Team Fortress 2
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sigsegv Jul 20, 2015 @ 10:28pm
sigsegv's improved MvM server
Okay, I guess it's time to stop stalling and finally announce this publicly.

sigsegv's improved MvM server[sigpipe.info]:
instructions for connecting and a complete list of mods/fixes/custom stuff

I've been talking about hosting a dedicated MvM server for several weeks now. I ran into several delays, most notably: the Gun Mettle update, which came completely out of nowhere; and some changes to the hosting setup (I was originally going to host this from my home server, but evidently that didn't perform very well).

Previously the server was going to be hosted from the Los Angeles area, but it's now hosted on Amazon EC2 in Virginia (it's "in the cloud"). Hopefully that's a better location for those of you in Europe and elsewhere. The CPU and network performance are excellent, as far as I can tell.

So, why would you want to play on this server instead of random Mann Up or Boot Camp servers?
  • to experience various mods that I've made to improve MvM (bug fixes and game tweaks), which the TF team can't be bothered to apply to the official game
  • to come together and play-test custom maps/missions that you haven't played 1000 times before

Other nice things about the server:
  • the replay system is enabled
  • custom client-side mods will work (sv_pure 0)

Some things still aren't quite how I'd like them: I haven't yet figured out how to get custom maps to appear in the changelevel vote menu. Also, I had a few upgrade station tweaks that I wanted to apply, but I had to disable them for now, since players with custom downloads disabled in multiplayer options would see a completely blank upgrade station.

In any case, it's basically ready to go now. Come to mess around with completely overpowered explosive headshot on the Ambassador/Huntsman, or to experience the old uncapped Bazaar Bargain, or to tickle robots with the Holiday Punch, or to play some custom missions.

SP458's Robocalypse expert missions on Bigrock/Rottenburg/Mannhattan are installed if you guys want to get together and do some playtesting. Both versions of Hillside, as well as Alias's custom map Skullcove, are also installed, but the map vote currently won't let you switch to them; I'll see what I can do about that.

Have fun!
Last edited by sigsegv; Apr 18, 2016 @ 5:04pm
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Showing 1-15 of 611 comments
sigsegv Jul 20, 2015 @ 10:35pm 
I've also published the source code for the patches/mods I've done if anyone wants to look at it. It's relatively ugly code, but maybe someone will find it interesting.
https://github.com/sigsegv-mvm/libtf2mod
Botspan Jul 20, 2015 @ 10:57pm 
50 heads Bazaar + 100% charge rate upgrade.

Instant charged shot, now I can practically deal uncharged headshot damage against Tanks.
sigsegv Jul 20, 2015 @ 11:03pm 
Originally posted by Botspan:
50 heads Bazaar + 100% charge rate upgrade.

Instant charged shot, now I can practically deal uncharged headshot damage against Tanks.
Was that also possible before the mid-2013 Bazaar Bargain nerf patch?
Botspan Jul 20, 2015 @ 11:07pm 
7 Heads cap was still there so nope.

You can store enough heads to keep doing that, but not to the point of instant 100% like this.
Last edited by Botspan; Jul 20, 2015 @ 11:08pm
sigsegv Jul 20, 2015 @ 11:13pm 
Originally posted by Botspan:
7 Heads cap was still there so nope.

You can store enough heads to keep doing that, but not to the point of instant 100% like this.
Oh. Heh heh. Didn't realize that.

I currently have two patches that affect this:
  1. patch which removes the 6-head limit on charge rate on Bazaar Bargain
  2. patch which removes the overall 200% charge rate cap on all sniper rifles

Both are active right now. It sounds like I should probably get rid of patch #1 (reinstating the BB's effective 6-head cap) but keep patch #2. Does that sound right to you?
Last edited by sigsegv; Jul 20, 2015 @ 11:13pm
Botspan Jul 20, 2015 @ 11:14pm 
Yep it's reasonable enough.

Maybe wait for Bazaar lover nerds like Exfat and Panda to try it before changing anything.
Last edited by Botspan; Jul 20, 2015 @ 11:15pm
sigsegv Jul 20, 2015 @ 11:17pm 
Originally posted by Botspan:
Maybe wait for Bazaar lover nerds like Exfat and Panda to try it before changing anything.
Okay, I'll leave it in super-crazy-uncapped mode for the time being.
SirP1zza Jul 21, 2015 @ 12:32am 
I actually joined the server yesterday when I was bored,tried to solo a normal mission as engie.
Except that there was some flying scout cloths everything looked fine.
Hacked Exhale Jul 21, 2015 @ 2:44am 
Took you long enough. I will visit it later.
That's an awesome idea ! I think when I get a reliable internet back, I will come there and play.

Also, I saw that ThisLD tends to have the same voting problem, but fix itself on map change. In the worst case, you can disable TF2's map vote and use the rtv mod instead.
Trick Jul 21, 2015 @ 3:41am 
Just played on that server and all the robots were friendlies.
Also the bomb reseted itself after killing the bomb carrier...
Botspan Jul 21, 2015 @ 3:43am 
Call restart vote.
sigsegv Jul 21, 2015 @ 11:26am 
Originally posted by Sir_P1zza:
I actually joined the server yesterday when I was bored,tried to solo a normal mission as engie.
Except that there was some flying scout cloths everything looked fine.
Robot gibbing is enabled, but I haven't yet figured out how to fix the floating dead players / floating cosmetics glitch. So you may see floating dead robots occasionally.
https://www.youtube.com/watch?v=4JVNOmbZ9lI

Originally posted by Joker:
Just played on that server and all the robots were friendlies.
Also the bomb reseted itself after killing the bomb carrier...
Originally posted by Botspan:
Call restart vote.
Yes, that's the workaround. I haven't figured out exactly how to fix the Gun Mettle update gamemode bug... if I do find a way to fix it, I'll integrate that into the server.

The most I know about that bug is this: in the instances where it happens (after changing mission), the RoundSpawn and RoundActivate inputs are fired twice for some reason. And the second time, it doesn't do these ones:
(53885.61) output: (team_round_timer,game_timer) -> (game_timer,Disable,1.0)() (53885.61) output: (team_round_timer,game_timer) -> (game_populator,Enable)()
And possibly more stuff gets screwed up "under the hood" (need to take a closer look; it may be that CTFGameRules offset 0x99a, which should be set if MvM mode is active, gets unset for some reason).

Anyway, for now, a mission restart vote, or a tf_mvm_jump_to_wave command will make those problems go away.
Whales Jul 21, 2015 @ 1:25pm 
<3
snowbird Jul 21, 2015 @ 2:42pm 
joined the server with clatap

10/10 explosive huntsman
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Date Posted: Jul 20, 2015 @ 10:28pm
Posts: 611