Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Fletcher Dunn
tf_mm_servermode 2 isn't required to host a MvM gameserver, is it?

No.  You don't have to use matchmaking at all.  You can host the server and 
play the maps just like any other gamemode.  Players can join through the 
server browser, favorites tab, direct connect, friend invites, etc.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Monday, August 13, 2012 10:52 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] TF MvM hosting questions

tf_mm_servermode 2 isn't required to host a MvM gameserver, is it?

From: 
hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com]mailto:[mailto:hlds-boun...@list.valvesoftware.com]
 On Behalf Of Fletcher Dunn
Sent: Tuesday, August 14, 2012 7:40 AM
To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com); 
Half-Life dedicated Win32 server mailing list 
(h...@list.valvesoftware.commailto:h...@list.valvesoftware.com)
Subject: [hlds] TF MvM hosting questions

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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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Glib Tsyrklyevych
At what hour will the update come out? I am guessing it will be around 6
EST as usual?
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread daniel nilsson jokihao

MvM ?


On 2012-08-14 08:29, Glib Tsyrklyevych wrote:

At what hour will the update come out? I am guessing it will be around 6
EST as usual?
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread dan

On 14/08/2012 09:04, daniel nilsson jokihao wrote:

MvM ?


new game mode, see the blog here :-

tf2.com
--
Dan

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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread daniel nilsson jokihao

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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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread Michael Johansen

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

Michael Johansen

Owner and systems operator - BlackOutGaming.org

Mobile: +4790810071 | Twitter: @BlackOut_Gaming

Steam: michael_sj123 | IRC: #BlackOutGaming @ QuakeNet

 

This email and any attachments to it may be
confidential and are intended solely for the use of the individual to whom it
is addressed.

Any views or opinions expressed are solely those of the author and do not
necessarily represent those of BlackOut Gaming.

 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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  To unsubscribe, edit your list preferences, or view the list 
  archives, please visit:
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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread Erik-jan Riemers
Would assume it goes automatic once you change the gamemode.

 * 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

Is more .. ouch.. if this is compared to a full 24 slots server... then its
a lot.. i can imagine not enough servers out there having the beef to just
create a couple of those. Even if i manage to get 10 up and running then,
it still can only handle 60 people.

Time will tell.

2012/8/14 Michael Johansen michs...@live.no


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

 Michael Johansen

 Owner and systems operator - BlackOutGaming.org

 Mobile: +4790810071 | Twitter: @BlackOut_Gaming

 Steam: michael_sj123 | IRC: #BlackOutGaming @ QuakeNet



 This email and any attachments to it may be
 confidential and are intended solely for the use of the individual to whom
 it
 is addressed.

 Any views or opinions expressed are solely those of the author and do not
 necessarily represent those of BlackOut Gaming.

  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
   ___
   To unsubscribe, edit your list preferences, or view the list
   archives, please visit:
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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread Giovanni Harting
Some of the moments oh, didn't find a mvm server yet in the first few
days are secure 

2012/8/14 Erik-jan Riemers riem...@binkey.nl

 Would assume it goes automatic once you change the gamemode.

  * 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

 Is more .. ouch.. if this is compared to a full 24 slots server... then its
 a lot.. i can imagine not enough servers out there having the beef to just
 create a couple of those. Even if i manage to get 10 up and running then,
 it still can only handle 60 people.

 Time will tell.

 2012/8/14 Michael Johansen michs...@live.no

 
  Would we need to set maxplayers to 6 when we start the server?
 
  Michael Johansen
 
  Owner and systems operator - BlackOutGaming.org
 
  Mobile: +4790810071 | Twitter: @BlackOut_Gaming
 
  Steam: michael_sj123 | IRC: #BlackOutGaming @ QuakeNet
 
 
 
  This email and any attachments to it may be
  confidential and are intended solely for the use of the individual to
 whom
  it
  is addressed.
 
  Any views or opinions expressed are solely those of the author and do not
  necessarily represent those of BlackOut Gaming.
 
   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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 archives,
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Re: [hlds_linux] CS:GO hostname setting?

2012-08-14 Thread Peter Svensson
Could we get a answer of  Valve regarding this? It´s a pain when ever we
get a new ip and losing almost every player.

2012/1/30 lwf l...@rocketblast.com

 When adding to favorites, have the client look up the server supplied
 domain name and compare it to the current IP address of the server. If
 they they're not equal add the IP only, preventing both
 misconfigurations and forgery from ruining the users day. If they are
 equal, add the domain name as well as the IP and compare again on
 future connects.

 If they're not equal once added show an error message with both
 addresses as well as the current server title and explain to the user
 that the server may have moved, and ask the user what action to take.
 If the user complies, update the last known IP for that favorite
 entry.

 Problem solved and we can use DNS exactly what it's for. However, it
 does not deal with ports.

 On Mon, Jan 30, 2012 at 01:30, Necavi nec...@0xf.org wrote:
  If I remember correctly, the reason that valve has not done this in the
 past is to prevent server operators from basically having the power to
 redirect multiple players to the same server by abusing hostnames. They are
 able to do this by either starting up a dozen servers, each claiming the
 same hostname as their main server, meaning that if anyone favorites that
 particular server they are in fact favoriting the main server. (Note: this
 particular exploit only really works if the hostname is set by cvar, other
 exploits exist for other methods). Granted, I'm one of the server operators
 who wishes that kind of power, but for a different reason, I tend to host
 servers with RPG elements (such as War3Source) and I've always fantasized
 about having a server that controls access to all the other ones, sorting
 players out by their RPG level or something similar, doing almost exactly
 the opposite of what valve is trying to protect against (phantom servers
 redirecting to a real one, this is more similar to a single phantom server
 taking the place of several real ones).

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Re: [hlds_linux] CS:GO hostname setting?

2012-08-14 Thread Erik-jan Riemers
I see my own name again.. its been something thats long overdue but still
not present.

2012/8/14 Peter Svensson min.satans.facebook.m...@gmail.com

 Could we get a answer of  Valve regarding this? It´s a pain when ever we
 get a new ip and losing almost every player.

 2012/1/30 lwf l...@rocketblast.com

  When adding to favorites, have the client look up the server supplied
  domain name and compare it to the current IP address of the server. If
  they they're not equal add the IP only, preventing both
  misconfigurations and forgery from ruining the users day. If they are
  equal, add the domain name as well as the IP and compare again on
  future connects.
 
  If they're not equal once added show an error message with both
  addresses as well as the current server title and explain to the user
  that the server may have moved, and ask the user what action to take.
  If the user complies, update the last known IP for that favorite
  entry.
 
  Problem solved and we can use DNS exactly what it's for. However, it
  does not deal with ports.
 
  On Mon, Jan 30, 2012 at 01:30, Necavi nec...@0xf.org wrote:
   If I remember correctly, the reason that valve has not done this in the
  past is to prevent server operators from basically having the power to
  redirect multiple players to the same server by abusing hostnames. They
 are
  able to do this by either starting up a dozen servers, each claiming the
  same hostname as their main server, meaning that if anyone favorites that
  particular server they are in fact favoriting the main server. (Note:
 this
  particular exploit only really works if the hostname is set by cvar,
 other
  exploits exist for other methods). Granted, I'm one of the server
 operators
  who wishes that kind of power, but for a different reason, I tend to host
  servers with RPG elements (such as War3Source) and I've always fantasized
  about having a server that controls access to all the other ones, sorting
  players out by their RPG level or something similar, doing almost exactly
  the opposite of what valve is trying to protect against (phantom servers
  redirecting to a real one, this is more similar to a single phantom
 server
  taking the place of several real ones).
 
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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread Frank
Ok so 6 player limit - is that solid cause right now? I stretch like many
others a 24 player server to 32 which still runs fine and if you have the
horsepower in the server then why not.
I believe a question was asked about the CPU usage - please compare? CPU =
24 player on current game modes compared to CPU = 6Player on this game mode
can you throw some numbers?

I really appreciate the info already given because what you will have is a
ton of excited players wanting to play yet those of us that can support some
servers up as of now are just sitting here scratching our heads. Don't
forget the amount of things that will be broken in SourceMod if you run that
to deal with but I for one don't like the 6 player limit and would really
like to push that as long as the hardware can sustain it.

-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 1:40 AM
To: Half-Life dedicated Linux server mailing list
(hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
mailing list (h...@list.valvesoftware.com)
Subject: [hlds_linux] TF MvM hosting questions

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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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread Giovanni Harting
I'm also interested in some extreme variants of this mode. Sure, they may
be borders ... but 6 players only? About 16 would be niceor 24? Lets
see!

2012/8/14 Frank ad...@gamerscrib.net

 Ok so 6 player limit - is that solid cause right now? I stretch like many
 others a 24 player server to 32 which still runs fine and if you have the
 horsepower in the server then why not.
 I believe a question was asked about the CPU usage - please compare? CPU =
 24 player on current game modes compared to CPU = 6Player on this game mode
 can you throw some numbers?

 I really appreciate the info already given because what you will have is a
 ton of excited players wanting to play yet those of us that can support
 some
 servers up as of now are just sitting here scratching our heads. Don't
 forget the amount of things that will be broken in SourceMod if you run
 that
 to deal with but I for one don't like the 6 player limit and would really
 like to push that as long as the hardware can sustain it.

 -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 1:40 AM
 To: Half-Life dedicated Linux server mailing list
 (hlds_linux@list.valvesoftware.com); Half-Life dedicated Win32 server
 mailing list (h...@list.valvesoftware.com)
 Subject: [hlds_linux] TF MvM hosting questions

 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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[hlds_linux] CS:Go steamgroup, manual connect, and other ways to make my server findable

2012-08-14 Thread Nevermore Imperium
Hi!

I've been hosting valve servers since a lot of years both hlds and
srcds, and i loved the old serverbrowser and favourites model.
I'm not saying i don't like the new
play-on-any-available-server-and-don't-know-where-you-are-actually-playing
model, it's easier for new players. but, i was wondering if there are
some ways people can add my cs:go server somewhere to find it and play
on it when they want to.

I have set up 'sv_steamgroup' cvar, but i don't see this taking effect.
Left 4 dead had a rolling list of steamgroup servers in the lower part
of the home screen, but i don't see that in CS:Go.

Also, this morning i tried connecting to my server by ip using console
command connect, but it didn't work.

