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.>> _________________________________________________________________>> 
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