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TOXIKK Forum • View topic - Stuck mutators when not voting for a new map

Stuck mutators when not voting for a new map

Report and Discuss Low to Medium Priority Problems

  • I have a rather complicated server config with 2 mutators enabled through the server startup script on the command line and additional mutators added through the DefaultMapList.ini depending on the map/mode that is being voted.

    This works fine as long as someone really votes a new map/mode at the end of a map. The 2 initial mutators + the additionally voted ones are active on the new map.

    However, if nobody votes and the countdown reaches 0, all currently active mutators somehow get locked in and will stay active forever. Only way to get rid of them is by restarting the server.
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  • I also noticed that mutators added through DefaultMapList.ini are not listed in the server browser initially.

    But when a map ends and no other map is voted and the current map restarts, the mutators get stuck and also become visible in the server browser.
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  • Since 0.95 mutators no longer get stuck, but the problem with unlisted/stale mutators persists.
    Server browsers only see the mutators that were on the initial startup command line, but not the ones that are currently active after a map vote.

    Other settings changed through UDKMapList.ini have a similar problem (i.e. GoalScore, TimeLimit, Description).
    The game returns the initial values from the .ini file to browser queries, disregarding that the values may have been overruled by map vote options.
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