CS:S runs on the same engine and it supports 65 (or something along those 
lines, I know nothing about CS:S) players. Just throwing that out there.

 
Dr. McKay
http://www.doctormckay.com

On Aug 14, 2012, at 3:33 PM, ics <i...@ics-base.net> wrote:

> Things go unstable when there are more than 33 slots. Also there are engine 
> restrictions that cannot be raised just like that. One thing is that entity 
> limit of 2047. When one more is created in-game, crash happens.
> 
> -ics
> 
> 14.8.2012 22:24, Nomaan Ahmad kirjoitti:
>> I dont think anyone is acting like its easy... Servers can already have
>> more than 33 slots, its just that the tf2 client doesn't allow players to
>> get on servers with more than 33 slots.
>> 
>> On 14 August 2012 20:19, Nerdboy <nerdb...@gmail.com> wrote:
>> 
>>> You guys act as if changing the hard limit is easy. There's all sorts of
>>> resource management issues that would need to be resolved and a lot of the
>>> engine would need adjustment. Let's wait to play the game before we start
>>> thinking about overhauling things to change it.
>>> On Aug 14, 2012 3:16 PM, "Ryan Stecker" <voidedwea...@gmail.com> wrote:
>>> 
>>>> I third this. I think it'd open the door to making some interesting
>>>> missions involving more players and more bots.
>>>> 
>>>> On Tue, Aug 14, 2012 at 1:51 PM, Nomaan Ahmad <n0man....@gmail.com>
>>> wrote:
>>>>> I agree with 1nsane.
>>>>> 
>>>>> On 14 August 2012 19:50, 1nsane <1nsane...@gmail.com> wrote:
>>>>> 
>>>>>> Like Asher mentioned above, could you consider increasing the limit.
>>> So
>>>>> we
>>>>>> could better experiment with this mode?
>>>>>> Perhaps include a warning similar to how players are warned about
>>>> joining
>>>>>> servers higher than 24 slots.
>>>>>> 
>>>>>> On Tue, Aug 14, 2012 at 1:00 PM, Fletcher Dunn
>>>>>> <fletch...@valvesoftware.com>wrote:
>>>>>> 
>>>>>>> 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 missions.  (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 (h...@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_linux@list.valvesoftware.com<mailto:
>>>>>> hlds_linux@list.valvesoftware.com>)"
>>>>>>> <hlds_linux@list.valvesoftware.com<mailto:
>>>>>>> hlds_linux@list.valvesoftware.com>>, "Half-Life dedicated Win32
>>>> server
>>>>>>> mailing list (h...@list.valvesoftware.com<mailto:
>>>>>>> h...@list.valvesoftware.com>)" <h...@list.valvesoftware.com
>>> <mailto:
>>>>>>> h...@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:
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>>>>>>> 
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>>>> archives,
>>>>>>> please visit:
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>>>>>>> 
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>>> archives,
>>>>>> please visit:
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>>>>>> 
>>>>> _______________________________________________
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>>>>> please visit:
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>>>>> 
>>>> _______________________________________________
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>>>> 
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>>> 
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> 
> 
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