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Starblaster64

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Posts posted by Starblaster64


  1. On 12/01/2017 at 5:06 PM, Bront said:

    !smite (better than slay)

    How will the ability to Smite people assist you in moderating the server? If anything I'd say it would just make people take you less seriously. Just my 2c, maybe you have a creative way of using it.

    On topic, I made another 2 unofficial updates for VSH, you can get the latest version (1.55g) here: https://github.com/Starblaster64/Versus-Saxton-Hale/releases/tag/1.55g
    Remember to update your translations file if you decide to use it. Also if you haven't enabled the Eureka Effect already in saxtonhale.cfg, I would suggest enabling it and trialing the change I made for it in this latest update.


  2. This is about the forums, not the server.
    Currently you have 2 Admin application templates pinned on the forums.
    One is located in the Jobs and Admins Applications forum, the other is within the Archived Declined Jobs and Admins Applications sub-forum. I would assume from deductive reasoning that the more up to date one is the correct template.
    Even though this is a relatively minor issue, I'd suggest unpinning and/or labelling the older template as outdated to prevent any potential confusion.

     

     

     


  3. 38 minutes ago, Frosty said:

    -snip-

    Yammoe is a pretty sweet map, if you don't mind small-medium sized maps.

    The thing is, what is "great" and what is not is extremely subjective. There will always be someone who complains about any given map (e.g. I myself find Military very annoying because Soldiers are nigh invincible with all the 100% health packs to jump to). Although yes, I will agree there are some maps of questionable quality on the PG VSH server. (At least there were the last time I played)

    You can't just say "forcing them to play on these maps will likely cause blah", unless you've done some proper analysis of people's opinions on certain maps. Otherwise you're making that statement solely based on your own opinion.

    In addition, if the "same cycle of maps" doesn't include the lesser played maps, how would you even know whether anyone likes them or not? If they never show up, anyone who's never seen it before won't have any opinions on it.

    If you want to break the "cycle" of overplayed maps, you have to force players to play more maps before being able to rotate back to the overplayed ones. Firstly to add variety, and second to let players discover new maps they may have otherwise never played before.


  4. On 04/10/2016 at 6:20 PM, Starblaster64 said:

    Well this thread sure turned into a ghost town. I just thought I'd stop by to say I just published a micro-update (1.55e) to my 'unofficial VSH 1.56 pre release' fork: GitHub Repo

    Also there was technically another version before this one but I forgot to make a post about it. p:

    EDIT: If you guys wanted to suggest any new zanzy gameplay features I'd be happy to code something up in my spare time. Like a special PG's VSH subversion.

    @Killer_Awesome_Phantom

    obligatory bump


  5.  Shouldn't this be in the Team Fortress 2 or Feedback and Suggestions subforums?

    Anyway, on-topic: Arktown kills framerates for some players on not-so-great hardware, even with the skybox disabled. Just a consideration.

    Crevice's download link is seemingly gone, but I'm sure you can find a copy in someone's downloads folder.

    VSH can technically "run" on any map (with varying degrees of success), the map prefix just has to be added to the saxton_hale_maps.cfg file. Though in the case of DM, I think you'd need to use an extension or plugin to add the arena logic entity, otherwise everyone would just keep respawning.

    I can't quite remember how many maps PG has in its rotation, but I think one potential solution to the repetitiveness is increasing the number of previously played maps that are excluded in the nominations list. e.g. if there are say 30 maps, have the plugin exclude the past 23 recently played, leaving 7 to be nominated/randomly picked for voting. That's how I do it to try and force variety on my own server anyway.

    Or, alternatively, just remove nominations entirely and switch to the SourceMod randomcycle system, which (as the name implies) will just randomly cycle through the maps.


  6. 29 minutes ago, Matty said:

    I may be alittle retarded on this one, but what's the nerf with demo boot + eyelander? Was it op or some shit?

    Considering you could travel at approximately Scout speeds (and thus outrun Hale for the better part of a match), while still being able to tank a hit (with enough heads), yes it was OP. It's less OP now that Valve changed the speed boost to only work with shields equipped though.


  7. Well this thread sure turned into a ghost town. I just thought I'd stop by to say I just published a micro-update (1.55e) to my 'unofficial VSH 1.56 pre release' fork: GitHub Repo

    Also there was technically another version before this one but I forgot to make a post about it. p:

    EDIT: If you guys wanted to suggest any new zanzy gameplay features I'd be happy to code something up in my spare time. Like a special PG's VSH subversion.


  8. Nucleus should be set by default to teleport all bosses to a random spawn point on taking world damage, like the HHH Jr.

    Honestly it's not very difficult to not get stuck in the Offblast pit, but if it's really an issue you can just add the map to the Saxton_teleport.cfg or whatever it was and it will be the same as nucleus.

    I'm not sure what you mean by fake AFK exactly. Do you mean players who fake AFK to avoid paying Hale, or those who do it to bait enemies in first? Because the latter, while annoying, is still a legitimate strategy.


