Re: [hlds_linux] mp_timelimit and last round problems

2007-05-21 Thread David Williams
well diabling the time limit and setting a max number of rounds seems to
work but what i don't understand is how the match server which is set up
basically identical except it has zblock and roger devils cmp on it
doesn't do this

dackz wrote:
> I think the more jarring effect that this creates is how the map
> changes as soon as a player connects and joins a team. They spend all
> that time connecting to the server, loading the map, and joining a
> class or a team or what have you, and then they have to do it all over
> again.
>
> At least that's the behavior I remember seeing in CS:S.
>
> Perhaps resetting the time that the map was changed when a client
> connects to an empty server would be better. Or whatever you'd need to
> do in order to make the amount of time left equal to mp_timelimit when
> the server goes from zero clients to one client.
>
> On 5/11/07, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>> The server doesn't run game frames unless real users are connected to
>> save CPU cycles, it doesn't do the map cycling logic during this period
>> by design.
>
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Re: [hlds_linux] mp_timelimit and last round problems

2007-05-21 Thread dackz

I think the more jarring effect that this creates is how the map
changes as soon as a player connects and joins a team. They spend all
that time connecting to the server, loading the map, and joining a
class or a team or what have you, and then they have to do it all over
again.

At least that's the behavior I remember seeing in CS:S.

Perhaps resetting the time that the map was changed when a client
connects to an empty server would be better. Or whatever you'd need to
do in order to make the amount of time left equal to mp_timelimit when
the server goes from zero clients to one client.

On 5/11/07, Alfred Reynolds <[EMAIL PROTECTED]> wrote:

The server doesn't run game frames unless real users are connected to
save CPU cycles, it doesn't do the map cycling logic during this period
by design.


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Re: [hlds_linux] mp_timelimit and last round problems

2007-05-21 Thread David Williams
did this get solved? i have a friend with a couple of rented windows
based servers that are show this behaviour. i have adjusted the round
time to be a multiple of the round timelimit but the bots just sit there
doing nothing when the time limit expires and the server only responds
to rcon quit and rcon changelevel commands. rcon mp_restartgame, rcon
restart and all the others get logged and acknowledged by the server but
it doesn't act on them.

this is driver me crazy coz i'm getting whined at for not being able to
fix it and the server host is totally useless. he does even know how to
set them to be restarted every 24 hours

if anyone has any idea please chip in.

Ronny Schedel wrote:
> But this does not solve anything. Some rounds can be shorter than the
> round
> time.
>
> Best regards
>
> Ronny
>
>> Finishing off rounds is by design, look at making your time limit a
>> multiple of the round time.
>>
>> - Alfred
>>
>> teame06 wrote:
>>> Ok, one more last question.
>>>
>>> What about the last round thing. Can there be added a cvar to disable
>>> that?
>>>
>>> Alfred Reynolds wrote:
 The server doesn't run game frames unless real users are connected to
 save CPU cycles, it doesn't do the map cycling logic during this
 period
 by design.

 - Alfred

 teame06 wrote:

> I'm running the server at 66 tick only and with no mods. Like I
> said I really do not want to rely on bots. Maybe Alfred or one of
> the valve employee can give some input on this?
>
> David Williams wrote:
>
>> i had this issue even with bots in the server. it was 100 tick
>> with the latest mani, evenscripts (running ace rates), steambans,
>> metamod and a cl_restrict_blah settings advisor. i dropped the
>> tick down to 75 after trying everything i could think of and it
>> seems to have gone away
>>
>> Daniel wrote:
>>
>>
>>> --
>>> [ Picked text/plain from multipart/alternative ]
>>> Yeah this annoys me too. Currently I just let my server have 2
>>> bots and have the bot quota mode work so that the bots go away
>>> when real people join (so it just keeps 2 people on the server as
>>> minimum).
>>>
>>> I consider this problem a genuine glitch.  Why would a server wait
>>> until the magical last round is over? Hope it can get fixed in
>>> this next big update. --
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives, please visit:
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>>>
>>>
>>>
>>>
>>>
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Re: [hlds_linux] mp_timelimit and last round problems

2007-05-12 Thread Ronny Schedel

But this does not solve anything. Some rounds can be shorter than the round
time.

