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Messages - SuperMAn

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1
Tell the server admin to use the shazam33.ent file here:  http://supermanspub.com/downloads/ent/

Created a bunch of .ent files a few years ago to improve maps compatibility with speed servers.  This includes additional spawn points and more appropriate gear.


2
Does that not work already?  If you don't specify the refresh rate, it should use whatever the refresh rate is set by windows.  Only applies when you use vsync.  You can specify it with r_displayrefresh -- or did you just mean add it to the menu?

Just meant add it to the menu.  The majority of people won't know the commands.  I will double check tonight but I didn't think it was picking up the refresh rate automatically.

3
Add an option for 144Hz refresh rate please.

It isn't that important, but I assume it wouldn't take long to add.


4
Server Discussion / Re: Servers Crashing
« on: August 06, 2015, 03:21:16 PM »
My servers are back up.  I deleted gxjump3 to prevent it from happening in the future.

5
Server Discussion / Re: Server Limitations
« on: April 27, 2015, 03:52:46 PM »
Haven't tested any of this but this could be a possible solution if you have a Windows domain.

1.  Use Group Policy to block incoming traffic on port 27910 on all client machines through windows firewall.

This should prevent people from simply joining a friends game since 27910 is the default port.  They could get around this by changing the port the server is running on.  Prevent this with step 2.


2.  Change permissions on the configs folder so that your users aren't able to modify anything except the config.cfg file (i think?).  They will need to be able to modify this to change their in-game settings.


3.  Create a shortcut that will join your server directly and put it on their desktops or in their games folder or w/e.  Shortcut to: paintball2://10.10.10.10:27910  (replace IP with your server IP obviously)

4.  May also be able to delete the menu file associated with creating a new game so they get an error whenever they try.


6
Yes it is free.  Here is a list of servers you can use:  http://dplogin.com/forums/index.php?topic=6131.msg69396#msg69396


7
Help and Support / Re: 4k res support.
« on: April 11, 2014, 07:58:52 AM »
I assume that it would probably work fine in a window at any resolution.

Also if it is crashing while your monitor is changing resolutions updating the driver for the monitor might help.

8
Map Graveyard / Re: Beta Map Full Speed Ahead
« on: April 04, 2014, 01:02:00 PM »
Follow this guide when releasing a new map please:  http://dplogin.com/forums/index.php?topic=5149.0

9
Bugs, Feature Requests, and Feedback / Re: [Bug?] Bad Respawns
« on: April 02, 2014, 07:44:00 PM »
From another thread:

Are you using the same build locally as you are on the server?  Seems like something bizarre is happening just for you.  Maybe some file is corrupted somehow?  Perhaps you should try a fresh install.

Oops.. Didn't notice this thread had any replies.

Yes both build 40.  Linux on server, Windows on my PC.  Nobody has said anything to me about this problem since the original issue in this post, so as far as I know it hasn't happened again.  If I remember correctly it only happened to me a single time when I was cycling through spawn points testing, I can't remember on which map though.

I wonder if there's some kind of bug with .ent files causing bad spawns on subsequent maps or something...

Next time this happens, type "lastmap" at the console, which should display what the last map was.  Perhaps it's caused by a certain sequence of maps.

I will try this if I get the chance.

10
Paintball 2 Discussion / Re: Boyka/s1l1ck Aimbot/Very Good
« on: March 30, 2014, 11:56:39 AM »
iam not laggy but boyka never was so good before!!

That looks like how he normally plays when he is on my servers.  He has good aim, harder for him on my servers because of high ping though.

11
Paintball 2 Discussion / Re: Boyka/s1l1ck Aimbot/Very Good
« on: March 30, 2014, 11:31:22 AM »
He isn't cheating.  No offence, he is just much better than you and he had a much better connection to the server.  It looked like you were very laggy in the demo.

12
I'm having a problem where it doesn't apply the server settings. say's it does but it doesn't work. I'll try to figure this out once I get some more time. geektwks.com/match

Maybe you forgot to close the quotation marks somewhere?

Also, I will add a link to my site later today.

13
That being said, there's absolutely no reason to stop the hr4 progress.  The standard textures look great with jitspoe's hr4 pack.

Yeah just to clarify what I was saying earlier, I completely agree with this.  The current HR4 pack is great in my opinion and I don't think there is anything wrong with upgrading the low res versions of textures.  What Jitspoe has been doing is great.  It is just the other textures that are completely different but use the same name that I was mentioning above.

14
@superman:
The main point I'm trying to raise is that I thought the hr4 pack was supposed to standardize the game-play so that people don't have arbitrary textures, and so that people won't get banned for having alternate textures because there is only one option.  How can a toon pack and an hr4 pack be used at the same time?


I was talking about new maps.  There is no reason why a mapper can't create a toon-styled map, just don't replace current textures and there is no problem.

