DCC's Delight Server News

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Sun Nov 01, 2009 10:50 am

  • Samual wrote:Idea: Fix it? :D
    tZork wrote:
    Samual wrote:Do it yourself, or stop complaining.

    Samual wrote:Lies, that only applies to other people.

    tZork wrote:
    Samual wrote:catch 22
    (+ puts "<Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people." In signature.
    )

    Samual wrote:Oh darn you, you put it in your signature too. *Sigh* :P
    Well fine, THIS MEANS WAR BIOTCH :p


    Well played tZork, well played indeed. ;P
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Tue Nov 03, 2009 7:52 pm

  • ping William Chesterton III :roll:
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Sat Nov 21, 2009 4:12 pm

  • Updates:

    Map updates:
    Rad_Ished's new map, potala_v1r1 is now on DCC Plain.


    Security and engine:
    Spaceman's patch that prevents an exploit is now used globally on all servers. I hope it'll prevent previous attacks.

    Happy Fragging!
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Tue Nov 24, 2009 7:21 pm

  • Updates:

    Map updates:
    djSupport's new map, firefly_v1r1 is avaible on the CTF server.

    General:
    Because the "public" servers are very popular, but constant idlers take away precious player slots, esteel and me have decided to add a new rule: idlers will be autoremoved from the server after 8 minutes.

    Also, I'd like you to welcome the newest member of the DCC severs:


    DCC's For the Masses Delight

    This port will be a "vote what you'd like to play" type server. It'll feature DM, CTF, MINSTA CTF, ONS, KH, DOM and NEXBALL mods.
    WIP, the server currently runs in CTF mode only.

    GL & HF playing on DCC!

    Artifex armifer digitis dextris oculis occultis![/b]
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Wed Nov 25, 2009 9:29 am

  • C.Brutail wrote:DCC's For the Masses Delight

    This port will be a "vote what you'd like to play" type server. It'll feature DM, CTF, MINSTA CTF, ONS, KH, DOM and NEXBALL mods.
    WIP, the server currently runs in CTF mode only.

    GL & HF playing on DCC!

    Artifex armifer digitis dextris oculis occultis![/b]
    Awesome. Here's hoping I can finally play some Onslaught again.
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    Vordreller
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Thu Nov 26, 2009 6:57 am

  • C.Brutail wrote:Updates:

    [...] player slots, esteel and me have decided to add a new rule: idlers will be autoremoved from the server after 8 minutes.
    [...]


    Thanks for this one, it will help alot in the busy daytimes. It would be nice though if you could disable it again on the ladder servers, they have some extra spectators slots enabled, but still I noticed someone getting kicked while spectating a duel game.

    Thanks for your time C.Brutail!
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    dIM
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Thu Nov 26, 2009 2:54 pm

  • Irrc it's disabled now on ladder servers.
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Mon Nov 30, 2009 2:26 pm

  • 4 new maps on CTF:

    squarespaced Smelter soylent_ctf_v1r7 cruiser

    GL HF

    New maps for DM are coming along too.
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Mon Nov 30, 2009 4:43 pm

  • C.Brutail wrote:New maps for DM are coming along too.


    finally hot grounds?
    Aneurysm 4 the win !!!!! :D
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    cortez
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Sun Dec 20, 2009 1:46 pm

  • Holiday server port is opened!

    X-Mas Cookie Delight
    port 26009

    Maplist:
    Alternating between Don't frag santa and Capture the Present!

    Happy Holiday Fragging!
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Wed Jan 06, 2010 2:11 pm

  • Hi folks,

    Ok, it is maybe an intensively discussed topic but here i go:

    Would it be possible that ALL players have by default a fullbright skins, so as to avoid the classical gray coward hidden in a gray world?
    Or at least, to exclude somehow gray and dark colors from the possible color set?
    On DM servers, uncontrasted skins serioulsly alter gameplay.

