It sounds weird for me Yahn: . when you start a server, you want mapcycle to be active. If curtime is frozen, mapcycle never continues till a players joins . when I join the server, curtime is ok and when I leave this server curtime is no more frozen as I can see maps cycling from All Seeing Eye.
PS : sorry for the text belon, but I don't understand the problem I have with my mail box. ----------------------------------------> Subject: RE: [hlcoders] FW: gpGlobals->curtime frozen> From: [EMAIL PROTECTED]> To: [email protected]> Date: Fri, 28 Sep 2007 08:53:44 -0700>> Here's what the engine does:>> //-----------------------------------------------------------------------------> // SV_IsSimulating> //-----------------------------------------------------------------------------> bool SV_IsSimulating( void )> {> if ( sv.IsPaused() )> return false;>> #ifndef SWDS> // Don't simulate in single player if console is down or the bug UI is active and we're in a game> if ( !sv.IsMultiplayer() )> {> if ( g_LostVideoMemory )> return false;>> // Don't simulate in single player if console is down or the bug UI is active and we're in a game> if ( cl.IsActive() && ( Con_IsVisible() || EngineVGui()->ShouldPause() ) )> return false;> }> #endif //SWDS>> return true;> }>>> ...>> bool bIsSimulating = SV_IsSimulating();> bool bSendDuringPause = sv_noclipduringpause ? sv_noclipduringpause->GetBool() : false;>>> // Run any commands from client and play client Think functions if it is time.> sv.RunFrame(); // read network input etc>> if ( SV_HasPlayers() )> {> ...>> SV_Think( bIsSimulating );> }> else if ( sv.IsMultiplayer() )> {> SV_Think( false ); // let the game.dll systems think> }>> So unless you have players, the server doesn't advance time in multiplayer.>>>> -----Original Message-----> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Janek Le_Vert> Sent: Friday, September 28, 2007 8:41 AM> To: [email protected]> Subject: RE: [hlcoders] FW: gpGlobals->curtime frozen>> --> [ Picked text/plain from multipart/alternative ]>> I'm not in singleplayer. I 'm using HL2DM base SDK (appid=320). I run a linux version and I discovered that gpGlobals->curtime remains the same (1.0000) till a first player joins. After that it is ok.> From: [EMAIL PROTECTED]> To: [email protected]> Subject: Re: [hlcoders] FW: gpGlobals->curtime frozen> Date: Fri, 28 Sep 2007 16:37:49 +0100>> If you're in singleplayer the game pauses when you have the console> up.. could that be the problem?>> garry>> On 9/28/07, Janek Le_Vert wrote:>> -->> [ Picked text/plain from multipart/alternative ]>>>>>>>>>> Hi all, I have a strange trouble.My mod is based on HL2DM SDK.When I start my mod, gpGlobals->curtime (server side) never changed : it stays to 1.0000 all the time. When a first player joins, it starts counting seconds.I don't understand why. I have checked that engine is not paused (engine->IsPaused returns false). I have also checked that m_flGameStartTime is not changed and that mp_timelimit is correct and it is.Do you have any idea which can explain why when starting the first time gpGlobals->curtime never changes ? Thank you in advance for your help.>> _________________________________________________________________>> Essayez Live.com, votre nouvelle page d'accueil ! Personnalisez-la en quelques clics pour retrouver tout ce qui vous intéresse au même endroit.>> http://www.live.com/getstarted>> -->>>> _______________________________________________>> To unsubscribe, edit your list preferences, or view the list archives, please visit:>> http://list.valvesoftware.com/mailman/listinfo/hlcoders>>>>>> _______________________________________________> To unsubscribe, edit your list preferences, or view the list archives, please visit:> http://list.valvesoftware.com/mailman/listinfo/hlcoders>> _________________________________________________________________> Essayez Live.com et créez l'Internet qui vous ressemble : infos, sports, météo et bien plus encore !> http://www.live.com/getstarted> -->> _______________________________________________> To unsubscribe, edit your list preferences, or view the list archives, please visit:> http://list.valvesoftware.com/mailman/listinfo/hlcoders>>> _______________________________________________> To unsubscribe, edit your list preferences, or view the list archives, please visit:> http://list.valvesoftware.com/mailman/listinfo/hlcoders> _________________________________________________________________ Essayez Live.com, votre nouvelle page d'accueil ! Personnalisez-la en quelques clics pour retrouver tout ce qui vous intéresse au même endroit. http://www.live.com/getstarted _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

