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Topic Last Poster Date Views Posts
Post Your Pic! TonyHarding 09-03-2010 02:54 PM 82505 1102
Valve's Surprises. n00b3h 09-03-2010 02:01 PM 68 6
Duke Nukem forever rumors Power and Glory 09-03-2010 01:17 PM 135 9
Support for Zefram IHealYou 09-03-2010 12:00 PM 633 36
Das Boot!! SchizoidMan 09-03-2010 03:08 AM 64 1
Happy Birthday Silver! cAke 09-03-2010 02:18 AM 126 15
It's a boy =XÅ=Bina 09-02-2010 11:37 PM 178 16
Xbox Live Accounts HoundDawg 09-02-2010 11:31 PM 4011 114
Final Fantasy 14 HoundDawg 09-02-2010 11:26 PM 2857 163
Hiccups entombor2 09-02-2010 06:01 PM 56 1
Colleges & Universities schad 09-02-2010 09:13 AM 275 25
Post your...favorite YouTube videos ice^3 09-02-2010 08:55 AM 24093 712

  
  

New Blog (Not gaming related)
August 11, 2010 - 10:22 PM
Posted By: voogru
Comments: 20

Hey guys,

I just thought I'd let you know I've started up a blog that I'm going to try to update regularly about once or twice a week.

It's mostly going to be about politics, economics, and some technology stuff thrown in (maybe even gaming), if this is your thing...

Collateral Damage

My first posts are going to be somewhat neutral and more about economics.

I could use some people to try and shoot down anything I get wrong. :D
Please Read! TF2 Hats and Custom Weapons
April 29, 2010 - 11:44 PM
Posted By: voogru
Comments: 21

Hey guys,

I wanted to go ahead and give a heads up on one of the last fires from yesterday.

Valve made a recent change (on purpose) to disable servers from issuing items (which include weapons/hats/wearables) to players that don't actually have them.

This appears to be disabled completely cosmetically, meaning the client is simply not rendering the custom items I issue.

These apply to custom weapons and custom hats. You personally will see your own custom weapons and hats, but other players will not see them.

I'm trying to either find a elegant work around (could be doubtful), or convince valve to reverse this change. This is a client side change that I may or may not be able to resolve and since valve purposly implemented this and it's not a side-effect of other changes they made, I'm worried that workarounds may be killed in the future which is why I'm focusing more on getting them to reverse this change.

Everything does _work_, the issue is simply cosmetics and I hate to have this kind of wrench put into my toys, especially one I may not be able to fix.

I've been up all night last night and didn't sleep very much today trying to get this last thing fixed.

So for now:

1. Hats not visible to other players.
2. Custom weapons not visible to other players (most visible on the dodgeball servers where I force a special flamethrower onto players)

I have a petition asking valve to re-think this policy, I encourage everyone here to please sign it.

https://secure.voogru.com/petition/index.php
TF2 Update
April 28, 2010 - 8:47 PM
Posted By: OneEyed
Comments: 26

Dedicated server
- Linux optimizations.
- Fixed Linux servers not relisting correctly after a master server restart.
- Fixed a case where servers could have "ghost" players consuming player slots.

Engine
- Marked the "snd_show" convar as a cheat.

Team Fortress 2
New content:
- Added new community map cp_freight.
- Added missing physics models for several items.
- Added jiggle bones to the Sam & Max items, and The Buff Banner.
- Added Crit-a-Cola.

Gameplay Changes:
- Pyro changes:
- Flamethrower direct damage reduced 20%.
- Burn duration reduced (10 -> 6 seconds).
- Airblast re-fire delay reduced by 25%.
- Airblast ammo usage reduced by 20%.
- All reflected rockets/grenades/arrows now mini-crit.
- Airblasting enemies into environmental deaths now awards the death credit to the Pyro.
- Heavy changes:
- Minigun spin-up/down time reduced by 25%
- Minigun firing movement speed increased to just under half-normal (from 80 to 110).
- Throwing a sandvich to a teammate now earns a full bonus point (was half a point).
- Bonk! changes:
- Post-use movement penalty removed.
- Now has a re-use cooldown time, like The Sandman.
- The Chargin' Target changes:
- Direct charge hit now does 50 damage + 10 per head (up to 5 heads).
- Capped the turn rate from +left and +right while charging.
- The Huntsman changes:
- Removed restriction that arrows need to be aimed before they can be lit by a Pyro.
- Bow can now be lowered without losing the lit arrow.
- Changed bow so you can start charging it while you're jumping, but you can't fire until you're on the ground.
- Fixed bug where flame effect would get stuck on if you change weapons with a lit arrow.
- Backpack changes:
- Moved Crafting button out to the root class/backpack selection panel.
- Dragging and dropping items in your backpack now makes appropriate sounds.
- Bot changes:
- Bots don't retreat to gather health as readily if they are in combat.
- Bots no longer retreat when moving to block a point capture.
- Bots should now equip an appropriate combat weapon and fight while moving to collect health.
- Bots who are roaming the map and hunting now chase down their victims, following them around corners.
- Bots That fire projectiles (ie: rockets/grenades/etc) don't hold down their fire button for a minimum time. This was causing Soldier bots to fire rockets into nearby walls as they strafed, killing themselves.
- Soldiers bots now switch to their shotgun after firing all four rockets when engaging an enemy.
- Added a few more bot names from community suggestions.
- Fixed a behavior loop with Engineer metal gathering.
- The Sandman change:
- Added a slight speed reduction to stunned players.
- Community requests
- Added ConVars log_verbose_enable and log_verbose_interval to report player positions in the server log at regular intervals
- log_verbose_enable default: 0
- log_verbose_interval default: 3 secs
- "Last-weapon" initialization on respawn now sets itself to be the melee weapon if you don't have a selectable secondary weapon (like The Razorback).