    Ok some of you may argue that it would limit the intrinsic freedom of each player to wear Care Bears's clothes they love.
    But, frankly speaking, i personally don't give a shit...
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Wed Jan 06, 2010 3:02 pm

  • But I like blending into my surroundings...

    Perhaps we should make a tie-dye skin heh heh.

    Oh also theres new versions of both Smelter and Positronic you may want to put up. Smelter one really needs testing.
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Wed Jan 06, 2010 3:50 pm

  • While I agree that it's hard to see grayish colored players, I have to point out, that DM is all about just fragging everybody and trying to survive as long as you can, so I'm perfectly ok if somebody uses "camouflage" skin. Not to mention I never had any problems locating my enemy whether it's in gray or glowing yellow.
    Minsta has fullbright forced player models, as that's another type of game, and there camouflaged players do get a real advantage.
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Wed Jan 06, 2010 4:59 pm

  • [quote="C.Brutail"]While I agree that it's hard to see grayish colored players, I have to point out, that DM is all about just fragging everybody and trying to survive as long as you can, so I'm perfectly ok if somebody uses "camouflage" skin. Not to mention I never had any problems locating my enemy whether it's in gray or glowing yellow.
    Minsta has fullbright forced player models, as that's another type of game, and there camouflaged players do get a real advantage.[/quote]

    I'm not sure to fully catch your argument C.Brutail since "just fragging everybody and trying to survive" also applies in Minsta...

    Identying a gray opponent let say 50 or 100 ms later than a yellow one is absolutly not negligeable. Just like playing with a 150 ms ping is a serious handicap.

    Today, in DM mode, skin color is a real parameter that can be determining if correctly tuned. And this degree of freedom just seems to me arbitrary and awkward for the gameplay. Why not also setting a degree of transparency that every fragger would set to 100%?? :-)
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Wed Jan 06, 2010 5:14 pm

  • [quote="R.A.T.Washing.M"]
    Today, in DM mode, skin color is a real parameter that can be determining if correctly tuned. [/quote]

    Racist :P
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Wed Jan 06, 2010 5:59 pm

  • [quote="Sepelio"][quote="R.A.T.Washing.M"]
    Today, in DM mode, skin color is a real parameter that can be determining if correctly tuned. [/quote]

    Racist :P[/quote]

    precisely not. I am very respectful of colors.
    Unlike washing machines!!!
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Wed Jan 06, 2010 6:41 pm

  • damn those running around in white shirts and pants on those christmas maps with snow everywhere !! ;)

    Well, I do not like normal skins either, but I suppose thats just how publics are setup anyway by default.

    @R.A.T.Washing.M, see it as incentive to play on ladder servers where you can vote for it (and where it is on by default anyway most of the time).
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Wed Jan 06, 2010 9:01 pm

  • [quote="GreEn`mArine"]damn those running around in white shirts and pants on those christmas maps with snow everywhere !! ;)

    Well, I do not like normal skins either, but I suppose thats just how publics are setup anyway by default.

    @R.A.T.Washing.M, see it as incentive to play on ladder servers where you can vote for it (and where it is on by default anyway most of the time).[/quote]

    Well Green, we can indeed see the problem through this angle.

    Still, fragging on public DM is always a deeply relaxing instant...
    You probably already quited this addiction.
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Fri Jan 22, 2010 6:45 am

  • Hi folks,

    I wonder if it would be possible that every match on DCC servers was recorded?
    The .dem links could be available in the http://delight.vapor.com/stats.php page corresponding to each match.
    Ok, maybe it would involve a too huge amount of data to be stored and then to be sent...
    What do u think beloved admins?

