Day of Defeat: Source

Day of Defeat: Source

View Stats:
Olivier Sep 26, 2018 @ 11:54am
Disabling freeze time on startup
Hi.

I have a very simple question that i think people who know this game much better than me can help. Here is the context: I try different light style on a map and i need to go ingame to see the result ~3 times per minutes. The "problem" is that there is pretty long freeze time and respawn time. Freeze time to wait every player to join, and the respawn time.
I searched a little in cvars list to find cvars about those two commands, but unfortunately without result.

Hope that someone will be able to help on this!
My thanks.
< >
Showing 1-6 of 6 comments
Jack Schitt Sep 27, 2018 @ 1:05am 
It's been years since but I have run servers for DOD:S and I do remember there being a setting you can put in the config file for the server that you can control how long it takes until it spawns players on maps and respawn time can also be disabled completely.

I did a quick search for the very informative wiki I used to use when I ran servers and dabbled with map making but with all of the garbage online now I was unable to find it. I did find this:

http://www.gamerconfig.eu/commands/day-of-defeat-source/

Line: 1220
mp_disable_respawn_times "0"
Setting this to "1" disables the respawn timer completely. I believe it also disables the initial spawn timer but I'm not sure of that.

Line: 1245
mp_respawnwavetime "10" // Time between respawn waves.

For local testing, and again if I remember correctly from my map making days loonnngg ago, I think you can put the commands in an autoexec.cfg file and have them work as they would on a server.

Someone that's made maps and run servers more recently is probably going to be of more help.
Last edited by Jack Schitt; Sep 27, 2018 @ 1:07am
He already know and tried "mp_disable_respawn_times" and "mp_respawnwavetime". The problem identified is that wave times is managed by the game, like the director in Left 4 Dead 2. In devmode, we can see that wave times constantly update at each spawn or death, wich tell us that that time is not set by a cvar properly said, but more a cvar that control the factor of that. That is what complicates the point and avoid cvars.
A cvar exist to control wave timers factor, "dod_waverespawnfactor", but it doesn't remove any freeze time like in Counter-Strike Source.

Thanks for helping still!
Olivier Sep 27, 2018 @ 7:02am 
Yes, tried those commands. I thought that wave times was also managed by an entity, but no one seems to work to remove that time.
Jack Schitt Oct 1, 2018 @ 12:09am 
There's 2482 commands on that list. It's likely there but called something else. The ones I listed in my reply were ones I found by searching the page for "time" as a keyword. If you didn't know press CRTL+F in a broswer. It opens a search box that searches the page you're on for whatever text you enter.

As I said I used to use a wiki that I was unable to find when I ran servers. Perhaps if you head over to alliedmodders that might be where I stumbled on to it when I had my servers?

AlliedModders
https://forums.alliedmods.net/index.php?s=586749a381fff1472213c12cfd81597d

If it still exists and I find it I'll share. The one I remember was extremely useful and helpful.

https://developer.valvesoftware.com/wiki/Optimization_(level_design)
Yes, i already create a SourceMod plugin to remove everything for him, since it was faster. By the way, some cvars seems to work differently or not at all in listen server, which why we choose that too.
Also, instead searching on the web, you can search directly in game engines for all cvars, almost every website omit many cvars with updates that remove or add ones. It's more accurate and much more faster when you search a particular cvar.

Thanks for helping on this buddy.
Olivier Oct 1, 2018 @ 2:46pm 
Yeah, kind like solved! Thanks
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Sep 26, 2018 @ 11:54am
Posts: 6