Re: [hlds_linux] [hlds] TF2 server performance spikes

2013-05-18 Thread Jason
Is there anything we can or should add to our server.cfg file to help
mitigate all these lag spikes and such?  Has anyone added something with
some success in calming the server CPU/lag spikes?  Thank you in advance
for any help.


On Fri, May 17, 2013 at 6:47 PM, Abdulrahman Abdulkawi  wrote:

> I am still experiencing this after today's (2nd) update, using default
> values on then newly released convars - yet to test changing them.
> Anyone else?
>
> > Date: Fri, 17 May 2013 18:40:21 +0100
> > From: needa...@ntlworld.com
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
> >
> > On 17/05/2013 17:17, martin v wrote:
> > > Are you using net_graph 4?
> >
> > 5 I think, high enough to get all the info either way.
> >
> > Doesn't seem to be an issue on Valve's EU servers or the few 3rd party
> > ones I've played on.
> >
> > --
> > Dan
> >
> >
> > ___
> > 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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Re: [hlds_linux] crash on map change issue

2013-05-18 Thread Jesse Molina


The problem is more simple that what you wrote.

If replay is enabled by any means, and "replay_local_fileserver_path" is 
an invalid path, then changelevel will cause a segfault.


Note that the replay sanity check system does confirm that the path is 
invalid, and "disables" replay, but the segfault will still occur anyway.




Erik-jan Riemers wrote:

Just wanted to let you guys know, since it bugged me for several hours.

If you have tf2/sourcemod (I don't know which one is causing the problem)
but if you set -replay in the commandline and then have the default
replay.cfg/replay_local_http.cfg/whatever files it will crash your server
on map change. Adding a correct replay configuration and turning it on
will fix the crash on map change. 24/7 map servers don't have this issue.

I had the mistake of not having the replay.cfg in the custom/xxx/cfg
folder so that after an update my replay configs where default again which
lead to this crash.

Erik

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--
# Jesse Molina
# Mail = je...@opendreams.net
# Cell = 1-602-323-7608



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Re: [hlds_linux] mp_match_end_at_timelimit 0

2013-05-18 Thread dan

On 18/05/2013 09:16, w4rezz wrote:

And is there a particular reason why official Valve servers do have replay
disabled? Well, who knows.


Performance reasons?

Their servers used to suck performance wise. Lots of lag and 'time 
reversing'


They work well, since post-MvM they moved them to a different country.
I'm sure that's the same time the replays were disabled.

Perhaps that's not entirely down to removing replay, maybe they used 
some higher spec servers?
(They didn't afaict, suffer from this recent performance issue at least 
on CTF servers)


TBH the replay was a good idea that didn't work. By the time they'd 
fixed the CTD bugs its moment had passed and the novelty had worn off.
Although if I thought someone was cheating I'd often play on, save a few 
replays and check the game from their perspective afterwards -

it's handy for that.

--
Dan

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Re: [hlds_linux] crash on map change issue

2013-05-18 Thread Slugsoc
I also appear to be getting this issue, currently validate under 
steamcmd seems to replace my replay configs with default, this shouldn't 
be a problem but I also seem to be getting crashes on 3 servers at map 
changes. Fletch, you might want to fix this validate bug? For now I need 
to disable the validate option / replace every update.


I do not have replay set in my command line however, but it defaults to 
on in the default replay configs. I am assuming this is the same issue 
as I obviously have incorrect replay settings when I validate/update on 
server boot.


Anyone think this might be a different issue?
--
James M (SLUGSoc.co.uk)

On 18/05/2013 13:07, hlds_linux-requ...@list.valvesoftware.com wrote:

Message: 4
Date: Sat, 18 May 2013 12:54:12 +0200
From: Erik-jan Riemers
To: Half-Life dedicated Linux server mailing list

Subject: [hlds_linux] crash on map change issue
Message-ID:<14e0e129ab9b08c128520da959d33...@mail.gmail.com>
Content-Type: text/plain; charset=ISO-8859-1

Just wanted to let you guys know, since it bugged me for several hours.

If you have tf2/sourcemod (I don't know which one is causing the problem)
but if you set -replay in the commandline and then have the default
replay.cfg/replay_local_http.cfg/whatever files it will crash your server
on map change. Adding a correct replay configuration and turning it on
will fix the crash on map change. 24/7 map servers don't have this issue.

