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Wacko
| CT Rank: Not a CTer |
| Field's place: |
| Grid Name: |
| GID: wrtlprnft@ct/public |
| CT Wild Fort Rank: |
| Joined: 06 Oct 2006 |
| Posts: 5Q36206 Posts |
Location: 0x08048000
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Posted: Sun Nov 19, 2006 11:09 pm |
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Also note that I increased the maximum number of players to 10 (was: 8), I hope the lag is bearable for everyone. |
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Wacko
| CT Rank: Not a CTer |
| Field's place: |
| Grid Name: |
| GID: wrtlprnft@ct/public |
| CT Wild Fort Rank: |
| Joined: 06 Oct 2006 |
| Posts: 5Q36206 Posts |
Location: 0x08048000
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Posted: Mon Nov 20, 2006 9:36 am |
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I reverted it to 8. Personally I didn't experience more lag, nor did I see anyone complain about it, but I'm right next to the server, more or less, so I can't really judge it. |
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| CT Rank: Not Ranked |
| Field's place: sweeper |
| Grid Name: ct-eddie |
| GID: ed@ct/jedi |
| CT Wild Fort Rank: na |
| Joined: 22 Mar 2006 |
| Posts: 1X9362493 Posts |
Location: Wales, UK
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Posted: Mon Nov 20, 2006 11:01 am |
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I like the idea the ball can go in the goal, miss the zone and bounce out again. It makes me laugh when that happens.
I don't like the bug, where if the player who shot the ball dies before the ball reaches the goal, the goal doesn't count. I don't think we can do anything about this.
Another map that someone suggested that might work, is something akin to ice hockey. With a simpl rectangle grid, with the goals set a little bit in from the edge, so the ball can actually pass behind them. The goal zones would have to be smaller than they are now. I will try this arrangement later if I have time, might work.
Oh and sub, we can't have moving deathzones yet. We're all waiting for zones v2. |
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Ex-CTer
| CT Rank: Not a CTer |
| Field's place: def-sweep |
| Grid Name: ct|SeBoL158 |
| GID: sebol158@ct/public |
| CT Wild Fort Rank: na |
| Joined: 25 Jun 2006 |
| Posts: 1B2361694 Posts |
Location: gryfino
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Posted: Mon Nov 20, 2006 4:55 pm |
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| ed wrote: |
Oh and sub, we can't have moving deathzones yet. We're all waiting for zones v2. |
so there will be map 12 players survival u have 12 fast movin deatch zones ;D? |
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| CT Rank: Not Ranked |
| Field's place: sweeper |
| Grid Name: ct-eddie |
| GID: ed@ct/jedi |
| CT Wild Fort Rank: na |
| Joined: 22 Mar 2006 |
| Posts: 1X9362493 Posts |
Location: Wales, UK
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Posted: Mon Nov 27, 2006 2:34 pm |
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Winzone settings.
It came to light that styball had a winzone. All has changed now, the following settings are in place(or will be shortly):
WIN_ZONE_MIN_ROUND_TIME 300
WIN_ZONE_MIN_LAST_DEATH 1
WIN_ZONE_RANDOMNESS .8
WIN_ZONE_DEATHS 1
WIN_ZONE_EXPANSION 6
WIN_ZONE_INITIAL_SIZE 40
Meaning, 5 minutes into the round, after 1 second with no kills a deathzone the same size as a normal fortress zone will appear pretty randomly on the field and expand pretty quickly.
This will reduce the "this round has gone on for 10 mins, I'm getting 3 fps" syndrome.
Another alternative I considered was putting small, slowly expanding deathzones in the center of each goal zone. Eventually, after about 5 minutes the deathzones would outsize the goal zones, so no more respawning.
The main problem I see with this is that if you die and cannot be respawned you could be waiting for quite a while till the next round.
Maybe I could merge the 2. After 5 mins into the round the goal deathzones will be larger than the goal, after 7 mins, if the round is still going, a whopping great dz will obliterate all.
Discuss... |
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| CT Rank: Not Ranked |
| Field's place: defense |
| Grid Name: |
| GID: loops@ct/senior |
| CT Wild Fort Rank: |
| Joined: 10 Apr 2006 |
| Posts: 5136181 Posts |
Location: france
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Posted: Mon Nov 27, 2006 4:38 pm |
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Last edited by loops on Mon Nov 27, 2006 10:03 pm; edited 1 time in total _________________ http://www.myspace.com/loopsdesign25
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