With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
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Postby stoic_ails » Fri Feb 09, 2007 7:52 pm

Thx for the explanation.

If I can do another test or something, just let me know ;)

And btw: At least concerning us, you don't have to hurry. Eight working bots are more than enough ;)
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Postby hika » Sat Feb 10, 2007 12:54 am

stoic_ails wrote:Eight working bots are more than enough ;)

This is not an excuse. ;)
It may be the same problem with more than 8 human players, if number of "only bot" spawn points is almost the same as number of "only human" spawn points.
And, the bug easily happened when lots of bots already joined and when a new map is loaded.
This can be easily explained as there are great chances that bots are concentrated on same area (spawn points area), and thus, no spawn point is chosen by the mod code for election, in an infinite loop.
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Postby hika » Sat Feb 10, 2007 3:51 pm

OK, it is now fixed 8)
Just as I thought, in the very beginning of the map load, there are great chances that no spawn point are available from nearly the 8th bot join.
And the real cause is the telefrag !
On all possible spawn points, telefrag would occur so that is why no spawn point is elected.

I mainly permit telefrag on spawn, only in the worst case no spawn points are available.
Add "+set developer 1" and you may understand :D
Either way, allowing telefrag is better than having a non responding server, isn't it ? :)
Oh, and now it is on the bleeding edge version.
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