Maidens of the Kaleidoscope

~Beyond the Border~ => Akyu's Arcade => Genji's Battle Arena => Topic started by: Gpop on December 28, 2011, 11:19:30 PM

Title: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Gpop on December 28, 2011, 11:19:30 PM
SERVER:
70.42.74.60:28000


(Just go to add server to favourites and put this in)

Pass for first server is my favourite character :3

ADMINS:
omgkitties (Main server admin)
Gpop
The_EP! (Usually the one who adds all the stuff, if you want something in the server, either ask him or omgkitties)

This thread is pretty much used for MotK meet ups. If you're in, just post and we'll keep track to see if we have enough people for a meet up. It's easier to organize while general discussion can go here (http://www.shrinemaiden.org/forum/index.php/topic,12853.0.html) (unless you want this to be the general discussion thread)

About the meet and other info:
So I'm bringing this back from the dead (punintentional) for the Halloween event!

...well I would say that but I don't think they announced anything yet. I dunno, I haven't really kept up with TF2 at all for the past couple years unfortunately. But if we don't get an event this year for some reason, I'm sure we could possibly have our own TF2 meet up? I mean have Halloween Event mode enabled and all.

I'm thinking that if we do this we can do it on October 31st and November 1st at 8pm EST. How's that sound?

Or we could change it to earlier for Saturday because European timezones.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: yuyukos on December 28, 2011, 11:44:24 PM
I'm ok for Saturday, Friday is no good.
Message me for that s.Sniper Rifle!
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Agent of the BSoD on December 28, 2011, 11:47:04 PM
I should be able to show for Friday, Saturday is a maybe.

Also, 8 PM in what timezone? Because 8 PM in eastern time would be 5 PM here. (Pacific time)
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Dr.Strafe on December 29, 2011, 12:14:08 AM
You kids and your crazy weekend matchups. :V Do I have to quit my job just to be able to play with ya?

New Years weekend will be quite hectic for ol' Strafe..
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: InfernalExuro on December 29, 2011, 12:20:28 AM
I should be able to be on on the 30th. Or so I think at least, as long as nothing comes up between now and then.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: theshirn on December 29, 2011, 12:28:55 AM
I'm ok for Saturday, Friday is no good.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Tamer Anode/Cathode on December 29, 2011, 12:53:01 AM
I'm likely going to be preoccupied for both days, Saturday especially. Sorry, guys.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: DX7.EP on December 29, 2011, 01:19:45 AM
Out of town during that time.

I'd also like to see more server info in the OP, such as Op/admin info, custom gamemodes available, server location, etc.

@BSoD: All times are in EST (GMT-5) with DST when that is on, as Gpop and I (who typically arrange and manage these meets as server admins) are both in that timezone.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Mounting Jaggis on December 29, 2011, 01:37:38 AM
I might go on Friday, but I won't be able to go on Saturday
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Gpop on December 29, 2011, 04:05:23 AM
Alright added and editted OP for now. And yes, all times I state will be EST
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Romantique Tp on December 29, 2011, 04:47:55 AM
hi
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Yukarin on December 29, 2011, 05:14:06 AM
MEEEEEEEEEE

Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Freyband on December 29, 2011, 07:19:31 AM
Ill see if I can show up. Most likely to get stopped by my computer fucking up mid match (or the instant I turn tf2 on...)  :V
Also might I advise getting some kind of server tracker up in this thread, so anyone viewing this thread will know people are on (or does that kill a server's ping or something?).
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Molten on December 29, 2011, 01:45:17 PM
I will try to join if possible ( damn you timezones ), i wanna play with you people dammit.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Tamashii Kanjou on December 29, 2011, 06:01:23 PM
Having just joined in with TF2 stuff, I'd love to throw myself into the deep end; making a fool of myself in the process...

But that would mean having to stay up till 1am... I have work both days, so I may not make it.
I'll try to, though. ^^
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: DX7.EP on December 29, 2011, 09:26:06 PM
Depending on things, Saturday may be possible for me (assuming I get back home early and patch my Windows install quickly) but don't count me as in just yet.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Hyper Dunk on December 30, 2011, 05:42:34 AM
I should be able to play both Friday and Saturday.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Shady_Ghost on December 30, 2011, 05:48:41 AM
Do I have to quit my job just to be able to play with ya?
Pffft no one said quit just call in sick :V

Having just joined in with TF2 stuff, I'd love to throw myself into the deep end; making a fool of myself in the process...

But that would mean having to stay up till 1am... I have work both days, so I may not make it.
I'll try to, though. ^^
OH BOY FRESH MEAT  If you dont show up I'm assuming you chickened out :V  Heh im just kidding but i hope ya make it.
Anyways I should be able to make it both days but ive got no idea what could happen so no guarantees.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Freyband on December 31, 2011, 04:37:31 AM
Fun game today. Had been hoping to get the chance to try out random weapons, but everything wound down really fast after Axuro went off (and yes that typo was on purpose). Hope to see some of you again tomorrow  :3
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Gpop on December 31, 2011, 04:42:03 AM
Nah, didn't want to scare the others with randomizer. Besides we had loads of fun. See what happens when we don't start with randomizer? :V

full 12 v 12, been a while since we last had that.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Yukarin on December 31, 2011, 04:49:56 AM
12v12 is awesome

Also, thanks for the naughty crates. I'll trade them off to get some refined soon.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Gpop on December 31, 2011, 04:51:16 AM
I need a naughty key.

I just got one of the drops.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Yukarin on December 31, 2011, 05:50:06 AM
I need a naughty key.

I just got one of the drops.

Welp. I don't have enough money to buy you a key so no dice.

It's going to turn into a normal crate anyway.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: DX7.EP on December 31, 2011, 01:08:20 PM
Full 12v12? Sounds like it went a lot better than expected!

@Frey: lol at 'Axuro' but the name fits :V

@Gpop: OK, I think this time we can do Randomiser since they should be accustomed to the server by now :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: theshirn on December 31, 2011, 10:55:55 PM
scratch that!
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: DX7.EP on January 01, 2012, 04:45:45 AM
MAP DOWNLOAD SECTION
Last update: 27 Jan

This is done amid a map download issue we have had - users would receive a 'missing map' error when the server was running a custom map. Thus, I recommend you all to download all of these maps and install them. This also helps with reducing download times and saving server bandwidth.

Installation of files go to these directories, depending on OS:
Windows - \Program Files (x86)\Steam\steamapps\<your Steam username>\team fortress 2\tf\ (32-bit users lack an x86 part)
Mac OS - /Users/<username>/Library/Application Support/Steam/steamapps/<your Steam username>/team fortress 2/tf/ (Lion users: unhide the Library directory first via Terminal!)

Follow the included readmes for install (Mac users may have to adjust the instructions with the path above for their OS).
Should one not be included: BSP files go into /maps; some also have /materials, /media, and even a /tf superfolder with the rest in there. Copy these folders to your tf directory; in the case of superfolder, open it up first then copy /maps, /materials, etc. to the main TF2 directory.
Mac User Note: Snow Leopard users must individually go to each folder and copy file-by-file, path-by-path due to how Finder works. Lion users don't have to do this but must select the middle option in the copy dialog box (whose name I don't know off-hand).

Arena maps (4):
 - arena_2for (http://forums.tf2maps.net/downloads.php?do=file&id=649)
 - arena_backlot (http://forums.tf2maps.net/showthread.php?t=16591)
 - arena_metal_gear_solid_1 (http://www.gamebanana.com/maps/144474)
 - arena_pool_day (http://www.mediafire.com/?y88zhd26sxxo7t0)

CP Maps (7):
 - cp_antiquity (http://forums.tf2maps.net/showthread.php?t=15191)
 - cp_desertion (http://forums.tf2maps.net/showthread.php?t=15988)
 - cp_furnacecreek (http://forums.tf2maps.net/showthread.php?t=5889)
 - cp_glacier (http://forums.tf2maps.net/showthread.php?t=6684)
 - cp_mojave (http://forums.tf2maps.net/showthread.php?t=16022)
 - cp_tidal (http://forums.tf2maps.net/showthread.php?t=14616)
 - cp_upland (http://forums.tf2maps.net/showthread.php?t=17585)

CTF Maps (2):
 - ctf_haarp (http://forums.tf2maps.net/showthread.php?t=7358)
 - ctf_landfall (http://forums.tf2maps.net/showthread.php?t=12006)

KOTH Maps (3):
 - koth_megaman6_b5 (http://www.gamebanana.com/maps/162356)
 - koth_namicott (http://forums.tf2maps.net/showthread.php?t=17368)
 - koth_Windmilltrainsaw_b3 (http://forums.tf2maps.net/showthread.php?t=13455)

PL Maps (4):
 - pl_boundary (http://forums.tf2maps.net/showthread.php?t=13855)
 - pl_cashworks (http://forums.tf2maps.net/showthread.php?t=6143)
 - pl_Donkeykong (http://www.gamebanana.com/maps/75352)
 - pl_Minepit (http://www.gamebanana.com/maps/143452)

VSH Maps (14):
 - vsh_aperture_b2a (http://www.mediafire.com/?5lq126elal777hm)
 - vsh_area_54tress_b4 (http://www.mediafire.com/?c455e1bzeei6c5s)
 - vsh_castle_siege_unreal (http://www.mediafire.com/?bc5x66gmogpal5v)
 - vsh_courtyard, vsh_farm_feud, vsh_west_fix (http://www.tbngc.co.uk/download/vsh_ported_maps.rar)
 - vsh_hakurei_shrine_v3 (http://forums.tf2maps.net/downloads.php?do=file&id=4694)
 - vsh_hakurei_winter (http://www.gamebanana.com/maps/161788)
 - vsh_megaman6_b4 (http://www.gamebanana.com/maps/157254)
 - vsh_oilrig_v16 (http://www.gamebanana.com/maps/159966)
 - vsh_ram_shacked_final (http://www.mediafire.com/?7d6g5g292b4cngj)
 - vsh_spotline_reworked (http://www.tbngc.co.uk/download/vsh_spotline_reworked.rar)
 - vsh_warebloom_b7 (http://forums.alliedmods.net/attachment.php?attachmentid=96059&stc=1&d=1322648515%22)
 - vsh_crevice_b2 (http://www.mediafire.com/?8s0bkzy0zzyg0y1)

Miscellaneous (3):
 - dm_SDM_FINAL (http://www.mediafire.com/?a0rsbiz7mpadmar) (this gargantuan map...I especially encourage advance download of.)
 - tr_walkway_rc2 (http://forums.tf2maps.net/showthread.php?t=8909) (server gets used for training periodically, so I think it can fit)
 - trade_clocktown_b1 (http://www.2shared.com/file/1A6Ryx01/trade_clocktown_b1.htm)


*historical information*

This meet was too good.

Plenty of Randomizer action to start things and cause a fun commotion (complete with silly voice chats, text, and Bigode playing SD-90 previews :V), followed by a bit of vanilla. That was quickly overriden with a vote to go VSH to have fun with flying Hales, derp deaths, and plenty of failstabs; afterwards, more vanilla with admin power stupidity :V. Also a ton of lag early on, a server restart, map download issues (which left all of us to stock maps), and a server crash....
So, I'll have all of you download the maps we use separately to cut on this (VSH model downloading, however, seems to work fine). Crossed-out maps are those I am requesting replacement.

*not anymore, see above*



Part 2 - more server information! (because the MC server thread mentions similar, so why not here as well?)

Actual location of the server is in NJ, so ping may be high for players based in areas outside east-central US and Canada.
And what about the plugins?

GENERAL/UTILITY:
 - SourceMod (the bare essentials)
 - TF2Items (Randomiser + special FF2 items)
 - Bot Weapon Randomizer (allows bots to use unlock weapons, hats)
 - gScramble (better known to many as !votescramble)
 - Automatic Bot Names (because it's more fun that way)
 - Class Restrictions (no team needs 6 Snipers)

GAMEMODES:
 - Freak Fortress 2 v1.03 (VSH just got a heck of a lot crazier)

FUN-ORIENTED:
 - Horsemann Spawner (had to do that after a fun 5-horsemann game on another server :3)
 - Monoculus Spawner (to complement HHH spawner)
 - FunCommandsX (has a few utility tools but more for fun - disco mode go)
 - Fake Item Messages (just to mess with you all)
 - Give Weapon (for what I call VS. Admin Mode >:D)

(there may be more that I'm not aware of)



Third portion - future stuff

I think another meet during the Chinese New Year may be a good idea, with a similar layout.

Here are some more addons I think would be a nice idea.
 - Taunt Crits (set to just mini-crits for 2-3 seconds, partly to balance for VSH)
 - TF2Ware
 - Amplifier
 - More VSH/Arena maps (West, Oilrig, Timbertown, etc.) Useful for Arena and Randomizer too (after all Randomizer was meant to be played with Arena mode :V).

Well, if you have anything else in consideration feel free to suggest it! ^^
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Freyband on January 01, 2012, 07:19:16 AM
Was pretty fun today as well. Loved the randomizer with all the wierd combinations you can get xD. Only issues were (as Im sure many would agree) the lag and the maps. :V Looking forward to playing with some of you all again later, but until then (because not many get on the server without events going on) hope you have a happy new year!
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Agent of the BSoD on January 01, 2012, 10:10:12 AM
Uh, for the map downloads, 1: do we have to have an account for the site for the arena_pool_day download, because I can't find a link. (unless I'm blind :V), and 2: the dm_SDM_FINAL map zip file appears to be broken. WinRAR says "...dm_SDM_FINAL.zip: Unknown method in dm_SDM_FINAL.bsp" and "...dm_SDM_FINAL.zip: No files to extract" but I can see them within WinRAR itself. The Mac just blurts out that it can't expand it (error 1 - operation not permitted). Looks like whoever made that zip did it incorrectly, as I downloaded it twice to make sure the first download didn't download correctly. That was not the case, as both were broken.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: DX7.EP on January 01, 2012, 12:43:44 PM
Got it. Links are changed in response, try now.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Kyo Tanaka on January 01, 2012, 01:03:56 PM

 - TF2Ware


As far as I'm aware, TF2Ware is dead until further notice.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: DX7.EP on January 01, 2012, 01:24:01 PM
As far as I'm aware, TF2Ware is dead until further notice.
/me investigates the situation

...ah, another Valve change wrecks a mod (much like the Hatless Update for VSH).

Well, I think we can still use the latest stable version fine, but that will also come at the cost of the increasing speed (which really made the later rounds a blast to play).
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Kyo Tanaka on January 01, 2012, 10:29:12 PM
/me investigates the situation

...ah, another Valve change wrecks a mod (much like the Hatless Update for VSH).

Well, I think we can still use the latest stable version fine, but that will also come at the cost of the increasing speed (which really made the later rounds a blast to play).

If that's the case, then that'll be great. I was just letting you know about the mod's status though.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Gpop on January 01, 2012, 10:41:21 PM
So that was all fun, we'll see when another meet up may be possible :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Jan 19-21 8PM GMT-5)
Post by: DX7.EP on January 07, 2012, 03:28:16 PM
Time to announce a meet!

Chinese New Year (Dragon) kicks off on the 23rd GMT+8. As that is a workday for many elsewhere, I say we conduct matches on the 19th, 20th, and 21st, also at 8PM (GMT-5).
Now as for what will be in store? You'll see when we get there, but expect more maps to show up. ^^
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Molten on January 07, 2012, 04:08:50 PM
I hope i can join, but timezones screwed me over the last time.
Title: Re: [TF2] MotK Meetups (NEXT MEET: December 30th - 31st at 8PM)
Post by: Gpop on January 07, 2012, 06:31:21 PM
Sounds good. I'll update then
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Yukarin on January 08, 2012, 03:31:46 AM
hello
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: theshirn on January 09, 2012, 02:29:28 PM
Can we shoot for a little more vanilla and less VSH this time?
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: DX7.EP on January 09, 2012, 06:49:03 PM
Yeah, that can be done with no problem.

Also, Gpop, I suggest putting a link to this post (http://www.shrinemaiden.org/forum/index.php/topic,11689.msg769021.html#msg769021) on the OP for users to download the maps ahead of time. Not sure if the map download issue is fixed yet.

Also, seems TF2Ware won't be on the roster soon as (A) the links to the plugin are dead, (B) post-install patching might be required (and there doesn't seem to be instructions on that), and (C) even patched servers are rather unstable (had a server-side crash while playing TF2Ware with Kyo and Frey yesterday). On the other hand, I might start putting in more vanilla-oriented maps on the consideration table.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: yuyukos on January 09, 2012, 11:15:14 PM
I feel confident in Saturday, and possibly Friday if people are still around late in the evening.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Messiah on January 09, 2012, 11:18:14 PM
I am around all day through the 7 days in the week, so I guess I can attend
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Freyband on January 10, 2012, 04:52:26 AM
I'll try but I promise nothing. If I do manage to make it expect more (frozen, shot, stabbed, mangled, shredded) corpses. Many of those will likely be my own (or not because DR :V ).
EDIT: Ok I likely will not be on. Tf2 is fucking up to the extent of :colonveeplusalpha: again. Ill probably try but FML.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Agent of the BSoD on January 10, 2012, 07:03:53 AM
I might. The fact that it's more than a week away from now makes it uncertain, as I don't know what's going to be happening then. But I'll try and get both if I can.

And EP, yeah, after I noted those borked downloads, the new ones were fine, unless stuff on that post has changed since then.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Yukarin on January 11, 2012, 12:34:13 PM
SCRATCH THAT

I can't go to this meet. I have exams on that week and I'm not allowed on the comp. Maybe next time.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Romantique Tp on January 15, 2012, 02:11:50 AM
Will be credit to team
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: DX7.EP on January 19, 2012, 10:41:21 PM
First meet is in less than 2 1/2 hours, for those of you with the time and interest to get on at that time.

omgkitties updated the server today (he tried yesterday but AlliedMods had a SOPA blackout), with these new plugins:
- Advanced Weaponiser (Gpop's suggestion, and a very good one!) - adds even more weaponry to kill each other with. It even has its own loadout system and store (that runs on virtual currency, not real money).
 - FunCommandsX (my primary suggestion) - Extra commands, mostly for fun but also for utility (such as getting people out of stuck areas)
 - Bot Weapon Randomizer - allows bots to use unlock weapons and wear hats
 - gScramble - allows for votescrambles
 - Fake Item Messages - More for fun than practical stuff
 - Give Weapon - ...it's not for getting out the Valve weapons (that is, in normal play).
 - Monoculus Spawner - We have Horsemann spawning, so this is a natural fit >:D
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Dr.Strafe on January 20, 2012, 02:57:04 AM
Or, I left because I had other things that I needed to work on. No need to single me out as the primary antagonist here.

I thought we were going to be doing more vanilla-style gameplay. At least, that's what the consensus seemed to be. Yes, it's true that I'm not too thrilled about the Advance Weapon mod. Mainly because I prefer to play with the weapons that I have unlocked myself. However, when asked to just ignore the mod entirely creates an unfair advantage for those who do use it. Yes, this is a petty thing to gripe about, but I would have preferred to play a game with you guys without crazy addons or OPs spamming commands. Unfortunately, this is all I see on this server every time I log on..

*shrug* I guess it's just me..
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Gpop on January 20, 2012, 03:12:08 AM
Yeah I was at work and missed it :< I wanted to see some Weaponiser action
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Kyo Tanaka on January 20, 2012, 03:59:11 AM
Or, I left because I had other things that I needed to work on. No need to single me out as the primary antagonist here.

I thought we were going to be doing more vanilla-style gameplay. At least, that's what the consensus seemed to be. Yes, it's true that I'm not too thrilled about the Advance Weapon mod. Mainly because I prefer to play with the weapons that I have unlocked myself. However, when asked to just ignore the mod entirely creates an unfair advantage for those who do use it. Yes, this is a petty thing to gripe about, but I would have preferred to play a game with you guys without crazy addons or OPs spamming commands. Unfortunately, this is all I see on this server every time I log on..

*shrug* I guess it's just me..

The AW won't probably stay on for long. It's not as "exciting"  to have some of these weapons, such as the nailgun for scout.

The only OP command I saw were stop, and give weapon..
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Yukarin on January 20, 2012, 04:33:54 AM
NOW

I CAN ATTEND THE MEET

EXAMS ARE FINISHED WOOOO
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Gpop on January 20, 2012, 04:39:56 AM
Yeah I'll be at the meet tomorrow, but I'll suck a bit more with the Spy mostly because I'm getting kills for my Ambassador (and training my headshots :V)
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: DX7.EP on January 20, 2012, 04:48:49 AM
Today's meet went well; higher number came than expected. Several faced the back end of my admin insanity today and a newcomer came along too - surprisingly good for a complete beginner! Though it was also very frustrating for me and omgkitties as we were dealing with the lag spikes.

We had to remove AdvWeps for several reasons:
 - First and foremost, Mac users crash on connection to AdvWep-running servers. As an OS X user myself, this is very disconcerting.
 - Inability to toggle the plugin via cvar or rcon
 - Extra lag (quite a few left for that reason, though a good bit of it was caused by server configuration)
 - Disruption of balance with vanilla. Try targetted rockets, Scouts with nailguns, and bouncing Huntsman arrows.
 - Potential to cause a divide between players (see Strafe's post)
 - Constant file checksum checks (and longer load times)
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Gc on January 20, 2012, 07:32:01 AM
Personally, I wasn't really a fan of "WHY IS THIS ROCKET TURNING TOWARDS ME" and "DID THAT HUNTSMAN ARROW JUST TURN 120 DEGREES MIDAIR, WITHOUT ANYONE AIRBLASTING IT ?!?!" and the needle gun pushing out more DPS than the Brass Beast.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Kyo Tanaka on January 20, 2012, 11:59:35 AM
Personally, I wasn't really a fan of "WHY IS THIS ROCKET TURNING TOWARDS ME" and "DID THAT HUNTSMAN ARROW JUST TURN 120 DEGREES MIDAIR, WITHOUT ANYONE AIRBLASTING IT ?!?!" and the needle gun pushing out more DPS than the Brass Beast.

don't forget that scouts can move freely while using the nailgun.
Why was AdvWeapon suggested to this server in the first place?

Oh, Breass Beast still does more damage, just slower to get ready.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Dr.Strafe on January 20, 2012, 12:19:01 PM
Yeah, so we had a relatively small get-together after all. It was quite fun. The rounds where everyone pitted themselves against SUPER EP were pretty fun as well. Almost Hale-worthy. That Valve Rocket Launcher is something to be truly feared. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Molten on January 20, 2012, 03:43:03 PM
Wait what, there was a meet? I had totally forgot when it was :P

That would probably explain the number of people on my friends list playing TF2 as i started my computer in the morning. Got dammit timezones!
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: DX7.EP on January 20, 2012, 10:57:11 PM
TF2 meet's in about 2 hours. As we said earlier, it'll be mostly vanilla play, and votes will be set up before I decide to invoke mod gamemodes and/or miscellaneous stuff with our plugins.

Almost Hale-worthy. That Valve Rocket Launcher is something to be truly feared. :V
Well VSH is a hell of a lot more fair in that regard. :3

Also, TF2 Valve Rocket Launcher VS. MC Destruction Sword, LET'S DO THIS >:D </jk>
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Dr.Strafe on January 21, 2012, 12:24:40 AM
Also, TF2 Valve Rocket Launcher VS. MC Destruction Sword, LET'S DO THIS >:D </jk>
Oh man.. Battle of the OP command abuse. IT'S ON. >:D
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Yukarin on January 21, 2012, 05:30:09 AM
This meet is effing amazing. I felt like I was in the zone the whole time I was playing.

Foundry game scoreboard. (http://cloud.steampowered.com/ugc/648750789918088155/5860BB044F62F54FDECF0C85E0C787AEBD7B7DA6/)

Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: DX7.EP on January 21, 2012, 05:57:38 AM
It was a great meet indeed. Aside from the map download problem still being present (again, download the maps ahead of time! (http://www.shrinemaiden.org/forum/index.php/topic,11689.msg769021.html#msg769021)) and a few rowdy pubbies, everything went smoothly. Went mostly vanilla as stated, but we did play several rounds with VSH, Randomizer, and both at once. Quite a few showed up - numbers-wise, far more than yesterday (especially later on when we went to pure Arena mode), though in terms of members who showed up the list was smaller. Seems a few even joined the forums, and conversely some existing forum members came in for the first time.

It did get silly on the last map I was on, as several pubbies went talking about Touhou being an anim? and spamming little 'loli' sound effects and heavily accented psuedo-Japanese on the voice chat. As much as I wanted to censure them for personal reasons, it wasn't really needed after they took heed of a 'play sounds less often thanks' message I sent them.

Overall, great and fun matches. Best part: seeing people, especially Exuro and Hale, get repeatedly run over by the train in Well (Arena), complete with Yukarin's comments on the issue (eg. 'I-I didn't mean to hit you!'). :3
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Dr.Strafe on January 21, 2012, 06:33:26 AM
Train: the MVP of VSH Well.

Overall, this meet was incredibly fun. See you next time I get a chance.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Hyper Dunk on January 21, 2012, 06:49:31 AM
One day I shall be able to play as Hale on that map and not get hit by the train. :V

I should be able to get online for Saturday.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Messiah on January 21, 2012, 10:09:12 AM
Aww, I tried to attend the meeting, but everytime something showed up for me to do in the time.
Feels bad to miss that.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Agent of the BSoD on January 21, 2012, 10:17:51 AM
Aww, I tried to attend the meeting, but everytime something showed up for me to do in the time.
Feels bad to miss that.
Pretty much what happens here, with an added bonus that someone needs to use my computer since it's the only Windows computer we have.

I might be able to go for Saturday's match, but don't count on it.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Yukarin on January 21, 2012, 12:13:41 PM
Overall, great and fun matches. Best part: seeing people, especially Exuro and Hale, get repeatedly run over by the train in Well (Arena), complete with Yukarin's comments on the issue (eg. 'I-I didn't mean to hit you!'). :3

*train whooosh!* *hit nothing*
Yukarin: BAD TRAIN DIDNT HIT HALE
Yukarin: wait lemme summon another
*summon train* *hits Exuro*
Yukarin: I-I didn't mean to hit you!

Another instance:

*derpaderp Dibble as Hale* *gets hit by train*
Yukarin: GOOD BOY

*hey Dibble's Hale again* *Dibble didn't deathbomb*
Yukarin: VERY VERY GOOD BOY

:V
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Gpop on January 21, 2012, 06:28:51 PM
I was at friends from school
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: InfernalExuro on January 21, 2012, 07:11:11 PM
I was a crit and train magnet the whole night for some reason. I think that all of my forced axe crits had displeased the RNG for some reason. :getdown:
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Shady_Ghost on January 21, 2012, 07:57:51 PM
Oh man those trolls yesterday were pretty funny except for that one guy with a broken mic >> Anyways I did surprisingly well yesterday consider I was playing on a lol netbook.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: DX7.EP on January 21, 2012, 11:01:42 PM
What started as a training session for Jimmy with me and Frey ended turning into a public Degroot Keep festival complete with a ton of Half-Zatoichis and a bunch of pubbies. Seems that a few other MotK players also joined in this warm-up.

Main event's in 2 hours, should be enough time to prepare for a good number.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Molten on January 21, 2012, 11:24:58 PM
I managed to join in on the training but there's no why that i'll be able to join for the main event, it was plenty fun though.
:P
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Hyper Dunk on January 22, 2012, 05:44:22 AM
One day I shall be able to play as Hale on that map and not get hit by the train. :V

Mission complete! Though I then proceeded to get launched into the saw in Sawmill. If it's not one thing, it's the other I guess :V  I had a good time as always though.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: theshirn on January 22, 2012, 05:46:17 AM
god

damn

lag
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: DX7.EP on January 22, 2012, 06:06:45 AM
So how can we sum up what we did today? Well, aside from some users having client-side lag and internet connection issues everything went great! I kinda wish people would actually DL the maps ahead of time, though, as we still can't solve that download bug (and also it limits our repertoire).

Synopsis:
 - First two hours were just vanilla, and went without a single hassle in the process. That Hightower match was really tense - took forever to (barely) win one of the rounds. Plenty of stabbing action too on both sides (usually from me, Gpop, Frey, or Yukarin).
 - Then I decided to put gamemode up to a vote; Randomizer won out, did a few (aggravating) rounds of that. Quite a few left here due to the gamemode switch.
 - VSH came next - played on Well and Sawmill with about 6-9 players during that time.
 - Next hour and half then was a sudden switch to 'Vs. Admin Mode' on Dustbowl. Command spam (eg. teleporting everyone to skybox), rocket streams, frequent airblasts, and more of that absurd stuff was involved.
 - Finally, a round of ctf_well to conclude events (we were down to 8 players). Gpop wanted AdvWeps but a quick explanation killed that idea.

Peculiarities:
 - Thanks to lack of Exuro, the Well Train decided to target Gpop instead.
 - Yukarin had a timeout error during a VSH round; in turn I kick her (as Hale was still running around) and next round, I get run over by a train...kick revenge? ???
 - Dibble (as Hale) didn't get hit by the train this time...except that he got punched to the sawblades. :V
 - Dual admin attack - Gpop and me vs. everyone else in VAM (or 2vsAll). At least it was more balanced thanks to equipping weaker weapons.

Other notes:
 - Timezones are a screwy issue as always, especially between EU and US/CA Pacific players. I'd consider pushing the next meets an hour to three up.
 - Map download issue - they download fine in FF, so why don't they....until that is fixed we'll have to make sure that everyone on the server has the desired map before we move to that one.
 - Kyo: 'Replays not loading due to error messages'. While I've had similar issues with the Replay Editor, it's odd, then, that Dusty was able to get replays and upload them....
 - A few more showed up today than on Friday amongst the MotKers. Probably a number close to that on Thursday.
 - Links on map post that originate from server are dead, as found out by Kyo. The reason for that is that omgkitties moved the replay and download data to other areas on Thursday amid the super lag.
 - Lag issues coming from users that are close to the server location *looks at shim* - perhaps it's their networks or settings....
 - I typically plan these meets for 4-hour durations, with the first two hours dedicated to vanilla play, but seems we often hit 5 or more. Might have to extend vanilla time to 2 1/2 hours.
 - Seems we're getting a bit popular - initial log-in for meet showed 2 pubbies already on, and 2 other ones joined in an attempt to record a video. Maybe we're visible on the auto-server connector?
 - Not sure when's the next good time to arrange meets. I think early-mid March works best, with maybe a mini-session next month.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Yukarin on January 22, 2012, 06:58:31 AM
- Yukarin had a timeout error during a VSH round; in turn I kick her (as Hale was still running around) and next round, I get run over by a train...kick revenge? ???
 

D-Did that hit you!? I-I'm so sorry! I-I didn't mean t-to! :ohdear:

I'm going to give that train a talking-to. That disloyal train...
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Freyband on January 22, 2012, 07:51:21 AM
Was fun. Hope we can do some more again soon.
I think early-mid March works best, with maybe a mini-session next month.
Well so much for soon  :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Shady_Ghost on January 22, 2012, 08:01:09 AM
On the flipside I should have my normal laptop again by that time!  It'll feel good to put some rockets in frey's face again  >:D
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Dr.Strafe on January 22, 2012, 09:41:11 AM
If anything, we could go for the impromptu meets until then. There are usually quite a number of us playing TF2 around the same time. We could always gather on one server and have at it sometime.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: DX7.EP on January 22, 2012, 01:43:55 PM
On the flipside I should have my normal laptop again by that time!  It'll feel good to put some rockets in frey's face again  >:D
inb4 airblast

If anything, we could go for the impromptu meets until then. There are usually quite a number of us playing TF2 around the same time. We could always gather on one server and have at it sometime.
That's what I had in mind for the most part. If I do end up announcing a mini-gathering here, it'll probably be a special round of sorts (eg. Highlander mode (http://wiki.teamfortress.com/wiki/List_of_game_modes#Highlander), competition-style (http://wiki.teamfortress.com/wiki/Competitive_play) (ie. limited item loadouts and 6v6 on certain CP maps), low/high damage multiplier, certain maps).
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: yuyukos on January 22, 2012, 03:47:40 PM
That Hightower match was great :V.
I managed to download the payload maps from server just fine, but I left before we switched to VSH/vsAdmin.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Kyo Tanaka on January 22, 2012, 04:20:17 PM
I was camping in the corner of the match. At the moment I was Haled, I thought I was screwed. I pulled out Warrior Spirit and held down the fire attack. Good thing melee crits, because that's the only reason why Dibble was done in by the saws.

The links are not broken, it's just the source I was trying to download says I reached my download limit, but I didn't download anything from that source... I suggest mirror links, though, so we can download without the limits.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: DX7.EP on January 22, 2012, 04:34:15 PM
@yuyukos: Our extra maps are mostly arena and VSH, and though we do have downloads for PL maps they're just bot navigation files.

@Kyo: Gotcha with the maps - I'll change the links later today. I kept getting 503 Forbidden errors from those links, myself.

Speaking of maps, if any of you can recommend me a good custom map for vanilla or VSH, post it and the link in this thread and we'll see about putting it in!
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Gpop on January 22, 2012, 04:54:59 PM
Peculiarities:
 - Thanks to lack of Exuro, the Well Train decided to target Gpop instead.

Trying to taunt kill the train is a viable strategy!
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Gc on January 22, 2012, 06:12:35 PM
Speaking of maps, if any of you can recommend me a good custom map for vanilla or VSH, post it and the link in this thread and we'll see about putting it in!
Pretty much everything in there is considered by TF2Maps' staff to be the best maps their users have made. (http://forums.tf2maps.net/forumdisplay.php?f=65) (some of which have been made official, like Lakeside, Nightfall, Mann Manor, Coldfront, and Yukon)

/r/tf2 (http://www.reddit.com/r/tf2) has a 4.05 GB torrent of custom maps

also, this (http://forums.tf2maps.net/showthread.php?t=13455).
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Hyper Dunk on January 22, 2012, 09:05:45 PM
The koth Megaman 6 maps (http://www.gamebanana.com/maps/162356)  are pretty fun to play on. I think there might be VSH version too.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Tamashii Kanjou on January 22, 2012, 09:25:42 PM
AH DAMN IT! Why did I think it was the 22nd instead of the 21st?

That's again I've missed this! ><

Glad to hear you guys had fun at the very least.
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: DX7.EP on January 22, 2012, 09:51:10 PM
Pretty much everything in there is considered by TF2Maps' staff to be the best maps their users have made. (http://forums.tf2maps.net/forumdisplay.php?f=65) (some of which have been made official, like Lakeside, Nightfall, Mann Manor, Coldfront, and Yukon)
....
also, this (http://forums.tf2maps.net/showthread.php?t=13455).
I approve of the first set without any doubts. As for Windmilltrainsaw, well, it looks hilarious. :V

The koth Megaman 6 maps (http://www.gamebanana.com/maps/162356)  are pretty fun to play on. I think there might be VSH version too.
I've definitely played the VSH version several times. Very interesting map.

AH DAMN IT! Why did I think it was the 22nd instead of the 21st?

That's again I've missed this! ><
Timezones again?
Title: Re: [TF2] MotK Meetups (NEXT MEET: January 19th - 21st at 8PM)
Post by: Dr.Strafe on January 22, 2012, 10:39:39 PM
The koth Megaman 6 maps (http://www.gamebanana.com/maps/162356)  are pretty fun to play on. I think there might be VSH version too.
This, this, and more this. And I'm not just saying that as a Megaman fan. The map has several phases, each modeled after the different stages from the game. They also run very smoothly, since the textures aren't graphics intensive.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Demonbman on January 23, 2012, 06:17:56 AM
I really need to keep track of when these meets are, it would be fun to play against you all!
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Gpop on January 23, 2012, 03:22:46 PM
I really need to keep track of when these meets are, it would be fun to play against you all!
The thread title will update itself whenever the next meet is planned.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: theshirn on January 23, 2012, 03:23:37 PM
Hey guys when should we have the next meet?

2/2-2/4?
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Gpop on January 23, 2012, 03:24:41 PM
Beginning of each month seems good, but we also got Valentine's Day coming up next.

Does Valve have something for that usually? (like events or new weapons?)
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: DX7.EP on January 23, 2012, 03:40:02 PM
IIRC Valve doesn't do much during Valentine's.

I think Shim's idea is a little too soon, though. I say we push it back to 9-11 Feb, or 16-18; as for times, I'm not too sure about whether to push it back 1-2 hours early (for European players) or keep it as is (for US/CA west coast ones)...I'll go by the sign-up list and tell when it will be a week beforehand.

And as I've said that this session will probably have special rules to it, expect them to be applied (most likely Highlander mode only, thus possibly excluding VSH and VAM from the roster).
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Gpop on January 23, 2012, 03:42:37 PM
We need to play more degroot keep medieval mode :(
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: DX7.EP on January 23, 2012, 05:19:24 PM
Hehe, why not. The Degroot Keep training session was a blast anyway ;)



Results of tonight's impromptu meet:
 - Server wasn't doing too well today. Crashed while attempting a map switch, and later VSH had sound caching errors and other quacky things (http://steamcommunity.com/id/apr0396/screenshot/648751984176965200) (most of them fixed themselves over time).
 - Train opted to target one semi-pubbie (as in, not on the forums but still in the fandom and with close links to a forum member) instead for most of the VSH Well rounds.
 - Increasing public display led to increased password usage. I may just say it right now that if the server is password-protected and some of us are on, contact whichever op/admin is connected there for it.
 - Some issues with Steam itself; constant online status fluctuation plus slow item server.
 - Custom maps work great so long as everyone has them installed, of course. Tested on Hakurei Shrine v3.
 - Horsemann Spawner plugin is broken; Monoculus spawning, though, works on Mann Manor.

