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TF2 Server

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1TF2 Server Empty TF2 Server So Jul 10, 2011 1:28 pm

ozzybwild

ozzybwild
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So, bin endlich mal wieder an meinem root am basteln und installier' gerade den TF2 server, 70% hat'er schon! Twisted Evil

Je nachdem wie gut das ganze läuft setz' ich eventuell noch nen TS- und 'nen L4D2-Server auf und schieße den alten WoW-Server ab (546 Tage ist der jetzt NONSTOP live.. ^^).

Hat jemand Namensvorschläge für die Server?!
meine Ideen:

Q-Wiese : TF2 ?
Q-strationskammer ?
Q-ratorium ?(eher für die Admingroup hier passend ^^)

http://wowarcade.ozzybwild.com

2TF2 Server Empty Re: TF2 Server Mo Jul 11, 2011 12:20 pm

ozzybwild

ozzybwild
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So, erster Testlauf war erfolgreich, srcds binaries (source dedicated server app) laufen wunderbar.

Gerade läuft die Installation vom "Mani Mod" (bester bekannter AdminMod für Source Server) - damit könn(t)en wir dann Sounds, Models, Variablen (Ammo, HP, gesperrte Klassen etc) verändern und sogar Werbung in Form von Decals an die Wände der Maps klatschen wo/wie wir wollen.
ManiMod erweitert die Befehle und Variablen des Servers um zahlreiche Möglichkeiten, und die wollen schließlich genutzt werden! Wink

So, ich fummel mal weiter und wenn alles läuft gibt's bald die IP hier.

Auf ein baldiges " dakkadakka sliit burn,purche,die ziggi "

http://wowarcade.ozzybwild.com

3TF2 Server Empty Re: TF2 Server Mo Jul 11, 2011 2:48 pm

ozzybwild

ozzybwild
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Hammer...!

Fast 2 1/2 Stunden in der Bash 'rumgehackt wie bescheuert, jetzt läuft theoretisch alles perfekt und rein praktisch hat sich scheinbar gerade meine Festplatte mit der Steaminstallation endgültig aufgehängt so wie's aussieht.

lolomat!

//Edit 2 Minuten später: hmm scheinbar ist die Platte "nur" mehr im Arsch als vorher, aber wenn man ein Paar Minuten wartet geht sogar TF2.. gah >_<"

http://wowarcade.ozzybwild.com

4TF2 Server Empty Re: TF2 Server Mo Jul 11, 2011 6:42 pm

ozzybwild

ozzybwild
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IP: 85.214.112.83

Noch a bissl buggy (net jede Map hat Laufwege für die Bots :/ ) aber alles in allem schon fast fertig eingerichtet!

Zum zocken einfach auf [Browse Servers] - [Favorites] und da [Add Server] anklicken und IP 'reinkopieren/-tippen.

Wie immer: hf gl!

http://wowarcade.ozzybwild.com

5TF2 Server Empty Re: TF2 Server Di Jul 12, 2011 3:20 pm

ozzybwild

ozzybwild
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OMGWTF UPDATE!

TF2 Server 7e757fd0502c
TF2 Server E0a48



// edit: //

Kleines Log:
- metamod:source installiert.
- Sourcemod installiert.
- Amplifier installiert.

To Do:
- Bots (ungleiche Anzahl, warum?)
- Manimod killen (..und sounds, votes etc neu machen und über Meta/SourceM laufen lassen)
- hoffen dass damit die random crashes gelöst sind.

http://wowarcade.ozzybwild.com

6TF2 Server Empty Re: TF2 Server Mi Jul 13, 2011 1:50 pm

psyq

psyq
WARBOSS!
WARBOSS!

yeeeee great work !!!!!!!!
+* 4 you (rank up)^^ :twinky:

https://q-stall.forumieren.de

7TF2 Server Empty Re: TF2 Server Mi Jul 13, 2011 4:45 pm

ozzybwild

ozzybwild
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Kleines Log:
- metamod:source installiert.
- Sourcemod installiert.
- Amplifier installiert.

To Do:
- Bots (ungleiche Anzahl, warum?)
- Manimod killen (..und sounds, votes etc neu machen und über Meta/SourceM laufen lassen)
- hoffen dass damit die random crashes gelöst sind.

- MetaMod und SourceMod laufen einwandfrei
- Amplifier buggte leicht (zur not geht die Variante aber)
- Amplifier KÖNNTE über anderes Plugin besser laufen, check ich gerade..
- Bot Anzahl buggte wegen Valve-Update-Shit, deshalb auch nur zwei Slots angezeigt (Bots füllen jetzt aber wie gewünscht immer auf 22 Player auf)
- ManiMod IST gekillt, aber votes sind aus unerklärlichen Gründen noch da und Randomcrashes auch >_<"
- Serverconfig ist auch gestrippt ohne Ende.. daran kann's eigtl. net liegen.

