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
>>>>
>>>>
>>>> _______________________________________________
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>>>>
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>>>>
>>>>
>>>
>>>
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>>>
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>>>
>>
>>
>>
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>> please visit:
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>
>
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