Hey, I'm wondering about server access, I tried to get into IC lastnight and couldn't, and by the time I did, I couldn't play. I'm fully prepared into paying for this server, next time, I'd like to be able to force my way in if the server is full, possible?
Hey, I'm wondering about server access, I tried to get into IC lastnight and couldn't, and by the time I did, I couldn't play. I'm fully prepared into paying for this server, next time, I'd like to be able to force my way in if the server is full, possible?
I got right in last night, but still i would pay if i had a reserved spot.
Tbonz, I was trying to get you on teamspeak. We currently don't have a mechanism to reserve slots, other than "contact another player via IRC, Teamspeak, steam chat, etc. and tell them to kick someone"
Next time any of you can't get in, just get in touch with someone who is in the current game and we'll definitely make room for you.
Hey, I'm wondering about server access, I tried to get into IC lastnight and couldn't, and by the time I did, I couldn't play. I'm fully prepared into paying for this server, next time, I'd like to be able to force my way in if the server is full, possible?
We have not reserved spots yet, mostly because so far....it is confusing as crap on how to do it, LOL.
I have been reading for the last 45min. From the looks of it, we have to install a mod or admin mod to do it. There are 2-3 ways of doing it, just need to decide on the best route without hosing the server.
The easiest way to get in right now is to get on Teamspeak, contact me or Prime (at the moment) since we both have the Admin tool installed and we can kick someone so you can play.
I expect server traffic will be less tonight and in subsequent nights as the servers all get the newest update from yesterday, ours was one of the first to have it installed because Prime hit quite quickly after work. This resulted in our server filling up instantly because only about 200 servers or less out of 1900+ showed up in Steam due to the update.
Last night there was discussion that 2Fort should not be in our rotation...what say ye?
It should be left in the rotation, but the number of wins should be reduced.
#2, the current time limit for any game is 45 minutes... too long? Shout out with suggestions.
Does that mean that it will instantly switch when the limit is reached? If so, I think it should stay high. It's better to have the map change because it's been won a number of times rather than because the timer ran out.
Can we set a timer for each map that puts the current round into sudden death instead of just ending it?
#3, Autobalance was also brought up. On or Off?
Off. We're adults, we can balance our own teams.
#4, Number of wins for a team to be declared the winner is currently 4... Changes?
Can we change it per map? If so, the single part maps should be 4 wins (with the exception of 2fort which should be only 2 wins since you have to complete the map objective three times to win already), and the multi-part maps should be 2 wins.
Also, is there anyway to force the multi-part maps to finish? Almost everytime I've played one of the multi-part maps, it never finishes. For example: In Hydro, BLU might win the whole map and get a point, then next time RED starts to do better, and almost has the whole map, but then the map changes at the end of one of the map parts, even though the whole map hasn't been won by anyone yet. That seems strange to me.
#5, You can control the length of Overtime (not sudden death)...default is like 15 seconds or something.... should it be longer?
I thought overtime just lasted as long as one team still has some control point presence. That's how it always looked to me...
It should be left in the rotation, but the number of wins should be reduced.
Ok
Does that mean that it will instantly switch when the limit is reached? If so, I think it should stay high. It's better to have the map change because it's been won a number of times rather than because the timer ran out.
Can we set a timer for each map that puts the current round into sudden death instead of just ending it?
I do not know the answer to either of those, at the moment. I do not think you can have that much control over each map, if you can have separate for each map, I have to find out where to edit the map config.
Off. We're adults, we can balance our own teams.
Roger
Can we change it per map? If so, the single part maps should be 4 wins (with the exception of 2fort which should be only 2 wins since you have to complete the map objective three times to win already), and the multi-part maps should be 2 wins.
Again... I do not know if we have this much control, will look into it.
Also, is there anyway to force the multi-part maps to finish? Almost everytime I've played one of the multi-part maps, it never finishes. For example: In Hydro, BLU might win the whole map and get a point, then next time RED starts to do better, and almost has the whole map, but then the map changes at the end of one of the map parts, even though the whole map hasn't been won by anyone yet. That seems strange to me.
