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Team Fortress 2 - guide server.cfg
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Drocona
Forum admin
Posts: 5,159
Joined: Mar 2005
Reputation: 20
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| 10-10-2007 05:34 AM |
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AnthroX
Newbie
Posts: 1
Joined: Oct 2007
Reputation: 0
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RE: Team Fortress 2 - guide server.cfg
I'm also interested in axing the respawn time (this is Team Fortress, not Counter Strike!)
I've seen a few servers that have a short respawn time, but I'm guessing it's a hacked dll or something as I've been able to find nothing in google searches.
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| 10-16-2007 10:04 AM |
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Ozz13
Junior Member
Posts: 16
Joined: Mar 2005
Reputation: 0
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RE: Team Fortress 2 - guide server.cfg
AnthroX Wrote:I'm also interested in axing the respawn time (this is Team Fortress, not Counter Strike!)
I've seen a few servers that have a short respawn time, but I'm guessing it's a hacked dll or something as I've been able to find nothing in google searches.
Here's a link to a post revisiting and referrencing an earlier post.
http://forums.srcds.com/viewtopic/5327
Soon as you figure it out..give me a shout.
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| 10-17-2007 08:28 AM |
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Mooga
Super Awesome Admin
Posts: 3,509
Joined: Oct 2007
Reputation: 19
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RE: Team Fortress 2 - guide server.cfg
I actually DO have it working. I use BeetlesMod and you can chose a max respawn time or remove it. For the record, the game works better with a respawn of 5 or so rather then no respawn.
And yes, BeetlesMod is still buggy...
~ Mooga ...w00t? - SRCDS.com on Twitter
![[Image: mooga.png]](http://steamprofile.com/steam/profile/steamprofile/mooga.png)
Please do not PM me for server related help
fqdn Wrote:if you've seen the any of the matrix movies, a game server is not all that different. it runs a version of the game that handles the entire world for each client connected.
that's the 2 sentence explanation.
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| 10-18-2007 09:27 PM |
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banana
Newbie
Posts: 8
Joined: Mar 2007
Reputation: 0
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RE: Team Fortress 2 - guide server.cfg
on a 66 tickrate server:
default sv_maxupdaterate 20
if I set sv_minupdaterate 66, sv_maxupdaterate 100 so all players have 66 ticks, will this raise the CPU load?
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| 10-29-2007 12:03 AM |
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CTerrian
Newbie
Posts: 3
Joined: Oct 2007
Reputation: 0
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RE: Team Fortress 2 - guide server.cfg
Can you add Bots?
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| 11-01-2007 01:41 AM |
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Drocona
Forum admin
Posts: 5,159
Joined: Mar 2005
Reputation: 20
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| 11-02-2007 12:05 AM |
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Frito
Junior Member
Posts: 19
Joined: Aug 2007
Reputation: 0
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RE: Team Fortress 2 - guide server.cfg
Anyone figure out the port option for a TF server.cfg? I can't get it off 27015 which kinda messes with the existing CS:S server.
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| 12-06-2007 06:34 AM |
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blik
GTFOGaming.co.uk Founder
Posts: 250
Joined: Feb 2006
Reputation: 0
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RE: Team Fortress 2 - guide server.cfg
-port xxxxx on startup paramaters.... You cant do it in server.cfg...
(This post was last modified: 12-06-2007 08:23 AM by blik.)
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| 12-06-2007 08:22 AM |
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Drocona
Forum admin
Posts: 5,159
Joined: Mar 2005
Reputation: 20
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| 12-08-2007 12:47 AM |
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djonez
Newbie
Posts: 1
Joined: Dec 2007
Reputation: 0
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RE: Team Fortress 2 - guide server.cfg
Can somebody tell me what varibles are the setup-time in the game?
You know the time where you can prepare before the enemies comes a take your control point.
/DJ
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| 12-30-2007 03:06 AM |
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hairdewx
Newbie
Posts: 2
Joined: Jan 2008
Reputation: 0
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RE: Team Fortress 2 - guide server.cfg
I have mp_restartround 25 in my config, but the server keeps defaulting it back to 0. Is it a bug or is there something else I need to do?
Also, I have all 6 maps in my mapcycle.txt, but we ended up repeating a map by the third map. Anyone know why? Or are the maps random?
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| 01-08-2008 07:35 AM |
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hairdewx
Newbie
Posts: 2
Joined: Jan 2008
Reputation: 0
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RE: Team Fortress 2 - guide server.cfg
hmmm maybe mp_enableroundwaittime 0 is what I am looking to do instead?
I want to make the 60 second wait at the start of the rounds as short as possible.
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| 01-08-2008 07:58 AM |
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