I had the mistake of not having the replay.cfg in the custom/xxx/cfg
folder so that after an update my replay configs where default again which
lead to this crash.

Erik





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Re: [hlds_linux] Mandatory TF2 update released

2013-05-18 Thread Frank
Well there is this and another issue I reported on here about the trade
server and its system. I get many complaints and have seen this before but
it's nothing I can control. When you've completed a trade and you have
another trader sending one you used to be able to pick it right up without
viewing the items but if you press let's say "K" to accept the incoming
trade after the previous it pushes the items in your face you received first
so you have to close this and accept the other incoming trade.

I hated to ramble on in that sentence but I really do not know how else to
explain it but this changed within the last few months after another update
but I have no idea how to control it client side or server side. Pretty
annoying to say the least be it someone they complain to or a player so can
this be fixed back?



-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of martin v
Sent: Saturday, May 18, 2013 7:33 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released

Does anyone else have issue with unusual effects after death? I got unusual
handyman for pyro with peace sign and when i get killed and watch my
teammates from 3rd person i see my peace sign over their heads. I went on
couple different servers and even on servers without any addons and i had
that. I also launched 100% clean and new tf2 testing server without SM/MM
etc. (no addons or anything. just a clean, default installation) and went
there with 3 of my friends who also had unusual hats and everybody had that
bug.

Wearing unusual hat -> you die or get killed -> you spect on your teammates
in 3rd person after death waiting for respawn and you keep seeing you effect
over their heads. If they have their own unusual hat you see 2 effects. This
does not happen when joining the spectator team. Only after death waiting
for respawn.

This is not related to this update. I saw that about 1 maybe max 2 months
ago but i didn't get any reply on the group.

Hopefully this time someone will at least confirm that they are having the
same issue and maybe valve could try to fix this.



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Re: [hlds_linux] Mandatory TF2 update released

2013-05-18 Thread Erik-jan Riemers
Its been on the list before..

https://github.com/ValveSoftware/Source-1-Games/issues/248

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz
Sent: zaterdag 18 mei 2013 13:36
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released

Yep, get this here too.


On Sat, May 18, 2013 at 7:32 AM, martin v  wrote:

