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Vauff

Server Manager
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Posts posted by Vauff

  1. Neutral

     

    To be honest, I've never really considered you as an admin before. I don't have any strong negative feelings about it, but I don't have anything positive to think back on either. Even though you've been playing here as long as I can remember.

     

    I'll watch for the next few weeks and see how my opinion changes.

  2. Note: This is a mapping contest being run by Mapeadores, not the potential GFL one that has been discussed

     

    pT0FDiS.png

     

    After some time a-brewing, a new mapping contest is back in all its glory! Some backstory: A top group of mapping scientists, lead by MC Hammer, has been working with us arduously for months to produce the wackiest mapping lab Zombie Escape has ever seen. However, as the rooms have been filling up with secret weapons, strange contraptions and military-grade weaponry, our systems have had a leak—and not the kind you take to the toilet! All of our experimental devices are now out in the wild and it's up to the mapping community to keep them at bay. Thus...

     

    A new mapping contest!

     

    We are providing you with two maps containing ready-made entity systems. Those are the experiments that have leaked out into the world. The contest is simple: make a map to *capture* some the experiments. This means using at least one of the entity systems in your map, integrating them with your own gameplay ideas and design. You are free to modify them so that they act differently, look as you'd like or blow our socks off. After all, there's nothing we'd like to contain more than mutant versions of these experiments!

     

    Prizes! Prizes! Prizes! $$$!!!

     

    To further incentivise participation, the contest is going to get some ass-whooping rewards for the winners. Aside from the very well known Mapeadores™ [Mapper]® tag that will be awarded to every mapper whose entry ends up in rotation, we will also have top of the line $$$ prizes for the best 5 maps:

     

    • 150€ for the best map altogether,
    • 100€ for the second runner up,
    • 50€ for the third frankenmapper,
    • 1 year of supporter for the two remaining madmen.

     

    To encourage participation, prizes will unlock with more maps being submitted.

     

    Contest Rules & Guidelines

     

    Your submission must be a Zombie Escape map, with any theme and gameplay style that you would like, including at least one of the experiments contained in the lab in some inventive way. Submissions do not need to be complicated, but they should be enjoyable for the players of the Mapeadores Zombie Escape server. It is a good idea to familiarise yourself with the gameplay settings in the Mapeadores community so that your submission is competitive.

    Any map you submit should be a map you designed specifically for this contest. Previously released maps that you extend to include one of the provided gameplay systems will not qualify. Your submission will contain the map, which you will send privately to Morell, Syoudous or Enviolinador, preferably on the Mapeadores' Discord channel. Finally, you must include the contest billboard in the map, preferably at spawn or somewhere similarly easy to spot.

    Maps will be rated according to design, gameplay, balance, use of the provided entity systems and fun. The rating will be done by experienced mappers and members of the community, also considering previous mapping work. We will positively reward people that publish outstanding content—beautiful sceneries, engaging gameplay, excellent level design, etc. Furthermore, showing progress will also be taken into account: presenting your own ideas so that other mappers can learn from you will play to your advantage.

    Your map must be submitted before Friday 29th of March, 2019.

     

    I wanna start! Where are the experiments?!

     

    Simply click on the link below and get ready to RRRRRUMBLE! The next post will describe all the entity systems included in the lab, so that you can easily navigate it and decide what to use. It includes:

     

    • The Mapeadores' Test Lab, with all the items from ZE_SUPERSHITSHOW and novel entity systems by Mojonero, Syoudous and Enviolinador.
    • The npc_template kindly gifted by @Luffaren, with its associated .nut vscript (do not forget to pack it if you use it!)
    • The billboard materials, in both unlit and light mapped versions; both in high resolution and middle resolution.

     

    MAPEADORES TEST LAB - FRANKENCONTEST FILES

     

    Original thread: http://mapeadores.com/temas/mapeadores-mapping-frankencontest.18343/

  3. -1

     

    You're a great guy to play and talk with and all, but I feel like this admin application is both way too early and way too forced. I understand you've been playing ZE for a long time now (mostly on Mapeadores), but when it comes to GFL you only started playing frequently around early December or so. That's only a month and a half of being an active player on the server. And to be fair it has been a month and a half of very high playtime, but that doesn't excuse the fact that you're still relatively new to playing the server as a regular.