Best regards

Ronny


Finishing off rounds is by design, look at making your time limit a
multiple of the round time.

- Alfred

teame06 wrote:

Ok, one more last question.

What about the last round thing. Can there be added a cvar to disable
that?

Alfred Reynolds wrote:

The server doesn't run game frames unless real users are connected to
save CPU cycles, it doesn't do the map cycling logic during this
period
by design.

- Alfred

teame06 wrote:


I'm running the server at 66 tick only and with no mods. Like I
said I really do not want to rely on bots. Maybe Alfred or one of
the valve employee can give some input on this?

David Williams wrote:


i had this issue even with bots in the server. it was 100 tick
with the latest mani, evenscripts (running ace rates), steambans,
metamod and a cl_restrict_blah settings advisor. i dropped the
tick down to 75 after trying everything i could think of and it
seems to have gone away

Daniel wrote:



--
[ Picked text/plain from multipart/alternative ]
Yeah this annoys me too. Currently I just let my server have 2
bots and have the bot quota mode work so that the bots go away
when real people join (so it just keeps 2 people on the server as
minimum).

I consider this problem a genuine glitch.  Why would a server wait
until the magical last round is over? Hope it can get fixed in
this next big update. --

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RE: [hlds_linux] mp_timelimit and last round problems

2007-05-12 Thread Dan E
Not if you're using it anyway.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Saturday, May 12, 2007 1:04 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] mp_timelimit and last round problems

--
[ Picked text/plain from multipart/alternative ]
Lol

That is a cure worse than the disease

On 5/13/07, Dan E <[EMAIL PROTECTED]> wrote:
>
> Why not use mani's automap feature in that case?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> Sent: Saturday, May 12, 2007 10:02 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] mp_timelimit and last round problems
>
> --
> [ Picked text/plain from multipart/alternative ]
> To make the server churn through the maps until it picks up something that
> people want to play at that time.
>
> On 5/12/07, LDuke <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > What's the point of changing maps if no one is playing anyway?
> >
> > On 5/11/07, teame06 <[EMAIL PROTECTED]> wrote:
> > >
> > > Ok, one more last question.
> > >
> > > What about the last round thing. Can there be added a cvar to disable
> > > that?
> > >
> > > Alfred Reynolds wrote:
> > > > The server doesn't run game frames unless real users are connected
> to
> > > > save CPU cycles, it doesn't do the map cycling logic during this
> > period
> > > > by design.
> > > >
> > > > - Alfred
> > > >
> > > > teame06 wrote:
> > > >
> > > >> I'm running the server at 66 tick only and with no mods. Like I
> said
> > I
> > > >> really do not want to rely on bots. Maybe Alfred or one of the
> valve
> > > >> employee can give some input on this?
> > > >>
> > > >> David Williams wrote:
> > > >>
> > > >>> i had this issue even with bots in the server. it was 100 tick
> with
> > > >>> the
> > > >>> latest mani, evenscripts (running ace rates), steambans, metamod
> and
> > > >>> a cl_restrict_blah settings advisor. i dropped the tick down to 75
> > > >>> after
> > > >>> trying everything i could think of and it seems to have gone away
> > > >>>
> > > >>> Daniel wrote:
> > > >>>
> > > >>>
> > > >>>> --
> > > >>>> [ Picked text/plain from multipart/alternative ]
> > > >>>> Yeah this annoys me too. Currently I just let my server have 2
> bots
> > > >>>> and have
> > > >>>> the bot quota mode work so that the bots go away when real people
> > > >>>> join (so
> > > >>>> it just keeps 2 people on the server as minimum).
> > > >>>>
> > > >>>> I consider this problem a genuine glitch.  Why would a server
> wait
> > > >>>> until the magical last round is over? Hope it can get fixed in
> this
> > > >>>> next big update. --
> > > >>>>
> > > >>>> ___
> > > >>>> To unsubscribe, edit your list preferences, or view the list
> > > >>>> archives, please visit:
> > > >>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >>>>
> > > >>>>
> > > >>>>
> > > >>>>
> > > >>>>
> > > >>> ___
> > > >>> To unsubscribe, edit your list preferences, or view the list
> > > >>> archives, please visit:
> > > >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >>>
> > > >>>
> > > >>>
> > > >> ___
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> > > >> archives, please visit:
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> > > please vis

Re: [hlds_linux] mp_timelimit and last round problems

2007-05-12 Thread teame06

Thank you for your time.

