Hi All,
I run a server with bots (no not the crappy misleading fake bots; the
entirely legit ones that show up as bots) that I use mainly to make filling
the server not seem like such a daunting/boring task for
our members/admins. I also use SM's reserved slot plugin. As real players
join the
Someone had a similar problem last month. I'll post the solution below
along with a link to the original thread.
For bots there's another solution: keep the quota set to 0 in
server's config file and add a very simple plugin that sets the correct
value in 2-3 minutes after map loaded. The plugin
Which reservation plugin are you using?
Thanks,
Kyle.
On Tue, May 8, 2012 at 9:31 AM, Mr Razzle raz...@mr-razzle.net wrote:
Someone had a similar problem last month. I'll post the solution below
along with a link to the original thread.
For bots there's another solution: keep the quota set
We're using Reserved Slots (1.4.3-dev) by AlliedModders LLC
On Tue, May 8, 2012 at 11:49 AM, Kyle Sanderson kyle.l...@gmail.com wrote:
Which reservation plugin are you using?
Thanks,
Kyle.
On Tue, May 8, 2012 at 9:31 AM, Mr Razzle raz...@mr-razzle.net wrote:
Someone had a similar
We've had issues with a similar problem in the past. Our reserved slots are of
the go past maximum kind, not the kick when someone joins kind, but on map
change, it seems to generate a join event for each player. Since the player
count is over normal maximum, it interprets the first few players
And how did you go about disabling it for a short while on map change?
On Tue, May 8, 2012 at 12:35 PM, gamead...@127001.org wrote:
**We've had issues with a similar problem in the past. Our reserved slots
are of the go past maximum kind, not the kick when someone joins kind,
but on map
https://forums.alliedmods.net/showthread.php?p=820076
In your server.cfg (I think it should work in autoexec.cfg as well), go
sm_gamecron_add 15 tf_bot_quota 12
Then set bots to 0 in your server.cfg.
Thanks,
Kyle.
On Tue, May 8, 2012 at 10:41 AM, Shon Myles shonte.my...@gmail.com wrote:
And
excuse me if this seems disjointed or rambling.
Are there ANY tools for diagnosing server-side performance issues?
I Know that my server's FPS are dropping to an unacceptably low level,
but I cant figure out why.
This problem has only gotten worse over time, as updates seem to slow
things
Thanks so much Kyle. I think that will solve our problems. And thanks to
everyone else for your help.
On Tue, May 8, 2012 at 12:47 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
https://forums.alliedmods.net/showthread.php?p=820076
In your server.cfg (I think it should work in autoexec.cfg as
What sort of hardware is this on?
And particles are definitively clientside.
On Tue, May 8, 2012 at 4:19 PM, shawn sh...@busymarvin.net wrote:
excuse me if this seems disjointed or rambling.
Are there ANY tools for diagnosing server-side performance issues?
I Know that my server's FPS are
The standard tool for diagnosing FPS drops is vprof. I can't find any
directions on the wiki, so here's a 5 second explanation:
Run the vprof command to start collecting. Run it again to stop
collecting. Then you can view the data with vprof_generate_report. For
example:
As 1nsane said, what sort of hardware are you running, and just as
important - how many srcds instances are you running?
Is each srcds instance set to use only 1 core, and do any of the
instances overlap on core affinity? srcds is notoriously picky about
swapping cores, and this could be
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