     

    Your total playtime of 130 hours is a bit less than what I like to see too, even with your current daily playtime numbers. 100 hours may be the minimum to submit an application, but I usually like to see higher hours as that is more of a bare minimum

     

    You also just got a ban for zombie inflating 3 days ago, so this is kind of weird timing to be applying for admin as well.

  4. Neutral

     

    I've got no concerns about you in the playtime department, you're frequently hitting 5+ hours a day on the server as seen on GameTracker. I just hope you won't get burned out from playing that much or anything. My main concern stems from my uncertainty about your ability to handle situations in which you might be getting flamed, which is something you have to deal with quite often as an admin. A while back Fetty called you irrelevant in the Discord server and you didn't really react in an appropriate way to the entire thing.

     

    Honestly as it stands, it was just a one time thing (and in November at that), but I want to be confident that something like that won't happen again before considering a +1 on your application. I'd just suggest keep up what you're doing ingame and maybe try for some more Discord activity than you currently have.

  5. Keep the personal insults out of here please, else it's just going to end up locked like the last thread.

     

    As for the idea, I think it's worth trying out. It's not gonna be the magic solution to all our issues or anything (we won't be "melting bosses 3-4 times quicker"), but it could help out at least. Especially in those situations where everyone might not have reloaded for particles and some people can't see a particle boss. A single tracer from the current leader sometimes wouldn't be too much additional visual distraction either.

  6. The link between these maps is that they're both maps compiled without -StaticPropLighting, that means all of the static props have one lighting value determined from the prop origin instead of accurate lighting. These maps are fine on Windows so I imagine this is a Linux bug of some sort.

     

    You can try reporting it, but I wouldn't expect much luck from doing so, they haven't cared much for issues affecting custom maps in the past.

  7. 2 hours ago, willywilson said:

    Number one reason: FPS, this is the ONLY server where I lag out and my movement literally goes to the side due to how bad my computer is, on literally any other server in go, I can use hide and it drastically improves my fps, and stops me from lagging and moving to the side.

    I understand the argument here, but by adding a !hide plugin we'd basically be trading away server performance for everyone to get better framerate for some with lower end computers. Personally I'd rather choose the option that benefits everyone instead of degrading performance for everyone for improvements to some.

  8. 3 minutes ago, BlueGoliath said:

     

    No, !nominate is just extremely big. It takes up over half the screen.

     

    Maybe it's an issue with 4k scaling of the UI menus? All of the official CS:GO menus scale fine and the game shows 4k being the current resolution in the video options.

     

    The 4k resolution is on a 1080p monitor with DSR. I guess the menus fail to scale to 4k and crash the game whenever text goes over the screen. I'll have to validate this in Windows real quick...

    Yes the size is a scaling issue, CS:GO currently doesn't scale the custom menus and game_text (what the timeleft and spec count uses) appropriately in resolutions above 1080p. This is a known issue for all operating systems, however I haven't heard of it causing any crashes.

  9. 21 minutes ago, virusking said:

    I'm currently testing the plugin that forces players to reconnect and miss the gap of timeout on CS:GO 1v1 server to see if it reduces the random disconnect crashing, from what it looks like the plugin could potentially reduce the full playercount timeout, but not completely at all times. I'm still debugging and researching, but it doesn't seem to make any difference with how the map has been compiled and it has occurred before and after panorama update. It does not happen to every server nor is it reproducible issue, meaning it can happen twice in a row on maps or not at all.

