we needed a ctf server (0.8.1) with good low ping connection to european players, with various (kinda stupid) maps, but without the teamfuckers / winjoiners / aimbotters.|
stupidctf with anti-winjoiner-system was born. enjoy.
|!!! HELP IM A NOOB !!!|
|live from the arena!|
|current map rotation|
|i am a DJ|
|--==> !!FREE CHEATZ & AIMBOT!! <==---|
/fm [TAB]i recommend /fm_chatbeep 1 as the default oa beep is UGLY. (currently beeps are 1-9)
edit: scratch that. cant hear shit when lot of actions with beep 1
introducing the failmod!|
some clientside improvements, eg:
- no more caveish 10vs7 (just open your eyes, man) when in reality it is indeed 10vs10 as the script says. scoreboard supports 27 players now COME THERES STILL ROOM FOR TWO (oa has max 17 by default)
- teamchat beep differs from regular chatbeep (now you know when to alt+tab. enough of those false positive IH! IH!, themes faggots, wanna touch my but (sic) and :) :D =) :> :P x) binds!)
- much better fuller tastier sounds (imo)
- capture count, general acc and teamsizes on scoreboard
- gauntlet deals 100dmg now
minor things, but the road is somewhat more paved now.
one thing is important. seems like there are people who will never come out from the cave no matter how hard i try to convince them.
with the failmod, they still can be with us in their cave. we won't lose them, while we enjoy the benefits of the mod!
might rename to platomod?
moved. 100usd/month was too much, sorry.|
expect slightly higher pings and the reappearing of some long-missed lagspikes.
i appreciate feedback from the _few_ who know wtf is going on in their lagometer, thank you
also, everyone lost their powers. will fix it manually, takes some time.
|disabled the /drop commands (temporarily?). let's see if the weapon pickup bug disappears. please send an .fgnote if you still have it, thank you!|
old .acc was moved to .acc 1, try .acc 2 or .acc 3 too! .acc is always changing, the ones with an argument are settled.
also, just say "teams" when you see they are unbalanced, to make them autofixed. the last guy who joined the stacked team will be offered to losing team. they have 15 seconds to sort things out (someone specs, someone joins from spec, some other switches) or the offered one will be forced.
if everyone would know about it and would use it ping-pong situations would happen all the time: when odd number of players are playing, obviously it is impossible to make even teams. for example, in 4vs3 situations when someone says "teams" on will be offered to team of 3. we can expect they will perform better now and will take the lead. someone can say teams again, he will be ping-ponged back. it can be annoying (but totally ok, he should do it by himself!) and it will keep happening until some other joins them and makes it 4vs4. or the pingponged one specs.
crying teams does not immediately make them equal. consider when it is 4vs5. team of 4 leading. someone joins team of 5 and makes it 4v6. one gets mad and says teams. nothing will happen, because 4 was leading. if they would get the new player it would be even more unbalanced. but stupid idiots, like nurreo don't get it and ragequit instead with " this server sucks ". ok, but how do the other servers deal with this situation? nohow. the raging imbecile could have played until team of now 6 ties up and he could have say TEAMS that time. he would have get the 6th guy. but no, he wants him immediately. or ragequitting even when leading.
i'm thinking about announcing teams are unbalanced every time it happens, few seconds later, autobalance! (they will never figure out they can do it themselves manually!)
i admit i made a huge mistake with the config. too late though, the damage is already done:(|
- 6/7/80 stupid, was 5/6/80
- 6/7/80 aimtool was already increased from 5/6/80. not changed this time
- 7/8/100 deathmatch, up from 5/6/80 to standard oa settings
when even our "pros" whine - with some backwards logic - because of more aimwhore settings, it clearly doesnt make sense to hold the position where aimtool is made more noobfriendly ( = increased damage, even though it supposed to be the "pro" server) while stupid is still at pro (nerfed).
will do a rantpost on this.
i was considering upping deathmatch to 8/9/125 or bring back stupid to standard oa, so people would go: "wow i hit soo much here, this server rocks!" -- get it?
also, moved to CTF from baseoa. expect nickchanges and the loss of some players who can't download a 35mbs pk3. at least we have textures now in all the non-standard maps!.
have you ever seen a gauntlet lying on the floor? me neither, until now..|
..since weapons, flags and armors can now be dropped!