-> Die Tage wird alles komplett NEU aufgesetzt, clean SourceDedicatedServer, clean MetaMod/SourceMod, clean Plugins und die Serverconfig bleibt wie sie ist.

http://wowarcade.ozzybwild.com

8TF2 Server Empty Re: TF2 Server Do Jul 14, 2011 9:44 pm

ozzybwild

ozzybwild
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YEEEEEEEEEEHAW!

lololol1111 lololol1111 lololol1111

===========================================================
Q-Wiese is finally nearly like about 80% balanced!
===========================================================

Ich hab' endlich die versteckten CVars gefunden bzw. 'rausgefunden wie man sie ändert via SourceMod.
Das Ergebnis: Fucking Donator Fuckshit For Fucking EVERYONE! (FDFFFE!)

Feels like:


Fehlt nurnoch das Neuaufsetzen ohne Manimod und kleine Bugfixes, dann: xD

http://wowarcade.ozzybwild.com

9TF2 Server Empty Re: TF2 Server Sa Jul 16, 2011 12:09 pm

ozzybwild

ozzybwild
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CVARS:
Code:
//
// Amp Node:
//

//ampnode_spawn_menu (1/0, default 0)
//Display selection menu when engineers spawn?

//ampnode_regeneration (default 10)
//Amount of metal amplifiers and repair nodes regenerate per second.

//ampnode_max (default 400)
//Maximum amount of metal an amplifier or repair node can hold.

//amplifier_enable (1/0, default 1)
//Enable or disable Amplifiers.

//amplifier_upgradable (1/0, default 0)
//Allow the amplifier to be upgraded? (1=yes,0=no)

//amplifier_metal (default 5)
//Amount of metal to use to apply a condition to a player (per second).
amplifier_metal 10

//amplifier_percent (default 100)
//Percent chance of the amplifier applying the condition.

//amplifier_condition (default 16)
//Condition that The amplifier dispenses (11=full crits, 16=mini crits, etc...).
amplifier_condition 11

//amplifier_particle (1/0, default 1)
//Enable the Buffed Particle? (1=yes,0=no)

//amplifier_wallblock (1/0, default 1)
//Teammates can (0) or can not (1) get crits through walls, players, props etc.
amplifier_wallblock 0

//amplifier_sg_wrangler_mini_crit (1/0, default 1)
//Controlled (by Wrangler) SentryGun will get mini-crits, if engineer near AMP
amplifier_sg_wrangler_mini_crit 1

//amplifier_range_1 (default 100.0)
//Distance the amplifier works at level 1.
amplifier_range_1 200

//amplifier_range_2 (default 200.0)
//Distance the amplifier works at level 2.
amplifier_range_2 300

//amplifier_range_3 (default 300.0)
//Distance the amplifier works at level 3.
amplifier_range_3 400

//repair_node_enable (1/0, default 1)
//Enable or disable Repair Nodes.

//repair_node_metal (1/0, default 1)
//Repair nodes use metal? (1=yes,0=no)

//repair_node_percent (default 100)
//Percent chance of the repair node repairing something.

//repair_node_team (1/0, default 1)
//Allow repair nodes to teammate's buildings? (1=yes,0=no)
repair_node_team 1

//repair_node_mini (1/0, default 0)
//Allow repair nodes to repair mini sentries? (1=yes,0=no)
repair_node_mini 1

//repair_node_range_1 (default 300.0)
//How far away the Repair Node will heal a building at level 1.
repair_node_range_1 400

//repair_node_range_2 (default 400.0)
//How far away the Repair Node will heal a building at level 2.
repair_node_range_2 500

//repair_node_range_3 (default 500.0)
//How far away the Repair Node will heal a building at level 3.
repair_node_range_3 600

//repair_node_regen_1 (default 15)
//How much the Repair Node will heal a building, per 2 seconds, at level 1.
repair_node_regen_1 20

//repair_node_regen_2 (default 20)
//How much the Repair Node will heal a building, per 2 seconds, at level 2.
repair_node_regen_2 30

//repair_node_regen_3 (default 30)
//How much the Repair Node will heal a building, per 2 seconds, at level 3.
repair_node_regen_3 40

//repair_node_ammo_1 (default 0)
//How much ammo the Repair Node will replenish, per 2 seconds, at level 1.
repair_node_ammo_1 0

//repair_node_ammo_2 (default 5)
//How much ammo the Repair Node will replenish, per 2 seconds, at level 2.
repair_node_ammo_2 5

//repair_node_ammo_3 (default 10)
//How much ammo the Repair Node will replenish, per 2 seconds, at level 3.
repair_node_ammo_3 10

