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 - nergal

Pages: [1]
1
Complains/Bans / [Complaint/Rant] Slot Reserved Kick
« on: August 22, 2014, 09:48:40 PM »
was playing on payload server...

I was at the fucking top of the list and helping out my teammates...

all of a sudden... kicked for reserved slot....

out of ALL the fucking players, the top player that was helping out his team gets kicked for it....

even worse, my team LOST because of i was kicked.

WHY WASN'T THE LOWEST SCORED PLAYER NOT KICKED WHO STILL PLAYED FOR SOME TIME NOT KICKED?

I have a right mind to DDOS the server but i'll give u guys a 2nd chance.

2
Full Rotation Server / Re: So, CP server is a failure...
« on: June 11, 2014, 11:16:36 AM »
maybe instead of putting up a regular ol' CP server, add something different to it?

How about my Military Tank class serverside mod? :)

3
Hello Hyperion gaming!

I've made a serverside mod that lets players play as a tenth class.

That tenth class is a Military Tank :)

I've finished coding the class mod and I need a willing server to test it out on.

I've tested it out on an Arena server with many good testing subjects; however I require gameplay testing on a non-Arena server.

If yes, I'll give plugin+plugin source code+tank sounds, skin, and model!

Features
The Tank Class can run over enemies touching the tank while it is moving and a cvar that modifies damage.

The Tank class is equipped with an SMG as an MG Turret with Mouse2 shooting rockets. There are cvars that allow how much max ammo the Tank will be equipped with, and how fast the Mouse2 rocket moves, how much damage the rocket will do, and modify the cooldown of a new rocket.

The Tank Class can be rearmed and repaired by friendly Engineers by using their metal!
You can modify how much metal will be used to repair and how much health+ammo to repair/give

Tanks (by default) start at 1,000 health, but that is modifiable as well

Tanks CANNOT get overheal but can be ubered & kritzed.

Tanks cannot be backstabbed.

Cvar that limits how many tanks per team AND cvars to disallow a team entirely from being able to have tanks.

Tanks have Cvar for Forward speed, Backward speed, Initial speed, and Acceleration rate speed.

4
General Discussion / Re: Who wants a Hyperion CP Server?
« on: February 14, 2014, 03:41:43 PM »
the only CP maps i like are attack/defend.

i hate linear cp cuz I play engineer and linear cp maps make engie kinda useless.

5
Servers Feedback / Re: sv_pure on Payload #1
« on: February 14, 2014, 11:02:08 AM »
OK, great, thank you for the list.
I've expanded on the whitelist quite a bit to allow for custom models and sounds (except a few specific ones). Out of the list above, what are materials\vvd_effects and materials\models\props_space? Do you have a screenshot that show these in-game?

Otherwise, log back on one of our two TF2 servers and let me know if there are still conflicts with your custom content. You can type "sv_pure" in console once logged in to check the current whitelist.

vvd_effects is for the custom crit particles and props_space is for my custom health/ammo packs.

6
Servers Feedback / Re: sv_pure on Payload #1
« on: February 13, 2014, 05:23:55 PM »
We've moved to sv_pure 2 temporarily. There's a bug since SteamPipe that doesn't read sv_pure setting from the configuration files, which is why the servers were on sv_pure 0 for a while.

The plan is to have sv_pure 1 with a custom whitelist. I'm currently working on the whitelist, it will be ready soon (though maybe not this weekend as I'll be away.)
For now, we will probably not allow custom player models. We won't allow custom sounds that could give unfair advantage (really loud cloak/decloak sound for example). Custom hitsounds is allowed though for example. Player weapons models should be OK. For HUD sprites and customHUD, we can work it out.

We always had sv_pure 1, the only reason it was set to 0 was because of that bug. It does not stop hackers, that's not what sv_pure does. It is, as you said, to prevent players from modifying their textures/player models to easily wallhack or to make enemies stand out, giving unfair advantages (and in some cases improving triggerbots by painting models heads bright red.)
--
nergal, please post the list of custom content you're using, what they are, and a link to them if you can. You can PM me directly if you prefer. Again, it may take a few days as I'll be away this weekend. As long as it's not custom content that can be abused, we should be able to fix it.

