Maps have those in so that they end at some point. Otherwise the map could be
neverending like some ctf-maps are. Turbine is one of those. Unless intel is
stolen once and delivered to base when time has already ran out, it never seems
to end.
-ics
- AlkuperÀinen viesti -
If I recall,
...@list.valvesoftware.com] On Behalf Of ics
Sent: woensdag 29 december 2010 6:56
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] mp_timelimit issue?
If you really want to play 3 rounds per each side, just use mp_maxrounds
6 to get that result. When timelimit is reached, it usually ends current
: woensdag 29 december 2010 6:56
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] mp_timelimit issue?
If you really want to play 3 rounds per each side, just use mp_maxrounds
6 to get that result. When timelimit is reached, it usually ends current
round all the time
] On Behalf Of Don P
Sent: donderdag 30 december 2010 0:39
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] mp_timelimit issue?
Why not just use a ES (event Script) for on map spawn run my.cfg Then
everytime the map changes it runs the cfg and overides the map, alot easier
than
All,
I've got mp_timelimit set to 30, and mp_match_end_at_timelimit to 0.
But for some reason it still acts as if mp_match_end_at_timelimit = 1
So what currently happens now:
Round 1 Start
Round 1 End
Round 2 Start
Round 2 End
Round 3 Start
Time limit of 30 minutes reached
Map Changes
What
If you really want to play 3 rounds per each side, just use mp_maxrounds
6 to get that result. When timelimit is reached, it usually ends current
round all the time. Exceptions some CTF maps that last for ages.
Personally i would set timelimit as a backup feature but rely on the map
rounds and
If I recall, some maps have these win conditions hard-coded in. There is
no way to get around it other than using plugins.
On 29/12/2010 1:56 PM, ics wrote:
If you really want to play 3 rounds per each side, just use
mp_maxrounds 6 to get that result. When timelimit is reached, it
usually
--
[ Picked text/plain from multipart/alternative ]
Still some strange issues with mp_timelimit.. I have it set to 30
minutes, but on many unstandard maps it makes no sense- timer at the
end of timelimit shows 00:00 and nothing happens- map doesnt change.
Why is it so? It started after some 3-4
]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrius Pirus
Sent: Wednesday, March 12, 2008 19:31
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] mp_timelimit - many ctf maps don't come to end
--
[ Picked text/plain from multipart/alternative ] Still some strange issues
with mp_timelimit.. I
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
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
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
: 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
--
[ 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:
--
[ 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
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
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
} -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
} -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
: 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
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
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
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
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,
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
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
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:
--
I am having some trouble with these. Allow last round to still play even
though the time limit ran out. Is there any way to disable this? Because
I am having some trouble with this not allowing default maps to change
when the round time is over. Ideally I would like a way to turn it off
if
--
[ 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.
Now, this may sound stupid, but why is it that when nobody is on a server
mp_timelimit is useless? I just ran a test and had mp_timelimit set to 30
minutes, and 8 hours later it's still the same map (and no, the map cycle
hadn't cycled back to the same map, for the last entry on the console was
@list.valvesoftware.com
Subject: [hlds_linux] mp_timelimit
Now, this may sound stupid, but why is it that when nobody is on a
server
mp_timelimit is useless? I just ran a test and had mp_timelimit set to
30
minutes, and 8 hours later it's still the same map (and no, the map
cycle
hadn't cycled back
Okay, thanks for the heads up
It was set to 0, maybe thats why I never had that problem.
-KnowHow-
-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] PĂ„ vegne af Brian A.
Stumm
Sendt: 14. september 2003 01:35
Til: [EMAIL PROTECTED]
Emne: Re: SV: [hlds_linux
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