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Flo

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Flo last won the day on January 21

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  1. Total XP is reset if someone collects a Prestige point. SR is vicious because not very accurate ELO computation, it is mainly in favor of stackers. This approach is bit "elitist" and we would block non-stackers or non-pro players from using weapons which are a full part of the game. Maybe something around wolfadmin data could fit, e.g you need to be seen at least 20 times on server before being allowed to use heavy weapon, so that you get time to know maps, rules, how people play on this big server and so on.
  2. Denied. Player Ydemer. Cheater.
  3. Hello, I see this gsound parameter as well on our server config (but it's empty), however I don't find this value used anywhere in the connection code, only reading levels and names as far as I see. To play sound, maybe just don't rely on shrubbot like you try, but call it directly yourself. Just add something like that near the welcome message print on the connect.lua part: et.trap_SendConsoleCommand(et.EXEC_APPEND, "playsound \"sound/world/player.wav\";") You can also play it only for a given player by specifying slot, e.g for player connecting on slot 5: et.trap_SendConsoleCommand(et.EXEC_APPEND, "playsound 5 \"sound/world/player.wav\";") Care about relative links. Also check server logs for any error reading the file (check path, permissions).
  4. Flo

    meanmachine

    Muted for a year now. No need to beg Jessica for mercy now, you had your chances.
  5. Flo

    VPN ban

    Hello, whitelisted now
  6. Modified on OM server: - server snaps from 20 to 40 - geoIP = 1 - rate from 25-45k to 90k - cl_maxpackets range between 100 and 125 - voting percent from 60% to 50% - allowing nextmap vote option - externalized some scripts outside gameserver to reduce lags
  7. Hello, what could be done is the following: - for spawn protection, implement the script running on main ETL server, but: it also monitors team damage (and warns/kick) / it prevents mortar and MG42 to be used from heavy-protected zones / and not all maps are covered, e.g railgun or fueldump are not supported (yet), we would need to work on these to support the maps - server slots: no opinion on my side, let's wait opinion from other admins - next map: this option is available from wolfadmin level 10 and above, but we could allow the voting option. For server lag, I think it's mainly due to this server still running in 20 snaps whereas our main server now supports 40 snaps and 90k rate, which could be a big difference for people used to this smoothness. I think we could apply such configuration on this gameserver too without too much risk.
  8. You were muted by myself, the random admin, because you insulted one of our TM member. Please read our rules, don't expect anything good from TM crew if you insult one of us.
  9. Stypek I believe you can understand TM are players before being admins and we can’t see everything everytime…I didn’t witness the situation that led to your ban but I can guess that you asked a nasty way, as often with you, and that you didn’t get listened mainly due to that. And well, communists, mushrooms, Russia, Poland, voting system or whatever else you are rambling about on a daily basis we just don’t care. It’s a video game, not a politic debate area, I’m sure there are places dedicated for such discussions. In short, I would advise not to go further in your adjectives now or situation could only worsen, we don’t have time nor energy to debate for days.
  10. Flo

    VPN Ban

    Hi, you are now whitelisted.
  11. Well, I reverted back to original version following the feedbacks. It means it removes: - randomization of player to be balanced - no move feature below 3mn left duration - announcer to encourage self balance due to massive damage difference between teams
  12. Ok let's try this idea. I added a condition to deactivate the autobalance when there is less than 3 minutes remaining on the map. Also takes into consideration the time bonuses. Let's see if it helps and don't hesitate to bring new feedbacks.
  13. I like this idea. However I'm not sure it covers the situation where teams are not unbalanced by numbers (e.g 10vs11) but stacked/unfair, and one good player wants to join other team to try to balance the match. The hard part is to discriminate a player that is willing to balance the match but will be forced to move back to stronger team as soon as autobalance is triggered by -2 number. The ETL version is moving the last player in the table, and table is populated upon et_clientSpawn callback, by order of appearance so you're right laggers come last at beginning of the map. Original version: playerForcePutteam( playersAllied, playersAxis, playersAllied[ numPlayersAllied ], "r", "^1Axis" ) Current modified version on main server: local randIndex = math.random(1, numPlayersAllied) playerForcePutteam( playersAllied, playersAxis, playersAllied[ randIndex ], "r", "^1Axis" )
  14. First of all, thanks for feedbacks and bringing them here so we can discuss and keep track of what is needed in the end. I do confirm the autobalancer script was modified, the 24th of June this year. The logic of the former version of the balancer script was basically to populate tables in order of appeareance of players joining teams. Then it moves the last one in the table when it kicks in. So it was always switching the player that joined the team the last (new player, or already-switched player). We changed to a total random method instead. The culprit that we tried to address was the fact that when strong players/TM members/friends were trying to balance a map, they were very likely to be switched back to the other team as soon as teams are unbalanced in terms of numbers (-2 less in one team). I understand your point tho. It's very hard to always find good balance when tweeking this game. When you try to improve a situation in one side, it alters another one on the other side. I'm all happy to listen or discuss about any idea that could cover these both situations or improve the server on that topic.
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