And once again, sv_pure 2 was temporary. We're already back on sv_pure 1 to allow custom sprays.

no probs, here's the stuff "whitelist" my custom crap uses

materials\effects
materials\hud
materials\models\weapons
materials\vvd_effects
materials\models\props_space

models\weapons
models\items

sound\weapons

resource\
scripts\

My custom items consist of custom hud, custom crit particles, weapon models+textures, sounds, and custom health/ammo packs.

7
Servers Feedback / Re: sv_pure on Payload #1
« on: February 13, 2014, 01:14:16 PM »
Yes it was set to sv_pure 2 recently because it was left on sv_pure 0 for awhile due to a problem with sv_pure 1. We are currently working on adapting an sv_pure 1 with a UGC whitelist variant.

We are currently working on a few other server settings and plug-ins. We appreciate your patience until we can get this fixed.

Thanks Christian, but I'm going to give you guys only a month before I will migrate permanently to another server.

It's hard finding a vanilla tf2 server thats all payload+customs that allow usermods.

Plugins eh? Maybe I can help. I know sourcemod scripting.


8
Servers Feedback / Re: sv_pure on Payload #1
« on: February 13, 2014, 07:13:02 AM »
Scripts works on the server though, don't they (Though I still count that as a hack due to my limited knowledge). I swear I've seen Demo's charge around with some crazy sharp turns.

Scripts do not work fully though; I have a quick build script since I mainly play engineer, and the sentry will not build unless I hit right click.

sv_pure does not prevent/deter against Hackers, sv_pure ONLY works on players who do the following....

1. change textures to be transparent aka psuedo-wallhacking
2. modify player models in a way that they could detect players, such as giant head modifications.
3. increase certain sounds to notify the player of the prescence of an enemy, such as making the uncloak sound from the Invisibility watch more louder.

However I don't do this, I'm a Mod-Commissioner as well as a Modder, here's some of my work that I've frequently went on Payload #1 to test out - http://gamebanana.com/members/800583

My usermods mostly consist of custom sounds, sprites like the health bar, custom models+textures, and a custom HUD.

If your final decision is to keep sv_pure on 1 or 2, then I have no choice but to unfavorite Payload #1 and migrate AGAIN.

Payload #1 being vanilla shouldn't have anything to do with my usermods, the server I used to go to was entirely vanilla as well, I just enjoyed it a little more with my usermods until the community owner set sv_pure to 1 and 2.

my usermods will not work on sv_pure 1 or 2; What's with the sudden increase of Anti-Modificationism?

IF the server MUST have sv_pure set, can you guys please at least set it to sv_pure 1 and put sounds and weapon models and textures in the sv_pure 1 whitelist? That's all I'm asking.

From - https://developer.valvesoftware.com/wiki/Pure_Servers

"Mode 1 Details
In this mode, the list of content that the server enforces is specified in the file pure_server_whitelist.txt, which is contained in the server's hl2 directory. Server administrators can edit this file to change which content clients are allowed to modify. For example, the server could specify in this file that clients are allowed to modify sounds, but not materials or models."

9
Servers Feedback / sv_pure on Payload #1
« on: February 12, 2014, 09:45:02 PM »
I migrated from another server to Payload #1 server at 66.151.138.182:27015

the SOLE reason for this migration was because my usermods were not working on the server i used to go on, and because they weren't working I would crash EVERY map change.

Now the same thing is happening on Payload #1.

the sole reason this happens because the server cvar "sv_pure" is set to 2, which enforces my game to play vanilla, no modifications.

I need to play with my usermods because I like my game customized to my needs, but Payload #1 is preventing me from doing that.

If you will not change the "sv_pure" cvar from 2 to 0, I will have to migrate to another server then.

Pages: [1]