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Mod Nights - 2/5 - Action Half Life - Printable Version

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Mod Nights - 2/5 - Action Half Life - CaffeinePowered - 01-30-2009

Same drill as last week, poll will last for 3 days, feel free to discuss amongst yourselves



ACTION HALF LIFE


Re: Mod Nights - 2/5 - rumsfald - 01-30-2009

Yes, we should run Empires, and any other mod, into the ground. The wheels are starting to come off, I think one more week and I'll be done with it. But I'd really rather not have the TF2 map-voting phenomenon spill over here, where people don't like the mod at first and immediately vote to hop to something else. If a mod is is so ass to be unplayable, we probably should do a better job at scouting/selecting mods.

Then the crowds are clamoring for AHL, which should generate interest for a 4-5 week cycle.




Re: Mod Nights - 2/5 - CaffeinePowered - 01-30-2009

(01-30-2009, 08:34 AM)rumsfald link Wrote: Yes, we should run Empires, and any other mod, into the ground. The wheels are starting to come off, I think one more week and I'll be done with it. But I'd really rather not have the TF2 map-voting phenomenon spill over here, where people don't like the mod at first and immediately vote to hop to something else. If a mod is is so ass to be unplayable, we probably should do a better job at scouting/selecting mods.

Then the crowds are clamoring for AHL, which should generate interest for a 4-5 week cycle.


I agree, I think if people want to come out for the first time next week however, they will need to spend maybe one play session sometime before hand to get their feet wet before they just jump in and have no idea whats going on.

I've not yet made a firm decision on what might come next, but AHL is on the list.


Re: Mod Nights - 2/5 - at0m - 01-30-2009

the server basically has to be a 40-50 person server for this to be any fun.

fewer than 15 people makes it kinda crap.

NS works with smallish numbers because the maps are small, but this game is pretty epically huge.


Re: Mod Nights - 2/5 - KarthXLR - 01-30-2009

I think the real question is, can our server handle 40-50 players?


Re: Mod Nights - 2/5 - CaffeinePowered - 01-30-2009

(01-30-2009, 09:05 AM)Ye Salty Karth link Wrote: I think the real question is, can our server handle 40-50 players?

If I turn the tick rate down, possibly up to 36 or so, the 50 man servers are 33 tick (most TF2 servers are 66 or 100 for comparison)

The other question is, will (A) - people stick around long enough to fill it with that many people, and (B) - will enough show up in the first place


Coming for 5 min then leaving to do homework doesn't count as 'showing up' Tongue

Learn some time management and planning or university is going to eat you alive  Wink


Re: Mod Nights - 2/5 - [fr31ns]Karrde - 01-30-2009

Though doesn't turning the tick rate above 66 do nothing in source?


Re: Mod Nights - 2/5 - CaffeinePowered - 01-30-2009

Quote:Karrde link=topic=2237.msg64083#msg64083 date=1233325758]
Though doesn't turning the tick rate above 66 do nothing in source?

No, Im not sure if there is a maximum, but the highest most servers will use is 100


http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Basic_networking

http://whisper.ausgamers.com/wiki/index.php/Tickrate


Lower tickrates mean more lag, but less CPU and bandwidth load on the server.


Re: Mod Nights - 2/5 - CaffeinePowered - 02-01-2009

Only 12 votes in people, please vote if you plan on participating


Re: Mod Nights - 2/5 - KorJax - 02-01-2009

Hmmm kinda off topic here but still relevant but I think Dystopia is releasing VERY soon here their 1.2 version, judging by the update on their website:

http://www.dystopia-game.com

Maybe in 3 days?


Re: Mod Nights - 2/5 - ScottyGrayskull - 02-01-2009

I say yes. I still want to come out and try this. Tongue


Re: Mod Nights - 2/5 - Wedge - 02-01-2009

New release of Dystopia would also be good, if we don't do Action HL.  Don't mind if this is up one more week, I just won't be playing ;P.


Re: Mod Nights - 2/5 - Trace - 02-01-2009

I'll try and make it to watever we play. Hopefully people won't try to DDoS my school again  Tongue


Re: Mod Nights - 2/5 - Mission Difficult - 02-02-2009

I voted no simply because the learning curve is too steep for a casual thing and all the hardcore people seem to be irritated by new players asking questions. Also the numbers we've been getting just aren't great enough for a really exciting game. I'm still itchin' for some A:HL...


Re: Mod Nights - 2/5 - chronomaster - 02-02-2009

Yes we're doing it until I'm playing it.


Re: Mod Nights - 2/5 - Action Half Life - CaffeinePowered - 02-02-2009

Action half life this week


Re: Mod Nights - 2/5 - Action Half Life - Mission Difficult - 02-02-2009

(02-02-2009, 08:19 PM)CaffeinePowered link Wrote: Action half life this week
Hooray!


Re: Mod Nights - 2/5 - Action Half Life - fyre - 02-02-2009

Wish you could play HL mods without HL.


Re: Mod Nights - 2/5 - Action Half Life - Versus - 02-02-2009

;D


Re: Mod Nights - 2/5 - Action Half Life - CaffeinePowered - 02-02-2009

(02-02-2009, 08:30 PM)fyre link Wrote: Wish you could play HL mods without HL.

Its $5 on steam, stroke my ego and perhaps Ill gift it to you  :-*