uips
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Sometimes after the warm up ends match starts with: unbalanced teams in terms of players per team AFK players in team This can sometimes result in parts or entire map finished in matter of minutes. Suggestion: Extra warm up time (15sec?) when there is afk in team or teams are not balanced yet. What about if the conditions for match start are not met (1 - balanced teams, 2 - no afk players) warmup goes in overtime to try to fix it: Moves all AFK players into spec after initial warm up is over Activates overtime when teams are still unbalanced after initial warm up. If it is still unbalanced after overtime, makes auto balance happen before game starts. (Right now the auto balance kicks in after the match starts unbalanced). Perhaps not the biggest issue but as it can affect entire teams and im sure lots of players have experienced such game starts. Sometimes there are complaints about it in game and requests for restart because excessive amount of AFKs in spawn. Maybe it would be a good thing if the game at least tries to fix teams before match start?
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I think i have been swapped after spending lots of hours in one team?
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Medics are most overpowered class in terms of HP and healing. Often like 80% of the team is just medics and some rare times even 100%. Limiting medics nades to 1 would be first to limit in my opinion, as class name implies it should be rather supportive class for team not a killermachine, which it often times actually is :D. I would not mind playing Medic with 1 nade as i mentioned deficiency adds value.
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Issue: auto balance can happen during fight. Happened to me where i throw grenade, get swapped through auto balance and have a teamkill. Not that it is a big issue but i think the possibility of balancing can happen during fights feels a bit odd. The same way you dont naturally decide to swap a team during a fight i think auto balance should not either. The idea of auto balance is good but could it be implemented in a way where it could avoid situations like that from happening perhaps? some examples: swap only after the player is dead, pick multiple candidates and swap the one who dies first. Whatever the exact algorithm is behind the auto balance i wonder if it would be possible to make it work in a way where it does not force swap a player who is in middle of fight. In extreme cases it could delete an important defending person or attacking one.
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Im curios what do people generally feel about the amount of nades. Perhaps lowering the amount up to 2x. Why? Adlernest for example is such a nade party. I personally dont find it very fun when the biggest chance for u to die is from random nade on some situations. As there are restrictions to other heavy weapons for similar reasons i guess. I feel like when the server gets full, that is a lot of people and lot of grenades and when considering the size of maps the amount of nades gets ridiculous and starts stealing away the fun. When securing an objectives depends on how many nades per second you can throw foe example. I think playing a class that has 1 grenade instead of 2 will increase the value of that one nade for certain situations as you may not want to just spam those nades out somewhere for a lucky kill. The same way like Teamkilling enabled forces you to think more before shooting having less grenades perhaps would make one think more before throwing and therefore reducing the random nade party that happens pretty often when the server is rather full. Do people feel the same way? I hope lot of people can share their thoughts here about the topic and open up some more perspectives perhaps.
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all of the test versions result in crash? i was betting most hope on test3 as it has the biggest menu option (RULES) removed if the error refers to some memory limitations. If that is so i could try make it even more into smaller parts to find out what exactly is causing the trouble. Im curios if the crash comes when its loaded from server side. What about for example mac user Hosting a local game with the menu mode active. Would that work or cause the same crash?. If it crashes too then no need to test on server, just need to get it running localy and then it should work on server too.
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interesting idea, case closed on legacy?
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I think there are too many variables to accurately calculate something like that. And yup that 2sec longer spawn suggestion come from personal experience that is 54 games and 16.4hours of caen time. Now that might be a way to make the situation better or might be wrong. Or decrease the spawn time of axis to increase the total time of axis players being alive rather then dead. if that can achieve desired outcome this should be considered for testing as well? I really hope admins can pick something up from this thread to perhaps make the caen first part better. Time bonus thing seems to work already. If it is impossible game for axis at least it will not last that long now.
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Why i ment that flag capture last second, playing as allies i often times feel like you just spawn exact time to prevent axis from doing their thing and that can happen many times during one game. Just personal opinion what i see happening over multiple games. Thats why i feel like those few seconds could give better chance for axis, thats just an option. As i mentioned just testing with spawntimes might help and is probably easiest thing to try if there is interest in trying to make it little easier for axis.
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Makes literally no sense. You can increase it to 1 minute but it will not be 5x as effective. Depends how u read statistics: u cant calculate it straight from numbers, need to have more data for that. For example increasing axis spawn time by 2-4secs will add X number of players to next spawn pool who die on those extra seconds. It also varies if it is 10vs10 or 20vs20. Giving perhaps the necessary spike needed to force back allies. As i mentioned dont have the data for the prediction as i dont have the number of X players dying per sec. I think easiest way is to just give test periods with different spawn times to see if anything will aid axis as those tweaks are rather easily changeable. The probability to capture flag 1 sec after allied respawn is 5.5% (with 18sec spawntime) and 6.25% (with 16sec spawntime) so its a pretty minor improvement. Again comes down to how u read statistics. Dont have any data to back up anything but just for example if 50% of total flag captures happen in last -2secs before allies spawn. 50% gets denied in last +2 secs because allies could spawn. Now if u extend that time 2secs it will make those other 50% successful. Total flag captures 4, 2 before spawn, 2 after spawn. in case of such numbers just by increasing allies spawn time by 2 secs will increase successful flag captures by 2x. That in terms on percentages is 100% increase and in terms of chance its 2x more to happen. Again the numbers are made up as i dont have the data gain to give the prediction. I think just testing with spawn times might be the easiest thing to do.
