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Garian

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Everything posted by Garian

  1. looks like i'm going to need to start working on my spying again!
  2. haha Powerlord, yeah that was me. Brushfire kept getting angry because he was pyrorushing the sentry after i distracted it, and it'd turn back around and kill him because i got knocked back too far and didn't stay close enough to it. This WAS early in the energy drink era though so I didn't really know better. also rambo type it with me: "A lot"
  3. I was wanting a bit of clarification on the "No sticky camping opaque doors" rule... I was under the impression at first that it referred to doors that were the only way out of spawns (such as the badwater shortcut), and that other doors were fair game (such as the doorways at the base of the stairs in turbine). Recently, though, Bahamut was saying (to other guys) that sticky camping the doors on turbine was bannable, so I just wanted to make sure I wasn't breaking the rules!
  4. someone linked to this in the irc yesterday, and it was pretty neat. although the simulated voices weren't as good as chibi-tech's they were pretty good for trying to get the chip to rap. thanks for sharing :S
  5. i have to admit, i laughed before i cried when i saw your version of <snip>. Also, SAM/Chadly, are you sure that the server wasn't already bottomming out from something else other than the stat reset? I'm not sure exactly when it was but IIRC it was before the heavy pack came out so there was a lot of people refraining from playing so that the pack would be a bit more than a breath of fresh air? I can hardly believe a stat reset would really impact anyone's playtime; i think that the change of seasons as well as decreasing free time led to the server going empty for a while. also, what happened to password saturdays?
  6. hey guys, iii_demon from magfest has been working on an alpine payload map, where BLU pushes a bomb-cart up a mountain to destroy RED's "Ultralaser." It's playable, but still in an alpha stage... most of the map geometry is in place but there are a few staging/defense areas that need to be tested with larger teams to see what is good and what is imbalanced. 3D just compiled a2 earlier tonight and i was doing some pre-lim testing with him and a couple of his friends and it seems pretty solid. You can catch some a1 feedback and screenshots here and i'll mirror a2 at my hosting at http://hosting.thasauce.net/users/Garian/pl_ultralaser_a2.bsp.bz2. (edit: you can catch some of 3D's dev screenshots at http://solfire.com/~iii_demon/temp/tf2/) One of 3D's main goals was to make a map that got progressively more difficult for offense to win as the battle progressed, as well as incorporating the vertical axis in a way that forced the player to think of the level on a slope instead of a flat plane with elevated areas. When i was playing, I noticed that the map pretty much requires at least one engineer with teleports on each team because of the sheer size, there is a LOT of ground to cover and even with the distance between caps, it's quite the trek to get to the cart before it gets to the objective. If anything i could host a game off of my box, but I was thinking maybe the OCR TF2 crew could do some testing, to support one of our own (hey, magfest is part of the greater community!). what do you guys think? also, regarding hlstatsx: i like the stats, but i think it should be reset every couple of months, if anything to clear out all of the pubbies who only play on ocrtf2 for one night and then never return
  7. i don't think the game supports swimming. the survivors kinda just float on top in a half-wade while the zombies (well, hunter, at least) get stuck underwater... from what i've seen anyway
  8. so guys, i was browsing fpsbanana for any high rated community maps and stumbled upon a beta version of an incomplete campaign called Death Abroad. So far 3 of the maps have been completed (and are still being worked on based on feedback it looks like), and it's pretty solid, although the pacing is a little weird. The first map is about 3x as long as the second, which is about as short as the apartments. I've got the map files from "death abroad v3.rar" uploaded, which SHOULD be the version up on fpsbanana right now at the url http://www.fpsbanana.com/maps/79317, which does include vs versions of the maps.