This is the console output:

] connect XXX.XXX.XXX.XXX:
Warning: Self recursive import detected in 'sharedlib.swf'
Import error: GFxResource 'btn-arrow-insert' is not exported from
movie 'sharedlib.swf'
Connecting to public(XXX.XXX.XXX.XXX:) ...
32.949:  Sending UDP connect to public IP XXX.XXX.XXX.XXX:
Server using 'public' lobbies, requiring pw no, lobby id 0
RememberIPAddressForLobby: lobby 0 from address XXX.XXX.XXX.XXX:
Grace request retry for unreserved server...
Retrying public(XXX.XXX.XXX.XXX:) ...
32.971:  Sending UDP connect to public IP XXX.XXX.XXX.XXX:
Server using 'public' lobbies, requiring pw no, lobby id 0
RememberIPAddressForLobby: lobby 0 from address XXX.XXX.XXX.XXX:
Server approved grace request...
Retrying connection to XXX.XXX.XXX.XXX:, server requires lobby
reservation but is unreserved.
Received game details information from XXX.XXX.XXX.XXX:...
CGCClientJobStartMatchmaking: Matchmaking timed out talking to ranking
server, it may be down.  Will attempt to matchmake anyway.
[MM] Sending reservation request to XXX.XXX.XXX.XXX:
[MM] Sending reservation request to XXX.XXX.XXX.XXX:

¿Are there other ways to connect to my server (and make visible to my
friends and community fellows)?

Regards,
Germán

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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2012-08-14 Thread Russell Smith

Any word back on this Eric?

On 10.08.2012 14:24, Eric Smith wrote:
I'll forward your email around to see who is looking into the 
problem.


-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Russell Smith
Sent: Friday, August 10, 2012 2:17 PM
To: h...@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] [hlds] Mandatory TF2 update released

Thanks for the heads up Eric.

It would be great if we could get a word back from a Valve employee 
on

the CPU spiking issue that started happening with the Pyro update.
There's been a couple threads about it and no word from Valve.  New
updates are nice and all but I would prefer to have a stable server 
over

new content.

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Re: [hlds_linux] Mandatory TF2 update released

2012-08-14 Thread Eric Smith
We're going to push the CS:S update to next week. We have a big update coming 
for TF2 (http://www.teamfortress.com/) and we need to focus on that this week. 
Thanks for your patience.

-Eric


-Original Message-
From: Eric Smith 
Sent: Friday, August 10, 2012 2:22 PM
To: Half-Life dedicated Linux server mailing list
Subject: RE: [hlds_linux] Mandatory TF2 update released

We'll get an update for CS:S out early next week.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Friday, August 10, 2012 2:17 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released

Any chance at a CS:S sync for next week? We're still unable to create
'stable' listen servers which was fixed in OB.

Thanks,
Kyle.

On Fri, Aug 10, 2012 at 2:14 PM, Eric Smith er...@valvesoftware.com wrote:
 If you're still seeing server crashes related to the new sapper, please send 
 us the crash dumps.

 Thanks.

 -Eric


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Frank
 Sent: Friday, August 10, 2012 2:12 PM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] Mandatory TF2 update released

 I'm assuming the new sapper was adjusted or the crash exploit was patched?
 Right after last patch to fix it I had two servers crash from a noticeable
 sapper placement so since then I've been still blocking it's use.



 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
 Sent: Friday, August 10, 2012 5:09 PM
 To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32
 server mailing list; 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_linux] Mandatory TF2 update released

 We've released a mandatory update to TF2. The notes for the update are
 below.

 -Eric

 --

 Team Fortress 2
 - Added new map Koth_King
 - Added the Ready Steady Pan tournament medals
 - Added new promo items
 - Fixed a Medigun exploit that could leave players indefinitely invulnerable
 - Fixed sentry gun sometimes placing wrong, being rotated into the ground
 and pointing upward
 - Renamed The Huo Long Heatmaker to The Huo-Long Heater
 - Updated the localization files
 - Updated the Neon Annihilator
- Materials now animate
- Damage penalty only applies to players (not buildings)
- Can damage sappers

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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Fletcher Dunn
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.commailto:fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com) 
hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com, 
Half-Life dedicated Win32 server mailing list 
(h...@list.valvesoftware.commailto:h...@list.valvesoftware.com) 
h...@list.valvesoftware.commailto: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 

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Fletcher Dunn
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_linux@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 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

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Asher Baker
 You actually have to set maxplayers to 32 to host MvM (to make room for all 
 the bots).

Any chance of seeing the hard-limit raised well above the current 33
(to 65)? And just soft-limited to the current values.

This would allow lots of room for experimentation in the future.

On Tue, Aug 14, 2012 at 6:00 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.commailto:fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list 
 (hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com)
  
 hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com,
  Half-Life dedicated Win32 server mailing list 
 (h...@list.valvesoftware.commailto:h...@list.valvesoftware.com) 
 h...@list.valvesoftware.commailto: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 

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Cameron Munroe

Ohh GOD MY CPU! ITS MELTING


On 8/14/2012 10:18 AM, Asher Baker wrote:

You actually have to set maxplayers to 32 to host MvM (to make room for all the 
bots).

Any chance of seeing the hard-limit raised well above the current 33
(to 65)? And just soft-limited to the current values.

This would allow lots of room for experimentation in the future.

On Tue, Aug 14, 2012 at 6:00 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 miss

  ions.  (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.commailto:fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com) 
hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server 
mailing list (h...@list.valvesoftware.commailto:h...@list.valvesoftware.com) 
h...@list.valvesoftware.commailto: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 

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Fletcher Dunn
Out of the question.  Valve doesn't do 3.  Come on, you guys know this.

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of T Marler
Sent: Tuesday, August 14, 2012 10:22 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF MvM hosting questions

After working with our 3v3 koth stuff, I see a lot of 3's... HI VALVE

- Original Message -
From: Cameron Munroe 
cmun...@cameronmunroe.commailto:cmun...@cameronmunroe.com
Date: Tuesday, August 14, 2012 11:21 am
Subject: Re: [hlds] TF MvM hosting questions
To: tmar...@shaw.camailto:tmar...@shaw.ca, Half-Life dedicated Win32 server 
mailing list h...@list.valvesoftware.commailto:h...@list.valvesoftware.com

 Awww my idea went out... Well now our idea.


 On 8/14/2012 10:20 AM, T Marler wrote:
 What about less than 6? Say... 3 Saxton Hales?
 
 - Original Message -
 From: Fletcher Dunn 
 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com
 Date: Tuesday, August 14, 2012 11:00 am
 Subject: Re: [hlds] TF MvM hosting questions
 To: Half-Life dedicated Win32 server mailing list
 h...@list.valvesoftware.commailto:h...@list.valvesoftware.com, Half-Life 
 dedicated Linux
 server mailing list 
 (hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com)
 hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com
  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.commailto:hlds-boun...@list.valvesoftware.com
   [mailto:hlds-
  boun...@list.valvesoftware.commailto: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.commailto:hlds-boun...@list.valvesoftware.com
   [hlds-
  boun...@list.valvesoftware.commailto: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)Subjectmailto: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 

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Dan Offord
Is there any chance of FreeBSD updates in this version?

If there you're using any custom configs for MvM will we be able to set
them (similar to servercfgfile?)

Thanks,

Dan


On 14 August 2012 18:28, Fletcher Dunn fletch...@valvesoftware.com wrote:

 Out of the question.  Valve doesn't do 3.  Come on, you guys know this.

 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of T Marler
 Sent: Tuesday, August 14, 2012 10:22 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF MvM hosting questions

 After working with our 3v3 koth stuff, I see a lot of 3's... HI VALVE

 - Original Message -
 From: Cameron Munroe cmun...@cameronmunroe.commailto:
 cmun...@cameronmunroe.com
 Date: Tuesday, August 14, 2012 11:21 am
 Subject: Re: [hlds] TF MvM hosting questions
 To: tmar...@shaw.camailto:tmar...@shaw.ca, Half-Life dedicated Win32
 server mailing list h...@list.valvesoftware.commailto:
 h...@list.valvesoftware.com

  Awww my idea went out... Well now our idea.
 
 
  On 8/14/2012 10:20 AM, T Marler wrote:
  What about less than 6? Say... 3 Saxton Hales?
  
  - Original Message -
  From: Fletcher Dunn fletch...@valvesoftware.commailto:
 fletch...@valvesoftware.com
  Date: Tuesday, August 14, 2012 11:00 am
  Subject: Re: [hlds] TF MvM hosting questions
  To: Half-Life dedicated Win32 server mailing list
  h...@list.valvesoftware.commailto:h...@list.valvesoftware.com,
 Half-Life dedicated Linux
  server mailing list (hlds_linux@list.valvesoftware.commailto:
 hlds_linux@list.valvesoftware.com)
  hlds_linux@list.valvesoftware.commailto:
 hlds_linux@list.valvesoftware.com
   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.commailto:
 hlds-boun...@list.valvesoftware.com [mailto:hlds-
   boun...@list.valvesoftware.commailto: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.commailto:
 hlds-boun...@list.valvesoftware.com [hlds-
   boun...@list.valvesoftware.commailto:boun...@list.valvesoftware.com]
 On Behalf Of Fletcher Dunn
   [fletch...@valvesoftware.com]Sent: 14 August 2012 08:52
  

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Saint K .
Thanks a lot for the info, as always Fletch!

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn 
[fletch...@valvesoftware.com]
Sent: 14 August 2012 19:00
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated Linux 
server mailing list (hlds_linux@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 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.commailto:fletch...@valvesoftware.com
To: Half-Life dedicated Linux server mailing list 
(hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com) 
hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com, 
Half-Life dedicated Win32 server mailing list 
(h...@list.valvesoftware.commailto:h...@list.valvesoftware.com) 
h...@list.valvesoftware.commailto: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 

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread slimecou...@live.com

So wait, will these servers have to be actual 32 slot servers to run MvM? 
Hasn't Valve always penalized for anything over 24 players? I just rented a few 
10 slot servers thinking this would be adequate to host some MvM matches. Is 
there no way around this?
  
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visit:
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Cameron Munroe
Pretty much its 32 players for the 26 bots that you will be up against. 
So no 10 player servers wont work. The penalize is really for PvP, which 
I do understand.



On 8/14/2012 11:13 AM, slimecou...@live.com wrote:

So wait, will these servers have to be actual 32 slot servers to run MvM? 
Hasn't Valve always penalized for anything over 24 players? I just rented a few 
10 slot servers thinking this would be adequate to host some MvM matches. Is 
there no way around this?

