Would we need to set maxplayers to 6 when we start the server?

Michael Johansen

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> Date: Tue, 14 Aug 2012 11:06:13 +0200
> From: daniel.joki...@gmail.com
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] TF MvM hosting questions
> 
> So the new mode is a 6 player/slots per server game?
> 
> 
> On 2012-08-14 07:46, Cameron Munroe wrote:
> > Is there anyway we can preemptively setup a server? My guess in no, 
> > but just asking as it seems like it will be fun.
> >
> > On 8/13/2012 10:39 PM, Fletcher Dunn wrote:
> >> 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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