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Mr.Pink
12-20-2007, 05:13 PM
I just downloaded a large update for TF2... now says my version of maps differs from the servers. Does the server need to update or did i mess something up?

zero
12-20-2007, 05:30 PM
No you're not crazy, there was a TF2 update today. Some cool stuff too, and some exploit fixes. I'll reboot the servers to apply the update.

Some of the interesting ones:


Sudden Death mode is now a server option (a convar) and defaults to OFF
Sapped buildings now take slightly less damage from the Spy who sapped them
Prevented players from playing the "civilian" class
The Medic's Medigun now charges at an increased rate during Setup time, to remove the need for self-damage grinding
Fixed exploit where the Medigun UberCharge wouldn't drain if you switched weapons
Dustbowl - Fixed gaps in stage gates that allowed snipers to kill defenders during setup




This may cause problems on Dustbowl with the server limited scoring we have setup:

Dustbowl:
Teams now score a point per captured control point, rather than per sub round


The full list is here (http://www.steampowered.com/v/index.php?area=news&id=1372&)

zero
12-20-2007, 06:37 PM
Ok, both servers are updated

And the new scoring for dustbowl fucks everything up. Red doesn't get a point for defending, and Blue gets a point for every single cp capped, not every stage even. And the cvar for setting scoring limits affects the entire server, not each map.

So now the blue team will have 6 points just for completing all 3 stages, which is 1 round!!

So either dustbowl will be short if I leave it as is, or every other map will take forever to score whatever limit is needed for dustbowl. Unless I can get per-map configs working, but Valve seems to have broken the method that used to work for the other Source games. gg

zero
12-21-2007, 04:53 PM
Horray! Valve admitted they messed up, there's supposed to be another update today. From the steam forums:

1) We're fixing the problem with mp_maxrounds not correctly counting the
number of rounds for Dustbowl after the scoring change. An update for
this is coming later today.

2) Yesterday's TF2 release included the ability for servers to have
map-specific .cfg files in the cfg folder. It was missed in the release
notes.

More information coming later today about the update.


So now I should be able to set scoring and time limits per map. So boring maps can be forced to be shorter (2fort, granary) than the ones that should be longer (dustbowl, hydro)

Kokeeno
12-21-2007, 04:59 PM
That's awesome to hear. I was pretty disappointed when dustbowl would take like 2 minutes to finish.

Jeed
12-21-2007, 05:25 PM
Agreed. My fav map should last more than 1 round dammit!

Glad they have specific configs per map, that opens a lot of options in general too.

zero
12-21-2007, 06:19 PM
Ok, I tested the map configs and they seem to work, which is awsome.

So, I made some minor changes to start with to try and tailor the settings to each map.

Dustbowl - 12 point limit, which works out to successfully capping every stage twice, which is actually less than the 3 point limit from before, so we'll see how that works.

Hydro - 2 point limit, max 3 rounds. It takes forever to get to the last stage so I figure winning 2 rounds is good enough

Turbine - shortened to 45 mins, slightly faster respawns

2fort - (if it's ever played) shortened to 30 mins :biggrin:


And I'm always open to suggestions, changes, so let me know how these work out and anything else would work better.

jordano6
12-22-2007, 10:31 AM
Sounds good zero... keep up the good work.

I'm only sad about the loss of being able to save your uber by changing weapons. I really thought it was a good part of the game.
I'd like to see them implement something where you can start an uber and change your weapon to cancel it to save "xx%" and then you only need to go from there to 100% again to get uber back.

btw...what was this "civilian class"???

zero
12-22-2007, 01:17 PM
The civilian class was a hidden 10th class you could switch to with a console command. It doesn't have its own model so it looks like a scout. But they can't do anything except move, jump, and crouch. If you've ever seen in game, or in a video a scout that floats around with their hands at their side, that's a civilian. They're basically useless players, but people would use them to just be a nuisance to their own team and just get in the way. So it's good that Valve disabled it.

Supposedly they were put in for another game mode for certain maps that Valve isn't done with, so we'll see if anything comes of that. The only thing I can think of is some sort of VIP mission, or a hostage/rescue type of thing. Like CTF, only the flag is a person.