Debriefing > Bug Reports & Fixes

[FIXED] MP_TIMELIMIT

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keefy:
I see, I ony saw 12*3  so the 4th was added into the equation subliminally.
Still a bit long winded way to be doing it.  Perhaps a round amount per map would be easier, doing away with the mp_timelimit and the ned to add in the round delay?

killermonkey:
Keefy you make this seem like you need a doctorate degree to figure out. A round limit is less customizable and doesn't correlate directly with the time you may desire so if I want 5 minute rounds i have to do MORE calculations with a round limit variable instead of a simple time per round.

This is a moot point anyway, do you change your round times that often?

Enzo.Matrix:
Why do i see this turning into "I WANT" ge_numberofrounds # and it automatically split the map time to equal round times.

keefy:
In my experience i have played on servers where the last round lasted litterally 20 seconds or so, this is probably due to them not adjusting mp_timelimit to suit the increase of the ge_roundtime.
Now if a ge_numberofrounds was used along with ge_roudtime that wouldnt occur ever due to each round being exactly the same length and no need for any long winded addition sums.

I want 5 min rounds so ge_roundtime 300 
I want 4 rounds per map so ge_numberofrounds 4

It may not look liek it but i do have the mods interests at heart :)

Enzo.Matrix:
i see what you are thinking.  Kill the map timelimit and let the rounds be the main goal..  this would also allow something like gungame end and force a map change sooner..

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