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Team Fortress 2 - guide server.cfg
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Drocona
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Post: #16
RE: Team Fortress 2 - guide server.cfg

It doesn't get created, you have to make it yourself, that's why this thread is here.

it should be made in SRCDS\<modfolder>\cfg\


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This post was last modified: 10-10-2007 05:35 AM by Drocona.

10-10-2007 05:34 AM
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Mooga
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Post: #17
RE: Team Fortress 2 - guide server.cfg

Is there a way to disable to minimize the spawn time after a death?


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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.

10-10-2007 10:07 AM
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AnthroX
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Post: #18
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.

10-16-2007 10:04 AM
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Ozz13
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Post: #19
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. Smile

10-17-2007 08:28 AM
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Mooga
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Post: #20
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...


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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.

10-18-2007 09:27 PM
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banana
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Post: #21
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?

10-29-2007 12:03 AM
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CTerrian
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Post: #22
RE: Team Fortress 2 - guide server.cfg

Can you add Bots?

11-01-2007 01:41 AM
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Drocona
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Post: #23
RE: Team Fortress 2 - guide server.cfg

Increasing tickrate will increase resource usage, from 33 to 66 it will use a bit more than double the resources.

I haven't seen any bots as of yet, don't know if it's possible


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11-02-2007 12:05 AM
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Frito
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Post: #24
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.

12-06-2007 06:34 AM
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blik
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Post: #25
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.

12-06-2007 08:22 AM
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Drocona
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Post: #26
RE: Team Fortress 2 - guide server.cfg

Not sure if they removed it from TF2 (Which I highly doubt)

but you can set the port in the server.cfg like this:
hostport 27016

for example


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12-08-2007 12:47 AM
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djonez
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Post: #27
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

12-30-2007 03:06 AM
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Mooga
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Post: #28
RE: Team Fortress 2 - guide server.cfg

Of what I've seen is that when these are changed, it makes it impossible for the round to start.
So for the time being I stay with the default times.


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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.

12-31-2007 12:27 AM
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hairdewx
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Post: #29
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?

01-08-2008 07:35 AM
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hairdewx
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Post: #30
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.

01-08-2008 07:58 AM
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