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Vertex

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Everything posted by Vertex

  1. You can add me as a moderator on TTT if you like. I'd be happy to swing by occasionally and moderate the server while I play. "STEAM_0:0:7181974" { "allow" { } "name" "ᵡᴳḽᴰ::Vertex" "deny" { } "group" "moderators" }
  2. Steam Workshop :: ttt_clue_pak STEAMCOMMUNITY.COM Steam Workshop :: ttt_motel_b4 STEAMCOMMUNITY.COM
  3. There is a ton of custom player models on the xG Morbus server. You can quickly open the pointshop menu, to find ones you like. Any server operator can mount this workshop file and contact myself on steam for the lua files to the pointshop menu. Steam Workshop :: XenoGamers PointShop Pack STEAMCOMMUNITY.COM
  4. Sinon runs the Morbus server now. This ban was only two days and has expired. It's a standard practice for us not to use permanent bans unless absolutely necessary and to give players anther chance. I'm closing this thread and investigating how we can improve response times for future ban protests.
  5. I'll try to push fast without custom weapons or a ton administrative tools before I lose interest. But I sadly don't have time to work on TTT again until Friday June 2nd, due to a 40+ hour work-week Monday through Thursday. Last I checked, there was still a couple major problems with the server configuration.
  6. Vertex

    Ttt Maps

    I'll take a look at craft room. I can't find teen room on workshop. Rooftop is already installed. The Rat collection is from CSGO not GMOD.
  7. Vertex

    Ttt Maps

    An improved version of 67th highway is already installed. I'll put on dolls, but will need to use the only smaller version, so it doesn't slow down map caching. Steam Workshop :: TTT_Dolls Edit: Installed on server. It may be preferable to replace weapon spawns in the feature though.
  8. Vertex

    Ttt Maps

    I've made a lot of progress on the new TTT server within the past week. It should be done in the not too distant future. I was wondering if there are any TTT maps people would like on the server. So far, a collection of 22 maps has been installed. Steam Workshop :: xG TTT Map Collection Subscribing has its pros and cons. Too many subscriptions *may* bog down game startup times. I've coded up a custom caching feature using Steamworks. For the first 45s after the client is connected to the server, it will download all the server maps onto their hard-drive; where it detects a subscription isn't present. This process will repeat each time the map changes until the client has all maps cached. After a couple map changes, they'll be able to rapidly load any of the 22+ maps that are installed on the server, without having to download anymore.
  9. There was like 20 of us on earlier today. We had a few really fun matches. If you add me on steam, I'll send you an invite next time people are playing. --► [xG] Redstone | London [uK] [hl] Half Life 1 My attention is mainly shifted toward TTT on Garry's Mod currently.
  10. I'm going to start on TTT before the end of the month. Likely in about five days or so. I just found a very useful Steamworks method for GMOD. It allows server content to be downloaded and mounted after the client has connected to the server. And for maps to be downloaded and cached on the client's hard-drive while they're playing, so they only have to spend a few seconds decompressing them, when the map changes. It's already been tested and confirmed working on Morbus.
  11. I just reduced the download size of point-shop content from 90mb to 35mb. This will give us a massive advantage over other TTT servers. An average download speed can retrieve all server content (43 player models and lots of hats + trails) in 10s now or a VERY slow one in 60s. The custom weapons on Morbus are only 11mb and there's a moderate amount of them. These will take a very long time to setup, rebalance and test for TTT though. It may be possible to get away with keeping and pre-loading the 20 smallest maps. Having only 30s down-time between maps plus anther 15s for instant map vote completion on majority will be amazing! People who've played TTT before will already have a lot of these maps, speeding up the pre-loading process. I'm willing to bet 400mb will compress down to 100mb.
  12. I plan on implementing the same structure Morbus has since TTT is relatively similar. Map changes happen after X rounds and Y minutes. (depending the map) Improvements to karma - to curve RDMing for fewer server bans. Attaching higher level mathematics for a better equation. Restoration of karma after each map change. Implementation of spray bans to remove server bans for this purpose. Usage of the current crystal loading screen. Xeno Gamers Higher moderation standards with an emphasis on conflict resolution. Not just looking at logs and slaying and banning people. Additional moderator training where required. Continuing the tradition of optimizing server content for faster downloading. Preloading at least the five or six most popular maps for less downloading. Only mounting the preload for downloading when one of it's maps is being played. Sending all content over steam's workshop CDN and disabling the FastDL. The GMA compression is much stronger and CDN results in faster downloads. Stronger map voter algorithm that ensures many maps get played, not the same ones constantly. *The ability for moderators to block users from abusing map triggers, instead of banning them.* Where supported on a per map basis.
  13. Vertex

    Game Division

    I can look into it at the start of May when my semester is over. The point-shop will need cleaned up first though to reduce download sizes.
  14. Vertex

    Game Division

    Not quite. I type about 50-80 words per minute when I get going. There's a lot more to creating a server than just pressing the wipe button. Launching a decent server with all the basic necessities takes days to set up. A lot of that time is consumed by testing things. There's a lot of different components that need testing like spray bans, source-bans, ulx & ulib, rdm logs, maps etc.
  15. Vertex