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On the other hand increasing axis spawn time might increase the average amount of players per one spawn increasing the firepower of one attacking group. Bigger group spawns might have better chance on forcing objective then lots of little groups. Again just a theory in game situations might be different. About increasing Allies spawn. I often see full group of allies spawning like last few secs before axis player is about to capture the flag. completely shattering the hero moments of that one poor axis guy :D. Those extra 2 secs of allies spawn should increase the success of axis in cases like this. Hope we can reach a point where Caen does not feel like a map where axis will be stuck most of the time.
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I guess in public often games dont go the most optimal way . Now if u mentioned supply truck that is also an endless problem. "Public games" There is always someone who drives it in and sometimes gets flamed by "people who know better". But there is always something to do to make things better. For example Public version of map where truck waits on top of hill until the gate is blown. No more noob driving it in.
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Could work too. Arent the spawn times adjustable for each part? like it could revert back to normal once tank has started?
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In my opinion, still most of the games where it is stuck in first part, gate is being rebuilt by allies fast and whenever the gate is up axis team has only 1 open way to go. Now about that particular Construction pile Currently accessed by Allies engineer to construct gate that can be destroyed by axis covert ops. (Now this event of things gets stuck in the same routine whenever axis get hard stuck). Now if that Construction pile was neutral and given access to Axis engineer to build something to aid axis in the gate part. Also only one objective can be active at one time, If axis destroy gate and build whatever resource kit now allies need first to destroy what axis built in order to get the construction pile to rebuild the gate back. I Feel like this would involve more classes in the importance of success in the gate part and give chance for axis to get more control over the gate are in order to keep 2nd way for axis more open. Just an idea that i think would work. I think those extra 2-4 secs of allies spawn times might be the easiest tweak to give the bigger opening window for axis to capture the flag better. Caen in general feels good map when its not stuck in first part forever. Not and easy map for axis for sure. More hard struggles to come in next parts, the tank can be stuck in the end and the documents part can be hard too. Thats why i think the flag part should not feel like hardest part of the game and this objective should feel easier for axis.
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Allied respawn time is 16secs right now. Was it not made higher to make it easier for axis to capture flag? Or is it changed back to 16 on purpose. First part of the map has very limited access over whole are and gets easily very boring and always is harder for axis. 20vs20 games map has a lot more to offer if flag is not the biggest milestone. I think most of the games Axis should be able to get the flag for game to be balanced and fun, not the other way around. (Imagine being stuck on flag capture at Special Delivery map). I would even consider 12min+5min+5min (+allied respawn at least 18sec). If it really is hell for axis i think its ok after 12mins to go for next map. Now about the gate part an idea or suggestion to mappers. Its often spam satchel and repair over and over situation. I think it would be good idea to give axis the access to the construction site as well in form of MG nest or just sandbags to aid axis + the gate cant be constructed back that fast, need to satchel up the axis construction before the gate can be rebuilt. It should make the axis part easier and have more involvement of engineers form axis part and give a objective for covert ops as allies.
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Where to find to rules to avoid to be kicked
uips replied to Hello's topic in General Discussion & Suggestions
Add invisible ceiling to map past wall. -
u can try all. Test1 should be full pack should give the error, Test2 has some parts removed, maybe overwrites something that has compatibility issues with other OS. Test 3 has biggest menu removed RULES. (most lines) Probably need to run on server and see if for example mac user can connect without errors. If all give error then need to further trim down files to see what is exactly causing it
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UI out of memory. Perhaps some limitations on other operating systems amount of lines or characters? could someone with linux, mac, ubuntu try test files uploaded in this post. install mod manually and host a local game. Could further try remove parts one by one to see which is causing it if that is the case. Heres link wiht similar problem: https://forum.grangerhub.com/t/update-on-volts-hud-and-grangerpub-issues/441 _test1.pk3 _test2.pk3 _test3.pk3
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Just reuploaded both files to clarify the difference and keep latest versions in one post. _TMmainmenu.pk3 - User edition. Adds TeamMuppet button into main menu. This one is for Sebast1an, me and anyone else who wants the feature of Teammuppet button in main menu for fast "3 click quick join" to server or any other reason. Legacy client: Download and put it into "install directory/legacy "folder. (Old client: "install directory/etmain" + Legacy client recommended!) _TMingamemenu.pk3 - Server edition. Adds TeamMuppet button into ingame menu. This is the one you want to run on server. Does not involve any modifications to original main menu. (The one currently on ETL2 is the same i reuploaded here, the latest). Legacy works as expected. Just in case tested with old client as well and did not find any issues. Original main menu will always be there since no physical file exists to modify it. _TMmainmenu.pk3 _TMingamemenu.pk3
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ETlegacy seems to have cache for downloads in documents folder. And i guess it runs the mods from that cache folder then and once you are out of server they will be unloaded. If u connect to ETL2 and disconnect, you see original main menu. Now if u put that mode manually from cache folder to ur legacy directory, it will add the button into main menu. Old client does not have cache. it downloads into mod directory, Now when u disconnect from server you will see the button in main menu. Or whenever you run the mod where the modification is placed. So i guess no issue for legacy client, but if you use old client for some reason, there is higher chance you find the main menu button. To eliminate the possibilities i suggest running it without "main.menu" as i uploaded above _TMingame.pk3
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this one is without any MAIN menu modification + TM exit messages if wanted, and fixed credits not working _TMingame.pk3
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right now it has TM button in main menu as well. It is duplication of the same ingame TM button in main menu. if u dont want any modificatiosn outside server (main menu) then you need to remove "ui/main.menu" from the .pk3
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Subwindows added, it is still quite quick _TM.pk3