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TF2 Eleveated Respawn Times


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moxie2020
Veteran Member
Join Date: Aug 2011
Old 07-31-2012 , 20:28   TF2 Eleveated Respawn Times
Reply With Quote #1

I am using the default respawn wave time (mp_respawnwavetime 10) and I think my respawn times are elevated at least according to this wiki they are:

http://wiki.teamfortress.com/wiki/Re...#Respawn_Waves

For example on Goldrush the wiki says the blue respawn should be a minimum of 4 seconds and a maximum of 8 seconds. My blue respawn is 14-18 seconds. Either I am misreading the wiki or something is wrong.

Anyone have this issue?
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Afronanny
Veteran Member
Join Date: Aug 2009
Old 07-31-2012 , 20:39   Re: TF2 Eleveated Respawn Times
Reply With Quote #2

Quote:
Originally Posted by moxie2020 View Post
I am using the default respawn wave time (mp_respawnwavetime 10) and I think my respawn times are elevated at least according to this wiki they are:

http://wiki.teamfortress.com/wiki/Re...#Respawn_Waves

For example on Goldrush the wiki says the blue respawn should be a minimum of 4 seconds and a maximum of 8 seconds. My blue respawn is 14-18 seconds. Either I am misreading the wiki or something is wrong.

Anyone have this issue?
Do you have bots running on the server?
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moxie2020
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Join Date: Aug 2011
Old 07-31-2012 , 21:18   Re: TF2 Eleveated Respawn Times
Reply With Quote #3

Quote:
Originally Posted by Afronanny View Post
Do you have bots running on the server?
Yes I do.
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Afronanny
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Join Date: Aug 2009
Old 07-31-2012 , 21:29   Re: TF2 Eleveated Respawn Times
Reply With Quote #4

Quote:
Originally Posted by moxie2020 View Post
Yes I do.
Bots cause respawn times to bug. There's a fix for this, but it's private and I doubt anyone who has it will give it up willingly.
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moxie2020
Veteran Member
Join Date: Aug 2011
Old 07-31-2012 , 21:35   Re: TF2 Eleveated Respawn Times
Reply With Quote #5

Quote:
Originally Posted by Afronanny View Post
Bots cause respawn times to bug. There's a fix for this, but it's private and I doubt anyone who has it will give it up willingly.
Do you know I can talk to about obtaining it? I am willing to pay a fair price.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 08-01-2012 , 08:03   Re: TF2 Eleveated Respawn Times
Reply With Quote #6

Quote:
Originally Posted by Afronanny View Post
There's a fix for this, but it's private and I doubt anyone who has it will give it up willingly.
Ugh, that's just terrible.
When people start withholding community-written bug fixes from the community, we've sunk to an all-time low.

I released ZombieFix because the same thing happened with HL2:DM, if I figure out the cause to this (sometime between doing a billion other things), I'll release a fix for this as well.
For everyone.
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Last edited by asherkin; 08-01-2012 at 08:27.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 08-01-2012 , 08:33   Re: TF2 Eleveated Respawn Times
Reply With Quote #7

As a side note, if you're manually setting mp_respawnwavetime, setting it to 10 results in the respawnwavetimes tag being adding to your server. Set it to 10.0 to prevent this.
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Afronanny
Veteran Member
Join Date: Aug 2009
Old 08-01-2012 , 09:14   Re: TF2 Eleveated Respawn Times
Reply With Quote #8

Quote:
Originally Posted by asherkin View Post
Ugh, that's just terrible.
When people start withholding community-written bug fixes from the community, we've sunk to an all-time low.

I released ZombieFix because the same thing happened with HL2M, if I figure out the cause to this (sometime between doing a billion other things), I'll release a fix for this as well.
For everyone.
The more of a widespread problem it is, the more people complain about it. The more people that complain about it, the more likely Valve is to fix it. By the way, check #opensteamworks for my last few messages

Oh, and it's not withholding. It's just not releasing.

Last edited by Afronanny; 08-01-2012 at 15:56.
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moxie2020
Veteran Member
Join Date: Aug 2011
Old 08-01-2012 , 14:44   Re: TF2 Eleveated Respawn Times
Reply With Quote #9

Quote:
Originally Posted by Afronanny View Post
The more of a widespread problem it is, the more people complain about it. The more people that complain about it, the more likely Valve is to fix it. By the way, check #opensteamworks for my last few messages
My only problem this has created a whole side issue where admins are using fastrespawn plugins the wrong way (in violation of Valves policies) just to get the respawns they are supposed to get by default.

I am very disappointed in Valve though this bug is so old I had never heard of it till there was a big bruhaha in the newsletter.
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moxie2020
Veteran Member
Join Date: Aug 2011
Old 08-01-2012 , 14:46   Re: TF2 Eleveated Respawn Times
Reply With Quote #10

This was given to me as part of the solution but I am not advanced enough to know what to do with it.
Can anyone help?

> [...]
> int CNTXBotFixHook::CountActivePlayers()
> {
> int ret = this->Trampoline();
>
> if (!g_NTXPlugin.HasPlayerGoneActive())
> ret = 0;
> [...]
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