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Topic: Maps on Server 1
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Topic: Maps on Server 1 (Read 20144 times)
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Berath
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Who is This Who is Coming?
Re: Maps on Server 1
«
Reply #15 on:
December 17, 2012, 01:02:00 AM »
Well shall we start with trying to run another evening, I suppose the next question is when. I suppose any day is as good as any other. Should we be trying to take advantage of Christmas?
Then we need people willing to spend time....Omni's said he is and I'm up for it too. Then it will be a question of spamming our friends lists. Since seeding a server is hard work and not particularly fun, we can set a time limit on how long we spend on any particular session waiting for the server to fill.
I've started to pimp Fragfest out....hopefully that will start to bring in active TF2 players into the community who might be interested in playing on other evenings. And maybe from that get involved in other games too.
At the moment we don't have the general activity to keep the majority of potential new recruits. In the old days, people could feel involved simply by dropping in on the TF2 server, easy to do when it was full most nights. We play a lot of LoL but don't recruit in that game. Can't think of any other game we play as much as a community that could bring new people in.
«
Last Edit: December 17, 2012, 01:14:56 AM by Berath
»
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Berath
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Re: Maps on Server 1
«
Reply #16 on:
December 29, 2012, 12:00:58 AM »
I don't know why we're quibbling over maps like snakewater emptying the server when we have maps like doomsday on our standard rotation.
This almost emptied the server tonight. Fortunately Omni had given me a crashcourse in server management so I could change the map but we'd already lost some people...it may have been before r007 joined us.
If we can't fix sourcemod on server 1, can we at least remove some of the worst maps (maps that we know empty the server).
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mode_seven
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Re: Maps on Server 1
«
Reply #17 on:
December 29, 2012, 12:36:42 AM »
As explained elsewhere Metamod & Sourcemod have been updated to the latest stable releases, sadly these are still incompatible.
Doomsday isn't on the regular rotation, the various sourcemod plugins draw from different files but in the lack of sourcemod activity it reverts to the mapcycle.txt, which does include doomsday as we use that for the nominations plugin.
I can tweak the mapcycle temporarily until a SM update is released.
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Berath
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Re: Maps on Server 1
«
Reply #18 on:
December 29, 2012, 01:07:16 AM »
That would be really helpful.
I don't think I've ever been on a server where doomsday was greeted with pleasure. The only thing that has kept people on half the time is knowing they can rtv.
Otherwise could we tweak it so that the more crowdpleasing maps are more likely to come up.
I read that something called a 'new SourceMod snapshot' could be applied. Could that help? I've no idea what one is.
(yeah, I've been playing on the reddit server all week and they have rtv, nominate
etc.....is our server different? It's confusing)
«
Last Edit: December 29, 2012, 01:36:24 AM by Berath
»
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mode_seven
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Re: Maps on Server 1
«
Reply #19 on:
December 29, 2012, 01:57:55 AM »
We can certainly try a snapshot, just not what stability is like on them. Input from others with experience of such things would be appreciated.
I've changed the mapcycle to our default votelist for now, which is most of the regular 5cp/pl maps.
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Omnipotens
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Re: Maps on Server 1
«
Reply #20 on:
December 29, 2012, 02:09:55 AM »
Quote from: mode_seven on December 29, 2012, 01:57:55 AM
We can certainly try a snapshot, just not what stability is like on them. Input from others with experience of such things would be appreciated.
I've changed the mapcycle to our default votelist for now, which is most of the regular 5cp/pl maps.
If it's down to experimentation, it's worth popping on to see if it's stable on a Friday. People will stay for a SM deactivation and reset, I'm sure.
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r007
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Re: Maps on Server 1
«
Reply #21 on:
December 29, 2012, 06:55:29 PM »
Commits to the repo seem pretty infrequent, I'd hazard a guess the automated builds shouldn't break too much.
Of course stable is preferrable, but if it doesn't work at all... My decision pattern would as follows:
2. Check revision of currently installed sourcemod. (For stable releases, I found the relase date on the news post:
http://www.sourcemod.net/index.php
)
1. Open
http://hg.alliedmods.net/sourcemod-central/graph
(You can find the changeset number by clicking on one of the changes, you'll get a page like
http://hg.alliedmods.net/sourcemod-central/rev/d9519d9776b2
where it says "changeset <somenumber>", that's the one that corresponds to the downloads on the snapshot page:
http://www.sourcemod.net/snapshots.php
)
2. Check if something plausible-sounding has been changed in the meantime.
(For our current problem, the change that merges all the "Fixed TF2..." stuff looks promising.)
3. If 2 applies, and it's stabilized (i.e., the last commit is more than, say, 5 to 10 hours ago), install it for a trial run.
(Waiting that long is to allow an automated build to run and the developer to check those results by installing the snapshot himself...)
That sound sensible?