    SourceEngine is a mystical old beast, so it can be a pain to find if the issue can even be fixed or is it CS:GO game bug. The more we can reduce this the better, since it hurts the servers (ex. 1v1 was +20 pop, after crash it was only 5-10 for an hour). Will report back in a day or two to see how it performs. If the issue persists I'll try to debug more with the maps recompiled

    The crashes that I describe here refer specifically to a large increase of crashes that people on the ZE server started complaining about after switching to Panorama (and my own personal experience). If whatever crashes you're trying to fix were happening before the panorama update, it makes me think that 1v1 might be dealing with a different issue entirely. Since this only became an issue for us when Panorama launched.

  10. Hi all,

     

    In the past few months since the CS:GO Panorama update I'm sure many of you who play CS:GO community servers have been aware of that bug where you sometimes have random client crashes after a map change. After talking to someone from the 1v1 server and seeing how it was an issue there too, I thought I'd make this post explaining what I've discovered to help prevent this issue affecting the new servers being launched/relaunched in the CS:GO division.

     

    In essence, when you compile a map for CS:GO there are 3 lighting compile options you can use with vrad, HDR, LDR or both. HDR is the preferred way of compiling and is the standard option typically used in CS:GO maps. LDR is a legacy lighting method that is basically deprecated, however it still exists as a compile option in CS:GO's Hammer editor. Because of that, some mappers who don't know better end up choosing this option and don't think anything of it. Both is basically what it implies, both lighting options, however using this option is just a waste of compile time and space since the game will always prefer HDR lighting when available.

     

    Before the Panorama update, any of those three compile options worked fine and neither caused any issues. However after Panorama was released, an issue arose on some community servers of crashing immediately after loading into a certain map. This turns out to only happen when loading a map compiled in LDR, or loading a map after playing on an LDR map. The issue is random and doesn't seem to happen every time, but the link is definitely with LDR maps.

     

    I should note that I wasn't the first one to discover this, I was first tipped off by Syoudous from Mapeadores and after seeing his messages I did some investigation on our ZE server and map pool and came up with very similar results.

     

    Here are some connect log examples with IP addresses redacted from the ZE server that will help illustrate the point better. This is the first few minutes after switching to frostdrake, a map compiled in HDR. This is an example of what the connect log normally looks like after a map change.

    10:11:11 - ===== Map change to ze_frostdrake_tower_v1 =====
    10:11:32 - <Killerlite> <STEAM_1:0:120610637> <> DISCONNECTED after 8 minutes. <Disconnect>
    10:12:02 - <???????> <STEAM_1:0:427509907> <> DISCONNECTED after 5 minutes. <Disconnect>
    10:12:18 - <❤Harurun - Apple Cider> <STEAM_1:1:173562751> <> DISCONNECTED after -1 minutes. <Disconnect>
    10:12:27 - <DavidRO> <STEAM_1:0:16839134> <> CONNECTED from <Romania>
    10:12:54 - <1318hau1318> <STEAM_1:0:454250225> <> DISCONNECTED after -1 minutes. <Disconnect>
    10:12:56 - <dani320541> <STEAM_1:1:215233614> <> CONNECTED from <Indonesia>
    10:13:12 - <❤Harurun - Apple Cider> <STEAM_1:1:173562751> <> CONNECTED from <Indonesia>
    10:14:36 - <OUCHY> <STEAM_1:0:213127759> <> CONNECTED from <Philippines>

    And here we have ze_paranoid_rezurrection_v11_9_ps16, this map is compiled in LDR only.