Alfred Reynolds wrote:

Finishing off rounds is by design, look at making your time limit a
multiple of the round time.

- Alfred

teame06 wrote:


Ok, one more last question.

What about the last round thing. Can there be added a cvar to disable
that?

Alfred Reynolds wrote:


The server doesn't run game frames unless real users are connected to
save CPU cycles, it doesn't do the map cycling logic during this
period
by design.

- Alfred

teame06 wrote:



I'm running the server at 66 tick only and with no mods. Like I
said I really do not want to rely on bots. Maybe Alfred or one of
the valve employee can give some input on this?

David Williams wrote:



i had this issue even with bots in the server. it was 100 tick
with the latest mani, evenscripts (running ace rates), steambans,
metamod and a cl_restrict_blah settings advisor. i dropped the
tick down to 75 after trying everything i could think of and it
seems to have gone away

Daniel wrote:




--
[ Picked text/plain from multipart/alternative ]
Yeah this annoys me too. Currently I just let my server have 2
bots and have the bot quota mode work so that the bots go away
when real people join (so it just keeps 2 people on the server as
minimum).

I consider this problem a genuine glitch.  Why would a server wait
until the magical last round is over? Hope it can get fixed in
this next big update. --

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Re: [hlds_linux] mp_timelimit and last round problems

2007-05-12 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Lol

That is a cure worse than the disease

On 5/13/07, Dan E <[EMAIL PROTECTED]> wrote:
>
> Why not use mani's automap feature in that case?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> Sent: Saturday, May 12, 2007 10:02 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] mp_timelimit and last round problems
>
> --
> [ Picked text/plain from multipart/alternative ]
> To make the server churn through the maps until it picks up something that
> people want to play at that time.
>
> On 5/12/07, LDuke <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > What's the point of changing maps if no one is playing anyway?
> >
> > On 5/11/07, teame06 <[EMAIL PROTECTED]> wrote:
> > >
> > > Ok, one more last question.
> > >
> > > What about the last round thing. Can there be added a cvar to disable
> > > that?
> > >
> > > Alfred Reynolds wrote:
> > > > The server doesn't run game frames unless real users are connected
> to
> > > > save CPU cycles, it doesn't do the map cycling logic during this
> > period
> > > > by design.
> > > >
> > > > - Alfred
> > > >
> > > > teame06 wrote:
> > > >
> > > >> I'm running the server at 66 tick only and with no mods. Like I
> said
> > I
> > > >> really do not want to rely on bots. Maybe Alfred or one of the
> valve
> > > >> employee can give some input on this?
> > > >>
> > > >> David Williams wrote:
> > > >>
> > > >>> i had this issue even with bots in the server. it was 100 tick
> with
> > > >>> the
> > > >>> latest mani, evenscripts (running ace rates), steambans, metamod
> and
> > > >>> a cl_restrict_blah settings advisor. i dropped the tick down to 75
> > > >>> after
> > > >>> trying everything i could think of and it seems to have gone away
> > > >>>
> > > >>> Daniel wrote:
> > > >>>
> > > >>>
> > > >>>> --
> > > >>>> [ Picked text/plain from multipart/alternative ]
> > > >>>> Yeah this annoys me too. Currently I just let my server have 2
> bots
> > > >>>> and have
> > > >>>> the bot quota mode work so that the bots go away when real people
> > > >>>> join (so
> > > >>>> it just keeps 2 people on the server as minimum).
> > > >>>>
> > > >>>> I consider this problem a genuine glitch.  Why would a server
> wait
> > > >>>> until the magical last round is over? Hope it can get fixed in
> this
> > > >>>> next big update. --
> > > >>>>
> > > >>>> ___
> > > >>>> To unsubscribe, edit your list preferences, or view the list
> > > >>>> archives, please visit:
> > > >>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >>>>
> > > >>>>
> > > >>>>
> > > >>>>
> > > >>>>
> > > >>> ___
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> > > >>> archives, please visit:
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> > > >>>
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> > > >>
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RE: [hlds_linux] mp_timelimit and last round problems