And finally, let's recommend a few maps to place on the server:

Gamecubic's Post (13):
 - cp_upland (http://forums.tf2maps.net/showthread.php?t=17585)
 - pl_cashworks (http://forums.tf2maps.net/showthread.php?t=6143)
 - ctf_landfall (http://forums.tf2maps.net/showthread.php?t=12006)
 - cp_antiquity (http://forums.tf2maps.net/showthread.php?t=15191)
 - cp_desertion (http://forums.tf2maps.net/showthread.php?t=15988)
 - ctf_haarp (http://forums.tf2maps.net/showthread.php?t=7358)
 - koth_namicott (http://forums.tf2maps.net/showthread.php?t=17368)
 - cp_mojave (http://forums.tf2maps.net/showthread.php?t=16022)
 - arena_backlot (http://forums.tf2maps.net/showthread.php?t=16591)
 - pl_boundary (http://forums.tf2maps.net/showthread.php?t=13855)
 - cp_tidal (http://forums.tf2maps.net/showthread.php?t=14616)
 - cp_glacier (http://forums.tf2maps.net/showthread.php?t=6684)
 - cp_furnacecreek (http://forums.tf2maps.net/showthread.php?t=5889)
 - Windmilltrainsaw (http://forums.tf2maps.net/showthread.php?t=13455)

Dibble's Post (2):
 - koth_megaman6_b5 (http://www.gamebanana.com/maps/162356)
 - vsh_megaman6_b4 (http://www.gamebanana.com/maps/157254)

VSH Additions (7):
 - vsh_oilrig_v16 (http://www.gamebanana.com/maps/159966)
 - vsh_aperture_b2a (http://www.mediafire.com/?5lq126elal777hm)
 - vsh_spotline_reworked (http://www.tbngc.co.uk/download/vsh_spotline_reworked.rar)
 - vsh_warebloom_b7 (http://forums.alliedmods.net/attachment.php?attachmentid=96059&stc=1&d=1322648515%22)
 - vsh_courtyard, vsh_farm_feud, and vsh_west_fix (http://www.tbngc.co.uk/download/vsh_ported_maps.rar) (we already have Farm Feud, but the other two maps are why).
 - vsh_crevice_b2 (http://www.mediafire.com/?8s0bkzy0zzyg0y1)

Miscellany (4):
 - Donkeykong (http://www.gamebanana.com/maps/75352) (payload + arcade-style Donkey Kong)
 - Minepit (http://www.gamebanana.com/maps/143452) (payload + Minecraft theme)
 - tr_walkway_rc2 (http://forums.tf2maps.net/showthread.php?t=8909) (reason: server gets used for training periodically, so I think it can fit)
 - arena_metal_gear_solid_1 (http://www.gamebanana.com/maps/144474)

So I'm suggesting 26 maps to add to the table, more or less depending on what others have to suggest and say on the matter.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Freyband on January 25, 2012, 12:47:21 AM
Might I advise not adding more maps till you have downloading from the server fixed? Having people constantly dropped because they didnt have the maps would suck.  :V (Also they might not be semi-pubbie anymore. Might've just gained someone who'll just lurk around then gun you down with a Tengu-Type Writer!).
P.S. That train really was not friendly to them. Yukari not like Aya?  :derp:
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Dr.Strafe on January 25, 2012, 01:30:00 AM
The train wanted to play as Saxton Hale as well. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: DX7.EP on January 25, 2012, 02:11:30 AM
Might I advise not adding more maps till you have downloading from the server fixed? Having people constantly dropped because they didnt have the maps would suck.  :V
I know this issue has occurred on some servers I've gone on, and I have absolutely no clue how to fix it. omgkitties is also perplexed at this issue.

The train wanted to play as Saxton Hale as well. :V
Quick, someone make a Vs. Train Mode, complete with map! :getdown:



Horsemann plugin got fixed; also, turns out that the insane lag we had yesterday (2-3x everyone's usual amounts - Frey had 550+ ping at points) was due to an abnormal degree of CPU and swap usage by a server process. However, the melee-only commands seem to not work.
Lastly, we were a bit surprised that Sunny (AKA IceFireBolt) was able to get the Halloween achievements after I spawned HHH and Monoculus on koth_nucleus.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: omgkitties on January 26, 2012, 11:03:28 PM

And finally, let's recommend a few maps to place on the server:

Gamecubic's Post (13):
 - cp_upland (http://forums.tf2maps.net/showthread.php?t=17585)
 - pl_cashworks (http://forums.tf2maps.net/showthread.php?t=6143)
 - ctf_landfall (invalid link)
 - cp_antiquity (http://forums.tf2maps.net/showthread.php?t=15191)
 - cp_desertion (http://forums.tf2maps.net/showthread.php?t=15988)
 - ctf_haarp (http://forums.tf2maps.net/showthread.php?t=7358)
 - koth_namicott (http://forums.tf2maps.net/showthread.php?t=17368)
 - cp_mojave (http://forums.tf2maps.net/showthread.php?t=16022)
 - arena_backlot (http://forums.tf2maps.net/showthread.php?t=16591)
 - pl_boundary (http://forums.tf2maps.net/showthread.php?t=13855)
 - cp_tidal (http://forums.tf2maps.net/showthread.php?t=14616)
 - cp_glacier (http://forums.tf2maps.net/showthread.php?t=6684)
 - cp_furnacecreek (http://forums.tf2maps.net/showthread.php?t=5889)
 - Windmilltrainsaw (http://forums.tf2maps.net/showthread.php?t=13455)

Dibble's Post (2):
 - koth_megaman6_b5 (http://www.gamebanana.com/maps/162356)
 - vsh_megaman6_b4 (http://www.gamebanana.com/maps/157254)

VSH Additions (7):
 - vsh_oilrig_v16 (http://www.gamebanana.com/maps/159966)
 - vsh_aperture_b2a (http://www.mediafire.com/?5lq126elal777hm)
 - vsh_spotline_reworked (http://www.tbngc.co.uk/download/vsh_spotline_reworked.rar)
 - vsh_warebloom_b7 (http://forums.alliedmods.net/attachment.php?attachmentid=96059&stc=1&d=1322648515%22)
 - vsh_courtyard, vsh_farm_feud, and vsh_west_fix (http://www.tbngc.co.uk/download/vsh_ported_maps.rar) (we already have Farm Feud, but the other two maps are why).
 - vsh_crevice_b2 (http://www.mediafire.com/?8s0bkzy0zzyg0y1)

Miscellany (4):
 - Donkeykong (http://www.gamebanana.com/maps/75352) (payload + arcade-style Donkey Kong)
 - Minepit (http://www.gamebanana.com/maps/143452) (payload + Minecraft theme)
 - tr_walkway_rc2 (http://forums.tf2maps.net/showthread.php?t=8909) (reason: server gets used for training periodically, so I think it can fit)
 - arena_metal_gear_solid_1 (http://www.gamebanana.com/maps/144474)

So I'm suggesting 26 maps to add to the table, more or less depending on what others have to suggest and say on the matter.

Added the maps and from what I can tell the Map not found/Map download problem is fixed.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Gc on January 26, 2012, 11:16:01 PM
ctf_landfall download link has been fixed, for anyone interested
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: omgkitties on January 27, 2012, 12:32:07 AM
ctf_landfall download link has been fixed, for anyone interested
Alright, put it on server.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Kyo Tanaka on January 27, 2012, 12:45:43 AM
I know this issue has occurred on some servers I've gone on, and I have absolutely no clue how to fix it. omgkitties is also perplexed at this issue.
Quick, someone make a Vs. Train Mode, complete with map! :getdown:


A map where trains can come in anywhere! One live, many trains, chaos will occur. The winner is the last one standing, or timer runs out!

...what if Hale was added to this.



I'll try to get all the maps. Is the DLserver working?
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: omgkitties on January 27, 2012, 01:18:51 AM
A map where trains can come in anywhere! One live, many trains, chaos will occur. The winner is the last one standing, or timer runs out!

...what if Hale was added to this.



I'll try to get all the maps. Is the DLserver working?

From what me and EP tested, it is working.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: DX7.EP on January 27, 2012, 02:03:26 AM
ctf_landfall download link has been fixed, for anyone interested
Fixed the link.

A map where trains can come in anywhere! One live, many trains, chaos will occur. The winner is the last one standing, or timer runs out!
Quick, make the first map - vtm_yukari!

From what me and EP tested, it is working.
Sparda and BSoD also tested later on, and reported no problems downloading. At least that eliminates permissions setup as a cause.

We tried to generate bot navigation files on server, but considering that it causes insane lag, I've done so offline for all our new map additions. There are a few cases where they are pretty much derp:
 - Any arena or VSH map (AI fail)
 - ctf_haarp (see below)
 - koth_megaman6_b5 (also see below)
 - pl_cashworks (huge map, likely)
 - pl_donkeykong (unusual layout)
 - koth_windmilltrainsaw (they keep running into the saws :V)

Also odd that Farm Feud's nav file is 3x the map's size.

Lastly, melee-only plugin was removed earlier on due to it causing server crashes plus a lack of updates.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Gc on January 27, 2012, 02:44:14 AM
- ctf_haarp (unknown. Bots seem to love Landfall and Doublecross, but not this and 2fort. CTF bot AI might be picky)
haarp is A/D CTF, not the usual type. Blu has to grab the intel and take it to Red's capture points Dustbowl-style, like in TFC. The TF2 AI was obviously not programmed to support that game mode.

Quote
- koth_megaman6_b5 (no idea why)
Constantly modifying map layout can't help with autogeneration of navigation meshes.

Quote
- koth_windmilltrainsaw (they keep running into the saws :V)
:derp:
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: DX7.EP on January 27, 2012, 07:05:41 AM
*reasons for maps*
Makes plenty of sense. Should've specified that earlier! ^^;;

Quote
:derp: @ bots in Windmilltrainsaw
Several of us had quite the laughs at the bots trying to do every standard practice of KOTH, only to not realize there was a saw or train coming at them. :getdown:



Had a fun bout today with some of the new maps and a lot of dm_SDM_final. Frey is now marked as a candy thief.

Seems the map download problem is still present though! As of present testing, koth_megaman6_b5 is not auto-downloading for anyone, even though the configs are correct!
Also, Sunny noted more map download problems (SDM, WMTSaw) which others have not had. I suspect it's due to her use of Mac OS, while the rest of us are predominantly Windows users; either that, or client-side network connection sharing (doesn't explain how she was able to get Minepit and Donkeykong without a problem though).

All the more reason to download the maps ahead of time - cut down loading times, avoid missing map errors, and save on server bandwidth that way. Speaking of which, I've opted to move all the links to this post (http://www.shrinemaiden.org/forum/index.php/topic,11689.msg769021.html#msg769021) to reduce thread searching time.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Agent of the BSoD on January 27, 2012, 09:57:45 AM
Yeah, I loved the bots completely failing with the saws. Especially this one demo. He started laying sticky bombs in there, became satisfied where he put them, started to reload his weapon while backing up, and killed himself. :V They all pretty much don't stay put unless they're reloading with nobody nearby. (they also can't spy check for their lives :V)
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: DX7.EP on January 28, 2012, 06:43:46 AM
Today's Progress Report: Great!
 o More maps were tested (mostly by omgkitties earlier in the day, later by me and others). koth_megaman6_b5 was fixed by re-zipping the archive under Linux instead. arena_pool_day is confirmed by Frey to not work for auto-download, however.
 o Bot Rush mode created! Basically, in most CP, PL, or KOTH maps, a few players go on one team, and the other gets filled with bots (usually locked to a single class, melee-only, admin-given weapons, etc). Depending on the bot rules, damage multipliers are usually modified. Trying this on Minepit and 5gorge resulted in pretty quacky situations, such as Heavy rushes with Ali Baba's, Danger Shields, and KGBs, or 23x capping multipliers. This seems to favour small (8 or fewer) gatherings, naturally.
 o Playing with damage multipliers resulted in healing wars. Funny that equipping the super Valve RL with certain low negative (eg. -0.005) multipliers can actually end up healing people to death. :V Doing this in VSH resulted in a very slow Hale and about -7800 damage done by Alpha (a regular non-member, excellent Scout, knowledgeable about mods and item values, and one of Frey's associates), which made the match too silly to continue.
 o Never turn on Highlander mode with VSH is on. Hale just spawns with everyone else (hey free kills before round start), and some have class errors.
 o Never freeze people in VSH (makes it even easier for straggling Scouts). However, in moderate cases giving a weaker ranged weapon (eg. Diamondback) to Hale can quicken things, without resorting to caps, slays, timebombs, etc.
 o Alpha has recommended MGEMod on this server, which can make sense considering that we oddly have one MGE map installed (I don't select it for actual play, however). As for my position, I'm for now neutral.
 o I think a hat-giving plugin should be inserted too; my reasons are not to let anyone wear whatever hat he/she wants, but for, say, making an entire team of Special Delivery Scouts.
 o Also I'd suggest plugins for advanced teleporting (eg. TPing user A to B; right now I can only TP users to where I look, and can't TP myself), class/team management, and god modes, but the catch with that is that it can overlap with some of our existing plugins.
 o On an off-note to MC server players, well, consider this a PVP arena :getdown:
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Agent of the BSoD on January 28, 2012, 09:26:48 AM
Alright, so, me and Frey stayed a little longer in the server. We found out that in the Hakurei Shrine Winter map bots are completely clueless as to what's going on, except for snipers and spies. Snipers have this insane aim and will try to cap the point (which doesn't work out too well since they keep running around and often leave the shrine and come right back in) and spies will often back stab somebody, but they don't know how to cap the point, so they usually just wonder off and stand there forever. (we had to wait for the map to stalemate because of idiot sniper and the point taking forever to cap but less time to un-cap)

Also, this is a bigger problem. We went on to the vsh_aperture_b2a map. It seems that it's a bad map for people with lower-end systems. First initial connect resulted in me crashing at the screen that says Welcome to Team Fortress 2. Second and third try ended the same way. Fourth try I was able to actually play in the map for about 3 rounds, then I crashed. Fifth, sixth, and seventh tries resulted in the same way the first ones did, crashing at the welcome screen. (it crashes as soon as that page loads up as I'm unable to even highlight the continue button) I suggest either not including this map because this can be an issue for us people without pro computers, or just not picking that one when those of us are present. Frey and some other person that joined us had no problem playing the map at all. The map is pretty cool, but loading it seems to be having issues.

EDIT: Almost forgot about this randomness.
[attach=1]

[attach=2]

[attach=3]

It seems that Alpha, according to my client, was giving a high five everywhere they walked, so naturally, they appeared to glide everywhere with their hand in the air. The last screenshot was them on the opposing team disguised as me with a flamethrower in the hand they had in the air, along with the first as a demo with whatever the heck it is they're holding a sticky bomb launcher floating above them. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Dr.Strafe on January 28, 2012, 09:39:31 AM
Too many special maps and special plugins/modes for my taste, really. What happened to having a server that we could all join and play against each other on?
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: DX7.EP on January 28, 2012, 01:08:20 PM
Alright, so, me and Frey stayed a little longer in the server. We found out that in the Hakurei Shrine Winter map bots are completely clueless as to what's going on, except for snipers and spies....
VSH maps aren't that well suited for bots, but this is good to know.

Quote
Also, this is a bigger problem. We went on to the vsh_aperture_b2a map. It seems that it's a bad map for people with lower-end systems [due to client-side crashes; Frey and other player had no problems, but either way avoid loading said map at least].
Tested. I've confirmed your problems under DX8 mode (ie. -dxlevel 80 or 81). I'll ask omgkitties to remove it since quite a few of us seem to use those parameters.

Quote
It seems that Alpha, according to my client, was giving a high five everywhere they walked, so naturally, they appeared to glide everywhere with their hand in the air....
Quick, high-five BSoD to death!

Too many special maps and special plugins/modes for my taste, really. What happened to having a server that we could all join and play against each other on?
Well, that is still the primary purpose for this server, but these extra maps, plugins, gamemodes, etc. are done to increase versatility and variety, even with vanilla play (see most of the TF2maps.net additions).

Considering all these late-night bouts (mostly with Pacific coast players), I've started with late-night signoff procedure here with some cvar/rcon-setting (most to defaults, bots down to 2), password-clearing, next map set to CP or PL, and (not yet) kicking everyone for reasons of 'server's done for today, thanks for coming by, come back again'. That should keep it ready for sporadic vanilla matches and the next gathering or meet.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: omgkitties on January 28, 2012, 04:41:39 PM
arena_pool_day is confirmed by Frey to not work for auto-download, however.
Oops  that wasn't on the fastdl server for some reason. It is now  :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: DX7.EP on January 31, 2012, 07:13:00 AM
I originally planned the next meet for early March, but it seems you all wanted one in February too. Well, I think we can have that, certainly, but with some special rules:

SPECIAL RULES FOR THIS MEET:
- Highlander Mode
1 person per class per team, no exceptions. 18 players maximum. Stock gamemodes only; maps are not limited. (more info) (http://wiki.teamfortress.com/wiki/Highlander#Highlander)

I thought of adding Tournament Mode and a few others too, but we can do that another time. For now I'm seeing how effective this may be.

TIMES: February 9-11, 7PM EST/GMT-5 (pushed up an hour for European players, while keeping it manageable for US/CA Pacific ones)

Sign-up procedure is the same as usual (post the days you can possibly come in), except that you should also list 2-3 classes you'd prefer to play as. This is not, however, a guarantee that you will be having that slot - it's first-come first-serve on the server. What this does assist with, however, is the likely team/player makeup. Should more than 18 confirm for a single day I may opt to put it to Arena due to its sit-out system.
As Highlander tends to favour specialists from my experience, I suggest that specialist players go for their intended classes first, and then general and learning players take up the rest.

That being said, I'll probably be able to make all three days; my likely classes are Medic, Pyro, and Scout, but I can fill in for most situations and classes.



To change the topic, it seems that in cp_desertion the BLU bots fail hard at the second spawn point. They're stuck to a corner and can't get out of their supply room. In addition, Nightfall and maybe other PLR maps lack proper bot behaviour; there are nav files, but they don't move outside of spawn. I bet they weren't programmed for this gamemode.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Dr.Strafe on January 31, 2012, 07:22:33 AM
I can do Thursday. My preferred classes are Engineer, Spy, and Soldier. I can fill in the other gaps if those end up being taken first.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Tamashii Kanjou on January 31, 2012, 07:34:28 AM
Friday, probably not. The other days sound good though.

Pyro, Soldier, and Medic... maybe.
Fleh, we'll see. ^^
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Hyper Dunk on January 31, 2012, 07:42:41 AM
I should be able to make it to each meet as usual. Preferred classes would be: Soldier, Sniper, Demoman.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Yukarin on January 31, 2012, 08:14:16 AM
Thursday 10:00 PM?

I'll try to go. (i.e sneaking the computer at 10 PM) I play as spy, pyro and engie.

Emphasis on the spy. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Messiah on January 31, 2012, 09:29:19 AM
Like the previous one, I may show up if nothing suddenly comes up for me to do.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Demonbman on January 31, 2012, 01:42:38 PM
I should be able to attend most of them!

Classes : Engineer, Spy, Demoman
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Molten on January 31, 2012, 01:59:06 PM
I will attend unless i'm doing anything else ( or timezones ). My preferred classes are Engineer, Spy and Soldier.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Gpop on January 31, 2012, 02:35:33 PM
I'm down as long as I get to be the Spy for the team :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: theshirn on January 31, 2012, 03:22:38 PM
In for Thursday, maybe Saturday.  Prefer Soldier, Sniper, Spy.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: InfernalExuro on January 31, 2012, 09:27:34 PM
I can try to make it for all the days, but no guarantees as of yet. I'd prefer to play Pyro, Soldier, and Heavy, in that order. Can also play Medic if I have to.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Alpha on January 31, 2012, 09:44:32 PM
I can probably make it to any, most likely Saturday, but no guarantees.

Preferred classes are Scout, Soldier, and Pyro, in that order.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: DX7.EP on January 31, 2012, 10:11:14 PM
Gpop, I think you should update the thread title with the one I have here, as well as add or link the below. :V

Current sign-ups sorted by class and post times:
(Bold - primary class choice. italics - tertiaries for classes where 3 or more have not signed in as primary or secondary)

Scout: Alpha, BSoD
Soldier: Kanjou, Dibble, Alpha, Bigode, Tirade, Messiah
Pyro: Kanjou, Yukarin, Exuro, BSoD, Messiah
Demo: Dibble, Sparda, Bigode
Heavy: Exuro, Shim, Tirade, BSoD
Engie: Strafe, Demonbman, Molten
Medic: Shim, Exuro, Bigode
Sniper: Dibble, Shim, Sparda, Frey
Spy: Strafe, Yukarin, Demonbman, Molten, Gpop, Frey
Anything as needed: EP, yuyukos
Pubbies: Pikachu (scout), Gpop's friend (medic)

We love backstabbing and crockets it seems. :V Seems the Engies and Spies really wanted to call their positions first too.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: theshirn on January 31, 2012, 10:17:16 PM
Whoa, mine wasn't in order.  I'd rather play Spy over Sniper.  That said, it doesn't look like that'll happen, so I'm good with pretty much any class!  But I'll go Sniper, most likely, seeing as it seems no one wants to! :V  (I can also go Medic or Heavy.  In fact, switch me to Sniper/Medic/Heavy for the list to make things easier.)
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: DX7.EP on January 31, 2012, 10:26:27 PM
List changed to reflect your request.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: BlackSparda on January 31, 2012, 10:32:54 PM
i think i will be able to join friday and Saturday
for the classes
1. sniper
2.demoman(mikopan)
3.pyro
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Romantique Tp on January 31, 2012, 10:47:29 PM
I can play anyone, but I do better with soldier, medic and demoman, in that order.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Fetch()tirade on January 31, 2012, 11:21:46 PM
I might be able to make all 3 days, depending on whether or not something comes out of the blue again.

1. Soldier
2. Heavy
3. Engineer

I can fulfill any other role to some proficiency except spy. I'm the worst spy ever :V.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: theshirn on February 01, 2012, 12:11:23 AM
I can fulfill any other role to some proficiency except spy. I'm the worst spy ever :V.
play more -> get better

Spy, more than any other class (except maybe Sniper) is practice, practice, practice.  Log a couple dozen hours and you'll be decent.  Log a couple hundred and you'll be godlike.  Log a couple thousand and you'll be Stabby.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Freyband on February 01, 2012, 12:13:04 AM
Ill be there and take what I can get. Warning though: If you leave me heavy: I'm probably going to fail (least played, least cared for). If you leave me Medic: I'm a combat medic, so I'll heal you but I'm likely to run after people like a psycho  with a saw (and soon later the medic shows up chainsaw and hockey mask :V ). Prefered switches often between sniper, spy and engi (none of which Im likely getting, not that I care much).
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: yuyukos on February 01, 2012, 04:27:16 AM
I think I'll be able to come on Friday and Saturday. I'm able to fill in whatever's needed.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: InfernalExuro on February 01, 2012, 04:49:47 AM
play more -> get better

Spy, more than any other class (except maybe Sniper) is practice, practice, practice.  Log a couple dozen hours and you'll be decent.  Log a couple hundred and you'll be godlike.  Log a couple thousand and you'll be Stabby.
This is very much true. I've only logged a handful of hours as Spy, despite my 1100 hours of TF2, and it really does show. On the other hand, I have hundreds of hours spent as Pyro, hence the fiery inferno of death and axes that occurs when I go about my business. :V

And EP, feel free to put me on Medic duty over Soldier, by the way. Seems that Soldier is looking a bit filled-up at the moment.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: DX7.EP on February 01, 2012, 05:54:13 AM
play more -> get better
Agreed as well.

And EP, feel free to put me on Medic duty over Soldier, by the way. Seems that Soldier is looking a bit filled-up at the moment.
Changed my list in response; Gpop's copy over on the OP is now out of date. :V (might want to link that post instead of direct copy, I say)
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Agent of the BSoD on February 01, 2012, 06:00:35 AM
Think I'll go with Pyro, Heavy, Scout. I'm pretty good in all those classes.

As for the days, I'll try to see if I can make all 3. Saturday is again iffy, but we'll see what happens.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Yukarin on February 01, 2012, 06:10:33 AM
YUKARIN VS GPOP SPY BATTLE

(wait no fucking way. i'd fucking lose I only have like 24 hours as spy and shit i can't even stairstab for the life of me :V)

maybe one team's spy is me and the other's Gpop? oh god this is going to be great!

Also:

Quote
On the other hand, I have hundreds of hours spent as Pyro, hence the fiery inferno of death and axes that occurs when I go about my business

Hence why I called you the most annoying pyro I've ever played against. XD
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: DX7.EP on February 01, 2012, 06:42:05 AM
maybe one team's spy is me and the other's Gpop? oh god this is going to be great!
You've got the idea precisely! Same goes for all the other classes.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Yukarin on February 01, 2012, 01:44:30 PM
You've got the idea precisely! Same goes for all the other classes.

Can't tell if sarcasm or being serious...

Sarcasm.

I can't wait for the meet, goddamit.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Dr.Strafe on February 01, 2012, 05:20:22 PM
Hopefully these classes aren't locked to one person throughout the whole meet. I'd like to play some Spy too :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: DX7.EP on February 02, 2012, 12:52:08 AM
I don't think they will be locked, as people will probably go back and forth, disconnect and join, etc. throughout the meet. I'd prefer it though that classes get switched between maps, to allow for others to play.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Yukarin on February 02, 2012, 08:43:18 AM
Hopefully these classes aren't locked to one person throughout the whole meet. I'd like to play some Spy too :V

I'll give you the spot for spy and I'll take whatever class you were playing before that. I'm generous like that.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: DX7.EP on February 03, 2012, 07:07:32 AM
This is unrelated with the upcoming meet, but may affect future ones should we do VSH.

After playing against Cave Johnson on one modded VSH server and seeing crazy vids (http://www.youtube.com/watch?v=Ft32jFPW1oI&feature=related) from another, even more heavily modded one with 30+ total bosses (http://vssaxtonhale.wikia.com/wiki/Category:Bosses), I thought that we might try modding VSH with extra bosses (probably 5 more at most). However, as I have no experience with SourceMod plugin modifying (moreover the more versatile and easier-to-modify Freak Fortress 2, also by the VSH devs, is in the works), I'll consider a much simpler option and instead just have replacement models and sounds for the default bosses.

Boss replacement ideas for now:
 - Hale -> Yuuka
 - Vagineer -> Nitori
 - HHH Jr -> Yuyuko (Heavy rigging on Demoman skeleton though)
 - CBS -> Eirin (same as above, except Medic on Sniper skele)

Touhou character models will probably be from the older Touhou Fortress sets. Yeah I know they don't look that great, but they'll do. Sound-wise, well, I guess I can salvage some from various PVs, M-1, etc., but I find the CBS voices a bit too good to get rid of ATM.

Will test this on my end for the time being (mostly materials/models relinking and compatibility - this may take longer than expected), but I'll probably ask you all about this possibility anyways before making any commitments.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Yukarin on February 03, 2012, 08:11:49 AM
I have this one friend who's interested to join us in our shenanigans.

His name's [PIKACHU] and he plays scout, sniper and medic, in that order.

Be nice to him, kay?
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Messiah on February 03, 2012, 02:29:08 PM
I am fine with either Soldier, Pyro or Sniper.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Gpop on February 03, 2012, 02:51:47 PM
maybe I can get my friend. He plays Medic
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: theshirn on February 03, 2012, 02:53:40 PM
Given that we're playing highlander in the first place, I'm not sure we need more people! :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: DX7.EP on February 03, 2012, 07:10:03 PM
Given that we're playing highlander in the first place, I'm not sure we need more people! :V
Indeed, especially for the popular classes (Spy, Pyro, Soldier). We get too many, and most of the game will be in Arena mode, and that can get boring quickly if we play it for too long! :V

Also ignore my post about VSH boss replacement. I'll look into it again once the boss-adding process is clarified more.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Freyband on February 03, 2012, 08:47:58 PM
Well if you ever do find out what to do with boss adding, pompson/bison/cow danmaku bullet rage mode!  :V Pity I dont know models or source (any coding really) or I might try to help you in some way.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Dr.Strafe on February 03, 2012, 09:49:27 PM
Given that we're playing highlander in the first place, I'm not sure we need more people! :V
Yeah, sitting out is never fun.. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Gpop on February 04, 2012, 04:13:20 AM
Well if we're gonna do Highlander, we have to do something in case random TF2 players outside of MotK join in (once we get enough players, the player count will attract other players to join in). I think a pass MAY be needed, but we'll see
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: DX7.EP on February 04, 2012, 04:51:04 AM
I'm considering the use of passwords for each day.

We can also reduce maxplayers to 19 (replay being the extra) and have omgkitties restart the server to set the value, and after it's done revert it back to current 25. That way no one will have to sit out, but server can get full and I'll likely have to kick any pubbies on to prioritise slots to registered players.

Also edited registration list to change my placement to be anything as needed. Better fits my general jack-of-all-trades approach.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: DX7.EP on February 10, 2012, 04:25:35 AM
Today's results:
 - Players - While the MotK numbers were around expected, quite a few pubbies joined in, leading to some 5v5 and 6v6 matches. Overall friendly or quiet group today. The lower player limit (19) should keep us from constantly playing Arena only. :V
 - Highlander - went smoothly for most everything; few complained about class lockout. However, using gScramble with Highlander on caused some very strange quirks, crashing Exuro and Alpha's clients in the process.
 - Lag Issue - still there, still obvious, and it affects even those of us with good ping. Later determined to be possibly server-side and hardware-related; a fix may arrive shortly.
 - As for actual playing - for me, I spec'd most of the games but made a few mean plays (in particular, one stab fest on Freight that left the entire BLU team dead on their 2nd point).
 - Other things of note:
    o Sunny asked me about packaging all the maps into one giant archive. While this can be convenient for installation, I would rather link the original map pages instead (when possible), and I find mega-archives a bit risky to download, especially for those with spotty connections.
    o A 'Pubs v Pros' style match-up (6 competitive-style advanced players vs. 9 highlander-style 'pubbie' ones) is definitely under consideration. Such a meet probably won't occur for a bit; I'd prefer that the next match have no special rules. I'd add the MatchMod (http://matchmod.net/about/) plugin to that by then to facilitate the implementation.
 
So yeah, that's that.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: theshirn on February 10, 2012, 04:30:56 AM
ah geez totally forgot about this :(
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: DX7.EP on February 10, 2012, 04:46:36 AM
Well, at the time of writing 5 players (4 MotK, 1 pub) are still in there, going at it in Arena mode (which, oddly, does not stack with Highlander). Feel free to jump in and join the small ongoing skirmish!
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Yukarin on February 10, 2012, 05:37:39 AM
I had class this day, but will be able to go and play tomorrow, along with my other friend.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Messiah on February 10, 2012, 10:14:23 AM
That crit rocket at the final cp at foundry that saved the team was one of my luckiest doings in tf2, man.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Yukarin on February 10, 2012, 11:02:24 PM
I'm going to idle at the MotK server, if you don't mind. Meet's closing in on my time.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: N-Forza on February 11, 2012, 02:10:53 AM
Nice playing with you guys, although you people seriously need to protect your medic, especially when he has 200+ ping.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: DX7.EP on February 11, 2012, 02:42:25 AM
It went pretty well, indeed. Didn't notice N-Forza was with us at first...just how many times did I send rockets towards ya, again? :V

Other comments:
 - More 6v6 and over this time around, so the matches went smoothly and with little hassle.
 - Confirmed BSoD and Frey's comments from late yesterday that Arena and Highlander do not mix at all. Turning on Highlander on arena_nucleus seemed to even cause extra lag.
 - Upon a vote (and far too many crits in both directions), I disabled random crits. People definitely seemed happier about that change, and it may be considered as a default option.
 - A similar vote occurred for respawn time - we had it at instant initially, but due to complaints about such breaking game balance (especially on final CPs) the issue was put to vote, with halved respawn time (or, in the TF2 console, 'mp_respawnwavetime 5' - default is 10) winning out. This went more smoothly than expected, with the pure gameplay balance not nearly as broken as it used to be and respawn times not horribly (15+ seconds) long (at least on my end).
 - Fixed weapon spread and no random spread damage were also suggested by players with scrim/competitive experience. They'll definitely be on for a competitive-style meet, but otherwise I'm not entirely sure.

That crit rocket at the final cp at foundry that saved the team was one of my luckiest doings in tf2, man.
As was that rocket that Frey or Exuro shot towards me, sending me airbourne right onto their final CP to win the round. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: N-Forza on February 11, 2012, 02:59:55 AM
Random weapon spread is all right imo, but spread damage should be off.

Normally I like random crits, but in smaller matches, it's probably not necessary.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Yukarin on February 11, 2012, 03:29:41 AM
The meet went well, I should say.

I landed more than 10 trickstabs, so yay me! (Most of them were from Demonbman but hey. Also landed a jumpstab on a scout; I got a warm fuzzy feeling from that.)

Fun matches, and I can't wait for tomorrow!
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Gpop on February 11, 2012, 04:07:09 AM
I played much better as Scout than I expected, despite not playing him that much :V

But pyro I did well as well, which also surprised me since I haven't played as him for a while :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Yukarin on February 11, 2012, 04:29:05 AM
I played much better as Scout than I expected, despite not playing him that much :V

But pyro I did well as well, which also surprised me since I haven't played as him for a while :V

Yeah your pyro was very annoying. It means you're good. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Freyband on February 11, 2012, 05:42:48 AM
Was fun. Hope it'll go well tomorrow too (also I'm now sure my scout training from Alpha has kicked in).
On the note of protecting the medic with 200+ ping: That was probably BSoD( :V)... I kept trying to kill him as the other teams medic. Typically ended up horribly because soldiers make me frown (And Im pretty sure that soldier was Gpop). I do not enjoy rockets, at least not when they are aimed at me. x.x
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Demonbman on February 11, 2012, 06:59:37 AM
That was so much fun! I'm glad I got to play with everyone, you all are all so good! I can't wait till we get to play again!
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: N-Forza on February 11, 2012, 08:16:08 AM
I was the Medic with 200 ping, at least on Egypt. But BSoD was pretty easy pickings too.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Agent of the BSoD on February 11, 2012, 07:33:00 PM
Yeah, my ping gets nowhere near 200+ (unless the server is lagging everyone, which it has done). Just lag in general was causing me to be an easy target half the time, fps wise, and server wise. (I really hate it when my inputs are so delayed) This is another reason why I like 2fort so much: small map = significantly less lag because of bad GPU.

I should be able to get to the meet today too.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Gpop on February 11, 2012, 07:45:42 PM
I dunno why I got 8 ping last I checked during the meetup...and I was at school :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: DX7.EP on February 11, 2012, 08:19:10 PM
Your school's internet must be better than what you get at home then :V

Well the later maps tend to be more GPU-intensive than the older ones, so....
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: InfernalExuro on February 11, 2012, 10:58:41 PM
Sorry about not turning up for these next few nights. :V Had stuff come up once again... at least I managed to play Thursday night.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Freyband on February 12, 2012, 03:18:51 AM
Well the meets were pretty fun but I think I can live without highlander for awhile (except on medieval mode where it stops demoknight/sniper spam). See you all next time we have a meet occur! :3
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: DX7.EP on February 12, 2012, 03:21:35 AM
And this was how the time there passed for today:
 - Nocrits and halved respawn time were in from the start in addition to Highlander.
 - Player-wise we often hit 14-16, once having a full 9v9 on Degroot with a few being unable to join at times since server was filled :V
 - Initial lag was high, and after some IMs with omgkitties he killed a server process to reduce memory load, which had the inadvertent side effect of disabling the replay server. That did solve a good bit of the lag issues we were having, fortunately.
 - What about the next meet? No special rules is confirmed (at least, if I'm the one announcing them); times are not.

Also, we've put up a competitive-grade whitelist for tournament mode. More details when a semi-competitive style meet arises.

Well the meets were pretty fun but I think I can live without highlander for awhile (except on medieval mode where it stops demoknight/sniper spam).
So you're suggesting we add class restricting plugins.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Yukarin on February 12, 2012, 03:42:27 AM
GGs all of you.

It wasn't my day today, I'm afraid.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Feb 9-11, 7PM, Highlander Mode!)
Post by: Gpop on February 12, 2012, 04:16:30 AM
Next meet, less gimmicks, more plain TF2 fun. Just straightforward usual TF2 with everyone.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ???????????)
Post by: DX7.EP on February 12, 2012, 05:30:45 AM
Definitely more plain TF2 next time, no special settings*. I think we tired ourselves out after 3 hours with these meets, possibly amid Highlander and stock gamemode restrictions. Typically we go 4 or 5.
Of course, it will be in the usual format (start with lots of vanilla play, then as things dwindle down start tacking on mods and gimmick modes).

Any good date-time suggestions? I'm thinking 2nd or 3rd week of March at same time (7PM GMT-5), but I'm sure some of you would prefer it be a bit sooner than that.

On an off-note, we deem the map-downloading problem solved for most cases. The major exception would probably be Mac users, who more frequently report some maps working while others are not. However, there aren't enough Mac-based players who go here regularly to confirm this, and my hacked OS X install doesn't run TF2 so I can't test on my own unit :\.

* - probably the only one I'd add is the halved respawn time. It kept much of the original game's balance (a major problem with instant respawn) whilst keeping respawn times tolerable.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ???????????)
Post by: Gpop on February 12, 2012, 05:37:49 AM
well I have Reading Week next week but that's too early :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29-31 (8PM; 9AM Sat too)
Post by: DX7.EP on March 15, 2012, 02:44:51 AM
>> WARNING <<
This is not similation. Get ready to dominiate the enemy. Target for the intelligence of f--kin' team. Do your best you have ever done.
(and that is our DonPachi reference for today)

Silly references aside, a meet has been announced for 29th, 30th, and 31st.
Expected meet times in both are below:
All days: 8PM
31st only: 9AM (experimental meet for EU players, as well as admin-related stuff)

All times are in EDT (GMT -5). If your area is not in Summer Time or Daylight Savings, treat it as -4.

There are no special rules in play unlike the last meet-up - just plain old TF2 as we know and love. Only settings changes outside of mods will be the halved respawn times (crits and weapon spread still apply).

Feel free to sign up below! ^_^
Title: Re: [TF2] MotK Meetups (NEXT MEET: ???????????)
Post by: Agent of the BSoD on March 15, 2012, 02:58:59 AM
Whoo!

I should be able to do both the 8PM ones.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ???????????)
Post by: Dr.Strafe on March 15, 2012, 03:11:10 AM
Ah, I was wondering when another meet was going to pop up. Nope. Can't do this one.  :(
Title: Re: [TF2] MotK Meetups (NEXT MEET: ???????????)
Post by: Hyper Dunk on March 15, 2012, 03:16:26 AM
Hopefully I'll have time to play this time around since I wasn't able to play at the last meet, except for a little bit that first night.
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 30th (8PM) - 31st (9AM; 8PM))
Post by: Freyband on March 15, 2012, 03:59:01 AM
Hopefully this goes well. Figure it'll devolve into something strange, weird, and amusing at some point. Probably will be there both days, nights if not saturday morning as well (if I do show up in the morning it'd be late in though most likely).
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 30th (8PM) - 31st (9AM; 8PM))
Post by: Demonbman on March 15, 2012, 04:16:17 AM
Count me in for both times!
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 30th (8PM) - 31st (9AM; 8PM))
Post by: theshirn on March 15, 2012, 04:42:39 AM
I'll be in for the Saturday one, though I'll probably be an hour or so late.
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 30th (8PM) - 31st (9AM; 8PM))
Post by: InfernalExuro on March 15, 2012, 10:30:59 AM
I'll try to make it for at least one of the nights. I'd see if anyone was up to practice this weekend if I wasn't going to be otherwise occupied.
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 30th (8PM) - 31st (9AM; 8PM))
Post by: Yukarin on March 15, 2012, 12:47:02 PM
Count me in on all of the times, since it's my vacation by that time. I'll bring in some friends too, if you don't mind.