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



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visit:
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Fletcher Dunn
The server will need to launch with -maxplayers 32 to host MvM properly.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Cameron Munroe
Sent: Tuesday, August 14, 2012 11:16 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

Pretty much its 32 players for the 26 bots that you will be up against. 
So no 10 player servers wont work. The penalize is really for PvP, which I do 
understand.


On 8/14/2012 11:13 AM, slimecou...@live.com wrote:
 So wait, will these servers have to be actual 32 slot servers to run MvM? 
 Hasn't Valve always penalized for anything over 24 players? I just rented a 
 few 10 slot servers thinking this would be adequate to host some MvM matches. 
 Is there no way around this?
   
 ___
 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:
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visit:
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread 1nsane
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.comwrote:

 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.commailto:
 fletch...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list (
 hlds_linux@list.valvesoftware.commailto:hlds_linux@list.valvesoftware.com)
 hlds_linux@list.valvesoftware.commailto:
 hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server
 mailing list (h...@list.valvesoftware.commailto:
 h...@list.valvesoftware.com) h...@list.valvesoftware.commailto:
 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 

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Nomaan Ahmad
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.comwrote:

  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.commailto:
  fletch...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list (
  hlds_linux@list.valvesoftware.commailto:
 hlds_linux@list.valvesoftware.com)
  hlds_linux@list.valvesoftware.commailto:
  hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server
  mailing list (h...@list.valvesoftware.commailto:
  h...@list.valvesoftware.com) h...@list.valvesoftware.commailto:
  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:
 

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Ryan Stecker
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.comwrote:
 
   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.commailto:
   fletch...@valvesoftware.com
   To: Half-Life dedicated Linux server mailing list (
   hlds_linux@list.valvesoftware.commailto:
  hlds_linux@list.valvesoftware.com)
   hlds_linux@list.valvesoftware.commailto:
   hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server
   mailing list (h...@list.valvesoftware.commailto:
   

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Nerdboy
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.comwrote:
  
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 

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Nomaan Ahmad
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.comwrote:
   
 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.

 

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread ics
Current maps aren't designed for more so raising the limit right away 
isn't really usefull thing to do.


-ics

14.8.2012 22:19, Nerdboy kirjoitti:

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.comwrote:


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.commailto:
fletch...@valvesoftware.com
To: Half-Life 

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread ics
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.comwrote:


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 

Re: [hlds_linux] csgo server errors after latest update

2012-08-14 Thread Michael Johansen

Anyone? Still annoys me. I'm on Ubuntu 12.04 x64, verified and validated 
serveral times with no success.

 From: michs...@live.no
 To: hlds_linux@list.valvesoftware.com
 Date: Sat, 11 Aug 2012 22:43:07 +0200
 Subject: Re: [hlds_linux] csgo server errors after latest update
 
 
 I've ran it several times, nothing happens, just tells me it's up to date.
 
  From: sai...@specialattack.net
  To: hlds_linux@list.valvesoftware.com
  Date: Sat, 11 Aug 2012 22:37:49 +0200
  Subject: Re: [hlds_linux] csgo server errors after latest update
  
  Did you try app_update 740 validate ?
  
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com 
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
  [michs...@live.no]
  Sent: 11 August 2012 22:36
  To: hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] csgo server errors after latest update
  
  Hi
  Getting this when I try to start a fresh install of 
  csgo:http://pastie.org/private/yobr0kiwyc4qoq3fetyta
  No idea why it happens, I have the coredumps if needed.
  
  
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Fletcher Dunn
I think the biggest challenge with doubling the player count (meaning number of 
mercs running around, whether AI or human) is just plain old performance, both 
server and client.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Tuesday, August 14, 2012 12:34 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

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.comwrote:

 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 

Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread dan

On 14/08/2012 15:08, Frank wrote:

Ok so 6 player limit - is that solid cause right now? I stretch like many
others a 24 player server to 32 which still runs fine and if you have the
horsepower in the server then why not.
I believe a question was asked about the CPU usage - please compare? CPU =
24 player on current game modes compared to CPU = 6Player on this game mode
can you throw some numbers?

I really appreciate the info already given because what you will have is a
ton of excited players wanting to play yet those of us that can support some
servers up as of now are just sitting here scratching our heads.


6 is all the fingers on one hand and one toe.

HTH

Or should we read this incredible confusion you have over what 6 players 
means as saying I want to up the player numbers to get more donations


--
Dan

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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread ics
It's more of why only 6 when we had more previously. Same thing went 
over when L4D/L4D2 came out. People wanted more than 4player coop. Thats 
why some people invented the 10vs10 versus servers with plugins etc. 
Just that the game isn't the same anymore after that.


As some are aware, srcds maxplayer counts are constantly decreasing. 
64css, 32 dods, 24 tf2, 4-8 l4d-series, 4 alien swarm, 2 portal2. I also 
know that some just love big mayhem, it's fun sometimes but not always. 
People are different and want different things for different reasons.


-ics

14.8.2012 23:44, dan kirjoitti:

On 14/08/2012 15:08, Frank wrote:
Ok so 6 player limit - is that solid cause right now? I stretch like 
many
others a 24 player server to 32 which still runs fine and if you have 
the

horsepower in the server then why not.
I believe a question was asked about the CPU usage - please compare? 
CPU =
24 player on current game modes compared to CPU = 6Player on this 
game mode

can you throw some numbers?

I really appreciate the info already given because what you will have 
is a
ton of excited players wanting to play yet those of us that can 
support some

servers up as of now are just sitting here scratching our heads.


6 is all the fingers on one hand and one toe.

HTH

Or should we read this incredible confusion you have over what 6 
players means as saying I want to up the player numbers to get more 
donations





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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread ics

Yes but as Fletcher noted, it comes down eventually to performance.

-ics

14.8.2012 23:48, Dr. McKay kirjoitti:

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.comwrote:


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 

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread dan

On 14/08/2012 21:15, Fletcher Dunn wrote:

I think the biggest challenge with doubling the player count (meaning number of 
mercs running around, whether AI or human) is just plain old performance, both 
server and client.


I'd say by far the biggest challenge would be solving the problem that 
adding more players makes the game complete rubbish to play.


You'd need a complete redesign of most of the game - weapon attributes, 
maps and so on.


In TF2's case 24 is pushing it (although I suppose trading and sniping 
have both been ways Valve have designed TF2 to get 9v9 or less, even 
with 24 players on a server)

--
Dan

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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Nomaan Ahmad
What do you mean by rubbish to play? CPUs have gotten more powerful over
the years too. If some is running on tf2's minimum requirement I think they
should upgrade in order to play on bigger servers. Same goes to server
operators, they need to host their games it on high end servers if they
want more slots.

On 14 August 2012 22:04, dan needa...@ntlworld.com wrote:

 On 14/08/2012 21:15, Fletcher Dunn wrote:

 I think the biggest challenge with doubling the player count (meaning
 number of mercs running around, whether AI or human) is just plain old
 performance, both server and client.


 I'd say by far the biggest challenge would be solving the problem that
 adding more players makes the game complete rubbish to play.

 You'd need a complete redesign of most of the game - weapon attributes,
 maps and so on.

 In TF2's case 24 is pushing it (although I suppose trading and sniping
 have both been ways Valve have designed TF2 to get 9v9 or less, even with
 24 players on a server)
 --
 Dan


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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Doctor McKay
Note that more players in-game at one time isn't the only reason more slots 
would be nice. Maybe adding more robots would be interesting, too?




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

-Original Message- 
From: dan

Sent: Tuesday, August 14, 2012 5:04 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

On 14/08/2012 21:15, Fletcher Dunn wrote:
I think the biggest challenge with doubling the player count (meaning 
number of mercs running around, whether AI or human) is just plain old 
performance, both server and client.


I'd say by far the biggest challenge would be solving the problem that
adding more players makes the game complete rubbish to play.

You'd need a complete redesign of most of the game - weapon attributes,
maps and so on.

In TF2's case 24 is pushing it (although I suppose trading and sniping
have both been ways Valve have designed TF2 to get 9v9 or less, even
with 24 players on a server)
--
Dan

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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Russell Smith
I think he was referring to game balance being broken on  24 player 
games.


On 14.08.2012 14:19, Nomaan Ahmad wrote:
What do you mean by rubbish to play? CPUs have gotten more powerful 
over
the years too. If some is running on tf2's minimum requirement I 
think they
should upgrade in order to play on bigger servers. Same goes to 
server
operators, they need to host their games it on high end servers if 
they

want more slots.

On 14 August 2012 22:04, dan needa...@ntlworld.com wrote:


On 14/08/2012 21:15, Fletcher Dunn wrote:

I think the biggest challenge with doubling the player count 
(meaning
number of mercs running around, whether AI or human) is just plain 
old

performance, both server and client.



I'd say by far the biggest challenge would be solving the problem 
that

adding more players makes the game complete rubbish to play.

You'd need a complete redesign of most of the game - weapon 
attributes,

maps and so on.

In TF2's case 24 is pushing it (although I suppose trading and 
sniping
have both been ways Valve have designed TF2 to get 9v9 or less, even 
with

24 players on a server)
--
Dan



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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Nomaan Ahmad
Some servers ops will know how to make it balanced... class limiting is one
of them.

On 14 August 2012 22:33, Russell Smith ve...@tinylittlerobots.us wrote:

 I think he was referring to game balance being broken on  24 player games.


 On 14.08.2012 14:19, Nomaan Ahmad wrote:

 What do you mean by rubbish to play? CPUs have gotten more powerful over
 the years too. If some is running on tf2's minimum requirement I think
 they
 should upgrade in order to play on bigger servers. Same goes to server
 operators, they need to host their games it on high end servers if they
 want more slots.

 On 14 August 2012 22:04, dan needa...@ntlworld.com wrote:

  On 14/08/2012 21:15, Fletcher Dunn wrote:

  I think the biggest challenge with doubling the player count (meaning
 number of mercs running around, whether AI or human) is just plain old
 performance, both server and client.


 I'd say by far the biggest challenge would be solving the problem that
 adding more players makes the game complete rubbish to play.

 You'd need a complete redesign of most of the game - weapon attributes,
 maps and so on.

