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nl 
PostPosted: 17 Jul 2011, 21:18 
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HLstatsX has been updated to version 1.6.14
Quote:
+ GameSupport: Added 31 new weapons for Team Fortress 2
+ GameSupport: Added new TF2 player action to log scout extinguishes with the Mad Milk
! Daemon: Player position was not printing at initial release of 1.6.13
! Daemon: Updated the GeoLite_Import.sh script due to change in release cycle of Max Mind
? Daemon: Chat commands are no longer reliant on player events being enabled
? Daemon: Lazy log line format no longer clears player's team
? Daemon: Removed some redundant logic in EventHandlers.plib
? GameSupport: Renamed 14 Team Fortress 2 weapons to align them with the TF2 wiki


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nl 
PostPosted: 21 Jul 2011, 15:38 
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Sourcemod has been updated to the latest nightly build in the 1.3.9-dev branch in attempt to fix the crashing (however we believe the crashing is caused by steam and not by one of our plugins)


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nl 
PostPosted: 22 Jul 2011, 10:24 
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- Fixed high ping kicker not working. Plugin should kick clients with more then 200ms latency


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de 
PostPosted: 25 Jul 2011, 23:31 
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Quote:
Dekar: cant you guys write a script to ban all laggers?
Dekar: or can i call admins to get rid of them?
[SpA]Saint K. @ Mumble: can u post that on the forum?
[SpA]Saint K. @ Mumble: then we can cook up a solution


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gb 
PostPosted: 25 Jul 2011, 23:51 
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[SpA]SaintK wrote:
- Fixed high ping kicker not working. Plugin should kick clients with more then 200ms latency
Haven't seen anyone kicked for this yet, is there a certain amount of time they must be above 200 ping?


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gb 
PostPosted: 25 Jul 2011, 23:58 
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We used to have a plug-in that auto kicked a player with a high ping. Phenomemnonmeomee (can't spell his name) brought this up the other day and I've not got round to checking it. Thanks for reminding me :5:

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nl 
PostPosted: 26 Jul 2011, 07:27 
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[SpA]JuncoPartner wrote:
[SpA]SaintK wrote:
- Fixed high ping kicker not working. Plugin should kick clients with more then 200ms latency
Haven't seen anyone kicked for this yet, is there a certain amount of time they must be above 200 ping?
Yes, it takes 10 checks that a player has to be above 200ms each time.

re: Dekar - This is not latency, but clients with poor PC's. Got to think of something else there.


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de 
PostPosted: 26 Jul 2011, 09:49 
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Maybe the amount of updates sent by the player?


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nl 
PostPosted: 26 Jul 2011, 13:38 
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Dekar wrote:
Maybe the amount of updates sent by the player?
We force minimum rate, cmdrate and updaterate settings from the server. If a client has low latency, but still moves around utterly crappy it means that their PC isn't up to the task.


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nl 
PostPosted: 26 Jul 2011, 13:45 
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Quote:
- heavily optimized MrBlonde's hardware settings - FPS drops are no longer observed, gameservers run at a rock solide 250FPS now - no drops
Well, maybe some drops, but nowhere near what it was :mrgreen:


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gb 
PostPosted: 26 Jul 2011, 14:00 
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:4 :5: :mrgreen:

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nl 
PostPosted: 26 Jul 2011, 20:04 
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- Fixed mapcycle file on servers 1 (typo caused a loop at cp_5gorge)
- Fixed timeleft and other cvar's not properly displaying in HLSW (admins only)


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gb 
PostPosted: 28 Jan 2012, 18:09 
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Triggerhappygamers servers show the MVP's of the losing team when the round ends in a separate widget, as well as the winning team MVP scores being displayed on the main HUD. I really like this feature because it means the 3 players busting their asses on the defending team etc actually get some credit when the round ends. I haven't found the plugin yet on the forums, but I think it would be a nice feature and definitely a SpA style feature.

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-"No, not really. This is a different thing, it's spontaneous and it's called wit."


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gb 
PostPosted: 28 Jan 2012, 18:16 
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[SpA]ProtectMyBalls wrote:
Triggerhappygamers servers show the MVP's of the losing team when the round ends in a separate widget, as well as the winning team MVP scores being displayed on the main HUD. I really like this feature because it means the 3 players busting their asses on the defending team etc actually get some credit when the round ends. I haven't found the plugin yet on the forums, but I think it would be a nice feature and definitely a SpA style feature.
yeah I've seen this, keep forgetting to suggest it. Tis nice to get some credit when you're on the losing team.