This is going to be the best shit evar. (and also opportunity for me to level up my knife and shotgun and axe. :V)
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 30th (8PM) - 31st (9AM; 8PM))
Post by: Alpha on March 15, 2012, 10:49:55 PM
I'll try to be there for both. Saturday I'll almost definitely make it.
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 30th (8PM) - 31st (9AM; 8PM))
Post by: yuyukos on March 17, 2012, 02:39:30 PM
Saturday night seems likely, morning is  :ohdear:
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29-31 (8PM; 9AM Sat too)
Post by: DX7.EP on March 17, 2012, 03:33:58 PM
All right then...looking at things here, I think we can put back the Thursday meet time (also 8PM). We'll leave the morning one as is, however.

I'll probably leave a bit early on all three evening meets, however, but we have a decent voting system in place should admins/ops not be present.
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 30th (8PM) - 31st (9AM; 8PM))
Post by: Messiah on March 18, 2012, 02:04:38 AM
I guess I can make it for Friday. Not sure about Saturday.
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: omgkitties on March 23, 2012, 01:25:13 AM
I should be able to make most of those meetups. Thursday night I might go to bed early though.
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: InfernalExuro on March 23, 2012, 04:30:46 AM
Welp, my boss decided to make me work those wonderful 13-hour midnights next week, so no Thursday meetup for me. Should be home for the others at least.
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: Amraphenson on March 28, 2012, 04:22:11 AM
TF2? With MotK? At midnight? Sure why not.
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: Doomsday on March 29, 2012, 10:55:51 PM
It's been a while since I've done anything on MoTK, but mind if I tag along? I'm good for friday and (possibly) saturday
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: Gpop on March 29, 2012, 11:39:05 PM
Guys gonna be really late. Stupid emergency.
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: DX7.EP on March 30, 2012, 03:26:35 AM
The results of Day 1 while I was there:
 - Server was laggier than last time D: (omgkitties was on standby for some time, in case things went off)
 - Beware of children pubbies getting on when switching map to Eyeaduct
 - VSH seems to be a bit bugged, in that voices and music don't all work on the first map I set it on. Later maps fix it though, despite having to set hale_enabled cvar on with every map load.
 - Selectable Hale boss is quite the request! Bettter nab a modded VSH with that feature or boost work on my own VSH version.
 - Alpha finds an exploit in Watchtower concerning the radio mast using Mantreads (though I got up there via Detonator) in VSH; hard for Hale to get to, so using that tower will be disallowed. If someone is up there and no admin is present, cap the point.

Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: Kyo Tanaka on March 30, 2012, 03:28:14 AM
Strange thing is that I didn't even expect a meet to happen today.
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: InfernalExuro on March 30, 2012, 10:51:30 AM
It's possible that I might vanish for the weekend now. In the event that I don't, I'm horribly out-of-practice, so you'll be able to get your fill of kicking me around some.

...Until I shake all the rust off. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: yuyukos on March 30, 2012, 11:16:10 AM
Children awaken a murderous rage within me :V.
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: DX7.EP on March 30, 2012, 04:23:23 PM
It's possible that I might vanish for the weekend now. In the event that I don't, I'm horribly out-of-practice, so you'll be able to get your fill of kicking me around some.

...Until I shake all the rust off. :V
No need to worry about that; I've had quite a beating on Steel yesterday amid getting rusty on vanilla TF2. Too much time in VSH, I guess. :V

Children awaken a murderous rage within me :V.
Understandably so...I don't see the need to implement usergroups on our server just yet, though, in an effort to regulate this. If it was used more frequently then this could be considered, but as it stands now admin action works fine.



Meet Day 2 results - Oh god the lag!

We checked server FPS (Gamecubic's suggestion), and it's running at 66-67 (which is the normal amount) with major frame drops on map loads. Seems that either we have to boost our hardware or tweak the kernel at this point, and the former isn't a really good option considering our usage trends. (For the MC server, on the other hand....)

Gimmick maps such as Donkeykong and Megaman are fun but players seem averse to them. Not too surprised at that response.

Some have suggested separate servers for modded gamemodes, namely Surf and VSH. Seems fine but I don't think demand and use is high enough to justify this.

...too many Gunslinger Engies on occasion! Makes mini-sentries just that much more annoying. D: Does this mean we have to consider the Class Restrictions plugin and set a hard limit of 1-3 Engies per team? :ohdear:

Lastly I really need to check the character limit for giving reasons when kicking/banning. Several messages keep getting clipped :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: N-Forza on March 31, 2012, 03:57:07 AM
Megaman was perfectly fine, but I could see why Donkey Kong was disliked.
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: Gc on March 31, 2012, 05:22:04 AM
it's running at 66-67 normally with major frame drops on map loads.
Source servers are made to run at 66-67 FPS, that's not a problem.
Nobody gives a flying f about frame drops on map loads considering clients need to load the map too, and the server won't let clients on before it's done loading :V


If you run "net_graph 1" in console, you'll get a bunch of stats about network usage on your HUD, including the number of frames per second you send to the server (usually 66-67, this is normal1) and the number of frames received from the server. Noticeable "frame-drops" usually happen below 60 frames received per second, but anything under 66 is not normal. Some SourceMod plugins can cause massive slowdowns, otherwise it can be a DDoS or other network attack.



1 SOURCE ENGINE 101:
The engine forces 66 game-state updates per second. All collision detection, physics updates, input handling, etc. are done during the game-state updates (fixed rate to prevent floating point rounding exploits as seen in older CoDs running at high frame rates (http://www.youtube.com/watch?v=T5SNjkCrZd8)).
When you have over 66 fps, it's because your computer would be able to update the game-state more than 66 times. The game doesn't need to update more so it draws the game instead. To make the game look smooth over 66 frames per second, Source interpolates animations and movement so you don't get the same frame 3 times in a row if you run over 200 fps.

So the client and server run at a fixed 66 updates per second, and the client draws at whatever rate the host computer can manage. The server doesn't need to draw anything.

It's possible to change the server's update rate (100 tick servers in CS:S update 100 times per second) but doing it generally uses more bandwidth (sending data 100 times per second instead of 66 times, etc.)
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: Bio on March 31, 2012, 05:31:06 AM
All your meet-ups at unopportune times for people like me who live on the other side of the world to play.
Is casual spectating allowed btw?

And if you are thinking of class restrictions on engie, then yes, cap at 3, 2 for payloads, generally 2. (alongside <=2 medics, <=3 spies).
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: DX7.EP on March 31, 2012, 05:37:57 AM
Megaman was perfectly fine, but I could see why Donkey Kong was disliked.
Most of the complaints about Megaman seemed to be the pixellated, low-resolution textures and colour schemes, which made focusing on targets difficult for some. The former doesn't seem to have much grounds, considering that I've heard very few complaints about textures in Minepit (Minecraft's low-resolution textures rule the day there).

Source servers are made to run at 66-67 FPS, that's not a problem.
Nobody gives a flying f about frame drops on map loads considering clients need to load the map too, and the server won't let clients on before it's done loading :V
Reworded the part you quoted already to clarify things. I was looking at an online server performance grapher omgkitties had messaged me, and aside from major drops (30-odd at times) it was fairly constant with a mean (even with the drops) 61-ish FPS, max about 65.7 or so.

Thanks for the further information - I'll be using this in tomorrow's morning meet to further analyze this.

All your meet-ups at unopportune times for people like me who live on the other side of the world to play.
Is casual spectating allowed btw?
Spectating is welcome anytime!

It is possible to play under these times and locations (see Yukarin), but expect at least 200 ping minimum.

Quote
And if you are thinking of class restrictions on engie, then yes, cap at 3, 2 for payloads, generally 2. (alongside <=2 medics, <=3 spies).
I'm thinking more along the lines of VSH-style class restrictions - 2 Engies, 3 Spies, and 2-3 Scouts max per team. Though the Medic one is a good idea too.
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: InfernalExuro on March 31, 2012, 06:07:28 AM
The Megaman map just played all sorts of hell on my eyes, personally. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: Dr.Strafe on March 31, 2012, 09:04:10 AM
Most of the complaints about Megaman seemed to be the pixellated, low-resolution textures and colour schemes, which made focusing on targets difficult for some.
The Megaman map just played all sorts of hell on my eyes, personally. :V

No love for the 8 Bit era nowadays. You crazy, spoiled kids! For shame! :V

To be honest, my game ran a lot better when I played the Megaman 6 map that one time.. (not sure if it was on the MotK server..)
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: InfernalExuro on March 31, 2012, 09:48:06 AM
I'd be fine if it was any other situation, but bright colors + 3D + first-person = lots of eye strain and missed axe swings.

...Besides, I was raised on 8-bit goodness. Nothing says good parenting quite like roflstomping your 4-year-old in a game of Dr. Mario. :getdown:
Title: Re: [TF2] MotK Meetups (NEXT MEET: ???)
Post by: DX7.EP on April 01, 2012, 02:37:49 AM
No love for the 8 Bit era nowadays. You crazy, spoiled kids! For shame! :V
They obviously want more washed-out earth tone colours. D:

I'd be fine if it was any other situation, but bright colors + 3D + first-person = lots of eye strain and missed axe swings.
Maybe consider disabling colour correction and adjust monitor settings?



Day 3 results - wait, we had one?!

MORNING: Basically a joke and a practice. 9 players at best, and lag was non-existent. We all left after an hour, and it failed to do what I wanted it to do, so morning events will be canned.
EVENING: omgkitties removed all the addons we had, except for SourceMod basics and a few extra commands, in an effort to fix lag. Results did show, as we had little lag throughout (though we had max 15 people). We were pretty burned out by this point so most of us left after 2 hours.

Quite a few pubbies joined in for this one and, at the time of writing, are the majority on the server (10 of 12 players).

So I conclude this set as all over. (and for some crying over their performance, why don't you try hard? (http://i.imgur.com/0qBqW.jpg) >:D)

FOR THE NEXT MEETING:
 - Reinstate some mods (VSH, gScramble, Give Weapon, etc.) while keeping others off
 - No morning times!
 - 2 meetings max? (Thursday and Friday likely - Saturday ones seem to be less populated than the others)
 - Implement Class Restrictions (thanks Gunslinger spammers D:)
 - Extra gamemodes? Cubic suggests Surf, Kyo Tanaka wants VSH Deathrun maps...I like both, but for good Surfing we'd need the structure to assist newcomers to this gamemode, and I prefer Deathrun in CS (thanks Scoots D:). Maybe PropHunt, Dodgeball, or CrabMod?
Title: Re: [TF2] MotK Meetups (NEXT MEET: March 29th/30th (8PM) - 31st (9AM; 8PM))
Post by: Kyo Tanaka on April 01, 2012, 02:54:38 AM
I'm not too fond of PropHunt... I'm fine with Dodgeball, however It can also help some pyros with reflecting thing. Never heard of CrabMod, though.

Also, if a certain mod becomes unpopular, then it should be disabled for controlling the lag.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: Doomsday on April 01, 2012, 06:03:28 PM
So I guess I should've turned up on the friday then. Shame I'm always knackered on a friday night, 2am on a friday is a big ask :P

Oh well, saturday was fun anyways
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: DX7.EP on April 22, 2012, 03:23:05 AM
And here goes another day of server updating and testing! (welp there goes my Ludum Dare work :derp:)

Changelog:
 - Added the following plugins:
     o Freak Fortress 2* (replaces VSH)
     o Automatic Bot Names + 150 names made by yours truly
     o Class Restrictions:
            x Engineers, Scouts: 2 each per team (Gunslinger + FaN = the annoying duo)
            x Medics, Spies: 3 each per team (Medic trains can deter team efforts, and most VSH/FF2 servers limit Spies)
            x Soldier, Demo, Sniper under consideration
 - All old plugins except for Randomizer are back. We didn't care much for that mode though
- Changed auto-balance settings to use gScramble instead of TF2's built-in one; auto-scramble for after 3 consecutive wins will be set shortly (config file difficulties)
 - Banned a few persistent trouble-making pubbies (you know who you are >:D)
 - I have RCON HQ for my mobile. Great for checking server status, and maybe even perform some commands too on the go. It's not quite HLSW though, but that's Android-only :<

* - If you want FF2, contact an admin/op to load the plugin via rcon and SourceMod commands. Reason being is that if the plugin is loaded, balance issues result very frequently in vanilla, making playing it a pain. Therefore I opted to keep the plugin unloaded by default - hopefully future releases patch this.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: Alpha on April 22, 2012, 05:55:15 AM
Changelog:
     o Class Restrictions:
            x Engineers, Scouts: 2 each per team (Gunslinger + FaN = the annoying duo)
            x Medics, Spies: 3 each per team (Medic trains can deter team efforts, and most VSH/FF2 servers limit Spies)
            x Soldier, Demo, Sniper under consideration

Noooooooooooooo...  :(

Demoman is definitely something that should be limited, as it's a very powerful spam and blockade class. 2 would be a good number in my opinion.

I'd say swap the limits on medic and scout, as 3 medics is a bit excessive with 12v12, whereas 3 scouts are not. Soldiers don't really need a limit, at least not a low one. I haven't seen too many Soldiers really ruining a game to date. As for sniper, I'd say 2-3 is a reasonable limit.

Side note, I haven't really seen any FaN scouts in the server. Mostly just the Scattergun, thankfully.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: Fetch()tirade on April 22, 2012, 01:21:04 PM

     o Freak Fortress 2* (replaces VSH)


Delicious.
The only complaint I have about this is Seeman. Fuck his taunt.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: DX7.EP on April 22, 2012, 02:04:57 PM
Noooooooooooooo...  :(
Hooray, MGE player gives rebuttal! As expected, since the limitations I put in are VSH/FF2-style.
Sure, it is possible to adjust them with map/gamemode changes but that requires typing in all those long cvars....

Quote
Demoman is definitely something that should be limited, as it's a very powerful spam and blockade class. 2 would be a good number in my opinion.
...in a way I would agree with this (8+ Demoknights are hilarious but no). I say 3 is an acceptable limit for both vanilla and FF2.

Quote
I'd say swap the limits on medic and scout, as 3 medics is a bit excessive with 12v12, whereas 3 scouts are not.
I consider both excessive on 12v12, but Medics are much less so than Scouts.

In VSH/FF2 Scouts can really hold up a round, so limiting those was a priority.

Quote
Soldiers don't really need a limit, at least not a low one. I haven't seen too many Soldiers really ruining a game to date. As for sniper, I'd say 2-3 is a reasonable limit.
I don't see a point to limiting Soldiers myself, since the major issue we have with them (crockets) is adjusted by another cvar.

Now, as for Snipers, 2-3 seems fine for vanilla (mostly to curb the Huntsman Snipers on Degroot), and possibly in FF2 as well (to encourage the existing Snipers to hit more accurately). But I've rarely seen a pub-style situation on the server where we had disproportionate amounts of snipers.

Quote
Side note, I haven't really seen any FaN scouts in the server. Mostly just the Scattergun, thankfully.
Haven't seen many either but the possibility is always there. And they are painfully annoying to deal with as Hale....

Delicious.
The only complaint I have about this is Seeman. Fuck his taunt.
Haha, yeah, Seeman is a bitch. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: Freyband on April 22, 2012, 06:13:18 PM
Would it be possible to make the class limits something you can shut off via a single command? I think everyone would like the ability to turn off class limits for times when we aren't having serious matches/don't care. And couldn't you make the FaN not accessable in Freak Fortress (I've seen such things before)? If you can manage the ability to turn on/off class limitations, then please put a limit of 4 on every class at least. Single class rushes are suprisingly effective (if you've never been heavy/soldier/scout/spy rushed by coordinated groups be glad). Quick thing to note if you're having issues with gunslingers; Huntsman (eww...) and the luck-n'-load can take out minisentry in a single hit (mini's have 100 hp but seem to take ~125 to destroy in most cases). :/
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: DX7.EP on April 22, 2012, 06:26:59 PM
Yeah, Class Restrictions can be toggled by cvar or SM commands.

FaN unavailable in FF2...personally, I'd rather add another drawback such as 15% lower jump height to that, while penalizing Sandman further with 10% slower movement speed. But this would probably involve either making global changes via TF2items or modding the plugin itself and risking compatibility with others' custom bosses.

Single-class rushes are fun, but usually discouraged.

Minis...well, they're not hard to take down, just bloody annoying to see them used en masse.

As for gScramble and Freak Fortress settings and cvars I'm wanting to utilize, seems I'll have to get the config files written and uploaded or something...
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: Alpha on April 22, 2012, 10:01:00 PM
Quote
Hooray, MGE player gives rebuttal! As expected, since the limitations I put in are VSH/FF2-style.
Since when was I labelled as "the MGE player"?  :V

Well, those class limits are balanced all-around. I just have a problem with it because I love to play Scout, and never seem to be able to get it in Hale until quite a few rounds pass by. Of course, once I do, I tend to drag the round out a bit, so it's understandable that it'd be limited.

Quote
FaN unavailable in FF2...personally, I'd rather add another drawback such as 15% lower jump height to that, while penalizing Sandman further with 10% slower movement speed. But this would probably involve either making global changes via TF2items or modding the plugin itself and risking compatibility with others' custom bosses.
I'd say global changes for the FaN, but -10% movement speed on the sandman seems a bit excessive out of VSH/FF2.

Quote
Single-class rushes are fun, but usually discouraged.
Haven't seen too many of these, but they're usually GLORIOUS.
But still generally a bad idea.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: Yukarin on April 22, 2012, 10:21:45 PM
Quote

Since when was I labelled as "the MGE player"? 
Alpha you frequent MGE servers. Most of the people here do not. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: DX7.EP on April 22, 2012, 10:27:21 PM
Since when was I labelled as "the MGE player"?  :V
I think you did suggest us to put MGEMod on the server once, hence this label.

What I will say about MGE here is that while it's more likely than installing Surf, VSH Deathrun, or Zombie Fortress, I'd rather put Dodgeball or CrabMod first.

Quote
Well, those class limits are balanced all-around. I just have a problem with it because I love to play Scout, and never seem to be able to get it in Hale until quite a few rounds pass by. Of course, once I do, I tend to drag the round out a bit, so it's understandable that it'd be limited.
Talking about the extra Demo and Sniper restrictions, right? I'll put those in, though they won't be auto-executed on server load. :\

Quote
I'd say global changes for the FaN, but -10% movement speed on the sandman seems a bit excessive out of VSH/FF2.
Unless we turn the server to 24/7 FF2 I'm not considering global changes. As if that will happen; 95% of us are primarily vanilla players (Gamecubic and I being amongst the major exceptions), so we're catering to that.

Quote
Haven't seen too many of these, but they're usually GLORIOUS.
But still generally a bad idea.
I'll add that Demoknight rushes in VSH/FF2 are just damned hilarious. :V

EDIT: Hilarious. Even with FF2 unloaded and disabled our server still broadcasts Freak Fortress 2 as the gamemode. Oh, and it got updated to 1.04 recently, so guess we should update that soon.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: Alpha on April 23, 2012, 12:44:32 AM
Alpha you frequent MGE servers. Most of the people here do not. :V
Pretty sure this was actually posted while I was fighting Shady in a MGE server, heh.

I think you did suggest us to put MGEMod on the server once, hence this label.
I did at one point, though with all the triple-digit pings, it's probably not practical.

Quote
What I will say about MGE here is that while it's more likely than installing Surf, VSH Deathrun, or Zombie Fortress, I'd rather put Dodgeball or CrabMod first.
Ack, dodgeball. I always end up either dying first, or surviving till the end and ending up against someone much better than me. CrabMod is fun, though.

Quote
Talking about the extra Demo and Sniper restrictions, right? I'll put those in, though they won't be auto-executed on server load. :\
Just talking about the whole setup in general. Except for Scout.

Quote
I'll add that Demoknight rushes in VSH/FF2 are just damned hilarious. :V
Sadly, I've never seen a demoknight rush. I have, however, participated in a huntsman rush.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: Gpop on April 23, 2012, 01:03:21 AM
Only I was gonna disagree on was the class restrictions

I WANT TO DO A CLASS RUSH ONE DAY :3
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: Amraphenson on April 23, 2012, 01:22:01 AM
The sheer amount of BOOLET involved in a heavy rush is hilarious.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: DX7.EP on April 23, 2012, 02:01:17 AM
Just talking about the whole setup in general. Except for Scout.
I see, then.

Only I was gonna disagree on was the class restrictions

I WANT TO DO A CLASS RUSH ONE DAY :3
We can easily disable Class Restrictions with a cvar you know :V

The sheer amount of BOOLET involved in a heavy rush is hilarious.
Agreed. Did this a few times on Hale but it makes the game too easy. :\

Also I'll add that mobile server utility use is a success and should help with things if needed.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: Dr.Strafe on April 23, 2012, 07:35:54 AM
Pfft. Class restrictions. Hardly necessary. How dare you deny the people the prestigious awesomeness that is ALL RED SPY DEFENSE :V

Class rushes are fun, if not chaotic and confusing..
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: theshirn on April 23, 2012, 01:25:35 PM
The sheer amount of BOOLET involved in a heavy rush is hilarious.
Was playing on a random server on Friday.  After a couple rounds me and a couple other people with mics agreed we were going all heavy/medic pairs.  We spent the next five rounds or so all switching to a single or pair of classes.  It was pretty fun times!
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: DX7.EP on April 24, 2012, 03:28:27 AM
For me, stuff like this (http://steamcommunity.com/id/apr0396/screenshot/595842621603290601) is the result of a good day.

That's right, we have a new Freak Fortress boss in beta testing on our server, since offline listen server testing doesn't address balance or sound issues. So far, aside from the rage being too powerful (the results weren't how I wanted but I liked them anyway - great for a future boss >:D) and the occasional problems with sounds (encoding, maybe?), it works beautifully.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: Gpop on April 24, 2012, 03:43:30 AM
I can't count to 3 :V

Fuck
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: Freyband on April 30, 2012, 12:51:33 AM
I can't count to 3 :V
Like Valve?
Hey EP could you add in the smacking buildings for ubercharge as a plug-in? For science of course >.>
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: DX7.EP on April 30, 2012, 01:27:26 AM
Nope, not doing that since it's a 'bug'. :V

Here's a preview of an upcoming boss BTW (http://steamcommunity.com/id/apr0396/screenshot/595843423527508308?tab=public). >:D
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: DX7.EP on May 01, 2012, 03:59:35 AM
Let's get this over with. There's a white shark waiting for me in my office! (http://wiki.teamfortress.com/w/images/a/a8/Saxton_Hale_battlecry06.wav)
- Saxton Hale

It's that time again...we announce yet another meeting!

Nothing too fancy, just vanilla and FF2 (plus several custom bosses, some made by yours truly) are planned and that's about it.

TIMES: 10-12 May, 20:00 / 8:00PM GMT-5 (-4 for DST/summer time-free areas).

Any takers? :D



Oh, and Aya boss works wonederfully for a first go, aside from sporadic model download issues and a few balance tweaks I'll have to do.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: Yukarin on May 01, 2012, 05:23:32 AM
why must you make a meet on thursdays and fridays? =-=

I have summer classes, so I can't attend. Shame.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: Agent of the BSoD on May 01, 2012, 05:29:59 AM
I might be able to make it. It's right during finals here. We'll see if I have the time.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: Messiah on May 01, 2012, 12:26:16 PM
It will be 1:00 am here at the time of the meeting, so I am not sure if I will be able to attend.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: Gpop on May 01, 2012, 03:48:44 PM
I say we add in Saturday as well EP. I'll host it around if you can :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: ????????)
Post by: DX7.EP on May 01, 2012, 04:21:16 PM
All right, we'll add that in. I should be free that day too.
Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: Yukarin on May 01, 2012, 10:33:03 PM
Saturday is fine, thank you.

Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: N-Forza on May 01, 2012, 11:59:13 PM
Way to plan the next meet-up during Flowering Night. : P
Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: Gpop on May 02, 2012, 12:00:46 AM
Way to plan the next meet-up during Flowering Night. : P
See EP I told you I wanted it this weekend :V *shot*

Nah, EP wanted it this weekend because it's right before his birthday
Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: Dr.Strafe on May 02, 2012, 02:03:12 AM
I'll probably only be able to attend on Thursday, as usual. Not sure if I'll be out of town or not that weekend.
Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: Hyper Dunk on May 02, 2012, 02:18:06 AM
I should have the free time to play each day.
Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: DX7.EP on May 11, 2012, 03:27:17 AM
Seems that this meetup was anticipated highly enough that we actually had an impromptu meet yesterday as well, though it just consisted of Freak Fortress 2 madness. Ironically, that had a larger turnout (9 players max) than today's (7).

It didn't help that the item server was down for quite some time, so I had to bring on the weapon-giving commands, leading to Frypan (http://steamcommunity.com/id/apr0396/screenshot/596970359647657927/) and Zatoichi (http://steamcommunity.com/id/apr0396/screenshot/596970359647695838) fights, even in FF2 (http://steamcommunity.com/id/apr0396/screenshot/596970359647690890).

Stuff I'm considering to put on:
 - MGEMod (http://forums.alliedmods.net/showthread.php?t=154755) - we have 0.0.5 on our server already but I want to push it up to the latest version, and we can allow users to choose that to better allow for quick 1v1 play and training.
 - Boss Battles (http://forums.alliedmods.net/showthread.php?t=175313) - VS Admin Mode is much easier to start up in this manner.
 - Add time (http://forums.alliedmods.net/showthread.php?t=70793) - because typing !cvar mp_timelimit xx is getting annoying.
TF2Fix was considered briefly but removed after it caused many problems with FF2 bosses on my offline test server.

Lastly, Alpha brought up an interesting idea - we could possibly create our own Steam group and announce TF2 and other games' (mostly MC) server meets/events there. Now I know about the existing Shrinemaiden group, but at the moment it's just sitting there and doesn't look like it'll get much attention. I'm increasingly for this proposal, but would like extra comments on the idea.
Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: Dr.Strafe on May 11, 2012, 04:27:36 AM
Seems that this meetup was anticipated highly enough that we actually had an impromptu meet yesterday as well, though it just consisted of Freak Fortress 2 madness. Ironically, that had a larger turnout (9 players max) than today's (7).
Sorry, but it seems that all of our meets devolve into VSH/FF2 lately, most likely due to low participation numbers. While they're fun at first, they get repetitive and old fast. In my opinion, many of our impromptu get-togethers are more fun in vanilla gameplay..

Quote
Lastly, Alpha brought up an interesting idea - we could possibly create our own Steam group and announce TF2 and other games' (mostly MC) server meets/events there. Now I know about the existing Shrinemaiden group, but at the moment it's just sitting there and doesn't look like it'll get much attention. I'm increasingly for this proposal, but would like extra comments on the idea.
Interesting, but I don't really think that it is necessary. All of our discussions about meets and/or additions to the servers (using TF2 and Minecraft as examples) already happen on this forum where (mostly) everyone can already participate in the discussion. If anything, a Steam group would help spread the word to people that are no longer associated on the forum, but are friends with us outside of here. Honestly, most of us are already on each others' friends lists already, so a full-blown Steam group seems kinda pointless.. not to mention that's how most of our impromptu meets happen in the first place. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: Kyo Tanaka on May 11, 2012, 11:49:52 AM

It didn't help that the item server was down for quite some time, so I had to bring on the weapon-giving commands, leading to Frypan (http://steamcommunity.com/id/apr0396/screenshot/596970359647657927/) and Zatoichi (http://steamcommunity.com/id/apr0396/screenshot/596970359647695838) fights, even in FF2 (http://steamcommunity.com/id/apr0396/screenshot/596970359647690890).

That guy got killed by a barka! Baka baka!
Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: DX7.EP on May 11, 2012, 03:04:34 PM
Sorry, but it seems that all of our meets devolve into VSH/FF2 lately, most likely due to low participation numbers. While they're fun at first, they get repetitive and old fast.
Seems to be the trend lately, also due to:
 - user interest in playing this mod (I got a lot of FF2 requests yesterday, and went to it rather reluctantly)
 - custom boss development and testing (I usually message people to try testing beforehand)

I'll admit it, I'm getting a bit tired of devolving the official meets in this manner as well, unless it's for the sake of SCIENCE testing new bosses for later balancing. So I might add a few more half-serious maps such as that football arena that several of us kept bringing up.

That guy got killed by a barka! Baka baka!
Poor Stuffman - he had to be the test subject for this. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: DX7.EP on May 12, 2012, 03:10:43 AM
Today's meet = SMASHING SUCCESS!

Despite sound issues at first caused by a Valve patch (that was patched a few hours later, though that caused a rude server restart), vanilla fights went brillantly and were a blast. We often had at least 9v9 and sometimes a full server at that. Kept vanilla matches tense and a blast to play and watch.
Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: DX7.EP on May 13, 2012, 04:10:27 AM
meet synopsis yadayada like anyone reads these yeah whatever but it's among the few ways we'll learn as server admins and event hosts

Well, it seems that we finally figured out that overall we seem to prefer in-house-only meetings most, rather than hosting a good pubstomp. We did a bit of both, with great and fun results throughout, but yeah, playing with just the community (and others that we personally invite) just feels a lot better and is much more enjoyable.

Chances are what might be done on the next meet is to have separate days for what we'll be doing. For instance, day 1 could be for pubstomping goodness, day 2 in-house vanilla, and day 3 for modded gamemodes such as FF2.

Other suggestions I've gotten during these meets have included:
 - using other VOIP software to chat amongst members (MotK TS server, for example)
 - Pubs v. Pros, in-house preferred
 - avoiding the use of bots to pad out a shortage of players (which was overall respected throughout)
 - MotK v. Pubs. I think this can already be possible via Tournament mode cvar.
 - Combustible Lemons in grenade launchers (a requirement IMO for any Cave Johnson boss)
 - Football stadium map (why not :V)
 - Raiden boss for FF2 (feasible outside a lack of models)
 - Yukari boss with a Rage where she summons trains (brilliant, but not so soon)
 
Any more comments and suggestions?
Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: Freyband on May 13, 2012, 06:05:17 AM
- Raiden boss for FF2 (feasible outside a lack of models)
Well I can't get ya raiden but I can get ya  this  (http://gamebanana.com/tf2/skins/81390) :V (don't figure this'd actually help you much in making the boss but...)
I rather enjoyed the meets and various matches (including a rather heated 2 vs 2 the final night), and other then some inventory cutouts I'd say everything went pretty smooth. Good games everyone.
Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: Dr.Strafe on May 13, 2012, 08:16:39 AM
- Yukari boss with a Rage where she summons trains (brilliant, but not so soon)
Goddamn. I will never be able to win a game ever again. :getdown:
Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: Yukarin on May 13, 2012, 12:08:17 PM
Dibs on that Yukari FF2 boss. Also pubs vs pros and motk vs pubs is an EXCELLENT idea.
Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: Kyo Tanaka on May 13, 2012, 12:40:31 PM
Make the trains appear wherever she aims at.

I'd play Raiden if he's actually made into the game.
Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: DX7.EP on May 13, 2012, 03:42:10 PM
Well I can't get ya raiden but I can get ya  this  (http://gamebanana.com/tf2/skins/81390) :V (don't figure this'd actually help you much in making the boss but...)
GREY FOX! :getdown:

Quote
rather heated 2 vs 2 the final night
Oh man, that was fun. Kept killing Messiah with a DH or Equalizer while KlLLAH headshot Frey and me on countless occasions...followed by Frey and me going to RJumper-Treads-Gardener jousting while Dibble and KlLLAH had a Sniper melee duel. Fun times.

Goddamn. I will never be able to win a game ever again. :getdown:
Dibble's especially screwed since we know his affinity with the Well train :getdown:

Dibs on that Yukari FF2 boss.
Knew you'd do so. Much as with Gpop with Koishi, Alpha and Aya, and (maybe) Kyo Tanaka and Raiden.

Quote
Also pubs vs pros and motk vs pubs is an EXCELLENT idea.
Pubs v. Pros: It would definitely be in competitive fashion, either 6v6 cookie-cutter or 6v9 comp vs. Highlander. Item whitelist will be revised and forced on during this, along with weapon spread and damage randomisation also disabled.
MotK v. Pubs: I may test this idea a few times on the server over the next few days to see if we need team management plugins and whatnot.

Make the trains appear wherever she aims at.
The way I'd put it is that the train acts as a giant projectile that can't be reflected. So it'll go in the direction she aims at.
Title: Re: [TF2] MotK Meetups (NEXT MEET: MAY 10-12, 8PM)
Post by: Hyper Dunk on May 14, 2012, 02:42:53 AM
Dibble's especially screwed since we know his affinity with the Well train :getdown:

My thoughts exactly  :ohdear:
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Yukarin on May 14, 2012, 12:49:47 PM
Make the Degreaser allowed in the whitelist. I love that weapon way too much to ever let go of it.

Also giant-nonreflectable projectile seems amazing. :V

I think for balance, it needs to have a small delay, like how Soku Yukari summons her train.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: DX7.EP on May 14, 2012, 01:20:42 PM
Degreaser is allowed in most 6v6 leagues so you can expect it to be included (plus I love Degreaser too much; my S. Flamethrower just collects dust). However, fan favourites such as RS, Phlog, Enforcer, and Pomson are not allowed in virtually all cases so they will not be allowed.

Having a delay would make sense, definitely, as well as Yukari being unable to move during the duration of the train.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Yukarin on May 14, 2012, 01:25:30 PM
Make the Projectile as fast as the direct hit, then add a second-long delay for every shot.

i have one more idea. Since there's a delay, how about making the thing like Heavy's taunt? (Where you aim it is where it will go, regardless)
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Hideki on May 21, 2012, 04:40:25 AM
i kinda want to join, but the server won't let me D:
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: DX7.EP on May 21, 2012, 04:30:01 PM
If by that you mean the server has a password, send me an message on Steam for it. I sent ya a friend invite to facilitate this more easily.

Note that passwords are temporary (usually when we're working in-house or don't want pubbies coming in) and by default the server does not have one enabled.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Hideki on May 22, 2012, 04:48:43 AM
ah, thanks :)
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: DX7.EP on May 29, 2012, 02:58:49 AM
Server has been updated partially. I'm still testing DodgeBall and Boss Battles on my test systems before we opt to install those mods.

FREAK FORTRESS 2:
 - Disabled FF2 auto-loading on KOTH (balance and content download problems no more there)
 - Added the following bosses:
    o Gangplank 2 (different model, his rage does not cover screen) (http://forums.alliedmods.net/showpost.php?p=1709123&postcount=845)
    o Serious Sam (http://forums.alliedmods.net/showpost.php?p=1709297&postcount=848)
    o Badass Engineer (http://forums.alliedmods.net/showpost.php?p=1703026&postcount=708)
    o The Administrator (http://forums.alliedmods.net/showpost.php?p=1717843&postcount=1030)
 - Updated Aya, Koishi, Gaben, Rocket
 - Removed original Gangplank

MISCELLANEOUS:
 - Added birthday_footbal_b2 as a joke map
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Gpop on May 29, 2012, 03:06:02 AM
we need some Duke Nukem himself :V

We should have another meet, it's June next week and a lot of people are starting to finish school for the summer
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: DX7.EP on May 29, 2012, 03:07:54 AM
I was thinking the same too. I'll probably contact ya via Steam about it and announce it here when the plans are more in place.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: Kyo Tanaka on May 29, 2012, 11:40:28 AM
we need some Duke Nukem himself :V

I'm not going to fight you. I'm going to kick your ass.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: DX7.EP on May 29, 2012, 02:36:08 PM
we need some Duke Nukem himself :V
A Duke Nukem boss (http://forums.alliedmods.net/showpost.php?p=1716965&postcount=998) does exist but I'm not content with his current state.
EDIT: Fixed link to release version
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: DX7.EP on May 30, 2012, 03:24:03 PM
You are approaching the target of attack. Your mission starts now. Are you ready? *music* (http://www.youtube.com/watch?v=XG8TCN2rdFs)

You wanted it? YOU GOT IT! :V We set up another server meeting time!

TIMES: 14-16 June, 20:00 GMT-5 / EDT

The schedule we'll be using is below:

14 June (Thurs): Pubstomping@MotK - vanilla only
15 June (Fri): Mod Mania! (Freak Fortress 2, Dodgeball, Boss Battles)
16 June (Sat): In-house only - vanilla, mods, football matches, SDM stupidity, whatever

Which do you prefer, or do you have alternate ideas?
Title: Re: [TF2] MotK Meetups (NEXT MEET: ?????????)
Post by: theshirn on May 30, 2012, 03:29:55 PM
I'm going with yours, I can't make Friday's :(
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Messiah on May 30, 2012, 03:41:45 PM
As always, i can't guarantee showing up, but I always show up anyway will try to be there  :derp:
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Gc on May 30, 2012, 03:56:49 PM
Install RFBhop and add some surf maps (I can suggest some) so we can all get slidin' on the in-house whatever-madness. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: DX7.EP on May 30, 2012, 04:15:59 PM
I know a few Surf maps back when I played it a bit in CSS, but you know any good TF2 ones? Putting the CS ones may result in materials issues at the least due to some using CS-exclusive content.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Gc on May 30, 2012, 05:25:20 PM
Trying to keep this not-too-hard (even though I would gladly recommend some skill maps)

And that's pretty much it for the acceptable TF2-textured easier surf maps

For torrent, just put it on if you really want a challenge, I have trouble finishing it.
I wanted to suggest surf_derpis, but Diealready trashed it on Gamebanana.

Now then, if we could have CS:S (https://www.youtube.com/watch?v=qHhWngDlPxs) skill (https://www.youtube.com/watch?v=sWBu1AyGtr8) surf (https://www.youtube.com/watch?v=VnA16wSS8YA) maps (https://www.youtube.com/watch?v=p3sNJPH-oms) ... (https://www.youtube.com/watch?v=3dRJaM6EFPo)
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Gpop on May 30, 2012, 06:11:26 PM
I'm down for surfing on Saturday. Haven't done that in a long while though :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: DX7.EP on May 31, 2012, 04:11:12 AM
Got those maps you linked except for Torrent (namely so that we can get more people surfing), Cubic, and packaging Boss Battles, RFBHop, (maybe) TF2Ware, and Dodgeball for upcoming server update.

I also found a few unofficial TF2Ware links on AlliedModders, but due to stability I will hold back on installing those until further testing is done.



So I've decided that we'll be sticking to my schedule - namely, Thursday for pubstomping, Friday for mods, and Saturday for community whatever.

