<?xml version="1.0" ?><rss version="2.0">
  <channel>
    <title>ETF2L &#8211; Latest activity by user frostschutz</title>
    <link>http://etf2l.org/forum/user//</link>
    <description><![CDATA[The latest forum activity by frostschutz]]></description>
          <item>
        <title>Reply to &#8220;PMOD&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-8222/page-3/?recent=237460#post=161028</link>
        <description><![CDATA[I\'m using something remotely similar on my server, except it\'s not a plugin.

I made a small script that starts SourceTV record when the match starts, and stop it when the match ends. Basically a server version of POV-REC which gives nice demos trimmed to match time. The builtin autorecord unfortunately keeps recording 24/7, if you forgot to change map before / after a match it will be huge and unusable...

It\'s not a plugin, it\'s an external solution that looks at the log the server makes anyway, and uses rcon to send the tv_record and tv_stoprecord commands. I hope this is not against ETF2L rules since it doesn\'t do anything else and unlike server plugins like SM it can not do any more harm than any player with rcon access can do.

tf2lobby.com also employs the same mechanism to get match statistics from servers.

Logging is a good way for leagues to get automatic match reports, if they so desired. The logging facility is built in to the server, no plugins required, and while the log is not all-powerful, it contains enough information to do most stuff necessary for league matches (such as match start, match end, scores, players involved, ...).]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=161028</guid>
        <pubDate>Sat, 27 Mar 2010 21:21:00 +0100</pubDate>
      </item>
          <item>
        <title>Reply to &#8220;Mumble lag(spikes)&#8221;</title>
        <link>http://etf2l.org/forum/support/topic-8493/page-1/?recent=143092#post=141052</link>
        <description><![CDATA[The problem with Mumble 1.2 is, at least by our experience, that it uses a much lower quality setting by default than the old Mumble 1.1. So people join Mumble 1.2 for the first time, say \"Oh this sounds much worse than the old one\", and they go into configuration and pull the quality bar all the way to the right which uses a ridiculous amount of bandwidth if the server supports it. Combine that with lack of push-to-talk (badly configured voice activation) and you\'ll waste several hundreds of kbit/s bandwidth just because people breathe or cough.

Make sure everyone uses moderate settings (in Mumble 1.2.1 the wizards lets you choose low medium high, for gaming medium should be sufficient, although I prefer manual settings). The server also has a maximum bandwidth setting, the default value is 72kbit/s which already is superb quality, 50kbit/s should be sufficient. Many rental servers allow much higher bandwidths because the hosts want to offer their customers some quality, on the other hand the same high bandwidths will cause you lags if your internet connection just isn\'t that fast.

Apart from the bandwidth, the packet size is also interesting. You can choose between 10ms-60ms per packet, and while in theory using 10ms means up to 50ms less lag in audio transmission, it also means that everyone\'s network connection and routers have to be able to handle 6 times as many packets for the same transmission.]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=141052</guid>
        <pubDate>Fri, 15 Jan 2010 01:53:35 +0100</pubDate>
      </item>
          <item>
        <title>New topic: &#8220;etf2l.cfg and Arena Server bug&#8221;</title>
        <link>http://etf2l.org/forum/support/topic-8508/page-1/?recent=141051#post=141051</link>
        <description><![CDATA[I recently started playing around with a public arena server, which I wanted to behave as much as possible as a etf2l server, i.e. pure, no crits, no damagespread, etc. So I took the etf2l.cfg as a base and customized settings for Arena public.

Doing this I ran into a very strange problem. The server would suddenly start kicking all players or move them into the spectator slot.

I commented out settings in the cfg (divide&#38;conquer) until I found the culprit, if you use these two together, a vanilla arena server (no plugins) starts acting oddly:

<code>
tf_arena_use_queue 0
mp_stalemate_timelimit 0
</code>

The first one isn\'t in etf2l.cfg and is supposed to disable the Arena sitout. The second one is in etf2l.cfg and I\'m not sure if it\'s supposed to do anything, since mp_stalemate itself is already disabled.

Anyway, use this combination on an Arena server and all players will be kicked once the round starts...]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=141051</guid>
        <pubDate>Fri, 15 Jan 2010 01:38:46 +0100</pubDate>
      </item>
          <item>
        <title>Reply to &#8220;Pause during matches&#8221;</title>
        <link>http://etf2l.org/forum/league/topic-691/page-1/?recent=5966#post=5863</link>
        <description><![CDATA[We had to pause the server in some of our (not ETF2L) matches.

Personally I think the pause function of Team Fortress 2 sucks. It completely locks the server. You can not even use the text chat anymore during a pause, you can\'t join teams, you can\'t select classes... so if someone dropped and you paused the game because of it, you have a hard time seeing when he comes back, you can not communicate with your opponent via textchat as to when he is coming back - so you have to resort to using steam friends instead - and when you unpause the game the guy who dropped loses some precious seconds as only then he can join a team select a class and so on.

In the end we resorted to not pausing the game but instead writing down the time left and when we were ready to resume the match, the mp_timelimit of the server was increased accordingly. The end result is the same (you have x minutes y seconds left to play the match), you only have to do some math to find the correct mp_timelimit value. Unfortunately this solution only works if you are not on a map that uses stopwatch mode, and of course both teams must be trusted to cooperate (i.e. pause means they willingly stay in spawn and do nothing).

