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Powerlord

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Everything posted by Powerlord

  1. If it's not part of one of the new mods, it won't. I moved ScrambleTeams.smx to the disabled folder a while back. Also, we need to bug Dr. Tiddlywink to give us a bugfixed version of cp_downtown. One last addition. I was linked to this image on 4chan and saved it before it was lost:
  2. I didn't mean just OCR people... we had, what, 12-14 people during periods we usually have 23 people on? Needless to say, it felt a bit empty.
  3. I tried that before, it doesn't seem to work on TF2... hence why there's an extension to do it. Edit: To be more specific, in TF2, sv_visiblemaxplayers can only show a lower number than the server supports, not a higher number.
  4. It's not really a loophole, because it doesn't really add any slots. To answer your (now deleted) question, the plugins in question were the Orange Box version of Oil and and CBaseServer. I only tested Oil.
  5. I've filed a support ticket it about it. I knew this particular plugin doesn't work on some systems (like my own test server), but it apparently only affects certain Linux versions. I figured I'd be able to restart the server if it didn't work... ...which isn't the case. Whoops.
  6. Whoops, I was trying to install some mods that would allow the server to lie and say it had a max total of 25 people, and let reserved slot people log on when the server had 24 people. However, the server didn't like the mod to add 1 slot to the server's displayed count and isn't responding... not even to restart or stop requests. I'm going to see if I can file a ticket with Gameservers to get them to manually restart it.
  7. *throws a Tortoise at DarkeSword* P.S. How'd you know I use Subversion, both at home and at work?
  8. This time make sure you download the admins file before changing it. When you removed Atmuh, you removed all the changes I'd made to use groups instead of individual permissions! Not that it was hard to fix (remove Atmuh on my local copy and re-upload).
  9. I can't help but think Atmuh blowing up is partly my fault... I prefer taking a lighter touch on Administration and ignoring things to see if they go away.
  10. Pssh, you're not the only one with a bat. P.S. Thanks to a changed work schedule this week, I'm probably not going to play a lot of TF2 until Friday at the very least.
  11. RED's spawn on Badwater has the following notable features: 1. The lower spawn point is not used until point B is taken. 2. The right door of the upper spawn room is locked until point B is taken. 3. The stairs outside and to the right of the unlocked door of the upper spawn room are blocked with a huge arrow sign until point B is taken. 4. The second stairs outside the unlocked entrance of the upper spawn room have a gate that is closed until point C is taken. 5. The far door outside the unlocked entrance of the upper spawn room is a RED-only door that locks after point B is taken. Because of the above, for all intents and purposes, that far door is a second spawn door. Number 5 in that list is particularly relevant, as it shows that Valve considers it to be a spawn door. The problem with sticky camping in general is that you have no way of knowing if there are stickies behind a door until you open the door or they're set off. Combined with respawn waves, it's almost guaranteed to kill off everyone who respawned at the same time... at least the first time. Also, isn't it a bit extreme banning Atmuh from the server over the IRC thing?