I also decided against Boss Battles for a few reasons, such as it defaulting to Arena mode (conflicts w/ FF2) and possible requirements of writing boss configurations (I do plenty of that for FF2). Lastly I'll later be trying to expand server management powers for Gpop and myself, to facilitate updates and since at this point it seems I'm the day-to-day op while kitties is in osu! or Tera.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Agent of the BSoD on June 05, 2012, 09:04:08 PM
Yep, I'm in. I don't think I'll have anything in the way, except maybe for Saturday, as usual.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Yukarin on June 06, 2012, 09:43:11 AM
I shall see if my sched permits me to play some games.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: DX7.EP on June 07, 2012, 06:26:21 PM
Recently I've negotiated and gotten full SSH and SFTP access to the TF2 and FastDL servers. Previously I had to rely on omgkitties as a proxy to perform updates, but with this (which came partly as a result of FF2 work and his current disinterest in TF2) updates should be done with much more ease. I'll give Gpop the login details too if he's interested.

So I guess what this means is that if you want something in the server you guys should probably talk to me instead. (wait don't you guys do this already? :V)
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Freyband on June 12, 2012, 06:39:48 PM
Might not be able to attend since my computer may (or may not) be spazzing out (bluescreen, freezes, GPU overloading). Hopefully this will have been an isolated incident for yesterday  :ohdear:. Otherwise I look forward to having you all feed my loch and load (this taunt is going to lead to numerous axe, head, fire, and explosive wounds isn't it?). :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: BlackSparda on June 12, 2012, 08:37:29 PM
its the first time that iam able to play on every day of the meeting  :D     (well only when iam not to tired to play :V)
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Alpha on June 15, 2012, 12:11:15 AM
Definitely can't make today, and the two other days are a definite maybe. Might be there but late, I don't know.

EDIT: Somehow made it to the 14th, still a maybe on the others.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Kyo Tanaka on June 15, 2012, 12:16:03 AM
I won't be able to get on later today. Its too hot for me to play it now, i'll wait until later at night for it to be cooler.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: DX7.EP on June 15, 2012, 03:52:43 AM
Synopsis:
 - Vanilla: everyone loves it, some of us are rusty as hell at it too
 - Surf: not as popular as expected due to complexity, plus Utopia kept crashing the server
 - Dodgeball: fun but crashprone (could be the maps though)
 - FF2: because we can (and the first of the two future bosses was announced - Team Rocket)
 - Server crashes: 4 (including one that required SSH access to force-quit the process - mission accomplished!)
 - Was Dibble run over by the Well train? Yes. :getdown:
 - Did we play according to schedule? No - lack of pubbies meant that we went to in-house stuff.
 - Is it possible to put TF2Ware too by Saturday? Unlikely but I can certainly try!
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Alpha on June 15, 2012, 04:07:32 AM
- Surf: not as popular as expected due to complexity, plus Utopia kept crashing the server
Ha ha ha, no. It's pretty simple, just (sometimes) hard to pull off.

- Is it possible to put TF2Ware too by Saturday? Unlikely but I can certainly try!
I'm all for tf2ware. Played it a bit before, would probably be more fun with people I know.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: DX7.EP on June 15, 2012, 04:14:56 AM
Ha ha ha, no. It's pretty simple, just (sometimes) hard to pull off.
Simple concept indeed to those who have surfed before, including myself. But do note that most of the people on were very new to this gamemode, and I'm considering it complex from the majority's perspective.

Probably perceived complexity is a better term?
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Gpop on June 15, 2012, 04:22:29 AM
oh god we need TF2ware
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Hyper Dunk on June 15, 2012, 04:25:43 AM
- Was Dibble run over by the Well train? Yes. :getdown:
The tradition lives on, whether I want it to or not I suppose.  :ohdear:

Also, I'd be down for TF2Ware if it gets setup by Saturday, though I'll probably show up late to the meet that day due to work.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Agent of the BSoD on June 15, 2012, 04:32:45 AM
Yeah, that was the first time I have done surfing. Didn't understand it at first. I just thought the fast-paced current was cool. :V

And I swear, sticky jumping on our server makes you fly much higher than other servers.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Freyband on June 15, 2012, 04:39:07 AM
oh god we need TF2ware
So tomorrow well do pub stomping maybe with some Hale and other oddities off to the side?
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Kyo Tanaka on June 15, 2012, 04:47:32 AM
Tf2ware with saxton hale? :v
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: DX7.EP on June 15, 2012, 05:26:34 AM
Tf2ware with saxton hale? :v
A Hale whose Rage starts minigames TF2Ware-style? That would be one very fun and annoying boss. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Server stop crashing damnit!)
Post by: DX7.EP on June 16, 2012, 12:53:56 AM
EDIT3: Actually, it seems that when certain users connect the server decides to crash. They didn't have the issue yesterday IIRC. I'll investigate it with them before tomorrow's meet.

On another note, this has probably been the angriest server meet so far. Given server crashes and other events, individual grievances, and misunderstandings...it doesn't surprise me that this arose, but even so, it's a bit too expressive, no? Let's keep things a bit calmer next time! ^^;

EDIT2: Problem solved, MGEMod was removed forcefully and the server logs aren't as full of errors anymore. Meets continue! :D

Today's (and hopefully not tomorrow's too) meets: SUSPENDED due to server instability. When it crashes within 5 minutes of reload then something's definitely gone wrong.

Gpop will be leading ya to empty public servers for hijacking instead, while server staff (in other words, just me D:) will be pending investigation and will give the all-clear when it's okay to join again.

EDIT: I have progress - apparently an update to MGEMod I've attempted is partly to blame for crashing. Either I'll have to put on the old version again, or remove it outright.




Synopsis: I HATE SERVER CRASHES >:( >:( >:(
...and it was pure vanilla when players were actively on (save for a low-grav server Gpop and others were on while I was busy with server stuff). No mods today were actively played for the sake of actually playing them.
This concludes stuff for today, and our broadcast will continue on the next day, possibly simultaneously with the MC server reopening. TF2-loving players, I advise ya to stay with TF2 so that there's less initial lag over there.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Dr.Strafe on June 16, 2012, 09:11:04 AM
Synopsis: I HATE SERVER CRASHES >:( >:( >:(
Being an admin is fun sometimes, ne~  :P
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Kyo Tanaka on June 16, 2012, 01:24:06 PM
Its the most fun in the end when trolling is involved.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: DX7.EP on June 16, 2012, 02:01:16 PM
I wouldn't be so sure about that...I got quite a few charged messages from some players, mentioning that some players were constantly killing others while duelling or something else, which prompted some ruined gameplay and counter-killing....

Being an admin is fun sometimes, ne~  :P
Haha, sure is! :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Wisp on June 16, 2012, 02:48:08 PM
*falls from the sky after not posting in weeks*
Ack! Did I miss it? Darn, hope there's another one later on today. Really look forward to playing with you guys again!
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: DX7.EP on June 16, 2012, 03:13:43 PM
We plan to play today too, 8PM EST as always. Hope to see you there!

EDIT: TF2Ware still needs more internal tests on LAN server before it's given the all-clear (crash stuff). So it won't be on for today.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Gpop on June 16, 2012, 10:25:02 PM
Wont be there today. At family house for fathers day. Sorry guys.
Title: Re: [TF2] MotK Meetups (NEXT MEET: I don't even know yet)
Post by: DX7.EP on June 17, 2012, 03:54:21 AM
Today's meet - fun and quiet. We still crashed once however....

Y'know, considering how crash-heavy this meet has been, I decided to put the server on lock so I can reconfigure everything from scratch. Planning to do a backup tomorrow morning...this is not the best idea, but whatever is necessary. For the meantime, Gpop will direct ya to empty public servers if you all want to get together.

As for next meet, I am thinking early July and maybe a surprise one after that.

EDIT: And let me guess, some of you will be trying to lynch me soon and accuse mods for causing all this. Wouldn't surprise me, but that's not covering for everything when logs now don't point to problems with specific plugins.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Gpop on June 17, 2012, 03:59:47 AM
On that note, since the meet was...somewhat unsuccessful really, I say we have on make up meet next weekend (Thursday or Friday perhaps?) on some random empty server, just like before, and get some pubstomping in.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: DNAbc on June 20, 2012, 07:16:24 AM
Um, I am new here and I've recently discovered this thread, is it possible for newcomers to join these TF2 MoTK Meetups? I am greatly interested in some TF2 action with some fellow maidens, and I wish to participate in it, or do you guys have specific requirements or summat?
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Dr.Strafe on June 20, 2012, 09:36:15 AM
Nah. Just show up and have fun, really.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Yukarin on June 20, 2012, 12:16:43 PM
Um, I am new here and I've recently discovered this thread, is it possible for newcomers to join these TF2 MoTK Meetups? I am greatly interested in some TF2 action with some fellow maidens, and I wish to participate in it, or do you guys have specific requirements or summat?

No problem at all, man. Just make sure you give EP or Gpop your name so that you don't get kicked or something.

We usually just have some shenanigans, but we also play some serious vanilla TF2 so yeah.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: DX7.EP on June 20, 2012, 02:13:33 PM
Heya there newcomer!

There is no real requirement at all - as long as we know who you are on both MotK and Steam there shouldn't be problems.

On another note, server maintenance is still underway - vanilla appears to work fine but I have to check with users who had connection issues first works fine, and the users in question had zero problems connecting. On to mod installation!
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: DNAbc on June 21, 2012, 04:52:55 AM
Thanks for the info! My name in TF2 is shing1234543210 (Which is something I signed up with my email account, and doesn't really know how to change it. >_>), hope that we can have some meetups soon!
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Gpop on June 21, 2012, 04:57:22 AM
Well I still have no responses if people want to join a random empty server this weekend (around 8pm EST), but if we get people you're more than welcome to join!
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Demonbman on June 21, 2012, 10:18:50 AM
I would like that! You can count me in!
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Yukarin on June 21, 2012, 12:05:06 PM
Thanks for the info! My name in TF2 is shing1234543210 (Which is something I signed up with my email account, and doesn't really know how to change it. >_>), hope that we can have some meetups soon!

You can change names by right-clicking on the bottom-right corner of steam, then choosing "Change profile name".
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: DX7.EP on June 21, 2012, 01:18:48 PM
Too busy in Minecraft and TF2 server management to join V:
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Freyband on June 21, 2012, 06:16:33 PM
What days are you planning on Gpop? I'll probably be up for it if something else doesn't come up that stops me regardless, but it'd be good to have a specific date/days.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Kyo Tanaka on June 21, 2012, 07:41:08 PM
Thanks for the info! My name in TF2 is shing1234543210 (Which is something I signed up with my email account, and doesn't really know how to change it. >_>), hope that we can have some meetups soon!

Is that your Steam name? If so, you can change your name by going into your friends list, clicking the down arrow right next to your name, and click Change Profile Name.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Gpop on June 21, 2012, 08:45:11 PM
What days are you planning on Gpop? I'll probably be up for it if something else doesn't come up that stops me regardless, but it'd be good to have a specific date/days.
Whichever works for you guys, most likely tomorrow though (Friday) because it's the best time for me. Saturday too if you guys are up for it
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Kyo Tanaka on June 21, 2012, 08:50:23 PM
Well I still have no responses if people want to join a random empty server this weekend (around 8pm EST), but if we get people you're more than welcome to join!

If I can get on the good computer, then count me in! Just need to know what time it'll be
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: theshirn on June 21, 2012, 08:58:23 PM
Mrf.  I could make tonight, but not tomorrow and not until late on Saturday. :(
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Yukarin on June 22, 2012, 02:39:33 AM
I can play this weekend. My body is ready.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Gpop on June 22, 2012, 03:16:07 AM
Okay bad news I can't make Saturday because I have to be with sis for her softball tourny all day :(

Friday still on unless something happens.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: DNAbc on June 22, 2012, 05:29:12 AM
Is that your Steam name? If so, you can change your name by going into your friends list, clicking the down arrow right next to your name, and click Change Profile Name.

Not really, I recently changed the name to match this one on MoTK, and now my name is Darkninjaabc.

(This is actually kinda funny.  :V )
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Freyband on June 22, 2012, 07:44:38 AM
Saturday I'm pretty sure I won't be able to at all. Friday I can probably make though.
Title: Re: [TF2] MotK Meetups (MAKE-UP MEET: June 22 @ 8PM EST [pubstomp])
Post by: Gpop on June 22, 2012, 06:16:08 PM
Guys, gonna have to postpone it to 9pm as I won't be home until 8:30 earliest. Unless you guys can hijack one yourselves and I join in later. :V
Title: Re: [TF2] MotK Meetups (MAKE-UP MEET: June 22 @ 8PM EST [pubstomp])
Post by: Romantique Tp on June 23, 2012, 05:42:01 AM
I totally forgot about this.
Title: Re: [TF2] MotK Meetups (IMPROMPTU MEET: Today 8PM GMT-5)
Post by: DX7.EP on June 29, 2012, 07:42:36 PM
Good news: server is out of maintenance phase!

In addition, as Gpop noted in the TF2 thread, we'll be hosting some Doomsday and Reimu-testing celebrations tonight at 8pm GMT-5, and possibly tomorrow at 5pm and 8pm too. Join if you can! :D
Title: Re: [TF2] MotK Meetups (IMPROMPTU MEET: Today 8PM GMT-5)
Post by: Kyo Tanaka on June 29, 2012, 07:50:52 PM
Good news: server is out of maintenance phase!

In addition, as Gpop noted in the TF2 thread, we'll be hosting some Doomsday and Reimu-testing celebrations tonight at 8pm GMT-5, and possibly tomorrow at 5pm and 8pm too. Join if you can! :D

I'll be joining, but I'll probably leave if it turns Doomsday. I can't play on that map because of massive lag when I'm looking at the direction of the rocket.
Title: Re: [TF2] MotK Meetups (MAKE-UP MEET: June 22 @ 8PM EST [pubstomp])
Post by: thedarkabyss100 on July 06, 2012, 01:29:39 PM
I'm ready on Fridays and usually Saturdays.
Title: Re: [TF2] MotK Meetups (NEXT: 2-4 Aug, 20:00 / 8:00PM GMT-5)
Post by: DX7.EP on July 30, 2012, 02:39:09 PM
Gpop and I had planned an Otakon edition meet this weekend as we were both there. But things didn't work out on my end, and even if they did con madness was really good fun. So we opted to make up for that by placing a meet this weekend!

Times are in subject; it'll probably be vanilla-limited for at least 60% of the time, due to FF2's development basically relying on unofficial forks while the official developer is AWOL.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: Tamashii Kanjou on July 31, 2012, 12:16:59 PM
Seeing as I've been away for a long time (and this depending if I actually show up) is it just 'run TF2 and don't worry about stuff' or is there stuff (plug-ins and what not) that I should get beforehand?

If so, what is there, and how will I get them? (AKA, if it's a long list, send me it now~ >< )

Thank you~ <3
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: N-Forza on July 31, 2012, 12:45:48 PM
I should be able to join this time too. It'll be nice to not be laggy this time around, heh.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: Gc on July 31, 2012, 01:29:44 PM
Seeing as I've been away for a long time (and this depending if I actually show up) is it just 'run TF2 and don't worry about stuff' or is there stuff (plug-ins and what not) that I should get beforehand?

If so, what is there, and how will I get them? (AKA, if it's a long list, send me it now~ >< )

Thank you~ <3

You don't really need plugins for the TF2 client for general pub play. Things can change if you get into competitive play (leagues forcing you to install a shit client that restricts which servers you can join and which weapons you can equip (ESEA), forcing you to install PREC to record all matches and scrims and whatnot (UGC? ETF2L?))



HOWEVER, IF YOU MEANT VISUAL MODS: (everything listed here is optional)
TF2 Texture Improvement Project (http://tf2tip.maxofs2d.net/) (If you have enough RAM, makes every character texture and some weapon textures look a lot better)

There are many HUDs (I'll compile a full list someday) so here's a few popular ones:
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DX7.EP on July 31, 2012, 01:49:26 PM
Seeing as I've been away for a long time (and this depending if I actually show up) is it just 'run TF2 and don't worry about stuff' or is there stuff (plug-ins and what not) that I should get beforehand?

If so, what is there, and how will I get them? (AKA, if it's a long list, send me it now~ >< )

Thank you~ <3
All our mods and custom content are server-side, and if you do not have it beforehand it will download automatically.

You can install client-side mods such as HUDs, alternate player models, etc. as well, which affect only your install.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: Yukarin on July 31, 2012, 10:31:36 PM
Oh shit another meet?

OMG COUNT ME FUCKING IN
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: Messiah on July 31, 2012, 10:40:26 PM
You already know my answer.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: Alpha on August 02, 2012, 01:43:05 AM
I'll probably be able to make everything this time around.

Also finally remembered to check this thread, probably missed a few meets since last I played  :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DX7.EP on August 02, 2012, 05:07:32 AM
Will be out of town for Saturday and maybe Friday too (another trip to the Hampton Roads region, yay traffic hell x46), but I'll see if my hotel has a workable enough connection for this AND if I can get wifi patched in Win7 by then.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DrCactus on August 03, 2012, 01:06:38 AM
Question how exactly do these work? I'd like to see if I can get involved.
I can do Friday definatly. Not sure about Saturday though.

Here is my steam if it's needed.
http://steamcommunity.com/id/Zaezae64/
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: Esper on August 03, 2012, 01:57:10 AM
:V This was and is a fun meet.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DX7.EP on August 03, 2012, 02:57:10 AM
Question how exactly do these work? I'd like to see if I can get involved.
As long as we know your Steam account name, you should be ready; if the server has a password then just ask me for it.



Fun meet, lots of people came along as well. Just really laggy, though, which mostly attributed to an extra server process running and hogging CPU. Terminating those and giving another duplicate a low priority seemed to help the issue.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DrCactus on August 03, 2012, 03:09:53 AM
Fun meet, lots of people came along as well. Just really laggy, though, which mostly attributed to an extra server process running and hogging CPU. Terminating those and giving another duplicate a low priority seemed to help the issue.

I have a TF2 server I can lend you for the event if you need a host.
Right now it's  FF2, but I can change it to stock TF2 if you wish.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DX7.EP on August 03, 2012, 03:20:44 AM
We have our own server with TF2 and FF2, thanks for the offer anyway. We may need it if our main server is under maintenance.

Where's its physical location and what's its address?
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DrCactus on August 03, 2012, 03:23:23 AM
It's located in Florida.
I could probably move it somewhere else though.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DX7.EP on August 03, 2012, 03:50:38 AM
Don't see a need to; it's at least in the same timezone as our main one (which is in NJ).

I'll let ya know if we need anything more with it.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DrCactus on August 03, 2012, 04:14:17 AM
Alrighty than.

Oh, hey! I just realized you're the guy who made all those Touhou FF2 bosses! :V
I use them on my server so I'd just like to thank you for the hard work you put into them.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: N-Forza on August 03, 2012, 01:36:15 PM
Weird, when I was about to get on, the server kind of disappeared from the list. It had around 18 players on it, but by the time it showed up again, it was down to 10 or so. Oh well, maybe tonight or tomorrow it will behave.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DNAbc on August 03, 2012, 01:41:24 PM
The meet was intensely fun, (Especially Ace's ranting through the mic) though the high ping was quite a downpour to the experience, but I guess it can't be helped, meh?

I guess I won't be free for tomorrow though, but I will be there at the 4th, if I manage to wake up early enough. (Which is rare, count today as an exception. :V)
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DX7.EP on August 03, 2012, 03:18:33 PM
Weird, when I was about to get on, the server kind of disappeared from the list. It had around 18 players on it, but by the time it showed up again, it was down to 10 or so. Oh well, maybe tonight or tomorrow it will behave.
That was around the time I shut down the server amid absurd lag and cut down some rogue processes via SSH. Gave earlier warnings to players about it; some took the opportunity to get to other things so they didn't return when the server was back up.

EDIT: And great I'll be late for this meet. :<
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DrCactus on August 04, 2012, 03:21:39 AM
Welp, that was fun. I look forward to any future meetups.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DX7.EP on August 04, 2012, 04:22:44 AM
Quite fun and busy day, though a few mass disconnects and crashes on Mokou and Gangplank were a bit sour.

ALSO IMPORTANT STUFF:
kitties and I are deciding to try another server hosting service, due to better hardware (meaning less latency and maybe another game server too). We have a 2-day trial with them so we want to try it before we decide...anyways, instead of the usual server, we will be on the below IP:

70.42.74.60:28000

It will not be ready until later tomorrow, so don't try to connect there just yet. The usual MotK server will also be updated and passworded to notify those unaware to move there instead.
SM admin and ban lists, as well as most vanilla play, will be left intact. What I am not certain about are modded gamemodes and plugins, though I think they will be on too.

On an off-note I'll be out of town tomorrow and thus may not be able to come and try things out. :\
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DrCactus on August 04, 2012, 04:32:20 AM
Alrighty.
If there are any server issues, lemme know, I'll be more then happy to let you use mine.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DNAbc on August 04, 2012, 09:58:53 AM
Dammit, I wasn't able to come today due to various reasons, will there still be another tomorrow?
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: omgkitties on August 04, 2012, 03:25:15 PM
What I am not certain about are modded gamemodes and plugins, though I think they will be on too.
Planning on vanilla with the exception of sourcemod for tonight.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: Gpop on August 04, 2012, 03:43:21 PM
Planning on vanilla with the exception of sourcemod for tonight.
Well we had vanilla on Thursday already. We might start with vanilla again for today, but maybe we can fuck around with other things like surf or jump maps? (if we have those) if they want it.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: omgkitties on August 04, 2012, 05:19:35 PM
Well we had vanilla on Thursday already. We might start with vanilla again for today, but maybe we can fuck around with other things like surf or jump maps? (if we have those) if they want it.
If anyone has any suggestions for jump/surf maps, feel free to post them. Right now I only have jump_adventure.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 14-16 June, 20:00 GMT-5 + DST/Summer time)
Post by: Gc on August 04, 2012, 05:37:23 PM
If anyone has any suggestions for jump/surf maps, feel free to post them. Right now I only have jump_adventure.
Trying to keep this not-too-hard (even though I would gladly recommend some skill maps)

  • surf_pulse_v2 (http://gamebanana.com/tf2/maps/78116)
  • surf_utopia_v3 (http://gamebanana.com/tf2/maps/113573)
  • surf_air_arena_v4 (http://gamebanana.com/tf2/maps/54455) (it's fun to rocket jump around :V)
  • surf_snow_arena_v2 (http://gamebanana.com/tf2/maps/120727) (same)
  • surf_venice_v1e (http://gamebanana.com/tf2/maps/162538) (somewhat harder to finish but still some easy freestyle)
  • surf_torrent_v1b (http://gamebanana.com/tf2/maps/164734) (this one is not easy)
  • surf_tf_japan_v1 (http://gamebanana.com/tf2/maps/97211) (this one is... japan, but it still has enough secret surf to be tolerable)
  • surf_greatfissure
  • surf_bathroom
  • surf_10x_reload_tf2
And that's pretty much it for the acceptable TF2-textured easier surf maps

For torrent, just put it on if you really want a challenge, I have trouble finishing it.
I wanted to suggest surf_derpis, but Diealready trashed it on Gamebanana.

Now then, if we could have CS:S (https://www.youtube.com/watch?v=qHhWngDlPxs) skill (https://www.youtube.com/watch?v=sWBu1AyGtr8) surf (https://www.youtube.com/watch?v=VnA16wSS8YA) maps (https://www.youtube.com/watch?v=p3sNJPH-oms) ... (https://www.youtube.com/watch?v=3dRJaM6EFPo)
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DX7.EP on August 04, 2012, 10:28:40 PM
Can't make this meet guys, sorry. :< Most I can probably do is monitor server CPU usage via SSH on my mobile, and maybe some rcon stuff.

I'm fine with vanilla-only for this meet just to test the server infrastructure. We can expand surf/jump/whatever at another time.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: Kyo Tanaka on August 04, 2012, 11:37:10 PM
I'll be late for the meet. Don't party much without me~!
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: Gpop on August 05, 2012, 03:04:29 AM
ANYWAYS, UPDATE! (Since EP usually does it)

- Started off slow in Foundry (as usual...for some reason :V), but once we started firing we got the games in
- after some playing in Foundry and Doomsday, we head off to surf a bit. Unfortunately it led to more dicking around since not many knew how to surf that well.
- then we all went HYDRO since we all TOTALLY LOVE HYDRO <3 *shot* (it needs some love)
- then finally we started rushing each other in Gravel Pit *gunslinger Engie offense OP* for jokes

We didn't get as many players as the last two meets, but it was still fun. Thanks for everyone who came out though! Was there any problems on the new server we moved into though?
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: Esper on August 05, 2012, 03:53:36 AM
FUCK. I forgot to come this time and the server wants a password :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 2-4 @ 20:00/8PM EST [GMT-5])
Post by: DX7.EP on August 05, 2012, 03:56:49 AM
From what I hear we had better performance on this server than our normal one so I think we got the all-clear to migrate our server files over.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ???????????)
Post by: DX7.EP on August 16, 2012, 05:13:32 AM
You want MvM? Well you got it!
UPDATED:
We will have 2 servers running MvM for the weekend:

Server #1 (we're moving here for better performance) (http://www.shrinemaiden.org/forum/index.php?topic=11689.msg868178#msg868178)
Server #2 (where we have been for a while) (http://www.shrinemaiden.org/forum/index.php/topic,11689.0.html)
The former server will be moved to vanilla after the weekend is over.

The servers are both password protected - server #1 involves Gpop's favourite subconscience-bending character while #2's passcode loves trains and parasols.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ???????????)
Post by: Yukarin on August 17, 2012, 03:21:32 PM
OH shit a meet.

OH FUCKING SHIT
Title: Re: [TF2] MotK Meetups (NEXT MEET: ???????????)
Post by: theshirn on August 17, 2012, 03:33:15 PM
Added the other server to the OP (should've done that a while ago).
Title: Re: [TF2] MotK Meetups (NEXT MEET: ???????????)
Post by: DX7.EP on August 17, 2012, 06:23:49 PM
Kitties plans on phasing out the old Chen server in a few weeks, bear that in mind.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ???????????)
Post by: theshirn on August 17, 2012, 07:20:56 PM
Post when you do and I'll remove it.  (Or just make Gpop do it, useless punk that he is)
Title: Re: [TF2] MotK Meetups (NEXT MEET: 30 Aug-2 Sep, 20:00 GMT-5)
Post by: DX7.EP on August 28, 2012, 03:06:20 PM
We haven't done this in a while, have we? Very well, let's rectify that. LONG WEEKEND (for Americans and Canadians) GO!

MEET TIMES & SCHEDULING:
All meets start at 8:00pm / 20:00 GMT-5, with DST/Summer Time.
- 30 Aug (Thurs): Vanilla regularity *ended up being MVM*
 - 31 Aug (Fri): Advanced MvM (advanced + custom missions, maybe one or more by yours truly)
 - 1 Sep (Sat): Vanilla in-house + custom maps (and maybe other things after that)
 - 2 Sep (Sun): Whatever you guys have in mind INCLUDING Surf and Jump (no FF2 though; I want to wait for an official update for the plugin first)
Have better schedule ideas? Post them here. :D

Unless indicated otherwise, we'll be on server 1 (new). Server 2 will remain standard MvM for other gatherings during this time, but the advanced and custom missions will be selectable there too.
Title: Re: [TF2] MotK Meetups (NEXT MEET: ???????????)
Post by: Gpop on August 28, 2012, 03:37:10 PM
I would say if we do jump, do rj_rckteer and jump_adventure. They are the funnest less bullshit jump courses out there :V

There was another, really awesome space-looking one but I forgot the name of it
Title: Re: [TF2] MotK Meetups (NEXT MEET: ???????????)
Post by: Messiah on August 28, 2012, 04:03:43 PM
We could do some degroot for a change.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: DX7.EP on August 29, 2012, 12:14:04 AM
Ya might want to reverse the server and password order in the OP, so that server 1 is 70.whatever and 2 is chen.lolmaiden. Reasons being that we already call the former as the primary server (while the second one will be phased out soon) and thus I've set the server broadcast titles and the MotDs as such.

I would say if we do jump, do rj_rckteer and jump_adventure.
Consider them added.

We could do some degroot for a change.
Or just set the server to full-time medieval on one of the days :colonveeplusalpha:
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: Gpop on August 29, 2012, 01:30:11 AM
Ya might want to reverse the server and password order in the OP, so that server 1 is 70.whatever and 2 is chen.lolmaiden. Reasons being that we already call the former as the primary server (while the second one will be phased out soon) and thus I've set the server broadcast titles and the MotDs as such.

Done.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: DNAbc on August 30, 2012, 03:22:43 PM
Dammit, you guys do know that 8pm over here means 8am for me, right?

(Probably will appear 2 hours late or something. :V)
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: DX7.EP on August 30, 2012, 03:38:59 PM
Yes, we have several GMT+8 players here and thus are fully aware of that.

On the other hand we're really screwing over European ones (they'd have to play at 1-2am). :\

But since a large portion of the playerbase (including the server staff) is in the Americas (predominantly US, Canada, and Brazil), we'll be working with their schedules in mind first.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: Gpop on August 30, 2012, 06:37:55 PM
Well before my original time was 5pm to keep the european players in mind, but we still have the asian players too...
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: DX7.EP on August 30, 2012, 06:45:03 PM
Yeah, we used to do 5pm and 8pm meets on the same day, which at least got the Europeans playing with us; however, this caused trouble with not only East Asian/SEA players, but also with the rather sizeable US/CA west coast group.

I think next meet we'll try 6 or 6:30 as a start time on at least one day to try and compensate.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: DX7.EP on August 31, 2012, 04:08:27 AM
Today: quieter than the past few, but it was not surprising as many of us have school to deal with now. Most we got were 7 players at once, so after waiting a bit in Harvest we played advanced MVM missions with a few assists*. Of particular note was one silly round on Mannworks where 4-5 of us did Gunslinger Engie rush (Gpop and I, maybe BSoD as well, recorded these; we'll be posting vids in due course).

* - We play MVM generally with these handicaps, which may be changed over time:
 - Players are able to drop and share cash Killing Floor-style via R + M2, in $50 increments (or whatever they have left if < $50). Inadvertently, Scouts can use this to their advantage to gain tons of HP before a round starts.

The below apply if an admin is connected:
 - If there are fewer than 6 players at the start of a mission, whatever money the missing players would've gotten are instead divided and given amongst the online ones (eg. $400 starting cash + 5 players = $80 extra given per person).
 - After the first failed retry of a wave, increment player cash by (~20-25% of collected cash * the current attempt iteration) at setup. eg. if $1000 was collected at first, increment $200 per failed run so that it's $1200, $1400, etc.
 - If players report negative cash values (a bug with the money system), slay everyone (resetting their cash to 0) and then give them a set amount based on total collected money to that point, previous subsidies, and any assistance funds that may need to be applied.
 - [ADVANCED/ENDURANCE/some CUSTOM MISSIONS] Admins can invoke an 'EMP' (which is nothing fancy, just a default SourceMod command targetted at BLU) once per wave (twice on Endurance missions) that will destroy all current bots except tanks. We usually did this when a robot was getting in the bomb chute, or (rarely) when other players called out for 'Sentry Ahead!' Each perfect round (where the $100 bonus is applied) adds one extra EMP that can be used anytime without regard for the previous limitation.

I know this causes some issues with standard procedure, but for that I suggest the many pure vanilla servers out there.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: Gpop on August 31, 2012, 04:21:09 AM
Gunslinger engie + disposable engie + rapid fire pistol was amazing.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: Kyo Tanaka on August 31, 2012, 04:25:24 AM
What about Jump_littleman? D:
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: DX7.EP on August 31, 2012, 05:03:14 AM
Gunslinger engie + disposable engie + rapid fire pistol was amazing.
Indeed -
Quote
disposable engie
...whaaa~?  We can have mecha chibi Engies as assistants too? :o

Turned out that my recordings had problems with recording my own voice input, in that (1) it was way too quiet (and background sounds tended to mute while I was talking) and (2) I had it always-on, rather than push-to-talk. :\ Might still upload it, but with silly songs in background to obfuscate those.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: Dormio Ergo Sum on August 31, 2012, 06:16:44 AM
So there's an exploit in MvM wherein the scout can have infinite HP.
Dropping your own cash and picking it up still heals you, and so as long as you have at least $1, you can heal yourself up to whatever value you want.
http://steamcommunity.com/sharedfiles/filedetails/?id=93038390
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: DX7.EP on August 31, 2012, 12:54:05 PM
It's an unintended consequence of the money drop plugin we use (by default MVM has no cash-sharing ability; we also have a command version that very few used). I'll check for a plugin update that might fix that.

EDIT: Welp there aren't any updated versions, and there are worse bugs (negative money possible from sharing). Will decide later today whether to keep that plugin or revert to the less exploit-happy command verison.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: Gpop on August 31, 2012, 03:49:18 PM
Unless they code money being dropped having different properties from actually picking up money from robots, it probably won't be for a week or so until it happens (when someone actually makes the raw code for it)
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: DX7.EP on August 31, 2012, 11:05:32 PM
I added stuff for today's MVM - namely, the ability to upgrade your stuff anytime when you are near a dispenser. To activate the menu, call Medic when next to and pointing at the dispenser.

We've additionally installed all the non-solo custom missions mentioned in this post. (http://facepunch.com/showthread.php?t=1207070&s=8c334116491de5b08ab3b3a4e06dbfa0&p=37353347&viewfull=1#post37353347)

Also kitties expects server #2 to be going down tomorrow for good, but we'll have to see.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: DX7.EP on September 01, 2012, 03:55:13 AM
So this time Gpop and I managed servers separately - I was on #1 while Gpop went to #2. Results from the former:
 - A round of Coaltown with the difficult Sleepy script...those goddamned Ninja Spies and Unarmed Combat crit Scoots ruined many a round, but the tiny Heavies were cute. :V
 - Decoy survival_objective. I don't know what the objective was, but it was a blast. $30000 at start and regenerating cash to survive as long as we can.
 - Lastly some normal Decoy since Sunny (MC server regular, and new TF2 player) joined and thus I opted to give an easier intro to MVM to her.
 - and a bit more on Server 2 to sub in for Gpop

Overall thoughts on this?
Went well since we got all 12 player slots filled for quite a while. Custom missions played nicely from my experience, and the mobs they included were pretty interesting. But with this and the earlier MVM weekend special I guess we've gotten the hang of this gamemode, and maybe overdosed on it too. Thus tomorrow's plan has standard TF2 in play.

Got a suggestion from Sunny to install PropHunt as well...I'll definitely consider it, with the initial answer of 'at the current time it's more likely I install this than VSH/FF2, MGE, FortWars, Zombie Fortress, and/or WC3Mod', and assuming it goes through we'll play some on Sunday (along with Jump, Surf, and maybe Trade Fortress TF2Ware Dodgeball achievement_idle something else...).
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: Gpop on September 01, 2012, 05:16:51 AM
As that all happened, recap from server #2 (the cool kids server):
- Started in Mannworks with normal MvM, no EMP's or anything, just standard gameplay to get warmed up. Went pretty well for the most part (but those GODDAMN PYROS)
- Later went to Coaltown and decided to demoknight rush for jokes on the advanced missions. It went a lot better than expected to say the least :V (probably from the max money I gave everyone :V)
- Finally went to Decoy, and tried to gunslinger engie rush (also maxed out money). Oh boy, bullets FLYING EVERYWHERE. Unfortunately we couldn't finish the last wave though because 3 tanks + giants + spies = death for so many engies.
- Then EP came in and took over while I went for dinner.

Good fun guys. I dunno if I'll be there tomorrow though, but if I do let's hope we get more people in.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: DX7.EP on September 02, 2012, 02:01:44 AM
Initial report while I get dinner and maybe head back:

 - 6v6 King was a blast, got the MVM crew to join us as well.
 - 5v5 Badwater, also fun and silly (BLU Pyro rush go!).
 - Currently on Granary while several of us left for various things (mostly involving food)

Quote of the match: "Loooli...! Why?!" - rizock

Good times, good games. Not much further comment.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: yuyukos on September 02, 2012, 02:33:56 AM
Granary devolved into 2v2, and Red Team became Lag Team, so we called it.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: DX7.EP on September 02, 2012, 02:50:45 AM
Heard about the lag issues, so I'll investigate.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: Gpop on September 02, 2012, 03:42:25 PM
the only person I've noticed on lag was Yuyuko, so much that I couldn't even land consistent shots (that I had to rely to because he was lagging too much to even backstab)
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: Gc on September 02, 2012, 04:08:36 PM
Didn't notice server lag yesterday, only some players. Also those reflects.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: Esper on September 03, 2012, 04:04:34 AM
Oh god dammit I missed it

:colonveeplusalpha:
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: DNAbc on September 03, 2012, 04:07:39 AM
Worst thing is to not miss the event but get 600 ping when playing MvM

Everyone's voice was so screwed up to the point I ragequitted
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: Aya Reiko on September 03, 2012, 04:09:56 AM
If I ever see a rj or a surf map again, I'll disconnect.

Boring, boring, boring, BORING.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: Gpop on September 03, 2012, 04:46:08 AM
It's still going guys we're doing prop hunt now!
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: DX7.EP on September 03, 2012, 07:34:32 AM
2 1/2 hours later we finally ended it. Probably the longest formal meet we've done!

 - Surfing on Pulse for starters; more people were playing in jail than actually surfing though. Started downloading PropHunt files too off of the very slow main server.
 - jump_adventure! Quite a few ragequit on the harder portions (usually as in, going to spec), but at first we managed to do well.
 - More surf, first Venice and later Utopia; better surfing turnout but we ended up messing in the jail anyway.
 - rj_rckteer - Most of us managed to complete this one at least once (I could not T_T), first as Soldier; later Demo and even Engie and QF Medic attempts came afterwards. At the same time the PropHunt files finished downloading and uploading them was a cinch.
 - And lastly PropHunt on modified Lumberyard, Cargo, Headquarters, Oasis, and Warehouse! Bloody hilarious fun, especially whenever someone got a tree or was a RED chair/computer/whatever in the BLU-based Headquarters map.

Getting stuff out of this with the 3am logic:
 - Surf and Jump: From what I'm getting, a niche of players definitely enjoys these (myself included, at least for Surf); others, however, do not appear to or do other things on map instead. In the future we'll treat them as gimmick maps (alongside things like dm_SDM_final), not in the standard rotation and loaded on in-server request only.
 - PropHunt:  Newbies and veterans alike enjoyed this, so it'll definitely remain on the server as standard fare. However, due to the way it replaces Arena mode configs and standard cvars, I will have the plugin disabled by default and loaded when needed.
 - Requests for infinite ammo, metal, health, crits, etc.: No, I won't be doing those, mostly due to lack of plugins but also because I doubt it would be put to good use.
 - Specific plugins for jump and surf: RFBHop is the only one for now, and I only load it for surf. For Jump...we'll have to see how often the maps are loaded.
 - Other modded gamemodes? Thinking about it.
 - etc etc etc - zzzzzzz

If I ever see a rj or a surf map again, I'll disconnect.

