The engine is programmed in a way to allow you to specify a few
parameters (such as maxplayers) before loading the first map --
parameters that aren't modifiable until you take down the server again.
I have the feeling the requirement of specifying a map on the
commandline has been the case with absolutely all major multiplayer
games -- Quake-based, Unreal-based and Source-based alike.

(The server doesn't "hang" after outputting the "Network" line -- as
long as the tty console works, you can just type a command like "map
cp_well". The server is only truly hanging when it doesn't allow you to
type anything.)

You can try adding the line "map cp_well" (or whatever map you wish to
start with) to tf/cfg/autoexec.cfg and seeing if that helps; I hope that
file is only executed when the server launches (and not before/after
each map load).

Cycling probably does still work, as the server reads what map to load
once the round is over.

The client crashes are a different matter, one that I can unfortunately
neither replicate nor help you with.

~~ Ondra

On 17.12.07 16:46 Uhr, Philip Mayer wrote:

Dear Saint K.,

thanks for your offer; I have tried your command line parameters with
the same result. However, I find that if I specify another map (cp_well
e.g.) on the command line, the client does NOT crash, which is really
weird. I will try tonight with some other clients with some of my
friends.

One more question: Why is it necessary for me to specify a map on the
command line? Shouldn't the server simply read the first map from the
cycle? Does cycling still work?

Finally, which admin tools do you use on your servers?

Thanks!

Philip


Saint K. schrieb:
Hi,

This is our start line on Debian;

./srcds_run -game tf +ip 85.17.60.96 -port 27035 +maxplayers 24 +map
ctf_2fort

This is what you require to bring up the server.

Once you done that, past the IP of your server to this list, and I'll
have a
try on joining It to see if your crash is client or server related.

Saint K.

-----Oorspronkelijk bericht-----
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Philip Mayer
Verzonden: Monday, December 17, 2007 2:28 PM
Aan: [email protected]
Onderwerp: [hlds_linux] TF2 Server on Debian - Startup problems

Dear all,

I am setting up a TF2 server on a debian machine. Installation worked
fine so far. However, I am confused as to

a) why my *client* crashes each time I connect to the server
b) how to start the server using a mapcycle

I installed the server as follows:

wget http://www.steampowered.com/download/hldsupdatetool.bin
chmod +x hldsupdatetool.bin
./hldsupdatetool.bin
./steam
./steam -command update -game hl2mp -dir . -verify_all
./steam -command update -game tf -dir . -verify_all

Afterwards, I start the server as follows:

cd orangebox
./srcds_run -console -game tf +ip XX.XX.XX.XX +map ctf_2fort

The server then starts up and shows the following information last:

Connection to Steam servers successful.
  VAC secure mode is activated.

I can then connect to the server, however my client crashes just before
entering the game (after "sending client information..."). (this is my
question a)).

If I leave out the +map ctf_2fort parameter, the server does NOT start
up (this is my question b) but instead hangs after the line

Network: IP XX.XX.XX.XX, mode MP, dedicated Yes, ports 27015 SV /
27005 CL

I have a mapcycle.txt in the tf/ directory (the one which came with the
installation). I would like the server to use this, but it doesn't seem
to like that. A server.cfg does not seem to help, regardless of what I
put into it.

I was not able to find a thorough official tutorial for this kind of
stuff (only some FAQ entries on steampowered.com, which did not really
help me). Is there one? Please point me to the URLs. Thanks!

Thanks a lot,

Philip Mayer

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