2007-05-12 Thread Guy Watkins
} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of James Harrison
} Sent: Saturday, May 12, 2007 8:57 AM
} To: hlds_linux@list.valvesoftware.com
} Subject: RE: [hlds_linux] mp_timelimit and last round problems
}
} As a hack-around, you could tie rcon into a server query script in a
} cronjob- if empty, changelevel. Cron every half hour or whatever. PHP
} would be an ideal language (PHP's cli interface that is) to use for this.

How can you use rcon in a cron script?  I would love this, but I don't
understand what/how.  I don't have a rcon command in my cstrike directory.

Guy

}
} I suspect that adding a cvar to alter it would be difficult as it goes
} against good server logic. Servers should sleep when unused; this goes for
} all services, be it web or game or database. The external method will be
} the thing to use.
}
} James Harrison
}
} -Original Message-
} From: "teame06" <[EMAIL PROTECTED]>
} To: hlds_linux@list.valvesoftware.com
} Sent: 12/05/07 02:43
} Subject: Re: [hlds_linux] mp_timelimit and last round problems
}
} Ok, one more last question.
}
} What about the last round thing. Can there be added a cvar to disable
} that?
}
} Alfred Reynolds wrote:
} > The server doesn't run game frames unless real users are connected to
} > save CPU cycles, it doesn't do the map cycling logic during this period
} > by design.
} >
} > - Alfred
} >
} > teame06 wrote:
} >
} >> I'm running the server at 66 tick only and with no mods. Like I said I
} >> really do not want to rely on bots. Maybe Alfred or one of the valve
} >> employee can give some input on this?
} >>
} >> David Williams wrote:
} >>
} >>> i had this issue even with bots in the server. it was 100 tick with
} >>> the
} >>> latest mani, evenscripts (running ace rates), steambans, metamod and
} >>> a cl_restrict_blah settings advisor. i dropped the tick down to 75
} >>> after
} >>> trying everything i could think of and it seems to have gone away
} >>>
} >>> Daniel wrote:
} >>>
} >>>
} >>>> --
} >>>> [ Picked text/plain from multipart/alternative ]
} >>>> Yeah this annoys me too. Currently I just let my server have 2 bots
} >>>> and have
} >>>> the bot quota mode work so that the bots go away when real people
} >>>> join (so
} >>>> it just keeps 2 people on the server as minimum).
} >>>>
} >>>> I consider this problem a genuine glitch.  Why would a server wait
} >>>> until the magical last round is over? Hope it can get fixed in this
} >>>> next big update. --
} >>>>
} >>>> ___
} >>>> To unsubscribe, edit your list preferences, or view the list
} >>>> archives, please visit:
} >>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
} >>>>
} >>>>
} >>>>
} >>>>
} >>>>
} >>> ___
} >>> To unsubscribe, edit your list preferences, or view the list
} >>> archives, please visit:
} >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
} >>>
} >>>
} >>>
} >> ___
} >> To unsubscribe, edit your list preferences, or view the list
} >> archives, please visit:
} >> http://list.valvesoftware.com/mailman/listinf
}
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RE: [hlds_linux] mp_timelimit and last round problems

2007-05-12 Thread Guy Watkins
} -Original Message-
} From: [EMAIL PROTECTED] [mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of LDuke
} Sent: Saturday, May 12, 2007 9:45 AM
} To: hlds_linux@list.valvesoftware.com
} Subject: Re: [hlds_linux] mp_timelimit and last round problems
}
} --
} [ Picked text/plain from multipart/alternative ]
} What's the point of changing maps if no one is playing anyway?

lol
Maybe no one likes the current map.  So auto switch to the next.

