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TF2 mp_waitingforplayers mode never ends!
Hi there,

I've set up a TF2 server on my dedicated Linux box. The problem is the "Waiting for players" mode never ends. On some maps, this just means it's a continuous free-for-all, and on other maps the teams can't even get to each other.

The mp_waitingforplayers_cancel and mp_waitingforplayers_restart cvars have no effect at all when set in the server.cfg. And when I set mp_waitingforplayers_cancel to 1 manually in-game, nothing happens.

Really, I don't want it to wait for players at all. I want even just one or two people to be able to play a full game if they want.

Anyway here's my server.cfg

hostname "[GoochAssassins] Experimental TF2 Server"
rcon_password "g0o0tcH!TF2." //Set's remote control password
sv_password "" // Password protects server

sv_rcon_banpenalty 10 //Number of minutes to ban users who fail rcon authentication
sv_rcon_log 1 //Enable/disable rcon logging.
sv_rcon_maxfailures 3 //Max number of times a user can fail rcon authentication before being banned
sv_rcon_minfailures 5 //Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
sv_rcon_minfailuretime 10 //Number of seconds to track failed rcon authentications

mp_allowspectators 1 //Toggles whether the server allows spectator mode or not
mp_autocrosshair 0
mp_autoteambalance 1 //Toggles server autoteambalance
mp_bonusroundtime 5 //Time in seconds after round win until round restarts
mp_chattime 5 //amount of time in seconds players can chat after the game is over
mp_clan_ready_signal "go" //Text that team leader from each team must speak for the match to begin
mp_clan_readyrestart 1 //If non-zero, game will restart once someone from each team gives the ready signal
mp_decals 1
mp_defaultteam 1
mp_disable_autokick 1 //Prevents a userid from being auto-kicked
mp_enableroundwaittime 1 //Enable timers to wait between rounds.
mp_fadetoblack 0 //fade a player's screen to black when he dies
mp_falldamage 10 //Amount of damage players sustains from a fall
mp_flashlight 1 //Toggles flashlight on or off
mp_footsteps 1 //Toggles footsteps on or off
mp_forcecamera 0 //Restricts spectator modes for dead players
mp_forcerespawn 0
mp_fraglimit 0
mp_idledealmethod 2 //Deals with Idle Players. 1 = Sends them into Spectator mode then kicks them if they're still idle, 2 = Kicks them out of the game
mp_idlemaxtime 5 //Maximum time a player is allowed to be idle (in minutes)
mp_timelimit 30 //game time per map in minutes
mp_maxrounds 10 //max number of rounds to play before server changes maps
mp_teams_unbalance_limit 2 //Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
mp_time_between_capscoring 5 //Delay between scoring of owned capture points.
mp_winlimit 10 //Max number of rounds one team can win before server changes maps
mp_waitingforplayers_cancel 1
mp_waitingforplayers_restart 0

sv_allow_color_correction 1 //Allow or disallow clients to use color correction on this server.
sv_allow_wait_command 0 //Allow or disallow the wait command on clients connected to this server.
sv_allowdownload 1 //Allow clients to download files
sv_allowupload 1 //Allow clients to upload customizations files
sv_alltalk 1 //Players can hear all other players, no team restrictions
sv_alternateticks 0 //If set, server only simulates entities on even numbered ticks.
sv_autosave 0 //Set to 1 to autosave game on level transition. Does not affect autosave triggers.
sv_bonus_challenge 0 //Set to values other than 0 to select a bonus map challenge type.
sv_cacheencodedents 1 //If set to 1, does an optimization to prevent extra SendTable_Encode calls.
sv_cheats 0 //Allow cheats on server
sv_clearhinthistory 0 //Clear memory of server side hints displayed to the player.
sv_consistency 1 //Whether the server enforces file consistency for critical files
//sv_contact "" //Contact email for server sysop
//sv_downloadurl "" //Location from which clients can download missing files
sv_enableoldqueries 1 //Enable support for old style (HL1) server queries
sv_pausable 0 //Is the server pausable.

// Lan or internet play, Server region cvars
sv_lan 0 //Server is a lan server ( no heartbeat, no authentication, no non-class C addresses )
sv_region 255 // Region Codes: 0 - US East coast, 1 - US West coast, 2 - South America, 2 - South America, 3 - Europe, 4 - Asia, 5 - Australia, 6 - Middle East, 7 - Africa, 255 - world

//server Logging
sv_log_onefile 0 //Log server information to only one file.
sv_logbans 1 //Log server bans in the server logs.
sv_logblocks 0 //If true when log when a query is blocked (can cause very large log files)
sv_logecho 1 //Echo log information to the console.
sv_logfile 1 //Log server information in the log file.
sv_logflush 0 //Flush the log file to disk on each write (slow).
sv_logsdir "logs" //Folder in the game directory where server logs will be stored.

//Server Rates
sv_maxcmdrate 0 //(If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.
sv_maxrate 20000 //Max bandwidth rate allowed on server, 0 == unlimited
sv_maxreplay 2 //Maximum replay time in seconds
sv_maxupdaterate 100 //Maximum updates per second that the server will allow
sv_mincmdrate 0 //This sets the minimum value for cl_cmdrate. 0 == unlimited.
sv_minrate 0 //Min bandwidth rate allowed on server, 0 == unlimited
sv_minupdaterate 30 //Minimum updates per second that the server will allow

echo "server.cfg has been executed."

exec beetlesmod.cfg
here are the cvars you should remove:
Quote:mp_clan_ready_signal "go" //Text that team leader from each team must speak for the match to begin
mp_clan_readyrestart 1 //If non-zero, game will restart once someone from each team gives the ready signal
mp_enableroundwaittime 1 //Enable timers to wait between rounds.
mp_waitingforplayers_cancel 1
mp_waitingforplayers_restart 0
besides that you should put "sv_alltalk" to 0 so each time will talk to themselfs and not to the other team.
Ok thanks, I will try removing those. But we like to keep alltalk on... it's just kind of tradition.
Hey thanks a lot, taking out those commands worked!

I guess the game was waiting for the "go" signal or something.

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