Server settings for testing

Morgantao

L1: Registered
Aug 7, 2011
29
1
Hi all,
This has probably been debated before, but I just couldn't find it... :blushing:

Can someone post his server config for map testing?
I mean, I didn't know that to use buttons I need "tf_allow_player_use" to be turned on (I didn't know it existed to be honest).
When I test my maps and change class or die, I don't wanna wait 15 seconds to respawn...
I don't want the 30 seconds "waiting for other players" waiting time.
I don't want to be frozen for 8 seconds when the round starts...

Can all these (and more) be solved by having a good server config file? :confused:
Thanks!
 

tyler

aa
Sep 11, 2013
5,102
4,621
mp_waitingforplayers_cancel 1
mp_respawnwavetime 0

but what i usually do is just join spec and do cl_drawhud 0
 
Mar 23, 2010
1,872
1,696
you can set respawn times in the map i believe

logic auto, add output. OnMapSpawn -> tf_gamerules -> SetRedRespawnWaveTime -> 0

same thing with blue (setblurespawnwavetime). tf_Gamerules automatically gets created when ya load up the map
 

Morgantao

L1: Registered
Aug 7, 2011
29
1
Are you asking about testing a map with a group of people like we do with our gamedays or testing a map by yourself by creating a local server?

Testing myself. I just need to configure the server CFG properly once, so I can test my maps.

So basically you guys don't have anything special in your configs? Does spectator mode activate trigger zones?
 
Last edited:

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Testing myself. I just need to configure the server CFG properly once, so I can test my maps.

So basically you guys don't have anything special in your configs? Does spectator mode activate trigger zones?

All you need is to click run map or click create server. We dont use any fancy configs.

That's all that you need to test alone and if you want people to test how it works with multiple people, just submit a map into gamesday.
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
4,775
7,670
My local server config does sv_cheats 1 for me, since I will want that no matter what I'm doing locally, and if I am needing to save time during mapping I have a key bound to the following:

"mp_waitingforplayers_cancel 1; ent_fire tf_gamerules setredteamrespawnwavetime 0; ent_fire tf_gamerules setblueteamrespawnwavetime 0; mp_teams_unbalance_limit 16"
 

Morgantao

L1: Registered
Aug 7, 2011
29
1
OK, not trying to sound stupid, but I couldn't find an explanation for what ent_fire actually does....

Can someone please explain (slowly with short words if possible) what the heck it is?
Why do I need it for tf_gamerules?
How do I use it? I saw it being used with !picker, which is what exactly!?
 

Morgantao

L1: Registered
Aug 7, 2011
29
1
But that means I need that logic_relay in my map, right?
So to use Snark's commands I need a tf_gamerules entity in my map?

Suppose I don't have a a relay in my map, is there a console command to spawn one and configure it?
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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All maps have a tf_gamerules. If there is not one added in Hammer, it is added by the engine at runtime.

ent_fire is basically a debugging command, since it lets you manually do things to entities. I use it for removing spawn times simply because it means they reset to normal after the round is over, in case I have a reason to want them back (I've had problems in the past with spawn times not resetting if I use the server command to remove them).
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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Pure restricts client-side custom content such as skins, models, or sounds. There are numerous ways to cheat via such methods, so servers that want to can enforce usage of only the official content.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
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No, I said client-side. That means things only the player using them sees. Such has making the heavy a bear or the scout a woman. All that stuff you find on gamebanana, tf2mods, hat emporium or whatever it is called, and such places.