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Berath
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Re: Maps on Server 1
«
Reply #22 on:
December 29, 2012, 07:14:16 PM »
http://www.youtube.com/watch?v=XrbumvF-Oe4
Yes, sounds good
(I shoot the mans)
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Berath
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Re: Maps on Server 1
«
Reply #23 on:
January 17, 2013, 11:55:38 AM »
Any more thoughts on the custom maps?
Would we be able to put them on fast download so people wouldn't have to wait so long for them to download if they didn't have them?
It would be good to be able to nominate at least one of the custom maps that are in the current ETF2L season or are used in Highlander.
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Omnipotens
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Re: Maps on Server 1
«
Reply #24 on:
January 17, 2013, 07:24:08 PM »
Quote from: Berath on January 17, 2013, 11:55:38 AM
Any more thoughts on the custom maps?
Would we be able to put them on fast download so people wouldn't have to wait so long for them to download if they didn't have them?
It would be good to be able to nominate at least one of the custom maps that are in the current ETF2L season or are used in Highlander.
How about we keep nominating any of the maps we're thinking of and see if they get voted in/retain players? Would be easier for us to see if it's worth it then. Not that I'm really doubting it from the other servers I play on, but it's a cheap and easy experiment.
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Berath
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Re: Maps on Server 1
«
Reply #25 on:
February 09, 2013, 01:58:07 AM »
Where are we with this?
I haven't heard a peep.
Tonight I took a glance at who was on the server and I think all evening we had about 2 people join who had less than a few hundred hours of TF2 play. It was almost 100% regs and friends of regs and I know that most of them were comp-type players too in some form or other, so the odds are they'll have custom maps anyway. The feedback I've got so far is that the server is fun and skilled (people like that we use our mics), people may enjoy playing custom maps on a good pub server so it could help to carry on attracting good players.
So I think we can chance putting custom maps on the !nominate list for people to vote for especially since we have enough admins on the spot to change things if it's not working. Are the maps on the server now?
Also the afk time; how is it decided?
It has been put to me that it is not sufficient to allow a female personage time to go to the toilet even if she is as quick as possible. I know people going afk can be a problem and it is a balancing act, but now we have more women playing on the server, should we do some sort of time and motion study to determine the optimum afk time to allow for this? I think we can only consider one form of going to the toilet. The other, well it's the same for both genders and sometimes people just have to take their chances.
(I'm not too worried about the afk time because even if the server is full after you get kicked, it's not too long before you can get back on, but I promised I'd bring it up)
«
Last Edit: February 09, 2013, 02:05:35 AM by Berath
»
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DeadlyAvenger
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Re: Maps on Server 1
«
Reply #26 on:
February 09, 2013, 02:10:53 PM »
So...
the AFK managers is configured as such:
- it is only active if there are 18 or more people on the server
- the afk move to spectate time is 60 seconds
- the afk kick time is 180 seconds (3 minutes)
- I think admins are immune from being kicked
I'd probably leave the move to spectate time as it is, but I'd be happy to increase the kick time a bit to accommodate. I'm sorry that our server configuration is sexist and/or discriminating against people who's bathrooms are too far away!
As for the maps thing - happy to put a few custom maps in the rotation *if* someone sorts out / organises a vote / decides on what maps to put in there.
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Berath
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Re: Maps on Server 1
«
Reply #27 on:
February 09, 2013, 02:54:26 PM »
Yes I did consider that the afk time also discriminated against those in big houses, but I reckoned that if you lived somewhere large enough for that to be a problem....well hey.
Up the proletariat and all that! Rar rar.
I wasn't sure about the afk time limits but now I can actually give them....four minutes does seem enough. I can tell the personage in question and she can take a stopwatch or something with her when she goes or maybe drink less beer
. But perhaps everyone should time themselves for first toilets and I could feed the data back to you Deadly to do something with (or if it's more helpful get them all to tell you individually also some might have problems that they might not want to mention to me
).
As for custom maps - I'm not sure how we could arrange a vote; most people who play on the server don't come to the forum. I could do an informal vox pop and get a feel. However I know which maps seem to go down well in other communities and on other servers. I can take a look, make a list here, people can comment if they want and then we go ahead.
(there are some strange maps...I played one version of badwater that was totally underwater; interesting but didn't go down to well with the pyros)
«
Last Edit: February 09, 2013, 04:12:08 PM by Berath
»
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Re: Maps on Server 1
«
Reply #28 on:
February 09, 2013, 09:47:39 PM »
berath just wants everyones pee times for her own uses.
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Jebus
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Re: Maps on Server 1
«
Reply #29 on:
February 09, 2013, 11:03:12 PM »
Why not stick a map rating plugin on (
http://forums.alliedmods.net/showthread.php?t=69593
) then choose a few maps (3-5), monitor and rotate out the bottom one or two on a monthly basis and put in new ones.
Could stick a message (either in server chat or on motd or something) that invites people to come to the server to suggest new maps and vote on the following months additions. Might result in some traffic to the forum and new people. Could coincide with server theme for 1st fri of the month so there are two things to suggest/vote on.
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