View Full Version : Annoying fast spawn after tf2 update... (mp_respawnwavetime)
D-F
20th February 2008, 15:22
Note: sorry for my english is not my native language
After the update tf2 have this new stuff:
mp_respawnwavetime
Default is 10, but in (ALL) your public servers is set to 3.
In instant spawn servers its ok but in normal servers result in fast spawn, very annoyin specially in CP maps (but also in any server isnt marked as instant spawn)
This value is apply for both teams in CTF\TC maps and only for defense team in CP maps (attack team need fast spawn in CP maps ofcourse)
Please fix it (in not instant spawn server), so we can have a Proper game, and btw i really like your servers!
Note: I ask to fix it if is set "3" just for some random reason, if you want less respawn time "on purpose" for dont frustrate players wait too much or for some other reasons its ok server are yours and i respect your decision about :)
Let me know please and thanks for your work.
βДĐĜĘŘ©
21st February 2008, 07:50
I noticed something was happening last night.
If no one picks this up before i get home from work i will let them team know.
Hopefully there is an option to set it to the normal rate.
Thanks
Parva
21st February 2008, 08:48
All servers now set at 10. I'll monitor the effects of this change and revert back if respawn delays become an issue.
D-F
21st February 2008, 21:56
well dear admins servers have "3" actually :)
not sure if why need restart for apply or because you had some issue with the default ("10")
btw all servers have 3 also all the "instant spawn" servers
that means that all your server have instant spawn or better fast, cause instant its "0", so instant have "3" instead of "0" (is fast instead of instant) and normal have "3" instead of "10" (is fast instead of normal), considering that in CP maps attack have fast spawn cause have to cross the whole map, and default its set to "2" without possibly of change (fair) in CP maps attack spawn in "2" and defense in "3", when the default is: "2" attack and "10" defense, so thats result that defense spawn really fast and have big advantage :)
in fact attackers spawn in "2" and have to walk for the whole map, and defend in "3" and are ready to defend the last point.
Here the details:
] mp_respawnwavetime
"mp_respawnwavetime" = "3" ( def. "10.0" )
] mp_showrespawntimes
Red: Min Spawn 3.00, Scalar 1.00
Blue: Min Spawn 2.00, Scalar 1.00
red is defense and blue is attack of course
sorry for my english hope i can help you in some way.
Cheers
Parva
21st February 2008, 22:31
Yep, looks like they'll need a restart to apply it then. Most things take effect on mapchange, this obviously isn't one of them. I'll restart them tonight and tomorrow morning as they empty. Scrub that idea, I've applied it from the console so I'll monitor them and see if there are any negative comments or other problems.
Parva
21st February 2008, 23:20
Well I tried it and could see that people were leaving due to the huge delay. I tried dustbowl with it set to 10 and on defence I had to wait a full 20 seconds to respawn. I realise that instant respawn doesn't work at all on dustbowl but I think the original setting of 3 was far far better than 10. I've therefore reset back to 3 for now because I personally couldn't stay on a server where I spend more time waiting to respawn than I actually do gaming and I'm sure most would feel this way. Sorry. :(
D-F
22nd February 2008, 00:22
Unfortunately (or fortunately) when valve create TF2 decided that for let capture objective spawn timer have to be around 20 seconds (except attacker in CP maps, that have to be about 5 seconds). That's all. But i understand your point of view about, and i know can be frustrating wait too much (also for me, but i accept it for play game like valve though it), and plus you have to "make feel happy" people in your servers, so i understand perfectly your decision to set a faster spawn timer. Tnx anyway for testing it :)
Parva
22nd February 2008, 01:27
My thanks go out to you because I've had that setting there for as long as I can remember and never played with it. At least I now know what it does! :) At least I learned something new today. :) Many thanks and I'm sorry that I haven't left the setting at 10, I can just see too many unhappy people. If enough people really wanted it set to 10 then I'm happy to do so but I think the vast majority will go to servers elsewhere when faced with 20 second waits. Thank you for educating me. :)
Parva
2nd March 2008, 00:42
This particular setting has given me a bit of grief over the last 24 hours thanks to Valve introducing sv_tags into the game. :mad: We have been running on mp_respawnwavetime 3 almost from the day TF2 was released. Setting to the default of 10 results in much longer respawn delays, typically nearly 20 seconds if on red team on dustbowl!
