Jump to content

FireSlash

Members
  • Posts

    522
  • Joined

  • Last visited

Everything posted by FireSlash

  1. If it was rotated to, it might make sense just to rename it on the server to rc3_2
  2. Benchmarks show the 8800GT is a hair faster than the 9800GT. source: http://www.videocardbenchmark.net/high_end_gpus.html 8800GT: 948 9800GT: 922
  3. My favorite unposted remixer #ocrwip misses you! <Anubis> Robotaki was last seen in #ocrwip 19 weeks, 1 day, 8 hours, 47 minutes, and 57 seconds ago: *** Robotaki has quit IRC (Quit: Bye bye)
  4. a 9800GT is practically the same card as an 8800GT. The changes are so minimal they're not worth mentioning. Oh, btw, fastlane isn't that bad. Keep in mind it's one map in a big rotation. Also moving pl_waste OUT and cp_coldfront IN, since nobody has told me they hate it (yet)
  5. I can hear 18 and I'm 24. Lots of music, lots of headphone use.
  6. So yeah. I happen to be working on a 2d platformer already. While I don't want to bail on that project, I do think we can share some code. I've got a mostly complete engine at this point. It's written in Java, with box2d physics. Map editor is Tiled, and supports inline entity placement. Entities can be individually scripted with javascript. Graphics engine supports a variety of formats, I've been using RGBA PNGs mostly. Also supports dynamic lighting, shaders, parallax backgrounds, and various other visual effects. Runs on windows, OSX, and linux. screenshot: Youtube: Basically, If you guys are comfortable with Java, I figure we can work together on the engine bit (It's mostly done, but could use some optimization and general improvements/enhancements) as well as cooperate on the common bits. Should save us both time, and since OCR artists are involved in both games, it's a win win.
  7. For those who've not yet seen this, I've run some figures on the new drop system. http://tf2stats.net/forums/index.php/topic,14.msg25.html
  8. New equalizer stats: 200hp: Normal hit: 25-35 dmg Critical hit: 98 dmg 150hp: Normal hit: 40-65 dmg Critical hit: 158 dmg 100hp: Normal hit: 70-85 dmg Critical hit: 219 dmg 50hp: Normal hit: 80-110 dmg Critical hit: 280 dmg 1hp: Normal hit: 120-135 dmg Critical hit: 340 dmg Weapon descriptions: http://tf2stats.net/all_items/ Pics: Equalizer nerf feels about right actually. Took two hits to take down a solly earlier (where normally I would have one shotted him), so hopefully the cheapness of the weapon will be reduced a bit. Speed is unchanged. Also no longer one shot crits overhealed heavies.
  9. This is what TF2 would look like on a PS1... Maybe it's time to invest in a graphics card. You can get a 9800GT (More than fast enough to play tf2 at max everything and a bit of AA) for like $75 these days
  10. If you use flame's config, you can turn viewmodels on and off per weapon. It's quite handy. I've found that my RL and shotgun skill improves with VMs off, butit's nice to have them on for melee weapons.
  11. If you add a server to your favorites on tf2stats, they show up on the server page. Otherwise interesting idea.
  12. There is a cvar that can lower the sens a bit while zoomed in. Works wonders for me. It's zoom_somethingarather (Just type it in the dev console, it'll be the only suggested option). I usually set mine to .6
  13. Splitting the pop between red and blu when it hits it's limit is a bad idea. Odds are people from red will just hop back on to blu and red will die out. As for balancing individual players, assuming a plugin supports this, we'd need consent from the players involved first. It'd kind of suck in some cases if, say, you were friends with frogg, but unable to play with him most of the time due to autobalance.
  14. I saw that get protested in sourcebans, but it's hard to argue a case where the entire argument against the ban is "A little harsh?". Grab an admin on steam and explain the entire situation. Then maybe we can help you.
  15. fine, replaced it with koth_pacman Enjoy.
  16. I remember people telling me they loved waste at first THen again, all customs go like this. First, people love it. It gets rtv'd a lot Then it becomes meh and later people start hating it. aaaanyway. Switched it for pl_waste for a bit until I can find a better map to sub in. Follower is bad.
  17. Yes. Rotation was changed to what we had discussed earlier, except hoodoo was swapped for pipeline.
  18. SourceTools runs tf2 in -textmode. No gpu load, low cpu load, low memory load. Try it. :3
  19. actually, don't put a password on. reserved slots are fine. Most idlers are using SourceTools now, which will reconnect to a new server if you get RS kicked. Items DO NOT DROP in servers with only 1 person.
  20. Fixed. Heh. So, hl2master.steampowered.com (the address they tell you to use since the ips might change) points to an IP that doesn't work anymore. found an alternate IP, that works fine. Had to restart both OCR servers to get them relisted though, neither were on it.
  21. The master server list is divided up into zones. As far as the US goes, there's east and west coasts lists. tf2stats lets you search the full list, so it'll always be larger. The east/west split is probably a bit extreme, but you'll probably ping better to servers on your own list than you will to ones you find on tf2stats. Also, OCRemix isn't on tf2stats' list anymore. Something's weird with the master server, and I haven't been able to pull a list for a while (And they dropped off when pav was doing upgrades). valvveeeeee:banghead:
  22. tf2stats.net register go to user CP click profile/settings fill out the email address ??? email notifications when stuff drops Also, I've found you can facestab a medic during his Medigun taunt, but it requires very precise timing.
  23. And their data collection methods aren't exposed to me However, this does give me an interesting idea.
  24. Pipeline stage 3 is just terrible. It's one of the few maps I've ragequit on. Snipers. OH GOD THE SNIPERS. But if the support is there, I'll swap it with hoodoo.
  25. Ok, so how about this. We take a 'core' rotation, duplicate it, and fill in the gaps with "pool" maps which are less loved, but still worth playing now and then. So basically we play 2x core maps for every 1 pool. Twice the dustrushwaterpitbadary for your money! SO something like... Core maps: cp_dustbowl pl_goldrush cp_gravelpit cp_badlands pl_badwater cp_granary Pool maps: koth_viaduct koth_nucleus koth_harvest cp_egypt cp_fastlane cp_gorge cp_steel xxx_well (cp/ctf*) xxx_sawmill (ctf/koth) xxx_waste (pl/cp*) pl_hoodoo pl_frontier ctf_doublecross ctf_turbine * = last used in rotation Resulting rotation: koth_viaduct cp_dustbowl cp_fastlane pl_goldrush ctf_doublecross cp_gravelpit pl_hoodoo cp_badlands cp_egypt pl_badwater cp_waste_v2 cp_granary koth_nucleus cp_dustbowl ctf_turbine pl_goldrush cp_gravelpit pl_frontier cp_badlands cp_gorge pl_badwater cp_steel cp_granary Thoughts: I know some of the maps here will rub people the wrong way, but considering the size of the rotation, I think there's something in here for everyeone. None of these maps are universally hated, and I've only snuck two customs on (waste again, and frontier). I've also interleaved maps so that we go pool->core->pool, so if one map drains the server, one of the core maps will refill it. I also took care to reduce instances of the same game type over and over. edit: Also, I liked tf_use_fixed_weaponspread 1. It makes shotgunning more of a science and less of a luck thing. SInce certain classes rely on the shotgun, it's nice to have a reliable weapon. Sniping with the shotgun is still pretty useless, the difference is in mid-range, where the shotgun is more likely to go where you want it. This reduces the 'lucky' shots, and increases the response to skill. edit2: updated rotation to add fastlane between dustbowl and goldrush on the first run
×
×
  • Create New...