}
} On 5/11/07, teame06 <[EMAIL PROTECTED]> wrote:
} >
} > Ok, one more last question.
} >
} > What about the last round thing. Can there be added a cvar to disable
} > that?
} >
} > Alfred Reynolds wrote:
} > > The server doesn't run game frames unless real users are connected to
} > > save CPU cycles, it doesn't do the map cycling logic during this
} period
} > > by design.
} > >
} > > - Alfred
} > >
} > > teame06 wrote:
} > >
} > >> I'm running the server at 66 tick only and with no mods. Like I said
} I
} > >> really do not want to rely on bots. Maybe Alfred or one of the valve
} > >> employee can give some input on this?
} > >>
} > >> David Williams wrote:
} > >>
} > >>> i had this issue even with bots in the server. it was 100 tick with
} > >>> the
} > >>> latest mani, evenscripts (running ace rates), steambans, metamod and
} > >>> a cl_restrict_blah settings advisor. i dropped the tick down to 75
} > >>> after
} > >>> trying everything i could think of and it seems to have gone away
} > >>>
} > >>> Daniel wrote:
} > >>>
} > >>>
} > >>>> --
} > >>>> [ Picked text/plain from multipart/alternative ]
} > >>>> Yeah this annoys me too. Currently I just let my server have 2 bots
} > >>>> and have
} > >>>> the bot quota mode work so that the bots go away when real people
} > >>>> join (so
} > >>>> it just keeps 2 people on the server as minimum).
} > >>>>
} > >>>> I consider this problem a genuine glitch.  Why would a server wait
} > >>>> until the magical last round is over? Hope it can get fixed in this
} > >>>> next big update. --
} > >>>>
} > >>>> ___
} > >>>> To unsubscribe, edit your list preferences, or view the list
} > >>>> archives, please visit:
} > >>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
} > >>>>
} > >>>>
} > >>>>
} > >>>>
} > >>>>
} > >>> ___
} > >>> To unsubscribe, edit your list preferences, or view the list
} > >>> archives, please visit:
} > >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
} > >>>
} > >>>
} > >>>
} > >> ___
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} > >> archives, please visit:
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} > >>
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RE: [hlds_linux] mp_timelimit and last round problems

2007-05-12 Thread Dan E
Why not use mani's automap feature in that case?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: Saturday, May 12, 2007 10:02 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] mp_timelimit and last round problems

--
[ Picked text/plain from multipart/alternative ]
To make the server churn through the maps until it picks up something that
people want to play at that time.

On 5/12/07, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> What's the point of changing maps if no one is playing anyway?
>
> On 5/11/07, teame06 <[EMAIL PROTECTED]> wrote:
> >
> > Ok, one more last question.
> >
> > What about the last round thing. Can there be added a cvar to disable
> > that?
> >
> > Alfred Reynolds wrote:
> > > The server doesn't run game frames unless real users are connected to
> > > save CPU cycles, it doesn't do the map cycling logic during this
> period
> > > by design.
> > >
> > > - Alfred
> > >
> > > teame06 wrote:
> > >
> > >> I'm running the server at 66 tick only and with no mods. Like I said
> I
> > >> really do not want to rely on bots. Maybe Alfred or one of the valve
> > >> employee can give some input on this?
> > >>
> > >> David Williams wrote:
> > >>
> > >>> i had this issue even with bots in the server. it was 100 tick with
> > >>> the
> > >>> latest mani, evenscripts (running ace rates), steambans, metamod and
> > >>> a cl_restrict_blah settings advisor. i dropped the tick down to 75
> > >>> after
> > >>> trying everything i could think of and it seems to have gone away
> > >>>
> > >>> Daniel wrote:
> > >>>
> > >>>
> > >>>> --
> > >>>> [ Picked text/plain from multipart/alternative ]
> > >>>> Yeah this annoys me too. Currently I just let my server have 2 bots
> > >>>> and have
> > >>>> the bot quota mode work so that the bots go away when real people
> > >>>> join (so
> > >>>> it just keeps 2 people on the server as minimum).
> > >>>>
> > >>>> I consider this problem a genuine glitch.  Why would a server wait
> > >>>> until the magical last round is over? Hope it can get fixed in this
> > >>>> next big update. --
> > >>>>
> > >>>> ___
> > >>>> To unsubscribe, edit your list preferences, or view the list
> > >>>> archives, please visit:
> > >>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>>>
> > >>>>
> > >>>>
> > >>>>
> > >>>>
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> > >>> archives, please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>>
> > >>>
> > >>>
> > >> ___
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> > >> archives, please visit:
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> > >>
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> > please visit:
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> > >
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> >
> >
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RE: [hlds_linux] mp_timelimit and last round problems

2007-05-12 Thread Alfred Reynolds
Finishing off rounds is by design, look at making your time limit a
multiple of the round time.