    Rage
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Sat Jan 23, 2010 5:51 pm

  • I don't belong to the beloved admins, however I doubt this is possible. The question is, from whose view should the demos be recorded. One from each player, each match?
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Sat Jan 23, 2010 7:02 pm

  • It would involve too huge amount of data.
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Thu Jan 28, 2010 9:22 pm

Fri Jan 29, 2010 12:26 am

  • Urmel - I don't belong to the beloved admins, however I doubt this is possible. The question is, from whose view should the demos be recorded. One from each player, each match?
    C.Brutail - It would involve too huge amount of data.
    esteel - Yeah the data volume would be quite high.. and i do not think a lot of people would USE it nor agree to have their demos available.
    We recorded a demo for every player for our entire Bison Medley tournament (example http://aussienexers.com/events/match/76), and yeh there was masses and masses of data at the end of the season. I would only recommend recording demos with the server if you're in
    a) A tourney
    b) You are committed to uploading the demos somewhere and then periodically wiping the auto-recorded folder
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Tue Feb 09, 2010 7:52 am

  • From now on, the servers use some mixed weapon settings. I cannot give you right now the exact configs, but I'll do so later today. In short, it's a mix between 2.5.2 and SVN.
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Tue Feb 09, 2010 9:30 am

  • [quote="C.Brutail"]From now on, the servers use some mixed weapon settings. I cannot give you right now the exact configs, but I'll do so later today. In short, it's a mix between 2.5.2 and SVN.[/quote]
    Could you make sure they are being reset on ladder servers running on DCC, please ?
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Tue Feb 09, 2010 2:21 pm

  • Iirc the ladder server use vanilla 2.5.2 weapon settings.

    EDIT: no, they use LADDER settings.

    Also, here are the changes:

    Code: Select all
    set g_balance_laser_primary_damage 25
    set g_balance_laser_primary_edgedamage 10
    set g_balance_laser_primary_force 400
    set g_balance_laser_primary_radius 70
    set g_balance_laser_primary_speed 12000
    set g_balance_laser_primary_spread 0
    set g_balance_laser_primary_refire 0.7
    set g_balance_laser_primary_animtime 0.3
    set g_balance_laser_primary_lifetime 30
    set g_balance_laser_primary_shotangle 0
    set g_balance_laser_primary_delay 0.03
    set g_balance_laser_gauntlet 0
    set g_balance_laser_secondary 0 // when 1, a secondary laser mode exists
    set g_balance_laser_secondary_damage 25
    set g_balance_laser_secondary_edgedamage 10
    set g_balance_laser_secondary_force 400
    set g_balance_laser_secondary_radius 70
    set g_balance_laser_secondary_speed 12000
    set g_balance_laser_secondary_spread 0
    set g_balance_laser_secondary_refire 0.7
    set g_balance_laser_secondary_animtime 0.3
    set g_balance_laser_secondary_lifetime 30
    set g_balance_laser_secondary_shotangle -90
    set g_balance_laser_secondary_delay 0

    set g_balance_shotgun_primary_bullets 6
    set g_balance_shotgun_primary_damage 8
    set g_balance_shotgun_primary_force 0
    set g_balance_shotgun_primary_spread 0.11
    set g_balance_shotgun_primary_refire 0.5
    set g_balance_shotgun_primary_animtime 0.2
    set g_balance_shotgun_primary_ammo 1
    set g_balance_shotgun_primary_speed 8000
    set g_balance_shotgun_primary_bulletconstant 75 // 3.8qu
    set g_balance_shotgun_secondary_bullets 6
    set g_balance_shotgun_secondary_damage 8
    set g_balance_shotgun_secondary_force 0
    set g_balance_shotgun_secondary_spread 0.17
    set g_balance_shotgun_secondary_refire 1.35
    set g_balance_shotgun_secondary_animtime 0.2
    set g_balance_shotgun_secondary_ammo 1
    set g_balance_shotgun_secondary_speed 8000
    set g_balance_shotgun_secondary_bulletconstant 75 // 3.8qu

    set g_balance_uzi_first_damage 12
    set g_balance_uzi_first_force 0
    set g_balance_uzi_first_spread 0.015
    set g_balance_uzi_first_refire 0.15
    set g_balance_uzi_first_ammo 1
    set g_balance_uzi_sustained_damage 7
    set g_balance_uzi_sustained_force 0
    set g_balance_uzi_sustained_spread 0.05
    set g_balance_uzi_sustained_refire 0.075
    set g_balance_uzi_sustained_ammo 1
    set g_balance_uzi_speed 18000
    set g_balance_uzi_bulletconstant 115 // 13.1qu