 In TF2's case 24 is pushing it (although I suppose trading and sniping
 have both been ways Valve have designed TF2 to get 9v9 or less, even with
 24 players on a server)
 --
 Dan



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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread Frank
No confusion just a little more drawn out for what seems that everyone wants
and that is higher player support - although I think at this point from the
information provided we will have to suck it up at a 6player limit if co-op
is going to be a resource hog.



6 is all the fingers on one hand and one toe.

HTH

Or should we read this incredible confusion you have over what 6 players
means as saying I want to up the player numbers to get more donations

--
Dan

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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread DontWannaName!
Can we do reserved lobbies like with keys? So all friends go to the same 
community server?

Sent from my iPhone 4

On Aug 14, 2012, at 2:40 PM, Nomaan Ahmad n0man@gmail.com wrote:

 Some servers ops will know how to make it balanced... class limiting is one
 of them.
 
 On 14 August 2012 22:33, Russell Smith ve...@tinylittlerobots.us wrote:
 
 I think he was referring to game balance being broken on  24 player games.
 
 
 On 14.08.2012 14:19, Nomaan Ahmad wrote:
 
 What do you mean by rubbish to play? CPUs have gotten more powerful over
 the years too. If some is running on tf2's minimum requirement I think
 they
 should upgrade in order to play on bigger servers. Same goes to server
 operators, they need to host their games it on high end servers if they
 want more slots.
 
 On 14 August 2012 22:04, dan needa...@ntlworld.com wrote:
 
 On 14/08/2012 21:15, Fletcher Dunn wrote:
 
 I think the biggest challenge with doubling the player count (meaning
 number of mercs running around, whether AI or human) is just plain old
 performance, both server and client.
 
 
 I'd say by far the biggest challenge would be solving the problem that
 adding more players makes the game complete rubbish to play.
 
 You'd need a complete redesign of most of the game - weapon attributes,
 maps and so on.
 
 In TF2's case 24 is pushing it (although I suppose trading and sniping
 have both been ways Valve have designed TF2 to get 9v9 or less, even with
 24 players on a server)
 --
 Dan
 
 
 
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Russell Smith
If you mean steam group servers like Left 4 Dead has, Fletcher said 
earlier that this functionality wouldn't be in tomorrow's update.  
Hopefully it will be added down the line though.


On 14.08.2012 14:46, DontWannaName! wrote:

Can we do reserved lobbies like with keys? So all friends go to the
same community server?

Sent from my iPhone 4




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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread DontWannaName!
Is there any way to point the lobby to a specific server at all? Cvar?

Sent from my iPhone 4

On Aug 14, 2012, at 2:54 PM, Russell Smith ve...@tinylittlerobots.us wrote:

 If you mean steam group servers like Left 4 Dead has, Fletcher said earlier 
 that this functionality wouldn't be in tomorrow's update.  Hopefully it will 
 be added down the line though.
 
 On 14.08.2012 14:46, DontWannaName! wrote:
 Can we do reserved lobbies like with keys? So all friends go to the
 same community server?
 
 Sent from my iPhone 4
 
 
 
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread 1nsane
Don't necessarily need that. The biggest focus here should be on having
bigger co-op games. Like what was done to Left 4 Dead/2 when a number of
people thought 4 players co-op was just not enough.

Limit/leave the TF2 game client support at 33 humans, but allow the server
to have more players (bots). This way no old gamemodes/maps need re
balancing. You won't be seeing 40+ player 2fort matches. And so custom maps
and or modes would then be made by the community to support higher
player/bot counts.

Just some ideas.

This could be something to experiment with and see what works with the new
game mode. We don't need to drag old maps/gamemodes into this, if that's
causing issues. Just some extra unofficial support to tinker with :P.

On Tue, Aug 14, 2012 at 5:04 PM, dan needa...@ntlworld.com wrote:

 On 14/08/2012 21:15, Fletcher Dunn wrote:

 I think the biggest challenge with doubling the player count (meaning
 number of mercs running around, whether AI or human) is just plain old
 performance, both server and client.


 I'd say by far the biggest challenge would be solving the problem that
 adding more players makes the game complete rubbish to play.

 You'd need a complete redesign of most of the game - weapon attributes,
 maps and so on.

 In TF2's case 24 is pushing it (although I suppose trading and sniping
 have both been ways Valve have designed TF2 to get 9v9 or less, even with
 24 players on a server)
 --
 Dan


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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Russell Smith
Not sure about lobbies, but he mentioned you can still join from the 
server browser.


On 14.08.2012 14:57, DontWannaName! wrote:
Is there any way to point the lobby to a specific server at all? 
Cvar?


Sent from my iPhone 4

On Aug 14, 2012, at 2:54 PM, Russell Smith 
ve...@tinylittlerobots.us wrote:


If you mean steam group servers like Left 4 Dead has, Fletcher said 
earlier that this functionality wouldn't be in tomorrow's update.  
Hopefully it will be added down the line though.


On 14.08.2012 14:46, DontWannaName! wrote:

Can we do reserved lobbies like with keys? So all friends go to the
same community server?

Sent from my iPhone 4




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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread dan

On 14/08/2012 21:48, ics wrote:
It's more of why only 6 when we had more previously. Same thing went 
over when L4D/L4D2 came out. People wanted more than 4player coop. 
Thats why some people invented the 10vs10 versus servers with plugins 
etc. Just that the game isn't the same anymore after that.


Same thing before anyone had played it? I doubt that.

I can't really see any worthwhile fretting about how many players the 
game mode could or should have before it's released, unless it's related 
to the real reason server admins want lots of players :)


As some are aware, srcds maxplayer counts are constantly decreasing. 
64css, 32 dods, 24 tf2, 4-8 l4d-series, 4 alien swarm, 2 portal2. I 
also know that some just love big mayhem, it's fun sometimes but not 
always. People are different and want different things for different 
reasons.


Well yes, the fewer players, the more shots you need to kill and the 
bigger the penalty for death, in general, the bigger the disparity in 
skill will be shown between players and teams.


So it's not really a surprise that people who cannot play very well want 
a configuration that hides that fact. So, 32 man, instant spawn removes 
nearly all the penalty for being killed and has so many players that 
skill has little or no bearing. If you factor in the saigns premium 
stuff as well, you have a server that you can score over 300 points an 
hour on with your monitor switched off.


The only problem I see with games like L4D2 and Dota 2 is they have an 
issue where the player numbers are too small and the game design such 
that if someone leaves a pub game the game is ruined
for everyone. Some are designed in a such a way that make someone 
joining part way through the game not really a realistic prospect either.


L4D2, less so perhaps because it has the bots, but they aren't usually a 
substitute, especially on the harder difficulties.
(Although when I played L4D2 we generally joined as 2 player co-op, 
killed the bots and went through like that)


But I've not run L4D2 for years. I guess the only reason I might is the 
linux client.


All of these games are great for organised matches (clans, pcws, lobbies 
and so on) but the people that organise these things will tell you, 
often the reason they go for 6v6 is simply the issues you have trying to 
get 6 people all available at the same time to commit to playing a game. 
This should tell any game designer that a pub or casual game mode that 
has the same commitment requirements is badly designed and flawed.


The problem with this is, natural spite and angry, depressed gamers 
leads to asinine solutions that try to solve this problem by punishing 
people for leaving instead of fixing the game design instead.
I leave TF2 games all the time, for multiple reasons, quite often the 
reason is, the game on that server is dull. But often it's something in 
real life and often something that I had no reason to foresee when I 
joined the server.


If TF2 were designed in such a way that I got punished for leaving a 
server I wouldn't have played thousands and thousands of hours of it. 
Anyone that really cares about their game being organised and planned, 
does comp and has that organisation, the same people playing from start 
to finish etc - nothing is lost for them in TF2.


So, that's the potential loss for low player counts - firstly you can't 
hide the fact you suck and secondly you can't always come and go in a 
casual way.


Vanilla TF2 has enough players that a reasonable churn rate during a 
round doesn't really hurt the game too much.  Perhaps the most annoying 
aspect of that freedom is auto balance. But, imo, it's a lot better than 
the converse (and I think the few dumb plugins that really try to 
enforce autobalance and stop switching or switch non-dead players 
demonstrate that once you try to bully and punish your player base, your 
game and server sucks more as a result)


But, we haven't played this yet to see what the 6 players means in terms 
of casual or pub play, joining or leaving, or in terms of balance and so 
on. Deciding you don't like 6 players at this stage cannot have 
anything to do with the game.


--
Dan

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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Fletcher Dunn
What is the use case for that?  Friends could just join the server directly, 
there doesn't seem to be a need to form a party at all.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Tuesday, August 14, 2012 2:57 PM
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

Is there any way to point the lobby to a specific server at all? Cvar?

Sent from my iPhone 4

On Aug 14, 2012, at 2:54 PM, Russell Smith ve...@tinylittlerobots.us wrote:

 If you mean steam group servers like Left 4 Dead has, Fletcher said earlier 
 that this functionality wouldn't be in tomorrow's update.  Hopefully it will 
 be added down the line though.
 
 On 14.08.2012 14:46, DontWannaName! wrote:
 Can we do reserved lobbies like with keys? So all friends go to the 
 same community server?
 
 Sent from my iPhone 4
 
 
 
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Russell Smith
This use case I think would be solved by adding steam group lobby 
functionality.  It is going to suck initially for communities to set up 
a server for this and have it immediately fill with random players, 
locking out community players who want to try it out.


On 14.08.2012 15:19, Fletcher Dunn wrote:

What is the use case for that?  Friends could just join the server
directly, there doesn't seem to be a need to form a party at all.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
DontWannaName!
Sent: Tuesday, August 14, 2012 2:57 PM
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

Is there any way to point the lobby to a specific server at all? 
Cvar?


Sent from my iPhone 4

On Aug 14, 2012, at 2:54 PM, Russell Smith 
ve...@tinylittlerobots.us wrote:


If you mean steam group servers like Left 4 Dead has, Fletcher said 
earlier that this functionality wouldn't be in tomorrow's update.  
Hopefully it will be added down the line though.


On 14.08.2012 14:46, DontWannaName! wrote:

Can we do reserved lobbies like with keys? So all friends go to the
same community server?

Sent from my iPhone 4




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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread DontWannaName!
Choosing the map or maybe chatting for example before starting a game?