Bug Fixes:
- Fixed an case where The Gunboats didn't apply their damage reduction properly.
- The amount count in the HUD now flashes red when you're low on ammo.
- Extinguishing a burning teammate now earns a full bonus point (was half a point).
- Fixed a permanent overheal exploit involving dispensers.
- Fixed a bug in spectator mode where the user aborted out of freezecam, setup a spec mode (like IN_EYE), and would then have the setting stomped after the freezecam timer expired.
- Fixed bug with disguised spy sometimes seeing his own name in the disguise status HUD.
- Fixed a client crash that could result from players with arrows embedded in them.
- Fixed items that can be worn by any class having the wrong model when worn by a disguised Spy.
- Added missing map prefixes to server browser game types.
- Killing yourself with your own sentry no longer increments the sentry's kill counter.
- Fixed dropped hats sometimes having the wrong team color.
- Fixed crit-boosted players not getting critical hits if their weapon has custom no-crit behavior.
- Fixed the achievement dialog taking a long time to pop up, and completed achievements now sort to the bottom of the list.
- Fixed Spies disguised as Medics hearing the autocaller sound.
TF2 Update 1/06/2010
January 6, 2010 - 5:31 PM
Posted By: SoBe Green
Comments: 10

Server Browser (for TF2 and DoD:S)
- Added a client-side server blacklist:
- Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range.
- Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt)

Balance changes:
- Reduced the health penalty on The Sandman.
- The Force-A-Nature knockback on target now:
- Only applies to hits that deal more than 30 damage and are in close range.
- Factors in the firer's angle of attack when determining the knockback direction.
- Has less of an effect on grounded targets.
- The Dead Ringer now:
- Reduces cloak to 40% when uncloaking early.
- Has a 35% cap on the amount of cloak it can gain from an ammo pack.
- Has a quieter de-cloak sound.

Changes / Fixes:
- Fixed a performance & stability issue with AMD processors.
- Improved the stability of the game server -> item backend connection.
- Fixed a rare server crash related to dispensers.
- Added min/max values to viewmodel_fov convar to match the settings in the slider.
- Reduced the number of moons in ctf_doublecross, sadly.
- Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content.
- Fixed a crash related to sv_pure and the wireframe_dx6 shader.
- Players can no longer shoot while stunned.
- Fixed a bug that caused movement speed reductions to not work on stunned players.
- Soldier Rage bar no longer resets when touching a resupply cabinet.

Achievement fixes:
- Fixed the "Second Eye" Demoman achievement.
- Fixed a bug in the "Play Doctor" Medic achievement.
- Changed the requirements for the "Medals of Honor" Soldier achievement.
- Updated description for the "Blind Fire" Demoman achievement to better explain the requirements.
- Fixed an issue that affected several achievements requiring the use of the Equalizer.

Community requests:
- Added "skip_next_map" server ConCommand to skip the next map in the map cycle.
- Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu.
- Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution.
- Added a "show_htmlpage" command to allow server operators to display custom web pages to clients.

