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uips

Tech Support
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Everything posted by uips

  1. Last weekend both ETL main and ETL2 were full at some point so there is enough demand. Maybe it will be so everyday when enough people prefer ETL2 experience and what it has to offer compared to main sever. Here is a possible player flow guide for ETL2. ETL main is obviously more popular and will gain players sooner. Peak ETL main server is best bet for ETL2 to shine. At this point people could decide to switch over to ETL2 to populate it. When not enough players left in ETL2 remaining few can still decide to join other server to give it lil boost. Possibly it will gain more popularity due few aspects that ETL main can not offer. And in the end sustain itself as some portion of players might consider ETL2 their "main" first to go server. Also maybe change the ETL2 banner message a bit in main server and let people know it has 40 snaps, less players 24 slots max and slightly different map pool (well known playable balanced maps, no big maps, idk how to sum it up in fewer words)
  2. why not make bot count to 6, so everything over 3vs3 will be without bots
  3. This message also spams unnecessary a lot. I think it is fine to have this message once per map, preferably in the start or end. if it is possible to change intervals or something
  4. not sure either, well currently it detects whenever the player is inside spawn area. If it could detect Soldiers with Mortar and MG42 and make "weapalt" as unbind key when inside the area and display some kind of client side text message when weapalt cmd is used. If something like that could be coded then it will be possible
  5. would it be possible to restrict somehow setting up mortar or mg42 in spawn area. As hazz is already defining spawn areas maybe it is possible to code it in a way that denies setting up heavy weapons in that area with a message like: Mortar can not be set up in spawn area!
  6. would definitely be less spam. i often have to open console to see what people typed because so much info appearing in chat box. Also some of the spree lines are so long they actually take up 2 rows in chat window. some in game test
  7. from game perspective killing is not a bad thing . From that viewpoint green = success , red = failure. but i actually like the dimmer shade of colors. just to visually present more options. Note bright green is also text message color. <=TM=>MiniMuppet is on a killing spree. 10 kills in a row! <=TM=>MiniMuppet is on a death spree (5) <=TM=>MiniMuppet is on a revive spree (3) i guess the coloring in the end is really how someone prefers it. yet that dimmer shade of red also looks good. death spree no color as no one really wants to be noticed in one? here is one possible TM brand message example. TeamMuppet: Please keep teams even
  8. just testing with ! or without and actually without ! seems better <=TM=>MiniMuppet - killing spree (5) <=TM=>MiniMuppet - death spree (10) <=TM=>MiniMuppet - revive spree (3) ! <=TM=>MiniMuppet - killing spree (5) ! <=TM=>MiniMuppet - death spree (10) ! <=TM=>MiniMuppet - revive spree (3) killing spree! <=TM=>MiniMuppet (5) death spree! <=TM=>MiniMuppet (10) revive spree! <=TM=>MiniMuppet (3)
  9. some more experimenting results in 3th Example: ! player - killing spree (5) ! player - death spree (10) ! player - revive spree (3) even less info optional ! marker (or any other symbol) in front just to announce this info is about spree defined by color. "is on a" can be defined by a symbol for example "-". To me grey seems better option for death as red is mostly associated with teamkills. For fast info processing u need to see name color and number,
  10. Added sounds would be client side only, that is how i remember it. You have sound effects of your own multi kills and sprees.and pref. this could be optional that means if someone does not want to experience this can turn it off like you can do with voice chats right now. And the announcements are kind of spam right now due the high number of players. There is always so much happening And about TM banners. Possibly to someone who has played in server for years. Info is already known and it is somewhat of spam. For new players that info is good i guess? Anyways if u happen to see TeamMuppet menu icon one day.This info can be accessible through it and spamming banners in chat becomes unnecessary
  11. just a concept to better distinguish between different sprees using color and less info. Any thoughts? Current: KILL SPREE! player Is on a killing spree! (5 kills in a row!) DEATH SPREE! player must be having a bad day (10 deaths in row!) REVIVE SPREE! player is on a revive spree! (3 revives in a row!) Example 1: player Is on a killing spree (5) player Is on a death spree (10) player is on a revive spree (3) (just by seeing the color and number u can understand what the information is compared to current version) Example 2: player Is on a killing spree: 5 kills in a row player must be having a bad day: 10 deaths in a row player is on a revive spree: 3 revives in a row (Less blue, more neutral in message)
  12. Would it be possible to set these to 0 from client side? Basically let player decide what info to filter? [sprees] file (g_fileSprees) Sets the name of the spree records config file. When nothing is set and the database type is config files, spree records are disabled. type: integer default: "sprees.toml" changed in 1.2.0 messages (g_spreeMessages) added in 1.2.0 Toggles which sprees to display. type: bitflag default: 0 0 no sprees will be displayed 1 enable kill sprees 2 enable death sprees 4 enable revive sprees records (g_spreeRecords) Toggles whether spree records and revive sprees are enabled. type: boolean default: 1
  13. It will still not work for some systems because of UI_Alloc: Failure. UI out of memory! Default UI memory usage is 84%, with the menu it is 90% (This is on windows). This 6% increase causes enough issue to make it exceed limit on some systems. This memory limit will be raised in future ETL updates.