Sent from my iPhone 4

On Aug 14, 2012, at 3:19 PM, Fletcher Dunn fletch...@valvesoftware.com wrote:

 What is the use case for that?  Friends could just join the server directly, 
 there doesn't seem to be a need to form a party at all.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
 Sent: Tuesday, August 14, 2012 2:57 PM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions
 
 Is there any way to point the lobby to a specific server at all? Cvar?
 
 Sent from my iPhone 4
 
 On Aug 14, 2012, at 2:54 PM, Russell Smith ve...@tinylittlerobots.us wrote:
 
 If you mean steam group servers like Left 4 Dead has, Fletcher said earlier 
 that this functionality wouldn't be in tomorrow's update.  Hopefully it will 
 be added down the line though.
 
 On 14.08.2012 14:46, DontWannaName! wrote:
 Can we do reserved lobbies like with keys? So all friends go to the 
 same community server?
 
 Sent from my iPhone 4
 
 
 
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 please visit:
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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread gameadmin
A lobby can specify the mission whereas manually joining leaves you such with 
what's there.

Also, steam community-based access control would be a lot less hassle than 
passwords

Fletcher Dunn fletch...@valvesoftware.com wrote:

What is the use case for that? Friends could just join the server directly, 
there doesn't seem to be a need to form a party at all.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Tuesday, August 14, 2012 2:57 PM
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

Is there any way to point the lobby to a specific server at all? Cvar?

Sent from my iPhone 4

On Aug 14, 2012, at 2:54 PM, Russell Smith ve...@tinylittlerobots.us wrote:

 If you mean steam group servers like Left 4 Dead has, Fletcher said earlier 
 that this functionality wouldn't be in tomorrow's update. Hopefully it will 
 be added down the line though.
 
 On 14.08.2012 14:46, DontWannaName! wrote:
 Can we do reserved lobbies like with keys? So all friends go to the 
 same community server?
 
 Sent from my iPhone 4
 
 
 
_

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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread dan

On 14/08/2012 22:40, Nomaan Ahmad wrote:

Some servers ops will know how to make it balanced... class limiting is one
of them.


No they don't. Class limiting is a flawed approach. It suggests that if 
you assign forced roles that the game will be good. It won't be. It just 
means the 2 or 3 engineers you have will be halfwits and the one guy 
that can play engineer has to watch these halfwits in frustration. The 
only time highlander and class limits works is when you have organised 
teams and matches and then you can say Bill, you be the medic...John, 
you play engineer and so on.


Yes it sucks if you have 5 spies and 5 snipers on a team, but the truth 
is, forcing these guys to play a different class won't help. It's far 
better to let people play what class they want and use that data to see 
they are all buffoons. They'll see it when they lose and you'll see it 
when you join so you can, if you want, just hit 'change server' and find 
a round that will be better.


Of course, from a server admin point of view the idea the best way to 
find a good round is to hit 'change server' isn't that appealing, hence 
the flawed attempts to try and mess things around instead.


You can't turn a buffoon into a good player by making him play a 
different class, nor a team of buffoons into a good team using the same 
method.


As I said in another post, generally speaking, increasing the number of 
players, reducing the number of shots you need to kill or removing the 
penalty for death are all designed to hide differences in skill between 
players and teams.


Or in other words, people play on 32 man, instant spawn servers (and 
Robin runs around with his OP rocket launcher or people pay saigns for 
silly weapons and abilities) because it helps hide the fact they suck.


With 12v12 with respawn timers (and things like nocrit) you will see 
which players on the server can play better than the others and which 
team is better - especially if both teams are motivated towards the 
objective.


Their skill will be more evident (although as the comp players will tell 
you, 6v6 is better than 12v12 for that) But,  unfortunately, it will 
generally result in average and below players spending a lot of time 
spectating and losing rounds.


Which obviously for them is a worse experience than having a 3 hour 
round that no one wins (or that one team can trivially win because there 
are some trivial ways to win with instant spawn, especially when you 
have weapons like the dead ringer)


It's a lot easier to configure a server badly than it is to get better 
at playing it too.
So it's no real surprise there's a player base happy to play on servers 
configured this way.


--
Dan

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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread staff
For the love of god please let us protect our sv_steamgroup id from being
added to everyone elses steamgroup, l4d2 is rife with it!, there has always
been a simple solution to this and requested several times yet no response

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
Smith
Sent: 14 August 2012 22:54
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] TF MvM hosting questions

If you mean steam group servers like Left 4 Dead has, Fletcher said earlier
that this functionality wouldn't be in tomorrow's update.  
Hopefully it will be added down the line though.

On 14.08.2012 14:46, DontWannaName! wrote:
 Can we do reserved lobbies like with keys? So all friends go to the 
 same community server?

 Sent from my iPhone 4



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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Ross Bemrose
Special game modes sometimes benefit from class limits (such as Vs. 
Saxton Hale limiting Engineers and Spies), but I agree that a standard 
game doesn't benefit from it.


On 8/14/2012 6:33 PM, dan wrote:

On 14/08/2012 22:40, Nomaan Ahmad wrote:
Some servers ops will know how to make it balanced... class limiting 
is one

of them.


No they don't. Class limiting is a flawed approach. It suggests that 
if you assign forced roles that the game will be good. It won't be. It 
just means the 2 or 3 engineers you have will be halfwits and the one 
guy that can play engineer has to watch these halfwits in frustration. 
The only time highlander and class limits works is when you have 
organised teams and matches and then you can say Bill, you be the 
medic...John, you play engineer and so on.


Yes it sucks if you have 5 spies and 5 snipers on a team, but the 
truth is, forcing these guys to play a different class won't help. 
It's far better to let people play what class they want and use that 
data to see they are all buffoons. They'll see it when they lose and 
you'll see it when you join so you can, if you want, just hit 'change 
server' and find a round that will be better.


Of course, from a server admin point of view the idea the best way to 
find a good round is to hit 'change server' isn't that appealing, 
hence the flawed attempts to try and mess things around instead.


You can't turn a buffoon into a good player by making him play a 
different class, nor a team of buffoons into a good team using the 
same method.


As I said in another post, generally speaking, increasing the number 
of players, reducing the number of shots you need to kill or removing 
the penalty for death are all designed to hide differences in skill 
between players and teams.


Or in other words, people play on 32 man, instant spawn servers (and 
Robin runs around with his OP rocket launcher or people pay saigns for 
silly weapons and abilities) because it helps hide the fact they suck.


With 12v12 with respawn timers (and things like nocrit) you will see 
which players on the server can play better than the others and which 
team is better - especially if both teams are motivated towards the 
objective.


Their skill will be more evident (although as the comp players will 
tell you, 6v6 is better than 12v12 for that) But, unfortunately, it 
will generally result in average and below players spending a lot of 
time spectating and losing rounds.


Which obviously for them is a worse experience than having a 3 hour 
round that no one wins (or that one team can trivially win because 
there are some trivial ways to win with instant spawn, especially when 
you have weapons like the dead ringer)


It's a lot easier to configure a server badly than it is to get better 
at playing it too.
So it's no real surprise there's a player base happy to play on 
servers configured this way.





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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread doc
Thank you Dan this is exactly how I felt.


But, we haven't played this yet to see what the 6 players means in terms of
 casual or pub play, joining or leaving, or in terms of balance and so on.
 Deciding you don't like 6 players at this stage cannot have anything to
 do with the game.

 --
 Dan
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Re: [hlds_linux] New WebAPI: Is my server listed on the master server?

2012-08-14 Thread Chris Oryschak
Fletcher,

Two of my servers just did it again.  Neither of the servers restarted or
crashed.  When I type  status i'm getting an incorrect Public IP.

This all seemed to happen ~10mins ago when I lost connection to steam
friends.  I've also been noticing my servers bouncing up/down from the
master server list.
This is indicated in both the API URL and by doing a simple refresh in-game.

Chris


On Mon, Aug 13, 2012 at 6:09 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Try typing status  is the reported public IP the same as what you expect?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
 Sent: Monday, August 13, 2012 2:58 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] New WebAPI: Is my server listed on the master
 server?

 Is their a reason why a server would drop off from the master server list?
 Is there a way to manually make it re-register itself?

 The reason i'm asking is because I host 8 servers on one box.

 Over the night 3 servers dropped off master server list.  Performing a
 server restart to srcds brought the server back up to be listed.

 I left one server in this weird state incase someone at valve wants to
 look into it.

 Two servers are running on the IP: 142.54.178.234 One is on port 27015
 and the other is 27016

 As you see from the API, its working correctly and only seeing the server
 on port 27016.


 http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=142.54.178.234format=json


 The server on 27015 isn't showing up at all.. though if you toss the IP in
 HLSW you will see its up and runnning.

 Any idea on why this happens?

 Thanks,
 Python




 On Fri, Aug 10, 2012 at 12:11 AM, Jesse Molina je...@opendreams.net
 wrote:

 
  Works as-expected for me.  My host has eight srcds servers running on
  multiple IPs.
 
  However, one of the TF2 servers which I help host was being listed on
  the primary host's IP, instead of the secondary IP which it is
  configured to be using.  It's that well-known steamclient reconnect
  bug. Once I restated the server, it instantly went back to the right
  IP and this was reflected in the webapi service.
 
  I have eight srcds servers running on this host; TF2, CSS, HL2MP, L4D,
  and L4D2. Only this one TF2 server has ever done this (based on logs
  over the last 18 months), and it is noteworthy that it is the only one
  which uses standard ports.  All the other servers use non-standard
  ports piled onto a single IP.  Maybe coincidental, maybe not.
 