    Game Division

    It was almost ready when I spent 45m on it last doing some patch work. Further examination revealed fundamental issues with how the server was built. It's not difficult setting a new game-server up, it's just time consuming especially when everything is done right There was more higher ups previously, but one was incapable of managing the division properly and the other resigned. College is my top priority. Running game-servers always comes second when I have free time to spare. I do not try to balance these things; I always put college first. The maximum total download size (in one sitting) is only 243.56MB. The map pack is only mounted when one of it's maps is being played. They do not download when not being used. There's about 45MB too much pointshop content that is increasing download times by 1m for 6mbps. Loading times are also 30-60s longer when you factor in the time it takes to decompress the GMA files. The total file size is closer to 600MB for total hardrive space consumed. (in the first download session) All content is used. Everything is repackaged with texture sizes optimized for faster download times. I use a download time calculator such as this one because there's only factors which effect download times. Download time calculator - Calculate Download time/speed Map packs are between 50MB and 60MB. And they contain 2 to 6 maps depending on which pack. This reduces downloading when the map changes by 70%. The GMA compression is also more efficient when maps are bundled together. These only account for 1/4th of the download file size and are well worth the pre-loading benefits of less downloading. The 6 most popular maps for instance are in a single map pack. When changing between these, the client only has to download them once instead of 6 separate times.
  16. Vertex

    Game Division

    A couple Garry's Mod updates broke the poor coding practices on the TTT server. It's so bad currently, that the server and game client freezes, so it can't be fixed without starting over. The person who left this server for myself was clearly just learning how to code and did some things he shouldn't have. Downloading on Morbus is more optimized than any other clan server will ever obtain. The FastDL is no longer used which doubles or triples the amount of content that can be sent in the same time window. The latency fallout is about 8 workshop packs x ping instead of 800 files x ping. And all textures are reduced to 1m/512kb/256kb for file sizes up to x20 smaller. The problem with having a couple hundred items in the pointshop is that it takes 83s for server downloads at 30mbps. (the national average) People who are still running 6mbps will take well over 7m to download the custom gamemode, server content and the current map pack. Even with no server content, some will likely still quit before 3m 30s time has passed. The question becomes how much should other people have to suffer for these slow downloaders? Should they have to download all 14 maps (one at a time) or have them sent in 50mb packs? Edit: I'll be taking less popular player models out of the pointshop when I get a chance. Optimizing for 10mbps instead of 15mbps download speeds should get a lot more players at a relatively small cost. Then this should be a good foundation for TTT when rebuilding a server from the ground up.
  17. Vertex

    Game Division

    The TTT server is so broken it's beyond fixing. The server console freezes when it's launched and game clients freeze when they connect to it. I might have more time on my hands in May to build a new TTT server. And figure out what the hell is going on with Morbus. I have a feeling quite a few Americans still haven't caught up with the times, and content plus map preloading on Morbus is drowning their slow 10mbp/s download speeds. (national average is 30mbp/s)
  18. It's like giving them a gun, turning the safety off and telling them that abuse will be punished. You shouldn't give someone a reason to be banned, just like not giving a kid a gun because they might cause damage with it. That much is just common sense. It seems like you guys are banning for a problem you created, no wonder people are pissed and protesting.
  19. Okay, if you give a kid a button to press, what do you think they'tr going to do? Are they going to press it and get banned? Or just pretend it's not there?
  20. I forgot to mention, that it's pretty ironic TF2 made a reason to ban people by adding a server feature. It's still progress reducing ban lengths, by combining it with silence. In the long run, it leads to less bans when moderators see how effective silences are. The best way to describe it is a stepping stone. There's nothing really negative about doing it. It's a very good point that you're still not cleaning out with all the bans. Hackers are an exception, but trolling is a different story. There's always going to be someone new. What's going to change when you actually get to 18000 active bans? Will trolls keep coming at the same paste? Will the only thing to show for, be a high number of people who can't join the server? One thing I can say for certain, is someone is always going to be abusing call admin! Will this conversation come back up again when 50 more bans are created and nothing has really changed with the call admin situation?!? Or will it just seem like nothing because you already have thousands? Do you know what percentage will be ban protests, compared to other issues? Will it proportionally be the highest percentage, compared to other ban reasons?
  21. xG just reached 18000 total bans casted a few days ago. Is this something to be proud of? And if so, what has changed? Is there any less rule breakers? And if not, do you plan on keeping moderation the same? If yes, is the definition of insanity "trying the same thing over and over again, expecting a different result"?
  22. You do know silence durations are custom right? There is no fixation on the length that must be set for a silence, much like a ban. It could theoretically be dynamic right down to the minute. So something like 2 days, 5 hours and 15 minutes would work, even though seemingly pointless beyond the accuracy of a single day. I don't understand why you used the comparison of one week and one day; while leaving 2, 3, 4, 5 and 6 days on the picture. With restrictions you can enforce rules more effectively. The biggest issue with bans is damage and stronger limitations on length. It doesn't hurt to have the restrictions, even if you don't always use them, because it gives moderators more resources to resolve a given conflict. If a moderator isn't sure about banning, can always meet in the middle with a silence. What about silencing them for one day on-top of a one hour ban? They'd be punished for abusing it and wouldn't be able to use it again for one day. (they've have restricted server access) I've used dual punishment as a transition before, with silences and bans. It's actually more effective than just banning someone out-right and cuts back on ban lengths. p.s This can be automated with a single command. And is LESS work for moderators setting as reason and length could be auto-filled. Example: !AbusedCallAdmin Vertex.
  23. The problem I've found with server bans is people get pissed off and come back then do something worse. Or don't come back at all and you lose server population. It seems like both the player and the moderator is losing out in this situation. Wouldn't it be nice if everyone was winning and there was less issues? There's always going to be kids that need to taught a lesson, but how you do it plays a big role as whether or not "It hits home." or "They just get pissed off." There's a delicate balance to moderating that can increase effectiveness. I think @Bello knows how server cvars work. Would a simple 1 for on and 0 for off work good?