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:
At what hour will the update come out? I am guessing it will be around 6
EST as usual?
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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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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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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
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
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
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,
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
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
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
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
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
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
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
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
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
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,
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
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
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.
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
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?
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?
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
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
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
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
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,
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
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
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
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
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
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 =
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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:
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
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
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
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
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:
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
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
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
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
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
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
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
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
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
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
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
66 matches
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