Now I realise that's supposed to be the default setting but I defy anyone to say they throughly enjoy a 20 second wait everytime they are killed! The issue I have had with sv_tags is that resetting mp_respawnwavetime to 3 automatically generates an sv_tag respawntimes. As a result of this, the server is removed from the usual global browser list that people look for servers on and it's moved to the 'Custom' list which I and judging by the population of my servers this weekend most others don't look at.
Soooo, the only way I can get those respawn delays down without employing the variable is to use another mod to set the respawn times. I have set dustbowl on 08 up with these custom times. They should be fairly similar to what you were used to but I'd appreciate feedback in order to tweak it further if necessary. It's not a global respawn time, blu does indeed respawn slightly faster than red as it does with Valves original settings.
You will notice that although the timer says you have 12 seconds left to respawn you will suddenly respawn regardless, this is the mod doing its job. If this proves satisfactory then I can look at implementing it on other dustbowl servers.
Ironically, this server is still stuck in the 'Custom' tab regardless due to the fact I'm currently testing increased player limits to ascertain what is achieveable on the hardware. It won't necessarily remain as a 28 player server in the long run.
Please let me know how this runs.
as i told its normal people prefer play to wait, but the "Real tf2 game" have 20 seconds of spawn in all maps except attack in attack map :)
and well valve official maps are made for 24 players also if they now give chance to raise the number, and personally i like default with 24 player but you have to follow the majority i know so this things apart,i will check that server :)
20 second wait is boring as hell!
Parva
3rd March 2008, 00:25
It certainly is. Which server was this as I'm gradually getting around to fixing them all?
kr-dm1
3rd March 2008, 00:42
Allmaps 2 was running on 20second respawn times D:
well if you want "cut" the spawn timers btw (and default is 20) i think 10 its fair enough, less time help too much the defense (in general, for all map i mean, instant spawn servers excluded...)
Parva
3rd March 2008, 01:29
I've set a blanket delay for both teams for now so both teams have exactly the same delay. This isn't ideal for maps like dustbowl where defence tends to get a slightly longer respawn delay but it's the best I can do at short notice as on the 'All Maps' servers I really need to make individual settings for each map that loads and that's going to take time to get right.
I will look into it but this won't be an overnight solution. Setting a blanket respawn figure isn't ideal either but 6 or so seconds is rather better than 20! I'll work on making a better solution to this issue.
Hey Parva, if you havent read before I suggest you to read this:
QUOTE:
Additionally, the notice had this to say about servers and the new "Custom" tab within TF2.
We'll be doing some work to educate players on the new Custom servers tab, using both PR and user interface changes. Now that the Internet/Custom servers system is in place, we'd like server admin to work within it. We'll be delisting servers with custom rule sets that deliberately work around the system.
Do you hear that you sneaky admins? You cannot break the rules.
Full articles here:
csnation.net/viewnews.php/9289/
forums.steampowered.com/forums/showthread.php?t=660950
Parva
7th March 2008, 03:47
I am aware of both the fix that puts 'custom' servers back into the internet tab and also the price that those will pay for disobeying it. :) I was 50/50 on bypassing the filter but in the end decided not to bother.
I have roughly half of my 'standard' servers in the internet tab and the other half in the custom tab (last time I checked). Frankly, this latest addition to the way that servers are displayed in the various tabs stinks but we're working through it and hopefully we'll come out well.
Parva
7th March 2008, 04:01
Just as an addendum to my last post, I can see why Valve are going to blacklist anyone that 'cheats' the sv_tags to get into the Internet list and sort of agree with the punishment but frankly Valve created this mess in the first place.
The way that they have implemented the sv_tags is a complete joke. Set sudden death on, an original Valve idea that they later disabled and you get dumped in the custom list. Similarly, they have now enabled servers to have more than 24 slots. Guess what, set your server to 25 players or more and you land your server in the custom tab due to being over 24 player slots.
I don't really agree with server admins getting away with using hax to get custom servers back into the plain 'Internet' list and welcome Valves stance on that but at the same time I completely disagree with the way that Valve have implemented this.
And to reitterate, I did contemplate getting this set up too and I can see why others have. The implementation of sv_tags has been nothing short of shambolic.
Well Parva,
I understand your point, but opinion apart, i just wanted post this to prevent in case that valve delist multiplay.co.uk servers because you told me about the mod that "change" the respawn time but still in normal internet servers.
If i can i will try always to help and "protect" multiplay from any pontential "danger"
Sorry for my english but you know is not my language :D
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