 
 
  Hosts primary IP, should be nothing here ever:
  http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
  *
  addr=66.113.99.98format=xmlhttp://api.steampowered.com/ISteamApps/Ge
  tServersAtAddress/v0001?addr=66.113.99.98format=xml
 
  Assigned IP of the occasionally-errant TF2 server:
  http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
  *
  addr=66.113.99.99format=xmlhttp://api.steampowered.com/ISteamApps/Ge
  tServersAtAddress/v0001?addr=66.113.99.99format=xml
 
  Everything else on this host:
  http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
  *
  addr=66.113.99.100format=xmlhttp://api.steampowered.com/ISteamApps/G
  etServersAtAddress/v0001?addr=66.113.99.100format=xml
 
 
 
  Here is a little bit of info on the process before I restarted it.
  lsof shows the .98 IP being used, when it should not be.
 
  tmux session:
  server-tf2-ALPHA: 1 windows (created Fri Aug  3 18:05:23 2012)
  [153x67]
 
  Process command arguments:
  ./srcds_linux -game tf -ip 66.113.99.99 +clientport 27005 +hostport
  27015
  +tv_port 27025 -steamport 26005 +replay_port 27040 -strictportbind
  +-pidfile
  /xxx/server.pid -maxplayers 26 +map pl_badwater
 
  Process started at:  Fri Aug  3 18:05:23 2012 Process started
  elapsed-time ago:  5-19:25:25 Process CPU in-use time:  1-17:58:10
 
  lsof says the following network sockets are in use by PID 12453:
  COMMAND PID USER   FD   TYPEDEVICE SIZE/OFF NODE NAME
  srcds_lin 12453 hlds7u  IPv4 519822253  0t0  UDP
  66.113.99.99:27015
  srcds_lin 12453 hlds8u  IPv4 519822254  0t0  UDP
  66.113.99.99:27005
  srcds_lin 12453 hlds9u  IPv4 519822255  0t0  UDP
  66.113.99.99:27025
  srcds_lin 12453 hlds   10u  IPv4 519822256  0t0  TCP
  66.113.99.99:27015 (LISTEN)
  srcds_lin 12453 hlds   20u  IPv4 776732447  0t0  TCP
 66.113.99.98:34339
  -81.171.**115.37:27017 http://81.171.115.37:27017 (ESTABLISHED)
  ---
  bad ephemeral connection
  srcds_lin 12453 hlds   22u  IPv4 800648048  0t0  TCP
 66.113.99.99:27015
  -81.169.**139.249:57477 http://81.169.139.249:57477 (ESTABLISHED)
  srcds_lin 12453 hlds   30u  IPv4 519838391  0t0  UDP
  66.113.99.99:26006
 
 
 
 
  Kyle Sanderson wrote:
 
  Is everyone's server being listed via the API? It looks like only one
  server per machine that I have is actually 

Re: [hlds_linux] New WebAPI: Is my server listed on the master server?

2012-08-14 Thread DontWannaName!
Two of my servers are doing this. The gms doesn't see them even though they are 
running. They are reporting the wrong ip in console on startup as well. 

Sent from my iPhone 4

On Aug 14, 2012, at 4:34 PM, Chris Oryschak ch...@oryschak.com wrote:

 Fletcher,
 
 Two of my servers just did it again.  Neither of the servers restarted or
 crashed.  When I type  status i'm getting an incorrect Public IP.
 
 This all seemed to happen ~10mins ago when I lost connection to steam
 friends.  I've also been noticing my servers bouncing up/down from the
 master server list.
 This is indicated in both the API URL and by doing a simple refresh in-game.
 
 Chris
 
 
 On Mon, Aug 13, 2012 at 6:09 PM, Fletcher Dunn
 fletch...@valvesoftware.comwrote:
 
 Try typing status  is the reported public IP the same as what you expect?
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
 Sent: Monday, August 13, 2012 2:58 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] New WebAPI: Is my server listed on the master
 server?
 
 Is their a reason why a server would drop off from the master server list?
 Is there a way to manually make it re-register itself?
 
 The reason i'm asking is because I host 8 servers on one box.
 
 Over the night 3 servers dropped off master server list.  Performing a
 server restart to srcds brought the server back up to be listed.
 
 I left one server in this weird state incase someone at valve wants to
 look into it.
 
 Two servers are running on the IP: 142.54.178.234 One is on port 27015
 and the other is 27016
 
 As you see from the API, its working correctly and only seeing the server
 on port 27016.
 
 
 http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=142.54.178.234format=json
 
 
 The server on 27015 isn't showing up at all.. though if you toss the IP in
 HLSW you will see its up and runnning.
 
 Any idea on why this happens?
 
 Thanks,
 Python
 
 
 
 
 On Fri, Aug 10, 2012 at 12:11 AM, Jesse Molina je...@opendreams.net
 wrote:
 
 
 Works as-expected for me.  My host has eight srcds servers running on
 multiple IPs.
 
 However, one of the TF2 servers which I help host was being listed on
 the primary host's IP, instead of the secondary IP which it is
 configured to be using.  It's that well-known steamclient reconnect
 bug. Once I restated the server, it instantly went back to the right
 IP and this was reflected in the webapi service.
 
 I have eight srcds servers running on this host; TF2, CSS, HL2MP, L4D,
 and L4D2. Only this one TF2 server has ever done this (based on logs
 over the last 18 months), and it is noteworthy that it is the only one
 which uses standard ports.  All the other servers use non-standard
 ports piled onto a single IP.  Maybe coincidental, maybe not.
 
 
 
 Hosts primary IP, should be nothing here ever:
 http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
 *
 addr=66.113.99.98format=xmlhttp://api.steampowered.com/ISteamApps/Ge
 tServersAtAddress/v0001?addr=66.113.99.98format=xml
 
 Assigned IP of the occasionally-errant TF2 server:
 http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
 *
 addr=66.113.99.99format=xmlhttp://api.steampowered.com/ISteamApps/Ge
 tServersAtAddress/v0001?addr=66.113.99.99format=xml
 
 Everything else on this host:
 http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
 *
 addr=66.113.99.100format=xmlhttp://api.steampowered.com/ISteamApps/G
 etServersAtAddress/v0001?addr=66.113.99.100format=xml
 
 
 
 Here is a little bit of info on the process before I restarted it.
 lsof shows the .98 IP being used, when it should not be.
 
 tmux session:
 server-tf2-ALPHA: 1 windows (created Fri Aug  3 18:05:23 2012)
 [153x67]
 
 Process command arguments:
 ./srcds_linux -game tf -ip 66.113.99.99 +clientport 27005 +hostport
 27015
 +tv_port 27025 -steamport 26005 +replay_port 27040 -strictportbind
 +-pidfile
 /xxx/server.pid -maxplayers 26 +map pl_badwater
 
 Process started at:  Fri Aug  3 18:05:23 2012 Process started
 elapsed-time ago:  5-19:25:25 Process CPU in-use time:  1-17:58:10
 
 lsof says the following network sockets are in use by PID 12453:
 COMMAND PID USER   FD   TYPEDEVICE SIZE/OFF NODE NAME
 srcds_lin 12453 hlds7u  IPv4 519822253  0t0  UDP
 66.113.99.99:27015
 srcds_lin 12453 hlds8u  IPv4 519822254  0t0  UDP
 66.113.99.99:27005
 srcds_lin 12453 hlds9u  IPv4 519822255  0t0  UDP
 66.113.99.99:27025
 srcds_lin 12453 hlds   10u  IPv4 519822256  0t0  TCP
 66.113.99.99:27015 (LISTEN)
 srcds_lin 12453 hlds   20u  IPv4 776732447  0t0  TCP
 66.113.99.98:34339
 -81.171.**115.37:27017 http://81.171.115.37:27017 (ESTABLISHED)
 ---
 bad ephemeral connection
 srcds_lin 12453 hlds   22u  IPv4 800648048  0t0  TCP
 66.113.99.99:27015
 -81.169.**139.249:57477 http://81.169.139.249:57477 (ESTABLISHED)
 

Re: [hlds_linux] New WebAPI: Is my server listed on the master server?

2012-08-14 Thread Fletcher Dunn
The public IP shown in your server console is the address from which Steam is 
receiving communication from your server.

When we just now did regular Steam maintenance, your server might have switched 
to TCP to talk to Steam.  If you specify a particular interface, that setting 
can get lost due to a bug, if it retries and falls back to TCP.  Or it might be 
a NAT problem.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
Sent: Tuesday, August 14, 2012 4:34 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] New WebAPI: Is my server listed on the master server?

Fletcher,

Two of my servers just did it again.  Neither of the servers restarted or 
crashed.  When I type  status i'm getting an incorrect Public IP.

This all seemed to happen ~10mins ago when I lost connection to steam friends.  
I've also been noticing my servers bouncing up/down from the master server list.
This is indicated in both the API URL and by doing a simple refresh in-game.

Chris


On Mon, Aug 13, 2012 at 6:09 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 Try typing status  is the reported public IP the same as what you expect?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris Oryschak
 Sent: Monday, August 13, 2012 2:58 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] New WebAPI: Is my server listed on the 
 master server?

 Is their a reason why a server would drop off from the master server list?
 Is there a way to manually make it re-register itself?

 The reason i'm asking is because I host 8 servers on one box.

 Over the night 3 servers dropped off master server list.  Performing a 
 server restart to srcds brought the server back up to be listed.

 I left one server in this weird state incase someone at valve wants to 
 look into it.

 Two servers are running on the IP: 142.54.178.234 One is on port 27015 
 and the other is 27016

 As you see from the API, its working correctly and only seeing the 
 server on port 27016.


 http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=
 142.54.178.234format=json


 The server on 27015 isn't showing up at all.. though if you toss the 
 IP in HLSW you will see its up and runnning.

 Any idea on why this happens?

 Thanks,
 Python




 On Fri, Aug 10, 2012 at 12:11 AM, Jesse Molina je...@opendreams.net
 wrote:

 
  Works as-expected for me.  My host has eight srcds servers running 
  on multiple IPs.
 
  However, one of the TF2 servers which I help host was being listed 
  on the primary host's IP, instead of the secondary IP which it is 
  configured to be using.  It's that well-known steamclient reconnect 
  bug. Once I restated the server, it instantly went back to the right 
  IP and this was reflected in the webapi service.
 
  I have eight srcds servers running on this host; TF2, CSS, HL2MP, 
  L4D, and L4D2. Only this one TF2 server has ever done this (based on 
  logs over the last 18 months), and it is noteworthy that it is the 
  only one which uses standard ports.  All the other servers use 
  non-standard ports piled onto a single IP.  Maybe coincidental, maybe not.
 
