posted by alkain, Sun Feb 07, 2010 10:59 am
I bring you, the SERVER RULES!
Respect Admins.
No Spawn Camping.
No Cheating (This includes exploits)
No talking about race, religion, or politics.
No Griefing (Don't be disruptive to the atmosphere of the server, we like it peaceful)
No Spamming (Voice or text [Or port if in the forums])
Please try to follow our Map Specific/Mode Specific Rules. These may be found on our forum.
THIS SERVER MAY CONTAIN INAPPROPRIATE MATERIAL/SUBJECT MATTER. PARENTAL DISCRETION IS ADVISED.
Violation of our Rules results in the following action if it is continued:
A Warning/Kick is issued. It can be either.
A Temporary Ban is issued. Please stop now
A Permanent Ban is issued. We do not want you here.
Actions may vary based on the severity of the violation. If someone presents themselves as a real threat to the peace of the server, a step may be skipped in order to handle such a situation. However, we normally follow this process.
posted by Crontab, Thu Jan 28, 2010 7:50 pm
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Team Fortress 2
* Fixed a crash during startup for the Linux dedicated server
* Fixed the hats below being included in the crafting of class-specific hats using class tokens
o Towering Pillar of Hats"
o Noble Amassment of Hats"
o Modest Pile of Hat"
posted by Crontab, Thu Jan 28, 2010 8:14 am
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Team Fortress 2
* Added 3 new hats that can be worn by any class
o Towering Pillar of Hats"
o Noble Amassment of Hats"
o Modest Pile of Hat"
* Added Propaganda contest winners' hats for First Place, First Runner-up, and Second Runner-up
* Added "Edit Loadout" button to the class menu
* Changed the main menu background to randomly use the Red, Blue, and Soldier/Demo background images
* Fixed Snipers being able to shoot enemies through gates
* Fixed Linux servers not properly reconnecting to Steam when they lose their connection
* Fixed stickies being destructible before they're stuck to something
* Fixed the return progress bar above a dropped flag not animating if the return time on the flag is less than 30 seconds
* Fixed the CTF HUD not properly handling flags being disabled/enabled during the round
* Fixed player health panels sometimes using the wrong animations for buffed or low health values
* Updated the net_showevents convar to be marked as a cheat
* Updated the main menu news buttons to direct players to the most recent TF2 update and the TF2 blog
* Updated Italian localization strings
* Updated the custom TF2 fonts with Polish characters
* Updated CP_Gorge
o Added more cover outside of the initial BLU spawn area
o Added a forward spawn for the BLU team after Cap1 is captured
o Added another access point to the upper level from the front of the RED base
o Added more cover in the room just before Cap2
o Decreased RED team's respawn time while they own Cap1
o Fixed a few areas where players would sometimes become stuck
Community requests
* Added new options for the Invade CTF game mode flag. Default is 1
o 0 : No neutral time
o 1 : Flag goes neutral in 30 seconds (current behavior)
o 2 : Flag goes neutral in 1/2 the return time
Added scoring choice for the Invade CTF game mode. Default is 0
o 0 : Increment score (current behavior)
o 1 : Increment capture count
Added new inputs to item_teamflag
o ForceDrop : Force the flag to be dropped if it's being carried by a player
o ForceReset : Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location
o SetReturnTime : Set the length of time (in seconds) before a dropped flag returns to base
* Added new output to item_teamflag
o OnTouchSameTeam : Sent when the flag is touched by a player on the same team
posted by alkain, Thu Jan 21, 2010 8:11 pm
I write this to address you on a formal note. I am Alkain, the new Head of Administration for the Victor46 Server Group. I was just a regular player back when this server had it's "Golden Days". Under my guidance, I believe we can get there again.
There is still much to address, however. The technical aspects of running a server group are rather tricky, especially when you add in the fact that everything must be paid for. Which means technical choices are limited by budget. The server will need better hosting, which we will find. In the mean time, we will try and deal with as many of the technical issues as possible.
The issue with players being unable to access their loadouts has been resolved and if it happens again, just send me a message in the forums. I'll know within 5 minutes after that. Probably less. After that, it's just a matter of one of the administrators connecting to the server to restart it.
I realize that many players are seeing lag spikes now and then. I do understand how annoying this is (generally because I'm playing too). Much of the latency and packet loss issues are stemming from our hosting location, I believe. Once we have more people visit the server (and once our PayPal accounts look a bit bigger), we will move the server to a new hosting facility.
It is for this reason that I urge everyone to continue visiting the server. If someone isn't playing at the time then you may wish to invite people on. I know it's annoying to get the server going by inviting a bunch of people but it is necessary now and then. I am not making this a requirement of our Administrators but, in fact, making this polite request to the community. If the server is empty and you feel like playing TF2, try getting a group together inside V46.