    18:02:16 - ===== Map change to ze_paranoid_rezurrection_v11_9_ps16 =====
    18:02:26 - <Jolun_> <STEAM_1:1:445782901> <> DISCONNECTED after -1 minutes. <Jolun_ timed out>
    18:02:34 - <Elemental> <STEAM_1:0:79547757> <> DISCONNECTED after 10 minutes. <No user logon>
    18:02:38 - <allihoppa> <STEAM_1:0:32697527> <> DISCONNECTED after 10 minutes. <allihoppa timed out>
    18:02:39 - <Anatole> <STEAM_1:1:147610767> <> CONNECTED from <Korea, Republic of>
    18:02:40 - <Xert-Z> <STEAM_1:1:456653225> <> DISCONNECTED after 10 minutes. <Xert-Z timed out>
    18:02:41 - <supremechampion> <STEAM_1:1:49300902> <> DISCONNECTED after 9 minutes. <supremechampion timed out>
    18:02:43 - <Con Noire> <STEAM_1:1:5317755> <> DISCONNECTED after 10 minutes. <No user logon>
    18:02:44 - <Ogaraf ☠ †> <STEAM_1:1:48054960> <> DISCONNECTED after 9 minutes. <Ogaraf ☠ † timed out>
    18:02:45 - <Benadryl> <STEAM_1:0:27518541> <> DISCONNECTED after 10 minutes. <Benadryl timed out>
    18:02:46 - <Tame> <STEAM_1:0:417608718> <> DISCONNECTED after 10 minutes. <No user logon>
    18:02:48 - <J3wÐÎÇ€> <STEAM_1:1:124231807> <> DISCONNECTED after 11 minutes. <J3wÐÎÇ€ timed out>
    18:02:50 - <Saitama Sensei> <STEAM_1:0:49212392> <> DISCONNECTED after -1 minutes. <Disconnect>
    18:02:57 - <floaties> <STEAM_1:0:47176640> <> DISCONNECTED after 7 minutes. <floaties timed out>
    18:03:05 - <allihoppa> <STEAM_1:0:32697527> <> CONNECTED from <Japan>
    18:03:06 - <Ritualzzzzzzzzzzzzzzzzz> <STEAM_1:1:457000714> <> DISCONNECTED after 10 minutes. <No user logon>
    18:03:09 - <Nox-> <STEAM_1:1:54559783> <> DISCONNECTED after -1 minutes. <No user logon>

    Any of the "No user logon" or "x timed out" messages mean that the client disconnected unexpectedly from the server, in this context we know that they're client crashes.

     

    However one thing to take note of, the crash won't always occur after switching to the LDR map. You can also get a client crash after switching to an HDR map if you were on an LDR map before. Here's an example of that with ze_ffxiv_wanderers_palace_v4_10 compiled in LDR and ze_tesv_skyrim_v5_6 in HDR. You can see that despite being on an HDR map, there is still a mass client crash from some sort of remnants from wanderers.

