Server settings for testing

Discussion in 'Mapping Questions & Discussion' started by Morgantao, Aug 21, 2011.

  1. Morgantao

    Morgantao L1: Registered

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    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!
     
  2. tyler

    aa tyler snail prince, master of a ruined tower

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    mp_waitingforplayers_cancel 1
    mp_respawnwavetime 0

    but what i usually do is just join spec and do cl_drawhud 0
     
  3. Prestige

    aa Prestige im not gay anymore

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    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
     
  4. theharribokid

    aa theharribokid

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    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?
     
  5. Morgantao

    Morgantao L1: Registered

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    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: Aug 21, 2011
  6. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    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.
     
  7. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    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"
     
    • Thanks Thanks x 1
  8. Morgantao

    Morgantao L1: Registered

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    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!?
     
  9. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    ent_fire triggers an output on an entity. So ent_fire Logic_relay_1 trigger would send the "Trigger" output to logic_relay_1
     
  10. Morgantao

    Morgantao L1: Registered

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    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?
     
  11. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    You can send it to ANY entity, the Logic_relay was just an example. You can, for example, use it to capture points or open doors, if you know the entity name.
     
  12. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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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).
     
  13. Morgantao

    Morgantao L1: Registered

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    Ah, OK, it's all starting to make sense now.
    Thanks for all the help!
     
  14. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    Just for future reference: if you want to invite other people to test with you, enter the following into the console:
    sv_lan 0
    sv_pure 1
    map mapname

    Not sure if you knew this already but it cant hurt
     
  15. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    You don't need pure turned on...
     
  16. Morgantao

    Morgantao L1: Registered

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    What's that pure thingy?
    I noticed every time I start a map I get a line about pure.
     
  17. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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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.
     
  18. Morgantao

    Morgantao L1: Registered

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    So if I have pure set to 'on', I can't have any maps with custom props or textures?
     
  19. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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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.
     
  20. Morgantao

    Morgantao L1: Registered

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    LOL, I need to get me some glasses... missed the client-side part.