03-04-2009, 11:11 AM
I recently setup a TF2 srcds server and on some maps my server will decide to change the level to the next level in the rotation for no apparent reason. I was just playing on my server and it happened again on pl_badwater. It seems to be only happening on capture point maps directly after some point on the map is captured. That's the only pattern I've noticed so far. Yes, the timelimit has plenty of time left...and no.. the rounds arn't up so the map should not change . Below is my current config in regards to map changing settings.. I recently installed sourcemm, but I believe I was having the problem before.
Last night I was playing with almost a full house (24 players) and it started doing it, 2 maps in a row, then the problem disappeared for the rest of the maps that I played.
I managed to check my log file after the pl_badwater match today. (See below) If you notice the point captured was not the final point, point 3. The game ended right there... Is mp_winlimit 3 work funny for cp maps? I'm new to the whole srcds scene so I was just assuming it meant 3 rounds of pl_badwater and not 3 cap points...
L 03/03/2009 - 16:49:07: Team "Blue" triggered "pointcaptured" (cp "2") (cpname "#Badwater_cap_3") (numcappers "1") (player1 "[xkcd] ßαα∂†ε∂∂¥<164><STEAM_0:1:12608712><Blue>") (position1 "-1650 2039 138")
L 03/03/2009 - 16:49:08: Team "BLUE" triggered "Intermission_Win_Limit"
L 03/03/2009 - 16:49:08: World triggered "Game_Over" reason "Reached Win Limit"
L 03/03/2009 - 16:49:08: Team "Red" final score "0" with "1" players
L 03/03/2009 - 16:49:08: Team "Blue" final score "3" with "2" players
// Enable or disable timers to wait between rounds. 0 is off 1 is on
mp_enableroundwaittime 1
// Time after round win until round restarts (in seconds)
mp_bonusroundtime 15
// Time the current round will restart (in seconds)
mp_restartround 10
// Timelimit (in seconds) of the stalemate round
mp_stalemate_timelimit 240
// game time per map in minutes
mp_timelimit 60
// enables sudden death at the end of rounds
mp_stalemate_enable 1
// start cvars for win conditions
mp_maxrounds 5
// Max number of rounds to play before server changes maps
mp_winlimit 3
// Max number of rounds one team can win before a server changes maps
Last night I was playing with almost a full house (24 players) and it started doing it, 2 maps in a row, then the problem disappeared for the rest of the maps that I played.
I managed to check my log file after the pl_badwater match today. (See below) If you notice the point captured was not the final point, point 3. The game ended right there... Is mp_winlimit 3 work funny for cp maps? I'm new to the whole srcds scene so I was just assuming it meant 3 rounds of pl_badwater and not 3 cap points...
L 03/03/2009 - 16:49:07: Team "Blue" triggered "pointcaptured" (cp "2") (cpname "#Badwater_cap_3") (numcappers "1") (player1 "[xkcd] ßαα∂†ε∂∂¥<164><STEAM_0:1:12608712><Blue>") (position1 "-1650 2039 138")
L 03/03/2009 - 16:49:08: Team "BLUE" triggered "Intermission_Win_Limit"
L 03/03/2009 - 16:49:08: World triggered "Game_Over" reason "Reached Win Limit"
L 03/03/2009 - 16:49:08: Team "Red" final score "0" with "1" players
L 03/03/2009 - 16:49:08: Team "Blue" final score "3" with "2" players
// Enable or disable timers to wait between rounds. 0 is off 1 is on
mp_enableroundwaittime 1
// Time after round win until round restarts (in seconds)
mp_bonusroundtime 15
// Time the current round will restart (in seconds)
mp_restartround 10
// Timelimit (in seconds) of the stalemate round
mp_stalemate_timelimit 240
// game time per map in minutes
mp_timelimit 60
// enables sudden death at the end of rounds
mp_stalemate_enable 1
// start cvars for win conditions
mp_maxrounds 5
// Max number of rounds to play before server changes maps
mp_winlimit 3
// Max number of rounds one team can win before a server changes maps