  9. I believe the appropriate term is a "class rush". I'm sure some of the admins do one occasionally if they feel the server would appreciate it. I don't think it really deserves an entirely separate server, nor an automated system. An extra server would mildly divide the server population, and I'm sure nothing but VSH class rushes over and over again would get stale pretty quickly for anyone. While an automated system would technically function completely fine, I think it's kind of tradition for an admin to manually initiate one, wouldn't really know though.


  10. Can I just ask where the confusion came from? There was nothing mentioning a ban when you were removed from the server, it very specifically said you were 'auto-kicked for ping masking'. That message alone gave you all the information you needed. All you had to do at that point (if you didn't know what ping masking was) was to do a quick web-search for "tf2 how to remove ping mask" and find a suitable solution.

    Like, there's nothing inherently wrong with posting here on the forums instead, but it just seems to me like searching up a solution first would have been less effort.


  11. There's only so much you can do to optimise a map like yours, since it's almost completely open and basically all areas are rendered at all times. More func_details probably wouldn't achieve much, if you've already made all the complex/detailed brushwork func_details.

    As I said before, the FPS stutters may well just be my toaster of a machine, but it's still mildly concerning since I was alone on a local server.

    I'll go through the new version you uploaded just to double check everything is fixed that I mentioned originally.

    For your first map I think it's not bad, it is a bit rough and has all the issues I pointed out, but the layout itself is open enough for VSH (with room for improvement of course) at least and it's not awfully boring like some maps *cough*dust*cough*. It could use a few more prop_statics littered about the map though, just themed props that fit the theme of your map and provide a little variety (and juking ability) from the grass and trees. Don't go full Prophunt mode obviously p:

    I might suggest you actually add a second building in the main pool of water, just to use more of that unused space and possibly create another way to get out of the pit. Of course you might go in a completely different direction since it's your map, but I think it's important to minimise wasted space in maps.

     

    EDIT: I don't know if you've watch UEAKCrash's mapping tutorials (I'm sure you have), but in the unlikely event you haven't, go search them up and give them a watch.


  12. Some comments/screenshots: http://imgur.com/a/Z5yLf

    Commands used:

    • sv_cheats 1 (duh)
    • r_drawclipbrushes 1/2
    • vcollide_wireframe 1
    • showtriggers_toggle

    Also, I'm not too sure how optimised this map is, but I was experiencing noticeable FPS stutter (no drops) even with just me alone locally hosting the map. Could just be my toaster, eh.

    The size of the map is quite large, but you've got sufficient height variation I think, and also (mostly) stopped Snipers from going rampant with a healthy amount of tree props. Scouts may still be a problem, but at least Soldiers won't be rocket jumping infinitely like on Military Area or Reservoir.

    All-in-all it has the potential to be a successful VSH map I reckon, so long as you keep working on it and responding to community feedback.

    EDIT: Almost forgot that the ceiling clip brush is awkwardly placed, raise it up a notch.


  13. So, the Tough-Break update introduced a few new issues in VSH, the most notable one being that mini-crits on airborne targets no longer functions properly. Since I still don't know about an ETA for VSH 1.56, I created an unofficial subversion of 1.55 with bug-fixes and additional features that are either confirmed or likely to appear in v1.56. You can download both the source code and the compiled plugin from here: https://github.com/Starblaster64/Versus-Saxton-Hale/releases.

    Note that the compiled version was created using a recent release of SourceMod 1.7.3 and SteamTools, so you might need to update the version of those on the server to run it. Also, this version does require TF2Attributes to be present and fully functional for a particular feature, so you should probably update the gamedata for that too.

    If you're unsure about using this, SSG is currently running a previous version I released and are updating to this version soon-ish, so you can observe how it functions on their server beforehand if you want.


  14. What did I just read.

    Anyway, minicrits on airborne targets is broken currently due to the fact that Valve decided to completely obliterate the weapon attribute that VSH uses for that. It literally does nothing, not even a description on the weapon it is applied to remains. There's already a fix developed for it by Chdata, but he hasn't released it yet. I would imagine he'll update VSH with that fix along with all the other fixes for the Tough Break update at the same time.

    As for the Medigun vanity features not working, that's simple a side-effect of how VSH handles Mediguns. In order to ensure none of the attributes of whatever Medigun is being replaced stay behind, we just completely override the weapon with the new attributes. I've already suggested an alternate method that would preserve vanity features, however I don't know if it will be implemented, or when.


  15. As for my own suggestion on what I would change:

     

    Add an Anti-Ping Mask plugin on the VSH server (Dodgeball doesn't really need it, but you should put it on there anyway to discourage ping masking). There's literally zero reasons to use a ping mask other than avoiding the ping limit. While it's not necessarily detrimental to other players to have a ping mask (or high ping for that matter) when you're facing off against the Hale, it is seriously annoying when you are the Hale. In addition:

    • You're hiding what your connection to the server is like, preventing other players from making a judgement of how far in advance they should make actions to account for your lag compensation. (i.e. 'range')
    • You're screwing up your own lag compensation. (i.e. melee hitreg)
    • If your connection is already bad, ping masking will just worsen your condition.
    • Depending on particular factors, ping masking may cause you to appear to 'teleport' short distances as you move on other players' clients, making it extremely difficult to hit you at times.
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