  9. it's 17.95 for an 8 slot L4D server, but i don't want to take anyone's money. Anytime you guys want vanilla settings let me know so i can change the server config, currently it loads my custom vs settings. I've been tweaking them though so the accessable mirror is a little out of date. Also, the way to find a specific server IS to use the search key system, it's kinda like a mini-password. The lobby leader puts in "sv_search_key ocremix" and that forces it to ignore all servers that don't have the same key. If my server isn't up then it won't hit, of course, AND if there is already a game on it it won't either. One of my brothers has been using my server to play with a bunch of pubbies in campaign mode, only to quit after the first map and let the randoms continue playing. http://www.gametracker.com/server_info/8.12.21.14:27015/ is a decent way to check on the status of the server, but it sometimes won't refresh for 5 minutes at a time. Warchamp7 (he's one of the guys from the #magfest irc channel on irc.vgmix.com) has been helping me out with a lot of stuff (particularly the banner and is working on a motd html file for us) and had been pretty active for about 2 weeks so he's got ftp and rcon access, and i'm pretty sure scytheful and bahamut have the rcon password. If I'm not available (pretty common during the daytime hours because that's when i'm asleep, and from 6:30-11:30 EST when i'm at work) and the server is being used by non OCR people (possible if they played with me and took note of the search key or if they used the server browser) just have them use HLSW and give them the kick. Also, if anyone else wants rcon and I can trust you, just give me a holler on irc or steam, because i generally don't log in to forums or check my email. Also for clarification, nearly everyone from #ocremix and these forums will be added as a SourceMod admin. I usually get people added in when I see them playing and I can verify their identity. Current admin access is Slay, Kick/Ban, Config, Console Variable (using the "sm_cvar" command) access, Chat/Fun commands, and voting. If there gets to be a problem with slaying survivors/tanks I will disable it for the person abusing it. The same goes for spamming any other command, too.
  10. hey guys, my server is still very much alive (i'm going to be paying for this month and next month this weekend when i get paid from work). if you want sourcemod admin access just give me a holler and i'll hook you up. I have been running vanilla settings for a while now, but I'm going to go back to my custom settings for VS that I was using before the big patch back in january. One of the things i need to-do is create a config to reset all of the convars to the current defaults... but it's not high priority because modifying server.cfg to not load up the custom configs will let me fix things with a server restart (pretty ugly though!). i've already posted older versions of my main vs config in this thread, but i'll keep this post short... you can view all of the current versions of the custom config files at http://hosting.thasauce.net/users/Garian/l4d/configs/... the main one that will be loaded will be "vs_funtimes.cfg." I need some help tweaking it though. The hunter pounces seem to have a little too much reach to them, and even though I'm fine with it I want other people to be able to play on my server without totally having to relearn the nuances of the boss infected. The Tank health buff seems pretty balanced to me, and the burn DPS is still 200... but that's just my own opinion, if we could do some play testing we could figure out if it should be knocked back down or not. The smoker tongue having a bit more range and fly speed coupled with the slightly faster regrow times seems to make it a bit more competitive to the other infected, but I need to test if the drag accuracy modifier is a floating point value or not, because it really knocks accuracy to shit right now :S well... i'm going to be hopping on to test some stuff out now! EDIT: I did a little testing with Yosho/Scytheful, regarding the smoker drag accuracy penalty, we settled on .25 as the penalty, because 1 seemed like a 100% penalty if not more, and even with 50% it was hard to get a hit in on him. I also had a look at him performing a level pounce, it didn't seem to much larger than the vanilla pounce, but it was indoors because we screwed up on NM1 so I still want to do some testing on that. Just get in touch with me via Steam or IRC and let me know if you want to help out or just goof off.
  11. it was pretty cool, although i don't really think that license to kill really translates well to a mouselook game... when there are more than just a few people on it tends to get frustrating because the guys with higher scores tend to wander around the map anticipating spawns. definitely want to play some with other guys though ! :S
  12. I haven't had a chance to see the new tank in action, but if it does drop in 20 seconds with the damage over time being factored in, perhaps the buff i did to it isn't such a bad thing. The default VS tank has 6000 health and burns out at 30 seconds, I have it set to 9000 health and 45 second burn-out. The actual DPS is 200 in both instances, so it actually stays fair in that regard, but it takes a few more shots to blast him into oblivion. I haven't ran a convar dump to see what valve has changed though, so i might have some of the default values wrong now... all of the CVar lists use the values that were implemented before the first patch. But i certainly agree about the tank needing to be able to hit stacked hitboxes, or maybe make a flying survivor stagger any others that he hits or something like that. ALTHOUGH, the other boss infected should be hassling the survivors to give the tank a fighting chance.
