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[TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)


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machede
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Join Date: Nov 2011
Location: Italia
Old 11-04-2012 , 09:32   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #41

Quote:
Originally Posted by Leonardo View Post
do you have mvm_visiblemaxplayers installed?
ok ok thanks
sv_visiblemaxplayers -1
mvm_visiblemaxplayers 10
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machede
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Join Date: Nov 2011
Location: Italia
Old 11-10-2012 , 06:43   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #42

CAN INCREASE THE PLAYERS IN TEAM RED?
EXAMPLE:
sv_visiblemaxplayers -1
mvm_visiblemaxplayers 12/14
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Leonardo
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Join Date: Feb 2010
Location: 90's
Old 11-10-2012 , 06:58   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #43

Quote:
Originally Posted by machede View Post
CAN INCREASE THE PLAYERS IN TEAM RED?
https://forums.alliedmods.net/showpo...9&postcount=35
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Leonardo
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Old 11-10-2012 , 07:23   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #44

Quote:
Originally Posted by Dispenz0r View Post
Huh, i crash
no details?
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Hunter S. Batman
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Join Date: Nov 2012
Old 11-11-2012 , 20:07   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #45

It's causing issues with our MvM servers as well.

I have no idea why it's causing a crash but if I remove this plugin the server doesn't crash any more

There's nothing in the error logs of either Sourcemod or TF2 that indicated anything is even happening. It just crashes and restarts.

EDIT: We were just using it as a 'reserved slots' solution anyway so we've removed it from all of them for the time being and are using something else.

Last edited by Hunter S. Batman; 11-11-2012 at 20:19.
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FlaminSarge
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Join Date: Jul 2010
Old 11-12-2012 , 23:58   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #46

Does it crash and restart or does it hang?
That is, if your server is supposed to restart automatically, does it do so or does it not?

If it crashes, then you must have a crash dump or something available. If it hangs, you can look at the logs to see where it hangs (all the logs, not just TF2's logs and SM's error logs).

I'm not supporting mvm_visiblemaxplayers much, which is why it's not in the first post. We all know it's risky to use, so eh.
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Last edited by FlaminSarge; 11-12-2012 at 23:59.
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Hunter S. Batman
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Join Date: Nov 2012
Old 11-13-2012 , 12:08   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #47

Quote:
Originally Posted by FlaminSarge View Post
Does it crash and restart or does it hang?
That is, if your server is supposed to restart automatically, does it do so or does it not?

If it crashes, then you must have a crash dump or something available. If it hangs, you can look at the logs to see where it hangs (all the logs, not just TF2's logs and SM's error logs).

I'm not supporting mvm_visiblemaxplayers much, which is why it's not in the first post. We all know it's risky to use, so eh.
It's sort of been a mixed bag of restarts and hanging but when it happens is almost like clockwork if the clock only worked half the time.

When someone joins using the 'connect 123.456.789.112:27015" (or whatever ip you use) it will happen within a couple minutes of that event but not every time.

However, just in case this was an artifact in srcds I've been watching the hlds mailing list and it may just be the current 100% cpu bug causing this and not the plugin at all especially since it is so random.

My symptoms match some of the issues other people are posting there almost exactly.

Last edited by Hunter S. Batman; 11-13-2012 at 12:09.
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island55
Senior Member
Join Date: Aug 2010
Location: charleston
Old 11-25-2012 , 12:19   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #48

im having an issue on both of my 10vM servers... i have the mvm_visiblemaxplayers plugin installed and set at 10 along with the 10vM plugin itself and i've experienced it myself however i wasn't aware of what happened til afterwords. but, with so much firepower on the human team the blue team cant move the bomb causing the map to lock up and not deploy bots anymore...(or something like this)

then someone on the server mentioned this happens a lot on 10vM servers...

any ideas?

Last edited by island55; 11-25-2012 at 12:28.
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FlaminSarge
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Join Date: Jul 2010
Old 11-28-2012 , 23:09   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #49

If 22 bots are alive, then no more bots can spawn. This happens in normal MvM as well (I believe, for example, that RoosterTeeth played some MvM in which they ended up trapped inside spawn by a bunch of giants and Medics. As a result, they didn't lose for a while because the giants and Medics were taking up all 22 slots and no other robots could spawn with the bomb as they had reset it just as the giants/Medics spawned).

I don't know if this is the issue.
__________________
Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.

Last edited by FlaminSarge; 11-28-2012 at 23:10.
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Eyelanderules
Member
Join Date: Jul 2011
Old 12-01-2012 , 11:22   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #50

Ive came across a problem, i tested and it happened a few times.

When mvm_visiblemaxplayers is set to 10 my server would ether crash or crash everyone in the servers tf2 game completely with in about 1 to 2 hours of running fine and if the server is still alive when you join the server again it will crash who ever joins the servers game until a complete server restart.

But when the command is not enabled server has not crashed anyone's game once.

Last edited by Eyelanderules; 12-01-2012 at 11:27.
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