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ideas for #2
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Jaguar
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PostPosted: Mon Aug 17, 2015 1:39 pm Post subject: No icon Re: ideas for #2 Reply with quote

Sounds good to me too Smile
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PostPosted: Mon Aug 17, 2015 3:19 pm Post subject: No icon Re: ideas for #2 Reply with quote

If random crits are disabled can weapon spread be turned off too?
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PostPosted: Mon Aug 17, 2015 6:32 pm Post subject: No icon Re: ideas for #2 Reply with quote

Alright, should I change the mapcycle over to something more CP-based, with some PL on the nominate window too?

I'll also add the following to the server config:

Code:

tf_damage_disablespread 1
tf_use_fixed_weaponspreads 1
tf_weapon_criticals 0


Huw, are those the weapon spread commands you were referring to?

Edit: Can't seem to upload a new nominate2_cp.txt file into the root FTP directory. I'm getting a permissions error. Binksy?  Smile I've updated the server2.cfg file and uploaded a new map list (both in cfg/)
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PostPosted: Tue Aug 18, 2015 3:09 pm Post subject: No icon Re: ideas for #2 Reply with quote

DaV wrote (View Post):
Huw, are those the weapon spread commands you were referring to?


Yes those are the correct commands. Gun Mettle disabled damage spread by default, but I'm sure it won't hurt to have the setting there anyway.
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PostPosted: Tue Aug 18, 2015 5:43 pm Post subject: No icon Re: ideas for #2 Reply with quote

I have edited the nominate now Dav m8, Also added the customs to that and modified the mapcycle_cp a little. Looks good to go I think! had a quick once over  Wink  Razz

I did see the bots are still on so we may need to set the count to 0 as they are not so good with cp maps  Wink "ie don't move" lol
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PostPosted: Tue Aug 18, 2015 8:07 pm Post subject: No icon Re: ideas for #2 Reply with quote

Thanks binksy! Yeah think removing bots would be a good idea also.
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PostPosted: Tue Aug 18, 2015 9:09 pm Post subject: No icon Re: ideas for #2 Reply with quote

Or if not removing the bots, make the server build the nav meshes so they don't just stand still on some maps. The command is nav_generate, but I think you need to do it manually for each level which lacks it. Don't know if it can be automatic.

Maybe keeping the bots can help fill? I don't know. Up to 10 players people usually just dance and stuff instead, but gets a bit old, shooting some bots maybe helps?

Also, another thing, if CP/nocrits don't work out, maybe make it an instagib DM server? :)
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PostPosted: Fri Aug 21, 2015 12:03 pm Post subject: No icon Re: ideas for #2 Reply with quote

Just removed the bots and set the start-up map to "cp_process_final" so its looking like its a fully functional CP server now "I think"  Wink

I hope you all realise with the crits off and damage spread it will not get any quick players or many random players from scratch! ie its empty you will have to sit on it with say 12 players or more for it to maybe decide to give some players to the server "which has the tags set to settings that valve don't agree with"

Quote:
Here are some examples of tags that must be set accurately:

   friendlyfire
   respawntimes
   norespawntime
   increased_maxplayers
   nocrits
   _registered
   nodmgspread
   highlander
   nodmgspread


We can bypass the crits by turning them on with a vote at the start of each map! "to turn off/on" I think this gets us out of the crit settings "as above" but the damage spread may need a vote aswell ;/ and defaulted on.

I think this is the best way around things and will make the server more accessible for all quickplay/randoms and us.

What do you think? I think I can convert the all talk vote to work as a crit vote and possible a damage spread vote aswell ;/. I did it a while back so should be do able again.  Question
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PostPosted: Fri Aug 21, 2015 4:46 pm Post subject: No icon Re: ideas for #2 Reply with quote

binksy wrote (View Post):
We can bypass the crits by turning them on with a vote at the start of each map! "to turn off/on" I think this gets us out of the crit settings "as above" but the damage spread may need a vote aswell ;/ and defaulted on.

What do you think? I think I can convert the all talk vote to work as a crit vote and possible a damage spread vote aswell ;/. I did it a while back so should be do able again.  Question

If this works it would be a much more viable alternative to filling up the server, but note that as of the Gun Mettle update damage spread is already defaulted to off (most likely in preparation for the competitive matchmaking update), and so all quickplay servers have followed accordingly.

Weapon spread is probably the one you are thinking of, and is how bullet trajectory is calculated with guns like the shotgun and scattergun. If you could somehow get a vote for disabling both random crits and random weapon spread to bypass the whole 'quickplay' issue then that would be optimal. If you could only get this work-around for random crits then weapon spread will have to be an unfortunate sacrifice. Fortunately it is not as noticable as random crits are, so I feel if we're forced into that position then it won't be too detrimental.
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PostPosted: Sat Aug 22, 2015 8:36 am Post subject: No icon Re: ideas for #2 Reply with quote

is this ready for use now, there was discussion on the #1 about coming over to #2 for those that want a more serious game, but no one did.......maybe some aren't sure it is fully set up.
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PostPosted: Sat Aug 22, 2015 11:24 am Post subject: No icon Re: ideas for #2 Reply with quote

It is reedy as far as i can tell. I just added the crit vote to trigger at the start of each map! I  now have to try and make a weapon spread vote.

It is ready to test and play though  Wink
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PostPosted: Sat Aug 22, 2015 1:20 pm Post subject: No icon Re: ideas for #2 Reply with quote

ok thanks binsky - here is hoping it gets used properly given the work gone into setting it up for those that want a more serious game  Very Happy  Very Happy
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