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TF2 Map won't change without a player present
#1
I setup a TF2 server the other day to compliment my Fortress Forever server, and I'm having a bit of an issue.

If no one is in the server, then the map won't change. When someone joins the game, the waiting for players countdown starts. As soon as the countdown ends a Stalemate is declared and the map immediately changes to the next in the mapcycle.

So it seems to be recognizing the mp_timelimit but...I don't know.

Here's my server.cfg it's kinda hacked together, though all I did was add commands which I knew what they did to the default one provided by my host, and reorganize it. Though their config files have been lacking in the past, so maybe something is missing?


Code:
hostname "    
Happy Hills - Team Fortress 2 - Ya!
"
sv_lan "0"
sv_downloadurl
sv_region "0"
sv_pausable "0"
sv_cheats "0"
sv_consistency "1"
sv_timeout "300"
sv_pure "1"
sv_pure_kick_clients "1"
sv_region 255

//download redirects
sv_allowupload "0"
sv_allowdownload "1"
net_maxfilesize "64"
sv_downloadurl ""

//rcon bans and stuff
sv_rcon_banpenalty 15 //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

// Server Cvars
mp_allowspectators 1 //Toggles whether the server allows spectator mode or not
mp_autocrosshair 0
mp_autoteambalance 1 //Toggles server autoteambalance
mp_teams_unbalance_limit 2 //Teams are unbalanced when one team has this many more players than the other team. (0 disables check)

//timers
mp_timelimit "30"
mp_bonusroundtime 7 //Time in seconds after round win until round restarts
mp_chattime 7 //amount of time in seconds players can chat after the game is over
mp_enableroundwaittime 1 //I think this like, makes it so timer doesn't run during setup/waiting for players or something?!
mp_idlemaxtime 1 //Maximum time a player is allowed to be idle (in minutes)


//gameplay
mp_stalemate_enable 0
mp_footsteps "1"
mp_maxrounds 5 //max number of rounds to play before server changes maps
mp_winlimit 3 //max number of round wins a team can have before server changes map
mp_time_between_capscoring 5 //Delay between scoring of owned capture points.

tf_flag_caps_per_round "3"
tf_stats_track "1"
tf_playergib "1"

// bandwidth rates/settings
sv_minrate 13000
sv_maxrate 25000
sv_minupdaterate 33
sv_maxupdaterate 67
sv_mincmdrate 33
sv_maxcmdrate 67
sv_client_cmdrate_difference 1
sv_client_predict 1
sv_client_interpolate 1
sv_client_min_interp_ratio -1
sv_client_max_interp_ratio -1

//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 0 //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.

writeid
writeip
exec banned_user.cfg
exec banned_ip.cfg
exec beetlesmod.cfg

I did just install Beetle's Mod as you can see, however this issue was present before I installed it.
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#2
You don't need "exec beetlesmod.cfg" in your server.cfg
In fact you SHOULD NOT have it in there, so remove it.

My recommendation is that BM has an emptyserver command where you can trigger something when the server is empty. Trigger a map change. Then when you join you always have a "fresh load"
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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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#3
Well I'm not sticking with BM, I had just installed it to see what it was like. I'm using SourceMod now because of it's flexible plugin system.

Either way, I'd much rather prefer that TF2 itself handles this completely. This shouldn't be happening, and I want to know why it is! Smile
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#4
try this 3rd part plugin.
it will rotate maps if no one is playing.
http://forums.alliedmods.net/showthread.php?p=570384
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#5
Well I was hoping to fix this at the TF2 level, but thats a really nice plugin so I'll just use that. Thanks!
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