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uips

Tech Support
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Posts posted by uips

  1. It seems like UI_Alloc: Failure. UI out of memory! error has been fixed in latest patch. I have not found a player who would crash when joining server.

    Full menu live on ETL2

    If interested to run this on main server i suggest admins to check if all the info under rules is valid or anything needs to be removed/added/changed/rephrased. This should give players easier access to server rules / sk rules and link to sk areas. Also links for TM forums and discord + connect to different TM server through menu,

    Since most people play Legacy so maybe keep only legacy servers in the menu list:

    ETL main
    ETL 2
    Original Maps
    Campaign
    1vs1
    Scrim ( there are many actually called after colors :P)

    • Thanks 1
  2. Menus updated: Compatible with 2.81.1 and includes menu changes that new patch brings.

    TM_menu_lite.pk3 Lite version (few legacy servers + discord)

    TM_menu_full.pk3 Full version (more tabs: rules / sk / forums)

    Lite version can be used on Main server when it is updated to 2.81.1

    Full version could be tested right now on ETL2 2.81.1 to see if ui memory limit issue is fixed in this patch

    • Like 1
    • TeamMuppet coin 1
  3. On 12/5/2022 at 10:03 PM, Dmxj said:

    Mapupdated:

    12 min initial time

    +5 when tank is repaired
    +3 when bank doors are destroyed

    Total: 20min

    After several games and analyze some suggestions and explanation why:

    10 min initial time (-2 min)

    1. +6 when tank is repaired (+1 min)
    2. +4 when bank doors are destroyed (+1min)
    3. +2 when both gold crates are secured

    Total: 22 min (+2 min)

    + i still think making axis spawn time from 18 to 20 would be good thing in this map for balance.

    Initial time from 12min to 10min. If axis are dominating this part it is very high chance it will be so in other parts of map too. So end it sooner and those 2 mins can be added to other parts for more balanced games where allies actually advance.

    1. Tank to doors + destroying barricades takes 4.30min (around 3min no barricades). Axis effort can also delay tank so it makes sense for this part time bonus to be bigger compared to next.
    2. Bank doors destroyed. This part can be done quickly if axis are weak so it is only dependent on axis players. If axis are strong this is where the map will end probably.
    3. +2min once gold is secured on truck just to give allies enough time and chance if they manage to deliver gold at last seconds. This is important part as it gives allies motivation to fight till last second.

     

     

  4. On 7/31/2022 at 6:07 PM, uips said:

    I think removing first allies spawn after gate would be slight nerf (less impact on game)

    After lots of Bremen games i think it would be better if this spawn gets disabled after gate. It is too OP in end stage for allies. If axis manage to set up any defense, few allies players spawning in this spawn destroy axis from behind

  5. 36 minutes ago, RandyMarsh said:

    fence (I think are two-stage builds here) nearest the tunnel axis leave after spawn should be disabled

    in desert edition this fence is always open, this change has been made already for the exact same reason

  6. On 12/6/2022 at 12:28 AM, uips said:

    make minor spawn time  adjustments

    what about adding 2s to axis spawn time to compensate for shorter map length and give allies 2s window before axis swarm makes it into gold crates. Might make last part of map little bit easier for allies

  7. I think this version is best out of all others there are. There is one extra way through mountain which is big help for allies.

    Axis CP spawn (nr2) felt like it is too good but in reality it does not seem a big threat to allies :D.

    Axis fuel spawn (nr3) I still think this spawn should be removed as last part of map is huge choke point for allies. It might make things lil more balanced and give allies better chance.

     

  8. I think Marrakech Streets 2 by Night Final would be  better version in server with lot of players

    https://et.trackbase.net/map/6/

    With one tweak: the last barricade into obj room being one time objective and can not be constructed back. Last part can be very hard for allies when it is swarming with axis. I think original v1 of map had it like that.

    Operation Marrakech (et_mor_pro.bsp) is cutting out one part of map and also limits some ways that are open in marrakech streets 2

     

    203et_mor_pro_cc_thumb.jpg

    • Like 1
  9. 17 hours ago, Jessica said:

    1. Is this possible technical ?

    Probably it is

    17 hours ago, Jessica said:

    2. What do you think about it ?

    it adds more randomness into equation and decreases the chance of map being played you actually want to play. For example if map pool is 3 maps and u can vote 1. You pick map u actually want to play next. If the vote is elimination u eliminate 1 you do not want to play and your chance of playing the map u want to play is 50% based on your vote. All voting that i can think of right now are based on +1 rather than -1. (democratic elections etc). From perspective of voter implying any kind of randomness into system seems  against what voting tries to achieve in first place.

    If u want to increase the diversity of maps just increase the "last played value" which is currently set on 13 if i am right? Setting it too high will result in people giving comments "bad vote list" as they do not see in the list the map they really want to play.  Bugged vote system was perfect example of maps playing over and over too much. It resulted in lot of comments about "didnt we play it 3 maps ago?".

    To increase diversity, best option is to just increase "last played value". Safest option would be to gradually increase it by 1 over period of time( month, 3 months etc). Impossible to satisfy everyone,. Form server perspective to follow what majority wants seems reasonable and safest thing to do unless admins decide to lean towards either opposite of preference, which is not wrong as well. (Extreme examples of the ends of spectrum: every 3th map Supply Depot or 100 map rotation).

    CONCLUSION: in perfect world EVERY single person would participate in vote and that would always be choice of majority at given point of time. The problem is the participation is never 100%, the lower it is the smaller is the accuracy of the result.

  10. Currently maps do not have correct last played values which makes them reappear in the voting list much sooner than they should. Been like this for a while. Playing special delivery every 3th or 4th map can get little bit boring?

    What about map rotation until this is fixed? Seems better solution compared to how it is right now.

    I put together an example list of somewhat most played maps on the server in somewhat mixed order depending on map size and difficulty that could be used as rotation.

    1. Gold Rush [Greater Access] final
    2. etl_adlernest
    3. Pirates final  
    4. ET Beach Invasion final
    5. Fueldump Desert fixed    
    6. erdenberg_t2
    7. etl_warbell
    8. decay_b7
    9. SW Battery final
    10. Bremen final
    11. etl_frostbite    
    12. Praetoria-Mission Two: Hell on Wheels
    13. SW Siwa Oasis TE beta3
    14. etl_sp_delivery
    15. Braundorf final
    16. Venice final
    17. Würzburg Radar official
    18. etl_supply
    19. Caen 2 final
    20. Library beta3   

    Just let it be how it is now or use rotation till map vote bug is resolved?

    • Like 1
  11. 2 hours ago, Dmxj said:

    Mapupdated:

    12 min initial time

    +5 when tank is made
    +3 when bank doors are destoryed

    Total: 20min

    i like the 20min total length. Goldrush ends up too many times in long boring gold defense. If it will be too much in favor of axis, always possible to make minor spawn time  adjustments

    • Like 1
  12. To increase awareness of ETL2 and to make integration between servers easier here is quick alt version of menu with minimal UI elements most likely not causing any UI problems on any system. Could run this until next Legacy patch that will give enough UI power to use full menu with all its options.

    It has only 2 options to connect ETL main or ETL 2 server

    Download link: _TMserversalt.pk3


    tm servers.pngtm servers 2.png
     

  13. 1 hour ago, StiffWrists said:

    For Bremen, I wonder if making it easier for Axis to break through the warehouse(?) and reach the second truck barrier will help.

    Here is a recommendation to remove allies first spawn after wall is destroyed to give better access for axis, so lower part of map can be used to take better defensive positions. Imo this spawn is way too good for allies at the last stage of map

     

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