 
 
  Hosts primary IP, should be nothing here ever:
  http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001
  ?*
  *
  addr=66.113.99.98format=xmlhttp://api.steampowered.com/ISteamApps/
  Ge tServersAtAddress/v0001?addr=66.113.99.98format=xml
 
  Assigned IP of the occasionally-errant TF2 server:
  http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001
  ?*
  *
  addr=66.113.99.99format=xmlhttp://api.steampowered.com/ISteamApps/
  Ge tServersAtAddress/v0001?addr=66.113.99.99format=xml
 
  Everything else on this host:
  http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001
  ?*
  *
  addr=66.113.99.100format=xmlhttp://api.steampowered.com/ISteamApps
  /G etServersAtAddress/v0001?addr=66.113.99.100format=xml
 
 
 
  Here is a little bit of info on the process before I restarted it.
  lsof shows the .98 IP being used, when it should not be.
 
  tmux session:
  server-tf2-ALPHA: 1 windows (created Fri Aug  3 18:05:23 2012) 
  [153x67]
 
  Process command arguments:
  ./srcds_linux -game tf -ip 66.113.99.99 +clientport 27005 +hostport
  27015
  +tv_port 27025 -steamport 26005 +replay_port 27040 -strictportbind 
  +-pidfile
  /xxx/server.pid -maxplayers 26 +map pl_badwater
 
  Process started at:  Fri Aug  3 18:05:23 2012 Process started 
  elapsed-time ago:  5-19:25:25 Process CPU in-use time:  1-17:58:10
 
  lsof says the following network sockets are in use by PID 12453:
  COMMAND PID USER   FD   TYPEDEVICE SIZE/OFF NODE NAME
  srcds_lin 12453 hlds7u  IPv4 519822253  0t0  UDP
  66.113.99.99:27015
  srcds_lin 12453 hlds8u  IPv4 519822254  0t0  UDP
  

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Nomaan Ahmad
Class restriction was just an example... we need to experiment before you
can stay its rubbish tbh...
There are other things server operators can try but we need some unofficial
support to allow increased slots.

Its up to the communities how they want their servers.. If you dont like
servers with more than 24 slots or you lag on them... simple, don't play on
them. If their servers are unbalanced or configured badly, I'm sure players
will leave and they wont have populated server anyway. Or do you carry on
playing on them? I know I don't...

On 14 August 2012 23:33, dan needa...@ntlworld.com wrote:

 On 14/08/2012 22:40, Nomaan Ahmad wrote:

 Some servers ops will know how to make it balanced... class limiting is
 one
 of them.


 No they don't. Class limiting is a flawed approach. It suggests that if
 you assign forced roles that the game will be good. It won't be. It just
 means the 2 or 3 engineers you have will be halfwits and the one guy that
 can play engineer has to watch these halfwits in frustration. The only time
 highlander and class limits works is when you have organised teams and
 matches and then you can say Bill, you be the medic...John, you play
 engineer and so on.

 Yes it sucks if you have 5 spies and 5 snipers on a team, but the truth
 is, forcing these guys to play a different class won't help. It's far
 better to let people play what class they want and use that data to see
 they are all buffoons. They'll see it when they lose and you'll see it when
 you join so you can, if you want, just hit 'change server' and find a round
 that will be better.

 Of course, from a server admin point of view the idea the best way to find
 a good round is to hit 'change server' isn't that appealing, hence the
 flawed attempts to try and mess things around instead.

 You can't turn a buffoon into a good player by making him play a different
 class, nor a team of buffoons into a good team using the same method.

 As I said in another post, generally speaking, increasing the number of
 players, reducing the number of shots you need to kill or removing the
 penalty for death are all designed to hide differences in skill between
 players and teams.

 Or in other words, people play on 32 man, instant spawn servers (and Robin
 runs around with his OP rocket launcher or people pay saigns for silly
 weapons and abilities) because it helps hide the fact they suck.

 With 12v12 with respawn timers (and things like nocrit) you will see which
 players on the server can play better than the others and which team is
 better - especially if both teams are motivated towards the objective.

 Their skill will be more evident (although as the comp players will tell
 you, 6v6 is better than 12v12 for that) But,  unfortunately, it will
 generally result in average and below players spending a lot of time
 spectating and losing rounds.

 Which obviously for them is a worse experience than having a 3 hour round
 that no one wins (or that one team can trivially win because there are some
 trivial ways to win with instant spawn, especially when you have weapons
 like the dead ringer)

 It's a lot easier to configure a server badly than it is to get better at
 playing it too.
 So it's no real surprise there's a player base happy to play on servers
 configured this way.


 --
 Dan

 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

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Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread doc
True but there just is a limit to the amount of players you can support.
Sure they could enable 64 players but it's completely broken, out of
resources, not designed for that.

There comes a time in brainstorming where you just have to draw the line.
People were able to set up vs. Saxton Hale, and Prop Hunt, and all sorts of
other fun gamemodes that didn't require a raising of what is essentially a
hard limit.

I feel like the people asking for more slots don't understand the many
important reasons there is this arbitrary limit. I don't think this is
Valve stomping on the server owner, if anything they've bent over backwards
trying to keep the community modding and server operators happy.

We haven't even been shown day 2 of MVM and people are
already clamoring for the code behind MVM be changed to better fit all this
crazy theorycrafting about what the gamemode MIGHT be like.

On Tue, Aug 14, 2012 at 5:27 PM, Nomaan Ahmad n0man@gmail.com wrote:

 Class restriction was just an example... we need to experiment before you
 can stay its rubbish tbh...
 There are other things server operators can try but we need some unofficial
 support to allow increased slots.

 Its up to the communities how they want their servers.. If you dont like
 servers with more than 24 slots or you lag on them... simple, don't play on
 them. If their servers are unbalanced or configured badly, I'm sure players
 will leave and they wont have populated server anyway. Or do you carry on
 playing on them? I know I don't...

 On 14 August 2012 23:33, dan needa...@ntlworld.com wrote:

  On 14/08/2012 22:40, Nomaan Ahmad wrote:
 
  Some servers ops will know how to make it balanced... class limiting is
  one
  of them.
 
 
  No they don't. Class limiting is a flawed approach. It suggests that if
  you assign forced roles that the game will be good. It won't be. It just
  means the 2 or 3 engineers you have will be halfwits and the one guy that
  can play engineer has to watch these halfwits in frustration. The only
 time
  highlander and class limits works is when you have organised teams and
  matches and then you can say Bill, you be the medic...John, you play
  engineer and so on.
 
  Yes it sucks if you have 5 spies and 5 snipers on a team, but the truth
  is, forcing these guys to play a different class won't help. It's far
  better to let people play what class they want and use that data to see
  they are all buffoons. They'll see it when they lose and you'll see it
 when
  you join so you can, if you want, just hit 'change server' and find a
 round
  that will be better.
 
  Of course, from a server admin point of view the idea the best way to
 find
  a good round is to hit 'change server' isn't that appealing, hence the
  flawed attempts to try and mess things around instead.
 
  You can't turn a buffoon into a good player by making him play a
 different
  class, nor a team of buffoons into a good team using the same method.
 
  As I said in another post, generally speaking, increasing the number of
  players, reducing the number of shots you need to kill or removing the
  penalty for death are all designed to hide differences in skill between
  players and teams.
 
  Or in other words, people play on 32 man, instant spawn servers (and
 Robin
  runs around with his OP rocket launcher or people pay saigns for silly
  weapons and abilities) because it helps hide the fact they suck.
 
  With 12v12 with respawn timers (and things like nocrit) you will see
 which
  players on the server can play better than the others and which team is
  better - especially if both teams are motivated towards the objective.
 
  Their skill will be more evident (although as the comp players will tell
  you, 6v6 is better than 12v12 for that) But,  unfortunately, it will
  generally result in average and below players spending a lot of time
  spectating and losing rounds.
 
  Which obviously for them is a worse experience than having a 3 hour round
  that no one wins (or that one team can trivially win because there are
 some
  trivial ways to win with instant spawn, especially when you have weapons
  like the dead ringer)
 
  It's a lot easier to configure a server badly than it is to get better at
  playing it too.
  So it's no real surprise there's a player base happy to play on servers
  configured this way.
 
 
  --
  Dan
 
  __**_
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 ___
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Re: [hlds_linux] New WebAPI: Is my server listed on the master server?

2012-08-14 Thread Ross Bemrose
Valve's servers, at least the ones responsible for TF2's matchmaking and 
TF2's items, are currently down.


I assume this is related.

It's funny, because there was a post on SPUF not long ago stating that 
today's maintenance is finished...


On 8/14/2012 8:37 PM, Alan Kennedy wrote:

Mines are doing the same thing at 200.51.203.241. They are popping in and out 
randomly. A moment ago i've got the for of them listed. A couple of seconds 
later, one dissapeared and so on. :(

--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709

- Original Message -

From: DontWannaName! ad...@topnotchclan.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Cc: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Tuesday, August 14, 2012 8:38:28 PM
Subject: Re: [hlds_linux] New WebAPI: Is my server listed on the master server?
Two of my servers are doing this. The gms doesn't see them even though
they are running. They are reporting the wrong ip in console on
startup as well.

Sent from my iPhone 4

On Aug 14, 2012, at 4:34 PM, Chris Oryschak ch...@oryschak.com
wrote:


Fletcher,

Two of my servers just did it again. Neither of the servers
restarted or
crashed. When I type status i'm getting an incorrect Public IP.

This all seemed to happen ~10mins ago when I lost connection to
steam
friends. I've also been noticing my servers bouncing up/down from
the
master server list.
This is indicated in both the API URL and by doing a simple refresh
in-game.

Chris


On Mon, Aug 13, 2012 at 6:09 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:


Try typing status is the reported public IP the same as what you
expect?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris
Oryschak
Sent: Monday, August 13, 2012 2:58 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] New WebAPI: Is my server listed on the
master
server?

Is their a reason why a server would drop off from the master
server list?
Is there a way to manually make it re-register itself?

The reason i'm asking is because I host 8 servers on one box.

Over the night 3 servers dropped off master server list. Performing
a
server restart to srcds brought the server back up to be listed.

I left one server in this weird state incase someone at valve wants
to
look into it.

Two servers are running on the IP: 142.54.178.234 One is on port
27015
and the other is 27016

As you see from the API, its working correctly and only seeing the
server
on port 27016.


http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=142.54.178.234format=json


The server on 27015 isn't showing up at all.. though if you toss
the IP in
HLSW you will see its up and runnning.

Any idea on why this happens?

Thanks,
Python




On Fri, Aug 10, 2012 at 12:11 AM, Jesse Molina
je...@opendreams.net
wrote:


Works as-expected for me. My host has eight srcds servers running
on
multiple IPs.

However, one of the TF2 servers which I help host was being listed
on
the primary host's IP, instead of the secondary IP which it is
configured to be using. It's that well-known steamclient reconnect
bug. Once I restated the server, it instantly went back to the
right
IP and this was reflected in the webapi service.