    set g_balance_rocketlauncher_damage 80
    set g_balance_rocketlauncher_edgedamage 40
    set g_balance_rocketlauncher_force 600
    set g_balance_rocketlauncher_radius 100
    set g_balance_rocketlauncher_speed 1600
    set g_balance_rocketlauncher_speedaccel 1600
    set g_balance_rocketlauncher_speedstart 1000
    set g_balance_rocketlauncher_lifetime 30
    set g_balance_rocketlauncher_refire 1.2
    set g_balance_rocketlauncher_animtime 0.3
    set g_balance_rocketlauncher_ammo 3
    set g_balance_rocketlauncher_health 40
    set g_balance_rocketlauncher_damageforcescale 4
    set g_balance_rocketlauncher_detonatedelay -1 // positive: timer till detonation is allowed, negative: "security device" that prevents ANY remote detonation if it could hurt its owner, zero: detonatable at any time
    set g_balance_rocketlauncher_guiderate 140 // max degrees per second
    set g_balance_rocketlauncher_guideratedelay 0.01 // immediate
    set g_balance_rocketlauncher_guidegoal 512 // goal distance for (non-laser) guiding (higher = less control, lower = erratic)
    set g_balance_rocketlauncher_guidedelay 0.15 // delay before guiding kicks in
    set g_balance_rocketlauncher_guidestop 0 // stop guiding when firing again
    set g_balance_rocketlauncher_laserguided_speed 1000 //650
    set g_balance_rocketlauncher_laserguided_speedaccel 0
    set g_balance_rocketlauncher_laserguided_speedstart 1000
    set g_balance_rocketlauncher_laserguided_turnrate 0.75 //0.5
    set g_balance_rocketlauncher_laserguided_allow_steal 1


    So it's only the laser, the SG, MG, and RL that are from SVN. But I'm thinking about reverting the RL back to 2.5.2, as people constantly miss with it now :D
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    C.Brutail
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Wed Feb 10, 2010 9:27 pm

  • Removed RL modification.
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Sat Feb 13, 2010 11:38 pm

  • For the ppl who didn't figure out that Bot[Santa] and Prrrt was me: I quit playing Nexuiz about 1.5 year ago, but since 6 months I restarted playing. I was just getting to like it again but now it seems that all the weapons I learned to handle well are changed again (sg,mg,rl) (and if I remember it well, this already happened in the past). At this point it's really annoying me, I always play with RL if I got one, and in DM I pretty often win. Is that because the RL is overpowered? Perhaps, but perhaps its because I always use it and am pretty good at guessing when to use 2nd fire with it. Same with MG, it *might* have been overpowered, but now its completely useless.

    Anyhow, I still think Nexuiz is a great game, but probably I'm going to leave it again if these crappy weapon settings will be in the next Nexuiz release. I'm complaining all the time when I play now, and I heard no one saying that the current settings are better.


    BTW DCC always has been the best server for me...
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Sun Feb 14, 2010 1:19 am

  • I for one, thank ye for these settings! This will certainly "help" me to start to play moar, even though its that "afk"-bidniss that have keeped me, from this realm of joy, which the DCC servers are to me :3
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Sun Feb 14, 2010 8:22 am

  • I got constant feedback that the shotgun and the MG were annoyingly overpowered. And that was true. On evilspace, one could even kill you with the shotgun, while you were going for the Nex. Not fun.
    While I could agree, that the SG might be a bit too weak, but hey, that's a starting weapon, it should be a bit weaker, than the others you can pick up. The MG is still pretty powerful though. It's just not 3 shots from secondary to kill your opponent.
    As I said in my previous post, RL is vanilla too. It was only changed for 1-2 days.
    Btw. I tried to stay to as close as classic Nexuiz as I could. If you have SVN, check it out. The weapons are lot more different.
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