//repair_node_rockets_1 (default 0)
//How many rockets the Repair Node will replenish, per 2 seconds, at level 1.
repair_node_rockets_1 0

//repair_node_rockets_2 (default 0)
//How many rockets the Repair Node will replenish, per 2 seconds, at level 2.
repair_node_rockets_2 1

//repair_node_rockets_3 (default 2)
//How many rockets the Repair Node will replenish, per 2 seconds, at level 3.
repair_node_rockets_3 2


//
//Homing Rockets:
//
//sm_hr_enable 1 // Enable (1) or Disable (0) Plugin
//sm_hr_debug 0 // Enable (1) or Disable (0) Debug Mode
//sm_hr_accuracy 1 // Homing accuracy (0-10)
//sm_hr_adminflag "" // Admins Flag for access; make it empty to turn off.
//sm_hr_forcehoming 0 // Force homing on (1) or not (0).
//sm_hr_showaim 1 // Show (1) dot on aim or not (0).


//
//Pyro Knockback:
//
//sm_pk_enable - (def "1") <0/1> Enable PK.
//sm_pk_d - (def "-250") <-10/-20/-30/etc> Amount of Push Distance, Negative is pushed, Positive is Pulled.
//sm_pk_dr - (def "150")<60/120/180/etc> Required distance of entity to push off of.
sm_pk_d "-800"
sm_pk_dr 60





//
// !!!CVARS!!!
//

//GENERIC:
//Maxspeed pushen:
sm_cvar tf_maxspeed 800
//Team-Push ausschalten:
//sm_cvar tf_avoidteammates 0
//Birthdaymode:
sm_cvar tf_birthday 0
//Teams müssen linear capturen (bei 0 = Reihenfolge egal)
//sm_cvar tf_caplinear 1
//Zeit die es benötigt, einen eingenommenen CP zu übernehmen / zu neutralisieren
//sm_cvar mp_capdeteriorate_time 90
//"Waiting for Players"-Zeit (Standard: 30)
sm_cvar mp_waitingforplayers_time 15
//mp_blockstyle (1): Sets the style of capture point blocking used. 0 = Blocks break captures completely. 1 = Blocks only pause captures.
//Length of team crit time for CTF capture (Standard=10):
sm_cvar tf_ctf_bonus_time 20




//MEDIC:
//Time for Overheal to drain(s=5):
sm_cvar tf_boost_drain_time 10
//Overheal: (s=1,5) = 150% Overheal!
sm_cvar tf_max_health_boost 2
//Time it takes for invulnerability to wear off (s=1):
sm_cvar tf_invuln_time 3
//Scales the damage a player does while being healed with the medigun(s=1.5):
sm_cvar weapon_medigun_damage_modifier "2"
//Constructing object health healed per second by the medigun(s=10):

sm_cvar weapon_medigun_construction_rate 15
//Amount of time healing it takes to fully charge the medigun(s=40):

sm_cvar weapon_medigun_charge_rate 30

//Amount of time it takes the a full charge of the medigun to be released(s=8):
sm_cvar weapon_medigun_chargerelease_rate 12

//tf_medigun_lagcomp (1) <- ?!


//ENGINEER:
//Upgrade-Metalleinheiten pro Engi-Wrench-Hit (Standard 200?! oder 25?!):
sm_cvar tf_obj_upgrade_per_hit 50
//Fastbuild (Engi-Objekte instant bauen?!):
//sm_cvar tf_fastbuild 0
//Set to 1 and all objects will cost 0
//sm_cvar tf_cheapobjects 1
//Sentry-Variablen:
//Sentry-DMG, (s=16)
sm_cvar tf_sentrygun_damage 24

//sm_cvar tf_sentrygun_ammocheat (1)

//sm_cvar tf_sentrygun_newtarget_dist (200)

//Metall: (s=1)
sm_cvar tf_sentrygun_metal_per_shell 2

//Metall: (s=2)
sm_cvar tf_sentrygun_metal_per_rocket 4


//SOLDIER:
//Force: (srj= 10, sbadrj= 5, sdmgscale= 0.60, buffpulses=14)
sm_cvar tf_damageforcescale_self_soldier_rj 20

sm_cvar tf_damageforcescale_self_soldier_badrj 10

sm_cvar tf_damagescale_self_soldier "0.4"
sm_cvar tf_soldier_buff_pulses 21


//DAMAGE (Soldier, Demo)
sm_cvar tf_damageforcescale_other 9
//sm_cvar tf_damage_range (0.5)
//The Damage Range is a setting that, when changed to 0, makes a weapon do a set amount of damage, obviously, meaning no damage ranges. I believe that a direct rocket will do 90 damage exactly every time. (Reason this command isn't used is that it removes long range damage decreasing, meaning a long range rocket still does 90). So by setting that to 0, you can double-airshot demos and pyros every time, rather than the occasional but unlikely time as before. It is default 0.5.
//Damage Force Scale is a setting that changes the force that someone is launched after a particular event. Obviously, rockets and stickies. It is default 6, but I found that by doubling it to 12, it would send the enemies an incredibly high distance which I'm getting quite good at hitting.