Boring, boring, boring, BORING.
Definitely understand where you're coming from, considering past instances of player disconnects amid FF2 or even certain vanilla maps.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Thurs & Fri, 4-5 Oct!)
Post by: DX7.EP on October 03, 2012, 12:42:01 AM
We interrupt this idle thread for a couple announcements!

(1) the chen.lolmaiden server is dead as of yesterday; we're back to one server.
(2) TF2 MEETS! Next one - this weekend, Thursday & Friday at the usual 8:00PM/20:00 EST/GMT-5 time! Not too much in these aside from usual business (vanilla, PropHunt, MAYBE FF2?), since we plan for one in Scream Fortress too. MVM is probably unlikely unless only a few people show up.

Might schedule Saturday too if things go well; if so it'll be at an earlier time to accommodate European players. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: KLH on October 03, 2012, 06:05:15 AM
In case anyone cared, I'm still alive and doing it all over agen.
Finally returning to Steam after about a month of no activity, with no TF2 gameplay for more than two months. Please excuse any horrible gameplay by me :V.
I should be able to attend this upcoming meet, workload is light at the moment. I may also bring something special this time around, hehehe.


Also, Paul Ryan will provide our workers with the skills to cut the children with a saw.

ENOUGH LAME REFERENCES
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: DX7.EP on October 03, 2012, 02:11:47 PM
Holy moly, you're back to do it all over again! \o/

Does the surprise involve craploads of bullets and a depressed version of everyone's favourite bee loli? :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: Yukarin on October 03, 2012, 02:16:09 PM
nooo why do you guys do a meet when this weekend i can't play because i have exams whyyyyyyy
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: Messiah on October 04, 2012, 12:47:31 AM
God, I need my daily dosage of ff2 back.

And welcome back, killah. Was wondering why you disappeared and never came back.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: KLH on October 04, 2012, 01:42:33 AM
Does the surprise involve craploads of bullets and a depressed version of everyone's favourite bee loli? :V
Well, it wasn't going to include the bee loli, but now it will :V

God, I need my daily dosage of ff2 back.
And welcome back, killah. Was wondering why you disappeared and never came back.
Yeah, FF2 on something other than the Gent servers would be nice (due to legions of unoriginal bosses being released on those servers during the last few times I was there).
And thanks for the welcome - disappeared due to school workload :(
Title: Re: [TF2] MotK Meetups (NEXT MEET: Aug 30 - Sept 2 LABOUR DAY WEEKEND)
Post by: DX7.EP on October 04, 2012, 02:12:07 AM
Ah, coursework can always be a hindrance.

Well, it wasn't going to include the bee loli, but now it will :V
Obligatory 「バーリアーwwwwヘイキダモーン~wwwwww」 - oh wait wrong version. :V

Quote
Yeah, FF2 on something other than the Gent servers would be nice (due to legions of unoriginal bosses being released on those servers during the last few times I was there).
Since MVM came out, FF2 has been generally unstable and boss development by most devs has ground to a halt - the bosses that are released are still very bland and lack gimmicks other than model/sound changes. Some devs have left and even removed links to their work. Thus many FF2 servers are running different gamemodes now, and the few I know to still be up usually lack the Touhou bosses.
Plus Gent has turned many of their servers including the FF2 one into MVM to accommodate the demand and the gamemode's low number of player slots.

Things seem a bit more stable now, so I'm considering updating my existing bosses at the very least.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 5 - Oct 6, might do Oct 7)
Post by: Gpop on October 04, 2012, 04:12:44 AM
FF2 was fun for just unusual fun :V (as long as I can be Koishi :3)

Anyways OP updated. On Friday I'll be at the Anime Club even, I'll try to pester Suikama to join in with me as well during the event after some Melty Blood rounds :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 5 - Oct 6, might do Oct 7)
Post by: Yukarin on October 04, 2012, 01:04:42 PM
Melty Blood

Gpop i request a melty blood netplay sesh
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: DX7.EP on October 04, 2012, 01:40:32 PM
Thread title correction - it's Oct 4 and 5, maybe the 6th. So we do meet today (even though I probably won't be doing much myself).



The first day ends!

 - 4-player MVM (briefly 5), with the custom Highlander pop file on Coal Town. Bloody fun stuff even with the low player numbers - giant Spies in disguise are totally legit :V
 - nothing else really for players
 - for myself, updating FF2 data, but turns out some bosses will need to be re-hexed due to the MVM update modifying player models a bit.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: DX7.EP on October 06, 2012, 05:35:28 AM
Thus ends the second day - a day with small player numbers and more silly MVM rounds (Demoknight and later FaN-Sandman Scout rushes), But it was fun.

Added some more admin-level plugins too for more server-sanctioned music playback abilities and other things. Mostly doing the music one since I've previously played FF2 boss music on non-serious occasions, mostly when doing silly things or waiting. Really would prefer a server-side definable streaming system without involving radio sites with questionable channels, but if no workable one exists I'll have to fall back on requiring (automatic) client downloads. If this is implemented, I won't take requests, and if there's a way to have clients get their own music choice without affecting others' streams that'd be nice too (despite conflicts with whatever admin-targetted play commands may be playing).

Due to low numbers though I won't sanction a meeting tomorrow, though other players are free to do so.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: N-Forza on October 06, 2012, 07:45:36 AM
Man, I had to wait 15+ minutes just to download all those plugins. That was kinda wack.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: DX7.EP on October 06, 2012, 07:49:14 AM
All the plugins I added today are server-side, though, and I have yet to configure the assets that the clients download (aside from two maps, but we loaded those earlier). Very strange.

Unless by those you mean assets for other game modes and mods? I know PropHunt and FF2 will ask for lots of content to install, but I have those plugins disabled from loading.

Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: DNAbc on October 08, 2012, 03:48:05 PM
I do know a  good place for FF2, it has all the TH bosses for the matter.

119.247.159.54:27025


Only problem, it's Chinese, which means there's a 99.99 chance you won't understand what's going on with the microphone. Or which boss you are fighting.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: Agent of the BSoD on October 09, 2012, 04:20:31 AM
I do know a  good place for FF2, it has all the TH bosses for the matter.

119.247.159.54:27025


Only problem, it's Chinese, which means there's a 99.99 chance you won't understand what's going on with the microphone. Or which boss you are fighting.
And probably a 99.99% chance that there will be great lag for those of us in the U.S. :derp:
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: DX7.EP on October 09, 2012, 04:45:12 AM
From what I also hear Gentlemann's Estate (the community whose FF2 server I used a lot for boss feedback, and a favourite among at least 4-5 players here) has re-instated their US-based server. So there's a less laggy option there for those of us in the Americas and parts of Europe. :V
EDIT: It also crashes frequently. :P
Title: Re: [TF2] MotK Meetups (NEXT MEET: 27-31 Oct MVM/Z/Merasmus || 1-3 Nov formal)
Post by: DX7.EP on October 26, 2012, 05:26:10 AM
Scream Fortress arrives tomorrow - Gpop did suggest meeting this weekend, but that's way too short of a notice!

What I'll instead do is this:
Tomorrow I'll have the server set to the new MvZ map through the 31st, because MVM matches are much easier to set up and improvise than a traditional TF2 game. There probably won't be any official times - instead, group with a few players and have at it!

The non-MVM formalities (INCLUDING the in-house Merasmus fight) will be next weekend assuming Scream Fortress continues (very likely going by the schedule of previous years): 1-2 November, 8:00PM/20:00 GMT-5 ; 3rd: 5:00PM EST / 17:00 GMT-5.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: Kyo Tanaka on October 26, 2012, 10:25:04 AM
Man up ladies. This time we got the undead on us.

EDIT: Will the MvZ map stay with us, or will it only be a halloween thing?
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: Agent of the BSoD on October 26, 2012, 11:27:24 PM
Man up ladies. This time we got the undead on us.

EDIT: Will the MvZ map stay with us, or will it only be a halloween thing?
It will probably stay on the server, don't see why we'd lose it. Probably just won't use it too much outside the Halloween event. (speaking of which, downloads are coming in now)
Title: Re: [TF2] MotK Meetups (NEXT MEET: 27-31 Oct MVM/Z/Merasmus || 1-3 Nov formal)
Post by: DX7.EP on October 27, 2012, 01:52:54 AM
So we'll be having a community Merasmus-fighting fest in lieu of zombie stuff in 40 minutes (10:30pm EST // 22:30 GMT-5) because of player pressure.

Oh well the fight is good from what I hear! :V
Title: Re: [TF2] MotK Meetups (CURRENT MEET: 27-28 Oct, 1-3 Nov)
Post by: DX7.EP on October 27, 2012, 09:27:43 AM
Results of this sudden meeting - SMASHING SUCCESS! Even though SourceMod and all related plugins were broken the entire time (fortunately I fixed it shortly after it ended - which was about 45 minutes ago). :V

Had 10-12 players for much of the meet, ensuring a steady stream of boss spawns. Official clock hints at us going 6 hours - which is very close to our record time. :V

Summary:
 - The new KOTH map - Ghost Hole (Lakeside_Event)! We were focused on getting Merasmus to spawn and defeating him. Very fun but difficult fight - he has a ton of HP and has a timer. Brass Heavy-Kritz Medic/Engie combos didn't do so well while Snipers and Scouts delivered good DPS for this. Later we played with the effect cards that Merasmus had.
 - Gravel Pit was fun as always
 - Then 2fort for the hell of it; did the predictable 'snipers on battlements, engie camps, spies everywhere' setup for silliness
 - Mann Manor and Eyeaduct for the Horsemann and Monoculus, as well as more holiday gifts (speaking of which I love the new gift drop system)
 - Ghost Hole again. Got the dance effect card several times and we laughed far too hard
 - HYDRO WHY :V
 - cp_gallery_b1 - for messing around since we were down to 6-7 players. Ended up playing football (soccer for you Americans and Canadians :V) with the globe prop in that map...damned hilarious! I'd love to extend the game concept in a future meet. :3
 - Then Well (CP) and later King for winding down.

Plugins all seem to work (major ones eg. FF2 and PropHunt were untested) now, thankfully.

Might do another one tomorrow at an earlier time depending on demand.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: Yukarin on October 27, 2012, 09:37:34 AM
Not to mention you and Frey kept dying from my crit stickies.
Title: Re: [TF2] MotK Meetups (NEXT MEET: 27-28 Oct, 1-3 Nov)
Post by: Dormio Ergo Sum on October 27, 2012, 09:40:54 AM
- Then 2fort for the hell of it; did the predictable 'snipers on battlements, engie camps, spies everywhere' setup for silliness
I'm still wondering where you can get that shotgun weapon for snipers.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: DX7.EP on October 27, 2012, 09:41:31 AM
Oh right, how could I forget about that? XD

All we were doing was getting close to deal more damage to Merasmus...then BOOM. :getdown:

fakeedit: damnit Dormio :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: Dormio Ergo Sum on October 27, 2012, 09:43:09 AM
Also, standing next to me while I'm using that fire minigun for the Heavy when trying to kill bosses is best idea.
Title: Re: [TF2] MotK Meetups (CURRENT MEET: 27-28 Oct, 1-3 Nov)
Post by: DX7.EP on October 27, 2012, 09:47:49 AM
It's a lot warmer than dying to Merasmus' "bombmaku" at least! :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: KLH on October 27, 2012, 10:07:33 AM
let's try not to go into anyone's holes next time
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: Tamashii Kanjou on October 27, 2012, 12:43:23 PM
I actually came into this... towards the bottom of that list though~ :V

I'll keep an eye out for any announcements in future.

{Also, flipping 'Thriller.' Puppy just laughed when it happened after I took the control point; she got me killed as a result. >> }
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: Fetch()tirade on October 27, 2012, 03:02:26 PM
Sentries = not the best idea
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: DX7.EP on October 27, 2012, 07:48:59 PM
Indeed they weren't. Had a camp on the centre area overlooking the CP, which helped deal some damage to him during his Bombinomicon spellcard, but it didn't do that well.

At least he didn't damage the sentry too often.

EDIT: Three things have been added to the server:
 - Merasmus spawner (because I can >:D)
 - Plugin to block killing the other team during a boss fight. It'll keep crazy Scoots from running into crit stickies. :V
 - CTF_Convoy_v2 (http://gamebanana.com/maps/45247) (pretty cool map)

Also, I'll post an official time for today's impromptu - 8:30PM EST / 20:30 GMT-5 sound good?
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: Kyo Tanaka on October 27, 2012, 08:10:13 PM
Indeed they weren't. Had a camp on the centre area overlooking the CP, which helped deal some damage to him during his Bombinomicon spellcard, but it didn't do that well.

At least he didn't damage the sentry too often.

EDIT: Three things have been added to the server:
 - Merasmus spawner (because I can >:D)
- Plugin to block killing the other team during a boss fight. It'll keep crazy Scoots from running into crit stickies. :V
 - CTF_Convoy_v2 (http://gamebanana.com/maps/45247) (pretty cool map)

Also, I'll post an official time for today's impromptu - 8:30PM EST / 20:30 GMT-5 sound good?
Why wasn't this figure added before the boss fight? It'll keep people focused on completing tasks easier.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: DX7.EP on October 27, 2012, 08:12:16 PM
It was just released about an hour ago, for one. Plus even if it was released before, SourceMod was broken yesterday so it wouldn't work.

Unrelatedly, I can also adjust the plugin cvars so that it doesn't take effect on certain bosses. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: Tamashii Kanjou on October 27, 2012, 08:13:51 PM
Also, I'll post an official time for today's impromptu - 8:30PM EST / 20:30 GMT-5 sound good?

That'll be 1:30am here...

Probably won't make it~ >>
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: DX7.EP on October 27, 2012, 08:18:35 PM
Well, it's just a rough time estimate - really the meet could start earlier or later depending on things, and last longer than anticipated. :V

I'll probably be on and off before that time just to see for interest.
Title: Re: [TF2] MotK Meetups (NEXT MEET: Oct 4 - Oct 5, might do Oct 6)
Post by: Gpop on October 27, 2012, 08:23:05 PM
I would think for Saturday we could try 5 or so. That'd be easier on the Europeans
Title: Re: [TF2] MotK Meetups (CURRENT MEET: 27-28 Oct, 1-3 Nov)
Post by: DX7.EP on October 27, 2012, 08:24:12 PM
You mean for next week, right? Can do.

Also change fix the thread title damnit :V
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - 3)
Post by: DX7.EP on October 28, 2012, 03:15:15 AM
Quieter day today with only 6 people showing up; we still managed to do some silly stuff (inlcuding Boss vs. Boss fights - Horsemann killing Merasmus in one shot :getdown:)

However, there is worse news: due to the Scream Fortress update crashing Linux MVM servers (though a patch was released today, we still have problems), we are unable to MVM at this time. Attempts to run it have all ended in random crashes that leave no logs for diagnostics.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Gpop on October 28, 2012, 05:07:32 AM
Quieter day today with only 6 people showing up; we still managed to do some silly stuff (inlcuding Boss vs. Boss fights - Horsemann killing Merasmus in one shot :getdown:)

However, there is worse news: due to the Scream Fortress update crashing Linux MVM servers (though a patch was released today, we still have problems), we are unable to MVM at this time. Attempts to run it have all ended in random crashes that leave no logs for diagnostics.
So no zombies? :(
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on October 28, 2012, 05:10:13 AM
No. At least the wave - the little bit we were able to play - was quite brutal.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Kyo Tanaka on October 28, 2012, 01:54:37 PM
I couldn't come to the meet...

Internet died the moment TF2 came up.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Phoenix_lostarr on October 28, 2012, 09:09:55 PM
Er.

So, I kinda wanna start playing TF2 with some people... only problem is, I've only just got the game. Could anyone give me a few tips and pointers as to how it works?

Thanks :D
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on October 28, 2012, 09:17:30 PM
Certainly can do - one way to learn is to come to our meets, or join one of us when we are connected to other servers. :D

But for solo practice, try the practice mode as well as the offline practice. The bots are not great but they do a good enough job telling players how the game goes.



Did another SourceMod, MetaMod, and TF2Items update today amid new snapshots - while TF2Items still does not load (an issue with SM and extension loading in Linux that hasn't been fixed yet), I can at least say that so far MVM seems to be working. Need more tests though.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: SirChaotick on October 28, 2012, 09:20:44 PM
I may also attempt to have a good match with MotK, but I don't have access to the teamspeak server, apparently. There's a password. Ah well. not to mention I'm absoltely abhorrent at TF2
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Dormio Ergo Sum on October 28, 2012, 09:22:13 PM
There's a password. Ah well.
No there isn't. You just leave the field blank.
Also, teamspeak is mainly used by the DotS group, we just use the ingame voice chat on TF2.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on October 28, 2012, 09:26:21 PM
TF2 voice chat does just fine, though our server is alltalk-enabled (so if you want team relays, then use the team chat function).

Server password - it's
Gpop's favourite character (see his avvy). Lowercase, first name only.

MVM status: server just crashed -hurr
BUT I did find the source of the crash! :V
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Gc on October 28, 2012, 09:29:55 PM
Still offering my Mumble server for voice comms
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1-3)
Post by: DX7.EP on October 29, 2012, 01:00:07 AM
I was trying to have 24/7 Coaltown Event server but no dice :<

But we were able to do this (thanks to those who showed up for testing):
 - MVM works again! However, be careful - crashes still can occur (often on Coaltown Event with frequent class changing). Blame the sound cache for being so loaded with MVM sounds. :\
 - Zombies everywhere! All waves are set to Wave 666 - good luck! I highly suggest bringing Pyros in, because while the bomb resets on its own in Coaltown Event, it does not in regular Coaltown and Decoy.
 - Spawn zombies in non-Halloween Valve maps! However that requires sv_cheats which I will not do yet.
 - Have Horsemenn and Monoculi attack the bots. Later crashed the server, while Merasmus crashed it immediately upon spawning. :getdown:

Due to the crash-heavy nature of things, I opted to use a workaround - namely, forcing a map change after either: (A) your team completes the mission, or (B) your team fails a wave.

Should the server crash, send me a message on Steam or (if I am offline) a PM here.

The MVM setup will last until the 1st of November, to let you all coordinate and play matches on your own. Good luck!
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Yukarin on October 29, 2012, 02:39:51 AM
Er.

So, I kinda wanna start playing TF2 with some people... only problem is, I've only just got the game. Could anyone give me a few tips and pointers as to how it works?

Thanks :D

Play with every class, see what you like. Get to know the game, the maps, what roles you play when you play "x" class. etc.

Oh, and don't chase spies into corners.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Kyo Tanaka on October 29, 2012, 03:13:54 AM

Oh, and don't chase spies into corners.

Shhh.

Don't tell him. He should learn the hard way.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on October 29, 2012, 04:01:08 AM
Oh, and don't chase experienced Spies such as Yukarin and Gpop into corners.
FTFY. Pub spies are easy to corner-kill </axtinguisher pyro smugface.jpg>.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Messiah on October 29, 2012, 08:52:38 AM
Feels not so good to be a pub spy  :derp:
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: SirChaotick on October 29, 2012, 02:17:18 PM
Used by the DotS group? Wasn't DotS broken?
How do you communicate otherwise, then?
Title: Re: [TF2] MotK Meetups (SERVER STATUS UPDATE!)
Post by: DX7.EP on October 30, 2012, 04:00:37 AM

BREAKING NEWS:

Due to Hurricane Sandy's effects on the NYC area (where our server is held), the host company has given announcements they have evacuated and are cutting the power in a few hours. omgkitties and I decided to shut down the server upon hearing this.

So until further notice the server will be down. I hope this is reverted by Halloween in time for our second meet, but if it is not...we'll think of something.

EDIT: Fixed name of storm

EDIT2: Crisis resolved, we can go back to things now
Title: Re: [TF2] MotK Meetups (SERVER STATUS UPDATE!
Post by: Gc on October 30, 2012, 04:05:01 AM
Hurricane Stacy
Pretty sure that's Sandy
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on October 30, 2012, 04:05:25 AM
Just noticed and fixed that before seeing your post. :V



Status update:
I've asked some other server-op members here about lending their servers, which I've gotten approval for. We may still be able to host a meet, though the possible loss of our Northeast-based playerbase may complicate matters.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Amraphenson on November 01, 2012, 03:04:05 AM
Used by the DotS group? Wasn't DotS broken?
How do you communicate otherwise, then?

DotS was broken. We're still around playing DotA these days.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 01, 2012, 04:03:12 AM
Can't make tomorrow's meet, sorry guys. More immediate matters came up that I'll have to address.

This is not a cancellation notice, but just a notification.

EDIT: We do have good news - server is back online!
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Kyo Tanaka on November 01, 2012, 11:58:04 AM
Make it where there'll be shenanigans.

Like trains coming out of nowhere.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Tamashii Kanjou on November 01, 2012, 12:28:57 PM
Like trains coming out of nowhere.

Make this happen. It would be flipping hilarious~ :V

But yeah, I'll be looking forward to this. ^^
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Gpop on November 01, 2012, 12:34:59 PM
We're totally playing on koth_railbridge then :V
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Dr.Strafe on November 01, 2012, 10:20:10 PM
So we're having an eleven month long meet now? (thread title) :V
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 01, 2012, 11:03:16 PM
Seems like it. Gpop is attempting to subvert the players to play more TF2, while specifically targeting me to make every FF2 boss a Koishi variant (including one that summons trains). :V

Also I will be making this meet, just leaving earlier. Server is already ready.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Gpop on November 01, 2012, 11:36:53 PM
:V

Btw though, I won't make it to the meet though, got some last minute crap happening so I'll be out most of the night, I might come in real late if it's still going though.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 02, 2012, 02:48:05 AM
So we did have six players over the course of the meeting, which broke up as soon as I had to leave.

Synopsis:
 - Watchtower...wait a minute this is the PropHunt version! Loaded accidentally due to using PropHunt's arena maps list, which has since been fixed.
 - Arena_Well: Everyone's favourite train map in TF2. Dibble the train misses you
 - MVM Wave 666 - first attempt we lost at the third tank but put up a good fight. Second one had $2000 extra, failed on the fifth. Third one was on Mannworks with $3800 extra per player, but we lost sooner and it was a sillier round anyway. Didn't use the EMP function in the first two tries.

Server crashed once in MVM, again due to sound cache. The map loading trick helped prevent further crashing.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Freyband on November 02, 2012, 11:16:30 PM
Hopefully todays update fixed the MvM crashing issue (mentioned the linux server crash). Many classes also got buffed for the merasmus fight so we may not have to rely entirely on huntsman spam anymore! Should be able to make it to today's meet (and tomorrows if we have one).
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Amraphenson on November 03, 2012, 02:10:32 AM
I APOLOGIZE BEFOREHAND FOR ALL THE TRICKSTABS I SHOULDN'T HAVE LANDED.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Gpop on November 03, 2012, 03:42:54 AM
Bah, I sucked because of (school) lag, had to let the sentry do the killings for me :V
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 03, 2012, 07:42:26 AM
We are done for today 7 1/2 hours after the meet itself started!

Summary:
 - A little 5gorge for everyone to warm up
 - KOTH_railbridge, a fun map ruined by mini spam
 - CP_Gallery with 65% less football than last time
 - Koth_Flake, enjoyable but still mini spammy
 - SERVER CRASH WHY ;_;
 - Harvest Event for the ghosts (and more mini spam)
 - Mann Manor for HHH and masks
 - Eyeaduct for Monoculus and costume pieces
 - Lakeside Event for Merasmus and voodoo stuff. We were able to make short work of him in Lv1 and Lv2, and came close a few times in Lv3.
 - PropHunt to spin things around and cool off. Damn funny stuff as always, and I'm glad it still works despite the many updates to TF2 and core stuff.

A list of silly incidents:
 - Yet more inquiries about whether I'm a Brit (going by voice chat samples - and no, I'm not one :V)
 - :V-Industries (BSoD's) exploit testing in Manor and Eyeaduct, involving teleporters and enemy Spies in spawn
 - Attempting to upgrade weapons outside MVM via two plugins (Dispenser upgrade stations and SetCash) - the MVM upgrade menu and cash worked, but the upgrades themselves did not apply. :getdown:
 - "Alpha has received a gift: Voodoo-Cursed Voodoo-Cursing Gift Pile" (a joke gift in response to all the halloween gifts he was getting). It seemed legitimate for most at first.
 - Gpop rocket-jumping above the initial BLU barrier in PH_Oasis to spy on props' preparations
 - Chaotick winning PropHunt rounds whenever he had the cone prop

Things in plan:
 - Reinstall TFDodgeball (FF2 will have to wait for TF2Items to work)
 - Once TF2Items loading works again, nerf the Gunslinger (especially the minis) slightly to balance things out a bit, but make them still viable in vanilla-style situations. My idea ATM is to either reduce metal capacity by 15-20 or increase mini cost by 5-10 metal, as well as a HP and pushback force reduction if possible. This was in response to bad mini spam at times in prior meetings, combined with a perceived lack of need for class restrictions for an in-house server.
 - Clean out the PropHunt map cycle file
 - Add back some of the vanilla-style custom maps from the old server

Hopefully todays update fixed the MvM crashing issue (mentioned the linux server crash).
It did address some things, but as for our particular issue, it doesn't mention it explicitly.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Tamashii Kanjou on November 03, 2012, 06:55:38 PM
You know those times you mention something someone doesn't know, and you sort of HAVE to share it?

...

I informed EP of a server I found that allowed 10 people to do MvM.
EP promptly soaks the screen.

Something tells me I may be responsible for the next server crash~ :V
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 04, 2012, 01:36:16 AM
It appears today's meet is over after 4 hours 15 minutes.

Goal of bringing in EU players worked pretty well.

 - 5gorge as usual
 - Attempted 9-player MVM but every time I set a cvar for the visible max player value it would always reset to 6. Even if I stated a lower value. So it did not succeed.
 - Mann Manor
 - CTF_Convoy - oh no the server crashed when I got in while everyone else was downloading the map
 - Eyeaduct
 - Ghost Fort with more Merasmus killing
 - Hightower for cool down

Got about the same numbers as yesterday which was pleasant.

Thanks to all who came on during the past two weeks!

NEXT MEET SCHEDULED: US Thanksgiving, Black Friday weekend (later this month)
EXPECTED CONTENT: giving turkey instead of popcorn
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Dormio Ergo Sum on November 04, 2012, 01:38:08 AM
Lag is the most powerful weapon.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Amraphenson on November 04, 2012, 02:25:48 AM
 :ohdear:
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Agent of the BSoD on November 04, 2012, 02:44:51 AM
Lag is the most powerful weapon.
You were darn hard to hit because of it I don't even. It was nice to get the occasional backstab on you though. :V
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 05, 2012, 05:03:17 AM
So I got TF2Items working again, meaning we can theoretically play FF2 and TFDodgeball once more! Thanks 28 Oct update that I didn't notice! :V

To test things, I went and nerfed the Gunslinger a bit:
 - -15% sentry HP
 - -10% sentry range
I hope these changes are minute enough to make them a bit less problematic, while retaining much of their vanilla functionality. (hence why I did not opt to increase their cost or reduce max metal carrying limit)

We can test this between or during our next meet.
Meanwhile I'll be programming admin guns.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Amraphenson on November 06, 2012, 06:00:57 AM
Impromptu meetup because people just saw other people in the server.
main events include me teaching Dormio about trick stabs and kill taunts. Oh and EP was testing admin weapons.
Violently.
Went from chinatown to harvest event.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 06, 2012, 06:11:34 AM
It was meant to be a mere TF2Items test, and then you guys had to show up. :V

The admin guns? They're just for fun and won't be used in serious play at all. Really it's to expand on Vs. Admin "mode" so that we don't use Valve RLs, Super FaNs, and HHH's Headtaker exclusively. Also it helps with attribute finding for FF2 development.

Initial response to the Gunslinger nerf: 'slightly noticeable, but not too significant' is what I seem to be hearing.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Amraphenson on November 06, 2012, 06:41:48 AM
They felt a little weaker, but I couldn't place it specifically. It did manage to stop the momentum of one of my sticky jumps, though.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 07, 2012, 05:44:01 AM
Gave the Winger a small buff for testing:
 - +20% damage done (previously +15%)
 - -33% clip size (8 bullets per clip)
 - 10% slower firing rate

As with the Gunslinger nerf, testing is encouraged - and if it feels too derivative for vanilla play by a substantial number, it'll be removed.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Kyo Tanaka on November 07, 2012, 12:34:08 PM
so now you're balancing weapons to make them more used?

Buff tomislav plox?
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 07, 2012, 03:39:23 PM
Tomislav, Equalizer, Pomson, and Enforcer were already OP before Valve's official nerfs, which I feel are somewhat balanced.

The idea for custom balancing is to make them a little more even with other weapons while not going too far from the standard versions. as well as to check for how the community would respond to such tweaks.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Gc on November 07, 2012, 08:06:46 PM
So we're making our own game balance now?

Add air control, make people move faster, add instant weapon switch, nerf minisentries into oblivion.

And call that MPM. (MotK Pro Mod :V (shameless Quake III CPM ripoff))
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Dormio Ergo Sum on November 07, 2012, 08:14:19 PM
If we're suggesting bad ideas, health and damage should clearly scale exponentially with ping.
I see no possible bias in offering this suggestion. None at all.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 07, 2012, 08:29:04 PM
So we're making our own game balance now?

Add air control, make people move faster, add instant weapon switch, nerf minisentries into oblivion.
If we were doing that I'd have extended the customisation greatly and put it on another server!

We could theoretically extend this to make things like 10x servers, but that won't happen. Those are too silly.

Quote
And call that MPM. (MotK Pro Mod :V (shameless Quake III CPM ripoff))
Hahaha! It would probably play more like UT99 or Q3 by the time that is done, and being a fan of both I would not mind :V

If we're suggesting bad ideas, health and damage should clearly scale exponentially with ping.
I see no possible bias in offering this suggestion. None at all.
Yukarin is already quite powerful on our server with 285ms ping, so denied. :V

On a serious note, it seems people might be getting the wrong idea from these changes.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Amraphenson on November 08, 2012, 12:15:36 AM
TBH I'd like a Diamondback buff, if we're going to go there. Heals on building destroyed or +metal on destroy or lowered bullet spread so you can really use those crits with impunity. Or just +damage to buildings so you REALLY have a anti-engi Spy, because as it is it's just a poor man's Amby. Not that we ever really have decent engi-nests during our meets, but hey.

actually that would be an interesting balance change that would encourage spies to destroy minis instead of leaving them alone like lots do, if the diamondback was buffed. Not to mention dis-encourage willy-nilly minis in general, because it's your own damn fault afterwards when the Spy finds you with a crit ready. well diamondback does that by default, but buffs would still be nice (remind me to run diamondback vs minis more)
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 08, 2012, 01:48:36 AM
Hm, the DB is not that great on stock. It is possible to code extra damage only against buildings (I used that attribute a lot on FF2 bosses), but...I think I'll go with just the Gunslinger and Winger for now, and then consider it.

Alas the bot weapon randomiser plugin doesn't seem to go with these attributes for the bots...or I'm not looking at the right place.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Dr.Strafe on November 08, 2012, 02:28:48 AM
Doesn't the Winger only have 3 shots to a clip as it is, or am I thinking of a different gun?
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Freyband on November 08, 2012, 03:12:55 AM
Doesn't the Winger only have 3 shots to a clip as it is, or am I thinking of a different gun?
It's clip-size is 5 (I know of no pistols with 3 shot clips). For the winger I would've advised something more gimmicky, like have it be more accurate, or have it give minicrits when under ~20 hp, but so long as it's different and not too sucky, or OP, I'm not going to complain.
Also how about buffing the short circuit in some fashion? That thing is so lacking it hurts... (also, sorry if the "Buff this! Nerf that!" is bugging you at all  :ohdear:).
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Dr.Strafe on November 08, 2012, 03:21:59 AM
Hm.. I guess I must have seen something wrong on that VSH server I was on months ago. I could have sworn that scouts were using the Winger and it only had 3 bullets per clip.

Anyway. As far as the Short Circuit is concerned, its potential buff can't be too much. How large is the range of the shot? Can it hit cloaked/disguised Spies? How about adding a burning or bleeding effect to enemies shot by the weapon in exchange for a higher metal consumption per shot?

Perhaps even that effect is too much, hence the higher price tag.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 08, 2012, 04:43:45 AM
For the winger I would've advised something more gimmicky, like have it be more accurate, or have it give minicrits when under ~20 hp, but so long as it's different and not too sucky, or OP, I'm not going to complain.
The former idea sounds pretty good, as we have ways to adjust bullet spread.

Quote
Also how about buffing the short circuit in some fashion? That thing is so lacking it hurts... (also, sorry if the "Buff this! Nerf that!" is bugging you at all  :ohdear:).
Anyway. As far as the Short Circuit is concerned, its potential buff can't be too much. How large is the range of the shot? Can it hit cloaked/disguised Spies? How about adding a burning or bleeding effect to enemies shot by the weapon in exchange for a higher metal consumption per shot?
For now I can take some requests.

Short Circuit buffing...good idea, along with maybe the Family Business. As for adjusting the values of reskin items (eg. Lugermorph, Sharp Dresser, Maul, Three-Rune Blade) as well as the "straight upgrade" items (Solemn Vow, Third Degree, Amputator), those are unlikely.

Also will reconsider Diamondback buffs with this too.



Initial stat ideas (not on server yet):

Diamondback
 +30% damage vs. buildings
 + Guaranteed crits per building sapped
 - No random crits
 -15% damage done

Short Circuit
 + Destroys projectiles
 + Causes 4s bleedout to nearby enemies on hit
 - 40 metal used per shot
 - Extremely low damage

Winger v2:
 +20% damage done
 -10% bullet spread
 -33% clip size (8 bullets)

Family Business
 +33% larger clip (8 bullets)
 +5% fire rate
 -15% damage
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Amraphenson on November 08, 2012, 06:06:29 AM
My issue with the Short Circuit is then it becomes mind-dead spy check (press once, wait for him to drop, press again to catch Dead Ringer), but again we don't tend to have really big nests around here, that costs 80 metal and time, and that just means we need to get creative. Like the changes otherwise.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 08, 2012, 11:53:36 PM
Installed the edits to the server with added tweaks versus the last post:
 - Winger: 10% slower reload speed. -50% clip size (6 bullets)
 - Diamondback: 45% extra building damage (minis go in 2 hits)
 - Short Circuit: uses 45 metal per shot
 - Gunslinger: HP nerf removed for affecting other buildings; -10% fire rate for mini-sentries; -10% damage dealt by minis
 - Family Business: -20% damage done, no fire rate change. However, when the FB is active and a Medic is healing said Heavy:
Just an attempt to make a pocketing wep. Most likely it'll be changed in the near future to be MVM-centric.


Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Kyo Tanaka on November 09, 2012, 12:45:56 AM
So you're making more weapon balances or something?
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Amraphenson on November 09, 2012, 04:34:17 AM
Looking forward to trying out the DB next meet. Also Dormio didn't know the Dead Ringer made a sound when uncloaking; I AM DOING MY JOB CORRECTLY.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 09, 2012, 04:38:26 AM
So you're making more weapon balances or something?
There may be more, but I only want to do them for weapons that are grossly underused and for overpowered ones.
EDIT: Unless this server was MVM-only, where balance is nowhere near as much of a concern. :V

Also Dormio didn't know the Dead Ringer made a sound when uncloaking; I AM DOING MY JOB CORRECTLY.
Get yourself the Saharan Spy set between now and the next meet for even better effect. :V
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Yukarin on November 09, 2012, 07:05:56 AM
Looking forward to trying out the DB next meet. Also Dormio didn't know the Dead Ringer made a sound when uncloaking; I AM DOING MY JOB CORRECTLY.

The DR can only be heard from a certain distance. Saharan Spy is usually needed if you use the DR right.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 09, 2012, 09:14:30 AM
Yet another FB tweak, adding these:
 +15% health from healers
 o Medics gain +5% ?ber rate from healing - does NOT work in respawn room
 -35% health from health packs
 -5% accuracy
So it's even more encouraging of Heavy-Medic pocketing now, from the looks of it.
 
With that time to snooze~
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Yukarin on November 09, 2012, 10:00:23 AM
The DR can only be heard from a certain distance. Saharan Spy is usually not needed if you use the DR right.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Amraphenson on November 09, 2012, 04:06:41 PM
My point was that Dormio didn't know the Dead Ringer made a sound because I was abusing that max hearing range perfectly, so the Saharan Spy was never needed. :V
Title: Re: [TF2] MotK Meetups (NEXT MEET ANNOUNCEMENT!)
Post by: DX7.EP on November 14, 2012, 12:16:31 AM
I have to push the next meet up a week because I clearly mistimed when US Thanksgiving is. :V

So the next one will be 22-24 November, same times as the last meet (8pm/20:00 GMT-5 on Thurs and Fri, 5pm/17:00 for Sat).

Depending on Thursday's meet (or earlier), the custom weapon tweaks may be kept/adjusted/removed entirely.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Tamashii Kanjou on November 14, 2012, 02:30:59 AM
So the next one will be 22-24 November, same times as the last meet (8pm/20:00 GMT-5 on Thurs and Fri, 5pm/17:00 for Sat).

>8pm, 22nd November = 1am, 23rd November.
>5pm, 23rd November = 10pm, 23rd November.

I am going to have the best birthday EVER! :V
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Amraphenson on November 14, 2012, 04:33:04 AM
You have my balisong. Or icicle. depends.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Gc on November 14, 2012, 04:41:53 AM
Should be able to make it on the 22, but I might be somewhere else (http://recursionparty.org/?lang=en) for the other evenings
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Gpop on November 14, 2012, 05:22:44 AM
You have my balisong. Or icicle. depends.
Let's go spycicle everyone ;)
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Amraphenson on November 14, 2012, 06:11:16 AM
<3<3
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 14, 2012, 06:18:02 AM
>8pm, 22nd November = 1am, 23rd November.
*UK time for 23 Nov is 1:00am on the 24th, sorry! :<*

I am going to have the best birthday EVER! :V
Nonetheless it's a great coincidence! :toot:

While I probably won't enable Birthday Mode (that's something we usually only do for admins' birthdays and Koishi Day) for this, I'll probably have something else in store. Stay tuned~

Let's go spycicle everyone ;)
Hahaha, yes! :V
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Freyband on November 14, 2012, 07:03:25 AM
Hahaha, yes! :V
Force everyone to scout then make everyone carry rocketjumper, gunboats, and spycicles? :V
(I may or may not be able to make it,  but we'll see I guess).
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Yukarin on November 14, 2012, 09:03:28 AM
My birthday is in 27. *sniff*

I want birfday shenanigans too.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 14, 2012, 09:15:15 AM
Force everyone to scout then make everyone carry rocketjumper, gunboats, and spycicles? :V
(I may or may not be able to make it,  but we'll see I guess).
Sounds silly! :getdown:

I'll probably give everyone modded versions of each (they will *not* replace the stock versions however), which might make things even sillier.

