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Another way to do it would be to reimplement g_emptyTeamsSkipMapTime in a way it does not use the game time but another timer that would reset and start when server starts, reset and stop when real player join, and start when the last real player quits.
In fact when g_emptyTeamsSkipMapTime was introduced I first thought it would do that, but when I saw it used the game timer I was like: “well, it would do the job while being simpler so it's ok”.
instead of a timer that would be incremented everytime, we may just store a timestamp
yes
how long would the timeout then be?
if its short like 8 minutes the server would start a new map every 8 minutes.
if its longer like 20 minutes it increases the possibility to join a empty late game when it was left less then 20 minutes ago
Something like 5 or 8 minute for a default is good, I see no need for large time like 20 minute, 20 minute is already wrong to join even if no one player never joined before.
When level time is bigger than g_emptyTeamsSkipMapTime the game ends if both teams are empty.
This happens instantly at the moment which is a problem when a single player is trying to change the team, spectates or shortly leaves the server.
Instead, skipping a map could be triggered only when g_emptyTeamsSkipMapTime is reached and there where no players in a team for 8 Minutes or similar.
Additionally could there be a warning message with countdown before the game ends to inform spectators since they are not counted as players here.
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