Poll

I'm glad sequential IA is no longer possible.

Yes
8 (61.5%)
No
5 (38.5%)

Total Members Voted: 13

Voting closed: November 23, 2008, 05:52:28 PM

Author Topic: Mymap Alterations - Sequential IA  (Read 5920 times)

Offline HabibGoatAss

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Mymap Alterations - Sequential IA
« on: November 13, 2008, 05:52:28 PM »
I'm curious if y'all percieve this as a good or bad change to mymap.

Offline X'tyfe

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Re: Mymap Alterations - Sequential IA
« Reply #1 on: November 13, 2008, 06:02:01 PM »
I didn't think you could use it that way for a long time, but meh
It's good to have a silly game once and a while, other than that it clears vanilla up pretty fast :D
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Offline [BTF]Sigma

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Re: Mymap Alterations - Sequential IA
« Reply #2 on: November 13, 2008, 06:08:36 PM »
I find it's a good idea to stop people from spamming it but I leave if I can't call it up myself.

What's the time limit between callings for +ia?
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Offline console

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Re: Mymap Alterations - Sequential IA
« Reply #3 on: November 13, 2008, 06:38:12 PM »

NOTE: "sequential IA" was never supposed to be possible, actually.  I had looked into fixing it several times, but some code needed to be restructured so I kept putting it off.


What's the time limit between callings for +ia?

Depends on the server...

mutant: 180 minutes
vanilla: 240 minutes
xatrix: 720 minutes
dm: 31536000 minutes  (once every 60 years or so) ;)


Regards,

:dohdohdoh:
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Offline |iR|Focalor

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Re: Mymap Alterations - Sequential IA
« Reply #4 on: November 13, 2008, 06:42:09 PM »
What's the time limit between callings for +ia?

Depends on the server...


xatrix: 720 minutes

...because nothing proves a players skill more than how quickly he can fill an entire map with fucking traps.
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Offline console

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Re: Mymap Alterations - Sequential IA
« Reply #5 on: November 13, 2008, 06:52:12 PM »
...because nothing proves a players skill more than how quickly he can fill an entire map with fucking traps.

Yeah, that's why I bumped it up to a 12-hour delay awhile back.

On other FFA servers, +ia usually makes the map end more quickly.  So even for those who don't enjoy +ia, at least it's a brief duration.

With infinite traps on xatrix, the +ia maps seem to last longer, as the hallways and rooms fill up with roadblocks.

I've considered fixing the mod to not allow traps to be dropped during +ia, which would prevent their infinite renewal.  (I say "fixing" because a comment in the source code regarding +ia traps from Zoid indicates they were not supposed to be infinite... they just forgot about the loophole of dropping them.)


Regards,

:afro:
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Offline Edm-Dude

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Re: Mymap Alterations - Sequential IA
« Reply #6 on: November 13, 2008, 08:24:08 PM »
I always found that IA on some levels were pretty damn funny. I always liked Koth1 with IA. With 20+ people using the chaingun, it sounded pretty damn funny.  :lol:
It doesn't really matter to me i guess.  8)
and what the heck is that pushy-downy thing on city1, i never got the point of that
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Offline the Crazed

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Re: Mymap Alterations - Sequential IA
« Reply #7 on: November 13, 2008, 08:47:56 PM »
On maps with chain I find it pretty annoying. 
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Offline [BTF] Reflex

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Re: Mymap Alterations - Sequential IA
« Reply #8 on: November 14, 2008, 04:34:17 AM »
vanilla has a map in rotation that always comes up +ia -ws,  either that or someone always mymaps it that way.

I don't mind IA,  fun and the maps do go real quick.



Hope I'm around to be the one to IA on the dm server...  I'll be sure to do an invite!
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Offline ReCycled

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Re: Mymap Alterations - Sequential IA
« Reply #9 on: November 14, 2008, 10:15:01 AM »
My old clan (LagClan) would run their server with infinite ammo all the time. When  first joined them I thought it was pretty simplistic. No careful ammo strategy, catching someone without it etc. After a while you get used to it and it becomes strictly a shooter game. No other strategy than just get health. However we negated the "lame" factor by elminating the chaingun and hyperblaster. We could do this since we all made custom LagClan maps and did not include these weapons.
I remember the one guy who ran the server would experiment with different weapon settings. For example the Super Shotgun would fire 3 rockets at once and just slightly off axis from each other, so the shot would spread. The machine gun would fire just grenades. The rail would double fire about half second apart. There were other silly things we did I can't remember.
All in good fun....
 :bigshades:
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Offline peewee_RotA

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Re: Mymap Alterations - Sequential IA
« Reply #10 on: November 14, 2008, 10:42:50 AM »
Depends on the server...
mutant: 180 minutes
vanilla: 240 minutes

This seems backwards. The mutant server tends to clear when there is IA, the Vanilla server tends to fill when there is IA.
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Offline console

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Re: Mymap Alterations - Sequential IA
« Reply #11 on: November 14, 2008, 11:10:11 AM »
Depends on the server...
mutant: 180 minutes
vanilla: 240 minutes
This seems backwards. The mutant server tends to clear when there is IA, the Vanilla server tends to fill when there is IA.

Historically they all started out low, and I would bump them up when I got the feeling they were being used too frequently.

Searching the server logs, it looks like +ia is used on mutant fewer than 10 times a month.

I have no problem raising the delay on mutant... generally, it appears no-one would notice because +ia is rarely used twice in the same day there.

...I set it to 720, like xatrix.  :P

:afro:
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Offline peewee_RotA

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Re: Mymap Alterations - Sequential IA
« Reply #12 on: November 14, 2008, 11:29:50 AM »
...I set it to 720, like xatrix.  :P

:doh: I was trying to get you to lower the delay on Vanilla  :lolsign:
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Offline console

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Re: Mymap Alterations - Sequential IA
« Reply #13 on: November 14, 2008, 11:42:25 AM »
HAhahaha :dohdohdoh:
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Offline HabibGoatAss

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Re: Mymap Alterations - Sequential IA
« Reply #14 on: November 16, 2008, 09:50:29 AM »

NOTE: "sequential IA" was never supposed to be possible, actually.  I had looked into fixing it several times, but some code needed to be restructured so I kept putting it off.


Never has such a bug been so enjoyed . . .

Sob, sniff, sob . . .

:)

 

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