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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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
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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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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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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


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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] 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] 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] 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] 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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[hlds_linux] TF MvM hosting questions

2012-08-13 Thread Fletcher Dunn
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

2012-08-13 Thread Cameron Munroe
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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