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OCR TF2: New Server forthcoming - new server IPs and other stuff


Bahamut
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I'm an admin now. You're all screwed.

Have fun with that. You can have my old job!

Well, any limit I had put before was only meant to be temporary, and to prevent achievement whorers & people from whoring one class to the point of hurting the fun of everyone else, such as when the spy & sniper update came out.

When I was checking the cfg files, I didn't see any class limit enabled though, or even a ctf_turbine.cfg.

I deleted it at the same time I removed ctf_turbine from the map cycle, last night before I went to bed.

As for me, I'm tired of dealing with TF2 in general and the OCR server in particular. I may return to the server occasionally, or if the classless update doesn't suck; I have very little hope for it.

You can respond to this if you want, but I won't see it, as I'm now unsubscribed from this topic.

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Have fun with that. You can have my old job!

I deleted it at the same time I removed ctf_turbine from the map cycle, last night before I went to bed.

As for me, I'm tired of dealing with TF2 in general and the OCR server in particular. I may return to the server occasionally, or if the classless update doesn't suck; I have very little hope for it.

You can respond to this if you want, but I won't see it, as I'm now unsubscribed from this topic.

:sad:

Something wrong in particular?

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(2:46:49 AM) Chieficide: You have achieved more kills as a scout than your previous best

(2:46:51 AM) Chieficide: 10

(2:47:03 AM) sp.ianw@gmail.com: NIC

(2:47:07 AM) Chieficide: 4 dominations

(2:47:20 AM) Chieficide: christ that was ridiculous

(2:47:22 AM) sp.ianw@gmail.com: i think that might be more dom than i have tbh

(2:47:40 AM) Chieficide: i was playing on the ocr server with the FAN

(2:47:52 AM) sp.ianw@gmail.com: ocr server heh

i think i died maybe three times in that round

i swear i killed xerol and grebe like 20 times

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Oh, Baha, I managed to get on later that night, I guess you had retired by then? Thank you though, for taking the time to sort it out. FWIW, I'm happy to miss a play experience here and there just to know we do keep an eye out for troublemakers.

And as for the Balloon race map, I've played it only a handful of times. It's a neat idea, but horribly executed, IMO. I wouldn't mind seeing it played once in a while here, but it's spawn setup is confusing, and it's a bitch to catch up to the winning balloon. Also, invisible water snipers.

And Powerlord, if you read this, I am sad to see your retreat. I hope you find your time well spent without us. :sad:

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turbine with 5+ engies is a free win. Charge a couple ubers and it's a free cap, since half of their team will be busy rebuilding their sentries while you cap.

If you have a team with some sense they spread out the sentries though. I've seen some rounds just be an endless stream of an uber taking out the first 2 sentries (usually the ones in the hall, up on the platform and maybe one inside the intel), then a quick rebuild before the next uber or two. Now if a retard team puts all 5 in the intel its easy pickings.

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Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

New Content

* Added King Of The Hill game mode

* Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them

* Added lots of new hats

Additions / Changes

* Added "Auto Reload" option to the multiplayer advanced options

o Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing

* Pistol now fires at a fixed rate, not based on the speed at which you press the firing button

* Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity

* Significantly reduced the amount of network traffic being sent

* Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost

* Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists

o Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist

* Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)

* Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps

* Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating

* Added an "Inspect" key that allows you to look at items being carried by your team mates

* Backpack improvements:

o Added drag & drop to move items around. Item positions are maintained on the backend

o Added multi-select, allowing you to delete multiple items at once

o Added a new key to the key binding page that opens your inventory directly to your backpack

o Fixed mouseover panel being incorrectly position when the backpack first appears

* Cloaked Spies standing in valid backstab positions no longer raise their knife

* Added current map name and gametype to the bottom right of scoreboard

* Added class icons to tips on the loadout and loading screens

* Improved visuals around flags when they're being carried by a player

* Improved critboosted visuals, making it much clearer when an enemy has critboost

* Updated the loading panel to show the game type under the map name during level transition

* In-game chat dialog now supports full Unicode characters

* Added BLU main menu background

* Added response caching for some server queries to help reduce the CPU load from DOS attacks

* Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail

Map Changes

* Update PLR_Pipeline

o Increased the starting advantage in the third round if a team has won the first two rounds

o Fixed carts not continuing to the second round if they're capped at the same time in the first round

o Fixed being able to shoot pipebombs over the starting gates in the first round

o Fixed being able to open the doors in the first round before the setup time was finished

o Fixed players getting stuck in some doors

o Fixed players being able to get onto rooftops and out of the map boundaries

o Fixed other minor bugs and exploits

* Added community map Arena_Offblast

* Added community map Cp_Yukon

* Update Arena_Sawmill

o Fixed DirectX8 bug where some models would not be visible

o Fixed exploit with building teleporters outside of the map

* Updated CP_Granary

o Made a few changes to improve balance based on competitive community feedback

Item Reworks

* The Force of Nature

o The enemy knockback now only works in close range and behaves more like the Pyro's air blast

o Enemies cannot be juggled by the FaN's effect

o The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards

o Knockback is now scaled by damage done

* The Sandman

o A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun

o Stunned players now take 75% of all incoming damage instead of 50%

o Ubercharged players can no longer be stunned

o Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed)

o The minimum distance to stun a target has been reduced

o The negative attribute has changed from "no double jump" to "-25 max health"

Fixes

* Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs

* Fixed an exploit that allowed players to work around sv_pure

* Particle files are now protected by sv_pure

* Fixed critboost effect getting stuck on when you die while critboosted

* Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players

* Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife

* Fixed an exploit where you could reload The Huntsman faster than intended

* Fixed Heavy "civilian" exploit

* Fixed a set of exploits using the DXSupport config files

* Fixed r_screenfademinsize and r_screenfademaxsize exploits

* Fixed sentries firing at a fully cloaked Spy if they're still the closest target

Community requests

* Added a HUD element for hybrid CTF & CP maps

o Supports 1 or 2 flags, and any number of CPs

o Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it

* Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards

o Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")

* Added new "medic_death" event for server logs

o Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")

+ healing is the amount the Medic healed in that life

+ ubercharge (1/0) is whether they died with a full charge

* Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it

well that was faster than i thought

cool!

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That was awfully quick...

I don't understand why they made Spy's running back to sap exits so worthless. It was something that made a big difference on some maps that really, REALLY could turn the game around.

Could someone explain to me the 'auto-reload' thing? I really do not get it unless it's exactly what it sounds like, in which case why would they do that?

Also, what's a 'critboost?'

Sad to see Civilian Heavy go, but also glad to see that sentries will no longer shoot as cloaked spies.

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Here's the mapcycle:

cp_dustbowl

cp_granary

pl_badwater

koth_nucleus

cp_follower

ctf_sawmill

cp_steel

pl_goldrush

koth_Viaduct

cp_yukon_final

ctf_2fort

cp_gravelpit

cp_well

plr_pipeline

cp_badlands

ctf_turbine

koth_sawmill

Edit: It might take a little while for the server to get back up - the update apparently broke something.

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@Sensai: Yeah, but it was also a big timesink. If one guy doesn't take the teleporter, and you bump into him, there goes your entire plan, plus 20 seconds.

That's not say it doesn't still have its uses. From what I've seen, players in general haven't caught on to spies being able to use the teleporter. Having that glow around your feet makes people trust you at least three-quarters of the time. And if the engineer is dumb enough to have all his stuff clustered together, hey, score one for you.

Also, critboost = Kritz/First Blood.

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* Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost
* Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost
* Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost

Why even play CTF anymore.

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