Changes to the TF Bots:
- In KOTH mode, Bots are now:
- More likely to roam around and hunt enemies if there is lots of time left.
- Become more likely to push for the point as time runs down, or their teammates start to capture it.
- Medic bots now:
- Opportunistically "overheal" nearby friends when they can.
- Prioritize healing of injured nearby friends more.
- Don't focus on Heavies quite so exclusively.
- Don't spam their Medigun continuously at round start.
- Won't choose cover far below their heal target so much (koth_nucleus).
- Fight back with their syringe-gun appropriately.
- Various improvements to combat behaviors.
- General bot improvements:
- They no longer stand still on the point when capturing or defending it.
- They choose more varied routes now.
- They choose better defensive spots around captured points.
- They fall back to another weapon when they entirely run out of ammo.
- They adjust their FOV when using zoomed in sniper scope.
- They treat in-range Sentries as the most dangerous threat.
- They fire their weapons is more realistic bursts.
- Engineers use their shotgun properly.
- Added a "virtual mousepad" concept to rework how bots track enemy players:
- They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on".
- After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse".
- Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge.
- Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues.
- Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue.
- Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them
- Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer.
- Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag.
- Added more bot names as suggested by the TF community.

Hoorah Force of Nublet users now have to actually learn to play Scout. Win!
Equalizer now works for achievements. Win!
Now voogru can make a very easy vote_skip command. Win!
TF2 Update
December 17, 2009 - 9:24 PM
Posted By: voogru
Comments: 9

I'm in the process of updating the servers, they should be up as soon as valve decides to bless my server with the updated content.

New Content
- Added new control point map Gorge
- Added new capture the flag map Double Cross
- Added item crafting
- Added work-in-progress TF Bots for beta testing in KOTH maps (blog post coming with more info)
- Added headshot death animations
- Added more backstab animations

Soldier
- Added 35 new Soldier achievements
- Added 4 new Soldier items
- Added new Soldier Domination lines

Demoman
- Added 35 new Demoman achievements
- Added 3 new Demoman items
- Added new Demoman Domination lines

Spy
- Now pretends to be carrying the weapons & wearables of the target he's disguised as
- Moved the Spy's camera-beard to the Misc loadout slot so he can equip it with a hat

Scout
- The Sandman now only stuns on a max range hit (when you hear the cheering)
- All shorter hits now force the enemy into the thirdperson fleeing state (also removed the damage reduction on them)

Minor changes
- Added new options to the Multiplayer->Advanced dialog:
- Combat text, which displays damage amounts you do to enemies.
- Medic auto caller, which automatically shows you nearby friends at low health.
- Heal target marker, which better highlights the target your medigun is locked onto.
- Alternative Spy disguise menu, which lets you choose disguises using just the 1-3 keys.
- Fixed being able to affect friendly pipes with airblast (they would unstick)
- Added recharge sound to abilities with a recharge bar
- Fixed attachable wearables not staying on ragdolls
- Players no longer see the wearables that are a part of a friendly spy's disguise, fixing various graphical glitches
- Added jiggle bones for Pyro's chicken hat
- Added 2 new game startup songs

Community Mapmaker requests:
- Implemented InputSetSetupTime() for team_round_timer (was in the .fgd but never implemented)
- Added "SetDispenserLevel" input to cart dispenser (1, 2, or 3)
New Facebook Group.
August 22, 2009 - 4:37 PM
Posted By: voogru
Comments: 16

Hey everybody,

I've just created a group on Facebook for our community, it's available at voogru.com | Facebook.

I've been getting community members adding me to their Facebook once they found me on Facebook so I figured it may not be such a bad idea to make a group.

Forums moved to new server.
August 16, 2009 - 8:29 PM
Posted By: voogru
Comments: 10

I finally moved the forums to a new server, they should be a little snappier now.
Server temporarily down.
July 17, 2009 - 5:17 PM
Posted By: voogru
Comments: 5

Servers appear to be down, I'm in the middle of figuring out what happened.
June 12th (Friday) - Regulars Night
June 10, 2009 - 10:32 PM
Posted By: Chronopolis
Comments: 18

Alright ladies and gents, the official regulars night is finally upon us! Here are the details:

DATE: Friday June 12th (THIS FRIDAY!)
TIME: 6pm EST (pending change...)
WHERE: Insanity House Server (67.213.213.105:27015)
WHY: To have fun and enjoy mass amounts of death!
WHO: If you are a server regular, donator, subscriber, or forum member, please come join us!

It will be a lot of fun. If this will be your first regulars night, please come join in! They are usually a ton of fun with lots of laughs and funny gameplay tweaks.

Please tell all your fellow REGS about it!

Hope to see you there!

New TF2 Dodgeball Server
March 25, 2009 - 2:31 PM
Posted By: voogru
Comments: 2

Due to the seemingly large demand for my dodgeball game play mode, I have dedicated a new server for this game play mode.

It is tf5.voogru.net (67.213.220.116:27015)

Many thanks to OneEyed and Magnetic Llama for our current available maps. If you wish to make a map for this gameplay mode I have attached the required entities in this post:

http://forums.voogru.com/team-fortress/12386-pyro-dodgeball.html

Feel free to post comments!

 


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