I notice many of you are finishing your posts with "Thank you for bringing the server back" or something similar. I have done very little, in fact. What I have done is provide financial backing and a dedication of time and real effort. Because I am a very sick man, I derive much pleasure from writing operations documents and detailing business plans. So this works out well for me.
This isn't about me, however, but the community and what the server used to be. My role in this is very small compared to the role that all of you play. It was your dedication to the server that kept it alive and full of activity. When I found a game to play on V46 Server at 11:45 at night, it was because of you guys. When you had a rough day but came home to the cheerful voices of your comrades, that was all of your work. Victor46 merely provided the place and the atmosphere but it was the community population itself that made those fine memories we all have.
So in essence, I am writing this to suggest that everyone to contribute in small ways. Tell your friends about this server. Invite some people in if the server is empty. I do not demand this of you because we run this whole operation for you. A carnival is nothing if there is no audience. If you truly wish to see this place return, then those who were here once must be here again. I ask that everyone help us raise the metaphorical Big Tent and bring in the clowns.
Because I assure you.. I have one hell of a show planned if you stick around.
posted by Crontab, Thu Jan 14, 2010 6:59 am
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Additions
* Various improvements to Spy disguise and feign death
o Disguise weapons copying weapons with special animation requirements (Sword, FaN) now look correct
o Spies now play the appropriate death cry on feign death based on the corpse that appears
o Feigning death can now play custom death animations like a normal death (head loss, sniper shot, backstab, etc)
o Feigning death due to explosive damage now has a chance to gib, like a normal death
o Corpses from a feign death now use the correct wearable behavior (hats stay on, or fall off as they should)
o The weapons dropped by feign death corpses now have appropriate physics and collision for their type
o Combat text for damage done to Spies that feign death will now show the un-modified damage amount
o Fixed Spies that feign death while disguised as enemy spies dropping fake ragdolls wearing a mask
o Fixed a couple of physics issues on ragdolls created by feign death
* Added convars to further customize the "play a hit sound whenever you injure an enemy" option
o tf_dingaling_volume". Sets the volume of the hit sound
o tf_dingaling_pitchmindmg". Sets the desired pitch of the hit sound when a minor damage hit is done
o tf_dingaling_pitchmaxdmg". Sets the desired pitch of the hit sound when a major damage hit is done
o tf_dingaling_wav_override". Specifies an optional custom wav hit sound. If unspecified, the default ding sound is used
* Added Medic Ubersaw kill taunt
* Added backstab death animations for Scout, Spy, Medic, Demo, Engineer, and Pyro. All death animations have a 25% chance to play
* Updated various localization strings
Changes
* Removed the clamps on the "viewmodel_fov" convar
* Added "viewmodel_fov_demo", a convar that controls viewmodel fov during demo playback
* Force-a-Nature will now correctly knock back players on the ground
* Increased minimum damage required for the Force-a-Nature to cause a knockback from 30 to 40
* Changed the Direct Hit to only minicrit enemies that have been launched into the air by an explosion
* Increased the rate of the Soldier's Rage generation by 40%
* Reduced the duration of the Soldier's Buff Banner effect from 14 seconds to 10
* Reduced the explosive damage resistance on the Chargin' Targe to 50%
Fixes
* Fixed the Scout's legs twisting out of shape during a double jump
* Fixed player models popping up and then down when they duck during a jump
* Fixed Sniper rifle not penetrating friendlies
* Fixed Bonk! Atomic Punch phase effect
* Fixed rockets not being removed if they explode in func_nogrenades zones
* Fixed the Sandman being able to bat balls through doors
* Fixed the Gunboats absorbing damage from the Soldier's grenade kill taunt
* Fixed the naming of non-unique quality unique items (Community Kritzkriegs, etc)
* Minor fixes to the crafting UI
o Changed the item layout in the crafting panel to better fit the backpack panel
+ Each 1 of the 4 crafting pages now shows half of 1 of the 2 backpack pages
o Fixed the crafting panel next/prev page buttons being hard to use while dragging
o Fixed the "equipped" label in the item panels stealing the mouse focus from the item panel itself
Updated Novint Falcon settings (no effect on non-Falcon players)
* Recoil/Reload force added for the Direct Hit rocket launcher
* Recoil/Reload force added for the Scottish Resistance sticky bomb launcher
* More defined flesh hit force added for the Equalizer pick axe
* More defined flesh hit/world hit force added for the Eyelander sword
* Added swing forces for Eyelander sword
* Added appropriate trumpet forces for Blu Buff Banner
* Added appropriate trumpet forces for Red Buff Banner
* Shotgun reload for Heavy & Pyro changed to feel more appropriate now
* Changed Huntsman pullback force so that it goes in the right direction (was still pulling as if the Huntsman was on the left hand side of the screen, which was default until a later update)