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


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dr4ggy
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Join Date: May 2013
Old 06-03-2013 , 11:08   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #101

Quote:
Originally Posted by SilentBr View Post
I start my server in this way:

./srcds.sh

Code:
#!/bin/sh
screen -A -m -d -S tf-server-4 ./srcds_run -game tf +map mvm_bigrock +ip 0.0.0.0 -port 27016 +maxplayers 32 +threadpool_affinity 0 +host_thread_mode 2 +mat_queue_mode 2 | grep -v Setting\ sv_visiblemaxplayers\ to\ 6\ for\ MvM
Sorry, I forgot about this thread...

screen only runs one command, so when you add grep to it, it's grepping the screen session, and not the srcds_run command. To do this you have to pass it as one command using "sh -c"

example:

Code:
#!/bin/sh
screen -A -m -d -S tf-server-4 sh -c "./srcds_run -game tf +map mvm_bigrock +ip 0.0.0.0 -port 27016 +maxplayers 32 +threadpool_affinity 0 +host_thread_mode 2 +mat_queue_mode 2 | grep -v Setting\ sv_visiblemaxplayers\ to\ [0-9]\ for\ MvM"

Quote:
Originally Posted by SilentBr View Post
By the way, do you know a way to fix when the number of slots goes to 5/5 4/4 .. 0/0
I don't know what you mean....sorry.
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 06-03-2013 , 11:11   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #102

hadn't happened to me in ages, and then just the other day I saw it happen. I use 8 slots which is stable. 10 was way too crashy.

8/8
7/7
6/6
5/5

Kept dropping, took about 5 minutes to decline 5 slots. I was unable to set the player count manually, or by changing maps. Might be some weird engine bug or something. Had to restart the server.
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FlaminSarge
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Join Date: Jul 2010
Old 06-03-2013 , 11:15   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #103

Not a clue, I've run this with 20 people in the server and... nothing bad happened... if anything I'd think 20 would break, over 8.
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Rads
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Old 06-03-2013 , 13:14   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #104

have to say i don't get that,
but i do get this buffer overflow in net message from time to time though im sure its something to do with valve playing about with this so called steampipe sh**
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friagram
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Location: Silicon Valley
Old 06-04-2013 , 04:28   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #105

Quote:
Originally Posted by FlaminSarge View Post
Not a clue, I've run this with 20 people in the server and... nothing bad happened... if anything I'd think 20 would break, over 8.
Dunno, not really using anything super out of the ordinary. Have connect for reserved slots, perhaps that is interfering with it.
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captaindeterprimary
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Join Date: Sep 2012
Old 06-04-2013 , 09:44   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #106

Quote:
Originally Posted by friagram View Post
hadn't happened to me in ages, and then just the other day I saw it happen. I use 8 slots which is stable. 10 was way too crashy.

8/8
7/7
6/6
5/5

Kept dropping, took about 5 minutes to decline 5 slots. I was unable to set the player count manually, or by changing maps. Might be some weird engine bug or something. Had to restart the server.
I also had this issue but its not the plugin, I have two wave 666 servers, one with and one with out this plugin, they both do that.

I however did notice that with the plugin running on a map/difficulty with a massive amount of robots being spawned that they stop spawning, like in wave 666 when the rapid fire demospam is supposed to spawn, the wave bots stop spawning however the support bots (snipers/spys) still spawn.
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 06-04-2013 , 12:26   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #107

Quote:
Originally Posted by vman315 View Post
I also had this issue but its not the plugin, I have two wave 666 servers, one with and one with out this plugin, they both do that.

I however did notice that with the plugin running on a map/difficulty with a massive amount of robots being spawned that they stop spawning, like in wave 666 when the rapid fire demospam is supposed to spawn, the wave bots stop spawning however the support bots (snipers/spys) still spawn.
This probably happens if you have replay or someone connecting by reserve slot and it fails to spawn a needed bot, because there are not enough player slots. Usually with 8 the server is about full, 28- 30/32' though i have seen it higher i think, not sure dont always pay attention. Also, spectators can probably mess with it too.
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Last edited by friagram; 06-04-2013 at 12:28.
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captaindeterprimary
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Join Date: Sep 2012
Old 06-04-2013 , 13:58   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #108

Quote:
Originally Posted by friagram View Post
This probably happens if you have replay or someone connecting by reserve slot and it fails to spawn a needed bot, because there are not enough player slots. Usually with 8 the server is about full, 28- 30/32' though i have seen it higher i think, not sure dont always pay attention. Also, spectators can probably mess with it too.
I don't have replay enabled on my servers, but I think it may be a problem that valve derped on something. I have mp_allowspectators 0.
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Last edited by ; Today at 08:20 AM. Reason: Get rid of s

Last edited by captaindeterprimary; 06-04-2013 at 13:59.
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FlaminSarge
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Join Date: Jul 2010
Old 06-04-2013 , 23:05   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #109

I'd try leaving that cvar at 1, since the plugin depends on the player joining spec to fix their money amount properly.
__________________
Bread EOTL GunMettle Invasion Jungle Inferno 64-bit will break everything. Don't even ask.

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Post in plugin threads with questions.
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You will be fed to javalia otherwise.
Psyduck likes replays.
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captaindeterprimary
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Join Date: Sep 2012
Old 06-06-2013 , 13:23   Re: [TF2] 10vM (Ten Mann vs Machine) (v1.1, 10/29/2012)
Reply With Quote #110

Quote:
Originally Posted by FlaminSarge View Post
I'd try leaving that cvar at 1, since the plugin depends on the player joining spec to fix their money amount properly.
I have not seen any problems with the money. I was talking about the weird error of visible players dropping when a player disconnects.
V Weirdness V
Spoiler
^ Weirdness ^ Removed bit not pertaining to visible players

Mine got down to 0/0.
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Last edited by ; Today at 08:20 AM. Reason: Get rid of s
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