Official Team Fortress 2 Game Nights (PC)

Sounds like that plugin has issues if you look at the last couple of pages of the thread. Also, when I tried to download it I got a message saying "Plugin failed to compile, please contact the author".

Anyway, I wasn't really advocating for a class limits plugin per se, more just venting. Having automatic class limits enforced just causes a different set of problems. I'd rather having something we can invoke when we need it.

EDIT: agree with ukick on the msg popup for just the 3rd sniper/spy rule. He's right, no one reads the MOTD, sadly. Mayyyyybe pubbies would notice a chat msg at the beginning of each map.

Maybe.

MyBrainHz wrote:

Sounds like that plugin has issues if you look at the last couple of pages of the thread. Also, when I tried to download it I got a message saying "Plugin failed to compile, please contact the author".

Anyway, I wasn't really advocating for a class limits plugin per se, more just venting. Having automatic class limits enforced just causes a different set of problems. I'd rather having something we can invoke when we need it.

EDIT: agree with ukick on the msg popup for just the 3rd sniper/spy rule. He's right, no one reads the MOTD, sadly. Mayyyyybe pubbies would notice a chat msg at the beginning of each map.

Maybe.

I have the plugin and this is the setup I have in mind...

1. Plugin doesn't start working until at least 14 players are on the server (7v7)
2. Plugin isn't enabled on any koth map.
3. Admins are not affected by the plugin

There is also a cvar to have admins excluded from the count. So say if ukick was spy the plugin would still allow 2 pub spies. Not sure about that option yet.

I also re added the rules popup that shows after you choose a map. Admin's may see this the first time they connect but after that you won't.

I don't understand why we wouldn't want this plugin? Is constantly monitoring and having admins take time out of playing to warn and then kick people a better solution? Also a lot of times during an intense game of 12v12 an admin may not even notice there are 3 spies or 3 spies on their team until it's too late and you've lost because your class balance was garbage.

I'm not opposed to trying it. I looked at the config file and it's a lot more flexible than I would have thought. Does it use the existing sourcemod admin flags? If so, that's pretty easy.

The issue with the plugin is if you can't tell it to ignore all Goodjers a goodjer will probably get kicked when these conditions are met:

Goodjer joins a round in progress, see no snipers on team and goes sniper.

Another person begins sniping (or there was only one when said Goodjer joined).

Pubbie that has been playing poorly all night but has 20 points (after 5 rounds) switches from spy/scout to sniper.

I'm not against it but there may be some issues.

EvilHomer3k wrote:

The issue with the plugin is if you can't tell it to ignore all Goodjers a goodjer will probably get kicked when these conditions are met:

Goodjer joins a round in progress, see no snipers on team and goes sniper.

Another person begins sniping (or there was only one when said Goodjer joined).

Pubbie that has been playing poorly all night but has 20 points (after 5 rounds) switches from spy/scout to sniper.

I'm not against it but there may be some issues.

I can give any goodjers who regularly play and are interested immunity to the classlimit if it becomes an issue. This can be done without giving everyone admin abilities as well.

We will have to test it out, but I think the plugin works by the order the classes are picked. If admin counting spots is enabled and an admin picks the 3rd class..I think it forces the next one who dies back to the class selection screen. If admin counting as a spot is not enabled it would allow all 3 to be the class and then we would revert back to our old system of kicking manually.

Seems like we would definitely want to count admins against the limits.

I won't enable player plugin until after Halloween. I'm sure it will introduce enough problems without an extra plugin.

I don't like the idea of the console kicking players. Too much margin for error. Also moves us one step closer to skynet.

Wakim wrote:

I don't like the idea of the console kicking players. Too much margin for error. Also moves us one step closer to skynet.

No one is being kicked. It just makes them have to change class.

Jeez, maybe we should delete Sourcemod too and just use rcon commands. That darned sourcemod is trouble I tell you.

So, is the update tonight? I don't remember how they've done the previous halloween events.

Wakim wrote:

I don't like the idea of the console kicking players. Too much margin for error. Also moves us one step closer to skynet.

As I understand it, the plug-in doesn't kick them it just makes them pick a different class.

ukickmydog wrote:

Boo!

Haa, I probably have a simple mind but these guys are comedy geniuses

iaintgotnopants wrote:
Wakim wrote:

I don't like the idea of the console kicking players. Too much margin for error. Also moves us one step closer to skynet.

As I understand it, the plug-in doesn't kick them it just makes them pick a different class.

that's what I get for skimming the posts I guess. That actually sounds good.

WHY ARE THERE RACCOONS IN THE COMIC? AHHHH

I miss you guys. There's a small chance I'll be back this Monday, but a good one I'll be on next Friday. Faster internets in my new place though, woo!

shoptroll wrote:

WHY ARE THERE RACCOONS IN THE COMIC? AHHHH :(

Where else would you put them?