> Does anyone else have issue with unusual effects after death? I got
> unusual handyman for pyro with peace sign and when i get killed and
> watch my teammates from 3rd person i see my peace sign over their
> heads. I went on couple different servers and even on servers without
> any addons and i had that. I also launched 100% clean and new tf2
> testing server without SM/MM etc. (no addons or anything. just a
> clean, default installation) and went there with 3 of my friends who
> also had unusual hats and everybody had that bug.
>
> Wearing unusual hat -> you die or get killed -> you spect on your
> teammates in 3rd person after death waiting for respawn and you keep
> seeing you effect over their heads. If they have their own unusual hat
> you see 2 effects. This does not happen when joining the spectator
> team. Only after death waiting for respawn.
>
> This is not related to this update. I saw that about 1 maybe max 2
> months ago but i didn't get any reply on the group.
>
> Hopefully this time someone will at least confirm that they are having
> the same issue and maybe valve could try to fix this.
>
>
> 2013/5/18 Fletcher Dunn 
>
> > It takes place immediately for all players.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Abdulrahman
> > Abdulkawi
> > Sent: Friday, May 17, 2013 4:00 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Mandatory TF2 update released
> >
> > Does net_compresspackets_minsize have instant effect on connected
> players?
> >
> > > From: fletch...@valvesoftware.com
> > > To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
> > > Date: Fri, 17 May 2013 18:22:09 +
> > > Subject: Re: [hlds_linux] Mandatory TF2 update released
> > >
> > > A note regarding the CPU spikes:
> > >
> > > I would encourage server operators to revert any changes made to
> disable
> > compression, set all such convars to their default values, and
> re-evaluate
> > performance and bandwidth.  I believe that the switch to a realtime
> > compression library will fix the CPU spikes while getting the
> > reduction
> in
> > bandwidth that the compression was intended to  achieve.
> > >
> > > The sv_compressfragments convar has been removed.  You can get the
> > > same
> > functionality simply by setting net_compresspackets_minsize to a
> > large value.
> > >
> > > You might experiment with net_compresspackets_minsize to see if a
> larger
> > or smaller value drastically effects performance and bandwidth.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> > > Sent: Friday, May 17, 2013 11:09 AM
> > > To: Half-Life dedicated Win32 server mailing list; Half-Life
> > > dedicated
> > Linux server mailing list; 'hlds_annou...@list.valvesoftware.com'
> > > Subject: [hlds_linux] Mandatory TF2 update released
> > >
> > > We've released a mandatory update for Team Fortress 2. The notes
> > > for
> the
> > update are below.
> > >
> > > -Eric
> > >
> > > ==
> > >
> > > Source Engine Changes
> > > - Fixed server CPU spikes caused by compression of string tables
> > > and
> > packets.
> > > - Added sv_netspike, sv_netspike_sendtime_ms, and
> > > sv_netspike_output
> > convars for investigating server performance
> > > - net_compresspackets_minsize default value increased to 1024.
> > > This
> > convar now also determines the threshold to determine when a
"fragment"
> > (logical game network message, before being broken up into network
> packets)
> > is compressed.
> > > - Added vprof_vtrace and vprof_report_oninterval convars, and
> > > tweaked
> > vprof_dump_spikes and vprof_dump_oninterval to reduce output
> > >
> > > Team Fortress 2
> > > - Added the Robotic Boogaloo community update:
> > http://www.teamfortress.com/roboticboogaloo/
> > > - Fixed a chat exploit that would cause other clients to timeout
> > > from
> > dedicated servers
> > > - Updated the Mann Co. Store
> > >- Added RoboCrate Keys
> > >- Added A Random RoboKey Gift
> > >- Added Pile of RoboKey Gifts
> > >- Backpack Expanders on sale at 80% off
> > > - Updated the localization files
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > please visit:
> > > https://list.valvesoftware.com

Re: [hlds_linux] Mandatory TF2 update released

2013-05-18 Thread D Bauhmz
Yep, get this here too.


On Sat, May 18, 2013 at 7:32 AM, martin v  wrote:

> Does anyone else have issue with unusual effects after death? I got unusual
> handyman for pyro with peace sign and when i get killed and watch my
> teammates from 3rd person i see my peace sign over their heads. I went on
> couple different servers and even on servers without any addons and i had
> that. I also launched 100% clean and new tf2 testing server without SM/MM
> etc. (no addons or anything. just a clean, default installation) and went
> there with 3 of my friends who also had unusual hats and everybody had that
> bug.
>
> Wearing unusual hat -> you die or get killed -> you spect on your teammates
> in 3rd person after death waiting for respawn and you keep seeing you
> effect over their heads. If they have their own unusual hat you see 2
> effects. This does not happen when joining the spectator team. Only after
> death waiting for respawn.
>
> This is not related to this update. I saw that about 1 maybe max 2 months
> ago but i didn't get any reply on the group.
>
> Hopefully this time someone will at least confirm that they are having the
> same issue and maybe valve could try to fix this.
>
>
> 2013/5/18 Fletcher Dunn 
>
> > It takes place immediately for all players.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Abdulrahman
> > Abdulkawi
> > Sent: Friday, May 17, 2013 4:00 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Mandatory TF2 update released
> >
> > Does net_compresspackets_minsize have instant effect on connected
> players?
> >
> > > From: fletch...@valvesoftware.com
> > > To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
> > > Date: Fri, 17 May 2013 18:22:09 +
> > > Subject: Re: [hlds_linux] Mandatory TF2 update released
> > >
> > > A note regarding the CPU spikes:
> > >
> > > I would encourage server operators to revert any changes made to
> disable
> > compression, set all such convars to their default values, and
> re-evaluate
> > performance and bandwidth.  I believe that the switch to a realtime
> > compression library will fix the CPU spikes while getting the reduction
> in
> > bandwidth that the compression was intended to  achieve.
> > >
> > > The sv_compressfragments convar has been removed.  You can get the same
> > functionality simply by setting net_compresspackets_minsize to a large
> > value.
> > >
> > > You might experiment with net_compresspackets_minsize to see if a
> larger
> > or smaller value drastically effects performance and bandwidth.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> > > Sent: Friday, May 17, 2013 11:09 AM
> > > To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
> > Linux server mailing list; 'hlds_annou...@list.valvesoftware.com'
> > > Subject: [hlds_linux] Mandatory TF2 update released
> > >
> > > We've released a mandatory update for Team Fortress 2. The notes for
> the
> > update are below.
> > >
> > > -Eric
> > >
> > > ==
> > >
> > > Source Engine Changes
> > > - Fixed server CPU spikes caused by compression of string tables and
> > packets.
> > > - Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output
> > convars for investigating server performance
> > > - net_compresspackets_minsize default value increased to 1024.  This
> > convar now also determines the threshold to determine when a "fragment"
> > (logical game network message, before being broken up into network
> packets)
> > is compressed.
> > > - Added vprof_vtrace and vprof_report_oninterval convars, and tweaked
> > vprof_dump_spikes and vprof_dump_oninterval to reduce output
> > >
> > > Team Fortress 2
> > > - Added the Robotic Boogaloo community update:
> > http://www.teamfortress.com/roboticboogaloo/
> > > - Fixed a chat exploit that would cause other clients to timeout from
> > dedicated servers
> > > - Updated the Mann Co. Store
> > >- Added RoboCrate Keys
> > >- Added A Random RoboKey Gift
> > >- Added Pile of RoboKey Gifts
> > >- Backpack Expanders on sale at 80% off
> > > - Updated the localization files
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valve

