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Messages - Simplex

Pages: [1] 2 3
1
Team Fortress 2 / Re: TF2 Trading Thread
« on: April 26, 2011, 06:26:05 AM »
I want bills hattt

2
Team Fortress 2 / Re: TF2 Trading Thread
« on: April 20, 2011, 07:51:02 PM »
Wants: Name tag/Description tags x3

Have: metals and many weapons and deuling game and paint

3
Team Fortress 2 / TF2 Server needs an update
« on: April 06, 2011, 01:39:26 AM »
Can't join cuz it says this message.

4
Team Fortress 2 / Server Issue: Crashing
« on: April 01, 2011, 04:57:36 PM »
Okay. Wholegrain.

Today I got on and invited some people. It went pretty well, was populating and up to 12 people, but suddenly.

SERVER CRASHES.

Okay, no biggie, get back on, some people rejoin.

up to 10..

SERVER CRASHES

Well fuck.

One last time.. Let's get on, ehhh

6 people..

FUCK IT CRASHES AGAIN.

Is there something up with TF2 on the box? Since it's not client side. Everyone is crashing.



I wait for the disconnect.
Okay refresh
Server is back up
Well damn.

5
Team Fortress 2 / Re: The server will die if we don't populate it.
« on: April 01, 2011, 04:56:09 PM »
Okay. Wholegrain.

Today I got on and invited some people. It went pretty well, was populating and up to 12 people, but suddenly.

SERVER CRASHES.

Okay, no biggie, get back on, some people rejoin.

up to 10..

SERVER CRASHES

Well fuck.

One last time.. Let's get on, ehhh

6 people..

FUCK IT CRASHES AGAIN.

Is there something up with TF2 on the box? Since it's not client side. Everyone is crashing.

6
Team Fortress 2 / Re: The server will die if we don't populate it.
« on: April 01, 2011, 03:26:42 PM »
Self population isn't too much of an issue at times, but it just requires that the server have around 6 people before people start joining.

7
Team Fortress 2 / Re: The server will die if we don't populate it.
« on: April 01, 2011, 01:53:10 AM »
What occurs as similar to ZP:S is that as CG members flow on to somewhat-populate the server. Which brings it to around say 5-10, more people join and it becomes filled. But as many CG members leave, often in groups for some reason, the server dies.

Also, Wholegrain, how would this mod be for the server?
http://forums.alliedmods.net/showthread.php?t=126846

I'm quite interested in a crit dispenser tbh.

8
This is more or less a question I am throwing out there, and I apologize if this is in the wrong section.

But as I look at the gaming section and check out how the servers are populated, the TTT is more or less always 10+

What may be the reasoning for this?

Just putting it out there.

9
Copy pasted from http://www.teamwarfare.com/forums/showthread.asp?forumid=543&threadid=417468

tf_weapon_criticals // set to 1 for crits, 0 for no crits
sv_password "name" // changes the server password to the quoted text
sv_alltalk // set to 1 for all talk, set to 0 for team speak
changelevel "cp_badlands" // changes the level to the quoted map
exec server // executes the default server cfg, replace "server" with a different cfg name to load it
mp_tournament // set to 1 to turn tournament mode on, 0 to turn it off
mp_tournament_restart // resets tournament mode mid-game
mp_tournament_stopwatch // set to 1 for stopwatch on, 0 for stopwatch off on AD maps
mp_restartgame 1 // restarts game in 1 second, change 1 to time waited before restart
sm plugins unload_all // unloads sourcemod plugins. they will reload on map change


So, those are the typical things for a comp match
Especially these
tf_use_fixed_weaponspreads 1
tf_weapon_criticals 0

-Need to change the mods on the server, turn them off for the time being or have a cfg to disable most of them
-Give someone else RCON or the ability to mod the server for these matches

-Respawn timer to 20 (Normal time)
-Class limits (2 each, 1 demo, 1 medic)
-First to 5 setting in maps (So we know who wins first, whoever gets 5 points)
-Having the maps accessible, as in badlands, gullywash, coldfront. (Maybe not through nominate/mods, but the admins can access)
-nocrits
-spread

-in game restart match
-no team balance(for match purposes)

I believe the above should include all the things listed here.

10
General Gaming Talk / Suicidal+ mode please
« on: March 27, 2011, 09:25:39 PM »
I love dat one hit kill freshpounds

11
Team Fortress 2 / Re: Lost Interest
« on: March 27, 2011, 06:36:42 PM »
Frontier is such a bad map, I've looked at other servers, and the main reason they're so populated is due to the regulars from their group, and regulars outside.

Since we're so spread out with so many different games, it becomes difficult to focus on a server at a time, since people need to split up into the games they find most to their interest, in order to have enough CG. regulars at each time, and they need to play enough to get more people to join.

12
Team Fortress 2 / Re: 6v6 matches
« on: March 26, 2011, 05:08:44 PM »
People available this coming friday?

13
Team Fortress 2 / Re: 6v6 matches
« on: March 26, 2011, 01:17:06 AM »
Things that need to be revamped, but it is still viable to have these matches.

-Need to change the mods on the server, turn them off for the time being or have a cfg to disable most of them
-Give someone else RCON or the ability to mod the server for these matches

-Respawn timer to 20 (Normal time)
-Class limits (2 each, 1 demo, 1 medic)
-First to 5 setting in maps (So we know who wins first, whoever gets 5 points)
-Having the maps accessible, as in badlands, gullywash, coldfront. (Maybe not through nominate/mods, but the admins can access)
-nocrits
-spread

-in game restart match
-no team balance(for match purposes)

14
Team Fortress 2 / Re: 6v6 matches
« on: March 25, 2011, 05:57:35 PM »
Team 1

kinshin
kamikaze
zero
emo
doc mentalist
bjork

Team 2

slyder
simplex : Soldierp
napoleon
kwuartz
lenin
yahtzee

Claim your class aaaaaaaaaaaaaaaaaaaaaaa

15
Team Fortress 2 / Re: 6v6 matches
« on: March 24, 2011, 08:40:51 PM »
Yes it was posted last weekf or this friday

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