Sign in to follow this  
FireSlash

OCR TF2: Stab stab stab!

Recommended Posts

I was trying to fix a few problems with the server today. Here's my results:

1. The Scramble plugin we use is totally busted and is not currently being maintained. If we want to be able to force scrambles, we'll have to either use the built-in (arena-mode) one that resets the map timer or rely only on the game's auto-scramble.

Right now, the settings for Custom Votes votescramble have been reset to the built-in scramble.

2. I think I got votemelee working again, but I haven't tested it. I also made a few setting changes to melee-only, notably making it so arena maps no longer have random melee-only rounds.

Right now, typing votemelee will prompt you whether you want to turn it on or off. Unfortunately, the plugin isn't smart enough to tell us whether it's currently on or off, so it was either that or ask if you want to toggle it.

Share this post


Link to post
Share on other sites
did you fix the lag

I have no real control over that. We do know that, if the server has been sitting on the same map for a while, it tends to lag. We don't know when this was started or why, nor do we have any real solution for dealing with it.

Other than that, bug FireSlash to completely reboot the machine this is running from. ;)

Share this post


Link to post
Share on other sites

A required update for Team Fortress 2 is now available. Please run hldsupdatetool to receive the update. The specific changes include:

Shared Source Changes (CS:S, DoD:S, TF2, HL2:DM)

- Updated the Linux srcds_run script.

- Added warning message for people running the server as root.

- Changed the working directory to the game tree before executing the dedicated server.

- Updated the existing localization files.

- Added Czech, Hungarian, Romanian and Turkish localization files.

Team Fortress 2

- Updated several models with optimizations and new LODs.

- Updated the default TF2 crosshairs to use the RGB and scale settings in the Options->Multiplayer dialog like custom crosshairs do.

- Added a glow effect to the team intelligence entities when they're not being carried.

- Added a timer to indicate how much time is left before the gate closes in DeGroot Keep.

- Added a new plate model to be used when a Heavy throws the Buffalo Steak Sandvich to heal teammates.

- Added a note in the trading dialog to let you know when your trading partner is typing.

- Added a new Valve map CP_5Gorge.

- Fixed the Mad Milk effect not being washed off when a player goes underwater.

- Fixed being able to attack teammates using pumpkin bombs and arrows fired by the Huntsman or the Crusader's Crossbow.

- Fixed switching to the melee weapon instead of using the lastweapon setting after drinking Crit-a-Cola.

- Fixed not seeing the critboost effect on the Scout's Shortstop.

- Fixed the Sniper Rifle and SMG view models having Red skins while on the Blue team.

- Fixed the Engineer PDA view models (build/destroy) having Red skins while on the Blue team.

- Fixed the mini-sentry HUD not playing the alert sound when the sentry is sapped or low on ammo.

- Updated the community map CP_Yukon.

----Central CP moved up to bridge.

----Bridge widened.

----Several sticky exploits patched.

----Flat bridge added onto CP1's pipes.

I'm updating BLU and RED now.

BLU's default map will be changed to cp_5gorge when the update completes, as well as having that map added to both servers' map lists.

Edit: Wait, WTF? They moved the middle point on Yukon up to the bridge rather than having it in the pit?

Edit 2: Servers have been restarted, with an updated mapchooser with cp_5gorge added to it.

Edit 3: Map lists fixed.

Share this post


Link to post
Share on other sites

Oh hey, they added 5Gorge. Should be interesting to play on. Haven't had an opportunity to really participate in the Beta, sadly.

If I recall correctly, the reason Yukon's mid was moved onto the bridge was because the pit was a positional disadvantage despite also being the desired point of control. Which if you ask me made for an interesting dynamic where you needed to control the area before attempting to capture, but eh.

lol @ Mad Milk finally washing off in water.

Also FUCK YEAH LOD MODELS. Some of the new weapons had more polys than the player models. (Direct Hit and Ambassador had the most iirc. The Polycount weapons didn't, surprisingly, but I think the contest had poly limits.)

Share this post


Link to post
Share on other sites
Oh hey, they added 5Gorge. Should be interesting to play on. Haven't had an opportunity to really participate in the Beta, sadly.