My birthday is in 27. *sniff*

I want birfday shenanigans too.
We can figure something out to address that.



Found plugins to do several things; most of these are disabled and are activated under special circumstances:
 - stick admins and other players on separate teams automatically. Vs. Admin "Mode" just got a lot easier to manage. :V
 - rate-of-fire plugin Frey mentioned
 - spawning Sentries and Dispensers - they will be in the skybox :V
 - forcing Halloween mode on during certain maps (gifts won't spawn however - as for event hats I have not tested that)
 - hiding the Power-Up Canteen in PropHunt
 - making the achievement_all_v4 cat spawn on any map

Better balance the admin weps for VAM over the weekend. As they stand now they can take out all of Wave 666 with no effort. :V
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DNAbc on November 14, 2012, 04:25:02 PM
Unfortunately, the Saharan Spy is so eye-catching, basically everyone who sees you knows there's a DR spy around, which makes it rather hard to land the first strike.

Fortunately, there's always jumping in on firefights.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Tamashii Kanjou on November 21, 2012, 10:49:46 AM
So... Any news or updates on the next meet-up?

I mean, the title hasn't been changed, so I'm wondering if stuff is still happening~ ^^
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: DX7.EP on November 21, 2012, 07:05:16 PM
Things for next meeting are going to plan so far.

The thread title doesn't update frequently since Gpop handles that. :V
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Gpop on November 22, 2012, 02:17:38 AM
I will once I remember when US Thanksgiving is :V (hooray Canada o/)
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: Nov 1 - Oct 3)
Post by: Freyband on November 22, 2012, 02:30:58 AM
I will once I remember when US Thanksgiving is :V (hooray Canada \o/)
It's tomorrow Gpop.
Still up in air about if I'll be popping in tomorrow(for long anyway, I'm pretty sure I'll be here for part of it). Might be cleaning on friday, and I'm celebrating Thanksgiving on Saturday (because reasons) so those two days are kinda sketchy for me.
Title: Re: [TF2] MotK Meetups (SCREAM FORTRESS MEET: if gpop updates)
Post by: DX7.EP on November 22, 2012, 03:03:30 AM
/me reads the new thread title
Glorious. :getdown:

As I might be travelling for much of the day, there's a chance I'll arrive late.
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: Gpop on November 22, 2012, 03:52:00 AM
Okay done, stop bullying me guys I have school still :<
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: Zork787 on November 22, 2012, 12:54:58 PM
Touhou shinaniganz in my TF2?

Well count me in! I'll just have to remember to stay awake first, witch shouldn't be hard considering my sleeping pattern is all outta whack  :V

Edit:
Though I'm a little saddened to find out that it's a MvM server (found out my adding the server list to my faves lol  :V) and not an actual 24 slot server of Touhou goodness, ah well :P
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: Gpop on November 22, 2012, 01:20:03 PM
That can easily be changed, not like we plan to MvM all the time, only if we have 6 or so players only.
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: Zork787 on November 22, 2012, 01:27:31 PM
ah ok that makes sense.
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: Zork787 on November 23, 2012, 12:10:43 AM
Alright I'm trying to connect to the server for the meet later, and I was connected about an hour ago when my computer decided to crash and now I'm getting a bad password error even when I enter the right password. Anyone know what's goin on? =/
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: Imosa on November 23, 2012, 03:10:16 AM
First of all, I was/am YardGnome. My steam name is epiclulz645... because of reasons, that's why. I seem to be having some trouble favoriteing the server. When I try to add it nothing happens. The only way I got in was because I found someone else's steam account who was playing and joined their game.
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: DX7.EP on November 23, 2012, 07:27:56 AM
First of all, I was/am YardGnome.
Oh okay. Well, welcome to the server~



Today's meet was fun and ended well and happy. 10 players maximum throughout.
 - Dustbowl for starters
 - Afterwards the also-classic Gravel Pit
 - Don't forget Eyeaduct, with surprise Monoculus and Merasmus appearances (and suggestions for the competitive edited version came too).
 - A little arena in Ravine, because why not
 - 6-7 players so MVM GO! Mostly money shenanigans at first while I was coding admin weps
 - turned to 4-5 player business with admin weps as time went by - including a full :V-tastic Wave 666 run with 5 crazy Medics. :getdown:

Server got a bit laggy during the madness but I rebooted after the meet was done.
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: DX7.EP on November 24, 2012, 06:04:16 AM
*yawn* there goes today's stuff, mixed between active and passive.

 - Quite an influx of players from other MotKers' referrals, so Harvest and Ghost Fort were busy with 6v6, maximum 13 players.
...though I've heard reports of inconsistent hit detection and latency. Also Merasmus didn't spawn despite meeting other requirements.
 - Rest of the time was 5-7 players. Spent :V-ing via jumping, Vs. Admin battles (with lots of weapon tweaks resulting from this, to make things less Spy-dependent), exploit testing, etc.

Got suggestions for more jump/surf maps (will do), removing the Halloween and arena maps from the standard roster (already done - they can be manually loaded though), and a super Rocket Jumper (done). Overall things went okay.



Related news: We now have 10-player MVM on our server!
There IS, however, one extra caveat:
Quote from: FlamingSarge, 10vM plugin dev
The plugin does not increase visible max players, so your server will appear to have 6(or more)/6 (or will appear to be full). The extra four players will have to connect through console ("connect IP") to properly connect.
So if the server reports full on an MVM map, type "connect 70.42.74.60:28000; password <server pw>" (no quotes, fill in server PW part) to your client console and you will get in fine unless we already have 10 players.

EDIT2: I'll also most likely arrive very late for this meet (note that it starts 3 hours earlier than normal), if at all.
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: Tamashii Kanjou on November 24, 2012, 10:01:46 PM
3 hours early...

Wait a second, that's NOW!

{Zips off to the server and waits.}
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: DX7.EP on November 25, 2012, 12:10:02 AM
Due to today's RL plans taking a complete nosedive I won't be on today.
Title: Re: [TF2] MotK Meetups (NEXT MEET: medic_ihavenoidea.wav)
Post by: DX7.EP on December 04, 2012, 08:11:27 PM
While I'm figuring out a good time for the next meet (thinking Christmas Eve through Boxing Day for this one), I went and added a few more maps to the roster:
STANDARD:
 - koth_pro_viaduct_rc3 (better tweaked for competitive play; both this and original Viaduct will remain in rotation, but Eyeaduct is treated as a gimmick).

MVM:
 - mvm_30wave_of_the_dead
 - mvm_beartrap_a2
 - mvm_degrootkeep_b1 (yes, this IS in Medieval mode)
 - mvm_gateway_rc1
 - mvm_mandarin_final (King-styled)
 - mvm_open_final (both Industry and Swamp versions)

SURF/JUMP:
 - surf_forbidden_tomb4
 - surf_venice_v1e
 - jump_rush
 - jump_volcanic

In addition custom MVM missions are now properly integrated into the mission cycle, meaning that they will automatically come up on their own if you let them.
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: Gpop on December 04, 2012, 09:46:10 PM
I would suggest jump_beef since it's another beginner friendly map. Most other maps I know are generally hard (that I can't beat yet x.x)
Title: Re: [TF2] MotK Meetups (NEXT MEET: medic_ihavenoidea.wav)
Post by: Gc on December 05, 2012, 12:54:02 AM
- surf_forbidden_tomb4
:objection!:

Everyone will hate you if you run that map (https://www.youtube.com/watch?v=LDq_er1nZ_4) :V
(except me but I won't be home for 24-26)
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: Yukarin on December 05, 2012, 12:57:54 AM
suggesting jump_4starters

A route is at least great for beginners.
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: DX7.EP on December 05, 2012, 01:44:10 AM
I would suggest jump_beef since it's another beginner friendly map.
suggesting jump_4starters
Added.

Everyone will hate you if you run that map (https://www.youtube.com/watch?v=LDq_er1nZ_4) :V
Noted. :V
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: Gpop on December 05, 2012, 02:55:47 AM
suggesting jump_4starters

A route is at least great for beginners.
Yeah, A route is good, B route is what I can beat as well, but afterwards I can't do em x.x
Title: Re: [TF2] MotK Meetups (Next Meet: Australian Christmas?)
Post by: DX7.EP on December 07, 2012, 02:57:55 AM
Another map update, this time catering to traditional and competitive TF2:

cp_crossiant_rc6
cp_freight (ie. slightly modded version of stock Freight catering to 6v6 play)
cp_process_b10_fix
cp_quay_b2
cp_snakewater
cp_warmfront (Coldfront without the snow)
koth_pacman_wtf_b2 (gimmick/joke map)

I've decided to attempt a 6v6 meet sometime, maybe during one of the next meet's days, partly due to requests from some users. Have a whitelist obtained already and ready to go. Also had a 6v9 'tryhards vs. pubstars' meet suggested, but I think that might be a bit too silly. :V

Except for Pacman, these maps are included in the default rotation.
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: Zork787 on December 10, 2012, 04:14:16 PM
is there a full list of maps that have been added to the server that I can take a look at, as I'd like to suggest some though I dunno if they've been added yet
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: omgkitties on December 10, 2012, 07:24:32 PM
is there a full list of maps that have been added to the server that I can take a look at, as I'd like to suggest some though I dunno if they've been added yet

As of 10/12/2012, these are the maps on server.
http://pastebin.com/eJ0NA6Tm (http://pastebin.com/eJ0NA6Tm)
Title: [TF2] MotK Meetups (Next Meet: Christmas Eve-Boxing Day)
Post by: DX7.EP on December 14, 2012, 08:48:05 PM
Okay, we're close enough to Christmas that we should have some kind of plan for the next meeting!

Here goes nothing: 24-26 December and (debating this one) New Year's Eve and Day.

Further plans and times per day will be placed in later.
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: Dr.Strafe on December 14, 2012, 09:51:26 PM
Not too sure how successful this next meet will be. Methinks that people would likely be doing the family thing on Christmas Eve/Day.. Perhaps the New Years idea would be better?

DRUNKEN TF2 :getdown:
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: DX7.EP on December 14, 2012, 10:26:08 PM
We did have quite a few on US Thanksgiving (which also has much of the family thing going on) so I expect somewhat similar results here. However, since a lot more people will be having holiday this time around there may not be that many either. :V

I guess we'll wait and see :P
Title: Re: [TF2] MotK Meetups (Next Meet: WHEN I FEEL LIKE I- *whack* I mean Nov 22 - 24 )
Post by: Gpop on December 15, 2012, 04:21:24 AM
yeah the difference was that thanksgiving in US and Canada (and other parts) are in completely different days so it came down to that.

But since a lot of people will be off in general it may work even better so yeah.
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: Kyo Tanaka on December 21, 2012, 01:02:57 AM
GPop. I demand another meet for tomorrow.

End of the World Special Smash! Doomsday and robotic invasion (maybe some brains too?) :3
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: DX7.EP on December 21, 2012, 02:13:27 AM
Server is updated for the Mecha Update, and the new map Big Rock is included in the MVM rotation.

Also a quick reminder before our meetings soon: to connect to the server when it is in MVM and "full" (6/6 slots in, but <10 players connected to it), type this into your client console:
Code: [Select]
connect 70.42.74.60:28000; password <server pw here>
Should ya forget the PW, either consult the OP or ask one of us admins.
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: Gpop on December 21, 2012, 05:21:52 AM
Server is updated for the Mecha Update, and the new map Big Rock is included in the MVM rotation.

Also a quick reminder before our meetings soon: to connect to the server when it is in MVM and "full" (6/6 slots in, but <10 players connected to it), type this into your client console:
Code: [Select]
connect 70.42.74.60:28000; password <server pw here>
Should ya forget the PW, either consult the OP or ask one of us admins.
If you guys want to we should play around on the server a bit tomorrow to see how the new map is :V
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: DX7.EP on December 21, 2012, 06:19:20 AM
Totally fine with that, though whether I join or not is quite uncertain (hooray out-of-town vacations).
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: puremrz on December 21, 2012, 02:17:57 PM
I should play TF2 as well. It's free now isn't it?
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: DX7.EP on December 21, 2012, 02:20:59 PM
Yep! All you need is a Steam account - which is also free.

There are some limitations for F2P players (http://wiki.teamfortress.com/wiki/Account_types#Comparison), however.
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: puremrz on December 21, 2012, 03:14:55 PM
*Installs* "Updating Team Fortress 2. Ready to play in approximately: 1 hour and 30 minutes."

*moan*

Edit: Okay, I'm done. Now what's the password? D:
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: Zork787 on December 21, 2012, 11:12:38 PM
Check the first post :V
koishi

And teh 24'th won't come fast enough!
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: DX7.EP on December 24, 2012, 02:20:30 AM
Okay, let's go over our meet battle plans because I didn't do so earlier. :V

24 Dec - 8:00PM EST / 20:00 GMT-5 : MVM madness (Big Rock + custom MVM maps, probably stocks too)
25 Dec - 8:00PM EST / 20:00 GMT-5 : Vanilla stuff - standard non-competitive, custom maps allowed
26 Dec - 5:00PM EST / 17:00 GMT-5 : medic_ihavenoidea.wav - so anything goes

Not sure about this one though:
31 Dec - 6:00PM EST / 18:00 GMT-5 : Vanilla semi-competitive attempt - whitelists will be in use

For this meet, I encourage arranging teams here by the meet time. I expect enough for at least 6v6; any less and I'll consider postponing this.

I would also add another section to this meet at 10pm / 22:00 for New Year's countdown (for those in the Americas anyway), but I'm not certain.
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: Gpop on December 24, 2012, 04:21:37 AM
Hey guys who wants a pyro that has a strange festive axetinguisher? :V

Or at least a guy who can somewhat rocket jump or won't be targeting you for backstabs :V
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: Yukarin on December 24, 2012, 06:02:01 AM
Hey guys who wants a pyro that has a strange festive axetinguisher? :V

Or at least a guy who can somewhat rocket jump or won't be targeting you for backstabs :V

i
hate
you
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: DX7.EP on December 24, 2012, 06:06:59 AM
Hey guys who wants a pyro that has a strange festive axetinguisher? :V

Or at least a guy who can somewhat rocket jump or won't be targeting you for backstabs :V
i
hate
you
I only managed to get a normal Festive one. Nigh useless as I already have a standard Strange one. :

As for comp stuff I would probably join in as the Medic.
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: Amraphenson on December 24, 2012, 06:16:03 AM
Spy here. 's all I can play. :v
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: puremrz on December 24, 2012, 08:25:50 AM
I wanna be in~
Since time zones are weird I probably won't show up for a while though.

(Stupid bot won't come out of his lair during cart pushing stages)
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: DX7.EP on December 24, 2012, 03:56:22 PM
Bots are fairly derpy - I have it default to two on just to keep the maps changing.

They should work fine on Payload, though, unless you mean Payload Race maps.
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: Gpop on December 24, 2012, 06:15:02 PM
Bots are fairly derpy - I have it default to two on just to keep the maps changing.

They should work fine on Payload, though, unless you mean Payload Race maps.
You should've seen KotH_King, with both teams with one engie only, just outside the point camping with the sentries the whole time...just waiting to see which will strike first...
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: DX7.EP on December 24, 2012, 07:10:22 PM
I've seen that happen a few times. :V

Also a major bug in Bigrock we must keep in mind when playing today:
Quote from: TF2 wiki
The map lacks spectator cameras and as such will crash dedicated servers if all players die at the same time.
So respawn ASAP. :P

The other ones (namely the one involving Sentry Busters failing with cliffside sentries) are fine, and we can use them freely. :V
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: puremrz on December 24, 2012, 07:34:53 PM
Can you increase the amount of bots (and give them a higher AI)? That will make waiting for the others to arrive more fun and useful.
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: DX7.EP on December 24, 2012, 07:47:03 PM
It is certainly possible, but prior experience discourages changing them permanently. But for temporary use I can do that remotely.

EDIT: As for the Big Rock crashing bugs, it also sometimes affects pre-round and end-game times. For the latter, at least one player should stay alive to keep the server from entering crashing mode. Bots are considered OK and won't cause crashes.
Title: Re: [TF2] MotK Meetups (The Xmas meet had to move)
Post by: DX7.EP on December 25, 2012, 02:13:09 AM
Double post because status update.

Today's meet: nothing happened! ...okay something did, but that was 3-5 hours before the actual meeting itself, and even then it was only 3 people.

Should've seen this coming. :V

So let's do this: we will re-schedule this meet to 27-30 Dec:

27 Dec - 8:00PM EST / 20:00 GMT-5 : MVM madness (Big Rock + custom MVM maps, probably stocks too)
28 Dec - 5:00PM EST / 17:00 GMT-5 : Vanilla stuff - standard non-competitive, custom maps allowed
29 Dec - 8:00PM EST / 20:00 GMT-5 : Vanilla semi-competitive attempt - whitelists will be in use (or anything if <12 players)
30 Dec - 6:30PM EST / 18:30 GMT-5 : Whatever is in mind, including all gimmick maps and mods
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: Gpop on December 25, 2012, 02:46:24 AM
I wanna try out that team race map I got you to install a week ago :P it's really fun
Title: Re: [TF2] MotK Meetups (Next Meet: CHRIST IN MAS! Dec 24-26 and NEW YEARS EVE/DAY )
Post by: Freyband on December 25, 2012, 07:18:17 AM
I forgot to mention I wouldn't be on. Was getting dragged to a church service immediately after getting off work (which lasted till the meet started anyway).  :V
Guess since the meets postponed and I likely won't see most of you tomorrow (well, now it's "today" in some of your cases), Merry Christmas.  :)
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: Alpha on December 28, 2012, 04:23:30 AM
Edit: No longer applicable  :V
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: DX7.EP on December 28, 2012, 09:44:33 AM
MVM day was a great hit - clocked 8 hours in, beating our previous 7 1/2 hour record from the Scream Fortress meeting.

6-10 players during much of it, and connecting via console went smoothly for most. Server was a bit laggy today, due to extra players and in some cases the custom maps (some of which often shot the ping to extreme amounts).

Among the highlights:
 - Successful no-upgrades Highlander run of Big Rock Normal to kick things off
 - Lots of Wave 666 runs in various forms and fashions - one successful on Coaltown Event, another there that failed, an attempt on Decoy where some bots couldn't spawn (thus causing us to get stuck), one on Beartrap that ended in a few seconds, and so on.
 - Trying out Decoy's new Advanced mission with the Engie bots and failing miserably
 - A feedback loop of gifts between Gpop, Cubic, and me; shortly after followed by a second one with Frey and me.
 - Custom MVM map (Beartrap) where the default pop files (ie. the bot patterns) showed zero main bots for several waves - despite having several different types listed for support. Result - several waves where absolutely nothing happened!':V
 - "orin.gif TF2 Edition" as an achievement
 - Steamrolling Degroot in MVM with Demoknights and Medieval Medics. Dosh festival, in other words
 - TF2 played like a modern millitary shooter (http://steamcommunity.com/sharedfiles/filedetails/?id=116341838)
 - "MVM as directed by Michael Bay" (http://steamcommunity.com/sharedfiles/filedetails/?id=116344548) - or, how to spawn 20+ Sentry Busters (http://steamcommunity.com/sharedfiles/filedetails/?id=116344722) that spontaneously explode by placing admin sentries in their spawn on one map
 - Uncrating stuff
 - Silly conversations

Yep, quality TF2 right here all, by which we mean ":V around all day erry day". :P
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: hyorinryu on December 28, 2012, 11:46:50 PM
I have to ask, where can i download the TF2 maps on the server(gamebanana doesn't seem very good.)?

I didn't have a few maps, so my comp disconnected.
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: DX7.EP on December 29, 2012, 12:39:11 AM
Most of the time you can download the maps automatically from the server without getting them yourself.
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: hyorinryu on December 29, 2012, 02:26:15 AM
Most of the time you can download the maps automatically from the server without getting them yourself.

Well, when the server was using warmfront and viaduct, it wouldn't download. Just disconnect. Could it be on my end, like could it be a firewall problem or something like that?

EDIT: Found the problem. I went into options and unchecked "don't download custom files." That did the trick.
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: DX7.EP on December 29, 2012, 08:20:23 AM
Another fun and long meet day, going around 8 hours again. Most of the time we had 8-12 on at once, with the highest being 15.

Today's highlights:
 - Alpha using this meet for attempted practice for tomorrow's comp-style set, as well as to assemble a team
 - Predicted fun (ie. frustration and doing other things) on Jump and Surf maps
 - Tanks spawning under the bomb site thus triggering instant loss
 - Failed all-Sniper BLU run on Frontier
 - Lots of indecision
 - Two server crashes
 - A few duels
 - other things as well

Not as absurd as yesterday, but still plenty of fun.



Now, as for tomorrow's comp-style, we'll be largely observing the UGC 6s whitelist (http://wiki.teamfortress.com/wiki/Competitive_item_restrictions), as it allows for a good number of unlocks. As the whitelist isn't fully up-to-date yet, some newer cosmetic items may not be whitelisted. One change I will make is that I will allow the Dalokohs Bar to be used, since the Fishcake is allowed too (plus it allows Heavies to use something other than shotty).

Additionally, fixed weapon spread will be enabled, while damage randomisation and alltalk will not (deadchat remains fine).

Team structure...this is one we're not certain about. What I think will happen is either 6s or 6v9 pubstar (6s cookie-cutter vs. 9 acting Highlander), where one team of 6 is already decided and the other team can be determined from the rest of the playerbase.
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: Gc on December 29, 2012, 04:09:22 PM
STILL OFFERING A MUMBLE SERVER FOR PEOPLE WHO DON'T WANT A FULL SECOND OF DELAY FOR VOICE
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: Yukarin on December 29, 2012, 05:14:22 PM
This competitive meet is glorious.

200 ping pyro/spy here we go!
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: DX7.EP on December 29, 2012, 05:32:53 PM
STILL OFFERING A MUMBLE SERVER FOR PEOPLE WHO DON'T WANT A FULL SECOND OF DELAY FOR VOICE
I'm open to using either this or the MotK TS server. Can't use stock voice chat as my laptop webcam mic is broken and I don't have a headset with me.

Somewhat relatedly: the modded Winger and Diamondback that we instated before will be disabled for today, but the stock versions are allowed.
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: Gc on December 29, 2012, 07:25:20 PM
So my family is dragging me to my grandparents' place for the afternoon/evening...

I should be able to come back in time for the game though. I'll see if I can leave even earlier so I can get people on mumble.

If I don't add you manually to the MotK group you wouldn't be able to get in the correct channel.
And then french people would try to communicate with you and we don't want that.
Alpha understands.
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: Agent of the BSoD on December 29, 2012, 07:43:55 PM
I probably wouldn't bother myself with Mumble for the fact that it makes my computer crawl when it's running. TF2 would probably be at 5 fps or something from it. (TF2 already uses up nearly all of my resources to run anyway)

As for the meet, I plan on going Pyro if possible. If not, probably Medic instead.
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: Alpha on December 29, 2012, 08:09:56 PM
If I don't add you manually to the MotK group you wouldn't be able to get in the correct channel.
And then french people would try to communicate with you and we don't want that.
Alpha understands.
Indeed I do :V

Today's highlights:
 - Tanks spawning under the bomb site thus triggering instant loss
Understandably, given that we loaded mvm_coaltown_event's pop files. on mvm_degrootkeep
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: DX7.EP on December 29, 2012, 08:22:27 PM
Understandably, given that we loaded mvm_coaltown_event's pop files. on mvm_degrootkeep
We did that briefly but reverted to the Bigrock ones before we played. :V
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: Amraphenson on December 29, 2012, 08:42:27 PM
6v6 list bans Spycicle.
:I
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: Agent of the BSoD on December 29, 2012, 09:02:22 PM
6v6 list bans Spycicle.
:I
There are some weps in there that are banned because they give too much of an advantage. (Solemn Vow, Vita-Saw) Even the Sandman isn't allowed. :<

EDIT: Wow, Heavy is limited only to his stock minigun (and the reskin). His other slots are limited too. Guess he's a stock class for the most part. :V
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: Gpop on December 29, 2012, 09:28:28 PM
Hmm is the 6v6 thing today? I dunno if I'll make it early because I got people coming over (I thought it was tomorrow)
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: DX7.EP on December 29, 2012, 10:05:34 PM
Yeah, it's planned for today.
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: Amraphenson on December 29, 2012, 10:44:05 PM
Spycicle isn't really even a upgrade though. In proper comp the silent kill is useless, and if a pyro spychecks you suicide stabs aren't possible (and this is pretty big). Also makes it impossible to stab chasing pyros with trickstabs. :I
Ah well, not even sure I'll make it.
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: DX7.EP on December 29, 2012, 10:51:51 PM
I think the removal of Spy-Cicle is there due to its melting capability, which (in their perspective) gives the Spy too much ability to survive a Spy-check. It's similar to Sandvich Heavies greatly extending a team's healing capability, which can ruin the balance (especially for Medics).
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: DX7.EP on December 30, 2012, 04:26:34 AM
Today's meet ends after 3 hours 15 minutes, partly due to TH13.5 livestream mania. :V

The 6v6 competitive attempt was pretty much a failure. One team was already well-prepped and ready, while the other was rather shoddily assembled at the last minute. The result was that it basically was a bunch of ridiculously quick steamrolling and lots of user complaints about team-stacking and tryhards - so, after a few rounds of Badlands it was disabled in favour of gimmick and joke maps, thus appeasing the playerbase.

However, this doesn't mean I've given up on comp entirely - it may be done again in the future, but with the added portion of scrambling players to reduce the possibility of stacking.



Editing this to prevent triple post. Two are enough! :V

Silly stuff day was quiet, with only about 3 hours of play (a lot of which was also broken) amongst 5-7 players.

Played some Prophunt and Dodgeball too. Prophunt is currently a bit broken at this stage due to a lack of updates plus some issues (props can't see who they actually are, thirdperson camera problems), and Dodgeball did work with a snapshot version but some of its maps crash the server.

I'll really need to go through the maps to check for the broken or impractical ones.
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: puremrz on January 02, 2013, 09:13:10 PM
I had to miss out on the events thanks to time zones, so I had some fun on random servers instead.

(http://i32.photobucket.com/albums/d49/puremrz/awesome-1_zpsaf98dd48.jpg)
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: SuccinctAndPunchy on January 28, 2013, 10:21:42 PM
The 6v6 competitive attempt was pretty much a failure.

Damn man, if I'd known you guys had a 6v6 going on, I would've joined in. I like that shit.

I'd like to see how good my fellow maidens are in a competitive TF2 environment.
Title: Re: [TF2] MotK Meetups (Next Meet: A few weeks)
Post by: DX7.EP on January 29, 2013, 12:09:16 AM
That'll probably only occur if we manage to muster a team for another competitive league (eg. UGC, CEVO).



FF2 v1.7 is starting to close its beta, and it means I might install it again and start more boss work.
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: Gpop on January 29, 2013, 02:47:59 AM
We also need to get the Hidden mod :V
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: yuyukos on January 29, 2013, 03:33:44 AM
We also need to get the Hidden mod :V
Seconded.

I am always super cereal serious when playing TF2, for future interest in #v#.
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: DX7.EP on January 29, 2013, 05:40:50 AM
We also need to get the Hidden mod :V
Uh, so I'm looking at the AlliedModders version and it's been unapproved, citing unfixed errors....

Unless the version currently linked is a reboot by Slag or whomever, which would make acquisition difficult.


EDIT: Never mind, found the proper version. (https://forums.alliedmods.net/showthread.php?t=206742) Installing for next meet.
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: Yukarin on January 30, 2013, 12:41:39 PM
6v6 meet was a complete faikure, but I assure you we hold our own in those kinds of gametypes.
Title: Re: [TF2] MotK Meetups (Next Meet: 7-9 Feb)
Post by: DX7.EP on February 01, 2013, 01:56:58 AM
It's about time for meetings, don't you think? :V

I'm thinking that 7-9 February is a good time, to celebrate the Chinese New Year. Same 8PM/20:00 GMT-5 time as usual, 6:30PM/18:30 on Saturday.

Among other things in plan:
 - Whatever Valve puts out (most likely more hats)
 - <=10-player MVM runs on Decoy Advanced3 (ie. mecha engie edition)
 - Plugins for player resize and robot skins - most likely that former will be admin-only but latter can be used by anyone
 - The Hidden (Pyros will be disabled for this)
 - A few more gifts left over from Christmas
Title: Re: [TF2] MotK Meetups (Next Meet: RESCHEDULED! Dec 27 - 30)
Post by: Gpop on February 01, 2013, 03:17:31 AM
Thank god it's next weekend too. I got midterms this Monday so if it was this weekend I wouldn't be able to attend :V
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: Spookins on February 06, 2013, 09:16:10 PM
I'll be joining this meet, I've recently signed up, and am wanting to join the TF2 MOTK server, I'm still unsure how to do that. But I'd like to be involved in this upcoming meet.
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: DX7.EP on February 06, 2013, 10:39:55 PM
The server is simple to join - see the IP on the thread OP, and look at Gpop's avvy for the password. No whitelists or anything, just a PW check.



Today's meet ended, 9 players at most. Mostly messed around with the resize and robot plugins.

Initially I had !resizeme and !resizemyhead enabled for everyone via overrides, but after people messed around with it a bit too much I reverted that decision due to hitbox issues (which probably caused all the attack problems when we were testing the Hidden mod). Thus the resize plugins are admin-only - !robot however remains free for all. Also I have some idea why the Gunslinger taunt is disabled - see our earlier nerfs to minis.

While messing with resizing in MVM, I've thought that a Versus MVM mode would be a good idea. Pit 5-6 players on RED, but the other 4-5 get to be the robots, and they'd fight across waves to determine victories. Such plugins already exist, with one also being able to fulfil the 10vM plugin's role if needed.



Friday meet:
Meet ended after 2 hours for a "dinner intermission". Just some admin wep testing, rate-of-fire stuff, and MVM. Enough said. :V
Title: Re: [TF2] MotK Meetups (HEY! LISTEN! :V)
Post by: DX7.EP on February 11, 2013, 03:53:02 PM
Double-posting due to priorities. (also there was no meet Saturday that I recall)

So I've been considering having "mutations"  or sorts periodically between TF2 meets where we instead play other games on the server. They will be announced on the thread and the server title, the TF2 server process will be disabled during these instances, and these mutations will last last a weekend or so each with encore possibilities later on. Rest assured, the server will be for TF2 for the majority of the time, but I think these would be fun temporary diversions.

Some games I'm considering include:
 - CS (Source and GO)
 - L4D2 - both Campaign and Versus, and make that Realism for both >:D
 - Killing Floor
 - Quake 3 Arena or its free variant OpenArena
 - Serious Sam 3: BFE (needs more users plus I need to check if the server can handle it)
 - UT99/2k4 (but we have another thread for that)
 - Minecraft, Terraria, Doom Hack

Games will be chosen based mostly on how many people have it, game's usual price for those without it, server load, and client hardware + OS requirements. I'd be open to requests, but keep them reasonable.

Any thoughts on this proposal, requests, etc.?
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: Gpop on February 11, 2013, 04:21:56 PM
Let's go with CS:GO because I just got the game :V
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: Freyband on February 11, 2013, 07:45:27 PM
You could also try a few Sourcemods (ZPS, Synergy, Hidden, Neotokyo), as well as HL2DM, TFC, and GMOD. Just figured I'd name off a few ideas.  :derp:
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: DX7.EP on February 11, 2013, 10:17:21 PM
The mods are all good ideas. HL2DM isn't that great IMO, not sure about GoldSrc games (certainly a possibility though), and Gmod...I'd stick to several of the alternate game modes (no MP sandbox for you; doing so would imply a need to maintain creations).
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: Dr.Strafe on February 11, 2013, 10:25:34 PM
Advanced Duplicator Tool takes care of that quite well. The only catch is that players will have to upload/download their contraptions to/from the server before and after (respectively) they play. Gmod gets kinda messy when you have lots of players that use lots of plugins for their contraptions..

I'm afraid to launch my Gmod due to the mountain of addons and plugins that I would have to update or retire.  :ohdear:
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: DX7.EP on February 11, 2013, 11:16:16 PM
The sheer number of mods in Gmod appear to make server maintenance very messy, and probably too much of a hassle. No wonder most of the servers I see run RP, zombie mods, Trouble in Terrorist Town, or something along that sort.

I cleared out all my Gmod stuff prior to GMod 13's release, as that uses Steam Workshop for mods (old format works fine, but they cannot be disabled in-game and take longer to load). I like the change as I can sync multiple systems to the same mods. If only it worked with spawnlists too :<
Title: Re: [TF2] MotK Meetups (HEY! LISTEN! :V)
Post by: Gc on February 12, 2013, 06:04:15 AM
- CS (Source and GO)
Not really into CS. I do have CS:S though.
Quote
- L4D2 - both Campaign and Versus, and make that Realism for both >:D
Sure. But fuck realism
Quote
- Killing Floor
I think I've had it installed for over a year, with DLC. Didn't even start it once.
Quote
- Quake 3 Arena or its free variant OpenArena
Or the fork-of-the-open-source-quake-3-mod-nexuiz* Xonotic (http://www.xonotic.org/) (footage (http://www.xonotic.org/media/video-gallery/))
Quote
- Serious Sam 3: BFE (needs more users plus I need to check if the server can handle it)
YES
Quote
- UT99/2k4 (but we have another thread for that)
I have UT2k4, not sure if I have 99



* The original Nexuiz. The Nexuiz you find on Steam happened because someone got the rights to the name "Nexuiz" and made a shit game with it. The original Q3-based Nexuiz was forked by the original devs and renamed to Xonotic.
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: DX7.EP on February 12, 2013, 07:24:37 AM
Sure. But fuck realism
Most likely that a L4D2 weekend would kick off with regular non-realism play.

The major issue with L4D2 would be the very low player counts - 4 for Campaign and 8 in Versus. We'll probably have to switch on and off, take blocks, something like that. Would also affect KF too where the limit is 6 players.

Quote
I think I've had it installed for over a year, with DLC. Didn't even start it once.
Time to make LOADSAMONEY then :V

Quote
Or the fork-of-the-open-source-quake-3-mod-nexuiz* Xonotic (http://www.xonotic.org/) (footage (http://www.xonotic.org/media/video-gallery/))
Already knew about Xonotic and Nexuiz controversy, and I'll add the former into consideration, alongside other FOSS or free shooters.

Quote
YES! YES!
Not big surprise to hear that response. :V



Current roster is as follows in order of immediate likelihood:
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: Kyo Tanaka on February 19, 2013, 12:23:11 PM
Only game I can run is CS:S from that listing.

Unless OpenArena is free and toaster compatible that is.
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: DX7.EP on February 19, 2013, 12:33:36 PM
Yes and yes. It runs great on any system made over the past 7-8 years, netbooks not included for obvious reasons. :P
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: Zork787 on February 22, 2013, 05:50:41 AM
God damn Ive been missing too many of these (mainly due to my neglect of checking this topic lol, also due to my neglect of not playing TF2 much these days lol)

Also noticed your taking game requests, bets thing to do with me is just to check my steam game list lol http://steamcommunity.com/id/Zork787/games?tab=all

As for CS:S, never really played it despite having it, I'm mainly a TF2 guy in all honesty, though I don't mind playing it with you guys lol, and if we do, first off, we should get a VoIP client like Ventrillo or teamspeak or something as being able to talk directly to each other via voice can make multiplayer games SOOOOOOOOOOOOOO much more enjoyable (I know from experience lol), second, if we do play CS:S playing these kind of maps (http://www.youtube.com/watch?feature=player_detailpage&v=kaL5QpymBdg#t=46s) is a MUST, I dun care what any of you say!

IT

IS

A

MUUUUUUUUUUUUUUUUUUUUUUUUUUUST!!!!!!!!!!!!!!

D:<

Also those type of maps are incredibly fun in TF2 also
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: DX7.EP on February 22, 2013, 06:00:47 AM
CS:S has built-in VoIP like TF2.

Deathrun? As a CS Deathrun fan, I highly approve. ;)
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: Zork787 on February 22, 2013, 06:09:22 AM
CS:S has built-in VoIP like TF2.

Deathrun? As a CS Deathrun fan, I highly approve. ;)

yeah but the quality of it sucks lol, would also be good for other games that dont have it built in like CS:S or TF2

And yeah Deathrun, couldn't remember the name of it :V Though I mainly played Deathrun in TF2, my favourite Deathrun map is probably http://tf2.gamebanana.com/maps/167382 due to the armless zombie that comes if you wait around too long lol

foudn a vid of the map http://www.youtube.com/watch?v=q__HHJwHxtA
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: Gc on February 22, 2013, 10:18:42 PM
we should get a VoIP client like Ventrillo or teamspeak or something

I always end up offering space on my Mumble server.

As long as you don't mind the random occurrence of a french speaking person entering your channel...
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: fauxm on March 09, 2013, 08:06:47 PM
I always end up offering space on my Mumble server.

As long as you don't mind the random occurrence of a french speaking person entering your channel...

[Sorry for the several day old bump]

I just connected to the server for the first time just a few minutes ago, no one was on. :c
I've got a TeamSpeak server that literally no one uses, would love to have some people on!
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: Gpop on March 09, 2013, 11:03:06 PM
[Sorry for the several day old bump]

I just connected to the server for the first time just a few minutes ago, no one was on. :c
I've got a TeamSpeak server that literally no one uses, would love to have some people on!
Yeah it generally is since we only go on it for meets
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: fauxm on March 10, 2013, 12:31:58 AM
Yeah it generally is since we only go on it for meets
What a waste of a perfectly good server!
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: DX7.EP on March 10, 2013, 01:17:36 AM
I think not.  We just haven't had a meet lately due to this being exam season, and I've been busy with the new MC server configuration, nor do we have much to test.
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: bkzr905 on March 10, 2013, 10:04:56 PM
I think not.  We just haven't had a meet lately due to this being exam season, and I've been busy with the new MC server configuration, nor do we have much to test.

Every season is exam season "|
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: DX7.EP on March 14, 2013, 05:44:47 AM
We're definitely overdue. :V

To make up for that I declare meeting from 21-23 March, same 8pm EST / 20:00 GMT-4 time. Scheduling it now since EU Summer Time does not begin until 31 March, meaning timezone differences between Europe and most of US/Canada are one hour less (and possibly more EU players).