Re: [hlds_linux] Mandatory TF2 update released

2013-05-18 Thread martin v
Does anyone else have issue with unusual effects after death? I got unusual
handyman for pyro with peace sign and when i get killed and watch my
teammates from 3rd person i see my peace sign over their heads. I went on
couple different servers and even on servers without any addons and i had
that. I also launched 100% clean and new tf2 testing server without SM/MM
etc. (no addons or anything. just a clean, default installation) and went
there with 3 of my friends who also had unusual hats and everybody had that
bug.

Wearing unusual hat -> you die or get killed -> you spect on your teammates
in 3rd person after death waiting for respawn and you keep seeing you
effect over their heads. If they have their own unusual hat you see 2
effects. This does not happen when joining the spectator team. Only after
death waiting for respawn.

This is not related to this update. I saw that about 1 maybe max 2 months
ago but i didn't get any reply on the group.

Hopefully this time someone will at least confirm that they are having the
same issue and maybe valve could try to fix this.


2013/5/18 Fletcher Dunn 

> It takes place immediately for all players.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Abdulrahman
> Abdulkawi
> Sent: Friday, May 17, 2013 4:00 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Mandatory TF2 update released
>
> Does net_compresspackets_minsize have instant effect on connected players?
>
> > From: fletch...@valvesoftware.com
> > To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
> > Date: Fri, 17 May 2013 18:22:09 +
> > Subject: Re: [hlds_linux] Mandatory TF2 update released
> >
> > A note regarding the CPU spikes:
> >
> > I would encourage server operators to revert any changes made to disable
> compression, set all such convars to their default values, and re-evaluate
> performance and bandwidth.  I believe that the switch to a realtime
> compression library will fix the CPU spikes while getting the reduction in
> bandwidth that the compression was intended to  achieve.
> >
> > The sv_compressfragments convar has been removed.  You can get the same
> functionality simply by setting net_compresspackets_minsize to a large
> value.
> >
> > You might experiment with net_compresspackets_minsize to see if a larger
> or smaller value drastically effects performance and bandwidth.
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
> > Sent: Friday, May 17, 2013 11:09 AM
> > To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
> Linux server mailing list; 'hlds_annou...@list.valvesoftware.com'
> > Subject: [hlds_linux] Mandatory TF2 update released
> >
> > We've released a mandatory update for Team Fortress 2. The notes for the
> update are below.
> >
> > -Eric
> >
> > ==
> >
> > Source Engine Changes
> > - Fixed server CPU spikes caused by compression of string tables and
> packets.
> > - Added sv_netspike, sv_netspike_sendtime_ms, and sv_netspike_output
> convars for investigating server performance
> > - net_compresspackets_minsize default value increased to 1024.  This
> convar now also determines the threshold to determine when a "fragment"
> (logical game network message, before being broken up into network packets)
> is compressed.
> > - Added vprof_vtrace and vprof_report_oninterval convars, and tweaked
> vprof_dump_spikes and vprof_dump_oninterval to reduce output
> >
> > Team Fortress 2
> > - Added the Robotic Boogaloo community update:
> http://www.teamfortress.com/roboticboogaloo/
> > - Fixed a chat exploit that would cause other clients to timeout from
> dedicated servers
> > - Updated the Mann Co. Store
> >- Added RoboCrate Keys
> >- Added A Random RoboKey Gift
> >- Added Pile of RoboKey Gifts
> >- Backpack Expanders on sale at 80% off
> > - Updated the localization files
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>