  13. Hm, it's an actual game mod which means i probably wouldn't want to put it on the server i'm renting... I don't really want to be running a mod that only a few people would be able to play, as is i get low traffic because of the search key. It looks interesting, but i have a few issues with it, such as headshot kills only and no flashlight, the former because L4D zombies are very much alive, the latter because there are areas of the game which are absolutely pitch black... they should've implemented a battery for the flashlight instead. Also it says that there are more wandering common infected as well as a higher frequency of mobs, but it doesn't say if the mob size has changed... it's pretty interesting to watch the server console log of the game running, it actually runs a countdown of mob zombies left to spawn, and running headshots only is probably a good way to run out of memory. The video was also quite unconvincing... THAT SAID! They fixed the NAT traversal issues, so i could clone my local server directory and install it there so we can give it a shot. Connection might be a bit spotty but it does look like it might be interesting to try... although no specials means no vs, which is pretty lame in my opinion... Just hit me up with a steam instant message sometime and I'll see what i can do... especially since the download isn't working!
  14. hey guys, i changed the vs config that i use for my (our, if you guys would use it!) l4d server the name is "l4d_funtimes.cfg" and it is usually loaded by server.cfg //VS Config //for the OCReMix L4D server // //requires sourcemod ////////////////////////////////// //tank buff, for fun and profit sm_cvar tank_burn_duration_vs 45 //default 30 sm_cvar z_tank_health 6000 //default 4000 sm_cvar versus_tank_bonus_health 1 //default 1 //hunter buff for impressive pounces //anyone who pulls off a max damage pounce will be friended! //also extended hunterbot's range so he doesn't act so stupid sm_cvar z_pounce_damage_range_max 2000 //default 1000 sm_cvar z_hunter_lunge_distance 1200 //default 750 sm_cvar hunter_pounce_air_speed 750 //maybe this doesn't work? default 700 sm_cvar z_lunge_power 850 //default 600 sm_cvar z_lunge_up 200 //default 200 sm_cvar z_player_lunge_up 200 //default 150 sm_cvar z_pounce_damage_range_min 300 //default 500 sm_cvar z_hunter_max_pounce_bonus_damage 100 sm_cvar hunter_leap_away_give_up_range 2500 //default 1000 sm_cvar hunter_pounce_ready_range 1000 //default 500 //larger mobs to make it a bit more difficult for rushing the maps sm_cvar z_mega_mob_size 60 //default 50 sm_cvar z_mob_spawn_finale_size 35 //default 20 sm_cvar z_mob_spawn_max_size 45 //default 30 sm_cvar z_mob_spawn_min_size 15 //default 10 //watch your fire! sm_cvar z_friendly_fire_forgiveness 0 //do not ignore any FF sm_cvar sb_friendlyfire 1 //bots will now FF //smoker buff, because the valve buff wasn't enough sm_cvar tongue_hit_delay 14 //campaign default is 20 sm_cvar tongue_miss_delay 4 //campaign default is 15 sm_cvar tongue_range 900 //campaign default is 750 sm_cvar tongue_fly_speed 1200 //campaign default is 1000 sm_cvar tongue_victim_accuracy_penalty 1 //default 0 How much someone's accuracy suffers while being dragged by a tongue. sm_cvar Smoker_escape_range 1000 //default 750 //buffing survivors because of director no med-kit rape >=[ sm_cvar survivor_max_incapacitated_count 3 //default 2 sm_cvar survivor_revive_health 40 //default 30 : , "sv", "cheat" : How much temp health you get revived with. sm_cvar survivor_revive_successive_penalty 10 //default 0 how much less temp health for each successive incap sm_cvar survivor_crawl_speed 30 //default 15 sm_cvar survivor_allow_crawling 1 //default 0 //reset values in case i fucked with them. //looool? //exploding is boomer, gas is smoker sm_cvar z_speed 250 //default 250 sm_cvar z_health 50 //default 50 sm_cvar z_exploding_health 50 //default 50 sm_cvar z_exploding_speed 190 //default 190 sm_cvar z_gas_health 250 //default 250 sm_cvar z_gas_speed 210 //default 210 sm_cvar z_witch_health 1000 //default 1000 sm_cvar z_witch_burn_time 15 //default 15 sm_cvar z_tank_speed_vs 210 //default 210 sm_cvar survivor_crouch_speed 75 //default 75 sm_cvar tongue_victim_acceleration 30 //default 30 sm_cvar tongue_victim_max_speed 