  12. Seriously, though, I don't think we have enough active OCR players to have a good OCR-only night.
  13. Bahamut, it's a shame you logged after we failed to capture D and E in Steel... we managed to keep them from even taking A when we defended on the next round. Unfortunately, we didn't manage to get D and E on our second offense round either. Scoreboard
  14. Two things I feel I have to point out: 1. Having used the Pyro air blast to push enemies before, it doesn't always work that well, particularly if we don't know where the enemy is going to be. Which is the case of spawn doors (notice I mentioned spawncamping in my earlier post), since pl_badwater's second Blue Team spawn, pl_badwater's Red Team spawns, and all spawns on cp_well have doors. In the case of pl_badwater, the Red Team's starting spawn only has one working spawn room door prior to point 2 being taken, the other is locked. Don't believe me? Go check. I was stuck behind that door as my teammates all tried to kill the medic-chain there. During that time, the cart moved from the tunnel before point 1 to nearly point 2... I barely got through the far door that locks when point 2 is taken (and then died immediately to the Heavy pushing the cart... I was playing Engineer at the time). It also doesn't work well even in non-spawncamp times when you have other teammates with you. 2. As zircon has been already pointed out, we play for fun. Essentially, you're saying "Why don't you just change your play-style?" Simple: We're not a clan; we're a bunch of people playing to have fun. This includes complete strangers who connect to our server by finding it in the public servers list. We don't have some huge organization there where we say "You have to go do this." We can encourage it, but not force it. And yes, it's a serious problem when the server population drops by 12 people on one map in the middle of our normal peak playing time... the server population never completely recovered from the mass exodus last night. On this graph, the huge downslope that started in pl_badwater directly corresponds to when you started medic-chaining: If you want to practice clan techniques, I hear there's a great server for that at 8.12.70.175:27015 ("[ZUZ] Vanilla Server")
  15. Atmuh was nice enough to upload a screencap of one of the round scoreboards during a round they were spawncamping. I would post my level scoreboard image, but since I tabbed out to post my previous message during the round end, TF2 apparently just saved a blank image instead of the scoreboard (I have the option to autmatically save scoreboard images on level end turned on). He also had this to say:
  16. I have a problem with ZUZ. Earlier today, three of them were using an Uber-Ubersaw chain to camp the enemy's spawn doors near the end of pl_badwater and at certain points during cp_well. Normally, I'd deal with this, but since they are members of the guild Bahamut is in, I thought it'd be a good idea to mention it here. I do wish I'd screenshotted it, though. The players in question were [ZUZ]SeldonAtreides*Recruiting, [ZUZ]Vahn_Paktu, and [ZUZ]pavlvs magnvs. P.S. Even if spawncamping weren't involved, it absolutely killed the server population: It dropped from 20 to 8 on cp_well during what is normally peak playing time.
  17. I'm not really sure. Hey, I just remembered... TF2 allows for a per-stage configuration file, doesn't it? I wonder if you can change gravity in it.
  18. Alas, right now, only Admins can start a gravity vote. I'm assuming Bahamut did this on purpose, because without the overrides present in the admin_overrides file, all reserved slot holders and admins would have already had the ability to start a gravity vote. On a side note, the default gravity vote starts with a list of choices from 200 (jumps really high) to 3200 (jump? What's that?!) with the normal gravity being 800.
  19. OK, I changed the permissions over to a group-based format. All admins (except Bahamut) should have the same permissions, including gravity vote. I don't recall seeing a list of Admins anywhere, so here's one for handy reference: Bahamut Beatdrop Brushfire2004 Darkesword Dhsu Hemophiliac Optik Posibolt Powerlord Presh Pyrion zircon zyko I could list reserve slot holders as well, but I don't know if they want to be listed.
  20. Getting back to the badlands issue, last night's playtime graph shows a noticeable drop in players either during the latter half of pl_dustbowl_b4 or when cp_badlands came up. I've removed it (at least for the moment) and put in second GoldRush. People seem to like Goldrush, or so I assume from Valve's map stats... it's right behind Dustbowl in times played, but Dustbowl is the default map for a good number of hosts that don't let you change the starting map... Also, I'm going to fix the admin permissions sometime this weekend. The current mapcycle is: cp_dustbowl pl_badwater cp_granary pl_goldrush ctf_2fort pl_cave_b6 cp_gravelpit pl_badwater cp_well pl_dustbowl_b4 cp_steel pl_goldrush ctf_turbine
  21. For some reason, vote_gravity is restricted to admins that have a specific flag, and it appears somewhat random as to whom those are. Actually, there is a pattern... everyone above me in the admin configuration has it, myself and everyone below me doesn't. Incidentally, you're right below me in the file. P.S. Bahamut: The z flag gives you access to everything. I'm not sure why you haven't given yourself z.
  22. Well, I'm not a big fan of Badlands, but it's still better than Hydro. Yes, non-rotation maps come up on RTV.
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