- Alfred

teame06 wrote:
> Ok, one more last question.
>
> What about the last round thing. Can there be added a cvar to disable
> that?
>
> Alfred Reynolds wrote:
>> The server doesn't run game frames unless real users are connected to
>> save CPU cycles, it doesn't do the map cycling logic during this
>> period
>> by design.
>>
>> - Alfred
>>
>> teame06 wrote:
>>
>>> I'm running the server at 66 tick only and with no mods. Like I
>>> said I really do not want to rely on bots. Maybe Alfred or one of
>>> the valve employee can give some input on this?
>>>
>>> David Williams wrote:
>>>
 i had this issue even with bots in the server. it was 100 tick
 with the latest mani, evenscripts (running ace rates), steambans,
 metamod and a cl_restrict_blah settings advisor. i dropped the
 tick down to 75 after trying everything i could think of and it
 seems to have gone away

 Daniel wrote:


> --
> [ Picked text/plain from multipart/alternative ]
> Yeah this annoys me too. Currently I just let my server have 2
> bots and have the bot quota mode work so that the bots go away
> when real people join (so it just keeps 2 people on the server as
> minimum).
>
> I consider this problem a genuine glitch.  Why would a server wait
> until the magical last round is over? Hope it can get fixed in
> this next big update. --
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
>
>
>
 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux



>>> ___
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>>>
>>
>> ___
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>
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Re: [hlds_linux] mp_timelimit and last round problems

2007-05-12 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
To make the server churn through the maps until it picks up something that
people want to play at that time.

On 5/12/07, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> What's the point of changing maps if no one is playing anyway?
>
> On 5/11/07, teame06 <[EMAIL PROTECTED]> wrote:
> >
> > Ok, one more last question.
> >
> > What about the last round thing. Can there be added a cvar to disable
> > that?
> >
> > Alfred Reynolds wrote:
> > > The server doesn't run game frames unless real users are connected to
> > > save CPU cycles, it doesn't do the map cycling logic during this
> period
> > > by design.
> > >
> > > - Alfred
> > >
> > > teame06 wrote:
> > >
> > >> I'm running the server at 66 tick only and with no mods. Like I said
> I
> > >> really do not want to rely on bots. Maybe Alfred or one of the valve
> > >> employee can give some input on this?
> > >>
> > >> David Williams wrote:
> > >>
> > >>> i had this issue even with bots in the server. it was 100 tick with
> > >>> the
> > >>> latest mani, evenscripts (running ace rates), steambans, metamod and
> > >>> a cl_restrict_blah settings advisor. i dropped the tick down to 75
> > >>> after
> > >>> trying everything i could think of and it seems to have gone away
> > >>>
> > >>> Daniel wrote:
> > >>>
> > >>>
> >  --
> >  [ Picked text/plain from multipart/alternative ]
> >  Yeah this annoys me too. Currently I just let my server have 2 bots
> >  and have
> >  the bot quota mode work so that the bots go away when real people
> >  join (so
> >  it just keeps 2 people on the server as minimum).
> > 
> >  I consider this problem a genuine glitch.  Why would a server wait
> >  until the magical last round is over? Hope it can get fixed in this
> >  next big update. --
> > 
> >  ___
> >  To unsubscribe, edit your list preferences, or view the list
> >  archives, please visit:
> >  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > 
> > 
> > 
> > 
> > 
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> > >>> archives, please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>>
> > >>>
> > >>>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> > >> archives, please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> --
>
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Re: [hlds_linux] mp_timelimit and last round problems

2007-05-12 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
What's the point of changing maps if no one is playing anyway?

