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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