Valve wrote:

The game that started as a handful of guys in a desert shooting at each other slowly blossomed into the most labyrinthine story haberdashery in Valve history.

I could only stay on a few moments, but the server seems to have been in a Golden Age of Prosperity last night -- tons of goodjers and Badwater. A little stacky-rolly, unfortunately, but very fun for the moments I could spend.

I hope the Halloween festivities don't unduly mess with the important business of killing each other, instead of robots or giant wizards or something. Remember, killing each other is the reason for the season.

Norfair wrote:
shoptroll wrote:

WHY ARE THERE RACCOONS IN THE COMIC? AHHHH :(

Where else would you put them?

Preferably not on my porch again.

Archangel wrote:
Valve wrote:

The game that started as a handful of guys in a desert shooting at each other slowly blossomed into the most labyrinthine story haberdashery in Valve history.

There's hats in Counter-Strike now?

This is pretty sweet, too bad it isn't the real update: http://halloween.tf2mods.net/dock.php

ukickmydog wrote:

This is pretty sweet, too bad it isn't the real update: http://halloween.tf2mods.net/dock.php

That looks just as good as ....

ukickmydog wrote:

http://www.teamfortress.com/blizzbob... - tomorrow

Oh hell yes.

After complaining loudly in the server, I'm going to ask here as well: can we configure Ultimate MapChooser to provide a better selection of maps? Currently, when no one nominates, one map from each of the TC, SD, KOTH, and ARENA modes will be in the vote list... but we don't usually play these with a full server, so we get stuck with a very limited selection of desirable maps in the vote list. I believe that a few changes to umc_mapcycle.txt will help us out:

  • Exclude TC mode from vote list by setting "maps_invote" "0" in its configuration block
  • Conditionally exclude SD, KOTH, and ARENA modes from vote list by setting "default_max_players" "12" in their configuration blocks
  • For commonly played map types like CP and PL, set "maps_invote" "2" to give more random options in the absence of nominations

If I understand correctly, maps that are excluded in the config file can still be nominated: so if we want to play TC, SD, or ARENA with a full server, it's still a possibility... but the system would favor the types of maps we normally enjoy.

Player Limits map exclusion docs: http://code.google.com/p/sourcemod-u...
Info about nominations trumping exclusion rules: http://code.google.com/p/sourcemod-u...
Forum thread with some examples: http://forums.alliedmods.net/showthr...

I feel disappointed, I swore up and down I remember making a post a while back about there being a Halloween MVM map as a prediction. Might have been one of my few posts that ended up not getting posted because my internet is acting up.

For some reason my internet seems to disconnect every few minutes and then reconnects a few seconds later. It's just enough that I have a hard time loading ever 5th or 6th webpage and it seems to keep my connection from keeping me in an online game. Trying to feverioushly fix it since I was hoping to play this Halloween.

Side note I think I found the issue with Nightwater but I have yet to recompile it to see if it fixed it.

Zombies in my tf2... I could've sworn there was a game valve made that had zombies in it...

Queueball wrote:

Zombies in my tf2... I could've sworn there was a game valve made that had zombies in it...

But it doesn't have rocket launchers.

Magic and Zombies. TF2 is now every genre ever.

The Jane Eyre/Pride and Prejudice TF2 event is just around the corner, mark my words.

Cyranix wrote:

After complaining loudly in the server, I'm going to ask here as well: can we configure Ultimate MapChooser to provide a better selection of maps? Currently, when no one nominates, one map from each of the TC, SD, KOTH, and ARENA modes will be in the vote list... but we don't usually play these with a full server, so we get stuck with a very limited selection of desirable maps in the vote list. I believe that a few changes to umc_mapcycle.txt will help us out:

  • Exclude TC mode from vote list by setting "maps_invote" "0" in its configuration block
  • Conditionally exclude SD, KOTH, and ARENA modes from vote list by setting "default_max_players" "12" in their configuration blocks
  • For commonly played map types like CP and PL, set "maps_invote" "2" to give more random options in the absence of nominations

If I understand correctly, maps that are excluded in the config file can still be nominated: so if we want to play TC, SD, or ARENA with a full server, it's still a possibility... but the system would favor the types of maps we normally enjoy.

Player Limits map exclusion docs: http://code.google.com/p/sourcemod-u...
Info about nominations trumping exclusion rules: http://code.google.com/p/sourcemod-u...
Forum thread with some examples: http://forums.alliedmods.net/showthr...

+1

Have a party at work tonight. So no party here. Maybe after that one party, I can join the other party.....