I have eight srcds servers running on this host; TF2, CSS, HL2MP,
L4D,
and L4D2. Only this one TF2 server has ever done this (based on
logs
over the last 18 months), and it is noteworthy that it is the only
one
which uses standard ports. All the other servers use non-standard
ports piled onto a single IP. Maybe coincidental, maybe not.



Hosts primary IP, should be nothing here ever:
http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
*
addr=66.113.99.98format=xmlhttp://api.steampowered.com/ISteamApps/Ge
tServersAtAddress/v0001?addr=66.113.99.98format=xml

Assigned IP of the occasionally-errant TF2 server:
http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
*
addr=66.113.99.99format=xmlhttp://api.steampowered.com/ISteamApps/Ge
tServersAtAddress/v0001?addr=66.113.99.99format=xml

Everything else on this host:
http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
*
addr=66.113.99.100format=xmlhttp://api.steampowered.com/ISteamApps/G
etServersAtAddress/v0001?addr=66.113.99.100format=xml



Here is a little bit of info on the process before I restarted it.
lsof shows the .98 IP being used, when it should not be.

tmux session:
server-tf2-ALPHA: 1 windows (created Fri Aug 3 18:05:23 2012)
[153x67]

Process command arguments:
./srcds_linux -game tf -ip 66.113.99.99 +clientport 27005
+hostport
27015
+tv_port 27025 -steamport 26005 +replay_port 27040 -strictportbind
+-pidfile
/xxx/server.pid -maxplayers 26 +map pl_badwater

Process started at: Fri Aug 3 

Re: [hlds_linux] New WebAPI: Is my server listed on the master server?

2012-08-14 Thread Ross Bemrose
Now, my new test server is seeing repeated challenges from the auth 
system at the rate of one a minute.


On 8/14/2012 8:37 PM, Alan Kennedy wrote:

Mines are doing the same thing at 200.51.203.241. They are popping in and out 
randomly. A moment ago i've got the for of them listed. A couple of seconds 
later, one dissapeared and so on. :(

--
3DGames Argentina
http://www.3dgames.com.ar
Libertad 41, 5to Piso - Capital Federal
Tel: 4-332-4709

- Original Message -

From: DontWannaName! ad...@topnotchclan.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Cc: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Tuesday, August 14, 2012 8:38:28 PM
Subject: Re: [hlds_linux] New WebAPI: Is my server listed on the master server?
Two of my servers are doing this. The gms doesn't see them even though
they are running. They are reporting the wrong ip in console on
startup as well.

Sent from my iPhone 4

On Aug 14, 2012, at 4:34 PM, Chris Oryschak ch...@oryschak.com
wrote:


Fletcher,

Two of my servers just did it again. Neither of the servers
restarted or
crashed. When I type status i'm getting an incorrect Public IP.

This all seemed to happen ~10mins ago when I lost connection to
steam
friends. I've also been noticing my servers bouncing up/down from
the
master server list.
This is indicated in both the API URL and by doing a simple refresh
in-game.

Chris


On Mon, Aug 13, 2012 at 6:09 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:


Try typing status is the reported public IP the same as what you
expect?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:
hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Chris
Oryschak
Sent: Monday, August 13, 2012 2:58 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] New WebAPI: Is my server listed on the
master
server?

Is their a reason why a server would drop off from the master
server list?
Is there a way to manually make it re-register itself?

The reason i'm asking is because I host 8 servers on one box.

Over the night 3 servers dropped off master server list. Performing
a
server restart to srcds brought the server back up to be listed.

I left one server in this weird state incase someone at valve wants
to
look into it.

Two servers are running on the IP: 142.54.178.234 One is on port
27015
and the other is 27016

As you see from the API, its working correctly and only seeing the
server
on port 27016.


http://api.steampowered.com/ISteamApps/GetServersAtAddress/v0001?addr=142.54.178.234format=json


The server on 27015 isn't showing up at all.. though if you toss
the IP in
HLSW you will see its up and runnning.

Any idea on why this happens?

Thanks,
Python




On Fri, Aug 10, 2012 at 12:11 AM, Jesse Molina
je...@opendreams.net
wrote:


Works as-expected for me. My host has eight srcds servers running
on
multiple IPs.

However, one of the TF2 servers which I help host was being listed
on
the primary host's IP, instead of the secondary IP which it is
configured to be using. It's that well-known steamclient reconnect
bug. Once I restated the server, it instantly went back to the
right
IP and this was reflected in the webapi service.

I have eight srcds servers running on this host; TF2, CSS, HL2MP,
L4D,
and L4D2. Only this one TF2 server has ever done this (based on
logs
over the last 18 months), and it is noteworthy that it is the only
one
which uses standard ports. All the other servers use non-standard
ports piled onto a single IP. Maybe coincidental, maybe not.



Hosts primary IP, should be nothing here ever:
http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
*
addr=66.113.99.98format=xmlhttp://api.steampowered.com/ISteamApps/Ge
tServersAtAddress/v0001?addr=66.113.99.98format=xml

Assigned IP of the occasionally-errant TF2 server:
http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
*
addr=66.113.99.99format=xmlhttp://api.steampowered.com/ISteamApps/Ge
tServersAtAddress/v0001?addr=66.113.99.99format=xml

Everything else on this host:
http://api.steampowered.com/**ISteamApps/**GetServersAtAddress/v0001?*
*
addr=66.113.99.100format=xmlhttp://api.steampowered.com/ISteamApps/G
etServersAtAddress/v0001?addr=66.113.99.100format=xml



Here is a little bit of info on the process before I restarted it.
lsof shows the .98 IP being used, when it should not be.

tmux session:
server-tf2-ALPHA: 1 windows (created Fri Aug 3 18:05:23 2012)
[153x67]

Process command arguments:
./srcds_linux -game tf -ip 66.113.99.99 +clientport 27005
+hostport
27015
+tv_port 27025 -steamport 26005 +replay_port 27040 -strictportbind
+-pidfile
/xxx/server.pid -maxplayers 26 +map pl_badwater

Process started at: Fri Aug 3 18:05:23 2012 Process started
elapsed-time ago: 5-19:25:25 Process CPU in-use time: 1-17:58:10

lsof says the following network sockets are in 

Re: [hlds_linux] [hlds] TF MvM hosting questions

2012-08-14 Thread Jehoi
Actually, day two is already here.
http://www.teamfortress.com/mvm/mercs/

Any ideas what the map names will be so we can setup some servers that
will restart when the updates comes out and instantly load up on the
new maps?

On Tue, Aug 14, 2012 at 8:38 PM, doc drga...@gmail.com wrote:
 True but there just is a limit to the amount of players you can support.
 Sure they could enable 64 players but it's completely broken, out of
 resources, not designed for that.

 There comes a time in brainstorming where you just have to draw the line.
 People were able to set up vs. Saxton Hale, and Prop Hunt, and all sorts of
 other fun gamemodes that didn't require a raising of what is essentially a
 hard limit.

 I feel like the people asking for more slots don't understand the many
 important reasons there is this arbitrary limit. I don't think this is
 Valve stomping on the server owner, if anything they've bent over backwards
 trying to keep the community modding and server operators happy.

 We haven't even been shown day 2 of MVM and people are
 already clamoring for the code behind MVM be changed to better fit all this
 crazy theorycrafting about what the gamemode MIGHT be like.

 On Tue, Aug 14, 2012 at 5:27 PM, Nomaan Ahmad n0man@gmail.com wrote:

 Class restriction was just an example... we need to experiment before you
 can stay its rubbish tbh...
 There are other things server operators can try but we need some unofficial
 support to allow increased slots.

 Its up to the communities how they want their servers.. If you dont like
 servers with more than 24 slots or you lag on them... simple, don't play on
 them. If their servers are unbalanced or configured badly, I'm sure players
 will leave and they wont have populated server anyway. Or do you carry on
 playing on them? I know I don't...

 On 14 August 2012 23:33, dan needa...@ntlworld.com wrote:

  On 14/08/2012 22:40, Nomaan Ahmad wrote:
 
  Some servers ops will know how to make it balanced... class limiting is
  one
  of them.
 
 
  No they don't. Class limiting is a flawed approach. It suggests that if
  you assign forced roles that the game will be good. It won't be. It just
  means the 2 or 3 engineers you have will be halfwits and the one guy that
  can play engineer has to watch these halfwits in frustration. The only
 time
  highlander and class limits works is when you have organised teams and
  matches and then you can say Bill, you be the medic...John, you play
  engineer and so on.
 
  Yes it sucks if you have 5 spies and 5 snipers on a team, but the truth
  is, forcing these guys to play a different class won't help. It's far
  better to let people play what class they want and use that data to see
  they are all buffoons. They'll see it when they lose and you'll see it
 when
  you join so you can, if you want, just hit 'change server' and find a
 round
  that will be better.
 
  Of course, from a server admin point of view the idea the best way to
 find
  a good round is to hit 'change server' isn't that appealing, hence the
  flawed attempts to try and mess things around instead.
 
  You can't turn a buffoon into a good player by making him play a
 different
  class, nor a team of buffoons into a good team using the same method.
 
  As I said in another post, generally speaking, increasing the number of
  players, reducing the number of shots you need to kill or removing the
  penalty for death are all designed to hide differences in skill between
  players and teams.
 
  Or in other words, people play on 32 man, instant spawn servers (and
 Robin
  runs around with his OP rocket launcher or people pay saigns for silly
  weapons and abilities) because it helps hide the fact they suck.
 
  With 12v12 with respawn timers (and things like nocrit) you will see
 which
  players on the server can play better than the others and which team is
  better - especially if both teams are motivated towards the objective.
 
  Their skill will be more evident (although as the comp players will tell
  you, 6v6 is better than 12v12 for that) But,  unfortunately, it will
  generally result in average and below players spending a lot of time
  spectating and losing rounds.
 
  Which obviously for them is a worse experience than having a 3 hour round
  that no one wins (or that one team can trivially win because there are
 some
  trivial ways to win with instant spawn, especially when you have weapons
  like the dead ringer)
 
  It's a lot easier to configure a server badly than it is to get better at
  playing it too.
  So it's no real surprise there's a player base happy to play on servers
  configured this way.
 
 
  --
  Dan
 
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Re: [hlds_linux] TF MvM hosting questions

2012-08-14 Thread Craig H
Great, thanks for the info, Fletch! I'll be stress-testing my machine and
network tonight to see if I can host a few.
On Aug 13, 2012 10:40 PM, Fletcher Dunn fletch...@valvesoftware.com
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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