175 //defualt 175 //glitchers made me do it. //good ol' melee fatigue sm_cvar z_gun_swing_vs_amt_penalty 2 //default 1 sm_cvar z_gun_swing_vs_cooldown 1 //default 1 sm_cvar z_gun_swing_vs_max_penalty 12 //default 6 sm_cvar z_gun_swing_vs_min_penalty 6 //default 3 sm_cvar z_gun_swing_vs_restore_time 8 //default 4 //melee bash STROWNGAH sm_cvar z_gun_physics_force 150 //default 25 //slightly bigger fires! sm_cvar inferno_child_spawn_interval_multiplier 1 //default 1 sm_cvar inferno_child_spawn_max_depth 4 //default 4 sm_cvar inferno_damage 40 //default 40 sm_cvar inferno_flame_lifetime 15 //default 15 sm_cvar inferno_flame_spacing 50 //default 50 sm_cvar inferno_friendly_fire_duration 6 //default 6 sm_cvar inferno_initial_spawn_interval 0 //default 0 sm_cvar inferno_max_child_spawn_interval 3 //default 1 sm_cvar inferno_max_flames 40 //default 32 sm_cvar inferno_max_range 550 //default 500 sm_cvar inferno_per_flame_spawn_duration 5 //default 5 sm_cvar inferno_spawn_angle 45 //default 45 //this next section is kinda iffy... no documentation on the ghost system yet :\ sm_cvar z_ghost_delay_max 25 //default 30 sm_cvar z_ghost_delay_min 17 //default 20 sm_cvar z_ghost_spawn_distance 300 //default 300 (how far from survivors to spawn?) sm_cvar z_ghost_spawn_interval 45 //default 60 sm_cvar z_ghost_spawn_in_start 1 //default 0 (let bosses spawn while survivors are in the starting area?) sm_cvar z_player_zombie_min_dead_time 2 //default 2 it's a little more robust than it used to be because a lot of the variables are set by the map campaign file, and not the individual level files. so if i change things around in game (using the sm_cvar command), i can be certain that the values will be reset on the next map (unless it's a value that isn't listed here). If you have any suggestions/question, please let me know! (either in this thread or on IRC/steam) EDIT!! I forgot to mention! i installed a "jetpack" sourcemod plugin that lets users fly around as if they had a jetpack. it is enabled for infected only and will run out of fuel after a short period, but refills (unlimited) after about 15 seconds. I tried enabling it for both teams but it is just too gamebreaking for the survivors to be able to fly around, and it is crippling if a guy falls to his death. to use the jetpack all you have to do is bind +jetpack to any key you like. The only quirk i noticed is that it is not enabled for the first ghosts. double edit: Disabled the jetpack plugin, because it doesn't seem to check if a player switches teams to take jetpacks away from the survivors after a round has been played. I'll probably dig around a little and rectify the problem sooner or later, but it's not a major issue because pubbies tend to ragequit when they see plugins anyway.
  15. I'll be up for some games after I get home from work around 10:30pm CST. I've pretty much given up on pubbie campaign because the teamwork just isn't there. Heck, half the time a team of friends has trouble working as a team if they don't know each others' play styles.
  16. tongue_break_from_damage_amount : 50 : , "sv", "cheat" : How much damage to the smoker makes him let go of his victim. basically the patch changed the default value of this cvar to 250 or whatever the smoker's HP is, so the tongue won't break when he's getting shot at until he actually dies (this actually seems like a nerf to me, because a damaged smoker could run away and make another hit) tongue_health : 100 : , "sv", "cheat" : Tongue health that should be pretty self-explanatory, but basically the tongue has it's own 100 HP. you can shoot it to break it, instead of killing off the smoker, extremely helpful if you can't see him, but it does mean he'll be able to attack again a little later on. There is also a variable for how long a survivor will be pulled before being paralyzed, how bad his aim gets while being pulled, and how long a dragged survivor will wait before going into choke mode if there are obstacles. sooner or later i'll make a robust "default" config file that i can use to clear out my custom settings without restarting, but for now the server gets low traffic (basically whenever i host the lobby since no one else wants to use "sv_search_key ocremix") so the issue is really not major.