Also I haven't really seen much of the autoscramble recently. It scrambled once yesterday, and it just took some of better players on the losing team and gave them to the winning team in return for their worse :shock: I thought I had a screenie of it, bugger.


Last edited by [SpA]JuncoPartner on 28 Jan 2012, 18:38, edited 1 time in total.

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gb 
PostPosted: 28 Jan 2012, 18:19 
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[SpA]JuncoPartner wrote:
[SpA]ProtectMyBalls wrote:
Triggerhappygamers servers show the MVP's of the losing team when the round ends in a separate widget, as well as the winning team MVP scores being displayed on the main HUD. I really like this feature because it means the 3 players busting their asses on the defending team etc actually get some credit when the round ends. I haven't found the plugin yet on the forums, but I think it would be a nice feature and definitely a SpA style feature.
yeah I've seen this, keep forgetting to suggest it. Tis nice to get some credit when you're on the losing team.
Indeed, it also helps illustrate to a bad team, who was good on their team and who did the work so that they can learn things and become better players on the whole :)

_________________
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-"No, not really. This is a different thing, it's spontaneous and it's called wit."


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de 
PostPosted: 30 Jan 2012, 09:52 
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[SpA]JuncoPartner wrote:
feature and definitely a SpA style feature.
Pah... you just want to see your name more often. :P

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gb 
PostPosted: 30 Jan 2012, 13:38 
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lol he wishes ^^

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-"No, not really. This is a different thing, it's spontaneous and it's called wit."


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de 
PostPosted: 30 Jan 2012, 15:37 
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[SpA]ProtectMyBalls wrote:
lol he wishes ^^
Why? Junco tends to be the best player on his loosing team... :ugly:

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SaintK: I'm completely lost :mrgreen:


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gb 
PostPosted: 30 Jan 2012, 15:41 
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[SpA]Blackhawk wrote:
[SpA]ProtectMyBalls wrote:
lol he wishes ^^
Why? Junco tends to be the best player on his loosing team... :ugly:
As trus as this is, you quoted me saying what Balls said you numpty


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gb 
PostPosted: 30 Jan 2012, 18:37 
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Bad banana! :twisted:

_________________
-"You've really worked out your banter, haven't you?"
-"No, not really. This is a different thing, it's spontaneous and it's called wit."


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de 
PostPosted: 30 Jan 2012, 18:51 
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:4 :4 :4

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SaintK: I'm completely lost :mrgreen:


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de 
PostPosted: 18 Aug 2012, 00:17 
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SM tried to autobalance me on a MVM server... didn't do any harm, but... ... :ugly:

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SaintK: I'm completely lost :mrgreen:


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nl 
PostPosted: 08 Jan 2013, 09:57 
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updated Freezetag plugin;
Quote:
- Added ability to queue class changes. Spectators will be forced to use the class they had (if moved there via AFK manager)
- Updated translations to be more accurate to game events (joinclass/jointeam)
- Added warning for players attempting to switch class (some players have suicide on join class, this will kill them)
- Rounds with only 1 player will not end. The timer will remain static, and they will be automatically unfrozen if they die. When a second player joins, they will spawn frozen, and a new round will begin.
- Fixed a death vector being accidentally stored twice.
- Moved the "You are now frozen" message to display immediately upon becoming frozen (it was time-delayed before).
- Updated the /freezetag menu to show information about automatic unfreeze in tips and updated map settings to reflect new variables.
- Changed health rounding to round to ceil instead of nearest.
- Set mp_winlimit and mp_maxrounds to freezetag's maxrounds.
- Optimized some repeated calculations in the scoring.
- Fixed the version number not showing up the the welcome message.
- Added in some more code for waiting for players/server round restart detection. I wish there was a better way to do this, if anyone knows, let me know.
- Added round counter to the HUD.
- When players leave/join the server, it should now kill all round timers, and restart after waiting for players.
* Note that the map timer will continue to run, and will force change the map as per mp_timelimit, so once a player joins, and a round ends, the timelimit should be enforced (perhaps needs more testing).


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