    15:36:58 - ===== Map change to ze_ffxiv_wanderers_palace_v4_10 =====
    15:37:23 - <allihoppa> <STEAM_1:0:32697527> <> DISCONNECTED after 22 minutes. <Disconnect>
    15:37:29 - <hust02.114> <STEAM_1:1:187876730> <> CONNECTED from <United States>
    15:37:31 - <allihoppa> <STEAM_1:0:32697527> <> CONNECTED from <Japan>
    15:37:32 - <Saitama Sensei> <STEAM_1:0:49212392> <> DISCONNECTED after -1 minutes. <Disconnect>
    15:37:38 - <Koshaka> <STEAM_1:0:65885705> <> DISCONNECTED after 21 minutes. <Disconnect>
    15:37:51 - <BlackPowa> <STEAM_1:0:155785692> <> DISCONNECTED after 10 minutes. <Disconnect>
    15:38:15 - <Minny> <STEAM_1:0:59238997> <> CONNECTED from <United States>
    15:38:15 - <Cliam> <STEAM_1:1:206750519> <> CONNECTED from <United States>
    15:38:35 - <Saitama Sensei> <STEAM_1:0:49212392> <> CONNECTED from <United States>
    15:38:58 - <lol eggs dee> <STEAM_1:1:66579802> <> DISCONNECTED after 45 minutes. <Disconnect>
    15:39:00 - <BlóòdyKiller™> <STEAM_1:0:14568743> <> CONNECTED from <France>
    (...)
    16:25:26 - ===== Map change to ze_tesv_skyrim_v5_6 =====
    16:25:29 - <●DamiR> <STEAM_1:0:50724955> <> DISCONNECTED after -1 minutes. <Disconnect>
    16:25:49 - <Con Noire> <STEAM_1:1:5317755> <> DISCONNECTED after -1 minutes. <Con Noire timed out>
    16:25:49 - <Pattefolle> <STEAM_1:0:71293754> <> DISCONNECTED after -1 minutes. <Disconnect>
    16:25:50 - <Tame> <STEAM_1:0:417608718> <> DISCONNECTED after -1 minutes. <Tame timed out>
    16:25:50 - <Magical> <STEAM_1:1:116799414> <> DISCONNECTED after -1 minutes. <Magical timed out>
    16:25:50 - <Elemental> <STEAM_1:0:79547757> <> DISCONNECTED after -1 minutes. <Elemental timed out>
    16:25:51 - <DuMa> <STEAM_1:0:10765634> <> DISCONNECTED after 8 minutes. <No user logon>
    16:25:51 - <Jonano> <STEAM_1:1:425508031> <> DISCONNECTED after -1 minutes. <No user logon>
    16:25:53 - <J3wÐÎÇ€> <STEAM_1:1:124231807> <> DISCONNECTED after 71 minutes. <No user logon>
    16:25:58 - <Seker> <STEAM_1:0:145809429> <> DISCONNECTED after 58 minutes. <No user logon>
    16:25:59 - <[NRG]Ven> <STEAM_1:0:56177311> <> DISCONNECTED after -1 minutes. <No user logon>
    16:26:00 - <ZeDanny> <STEAM_1:1:99054480> <> DISCONNECTED after 26 minutes. <ZeDanny timed out>
    16:26:00 - <Saitama Sensei> <STEAM_1:0:49212392> <> DISCONNECTED after -1 minutes. <Disconnect>
    16:26:01 - <Lolicx ◑︿◐> <STEAM_1:0:214812230> <> DISCONNECTED after -1 minutes. <No user logon>
    16:26:07 - <Deimos> <STEAM_1:0:84461333> <> DISCONNECTED after 33 minutes. <Deimos timed out>
    16:26:08 - <dark horse presents> <STEAM_1:0:3786788> <> DISCONNECTED after 8 minutes. <Disconnect>
    16:26:08 - <allihoppa> <STEAM_1:0:32697527> <> DISCONNECTED after 49 minutes. <Disconnect>
    16:26:13 - <Steve> <STEAM_1:1:98996685> <> DISCONNECTED after 15 minutes. <No user logon>
    16:26:16 - <Cliam> <STEAM_1:1:206750519> <> DISCONNECTED after -1 minutes. <Cliam timed out>
    16:26:17 - <Genji> <STEAM_1:1:48666297> <> CONNECTED from <Brazil>
    16:26:19 - <allihoppa> <STEAM_1:0:32697527> <> CONNECTED from <Japan>
    16:26:19 - <DuMa> <STEAM_1:0:10765634> <> CONNECTED from <United States>
    16:26:26 - <Frid> <STEAM_1:0:32970771> <> DISCONNECTED after -1 minutes. <No user logon>
    16:26:29 - <BlóòdyKiller™> <STEAM_1:0:14568743> <> DISCONNECTED after 49 minutes. <BlóòdyKiller™ timed out>

    The fix for this issue is to either remove or recompile the LDR maps on a server. The reason you don't see this issue happening on official servers is because all Valve maps are compiled in HDR. So by default this issue is only going to affect community servers on custom maps, where the quality of mapping varies a lot more.

     

    You can figure out which maps are compiled in HDR, LDR or both by using a tool called bspinfo included in the bspsrc download. You can check the vrad compile parameters used for each map like so and so.

     

    Hopefully this information can help our CS:GO servers retain more players, thanks for reading.

  11. I really never saw the point to having a server side warmup enabled, typically we already consider the first round of a map "warmup" because not enough people will be human to win the round and it usually ends rather quickly. Having a server side warmup could also cause a double warmup sort of bug with some maps with inbuilt warmups that would occur if the servers warmup length is shorter than what the maps is. Since some maps inbuilt warmups won't progress the map to the first level unless it's done to completion.

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