  14. in future probably will not add menudef.h and menumacros.h so always latest one from legacy patch will be used. You can try if this fixes it: _test.pk3
  15. I guess it would be capturable spawn until there is no long a flag to capture. Similar thing is happening on Caen where starting the tank makes spawn permanent. (Also supply bunker flag). Here successfully holding flag for example 30secs will be the trigger to make it a permanent spawn. But in the end testing will give the best results if everything works as intended or things end up in more mess. Options that do not work can be reverted back.
  16. uips — 09/06/2022 Unnecessary text and color in kill spree and revive spree notifications. I think the red notification is unnecessary as it is double notification (same text in green) and red is color that mostly displays teamkills. On the picture line below is without the red message. I think it tidies config log up a little bit and leaves the color red for team kill. if someone agrees? And would it be possible to disable these popups appearing in chat window (Kill spree + Revive spree)(like you can do with death popups). In big server it feels like it is spamming the chat box. (edited) [6:06 PM] Notification on double kill etc. Example: sometimes i get kill with grenade without even noticing it was double or multi kill as it can be valuable info sometimes. (edited) ryzyk_krzysiek — Today at 6:54 PM Wolfadmin bundled with et legacy has sprees deleted so on the project side there is nothing to adjust since it doesn't even exists. TM is using their own version of wolfadmin/sprees, so you would need to talk to them. [6:55 PM] Another person to talk to would be the wolfadmin developer, but he is quite busy with real life.
  17. Currently most unbalanced map: map bias +35.3% for allies. Map time: 25 min. Spawn times: Allies: 12 s. Axis: 22 s. Broken game mechanic; Axis can spawn on command post without it being built, (This leads to weird situations) although it is advantage for axis Here are some previous topics related to the map involving command post and flag area: Rework suggestions: Lower map time: 18 min (12 min + 6 min). Map will end sooner. Players who dislike this map will like this. Also those potential allies win that would happen on longer map time will help work towards axis win rate map bias. To use added time need objective for this. Make flag permanently captured after allies hold it for 30sec. +6min added time. The fact that axis can take the flag back seems to cause more harm in a public game. Fix command post mechanics. Disable axis spawn when command post is not built. To compensate command post fix for axis, lower axis Spawn time by -2 s, -4 s, or -6 s. Also to make it easier to reach Gun.
  18. hazz — 09/26/2022 I think there's definitely the players for 2 populated servers during peak time but.. [9:31 PM] guess it's a marketing issue mostly? idk I agree with both. At peak times main server is full so there is demand and ETL2 needs more identity, like what it wants to be. What would make some portion of ETL main server choose ETL2 instead. I think the main difference could be amount of players as there is actually a lot of comments about crowded small maps. So ETL 2 possibly can offer less crowded server. Advertise events for ETL2 just to get players in discord or forums. Peak times of weekends perhaps? just invite players to join see if it will work.
  19. Probably those events exist in map script as well. Maybe it is possible to change the SK map mask with script after the event?
  20. that topic linked under SK rules. If something is missing, is not correct or needs to be changed let me know. Current latest edit attached: TMmenu100.pk3
  21. Currently looking something like that. Also possible to add button to open forum link for full list of rules with more explanations if necessary. Same can be done under SK rules to open Legacy Server Rules,Admin/Member Guidelines and Commands! for additional pictures. Removing 2 tabs with information directed to members seems to clear up more ui memory and this might work now on 64bit Ubuntu without crashing client.
  22. What i mean with Venice AT gun it does not end map, you can destroy tank infinite times. But only soldier being able to use the AT gun is good point. Same feature could be used on Praetoria so it would require engineer and soldier teamwork to use it efficently.
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