On 5/11/07, teame06 <[EMAIL PROTECTED]> wrote:
>
> Ok, one more last question.
>
> What about the last round thing. Can there be added a cvar to disable
> that?
>
> Alfred Reynolds wrote:
> > The server doesn't run game frames unless real users are connected to
> > save CPU cycles, it doesn't do the map cycling logic during this period
> > by design.
> >
> > - Alfred
> >
> > teame06 wrote:
> >
> >> I'm running the server at 66 tick only and with no mods. Like I said I
> >> really do not want to rely on bots. Maybe Alfred or one of the valve
> >> employee can give some input on this?
> >>
> >> David Williams wrote:
> >>
> >>> i had this issue even with bots in the server. it was 100 tick with
> >>> the
> >>> latest mani, evenscripts (running ace rates), steambans, metamod and
> >>> a cl_restrict_blah settings advisor. i dropped the tick down to 75
> >>> after
> >>> trying everything i could think of and it seems to have gone away
> >>>
> >>> Daniel wrote:
> >>>
> >>>
>  --
>  [ Picked text/plain from multipart/alternative ]
>  Yeah this annoys me too. Currently I just let my server have 2 bots
>  and have
>  the bot quota mode work so that the bots go away when real people
>  join (so
>  it just keeps 2 people on the server as minimum).
> 
>  I consider this problem a genuine glitch.  Why would a server wait
>  until the magical last round is over? Hope it can get fixed in this
>  next big update. --
> 
>  ___
>  To unsubscribe, edit your list preferences, or view the list
>  archives, please visit:
>  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> 
> 
> 
> 
> 
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives, please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> >>>
> >>>
> >> ___
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> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>
> >
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> >
> >
>
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RE: [hlds_linux] mp_timelimit and last round problems

2007-05-12 Thread James Harrison
As a hack-around, you could tie rcon into a server query script in a cronjob- 
if empty, changelevel. Cron every half hour or whatever. PHP would be an ideal 
language (PHP's cli interface that is) to use for this.

I suspect that adding a cvar to alter it would be difficult as it goes against 
good server logic. Servers should sleep when unused; this goes for all 
services, be it web or game or database. The external method will be the thing 
to use.

James Harrison

-Original Message-
From: "teame06" <[EMAIL PROTECTED]>
To: hlds_linux@list.valvesoftware.com
Sent: 12/05/07 02:43
Subject: Re: [hlds_linux] mp_timelimit and last round problems

Ok, one more last question.

What about the last round thing. Can there be added a cvar to disable that?

Alfred Reynolds wrote:
> The server doesn't run game frames unless real users are connected to
> save CPU cycles, it doesn't do the map cycling logic during this period
> by design.
>
> - Alfred
>
> teame06 wrote:
>
>> I'm running the server at 66 tick only and with no mods. Like I said I
>> really do not want to rely on bots. Maybe Alfred or one of the valve
>> employee can give some input on this?
>>
>> David Williams wrote:
>>
>>> i had this issue even with bots in the server. it was 100 tick with
>>> the
>>> latest mani, evenscripts (running ace rates), steambans, metamod and
>>> a cl_restrict_blah settings advisor. i dropped the tick down to 75
>>> after
>>> trying everything i could think of and it seems to have gone away
>>>
>>> Daniel wrote:
>>>
>>>
>>>> --
>>>> [ Picked text/plain from multipart/alternative ]
>>>> Yeah this annoys me too. Currently I just let my server have 2 bots
>>>> and have
>>>> the bot quota mode work so that the bots go away when real people
>>>> join (so
>>>> it just keeps 2 people on the server as minimum).
>>>>
>>>> I consider this problem a genuine glitch.  Why would a server wait
>>>> until the magical last round is over? Hope it can get fixed in this
>>>> next big update. --
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list
>>>> archives, please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>
>>>>
>>>>
>>>>
>>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives, please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>>
>>>
>> ___
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Re: [hlds_linux] mp_timelimit and last round problems

2007-05-11 Thread teame06

Ok, one more last question.

What about the last round thing. Can there be added a cvar to disable that?

Alfred Reynolds wrote:

The server doesn't run game frames unless real users are connected to
save CPU cycles, it doesn't do the map cycling logic during this period
by design.

