Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dave

Pages: 1 [2] 3 4 ... 14
16
Payload Server / Re: Better timing for map votes
« on: December 20, 2013, 06:09:51 PM »
This might help: Transparent map vote

17
Payload Server / Re: scramble is broken
« on: December 10, 2013, 07:55:00 PM »
That's strange. If it happens again, can you take some screenshots of the scoreboard and post them?

18
Servers Feedback / Re: Class Balance and Class Limits
« on: December 05, 2013, 05:06:28 PM »
Oops @ math. I knew something seemed off when I hit post. And I thought this was the admin forum. Yeah 2 sniper/spy per side seems reasonable.

19
Servers Feedback / Re: Class Balance and Class Limits
« on: December 04, 2013, 06:15:18 PM »
Keep in mind that if you limit both spy and sniper to 2 each, then you're left with 28 players divided over 7 classes. That's 4 players per class. You're probably only gonna have 2 scouts, so that's 4.33 per the remaining classes class. Do you want 4 or 5 engineers? Probably not, limit it to 2. So that's 4.8 per the remaining classes class. Do you need 4 or 5 medics? 3 will do. So that's 5.25 per the remaining 4 classes. The remaining will probably be 3 pyros, 6 heavies, 6 demos, and 6 soldiers.

But I can see a max of 3 snipers and 3 spies working.

20
Servers Feedback / Re: Why only payload?
« on: December 04, 2013, 06:03:28 PM »
I'd love to play some CP too.

As plasma mentioned, 32 players on CP sometimes doesn't work. We could try lowering the max players to 24-28. In my opinion 24 players feels a lot different than 32. Sure, you could try to vary the max players on a per-map basis, but it may create a sudden change in feel/tempo when you switch from 32 to 24 players and vice versa, plus it may confuse players. But perhaps a constant 28 players could be a nice compromise. Regardless, we could always try different numbers to see which works.

n., you mention a lot of good maps, and you're right that it can be a mixed server. We tried this in the past, but it wasn't very successful. Why? Probably just not enough interest/demand. But I do agree with Thanatos that things have changed since then, so maybe a CP or mixed server is not such a bad idea.

21
General Discussion / Re: High cpu usage+low gpu usage/low fps?
« on: November 22, 2013, 10:37:43 AM »
I'm not sure TF2 utilizes multiple cores. It does show around 50% cpu on all four cores, but that may just be one or two threads bouncing between cores.

Also, TF2 uses only d3d9 whereas crysis 3 uses d3d11. d3d9 uses a much older shader model, which means that it may not be able to fully utilize the gpu. Take a look at this table and look at the 2.0 and VS2.0 columns (d3d9) and compare to the 5.0 and VS5.0 columns (d3d11).

22
Full Rotation Server / Re: Rotation/Votation Suggestion
« on: November 13, 2013, 02:29:13 PM »
I agree. I've updated the mapchooser config for both servers to exclude the last 2 maps from appearing on the vote, so lets see how that goes.

23
Complains/Bans / Re: It'sTheEv! - Admin abuse
« on: October 18, 2013, 10:27:49 AM »
Thanks for the post.

Was The Ev harassing you on voice? Because I don't see much in the chat history. But I can confirm you were kicked 3 times without a reason specified.

I'll look into this.

24
Servers Feedback / Re: Class Balance and Class Limits
« on: September 07, 2013, 10:19:02 PM »
Donors aren't immune to auto scramble, only auto balance. At least, that's how it's supposed to be.

25
Suggestions / Re: Random Crits
« on: August 18, 2013, 05:46:55 PM »
Edit: Here's another article describing the crit system: http://www.teamfortress.com/post.php?id=2221 .

26
Suggestions / Re: Random Crits
« on: August 18, 2013, 05:40:49 PM »
Keep in mind, crits aren't completely random. You can affect how often you crit. See this wiki: http://wiki.teamfortress.com/wiki/Critical_hits#Critical_hit_chance . According to that, weapons can have up to 12% crit chance (effectively 34% extra damage) and melee attacks can have upwards of 65% crit chance (effectively 130% more damage).

If we were to remove crits, I'd want to replace that crit boost with a damage boost instead.

27
It was my bad on the warnings. I used team chat instead of an admin chat command or other admin command. For that reason I've reduced the bans to 8 hours.

As far as our rule on language, using excessive foul language is not allowed. While our server rules include "No foul language", we usually let it slide depending on the audience. But in this case, there were multiple complaints in and out of game. See chainspell's thread here for some examples of our MOTD which includes the rules.

28
Servers Feedback / Re: Lag Feedback
« on: July 05, 2013, 06:41:57 PM »
I've restarted the ns2 server and made a tweak. Let me know if you get any more lag spikes.

29
Servers Feedback / Re: Lag Feedback
« on: July 05, 2013, 12:49:24 PM »
Getting some serious lag lately since build 250 when the server is full, performance drops to 40-50% and at times as low as 22%
How built-up was the map? You'll likely see lag late-game when there's too many structures around.

30
General Discussion / Re: pl_Thundermountain error
« on: June 04, 2013, 08:45:47 PM »
Removed thundermountain from Payload for now

Pages: 1 [2] 3 4 ... 14