[hlds_linux] crash on map change issue

2013-05-18 Thread Erik-jan Riemers
Just wanted to let you guys know, since it bugged me for several hours.

If you have tf2/sourcemod (I don't know which one is causing the problem)
but if you set -replay in the commandline and then have the default
replay.cfg/replay_local_http.cfg/whatever files it will crash your server
on map change. Adding a correct replay configuration and turning it on
will fix the crash on map change. 24/7 map servers don't have this issue.

I had the mistake of not having the replay.cfg in the custom/xxx/cfg
folder so that after an update my replay configs where default again which
lead to this crash.

Erik

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Re: [hlds_linux] mp_match_end_at_timelimit 0

2013-05-18 Thread D Bauhmz
Thanks for that clarification.

I guess the question needs to be rephrased. Is there a reason why some maps
are that way and some aren't? There doesn't seem to be any real rhyme or
reason to it. Also, Ross, would it be possible to override that somehow?
Whether plugin or otherwise?


On Sat, May 18, 2013 at 6:00 AM, Ross Bemrose  wrote:

> mp_match_end_at_timelimit 0 only tells the server that the map decides
> when it ends. mp_match_end_at_timelimit 1 forces it to end as soon as time
> runs out regardless of the map's settings.
>
>
> On 5/18/2013 4:14 AM, D Bauhmz wrote:
>
>> Is there a particular reason why certain official Valve maps/gamemodes are
>> not obeying this? We're having an issue where several maps will
>> immediately
>> end mid round when the mp_timelimit is reached rather than waiting until
>> the round ends.
>>
>> We could use mp_maxrounds instead, but I'd prefer if this just worked as
>> advertised.
>>
>> Thanks
>> __**_
>> 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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> please visit:
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>
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Re: [hlds_linux] mp_match_end_at_timelimit 0

2013-05-18 Thread Ross Bemrose
mp_match_end_at_timelimit 0 only tells the server that the map decides 
when it ends. mp_match_end_at_timelimit 1 forces it to end as soon as 
time runs out regardless of the map's settings.


On 5/18/2013 4:14 AM, D Bauhmz wrote:

Is there a particular reason why certain official Valve maps/gamemodes are
not obeying this? We're having an issue where several maps will immediately
end mid round when the mp_timelimit is reached rather than waiting until
the round ends.

We could use mp_maxrounds instead, but I'd prefer if this just worked as
advertised.

Thanks
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Re: [hlds_linux] mp_match_end_at_timelimit 0

2013-05-18 Thread w4rezz
And is there a particular reason why official Valve servers do have replay
disabled? Well, who knows.


2013/5/18 D Bauhmz 

> Is there a particular reason why certain official Valve maps/gamemodes are
> not obeying this? We're having an issue where several maps will immediately
> end mid round when the mp_timelimit is reached rather than waiting until
> the round ends.
>
> We could use mp_maxrounds instead, but I'd prefer if this just worked as
> advertised.
>
> Thanks
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> 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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[hlds_linux] mp_match_end_at_timelimit 0

2013-05-18 Thread D Bauhmz
Is there a particular reason why certain official Valve maps/gamemodes are
not obeying this? We're having an issue where several maps will immediately
end mid round when the mp_timelimit is reached rather than waiting until
the round ends.

We could use mp_maxrounds instead, but I'd prefer if this just worked as
advertised.

Thanks
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visit:
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