If I recall correctly, the reason Yukon's mid was moved onto the bridge was because the pit was a positional disadvantage despite also being the desired point of control. Which if you ask me made for an interesting dynamic where you needed to control the area before attempting to capture, but eh.

I liked the old way. Oh well.

Also, cp_5gorge's middle point has been moved since Beta. There's now a new floor covering where cp_gorge's last point was. That's where the center point is on 5gorge.

The area where it used to be (now directly below that) has a full ammo box and full health kit.

lol @ Mad Milk finally washing off in water.

Yes, that was one of my larger Spy pet peeves.

Share this post


Link to post
Share on other sites
Sudden realization: Is anything going to come of the new doorway added to Granary's ramp room?

Well, granary wasn't updated today, so apparently nothing has happened yet.

Share this post


Link to post
Share on other sites

I wonder if moving the center point on Yukon will make it any easier to re-take it. I admittedly haven't played all that much on that map, but it's been my experience that whichever team manages to snag it first usually holds onto it for the rest of the round.

Share this post


Link to post
Share on other sites

I absolutely hated Yukon's central point in the pit, it felt so disadvantageous. TF2's current game design makes it so you have an advantage if you're above your opposition. Yukon's middle point completely contradicts that.

Share this post


Link to post
Share on other sites

So... apparently HLStatsX updated a while back without actually sending a message to their mailing list saying that it was updated.

>:/

Also, we've talked a lot in the past about resetting said stats... and I think now would probably be a good time to do it. If there aren't any objections, I'll likely reset then one week from today (Saturday, January 29, 2011).

At that time, I'll do a fresh install and then tweak the Medic Assist scoring.

Share this post


Link to post
Share on other sites
So... apparently HLStatsX updated a while back without actually sending a message to their mailing list saying that it was updated.

>:/

Also, we've talked a lot in the past about resetting said stats... and I think now would probably be a good time to do it. If there aren't any objections, I'll likely reset then one week from today (Saturday, January 29, 2011).

At that time, I'll do a fresh install and then tweak the Medic Assist scoring.

Make sure you fix the 23/24 slot count really being 24/25 issue the server still has. Being able to auto join would be nice.

Share this post


Link to post
Share on other sites

if I recall correctly every time there was a 'talk' about resetting stats it was basically like everybody saying please reset stats and then it doesn't happen

Share this post


Link to post
Share on other sites
Make sure you fix the 23/24 slot count really being 24/25 issue the server still has. Being able to auto join would be nice.

^All of this, especially the Auto-Join part.

Share this post


Link to post
Share on other sites
Make sure you fix the 23/24 slot count really being 24/25 issue the server still has. Being able to auto join would be nice.

If I knew what was causing it, I'd have already fixed it. :/

Particularly since the reserved slot plugin we use isn't supposed to change the number of slots... it may be related to SourceTV, but I'm not positive on that.

Maybe I should disable SourceTV on RED and see if the count goes back to normal.

Share this post


Link to post
Share on other sites

What's this about autojoin? Just basically forcing random team selection instead of presenting you with the doors?

And I do suspect it's SourceTV, personally. We only got the extra slot when Kagami joined us IIRC.

Share this post


Link to post
Share on other sites
What's this about autojoin? Just basically forcing random team selection instead of presenting you with the doors?

I turned it on earlier tonight when I suspected there was a lot of team stacking going on from the pubbers. I've turned it back off now.

And I do suspect it's SourceTV, personally. We only got the extra slot when Kagami joined us IIRC.

The count was off by one before because of how the old reserved slots worked... there really were 26 (25 + Kagami) slots. Now, the problem is in the other direction; it's showing one less slot in use than are actually in use.

Share this post


Link to post
Share on other sites
What's this about autojoin? Just basically forcing random team selection instead of presenting you with the doors?

No, nothing to do with team selection. It's when you select a server and if it happens to be full, you can select Auto-Join Server. When someone leaves the game, it automatically connects instead of just having to hit "Connect" repeatedly and hoping you get lucky.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this