- Alfred

teame06 wrote:


I'm running the server at 66 tick only and with no mods. Like I said I
really do not want to rely on bots. Maybe Alfred or one of the valve
employee can give some input on this?

David Williams wrote:


i had this issue even with bots in the server. it was 100 tick with
the
latest mani, evenscripts (running ace rates), steambans, metamod and
a cl_restrict_blah settings advisor. i dropped the tick down to 75
after
trying everything i could think of and it seems to have gone away

Daniel wrote:



--
[ Picked text/plain from multipart/alternative ]
Yeah this annoys me too. Currently I just let my server have 2 bots
and have
the bot quota mode work so that the bots go away when real people
join (so
it just keeps 2 people on the server as minimum).

I consider this problem a genuine glitch.  Why would a server wait
until the magical last round is over? Hope it can get fixed in this
next big update. --

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RE: [hlds_linux] mp_timelimit and last round problems

2007-05-11 Thread Alfred Reynolds
The server doesn't run game frames unless real users are connected to
save CPU cycles, it doesn't do the map cycling logic during this period
by design.

- Alfred

teame06 wrote:
> I'm running the server at 66 tick only and with no mods. Like I said I
> really do not want to rely on bots. Maybe Alfred or one of the valve
> employee can give some input on this?
>
> David Williams wrote:
>> i had this issue even with bots in the server. it was 100 tick with
>> the
>> latest mani, evenscripts (running ace rates), steambans, metamod and
>> a cl_restrict_blah settings advisor. i dropped the tick down to 75
>> after
>> trying everything i could think of and it seems to have gone away
>>
>> Daniel wrote:
>>
>>> --
>>> [ Picked text/plain from multipart/alternative ]
>>> Yeah this annoys me too. Currently I just let my server have 2 bots
>>> and have
>>> the bot quota mode work so that the bots go away when real people
>>> join (so
>>> it just keeps 2 people on the server as minimum).
>>>
>>> I consider this problem a genuine glitch.  Why would a server wait
>>> until the magical last round is over? Hope it can get fixed in this
>>> next big update. --
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives, please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>>
>>>
>>>
>>
>>
>> ___
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>> archives, please visit:
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>>
>>
>
>
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Re: [hlds_linux] mp_timelimit and last round problems

2007-05-10 Thread teame06

I'm running the server at 66 tick only and with no mods. Like I said I
really do not want to rely on bots. Maybe Alfred or one of the valve
employee can give some input on this?

David Williams wrote:

i had this issue even with bots in the server. it was 100 tick with the
latest mani, evenscripts (running ace rates), steambans, metamod and a
cl_restrict_blah settings advisor. i dropped the tick down to 75 after
trying everything i could think of and it seems to have gone away

Daniel wrote:


--
[ Picked text/plain from multipart/alternative ]
Yeah this annoys me too. Currently I just let my server have 2 bots and have
the bot quota mode work so that the bots go away when real people join (so
it just keeps 2 people on the server as minimum).

I consider this problem a genuine glitch.  Why would a server wait until the
magical last round is over? Hope it can get fixed in this next big update.
--

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Re: [hlds_linux] mp_timelimit and last round problems

2007-05-10 Thread David Williams
i had this issue even with bots in the server. it was 100 tick with the
latest mani, evenscripts (running ace rates), steambans, metamod and a
cl_restrict_blah settings advisor. i dropped the tick down to 75 after
trying everything i could think of and it seems to have gone away

Daniel wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Yeah this annoys me too. Currently I just let my server have 2 bots and have
> the bot quota mode work so that the bots go away when real people join (so
> it just keeps 2 people on the server as minimum).
>
> I consider this problem a genuine glitch.  Why would a server wait until the
> magical last round is over? Hope it can get fixed in this next big update.
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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>
>
>


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Re: [hlds_linux] mp_timelimit and last round problems

2007-05-09 Thread Daniel
--
[ Picked text/plain from multipart/alternative ]
Yeah this annoys me too. Currently I just let my server have 2 bots and have
the bot quota mode work so that the bots go away when real people join (so
it just keeps 2 people on the server as minimum).

I consider this problem a genuine glitch.  Why would a server wait until the
magical last round is over? Hope it can get fixed in this next big update.
--

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