  17. haw, lousy steam/valve update casting a shadow on me! i'm going to set the server to vanilla for now then! ...until i want superman hunters again :V
  18. hey guys, i went ahead and rented out a server... it's running some slightly modded settings, but it's nothing extreme and you probably wouldn't really even notice it unless you compared playing experiences. the IP address and port (why would you need that?) is 8.12.21.14:27015 but if you want to hit it from the lobby, just use "sv_search_key ocremix" in the developer console before hitting 'start game'. (to bring up the dev console hit the tilde ~, if that doesn't work go to your keyboard options and enable it.) Modded settings: sm_cvar tank_burn_duration_vs 45 //default 30 sm_cvar z_pounce_damage_range_max 2000 //default 1000 sm_cvar z_hunter_lunge_distance 1000 //default 750 sm_cvar hunter_pounce_air_speed 750 //maybe this doesn't work? default 700 sm_cvar z_lunge_power 650 //default 600 sm_cvar z_lunge_up 400 //default 200 sm_cvar z_pounce_damage_range_min 300 //default 500 sm_cvar z_hunter_max_pounce_bonus_damage 100 sm_cvar z_mega_mob_size 50 //default 50 sm_cvar z_mob_spawn_finale_size 45 //default 20 sm_cvar z_mob_spawn_max_size 50 //default 30 sm_cvar z_mob_spawn_min_size 20 //default 10 sm_cvar z_friendly_fire_forgiveness 0 //do not ignore any FF sm_cvar tongue_hit_delay 14 //campaign default is 20 sm_cvar tongue_miss_delay 4 //campaign default is 15 sm_cvar tongue_range 1000 //campaign default is 750 sm_cvar tongue_fly_speed 1500 //campaign default is 1000 sm_cvar survivor_max_incapacitated_count 4 //default 2 sm_cvar survivor_revive_health 40 //default 30 : , "sv", "cheat" : How much temp health you get revived with. sm_cvar survivor_revive_successive_penalty 5 //default 0 how much less temp health for each successive incap in short: Smoker : longer range, faster tongue regrowth, faster tongue shot Hunter : slightly larger pounces, pounce distance bonus goes all the way to 100 damage Tank : expert burn duration Survivors: 4 revives instead of 2, +40 temp health for first revive, less 5 for each successive revive until healed or killed The survivor revive buff might seem OP, but my experience is one team will get a ton of med-kits and the other team gets very few. Also, it's pretty rare for someone to be revived 2 times in a VS match because the human infected are pretty brutal and tend to kill off the weakest survivors as soon as possible. Of course, we'll need to do some major play testing as well to make sure it all works fine. Regarding the modded settings, I'm completely fine with not using them all the time, if we want to get some OCR only vanilla games just let me know and i'll restart the server without that config file being loaded. Also, if you come up with your own custom settings and feel like it'd be fun, we can certainly try it out (either OCR/Friends only or pubbie). Currently I have to manually change the map using remote console, and the current map rotation is hospital vs only (all the other maps will play to completion, then switch to hospital vs). We'll see if we need more RCon access as time goes on, because to my knowledge the SourceMod map changing is broken in L4D currently.
  19. guys, i'm getting on! i'll probably run around alone for a little while and hope it picks up.
  20. i'm pretty sure it's "team fortress classic," which if i'm not mistaken is the mod of the original half-life deathmatch? i wasn't into pc gaming back then so i might have it wrong :S
  21. i have a yamaha psr-E303 and it has a "midi mode" which the documentation calls "PC Mode." it's activated by pressing and holding the demonstration button until the toggle changes. i don't know exactly how it will be for your keyboard but i'm assuming it's similar... you may want to read your instruction manual or find the documentation on the yamaha instruments website.
  22. last night i got man vs tank on dead air (expert difficulty) after warmeatball (a regular on ocr's tf2 server), jjt, and bgc all got killed off. and then i got pwnt by a boomer/smoker combo because the adrenaline high was in full force and i couldn't think straight... i was just meleeing furiously. and then the server reset so we got kicked off and it was time to call it a night.
  23. that's when it died, actually. the server restarted at the end of gravel pit and took about 5 minutes to start back up, and by that time everyone had left. oh well!
  24. haha, there should be a cart modeled to look like a dispenser on wheels instead of a dispenser on a giant bomb!
  25. there is an sv_cheat protected variable for allowing the smoker to manually release his tongue, which a lot of people have been calling for on the steam forums. I've no idea why that was removed but if the hunter had the same ability, it would definitely be overpowered.... although the pounce target priority should be fixed so that it's a little easier to pounce on survivors that are lifting up incaps :S
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