Of course, if someone knew the reason as to why chat is disabled during pause, maybe there is a setting to allow it? If my memory doesn\'t deceive me, chat was just fine during a TFC pause...]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=5863</guid>
        <pubDate>Mon, 22 Sep 2008 12:15:33 +0200</pubDate>
      </item>
          <item>
        <title>Reply to &#8220;Turbine "exploit" - Should this be banned in ETF2L?&#8221;</title>
        <link>http://etf2l.org/forum/league/topic-790/page-2/?recent=6365#post=5810</link>
        <description><![CDATA[The player blocking brushes are there so players do not get stuck on the pillars next to that raised plattform. Try strafing the wall below the platform and you see, you do not get stuck. Player blocking brushes are used this way on almost every map so you don\'t get stuck on every little detail that makes walls more interesting.

Unfortunately the author made a slope on the top of this particular player blocking brush (as well as on the one of the opposite side, i.e. at the pillar in the middle of the platform). I think he did this to prevent players from being able to stand ON the blocking brush (which would make them appear to stand on thin air), unfortunately the slope also allows you to glide upwards when duck jumping on it with some forward momentum.

Although the jump is very easy (with very little practise), it\'s not an intended feature and thus I do not use it in clanwars - wether it\'s allowed or not. I admit I sometimes use it on publics though, but only because players do all sorts of weird stuff on there. I think that the use of invisible ledges and unintended features should not be allowed in ETF2L matches in general. Turbine is full of those issues (for example you can also jump up onto the flagroom roof, stand on thin air there, thankfully I haven\'t seen anyone use this yet in a match), but there are similar issues in other maps, such as dustbowl, as well.

Some of the exploits / bugs are funny on publics, but I don\'t think they should be used in matches. In Turbine the medkit is on a platform because it\'s not supposed to be reachable by all classes, but just for scouts or for engineers (if they make an effort of building something and maybe even putting an engineer there) or for soldiers/demoman at the cost of some rocket/pipe jumping self damaging.

Any class being able to just duck jump on there thanks to some invisible ledge just defeats the whole purpose and intention the map author had when he made a platform... I hope this gets fixed sometime proper.

Regarding a team leaving with a \"gg you cheat\" in mid war... in dubio pro reo, no team should just leave a match in the middle of the game... they should instead finish the game and clear up doubts and accusations regarding cheating later. If you just leave the match and afterwards it turns out there was no cheating after all, it should be a default loss for the team that left. It\'s perfectly possible that a Medic just gets blasted by accident up there, in fact I sometimes intentionally let an enemy demoman propel me somewhere with his pipes... it\'s funny, well, at least on publics, to do pipejumps as a class that normally can not do them.]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=5810</guid>
        <pubDate>Sun, 21 Sep 2008 16:08:27 +0200</pubDate>
      </item>
          <item>
        <title>Reply to &#8220;Scripts, settings, etc&#8221;</title>
        <link>http://etf2l.org/forum/league/topic-428/page-3/?recent=11841#post=5806</link>
        <description><![CDATA[<blockquote cite=\"Wlv\"><strong>Hide weapon setting (just a flag to set to 0 to remove weapon.. dont know if this is considered a cheat.. heard someone claiming so a while back.. ).</strong>

There “is” a command to do this I believe, cant remember what it is as I’ve never felt the need to use it (I prefere having a rocket launcher there for some reason, use it to line up long distance rockets..) - It is not a banned command and I personally can see no reason to ban it.</blockquote>

(I hope the quote works, first time trying it and there is no preview function...)

What\'s the current take on hiding weapons? After one of the last TF2 updates, it\'s not sufficient anymore to set a cvar to 0 to make the weapon disappear... Valve/Steam apparently disliked and disabled that undocumented feature... the workaround is to set it to some crazy non-existant number 9999999999999999999... to achieve the same result. To me this seems unintended, is it still allowed?

There is also a minor issue with weapon switching (equip unlock) scripts... switching weapons refills all ammo and reloads all weapons, and this works for any class, so with a binding you can stand in any resupply door and do non stop e.g. rocket fire even if the health+ammo cabinet is 10 meters away in the resupply room (some maps resupply rooms are huge). So when you go resupply and all you need is ammo you can on some maps save a 5-10 second round trip to the cabinet if you only have a weapon switch binding (even if you don\'t actually switch any weapon).]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=5806</guid>
        <pubDate>Sun, 21 Sep 2008 15:51:00 +0200</pubDate>
      </item>
          <item>
        <title>Reply to &#8220;Old granary?&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-156/page-2/?recent=987#post=946</link>
        <description><![CDATA[I don\'t mind the new granary; and I think it\'s a bad idea to just stick with the old one, because this way we\'ll miss any exploit fixes and other layout changes (good changes) too. Also it\'ll be hard to play in other leagues (and teams from other leagues will have a hard time switching to etf2l) if every leage uses a different version of maps.

I suggest that instead of using an old granary, we take the new granary. If the gates are such a huge show stopper, the entities could be removed from the new map. This way the most recent version of granary could be used with minor modifications.

Making the gates optional in general sounds like a great idea to me. The gates are just entities so it should be possible to implement for Valve. All we have to do is request it as a feature to increase our chances of it actually becoming a reality from zero to 0.1 which is better than nothing :)]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=946</guid>
        <pubDate>Thu, 01 May 2008 16:12:53 +0200</pubDate>
      </item>
      </channel>
</rss>