Probably the usual is in plan, hopefully an in-house Wave 666 run too.
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: Agent of the BSoD on March 15, 2013, 11:17:59 PM
That's probably a good time here since spring break is the following week. Still though, my schedule can be a little unpredictable so we'll see how that goes. (if anything, probably would be the 21st is the day I'd miss)
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: fauxm on March 18, 2013, 11:19:26 PM
We're definitely overdue. :V

To make up for that I declare meeting from 21-23 March, same 8pm EST / 20:00 GMT-4 time. Scheduling it now since EU Summer Time does not begin until 31 March, meaning timezone differences between Europe and most of US/Canada are one hour less (and possibly more EU players).

Probably the usual is in plan, hopefully an in-house Wave 666 run too.
I've never been to a meet up, what's "the usual"? :3 Also, I'll join in the shenanigans.
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: Yukarin on March 19, 2013, 05:38:59 AM
Usual is vanilla TF2 or some Hale or some MvM.

and lots of shenanigans
Title: Re: [TF2] MotK Meetups (Next Meet: NEW YEAR'S IN CHINA Feb 7-9)
Post by: Gpop on March 19, 2013, 06:33:28 AM
Oh right, gotta edit that title :V
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Messiah on March 19, 2013, 04:39:53 PM
Just call me at steam when MvM is up. I wouldn't mind some L4D too.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: DX7.EP on March 20, 2013, 12:22:41 AM
Ran around and updated most plugins. The only one I really didn't bother with was VSH/FF2, since that takes considerably longer to work with.

This meet's gimmick: PVP MvM! Mentioned this in an earlier post - 5-6 players defend, but the other 4-5 attack as the robots. This ought to add some challenge.

Also more admin weapons. :V
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Freyband on March 20, 2013, 01:08:40 AM
This should be fun! I look forward to brutally murdering all your fa-
This meet's gimmick: PVP MvM! Mentioned this in an earlier post - 5-6 players defend, but the other 4-5 attack as the robots. This ought to add some challenge.
... *looks at Gpop* I've got a bad feeling that I'm going to get stabbed... at least Exuro doesn't play tf2 too often anymore, otherwise I'd have to worry about that ax too...
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Gpop on March 20, 2013, 01:35:07 AM
This should be fun! I look forward to brutally murdering all your fa- ... *looks at Gpop* I've got a bad feeling that I'm going to get stabbed... at least Exuro doesn't play tf2 too often anymore, otherwise I'd have to worry about that ax too...
Man it's been a while since I last played TF2 though, so I might be rusty as hell :V
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Amraphenson on March 20, 2013, 02:20:02 AM
My knife is super rusty too. :v
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Yukarin on March 20, 2013, 04:18:49 AM
My rocket launcher is ready for you all.

Rocket Jumping robots here we go!!!
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: KLH on March 20, 2013, 04:31:37 AM
Heh, I'm probably the worst out of everybody here. Shitty laptop = no TF2.


...perhaps I should just move on from TF2 already? There's a bunch of stuff I need to make anyway.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: DX7.EP on March 20, 2013, 04:43:34 AM
Haven't played TF2 in a while here either. Might need a little re-adjustment.

Rocket Jumping robots here we go!!!
That ought to be fun :V
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Gpop on March 20, 2013, 04:44:47 AM
My rocket launcher is ready for you all.

Rocket Jumping robots here we go!!!
Rocket jumping fight let's go :V
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: InfernalExuro on March 20, 2013, 05:32:22 AM
Don't worry. The axe works best when you're least expecting it.

... :moogy:
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Yukarin on March 20, 2013, 05:34:49 AM
Rocket jumping fight let's go :V

200 ping rocketjumping vs 30 ping rocketjumping lesgo
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: DX7.EP on March 20, 2013, 05:47:41 AM
Don't worry. The axe works best when you're least expecting it.
Robo-Pyro just got a hell of a lot more dangerous now. I approve. :V

200 ping rocketjumping vs 30 ping rocketjumping lesgo
!addlatency gpop 170 >:D
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Yukarin on March 20, 2013, 05:55:33 AM
Robo-Pyro just got a hell of a lot more dangerous now. I approve. :V
!addlatency gpop 170 >:D

best admin
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Agent of the BSoD on March 20, 2013, 04:36:03 PM
As the robots, do we only have our one life or do we keep respawning for a while until a "wave" is finished? And can we be sentry busters? :V
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Gpop on March 20, 2013, 05:43:16 PM
As the robots, do we only have our one life or do we keep respawning for a while until a "wave" is finished? And can we be sentry busters? :V
I think that's possible since from what I remember seeing Sentry Busters are just caber demomen.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: DX7.EP on March 20, 2013, 05:47:25 PM
Yeah, bot players will respawn as a bot. It is possible to die as a bot for no reason, due to the robot counter mechanism

Not sure about Sentry Busters, but it is possible via cvar to play as Robo-Engies on maps that support them.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Gpop on March 20, 2013, 07:43:11 PM
Yeah, bot players will respawn as a bot. It is possible to die as a bot for no reason, due to the robot counter mechanism

Not sure about Sentry Busters, but it is possible via cvar to play as Robo-Engies on maps that support them.

Can we carry bombs then? Wouldn't we need to take the route given for bomb carry?
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: DX7.EP on March 20, 2013, 07:54:24 PM
Bomb carrying is via cvar, and I haven't decided whether to allow it or not. I fear that if we did we'd have jumping bean bombs landing smack-dab at the site, which would make a bot victory too easy. :V
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Agent of the BSoD on March 20, 2013, 08:22:31 PM
Maybe we could have it such that we aren't the only robots and there are regular bots on that team as well and they are the ones that carry the bomb while we don't. Or can you even do that since we're all on the same team? Would be better than a 5 man/robot team. :V
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: DX7.EP on March 20, 2013, 09:27:19 PM
That's how it works, really. Some players are moved to BLU (or have the choice to) and replace AI control of some of the robots in play.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: fauxm on March 20, 2013, 09:53:07 PM
Man it's been a while since I last played TF2 though, so I might be rusty as hell :V
Same. I've got a TeamSpeak server that's vacant 99% of the time, 20 slots, we can use that if you want for voice comms that aren't 20 seconds behind the action. :3
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Dr.Strafe on March 20, 2013, 10:47:08 PM
Does that mean we can play as a tank as well?  :V
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Agent of the BSoD on March 20, 2013, 10:51:00 PM
Does that mean we can play as a tank as well?  :V
Tank with Bonk. :V
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: DX7.EP on March 20, 2013, 11:01:46 PM
Same. I've got a TeamSpeak server that's vacant 99% of the time, 20 slots, we can use that if you want for voice comms that aren't 20 seconds behind the action. :3
Alternatively one could use the MotK TS server (usually via the Minecraft room), or Cubic's Mumble server. But we haven't had many situations where we've used them.

Does that mean we can play as a tank as well?  :V
Funny, but no. :V

Rectifying a previous question:
And can we be sentry busters? :V
Yes, it is possible to be those, or even giant robots.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Gpop on March 21, 2013, 01:23:27 AM
This is all soundinf pretty hype :V

Unfortunately I won't be able to go tomorrow because work x.x
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: fauxm on March 21, 2013, 02:05:16 AM
Alternatively one could use the MotK TS server (usually via the Minecraft room), or Cubic's Mumble server. But we haven't had many situations where we've used them.

Well, I can't use my mic in game (see this (https://github.com/ValveSoftware/steam-for-linux/issues/1853); it gives me some missing soldier model error or something and forces me to restart X.org (https://en.wikipedia.org/wiki/X.Org_Server), not fun. :c) so I'll either be typing or on the MotK TS server/the Mumble one. By the way, what are the addresses of these (voice servers)/where can I find said addresses? :3
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Amraphenson on March 21, 2013, 02:58:33 AM
http://www.shrinemaiden.org/forum/index.php/topic,555.msg611152.html#msg611152
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Yukarin on March 21, 2013, 10:57:00 AM
I thought of something while I was going back home a while ago.

If you give the bomb to me while I'm soldier, I'll just rocket jump towards the bomb site and finish the game that way.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: DX7.EP on March 21, 2013, 04:38:41 PM
That is precisely why I decided against letting player bots carry the bomb. :P
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Freyband on March 21, 2013, 06:19:23 PM
So reduce MvM to MGE Bball? :V
Even so, I doubt one can deposit the bomb even if they pick it up (unless the game autotriggers a taunt on the bomb carrier once they're on the hatch).
If you can have one carry the bomb and not deposit it though, it may be most advantageous to go around charging the timer on it. This results in giving yourself crits and your allies DR. You just rocket jump about charging it while letting your AI lay waste to your oppenents defenses, dropping the bomb (probably same key as drop intel, if not, kill in console) at the hatch once your team has overrun the humans.

Guess it's all up to Admin setting plugins after playing today. :v Was fun but definitely not good if you want to be serious in the slightest.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: DX7.EP on March 22, 2013, 03:58:55 AM
Today's results: it went surprisingly well! PVP MvM sure helped shake things up and led to enjoyable game.

Found some interesting tidbits and got a few nice ideas in the process:
 - Bot players are able to upgrade their stats and weps via dispensers (the mobile upgrade plugin at work again), and keep them in successive waves (should humans win) and between class changes. They require money to do so, expectedly, which will need to come from admins.
 - Confirmed Frey's claims that the bomb can be carried but not deposited by bot players. The key for dropping is the same as the one for dropping intel.
 - Custom wave ideas - one 9v1 involving Highlander humans defending from a crazy-powered bot, and a 1v9 where it's the other way around, probably with a slow tank in the first wave to serve as warm-up time.
 - Spy player bots are horribly OP with infinite cloak, but they're easy to take care of (somewhat). Other classes get infinite ammo too.
 - Having 7 humans fight 3 bot players + AI seems more balanced.

Only noted issues were that airblast didn't work for a while (fixed with restart), and fall damage seems to not take effect (no idea about this one). But otherwise? We did fine.



Friday meet: 2 hours, but it went quite well. Same routine as last time...with possible issues with backstab detection and giant robots' hitboxes (particularly those controlled by players). 7v3 kept the game balanced, but playing that on Normal was a bit too easy so we'll do Intermediate next time we do PVP MVM.  Also bot players as Spies or giants are quite OP, so class randomisation will be disabled while giants...I'll think about it.

Began with an overload of dialect stupidity practice from yours truly, and later ended with some cp_gallery football.

It also seems that the playful grudge against Shady, a staple of the Minecraft server, has moved to TF2 in full too. Not surprised given player and now staff overlap. :V



Saturday meet went great too, longer as well. Full server at some points, mostly during the Pyro documentary we did. Server crashed once during a PVP MVM run of Bigrock Advanced2, but until then it was also a blast.
Title: Re: [TF2] MotK Meetups (Next Meet: 31 May - 1 June)
Post by: DX7.EP on May 18, 2013, 02:01:46 AM
It's been almost 2 months since our last update here! Ah bollocks.

Y'know what? With the Robotic Boogaloo update (http://www.teamfortress.com/roboticboogaloo/) I think we are due for meetings.

31 May - 1 June (Fri / Sat) it is, then. Can't quite do next week since Gpop and I will be at conventions. Might be able to do impromptu meetings this weekend, however :P



Friday meeting: So-so and usual, save for the gimmick (Deathrun starring Koishi) being played prematurely - yay low player counts - and some contentious barrages between a few members which scared at least one player away for the day.



Saturday's went better, mainly MVM at first followed by silly idea brainstorming for next meet's gimmicks, along with micspams and comical duels.

Getting requested to have a "Saxton Hale Vs. Machine" semi-mode, which I approve of. Will be setting up something along those lines.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Kyo Tanaka on June 03, 2013, 06:43:11 PM
How will Saxton Hale vs Machine work? All players are bots while trying to win like normally?
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: DX7.EP on June 03, 2013, 06:47:37 PM
The way I see it working is that <=9 players are on BLU doing what bots do. On the other hand, 1 player is Saxton Hale and will get not only a model switch, but some OP weapons to simulate VSH/FF2 Hale. Said user will get a bit of cash as well, in order to facilitate upgraded stats, canteens, or quicker respawns.

Whether Hale completes the wave successfully or not, one person on BLU gets to become Hale, old Hale joins the bots and has weps and model reset, and the process repeats again.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Agent of the BSoD on June 03, 2013, 07:02:28 PM
So do you think we would be joined with normal bots or would it just be players vs Hale? (if it had normal bots, the Hale's weps better be pretty darn powerful :V) We should have tanks too, but probably low health since killing real players is significantly harder than killing bots, which wastes more time not killing the tank.
Title: Re: [TF2] MotK Meetups (Next Meet: I am not 100% sure yet)
Post by: DX7.EP on June 03, 2013, 07:12:58 PM
Yeah, normal bots too.

Chances are modified popfiles will be run which greatly reduce tank HP and maybe bot counts.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Dr.Strafe on June 03, 2013, 07:19:43 PM
Pfft. Hale should have the ability to reset the tank. Or at least be able to throw it at the bots or something. :V
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Agent of the BSoD on June 03, 2013, 07:23:13 PM
OK, that seems quite reasonable. Looking forward to this. (and some more music spammig by yours truly :V)

Pfft. Hale should have the ability to reset the tank. Or at least be able to throw it at the bots or something. :V
This. :getdown:
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: DX7.EP on June 03, 2013, 08:12:08 PM
Or at least be able to throw it at the bots or something. :V
Now that would be brilliant. :getdown:
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Kyo Tanaka on June 04, 2013, 01:02:06 AM
Pfft. Hale should have the ability to reset the tank. Or at least be able to throw it at the bots or something. :V

Or spawn a train that counters tank.
Title: Re: [TF2] MotK Meetups (Next Meet: 16-17 August)
Post by: DX7.EP on August 13, 2013, 01:23:56 AM
Apparently we didn't have any formal gatherings in a bit. I blame being abroad and Gpop for failing to schedule one.

So let's put it at 16-17 August, this weekend, same 20:00 UTC-4 / 8:00pm EST time as usual. No idea about ideas, but this (http://steamcommunity.com/sharedfiles/filedetails/?id=168686604) is possible.

Tried making custom MVM waves earlier too, and got this comical result (http://steamcommunity.com/sharedfiles/filedetails/?id=168485074).
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Gpop on August 13, 2013, 01:32:20 AM
sorry, I've been really busy the last couple of months, I haven't even touched TF2 in a while.

I won't be able to come at all though due to work and prior plans to help out a friend move into a new house and all.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Yukarin on August 13, 2013, 01:34:14 AM
I'll try to come over. It's been so long since I played with you guys.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Agent of the BSoD on August 13, 2013, 10:01:54 PM
I'll be there, probably with more music spam like last time. (which ended up being pretty good, just excuse the random volume changes, my sound card is retarded)
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: KLH on August 14, 2013, 04:21:47 AM
We all will get to see how badly I suck (even more than before), thanks to delays with my main computer.

I'll be there, probably with more music spam like last time. (which ended up being pretty good, just excuse the random volume changes, my sound card is retarded)
You're not the only one with micspam capability :V

...and I have a pro micspam system huehuehue :P
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Iryan on August 14, 2013, 10:38:53 AM
So I just played for the first time in half a year just now. I -might- jump in on that weekend, if I don't get too tired before the time has come. If I do, I hope there won't be any download problems though...  :X

(oh and I still haven't checked out MvM go me)
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Messiah on August 14, 2013, 05:19:22 PM
You have my hat. Just invite me when time comes, because I tend to forget about it :V
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Freyband on August 14, 2013, 07:46:23 PM
Looks like I won't be able to attend this one at all since I just got called and told that I'm working 3-11:30 pm both days  :ohdear: . Hope you guys have fun though!  :3 (try not to get blood on Gpop's suit)
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Gc on August 14, 2013, 07:51:22 PM
Reporting for duty.

Might be able to get a friend in there...
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Gpop on August 14, 2013, 08:34:12 PM
Looks like I won't be able to attend this one at all since I just got called and told that I'm working 3-11:30 pm both days  :ohdear: . Hope you guys have fun though!  :3 (try not to get blood on Gpop's suit)
don't worry, I won't be there for the meet so someone else will have to clean up all the blood instead
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Yukarin on August 14, 2013, 10:36:57 PM
don't worry, I won't be there for the meet so someone else will have to clean up all the blood instead

/me coughs
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: yuyukos on August 14, 2013, 11:25:41 PM
I'll try to stop by Friday night.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Gpop on August 14, 2013, 11:28:09 PM
If you guys are still playing after 10:30pm on Friday though I'll try to stop by for the last few games or however much longer you guys will play :V

Saturday all depends on when the moving ends and if I can play some at my friend's new place.
Title: Re: [TF2] MotK Meetups (Meet ongoing!)
Post by: DX7.EP on August 17, 2013, 01:09:13 AM
First meet ended...and all we did (as we had 5 maximum players) was play some 2v2 Ultiduo and then tiny TF2 hijinks on Junction. Quieter turnout than I was expecting.

Perhaps the next formal meeting could be scheduled by other players instead?

EDIT: Alpha's comment on player turnout might have some credence:
Quote
anti-fun police: MVM!
anti-fun police: 9-10 people
anti-fun police: Stock and fun!
anti-fun police: 4 people
....
EP Sweetened Papayas: Yeah, MVM opens a whole another crowd of potential players.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: an unmatched sock on August 18, 2013, 01:18:10 AM
Why haven't I found this thread sooner?!

Edit: My first day on this server, and I find a hat. Lucky me!
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Tamashii Kanjou on September 07, 2013, 10:52:17 PM
*Comes carting in on Orin's Wheelbarrow.*

So... October next month. You know what that means... the time of spookiness is at hand! Just wondering if people would want to gather at our beautiful server for some shenanigans at some point~
Cirno Day is upon us too; but that might be a little too late to plan out~ :V

In short, yeah... TEAM SPOOKINESS ANYONE?!

*Carts out*
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Agent of the BSoD on September 08, 2013, 02:37:38 AM
Yeah, we're gonna have to do something during Halloween. Cirno day is kinda impossible for me most likely, with uni and all.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: DX7.EP on September 08, 2013, 07:32:03 PM
We'll definitely have to have a meet for the upcoming Scream Fortress event. Cirno day's sadly too soon for meetings so instead I'll encase a few buildings on the MC server in ice. :V
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: an unmatched sock on September 08, 2013, 08:49:52 PM
If it's later on a weekend, the odds of me joining are much greater. During the week by that time probably not so much. I will try to attend, though.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Dr.Strafe on September 09, 2013, 01:22:15 AM
so instead I'll encase a few buildings on the MC server in ice. :V
Freeze the old Wilyfort.  :V

I'm down for meets whenever now. I've got nothin' but time.  ;)
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: DX7.EP on September 09, 2013, 03:02:42 AM
Freeze the old Wilyfort.  :V
At your pleasure, doctor~

There may be a possible meeting between now and then, probably with more standard content if player count permits. Last meet demonstrated we're pretty tired of MVM, so that's out of the picture on official schedules for now. :V
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Gpop on September 09, 2013, 03:05:57 AM
Weekends are always best, but what's a good weekend to do it on? Is there no special holiday? The only best bet was last weekend which was labour day weekend for us Canadians :V
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: DX7.EP on September 09, 2013, 03:09:32 AM
That was also the case for the Americans down here. :V

Not sure of any good weekends, but I will say that AWA time's easily the worst option. Especially for those of us going there. :P
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Tamashii Kanjou on September 09, 2013, 12:43:22 PM
I'm pretty much open for anytime; timezones withstanding. My only request is that it not be the first weekend of October (Fri 4th - Sun 6th), as I'll be away then.

But other then that, I'm up for anything! :3
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Gc on September 11, 2013, 01:11:59 AM
tc_hydro_event HYPE!!
Title: Re: [TF2] MotK Meetups (Next Meet: we're getting there)
Post by: DX7.EP on September 11, 2013, 02:58:10 AM
tc_hydro_event HYPE!!
That would simply be THE BEST MEETING IN TF2 HISTORY :flowerpower: :smokedcheese: :dragonforce: :flamingv:

EDIT: Completely legitimate meeting material! (http://www.youtube.com/watch?v=4h17TfLSISQ)
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Tamashii Kanjou on September 20, 2013, 02:15:37 PM
Completely legitimate meeting material! (http://www.youtube.com/watch?v=4h17TfLSISQ)

Do that on a smaller map, with less areas to hide in... and that would be hilarious! XD

And maybe not as many, or we just might overload the sever~ :V
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: Agent of the BSoD on October 18, 2013, 07:44:51 PM
Well, that time is coming closer to schedule a meet time for our annual Scream Fortress event. Should probably start thinking of that now to get people prepared. I'm open pretty much any time at the moment, though I don't get back from classes till around 6 PM PDT, so by normal meet times, I'd probably be late. Weekends are free.
Title: Re: [TF2] MotK Meetups (Next Meet: 21-23 March)
Post by: DX7.EP on October 18, 2013, 08:05:34 PM
Yeah, we're thinking about that. :P
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress])
Post by: Gpop on October 18, 2013, 08:06:59 PM
well I was thinking two options.

Next weekend (24th - 26th) or the halloween-ish weekend, 31st to November 2nd?
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress])
Post by: DX7.EP on October 18, 2013, 08:16:47 PM
Probably both, why not, in case some cannot make one or want more of their screaming fix.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress])
Post by: Yukarin on October 19, 2013, 02:45:58 AM
Sounds good. Either way I'm free so yea.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress])
Post by: Delfigamer on October 20, 2013, 06:21:22 AM
Hey guys, what ping time may be reasonable for TF2?
Last time, when I played UT with Alliterator, 1000+ms were absolutely unbearable. :smokedcheese:

UPD
Hm...
Quote
--- Oct 20, 2013 1:25:24 PM (=6:25:24AM GMT)
--- IP (wlan0) fe80::4eaa:16ff:fef9:a7ad%wlan0
--- IP (wlan0) 192.168.1.101

PING 70.42.74.60 (70.42.74.60) 56(84) bytes of data.
<...>

--- 70.42.74.60 ping statistics ---
20 packets transmitted, 20 received, 0% packet loss, time 19094ms
min = 183.476 ms
avg = 193.952 ms
max = 220.833 ms
mdev = 7.401 ms
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress])
Post by: Yukarin on October 20, 2013, 11:26:08 AM
360ms (which is what I play with whenever I play with people here) is tolerable, at least for hitscan guns like the Amby and the Scattergun, and also for backstabs. There's a 1 second delay on the "shoot" and the "hit"

Anything other than hitscan is near-impossible to hit.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress])
Post by: DX7.EP on October 20, 2013, 11:37:29 PM
~200ms seems appropriate for a RU -> eastern US connection.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 24-36)
Post by: Gpop on October 23, 2013, 07:03:13 PM
Well there's still no update on Scream Fortress so if we do it this weekend we won't be getting the event (also I dunno if I'll be around either as I got midterms these two days, and I'll be away on Saturday most likely).
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 24-36)
Post by: DX7.EP on October 23, 2013, 08:16:42 PM
Gotta wait on Valve Time as usual ~

If nothing occurs this weekend then move things to next.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 24-36)
Post by: Agent of the BSoD on October 23, 2013, 11:38:00 PM
According to the days they started the previous Scream Fortress events, they were on the 29th, two on the 27th, and on the 26th. If they keep up this pattern, we may not get one for this week.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 24-36)
Post by: Freyband on October 24, 2013, 07:28:06 AM
All the way to October 36th? I think my calendar needs an upgrade.  :V Sadly I work tuesday-saturday through normal meet times, so I probably won't be able to attend if it's normal days/time. Hope you all will have fun though!
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 24-36)
Post by: Delfigamer on October 24, 2013, 08:48:48 AM
normal meet times
???
Quote
same 8pm EST / 20:00 GMT-4 time
Still right?
Then it may be problematic for me to play during other weekdays besides American Saturday, because my school starts at 01:00 GMT.
Stupid timezones.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 24-36)
Post by: DX7.EP on October 24, 2013, 02:53:26 PM
On the subject of timezones, differences between EU Summer Time and US/CA DST will also come into play, as the former ends a week earlier. EU players will need to adjust accordingly for next week.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 24-26)
Post by: Agent of the BSoD on October 27, 2013, 12:26:12 AM
Welp, these 3 days definitely didn't happen. Guess we'll aim for next week. :V
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 24-26)
Post by: DX7.EP on October 27, 2013, 12:28:47 AM
Hopefully it will have been worth the weight wait ~
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Delfigamer on October 28, 2013, 08:49:42 AM
Now tell for a n00b: am I really supposed to go online Sunday 0:00 GMT?
(http://img-fotki.yandex.ru/get/6610/110955323.6/0_a5dc7_84ae66c6_orig)
(http://i.imgur.com/7idB8zs.png)
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Agent of the BSoD on October 29, 2013, 10:36:19 PM
Of all maps they halloweenified, they chose hightower. Watch yer heads!

Also, crossbow got a buff, now reloads silently like the flare gun.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: yuyukos on October 29, 2013, 10:47:19 PM
It's time, friends who enjoy hats and war-themed hat simulators.
http://www.teamfortress.com/bazbobarrabus/ for those who didn't see it yet.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Messiah on October 30, 2013, 01:26:19 AM
Why do I think that this will be the mini sentry get together event?
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: DX7.EP on October 30, 2013, 02:28:38 AM
I thought that was at least 45% of what our meets are made up of already!
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Agent of the BSoD on October 30, 2013, 06:14:29 PM
Schedule changed. I'm probably not going to make the Oct. 31st meet. I should make the other two though.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: DX7.EP on October 30, 2013, 08:19:31 PM
I'm not sure as to my availability on Halloween night either, but will try.

Quick note: The randomly spawning halloween gift packs require a quickplay-enabled server - which we can do at the cost of nocrits, respawntimes, and (nope this isn't happening) removing the server password to make it public. Therefore you will have to go to other servers for those.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Gpop on October 30, 2013, 08:29:01 PM
I should be available that day unless my friend suddenly invites me over to his place with shitty internet :V
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Tamashii Kanjou on October 31, 2013, 01:26:41 PM
So then... what time shall we be meeting up at? XD

And will there be glorious spell cards... followed by explosions?  :3
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: DX7.EP on October 31, 2013, 01:53:52 PM
12am for GMT regions.

There are no cards on Helltower, but there are books, spells, and explosions almighty! :3
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Delfigamer on November 01, 2013, 06:06:46 AM
(http://i.imgur.com/7idB8zs.png)
Any other meetings coming on?
(I couldn't attend this one anyway, like I said.)
Though I'm now free of school, from today to 10th inclusive.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Gpop on November 01, 2013, 07:11:19 AM
Got two more, on Nov 1st and 2nd at 8pm EST (12midnight GMT)
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Delfigamer on November 01, 2013, 07:45:17 AM
Okay. I'll try to get up early enough (or not to fall asleep before). :V
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Delfigamer on November 02, 2013, 11:48:47 AM
Ah, forgot to say till the end: I'm pretty noob in TF2, but veery experienced in UT. May record a gamevid if you still wonder how I play FPS. :derp:
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Yukarin on November 02, 2013, 11:57:19 AM
It's fine.

Play soldier. You'll find that most of the mechanics you have on UT will transfer to his playstyle.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Delfigamer on November 02, 2013, 06:46:12 PM
I've noticed that already. :V

But on the other hand, if I don't play for other classes, I won't learn how to use them.

And I miss dodging move, the one which happens when you press movement key twice. I still try to dodge incoming projectiles that way sometimes. :[
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Delfigamer on November 05, 2013, 09:53:33 PM
Just found it.  :V (http://youtu.be/2qvSb1Al_sE)
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: DX7.EP on November 05, 2013, 10:07:19 PM
We had Prophunt in the past, but it woks better IMO with more players since many PH maps we have are quite large.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Tamashii Kanjou on November 05, 2013, 11:00:18 PM
Speaking of the past, where's your Scream Report? ^^

Was glad playing with so many of you; and was also the first time I've been at all 3 of the events for once. Normally I only manage to show up for one, so to appear for a good couple of hours on all three was amazing. XD
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: DX7.EP on November 06, 2013, 12:16:31 AM
Oh, right, the reports!

Thurs was mostly screaming in Helltower, fun stuff. Fri and Sat by contrast came with more compettive flavouring with 5v5 Gravelpit and Ultiduo, completmented with more screaming and Trainsawlaser fun.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Delfigamer on November 06, 2013, 12:34:25 AM
Any reason why I see the server working all day with around 0.004 people playing? Just curious. :smokedcheese:
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: DX7.EP on November 06, 2013, 01:05:01 AM
We leave it up 24/7 typically.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: omgkitties on November 06, 2013, 03:35:54 AM
Any reason why I see the server working all day with around 0.004 people playing? Just curious. :smokedcheese:

Cause I hate my money.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 24-36)
Post by: Delfigamer on November 09, 2013, 01:06:04 AM
Tomorrow will be the last day of my spring vacation, and then I'll have to go to school again, which means
Then it may be problematic for me to play during other weekdays besides American Saturday, because my school starts at 01:00 GMT.
Stupid timezones.
So, don't you accidentally have planned a meet tomorrow? I'm not insisting, but if maybe? :V
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: DX7.EP on November 09, 2013, 01:07:47 AM
Nope, nothing planned for this weekend. Get to pub servers and get your items while you can lads ~
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Delfigamer on November 09, 2013, 01:47:17 AM
:smokedcheese:
Title: Re: [TF2] MotK Meetups (Next Meet: Black Friday Weekend)
Post by: DX7.EP on November 21, 2013, 08:35:52 PM
Oh what, it's not Australian Christmas yet and we're getting a new update! (http://www.teamfortress.com/twocities/mannhattan/)

I believe a meeting on 29-30 November will fit the update just fine. When not shopping for gifts or (for the Americans) continuing to eat turkey leftovers, there's TF2 ~
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Gpop on November 21, 2013, 10:57:56 PM
What is this thanksgiving in November you're talking about? :V

All I ever heard of are having Thanksgiving on October
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: DX7.EP on November 21, 2013, 11:58:25 PM
But where I'm from it's usually in September (http://en.wikipedia.org/wiki/Chuseok)! :getdown:

EDIT: Oh snap there's part 2 and the update is live (http://www.teamfortress.com/twocities/rottenburg/)
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAAM [fortress] Oct 31-Nov 2)
Post by: Tamashii Kanjou on November 22, 2013, 01:43:25 AM
Meet next weekend?

Why the hell not! I'll call it a late birthday session~ :3
Title: Re: [TF2] MotK Meetups (Next Meet: Dat video update Nov 29-30)
Post by: Messiah on November 22, 2013, 08:15:10 AM
"GET BEHIND ME, DOC-, or maybe not".
Title: Re: [TF2] MotK Meetups (Next Meet: Dat video update Nov 29-30)
Post by: Delfigamer on December 05, 2013, 06:49:06 PM
Anybody going to 00:00 GMT, December 8th?
Title: Re: [TF2] MotK Meetups (Next Meet: Dat video update Nov 29-30)
Post by: DX7.EP on December 05, 2013, 07:35:40 PM
Meeting 'round Christmas / New Year's in plan.
Title: Re: [TF2] MotK Meetups (Next Meet: Dat video update Nov 29-30)
Post by: Gpop on December 05, 2013, 09:58:25 PM
Meeting 'round Christmas / New Year's in plan.
This, especially with the usual smissmas updates
Title: Re: [TF2] MotK Meetups (Next Meet: Smissmas! 27-29 Dec)
Post by: DX7.EP on December 27, 2013, 03:55:37 AM
Oh right, Smissmas. I can't forget a meeting!

May be short notice, but how does 27-29 Dec sound, usual times?
Title: Re: [TF2] MotK Meetups (Next Meet: Dat video update Nov 29-30)
Post by: yuyukos on December 27, 2013, 04:03:14 AM
Make it happen, captain.
Title: Re: [TF2] MotK Meetups (Next Meet: Dat video update Nov 29-30)
Post by: Delfigamer on December 27, 2013, 05:31:20 AM
I'm fine and even free all the time. We just had our term finished today.
Title: Re: [TF2] MotK Meetups (Next Meet: Dat video update Nov 29-30)
Post by: Gpop on December 27, 2013, 05:56:27 AM
I might not make it tomorrow because I'll be out, Saturday maybe, Sunday I got work :V
Title: Re: [TF2] MotK Meetups (Next Meet: Smissmas! 27-29 Dec)
Post by: Delfigamer on December 27, 2013, 06:07:04 AM
Wait.

27 Dec
tomorrow
Erm?
Quote
Local Time: 27-12-2013, 02:03:50
(my time minus 11 hours)
Ah, I see, that's those timezones again.

I guess working on Sunday sucks. :derp:
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Gpop on December 27, 2013, 06:20:56 AM
Most of us are EST, though at the time of this post it's 1:20AM on the 27th :V
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Delfigamer on December 27, 2013, 07:06:55 AM
So it was your fault after all. :getdown:
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: DX7.EP on December 27, 2013, 07:30:34 AM
More like mine for giving such a short notice, really. :V

/me scrambles to get server ready with something if possible
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Gpop on December 27, 2013, 07:36:59 AM
I'll have so much fun with the new and improved Diamondback anyways :V
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Yukarin on December 27, 2013, 11:31:30 AM
"new and improved"

okay what the fuck happened to diamondback
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Tamashii Kanjou on December 27, 2013, 11:36:57 AM
>27th December.
>Currently 11:35am.

Welp. May need to do a bit of scrambling myself. And by that I mean, 'THIS ROOM NEEDS TO BE CLEAN SO I CAN SIT ON A CHAIR TO PLAY WITH YOU ALL!'

Wait, remind me what the usual time it~ :V
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Gpop on December 27, 2013, 05:59:40 PM
"new and improved"

okay what the fuck happened to diamondback

http://www.youtube.com/watch?v=QB9jQob7yxM
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: DX7.EP on December 27, 2013, 09:49:13 PM
Wait, remind me what the usual time it~ :V
1am GMT.
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Delfigamer on December 27, 2013, 11:43:37 PM
Oops.
I waked up too early, expecting for 0 GMT (7:00 AM here). :V
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: DX7.EP on December 28, 2013, 02:47:33 AM
Well today's been stupidly quiet! If anything it turned to another server chat about playing other games, which I think is now more of a requirement than a possibility. No worries, this server will still be centred on TF2.

At this point L4D2 Versus mode seems the best option, CS:GO not being far behind. Major reasoning's due to the recent L4D2 giveaway. Shall we try that for Sunday? :3

EDIT: Oh Gpop, you crazy bastard. :V
Quote
[MotK] Gpop has renamed their The Ambassador to Magnum Koishi
[MotK] Gpop :  FEAR THE MAGNUM KOISHI
[MotK] Gpop :  I WILL PENETRATE ALL YOUR HEADS WITH IT
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Delfigamer on December 28, 2013, 03:39:15 AM
Well today's been stupidly quiet!
Indeed. :V
________

Quote
My knife is my friend, it helps me relax~
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Gpop on December 28, 2013, 03:40:41 AM
I couldn't resist once people started talking about it :V

PS: You forgot the part where I added a description tag that is the danbooru pool link to the doujinshi :V
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Delfigamer on December 28, 2013, 03:55:19 AM
Quote
TOHO-Project fan book
R-18
for Adult only♡
Quote
Pool: That's Not a Penis!
D:
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Gpop on December 28, 2013, 03:59:04 AM
D:
You sure it wasn't this one?
[nsfw]http://www.donmai.us/pools/5669[/nsfw]

because that's what I linked
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Delfigamer on December 28, 2013, 04:17:50 AM
It definitely is because I went by your link.

And it is D:
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Freyband on December 28, 2013, 10:49:46 AM
*facepalm* Jesus, Gpop... that's brilliant(ly messed up). :3

At this point L4D2 Versus mode seems the best option, CS:GO not being far behind. Major reasoning's due to the recent L4D2 giveaway. Shall we try that for Sunday? :3
 
Please. I haven't been able to join on the other days because I work tuesday-saturday.  :ohdear:
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Delfigamer on December 28, 2013, 12:23:13 PM
So, do we play TF2 today/tomorrow, or just do silly things while chatting? :V

So it was your fault after all. :getdown:
Hmm, well, it was tomorrow for me too, after all. This was posted at 14 PM local time, and the game chat started at 8 AM next day. :derp:
Gonna play a real TF2 in the meantime. :derp:
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: DX7.EP on December 29, 2013, 04:17:56 AM
Tried to get a private L4D2 server up but it was a royal pain to configure without making it public, and we'd have to use lobby system anyway.

So for the L4D2 thing I'll probably have a friends-only lobby for Versus and we can hijack a public server that way. :V

In the meantime, other games' server files are being installed....
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Delfigamer on December 30, 2013, 12:56:35 AM
Um, have I missed something?

UPD Oh.

UPD2 So, plans had been changed? D:
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: DX7.EP on December 30, 2013, 02:45:50 AM
We were in L4D2 instead, yeah. That meeting only got 4-6 players and the server we got in the lobby was horrible, but it was still fun. In fact I almost consider it more successful than some of our TF2 meetings have been, in the sense that we got to play the game. :V
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Gpop on December 30, 2013, 03:19:57 AM
In all honesty, for TF2 meets we can go back to what it initially was, which was hijacking a public server and pubstomping :V
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: DX7.EP on December 30, 2013, 05:42:02 AM
That would probably be more appropriate aside from private gatherings and some Scream Fortress tasks.

But then what do we do with the server?
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Delfigamer on December 30, 2013, 08:28:29 AM
(http://img-fotki.yandex.ru/get/6610/110955323.6/0_a5dc7_84ae66c6_orig)
UT!
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: DX7.EP on December 30, 2013, 08:50:39 AM
UT/Quake-likes have been suggested for a while now, particularly free ones such as Xonotic, Warsow, Cube 2, and OpenArena.

EDIT: Back to TF2, alternatively making it a public server (with exceptions made for private events) might work. It'll probably turn to a Valve server with semi-competitive rules that way, but certain concessions for members (eg. reserved slots) are in conideration.
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Delfigamer on December 31, 2013, 09:07:10 AM
Touhou vs World? I'm fine with that.

Oh. I have an idea. (http://springrts.com/)
Particularly, Balanced Annihilation one.
Your opinions?
Quote
{no opinions}
(http://lurkmore.so/images/0/0e/Forever_Alone.png)
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: DX7.EP on December 31, 2013, 09:10:03 AM
The idea of community versus pubs has been thrown around, but from a logistical standpoint that probably won't be happening. If anything, this is more along the lines of "pubs playing on community server with community members".
Title: Re: [TF2] MotK Meetups (Next Meet: We can only hope!)
Post by: DX7.EP on March 28, 2014, 05:31:09 PM
I'm aware this server has hardly been used this year, even with opening it briefly to public for test purposes.

However, given that /r/touhou is considering a meeting of their own (http://www.reddit.com/r/touhou/comments/21gpzb/rtouhou_tf2_showmatch/), I'm hoping to coordinate a time for meeting on our server and bring along you all as well as my IRC group with them for a triple community meeting.
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Yukarin on March 28, 2014, 06:02:11 PM
Im probably down.

Yay 300 ping
Title: Re: [TF2] MotK Meetups (Next Meet: Something in mind?)
Post by: DX7.EP on March 28, 2014, 06:15:02 PM
Not sure how well they'll accept high-latency players however, but given comments I don't think they're so keen on that. Nonetheless, things are not set in stone yet so there's plenty of flexibility at this time.
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Delfigamer on March 28, 2014, 07:15:17 PM
Mind telling me how low-latency players in TF2 see high-latency ones?

In UT, 200ms players are seen as rusty tractors by 20ms ones, but apparently that's not the same case with TF2. :/
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Agent of the BSoD on March 28, 2014, 07:24:42 PM
Oh boy, haven't had a meet in a while. Will be interesting with others as well.

Seems there's a lot of talk of highlander. I'd be down for that. (and for the record, I can fill in any class, just don't expect miracles from all of them)

I definitely won't have as much issue with latency now because of this new internet.
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Gpop on March 28, 2014, 07:27:49 PM
I could join but I got exams coming up so it might be very problematic for me. I haven't touched this game in way too long though.
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Yukarin on March 29, 2014, 02:54:12 AM
Mind telling me how low-latency players in TF2 see high-latency ones?

frankly we don't care about ping

unless they're pugs, in which case !sub
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Delfigamer on March 29, 2014, 04:00:34 AM
unless they're pugs, in which case !sub
(http://img-fotki.yandex.ru/get/6610/110955323.6/0_a5dc7_84ae66c6_orig)
So many unknown words!
Title: Re: [TF2] MotK Meetups (Next Meet: Date under joint NDA)
Post by: DX7.EP on March 29, 2014, 04:18:13 AM
Initial discussions with the OP there have suggested several things - still no time estimates over when that will be, but we'll be initially planning for 6s and maybe Highlander if we get enough (including at least 1 backup player per team). There is also the possiblity of over 32 players combined taking interest, which would definitely exceed the maximum players limit and suggest that a friendly get-together would be more suitable for a first meeting.
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Yukarin on March 29, 2014, 05:32:03 AM
(http://img-fotki.yandex.ru/get/6610/110955323.6/0_a5dc7_84ae66c6_orig)
So many unknown words!

the only thing that ping does to tf2 is hit registration, other than that low ping isn't really frowned upon.
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Delfigamer on March 29, 2014, 06:13:33 AM
Oh! I've just remembered.
From 4th to 10th of April I'll be separated from my DelfiPC, so either 7..24 GMT until then, or I'll be in school at the time.
(Why it sounded like a threat? D: )
Title: Re: [TF2] MotK Meetups (Next Meet: In the coming days I hope!)
Post by: DX7.EP on June 18, 2014, 12:18:39 AM
Y'know, we stalled for about half a year - so let's fix that! Given the new update incoming (http://www.teamfortress.com/loveandwar/) it's time to get our hats back on again with a new meeting! Schedule will be put up once the update goes live.
Title: Re: [TF2] MotK Meetups (Next Meet: New Year Smissmas Dec 27-29)
Post by: Tamashii Kanjou on June 18, 2014, 08:09:21 AM
Will see what I can do; would love to play TF2 with friends again~ XD
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Freyband on June 18, 2014, 11:00:02 PM
Sure I'd love to
kill everyone
see you all again for a few fun filled hours of tf2!  :3
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Gpop on June 18, 2014, 11:31:40 PM
I haven't touched this game since the last meet k
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: DX7.EP on June 19, 2014, 02:20:51 AM
Update is live and all the new taunts are mocking me and compelling me to purchase them. ;_;

Let's schedule things for 27-28 June @20:00 EST/UTC-4, shall we?
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Delfigamer on June 19, 2014, 10:56:33 AM
7 AM? Fine, I'll probably be even free at the time. :3
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Agent of the BSoD on June 19, 2014, 07:15:59 PM
I should be available for that, unless something comes up quickly, which tends to happen around here. Last minute notice of events and such.

Though from this last update, my game performance took a huge hit so I'm not sure how well or even if I'll be able to play well with you guys. Unless I find a way to bring my fps back, I may just end up spectating.
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: DX7.EP on June 29, 2014, 12:04:25 PM
So the meeting was quiet but enjoyable nonetheless. Friday's turned to pubstomp and yesterday's was MVM plus TF2 football and conga dancing on top of tanks. :V

Fun and all, though attendance is still a bit lower than ideal when it's not Christmas/New Year's or Scream Fortress. Maybe things should be spiced up more on the servers....
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Romantique Tp on June 29, 2014, 01:03:07 PM
Thing is, TF2 is kinda dying. When you don't play it competitively it does get unexciting rather quickly, and the effects can be seen in both playercount and trading. Most people I know have quit TF2 to play other games (mainly CSGO), and the majority of them have sold their TF2 valuables, or even their entire backpack.

(as a side note, everyone here with expensive items should probably do the same since TF2 in general, specially the economy have only been going downhill for over a year)
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Tamashii Kanjou on June 29, 2014, 02:52:29 PM
Sorry... completely missed this. =(

Will keep an eye out for future meets~
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: DX7.EP on June 29, 2014, 07:17:25 PM
TF2 trade market has gone to hell a while ago, no questions about that. Competitive is still doing so-so, but for most others it's mostly been conga dancing these past few weeks.

CS-based meetings are already planned (complete with server binaries + SourceMod stuff working fine for both Source and GO), though the issue becomes scheduling those.
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Delfigamer on August 02, 2014, 02:56:11 AM
Hey guys today (2 Aug) at 17GMT (around, probably) I'll host a PropHunt game; I wonder if anyone will come. :smokedcheese:
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Tamashii Kanjou on August 02, 2014, 10:27:15 AM
... I am most certainly interested! You'll have to let us know when you're getting set up~ XD
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Delfigamer on August 02, 2014, 05:02:29 PM
109.200.108.168:27005/27015

I'll join a few minutes later, must get something to eat. :derp:

The server (=my computer) is in Russia, so expect some three-digited ping and -black humor removed-.

UPD
Oh, great. Wait a bit while the server is updated.
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Tamashii Kanjou on August 02, 2014, 07:59:01 PM
Welp. Think I missed this~ ><

Either that, or the server ID you provided is derping because Steam isn't recognising it~
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Delfigamer on August 02, 2014, 09:11:56 PM
You probably meant "server IP" and probably yes, you missed it, as like 5 other guys connected fine.
But there will probably be other meets ahead.
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: DX7.EP on August 03, 2014, 02:47:38 PM
I see you're taking the initiative yourself to set up events. I appreciate the enthusiasm. :P
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Delfigamer on August 04, 2014, 01:33:40 AM
Well, there were a bunch of guys on another forum, who verbally wanted to play TF2 together, but couldn't even decide when to gather, so I couldn't help but take the lead. :P
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Delfigamer on August 04, 2014, 05:10:15 PM
Will probably host a game in half an hour (so SUDDENLY, haha). :derp:
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Delfigamer on August 05, 2014, 12:51:51 PM
Today at 17GMT. Are you gonna miss it again? ( ͡? ͜ʖ ͡?)

Unrelated: oh oh looks like Bigode starts to grasp the superiority of the Sealing Club! :derp:
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Gpop on October 14, 2014, 07:38:07 PM
So I'm bringing this back from the dead (punintentional) for the Halloween event!

...well I would say that but I don't think they announced anything yet. I dunno, I haven't really kept up with TF2 at all for the past couple years unfortunately. But if we don't get an event this year for some reason, I'm sure we could possibly have our own TF2 meet up? I mean have Halloween Event mode enabled and all.

I'm thinking that if we do this we can do it on October 31st and November 1st at 8pm EST. How's that sound?

Or we could change it to earlier for Saturday because European timezones.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Tamashii Kanjou on October 15, 2014, 09:51:01 AM
The earlier you can make it (for the Saturday) the easier it'll be for us to get some game in~

But still, I'm up for the whole thing; time withstanding~ XD
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on October 15, 2014, 11:53:25 AM
Both times seem fine for me. Expect me with even higher ping because dorm's connection is rather... meh.
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Spotty Len on October 15, 2014, 11:55:44 AM
I'm thinking that if we do this we can do it on October 31st and November 1st at 8pm EST. How's that sound?

Or we could change it to earlier for Saturday because European timezones.
That makes it... something like midnight GMT? I'm not good at time zones.

Anyway, as long as it's during the week-end, staying up late won't be a problem for me, so I'm all up for it.

Ultra ping ahoy!
Title: Re: [TF2] MotK Meetups (Next Meet: iunno)
Post by: Delfigamer on October 15, 2014, 12:08:31 PM
That makes it... something like midnight GMT? I'm not good at time zones.
EST is rather pleasant to use for me because it's exactly 12 hours behind local time here. No need for excess calculations, the transformation is simple 10/31 8pm -> 11/01 8am.
:derp: ...It's 1am GMT.

Ultra ping ahoy!
Ahoy!
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Agent of the BSoD on October 15, 2014, 02:48:19 PM
I'm up for it.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on October 15, 2014, 09:45:35 PM
Given Scream Fortress will be around probably for the year, I'm more than open for this. I was planning announcing this anyway but Gpop beat me to the punch. :V

EDIT: I also got TF2x10 / TF20 installed on server-side. Should we use that too on at least one occasion? :getdown:

EDIT2: Bumper car map added to map rotation. There will be plenty of that :P

EDIT3: Some of us are likely arrive late to today's meeting, and thus the full meeting may start later than normal. While one can do quite a bit with the existing vote commands, the real silly stuff (eg. TF2x10) will require one of the admins (probably me, due to all the commands) on board. :U
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on November 01, 2014, 12:22:44 AM
I'm not sure I'll be able to come tonight (or this evening, for EST people). I've caught a cold yesterday and I'm feeling pretty tired right now, I don't think it's reasonable for me to stay up all night (I mean, it's only 1:20AM here and I can barely stay awake).

I'll try to come tomorrow if I feel better.

In the mean time, I hope everybody will have fun.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Gpop on November 01, 2014, 02:32:39 AM
Sorry I didn't come today. Got caught with work and school related events, but I'll probably come tomorrow though (man I'm such a good host, not coming to my own meets :V)
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Agent of the BSoD on November 01, 2014, 03:30:08 AM
I was going to post earlier but I kinda forgot. I wasn't able to come to the meet, being with family and all that. Tomorrow could be doable though.

Did the meet even happen or was it a burn out?
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on November 01, 2014, 03:48:41 AM
I was out partying as well, so I did not attend. But going by Steam account activity I think few if any remembered to arrive.

If needed, we could consider a make-up meeting next week.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Agent of the BSoD on November 01, 2014, 06:33:39 AM
Maybe we shouldn't schedule meets on holidays. :V
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on November 01, 2014, 06:45:36 AM
Around holidays (US and Canada ones, for the most part) seem fine, but not during them, I guess. :V
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on November 01, 2014, 10:27:06 AM
Ah damn I cannot yesterday and today. What a pity, seems like this time will be without me. :/
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on November 01, 2014, 10:56:31 PM
Will be a few minutes late to today's meeting. I'm considering starting an hour later (9PM EST / 1AM UTC), but feel free to join in on the original schedule.
Disregard this. We are starting!
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Hyper Dunk on November 02, 2014, 05:51:48 AM
Tonight's Man vs Machine game: http://www.youtube.com/watch?v=WJ7YrjW1ID0

Good fun as usual!
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on November 02, 2014, 06:11:40 AM
Today was an absolute blast consisting of the following:

...and there ya have it for now!
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Agent of the BSoD on November 02, 2014, 06:34:38 PM
  • 10-player Bison Solly-only (though Shady used the Pain Train and someone else opted for Beggar's Bazooka) Wave 666 run for the laughs.  The custom bot names were having their share of fun too.
This was my greatest idea, after seeing a YT video of a 6-person team beating it with pure bison only (and rocket jumpers of course).

Shady also totally carried the team. That's why he had the lowest score. Couldn't have done it without you. Especially when you just stood on the tank and watched. :V
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: InfernalExuro on November 02, 2014, 07:00:32 PM
good to see people still occasionally getting together for some fun :V

well, there's my yearly post

BACK INTO THE GRAVE I GO
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: hyorinryu on November 04, 2014, 12:41:59 PM
Heh. I never make these things. Did the tf2 thread die out? Can't find it.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on November 04, 2014, 05:49:03 PM
This thread has practicallty become the TF2 thread, but with the focus moreso on the server. :V
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: hyorinryu on December 11, 2014, 03:20:09 AM
This thread has practicallty become the TF2 thread, but with the focus moreso on the server. :V

Well, in that case. Youtube took down LazyPurple's"It's Precipitating Young Males" video. Really liked that video too. In other news anyone try the End of the line update yet?
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on December 11, 2014, 06:44:51 AM
In other news anyone try the End of the line update yet?
There is nothing to try in this update.

The only things they added were cosmetics and that duck counter that doesn't do anything besides making noise. The map was deemed "too confusing for new players" and was cut from the update.
All in all, Valve screwed up big time for this update.

Although, I did end up on Snowplow last night with some friends and we had a good time, and McVee actually popped up on the server and played a little with us. He's a nice guy, I wish he had what he deserved for all his work.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Romantique Tp on December 11, 2014, 07:02:10 AM
http://imgur.com/a/nz4e4
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on December 11, 2014, 02:47:23 PM
The map was still fun anyways. Not sure about the entry fee just to partake in Duck Fortress, however.

Meeting may be scheduled in the near future, though I will have to change the fastdl server for a few reasons.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on December 23, 2014, 02:47:45 PM
Any meetings coming for after the New Year?
I promise I'll join this time! :ohdear:
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on December 23, 2014, 02:58:48 PM
Considering I will have a lot of free time on January, the chances I would be joining even during the night in are pretty high.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on December 23, 2014, 09:57:07 PM
I'm debating hosting something on the eve of Boxing Day (26th) and the 27th. Keep an eye out....

EDIT: Considering that I am (and will still be) out-of-town through much of the week, and the connection here is nothing short of atrocious, how about we meet on 2-3 January at 20:00 EST / UTC-4? This will also give me time to update the FastDL server as needed using a much better connection.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on December 25, 2014, 04:42:21 PM
I'm totally in.
Haven't played TF2 for ages, I guess I'll have time to remember how to M1+W and to wipe that dust from my gibus.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on December 25, 2014, 04:46:47 PM
So that's January 3 and 4 1AM at GMT+1.

Eh, whatever, I'll sleep during the day.

My ping will be perfect for an unshootable Scout.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on January 02, 2015, 11:09:43 PM
Wonderful!
(http://i.imgur.com/BOpLTGT.gif)
Am I the only one with Steam which doesn't want to connect?
They better fix it in 50 minutes. :[

UPD
They did.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on January 02, 2015, 11:16:42 PM
Nah, there was some routine maintenance or something like that. Also meeting begins an hour later than you state.
Said maintenance is. however, affecting server-side as well, where a Steam connection cannot be made in either the server binary or SteamCMD. :|
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on January 03, 2015, 05:01:12 AM
Agent wins hoovy fist battle, no contest.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on January 03, 2015, 05:08:50 AM
He also won the Pyro Phlog jousting as well, though the duel ended early thanks to capping the last point on Manor. :V

Anyways, today was loaded with all sorts of shenanigans, mainly those involving exploits, admin weapons, stupid duelling, and nearly crashing the server with an absurd concoction of TF2x10 and infinite ammo (yay for spamming grenades non-stop despite not pressing down any buttons! :getdown:). It was ended with a typical MVM round, which was probably the closest thing to serious TF2 we did today.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on January 03, 2015, 09:53:11 AM
and nearly crashing the server with an absurd concoction of TF2x10 and infinite ammo (yay for spamming grenades non-stop despite not pressing down any buttons! :getdown:).
(http://i.imgur.com/5r9t8zK.jpg)

Please wait, server is getting rekt.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Agent of the BSoD on January 03, 2015, 07:37:06 PM
It was so good that the infinite ammo and x10 made me run out of memory! :V (a first for TF2)

That screenshot would've been even better with me as an engie with the short circuit on the other side. RIP framerate
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: hyorinryu on January 03, 2015, 08:06:38 PM
Awww...It looksl like I missed it. Oh well. I'll to to make the next one, if I'm still out of school when it happens.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on January 03, 2015, 08:25:52 PM
What will you do in school in 5 hours?
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on January 04, 2015, 03:50:18 AM
Surprisingly enough, today we seriously played TF2.
The fun must go on, how extending by 4 more days sounds like?
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on January 04, 2015, 05:39:13 AM
I think scheduling a new meeting later is a better option. But today's stuff was definitely on the fun side!
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on January 04, 2015, 09:16:29 AM
The fun must go on, how extending by 4 more days sounds like?
AGDQ2015 starts tomorrow, please let me have some sleep in between. :qq:
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on January 23, 2015, 05:53:42 PM
Attention! I selfishly proclaim that I am free from 25.01 to 07.02 (session: success) and selfishly request meetings during that time.
(http://img-fotki.yandex.ru/get/4902/110955323.e/0_c097e_8d7fd559_orig)
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on January 28, 2015, 04:06:56 PM
How could this happen? (imagine x-files music playing) (http://imgur.com/92mc1W0,7Rv6hza,DoRclrR,uyzf7x8)
Now I wonder if there's a mod that would allow to do this intentionally.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on January 28, 2015, 04:30:35 PM
You mean noclip? Or part of the rock missing?

Cause both are possible, yeah.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on January 28, 2015, 04:55:46 PM
Ahem.
Actually, I accidentally played a wave of MvM as a robot.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on January 28, 2015, 05:32:56 PM
Sorry I'm an idiot.

I would guess this would be possible, since robots are basically CPU-controlled players, but the real question is can you be a tank?
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on April 24, 2015, 01:25:51 PM
I would guess this would be possible, since robots are basically CPU-controlled players, but the real question is can you be a tank?
Apparently, not (http://i.imgur.com/7idB8zs.png)

So, I finally got a good computer, and built a server again. With PropHunt installed.
Do you have free days in the beginning of March in your other countries? I wouldn't reject a couple of meetings in the time :V
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Gpop on April 24, 2015, 01:43:20 PM
Man I tried playing this game again after so long when I got myself a good computer as well last christmas, and holy shit so much has changed (rip axetinguisher ;_;7)

I may be down for Fridays or weekends this time, though I always say this nowadays and don't come in the end.  :fail:
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on April 24, 2015, 11:56:35 PM
Nerfed Axtinguisher isn't quite as fun, yeah, but hey, that makes Puff + Shoot with the RS a bit more rewarding.

I would schedule meetings but I've been pretty busy as of late.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on April 25, 2015, 08:19:37 AM
Nerfed Axtinguisher isn't quite as fun, yeah, but hey, that makes Puff + Shoot with the RS a bit more rewarding.
The only way of the brave is the way of the hammer. The Powerjack shall bring justice upon their heads.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Agent of the BSoD on April 26, 2015, 10:55:38 PM
Yeah, I've been more busy with things as of late, so joining something soon may not happen here.

As for the pyro, I just use the powerjack now. Gives a nice speed boost which comes in very handy, and the extra health on kill is also nice. Haven't used axtinguisher much since the nerf. I can never aim with anything so I just stick with stock shotgun for more clip size. (oddly, I have better aim with flare gun than shotguns...?) Though I've been playing more engie as of late as my system is getting weaker and weaker with TF2, so I just let my sentry do the shooting for me since I'm just a lag fest in this game now.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on April 27, 2015, 02:08:32 AM
The Powerjack method does work nicely too, but I've found RS airshots and even nerfed Axtinguisher to be more consistent and reliable for killing.

Though I've been playing more engie as of late as my system is getting weaker and weaker with TF2, so I just let my sentry do the shooting for me since I'm just a lag fest in this game now.
Might as well go the extra length and complement that play style with the fatass Engie set/[/URL} :P

 (https://www.youtube.com/watch?v=fAQbb7aHYvE)
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on April 27, 2015, 08:47:46 AM
And I just bought myself a used frying pan for just 0.55 ref.
Along with "quack" hitsound, various "bonus" and "ducks" for crits and mini-crits and this (https://youtu.be/DvFdKgbZO3Y)... well, I just got more TF2 in a single TF2 :V
Also, I've got a dream for an unusual gibus. For extra TF2.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Yukarin on April 27, 2015, 09:50:42 AM
rip axtiguisher

i can't kill heavies with axe shotty anymore im sad
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on April 27, 2015, 10:45:36 AM
i can't kill heavies with axe shotty anymore im sad
Poor Heavies are weak enough as it is. :c
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on June 22, 2015, 12:11:57 PM
(http://i.imgur.com/TPTzVYo.png)
ooh shiny

Isn't it around time we should have a meeting soon? :3
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on June 22, 2015, 04:13:36 PM
I started working again, so it's gonna be hard to find the time for me, but I'll try to be there if we meet up.
Title: Re: [TF2] MotK Meetups (We interrupt idle time for Valve update)
Post by: DX7.EP on July 02, 2015, 02:01:04 AM
A TF2 update incoming, wha-?! (http://www.teamfortress.com/gunmettle/)
*reads all of it*
...TF:GO with a Payday 2-esque side contract system we have to pay to enter, oh what. :colbert:

Anyways, I am still a bit too busy to really formally schedule a meeting.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on July 02, 2015, 03:06:06 AM
Quote
BONUS POINTS
volvo pls
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on July 02, 2015, 05:39:33 AM
HOLY MOLY
DEM BALANCES
WEAPONS FIXES?
ALL OF THEM
EVEN FAN O WAR
EVEN DAILOKHOS

a.k.a an updates that is more than localization files? Consider me excited.
Title: Re: [TF2] MotK Meetups (Game is still silly, but in all the bizarre ways)
Post by: DX7.EP on July 03, 2015, 05:24:13 AM
Updated server for the new update (mostly), and messed around with BSoD finding some of the broken aspects of this update, which included:

So, yeah, a meet is definitely needed - perhaps 24-26 July?. Before that, though, I have to move FastDL server and its data (I've had issues with it in recent months), clean up the map roster a bit (we still technically have a ton of Surf/Jump/PropHunt maps on there despite never playing those), and also <REDACTED>. That may take a few days at most, but I'll also be preoccupied for the next few weeks.

EDIT: I must say that this is one very interesting plugin that fits the primary bill of interest here, but an admin at another community and I are not sure it'll work from a server management standpoint. (https://forums.alliedmods.net/showthread.php?p=2316987#post2316987)
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on July 27, 2015, 12:03:13 AM
Oh hey, we ninjaedit now huh?
I'd like to give it a try. What's the worst that could happen?

Also, has GPop changed his fav, or I'm dumb?
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Gpop on July 27, 2015, 12:05:08 AM
Oh hey, we ninjaedit now huh?
I'd like to give it a try. What's the worst that could happen?

Also, has GPop changed his fav, or I'm dumb?
? I dunno what you're talking about, but I wasn't in this meet (I actually completely forgot about it), I've just been out of TF2 in general.

I think if you guys want to make a new thread so someone else who can keep track of the meets better can deal with it go ahead.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on July 27, 2015, 12:13:36 AM
? I dunno what you're talking about, but I wasn't in this meet (I actually completely forgot about it), I've just been out of TF2 in general.
Somehow the server doesn't let me in with excuses of a "bad password". I blame EP.
(is the server under maintenance or something?)
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on July 27, 2015, 09:09:48 PM
I'll get to the server. I forgot to clear a temp password while testing things.

As for new thread, yeah, good idea. First I will need to make this meeting up, though now I am very busy.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on July 27, 2015, 09:16:38 PM
At least wait until SGDQ is over, pretty please. :ohdear:
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on July 30, 2015, 10:47:38 AM
That's it. I'm fed up with all that battle lag.
Every time I encouner basically anyone, my FPS drops to SLIDESHOW with frames like 1) demoman 2) spam 3) ded
Screw this, I am too annoyed at this to have fun at pubs.

Maybe I'll return once Source2 port will come out. Until then, no, I'll better find some less butt-intensive games.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on July 30, 2015, 04:16:58 PM
Maybe I'll return once Source2 port will come out. Until then, no, I'll better find some less butt-intensive games.
Sorry, Source2 port will never happen. (http://www.teamfortress.tv/27103/what-are-the-upcoming-lan-dates#16)
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on July 30, 2015, 07:57:33 PM
Quote
Dream status: shattered.
Judging by Google responses to the issue, TF2 is the most unoptimized among current Source games, and all those new skins and BONUS WEAPONS are certainly not helping, so I secretly hope one day it will finally break and force Valve to actually make effort.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Kyo Tanaka on August 15, 2015, 01:12:03 AM
Just making sure, this is still gonna happen right?

Because I don't want to be the only person to be in the MotK server on Scream Fortress  :V
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on August 15, 2015, 04:47:56 AM
Scream Fortress? It already happened. Last year :U
Secretly, my initial reason for installing TF2 was specifically to play with fellow folks. That ticket money would be better spent on CS:GO T.T
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Kyo Tanaka on August 15, 2015, 11:06:04 AM
Oh so the meet up title hasn't changed for a year..?
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on August 15, 2015, 12:13:09 PM
Yeah, title hasn't been changed since... I dunno, actually.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Gpop on August 15, 2015, 05:00:54 PM
Yeah, title hasn't been changed since... I dunno, actually.
Since last Scream Fortress. Hence why I said it's best to make a new thread with someone who's still playing this game and not as busy/lazy to change it as I am :V
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on August 24, 2015, 07:37:14 PM
Judging by Google responses to the issue, TF2 is the most unoptimized among current Source games, and all those new skins and BONUS WEAPONS are certainly not helping, so I secretly hope one day it will finally break and force Valve to actually make effort.
Hey! Seems like they did acknowledge the problem! (https://youtu.be/ltOPMMaT0oM) Hopefully, they will go further and actually fix something :/

Also, Bombing Run is back where we least expected :V
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on October 02, 2015, 03:55:54 PM
Quote
(Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Are there any plans or TF2 is ded? aside from Spotty occasionally covering my ammo count
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on October 03, 2015, 09:05:57 AM
Everybody is dead.

...Well you know what they say. At the end of the day, as long as there's two people left on the planet, someone is gonna want someone dead. >:(
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on October 03, 2015, 03:23:06 PM
1v1 pvp fight me :colbert:
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Kyo Tanaka on October 03, 2015, 03:26:38 PM
Why don't we hold another meet anyway? It's been quite a long time... It can't hurt, would it?
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on October 03, 2015, 03:53:35 PM
Somehow I don't see so many people willing to take part in this. Considering what game we are talking about, we'd have to either stick to MvM or invade some Valve servers and show them what does the word 'youkai' mean.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on October 04, 2015, 12:45:10 AM
I understand the meet is in high demand, and think it's overdue and ready for one. But given word from omgkitties about a server change, I'll first make sure this is done and things are working before posting a schedule.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Agent of the BSoD on October 05, 2015, 04:13:22 AM
Sounds like fun. My work schedule may get in the way, however, as I often have late afternoon / evening shifts, so we'll have to see how that goes down.
Title: Re: [TF2] MotK Meetups (Next Meet: 9 Oct, 20:00 EDT / UTC -4)
Post by: DX7.EP on October 07, 2015, 04:26:06 AM
So, lo and behold, the delayed Invasion update is finally here (http://www.teamfortress.com/invasion/)! Which means it's time to don the meeting hats again!

This is soon, but hey, we ought to get this arranged sooner, so 9 Oct @ 20:00 EDT / UTC -4 is in plan. Another encore may be planned depending on turnout.

Additionally, I'll keep using this thread until the server move is actually done.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on October 07, 2015, 05:59:01 AM
Oh, but 9 Oct @ 22:00 EDT / UTC -4 I have to go on lessons :/ 10 Oct would be much better.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on October 07, 2015, 06:10:53 AM
I'm away from home during the whole week-end, so I won't be there.

(Also 5AM GMT+1 is kill. :c )
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Tamashii Kanjou on October 07, 2015, 01:32:50 PM
That'll be 1am for me. Guess it'll always be hard to arrange something with so many things to take into account. No promise I'll be around, but with how my sleep pattern has been lately, you never know~ ;)
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on October 07, 2015, 04:05:06 PM
Also, Bombing Run is back where we least expected :V
And now, we have Greed (https://wiki.teamfortress.com/wiki/Player_Destruction) in there too. Sweet.
I now seriously expect a mod that'd make eveyone a scout with a +300% damage +200% reload time sniper rifle (wink wink (http://liandri.beyondunreal.com/Instagib)).
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on October 08, 2015, 08:33:31 PM
A repeat meeting on the 10th is also possible if there's enough interest. Might also be earlier too to placate you all in Europe.

I now seriously expect a mod that'd make eveyone a scout with a +300% damage +200% reload time sniper rifle (wink wink (http://liandri.beyondunreal.com/Instagib)).
This can be quite possible with Sourcemod scripting, assuming a similar mod doesn't exist already EDIT: Oh wait, one already does! (https://forums.alliedmods.net/showthread.php?t=82879?t=82879)

Given how the sniper rifle works, however, we'd have to lower the fire rate and not the reload speed. It has no separate clip :P
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Tamashii Kanjou on October 08, 2015, 09:31:37 PM
Given my lack of sleep at the moment, I'd be up for trying out this... instagib madness, if you're wanting to try and make it work for us~ XD
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on October 08, 2015, 09:34:39 PM
Will try. While we're at it, let's see if we can also add grappling hooks to the mix...;)
EDIT: ...and with that plugin, no, I can't, not without modifying the source code and recompiling it. Now to refresh my Sourcemod script knownow.



Quiet meeting evening as usual. Not a lot aside from Instagib (went surprisingly well), MVM, finding server-side issues (eg. unwinnable Watergate (http://steamcommunity.com/sharedfiles/filedetails/?id=532584295), old plugins that need updates), and admin shenanigans.

It also seems that the server has taken a preference towards BSoD when it comes to TF2x10 Heavy slugfests; the one time I managed to win a round, the server decided to crash. :colonveeplusalpha:
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Agent of the BSoD on October 10, 2015, 07:05:54 AM
It's impossible to win. You cannot beat me. (https://wiki.teamfortress.com/w/images/c/c4/Heavy_domination14.wav?t=20110320053030)
Even the server knows that. You obviously cheated.

Airstrike + BASE Jumper + x10 + infinite ammo = danmaku rockets
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on October 10, 2015, 02:40:09 PM
Instagib (went surprisingly well)
Well, I woldn't say that 0.5sec lag is "surprisingly well", but that's my personal opinion :3
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on October 23, 2015, 12:23:57 PM
Quote
Oct 31s - Nov 1st
TF2 FEVER Y/N
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on October 23, 2015, 03:08:23 PM
Absolutely.

I have two tournaments across these two days, but I don't care about sleep, it's a week-end, so let's go.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Gpop on October 23, 2015, 03:21:02 PM
Ahhhh the problem is that Canada Cup is that weekend and I might be going to that due to me being near the area this time. RIP
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on October 24, 2015, 04:00:06 AM
TF2 FEVER Y/N
30th, 31st, and maybe the 1st are definitely on the cards, and the Sat/Sun ones will most likely be hosted earlier too. Skipping Scream Fortress is a criminal offence in TF2 land! :P
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Agent of the BSoD on October 24, 2015, 06:41:45 AM
Friday won't happen for me. Saturday is a possibility, but since that's Halloween, good chance I won't be there. Dunno for Sunday yet.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on October 29, 2015, 04:37:26 PM
Ahaha, I hope they'll fix TF2 before 31st. Everything is a bit broken right now. :]
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on October 31, 2015, 11:27:18 PM
Definitely is a bit broken from what I hear.

I haven't been able to host things due to connection problems on my main system, as well as a lack of space on secondary one. Server management is still possible, and I advise someone else to take charge of this one until that's been addressed.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on November 08, 2015, 12:19:20 PM
Skipping Scream Fortress is a criminal offence in TF2 land! :P
I have always wondered how TF2 hell looks like. Now I can hear that from you >:D
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on November 09, 2015, 04:04:03 PM
I think there is a provisional exception for those having connection issues beyond their immediate control. I'll need to review this however.

Of course I could always use my tablet PC instead, but meh, free space + :effort: that is being taken up by other, more pressing matters.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on November 29, 2015, 03:42:05 PM
Anyone want to mess on this (http://steamcommunity.com/sharedfiles/filedetails/?id=454588202) or this (http://steamcommunity.com/sharedfiles/filedetails/?id=454155669) sometime during a weekend or near the New Year?
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on December 02, 2015, 11:41:55 PM
Maybe the first one, but I refuse to install Wubwubwub for player health and sanity reasons.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on December 03, 2015, 01:15:31 AM
Quote
TF2
player health and sanity
Well, fine :V

How about somewhere near 1nd-3rd of January? It's not like we have anything better to do during the New Year's.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on December 03, 2015, 03:18:37 AM
Well, fine :V
That is indeed my reason. I enjoy how well-scripted and gloriously absurd the map is, but here the absurdity comes at the cost of heavy disorientation for some and genuine health problems for others (even with the big seizure warning at spawn). Thereby Wubwubwub is among the few blacklisted maps.

Quote
How about somewhere near 1nd-3rd of January? It's not like we have anything better to do during the New Year's.
Possible, but given continued uncertainties on my end, I will leave this for others to decide.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on December 18, 2015, 08:15:45 AM
Quote
Phlogistinator (http://www.teamfortress.com/toughbreak/)
  • Removed 10% damage penalty.
  • When activating 'MMMPH', the taunting Pyro gains temporary invulnerability and immunity to knockback effects.
(http://i.imgur.com/GokWtCC.jpg)

Quote
Quick-Fix
  • Players can no longer capture objectives while under the effects of Quick-Fix ?berCharge
NNNOOOOO

And lastly, holy crap, the Scout aged so badly (http://i.imgur.com/LXo13ii.png). Must be all that stress showing.

P. S. P-please, Gaben, if you keep doing that... my wallet... will... ah...
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on December 18, 2015, 11:18:50 PM
Yeah, the changes are pretty impressive.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on December 20, 2015, 12:23:36 AM
RIP puffing Pyros ;_;

I have yet to play update, thanks RL priorities...
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on December 29, 2015, 02:19:50 PM
That was probably kind of stupid (https://youtu.be/TcazKGnLT6o), but I felt good anyway.
For reference, I considered pre-Gun Mettle mini-sentries 'bearable', and yes, I recorded it when Phlog was still underpowered. But I am a very lazy person, so the recording was just sitting on my desktop, and look what happened in the meantime.

RIP puffing Pyros ;_;
Airblast+Reserve still works splendidly. Though I usually miss half the shots so I'm still noble enough :v
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on January 13, 2016, 08:24:55 PM
Anyone want to mess on pl_rainbowride (http://steamcommunity.com/sharedfiles/filedetails/?id=454588202)
:<
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on January 13, 2016, 10:49:23 PM
Not the biggest fan of this map, to be honest. :x
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on January 22, 2016, 09:33:37 AM
Quote
January 20, 2016 Patch
Phlogistinator:
 - No longer restores player to max health on MMMPH activate.
 - Increased amount of damage required to fill MMMPH meter to 300 from 225.
Yes.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Spotty Len on January 22, 2016, 04:12:08 PM
Yay, they made a terrible weapon even more terrible.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on January 24, 2016, 04:01:50 AM
A lovely change!

Alas RL priorities continue to deny a good game of hats for me. :(
Title: Re: [TF2] MotK Meetups (Next meeting: 300 years in Valve Time)
Post by: DX7.EP on March 21, 2016, 10:11:17 PM
Two months later, reality still gives a big hearty nope.avi to my participation in Hat Trading Simulator.

Amidst this, I've decided to confer BSoD administrative responsibilities - not just those relating to adjusting cvars and plugins, but also those relating to server management (including update responsibilities). The exception at the moment is the FastDL server, but that's something I can remedy in due course.

Hopefully a meeting does commence sooner as a result of this! :toot: In the meantime, I'll have to get things settled down.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on March 22, 2016, 08:08:57 AM
We should totally participate in a comp test as a party. It's not like 200 ping will bring any problems, not at all.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Agent of the BSoD on March 23, 2016, 07:33:16 PM
I'll actually be getting a new computer soon, so I'll have to hold off on server shenanigans until then (once I get the system stable and whatnot). Also still trying to figure out how to do certain server things so I'll need some time figuring that out too. Gotta learn them plugins and how to actually do certain commands.

Might actually just make a new thread for this when the time comes so the title can be properly adjusted and first post will make more sense for the current state of things.
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on May 19, 2016, 06:03:31 PM
Four weapons at once? Is it Gaben being extra nice today or I just did something bad?
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on May 22, 2016, 03:39:14 PM
Well, we can still hope. (http://steamcommunity.com/sharedfiles/filedetails/?id=666366518&searchtext=)
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Delfigamer on July 09, 2016, 11:12:57 AM
Eyy, hype!
Quote
Soldier
    The Righteous Bison
        Fixed a bug causing players to be hit by the same projectile multiple times, causing the damage dealt to vary wildly.
ded
Quote
Spy
    Base
        Max speed increased to 320 (from 300)
[SURPRISE INTENSIFIES]
Quote
Medic
    Base
        All Mediguns allow the Medic to match the speed of their heal target
            Previously only available on The Quick Fix
    Quick Fix
        ?berCharge rate reduced to +15% (from +25%)
volvo stop nerfing my stranges dammit

...Welp, now back to Minecraft. (http://i.imgur.com/QZFNmMd.png)
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: DX7.EP on July 10, 2016, 12:53:00 AM
Seems to be a nice update according to my sources, but where's the Highlander comp setting? ;_;
Title: Re: [TF2] MotK Meetups (Next Meet: SOMEBODY SCREEEEAAAAAM! Oct 31s - Nov 1st)
Post by: Agent of the BSoD on July 10, 2016, 03:58:48 AM
Update is pretty nice. Still waiting on Valve to fix some things with it, but it's a pretty ok start. Just needs to mature a bit more.

As for the post I made earlier, new system has been delayed due to other things needing my attention more importantly. I did, however, get a free GPU upgrade so I can actually play at better settings without impacting fps (still runs terribly but at least it looks better?). Not even sure what to do for a future meet at the moment, especially since people would probably prefer matchmaking or other games.

And while I remember, that helmsdeep map looks really cool though. Wouldn't mind loading that one up.