- are you low on hp with a flag? just drop it to your mate more stacked!
- bring armor to your flagcarrier hiding in a safe place during a cross-steal (bases7!)! oh so cool! (well, not on sago:P)
- your fc is on the platform and needs lg badly to frag the rjers (sago)! you know what to do!
- just picked up all the armors (bases5 anyone?) and your flagcarrier arrived? do a favor!
- same with the usual bumping-in-the-carrier-at-home-base situations!
it's supposed to be a teamgame.
the commands are:
/dropweapon /dropflag /droparmortype /bind b dropflag and press b ingame to drop! same with the others.
you need at least 50 armor, as it is dropped as yellows.
are you fed up with random noobas spitting in ur precious 1v1ctf!?? i can't blame them, you are playing on a public server, stupid!|
solution: spawn a server and leave the pub casuals behind!
you can even do it from the web now! like this: http://www.stupidctf.tk/spawn/servertype
just create a shortcut on your desktop with your favourite servertype. or curl it or wget it from a script when starting oa!
let's hope the server can keep up with the extreme load caused by the really high demand for the new @spawn feature!!!
new servers are now @spawn-able with|
@spawn <servertype>by anyone. "BITCH YOU ARE NOTHINK IN 1ON1"
servertypes at the moment of writing: duel, 1on1ctf, 2on2ctf, insta, rockets, ctf4ish.
the spawned server automatically gets destroyed after being empty for more than 15 minutes.
todo: the one who spawned should gain admin rights
other minor fixes
some (many) new @maps (will have missing textures if called on stupid:( on aimtool they are fine. not on site's levelshots yet)|
damage is 6/7/80 on aimtools. it is not the luckiest to have 3 diff settings in 081baseoa servers i know:/ will have to stick with one setting in the future. trying to figure out which one.
whole thing is much snappier now, like rconfast.
.clients shows acc
new engine + new vm + new script = bugfest.
new commands: .b .r .s or .blue .red .spec or with @|
you can guess they are the boiled down version of the more universal @put. easier to type in the heat of the game this way.
if you call @r or @b without an argument, you will be put in that team. (for whatever reason you want to circumvent the balancer)
@s behaves differently in this case. it puts the last joiner to spec! like it was already that command's (@spec) only function.
maybe it's not self-explanatory this way, but it is a feature. (you can always bind a key to /team spectator anyway)
the @commands now can be typed as .commands (like |
.put Unna r ; .balance ; .kick FAGetc), which means they won't be displayed. if a command returns a result, the issuer will receive it.
in-game accuracy can be displayed by |
/bind x say .accpress x.
@accworks too, if you are that proud.
a new, really needed admin command: |
.clientsdisplays connected clients one by row. it is like a spiced rcon status command
the fields of a row in order:
cid, score, ping, name, countryoforigin, mgacc, rlacc, lgacc, rgacc, (not yet) sid (an id of three letters. stupid id. quite uniq to players), rate in ks, cg_delag
that's why it is useful:
the @commands (and .commands) accept cid's too as argument. admins can put, kick, etc players by cid. finally it solves the dreaded unnamedplayer problem. when there are more than one of them and
your admin actions become crippled. (commands return multiple match). and the guy-with-weird-colors problem, and the guy with the short name (for example "a") problem. multiple match again obviously.|
.clientsthen kick him with
note: arguments with 2 digits will be interpreted as cids! if you want to put the player with the name "8" to spec, don't type
.put 8 sthe one who has no.8 cid would be forced to spec!
.clientstells the correct cid.
i haven't tested new additions extensively, hope it won't crash. i won't be online today.|
todo: make it more responsive. and yes, needs a proper site now
weapon damage became more balanced!!! railgun deals 80 dmg instead of 100. lightning 6 instead of 8, machinegun 5 damage per ammo (was 7! in vanilla oa)|
it is achieved by a serverside mod, making it completely transparent to players. (they don't have to download anything. the game looks and feels exactly the same as it would on a vanilla (081) server - except the damage)
hope we can play even more balanced and FUN games! hf!