//SPY:
//Schadensmultiplikator für Dead Ringer (Feign Death!): (s=0.1) = 90% Schadensreduktion
sm_cvar tf_feign_death_damage_scale "0.3"
//Transition Time (seconds) in and out of invisibility(s=1):
sm_cvar tf_spy_invis_time "0.5"
//Transition Time (seconds) out of invisibility(s=1):
sm_cvar tf_spy_invis_unstealth_time "0.5"
//cloak to use per second while cloaked, from 100 max(s=5):
sm_cvar tf_spy_cloak_consume_rate 10
//cloak to regen per second, up to 100 max(s=3.3):
sm_cvar tf_spy_cloak_regen_rate "6.6"
//time after uncloaking that the spy is prohibited from attacking(s=2.0):
sm_cvar tf_spy_cloak_no_attack_time 1
//Time that feign death buffs last(s=6.0):
sm_cvar tf_feign_death_duration 12
sm_cvar obj_sapper_amount 50
sm_cvar obj_sapper_health 50
//"obj_sapper_amount","25      ",,,"GAMEDLL",,,,,,,,,,,,,,,"Amount of health inflicted by a Sapper object per second"
//"obj_sapper_health","100    ",,,"GAMEDLL",,,,,,,,,,,,,,,"Sapper health"



//SCOUT:
//"Angeblich" Minimum Wert "4" - Scout Stuntime via Sandman (Baseball-BALL-Stun):
//sm_cvar tf_player_movement_stun_time 0.5
//sm_cvar tf_scout_stunball_base_duration 6.0

//sm_cvar tf_scout_stunball_base_speed 3000

//sm_cvar sv_proj_stunball_damage 15

//sm_cvar tf_scout_stunball_ball_regen_rate 2

//sm_cvar tf_scout_bat_launch_delay 0.1
//
sm_cvar tf_player_movement_stun_time 2
sm_cvar tf_scout_stunball_base_duration 9

sm_cvar tf_scout_stunball_base_speed 3000

sm_cvar sv_proj_stunball_damage 45

sm_cvar tf_scout_stunball_ball_regen_rate "0.5"

sm_cvar tf_scout_bat_launch_delay "0.1"

//PYRO:
//tf_flamethrower_velocity (2300.0): Initial velocity of flame damage entities.

//tf_flamethrower_drag (0.87): Air drag of flame damage entities.

//tf_flamethrower_float (50.0): Upward float velocity of flame damage entities.

//tf_flamethrower_flametime (0.5): Time to live of flame damage entities.

//tf_flamethrower_vecrand (0.05): Random vector added to initial velocity of flame damage entities.

//tf_flamethrower_maxdamagedist (350.0): Maximum damage distance for flamethrower.
sm_cvar tf_flamethrower_maxdamagedist 450

//tf_flamethrower_shortrangedamagemultiplier (1.2): Damage multiplier for close-in flamethrower damage.

//tf_flamethrower_velocityfadestart (.3): Time at which attacker's velocity contribution starts to fade.

//tf_flamethrower_velocityfadeend (.5): Time at which attacker's velocity contribution finishes fading.

//tf_flamethrower_burst_zvelocity (350)

//tf_flamethrower_burstammo (5): How much ammo does the air burst uses per shot.
//tf_damageforcescale_self_pyro_rj (10.0) <- deprecated?!


//DEMO:
//tf_grenadelauncher_chargescale (1.0)
sm_cvar tf_grenadelauncher_chargescale "0.3"

//tf_grenadelauncher_livetime (0.8)

//tf_grenadelauncher_min_contact_speed (100)

//tf_grenade_forcefrom_bullet (2.0)

//tf_grenade_forcefrom_buckshot (0.75)

//tf_grenade_forcefrom_blast (0.15)

//tf_grenade_force_sleeptime (1.0)

//tf_pipebomb_force_to_move (1500.0)

//tf_pipebomb_deflect_reset_time (10.0)

Format: "sm_cvar Variablenname Wert" (sm_cvar = Befehl zum Überschreiben einer Variable)

- Erklärungen zu den jeweiligen Variablen stehen meist in der darüberliegenden Zeile. Sollte etwas nicht erklärt sein einfach den Variablennamen (ohne sm_cvar) googlen!

http://wowarcade.ozzybwild.com

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