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All Talk

Started by Benny, April 15, 2009, 10:18:58 PM

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Benny

All,

I've just had a PM from a long serving regular who was more than a little disappointed after playing with dMw reg's tonight.

His/Her issue was that all_talk was disabled on a switchover, thereby giving the second team a greater advantage. I think it's been dealt with but as a result I think we need some kind of admin guide so we all deal with things the same way.

So;
Quote from: Admin GuideAll Talk
All talk is enabled by default on all of our servers. Once there are 6 people or more on the server all talk will be disabled as standard once a map cycle is complete (both teams have attempted the current map).

AFK
If you need to go AFK then please wait until you are on the infected team. If you are desperate for a break on a map change and are a survivor then let people know before hand. Teams will hold for a short period (fridge/beer/pee).
If you are AFK on the survivors team without letting people know and the door automatically opens you will be kicked. Infected are expected to wait if the survivors request it for a reasonable period.
If you are afk or lagging out on the survivor team at any point on the map you will be kicked.

Map Changes
Due to issues with the code, maps have to be changed before the complete end of any final level. This, at times, causes issues so multiple map changes may occur. We generally try to select maps so that the finale can be completed around 10pm. If people remain on, it may then be changed to the alternate finale (No Mercy - Blood Harvest and vice versa)

Map Exploits
There are a few exploits, everyone who plays and is part of dMw is more than aware of our standpoint on exploits. Anyone exploiting an er....exploit should be warned once, noted in the admin forum and subsequently kicked/banned based on any further occurrences.


What else do I need to add?
===============
Master of maybe

Liberator

Hmm, that wouldn't have been caused by you testing the match scripts would it Sn00ks?

Sn00ks

Nope.
We noticed and commented on it last night. It seemed to get turned off by itself between levels.  Didn't you notice the sv_alltalk being set to o rather than 0 last night? I just assumed it was someone else with admin access playing and left it at that.
 
It wasn't me. All I was trying to do was disable the auto-open of the safedoor, but that doesn't seem to work :g: Checked the svar and it was set to 0. Might try setting it to 360 instead.
 
I just assumed, naively, that it was off because someone wanted it to be?
 
Maybe the next time this happens people could send a message to get it turned back on? The other team were very quiet and so we didn't notice it was off for ages.
 
Might be worth reviewing the sever settings just in case somethings a bit funny there?
I do exactly what the little voices tell me to.

PC Specs:- Black box with some fans that go whirrr, a few lights, things inside that get warm, headphones, keyboard (a clicky one), mouse (with buttons and no squeak), disks (2-off SSD and HDD) and a monitor of sufficient proportions.

Whitey

Quote from: Sn00ks;272847Might be worth reviewing the sever settings just in case somethings a bit funny there?

It's not likely to be the server config as the problem would be more consistent (server config gets executed at every map change).  Could it be an issue with the code in the admin menus?  I'll check the sourcemod one.

Doorman

And there's me thinking netKar Pro was buggy as hell! :rolleyes:










     

Liberator

We noticed that the server did this again last night, I enabled it again after calling Sn00ks names and not getting a response.

We both commented on it and for the rest of the night it behaved.

A can't remember the level, but it did it on a normal map rotation switch.