012 2:48 PM > > To: Half-Life dedicated Win32 server mailing list > Subject: Re: [hlds] TF MvM hosting questions > > 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 >>>> >>>> >>>> _______________________________________________ >>>> 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 >>>> >>>> _______________________________________________ >>>> 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 >>> >>> _______________________________________________ >>> 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 > > > _______________________________________________ > 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds