TF2 - ocuk clan Try number 2? <3

What kind of low fps are you getting? I used to get slowdowns on my 320MB 8800GTS but the512MB 8800GT solved that - I reckon it's the lack of efficiency on the G80 that's probably the problem.
 
It is more down to the CPU than gfx. I've got an overclocked 4870 + E8400 @ 3.4 running 1680x1050 in High detail (2xAA, 16xAF) and it struggles when a few people on screen / mid fights etc.

I tried that mat_queue thing but it gave weird lag/stutter. Hope they get it sorted and support Dual/Quad fully.
 
It is more down to the CPU than gfx. I've got an overclocked 4870 + E8400 @ 3.4 running 1680x1050 in High detail (2xAA, 16xAF) and it struggles when a few people on screen / mid fights etc.

I tried that mat_queue thing but it gave weird lag/stutter. Hope they get it sorted and support Dual/Quad fully.

Damn, that was the CPU I was tempted to buy in the hope it would resolve this issue.

Not looking forward to this fresh install.
 
mat_queue_mode 2 was unstable for me too, seemed to give a boost of FPS but I was already getting over 100fps at all times anyway so was somewhat irrelevant. There was a weird lag effect when I killed people too.
 
Damn, that was the CPU I was tempted to buy in the hope it would resolve this issue.

Not looking forward to this fresh install.

Backup the TF2 content via Steam, you can do it as one whole chunk (4gb) or split it up to CD size.

Make sure you have the latest Intel drivers and I'd reccommend 169 Nvidias aas they gave me better performance over the latest ones with the 8800's
 
Frustrating games... :( Playing Gold Rush on BLU, just needed someone to breathe on the cart to win the round and when I died and specced the rest of the team it was 2 snipers just rooted to the spot, a Medic running away to hide to avoid getting killed during humiliation, etc. Ugh.
 
15 is default, don't forget TF2 was heavily play tested and they came to 15 seconds. it may be tedious wating but it may give a better experince overall making it actually possible to complete the game for the attacking team. :p
 
I would also like to add:

20070921lc4.jpg


;)
 
I always hate waiting to respawn, but I'm fine with even 20 sec because then the game is properly balanced and perhaps people are less suicidal... I don't like it ( waiting to respawn) but 10 or 15 secs ( or 20) is needed for a nice game...
 
ok played the 15 second respawn a lot last night, obviously it is longer than 10 seconds :) but I think we have a better game for it, its easier for blue to cap and red defence needs to be more intelligent now.

I'm also looking into the map maxround/winlimit bug. It seems time I set a winlimit the server spaz's out and counts one cap as 3 :O. Posting on steam forums to see if anyone knows how to fix.

Im also 100% sorting out admins this morning. Some people I will speak to about giving it. I have been reluctant to hand it out somewhat as I dont want the server to become full of admin abuse as admins burning each other etc etc. As I think thats total carp.........


Anyway on a lighter note, Im also going to look at the mapcycle, I may change it. but the current 3 cycle may stay. The advantage of having more admins will be that more of us can do "votenextmaps" and "setnextmaps" which will change the mapcycle, but will keep the server busy when no admins are on i.e dustbowl, goldrush and badwater.

does any of that make sense? lol
 
From Steam forums said:
There are a few things at work here.

mp_maxrounds
A "round" of Dustbowl consists of all three stages. It starts on the first cycle of Blue attacking Red, and the round continues until Red successfully defends a stage, at which point the round ends, the teams switch places and the next round starts. For the symmetrical CP maps, the round ends only when a team has taken over the entire map.

A CTF "round" ends when a team has completed the required number of flag captures. The individual flag captures do not add to the mp_winlimit total (unlike Dustbowl), only the round wins do. There is a separate variable, tf_flag_caps_per_round, which governs the number of caps required to win a round.

mp_winlimit
In Dustbowl, each individual CP taken counts toward the win limit. Even if a team fails to capture all six points on all three stages at the same time, they can still win over the course of many rounds, assuming a sufficiently high number of rounds in the server's dustbowl.cfg. On the symmetrical CP maps such as Granary/Well/Badlands, a team only gets a point for winning when they've taken over the entire map.

Does this make sens to our learned players?

EDIT: Seems its not a bug. It's me being dumb for well over 18 months!
 
ok I think I understand this now. So, for dustbowl, goldrush, badwater we wont this? :

mp_maxrounds 5 - This gives the players opportunity to play all 3 stages and win the map 3-2.

mp_winlimit 0 - this seems pointless for the 3 maps listed above.

for other maps (turbine, 2fort, well, granary

mp_maxrounds 5

mp_winlimit 3

For the symetrical maps and ctf. I dont really understand the difference between these two commands. Can anyone explain?
 
mp_maxrounds 5

mp_winlimit 3

For the symetrical maps and ctf. I dont really understand the difference between these two commands. Can anyone explain?
How i understand it from the steam quote is that the winlimit specifies the maximum amount of wins for a team before a map change. Whereas the max rounds specifies the max number of rounds to play overall, regardles of how many rounds each team has won.

So its basically the first team to win 3 rounds out of the 5 available before a map change.

Also, are you going to be setting up any reserve slots? I wouldn't mind paying to get a slot as the servers normally quite busy in the evenings.
 
Oxy's said he'll setup reserve slots if people are willing to pay for them. Personally I think that's fair enough, Admin shouldn't really need reserved slots. I'd happily pay for one as long as it wasn't too much.

Agree on the Admin front. I can see why you don't want to hand out too much power but atm there's quite often periods when we can't get a hold of an admin when there's muppets on the server. Luckily you were around last night when that idiot was on. Long as you keep it to the sensible regulars I don't have a problem with who gets admin.

My personal suggestions would be Anim, [OcUK] Duke and fcuk. I Like Turtles. Possibly "The Cheese" as well but I don't really know him that well, don't think he's a member here either is he?
 
I would also like to add:

20070921lc4.jpg


;)


lol i love that :)

I tend to play as the medic more than any other class as its the only class i'm actually any real use playing as. I it when i can uber a pyro or heavy as i love the sheer panic that occurs on the other team :D

I was playing a game on the OCUK server on saturday and you can't beat ubering a pyro just to witness the sheer carnage lol.... I think the guy i ubered most was called "ocuk defrag"


Anyway i think i'll try get a few games in tonight :D
 
My personal suggestions would be Anim, [OcUK] Duke and fcuk. I Like Turtles. Possibly "The Cheese" as well but I don't really know him that well, don't think he's a member here either is he?

I went to school with 'The Cheese' and he is a good guy, i doubt he'd be interested in admin stuff though, he just plays for a laugh occasionally :)
 
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