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: >>>>>>> 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_linux >>>>>> >>>>> _______________________________________________ >>>>> 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_linux >>>> >>> _______________________________________________ >>> 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_linux > > > _______________________________________________ > 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_linux