Dokujisan wrote:hey, just tested out the timeout feature in game and it causes people to drop their connection. So the timeout doesn't work correctly.
With that much detailed information I am able to fix the bug within a second. Thanks for reporting.
Now serious: I need M O R E information. Who gets disconnected ? Active players, or just spectators ? Both ? How many of them? Is there a "rule" that can be identified? Do only players named "Urmel" get disconnected ? (haha). Other than that I cannot fix it anyway. The better words would be "Bug in Nexuiz: if game is set to a very low slowmo value, players disconnect". Tbh, what happened to me was that when I was playing and called a timeout, many spectators left the game. I thought that is due to the lack of concentration of players (which is destroyed massively by todays TV-watching habbits) and if nothing happens for 2 seconds, spectators simply *zap* to another channel .. or whatever. So consider that this happened to your game, too

However, in the next version I am using slowmo 0.0001 instead of 0.000011, so the situation might improve.
Dokujisan wrote:Also, two issues have come up during our recent CTF pickup matches regarding hitting F4 to begin.
1. Is there a way for an admin to FORCE a match to start using rcon (when people don't hit F4 yet but the teams are set)? I have so many people on the server and many of them aren't paying attention. They are ready to play but they keep playing in warmup mode instead of hitting F4 and there is so much chatter (so many people on the server) that I can't get their attention.
or...
2. Is there a way for an admin to force someone to spec? I would rather kick them into spectator mode rather than kick them off the server completely if they aren't hitting F4 to start the match after 15 minutes of time has gone by.
or...
3. Find out who has hit F4 and who hasn't? (perhaps by the status screen) Worst case scenario, I can kick someone if I know they aren't hitting F4, but it would help to find out who they are.
1: Technically it would be possible by creating a new server-side command which can then be issued by the admin. However, I would rather encourage you to enable the sv_ready_restart_nag feature, which will show a centerprint on every players screen for a few seconds in regular intervalls. If the players don't see that, I would encourage you to have other people to play with, as these people then seem to have a damaged brain (or will be dead soon anyway, if they own a drivers license and do not be able to recognize the lights as well, dying in an acciddent soon). And btw, I am also hoping that torus creates a "ready up" sound which I could then additionally be played to the centerprint. If people then don't ready up, they are blind and deaf ... do you really want such teammates ?? I wouldn't.
2: Good idea, I'll have to evaluate whether this is possible to do, if it is I will create that command some day.
3: Forget about everything that looks "nice" or whatever. I can only provide a solution that prints a simple line to every player. I can NOT manipulate what the status command shows, I am not an engine coder, and also I am not a CSQC coder either. Basically what I'm thinking about is:
- create a new command that can be used by everyone (also spectators) that gives the information (in form of a comma-separated list) which players still have to press F4 to the one who issues this command
- when someone readies up also show which other players still need to ready up in order to start the match
Atm I'm in favor of the first option, but I'll just wait and see what you guys think about it.
Dokujisan wrote:4......or, is there a way to allow the selection of teams before even getting into warmup mode? Like having the match paused until teams are finalized and THEN everyone hits F4 to start warmup (and warmup can then be set to only 3-4 minutes long) That would be a useful feature for CTF/TDM pickup matches. It's hard to grab people's attention to setup the teams properly because they are busy shooting people in warmup mode.
I could just set warmup mode to a set timelimit, but then the match might start with 5 on one team and 3 on the other. :-/
Quite complex to code tbh. I am not able to spend that much time on the tourney mod than I used to.
"It's hard to grab people's attention to setup the teams properly because they are busy shooting people in warmup mode"
That is indeed a true story. I'll have to think about it a bit more. What I also wonder about is: who should be allowed to start this "team-picking"-stage ? An idea I have is that one has to vote for this selection mode. Once the vote succeeded everyone is forced to become spectator and cannot join the game. Then 2 players have to call a command that makes them captains (while they are able to specify the team color they want to be captain for). These two captains are then spawned, but as the game is paused they also have to focus on their task, which is to pick players one after another.
But as I said, that is quite complex to code, don't expect it to be done (by me) anytime soon.
"I could just set warmup mode to a set timelimit, but then the match might start with 5 on one team and 3 on the other. :-/"
No, if you setup the warmup to have a timelimit, once this limit is over, the game will not start and get into match stage, but simply a new map will be loaded.