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FF2 [VSH] mp_idledealmethod issue


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404UserNotFound
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Old 10-20-2014 , 22:42   [VSH] mp_idledealmethod issue
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Since the October 20th update, FF2 (and possibly VSH as well as PropHunt) have a bit of a bug where if a server is running mp_idledealmethod 1 or 2, as soon as the round starts everyone will be moved to spec or kicked (based on the value of mp_idledealmethod).

Apparently FF2 (and again, possibly VSH and even PropHunt) mess with the convars or something, and it's causing these issues.

Server owners have had to switch mp_idledealmethod to 0 in order to even play a round.
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Chdata
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Old 10-20-2014 , 23:22   Re: [VSH] mp_idledealmethod issue
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I don't seem to be getting this problem in VSH, as it doesn't touch that cvar.
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Wliu
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Old 10-21-2014 , 21:06   Re: [VSH] mp_idledealmethod issue
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FF2 doesn't modify mp_idledealmethod either. Or anything that has the phrase 'idle' in it, for that matter.
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Chdata
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Old 10-21-2014 , 21:28   Re: [VSH] mp_idledealmethod issue
Reply With Quote #4

perhaps iz another plugin

Did you try putting mp_whatever 0; in your server.cfg, saxtonhale.cfg, and/or ff2.cfg?
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Last edited by Chdata; 10-21-2014 at 21:29.
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404UserNotFound
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Old 10-21-2014 , 21:40   Re: [VSH] mp_idledealmethod issue
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According to Powerlord, FF2 causes it:

https://forums.alliedmods.net/showthread.php?t=250258

Quote:
Originally Posted by Powerlord View Post
FF2 is causing it. PropHunt will also cause it. I'm guessing it has something to do with some cvars those two game modes change, but no idea which one it is.
I personally took a shot in the dark and assumed that VSH did it as well because FF2 is essentially a recode of VSH.

Last edited by 404UserNotFound; 10-21-2014 at 21:41.
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Powerlord
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Old 10-21-2014 , 21:41   Re: [VSH] mp_idledealmethod issue
Reply With Quote #6

My experience with custom gamemodes on Arena is that something these game modes do breaks Valve's idle handling and it occurs much quicker than its actually set to. Usually in less than a minute.

I honestly couldn't tell you what causes it, only that I've seen it in both FF2 (back around 1.06) and PropHunt (all versions).

It's such a known issue in PropHunt that Redux intentionally disables mp_idledealmethod.

Incidentally, stock arena doesn't have this issue either the queue on or off.
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Last edited by Powerlord; 10-21-2014 at 21:42.
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Chdata
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Old 10-21-2014 , 22:10   Re: [VSH] mp_idledealmethod issue
Reply With Quote #7

Perhaps a different cvar has an effect on this one?

Then again I dunno if Valve has any cvars that will do anything like that.

Perhaps it's actually a different cvar that's causing the problem, and it just so happens that mp_idledealmethod 0 gets around it.
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Last edited by Chdata; 10-21-2014 at 22:11.
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Powerlord
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Old 10-22-2014 , 11:07   Re: [VSH] mp_idledealmethod issue
Reply With Quote #8

Unfortunately, I haven't gone through all the cvars to see if a particular one screws with Valve's idle stuff.

If I had to make a WAG about what cvar it is... mp_enableroundwaittime (which I think FF2 used to force and PropHunt still does) would be my first guess. But I haven't had a chance to test it.
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Wliu
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Old 10-22-2014 , 20:09   Re: [VSH] mp_idledealmethod issue
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Quote:
Originally Posted by Powerlord View Post
Unfortunately, I haven't gone through all the cvars to see if a particular one screws with Valve's idle stuff.

If I had to make a WAG about what cvar it is... mp_enableroundwaittime (which I think FF2 used to force and PropHunt still does) would be my first guess. But I haven't had a chance to test it.
FF2 doesn't modify that either.
FF2 modifies:
-tf_arena_use_queue (0)
-mp_teams_unbalance_limit (0)
-tf_arena_first_blood (0)
-mp_forcecamera (0)
-tf_scout_hype_pep_max (100.0)
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