LOL, another one I have to research more
I thought overtime just lasted as long as one team still has some control point presence. That's how it always looked to me...
Also: Is there a way to increase the 'Waiting for players' time? Or even better, can we set it up so that the map waits for everyone who is connected to finish loading and choosing teams before it begins the round?
Also: Is there a way to increase the 'Waiting for players' time? Or even better, can we set it up so that the map waits for everyone who is connected to finish loading and choosing teams before it begins the round?
Nothing I can see about increasing the "waiting for players" time. But there is a way to enable a "Clan ready signal" that a team leader has to use (both teams) before a round can start.
mp_clan_ready_signal : Text that team leader from each team must speak for the match to begin
mp_clan_readyrestart : If non-zero, game will restart once someone from each team gives the ready signal
We could set that, then post it in our "Message of the day" thing that everyone sees when they start the server. This way it wouldn't mess someone up if none of the IC guys were using the server.
Each team must issue the command before the round starts, but you still could have azzhats that say it before all players are connected.
Comments
Shame you can't get rid of the trains in the map "Well".
*Zuntar hates the trains.
Next time any of you can't get in, just get in touch with someone who is in the current game and we'll definitely make room for you.
I have been reading for the last 45min. From the looks of it, we have to install a mod or admin mod to do it. There are 2-3 ways of doing it, just need to decide on the best route without hosing the server.
The easiest way to get in right now is to get on Teamspeak, contact me or Prime (at the moment) since we both have the Admin tool installed and we can kick someone so you can play.
I expect server traffic will be less tonight and in subsequent nights as the servers all get the newest update from yesterday, ours was one of the first to have it installed because Prime hit quite quickly after work. This resulted in our server filling up instantly because only about 200 servers or less out of 1900+ showed up in Steam due to the update.
Mani's?
Beetles?
??
It should be left in the rotation, but the number of wins should be reduced.
Does that mean that it will instantly switch when the limit is reached? If so, I think it should stay high. It's better to have the map change because it's been won a number of times rather than because the timer ran out.
Can we set a timer for each map that puts the current round into sudden death instead of just ending it?
Off. We're adults, we can balance our own teams.
Can we change it per map? If so, the single part maps should be 4 wins (with the exception of 2fort which should be only 2 wins since you have to complete the map objective three times to win already), and the multi-part maps should be 2 wins.
Also, is there anyway to force the multi-part maps to finish? Almost everytime I've played one of the multi-part maps, it never finishes. For example: In Hydro, BLU might win the whole map and get a point, then next time RED starts to do better, and almost has the whole map, but then the map changes at the end of one of the map parts, even though the whole map hasn't been won by anyone yet. That seems strange to me.
I thought overtime just lasted as long as one team still has some control point presence. That's how it always looked to me...
I do not know the answer to either of those, at the moment. I do not think you can have that much control over each map, if you can have separate for each map, I have to find out where to edit the map config.
Roger
Again... I do not know if we have this much control, will look into it.
LOL, another one I have to research more
You may be right.
oh and added the one shot one kill when i'm shooting at you will be fine also
Server is working very well
I agree with CB on all points.They sound about right.
that has been fixed, tested last night.
Awesome, great work Ryder!
Nothing I can see about increasing the "waiting for players" time. But there is a way to enable a "Clan ready signal" that a team leader has to use (both teams) before a round can start.
mp_clan_ready_signal : Text that team leader from each team must speak for the match to begin
mp_clan_readyrestart : If non-zero, game will restart once someone from each team gives the ready signal
We could set that, then post it in our "Message of the day" thing that everyone sees when they start the server. This way it wouldn't mess someone up if none of the IC guys were using the server.
Each team must issue the command before the round starts, but you still could have azzhats that say it before all players are connected.