There have been so many different textures created over the years and instead of giving unique textures unique names we are just trying to remake the same texture over and over again.  If we would give them unique names our texture library would probably be twice as large.

We have some pretty good mappers in this community, I am almost positive that if someone made some nice looking toon textures that there would be some decent maps created.  We just need to start adding to the texture library instead of constantly redoing the "same" textures over and over.

Lostbricks3? is a good example of this (lego map).  Why not have those awesome looking lego textures in the official pack?  Then anyone would be able to make a lego themed map.  The same thing can be done with toon textures, we just have to start looking forward instead of constantly retracing our steps.

15
Completed Maps / Re: New York Beta 13: Final?
« on: March 28, 2014, 06:50:04 PM »
I don't know whether you're aware, but I actually do have an oil-to-high opening on the mid buildings in a different spot.

As for spawncamping, I don't want that to be an issue on my map, so I'll do something to fix that and release another beta.

I guess that other entrance is good enough.  It is kinda bugged though... Do you have a brush in the sky blocking it?  See attached demo.  It happens every time, unless you go a bit slower.

16
Completed Maps / Re: New York Beta 13: Final?
« on: March 28, 2014, 01:22:39 AM »
So here is what I was talking about above.

You can get stuck in these two places on each side:




And it might be nice if this was open, instead of having a window so you can jump up here from the ice:


This might make it possible to fly across the whole map too quickly though so it might need some testing.

17
Paintball 2 Discussion / Re: Wierd hack in a pub
« on: March 27, 2014, 05:14:20 PM »
I don't particularly think any of the textures are 'good', but out of the ones there are, jitspoes are the best.

I definitely think though, that paintball should have more cartoon-like textures.

I also believe it should, pointless aiming for a photo-realistic art style in this engine as good as it looks now in comparison to what it did look like.


18
Paintball 2 Discussion / Re: Superman's Speed Server Videos
« on: March 27, 2014, 09:23:37 AM »
@ 6:30 - looks like you've finally warmed up to the new movement physics?

Heh yeah the ability to control yourself on ramps is great most of the time.  

I'm still not a fan of how it affects ice jumps though, like the low speed jump on propaint1.  Maybe a way to get around it would be to also make ramps that are used for ice jumps have an ice surface.


For the most part I have gotten used to it.


Also I didn't get a chance to upload the test video I was going to do, 720p with a 50 000kbps bitrate.  I will do it tonight.

Edit:  Here is the video.  Quality still sucks when i am moving, which is basically the whole video...  I can't tell if it is better or worse than the previous videos.. I am leaning towards worse.

https://www.youtube.com/watch?v=ANmNj_6kYMY

Here is a side by side comparison:  http://youtubedoubler.com/?video1=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DANmNj_6kYMY&start1=&video2=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DPqKA-iIfcAo&start2=&authorName=

19
Completed Maps / Re: New York Beta 13: Final?
« on: March 26, 2014, 07:25:15 PM »
New York Beta 13 is here! I personally believe it's ready for its final release, so just say the word and this goes final. https://drive.google.com/file/d/0ByutPv2Z36izUjZLWVNleVNQeG8/edit?usp=sharing

What's New:
-fixed floating light issue that Superman pointed out
-added ladders from mid building to brick building jump to catch players who couldn't jump that high
-aligned graffiti signs
-aligned credits wall
-start players with low ammo and place much ammo in mid areas
-fixed up the texture situation (all tgas converted into pngs, env into non-hr4 folder, missing textures added, updated graffiti sign w/Superman's sig, changed the credits sign again)
-made brick building wood ramp to high platform jump very slightly easier (adjusted the slope up fractionally)

I don't have the problem from the 2nd screenshot, Superman. Make sure you cross-check against the BASEBALLDUDE texture pack included in the .zip file that your credits signs are both correct. It's especially important for you because you're running popular servers. As the ancient saying goes, "servers with bad textures are bulls hit!"

The updated version of that credit banner fixed the problem.  

Here is the old one I had if you are interested.  It isn't the same size. http://imgur.com/0McY7Ou
Doesn't matter now though since it works.

One annoying thing....  Textures that have been updated won't be downloaded if there is a texture with the same name in the textures folder.  People have to manually delete the current textures to get the updated ones.

Map looks good though, I will remove b12 from the rotation on Speed #2 and add 13.

There are a few spots where people can still get stuck, and it would be nice if you removed the window in the top middle.  You would be able to make it up there from the oil/ice jump on the roof.  I will add some pics of what I'm talking about later.


Edit:  After playing the map a few more times I've noticed that spawn-camping is a bit of a problem.  It isn't horrible, but it still happens a bit more than it should.  Adding more spawn points in different locations around the base would help.

20
Mapping / Re: Inspirational Pictures for Mapping
« on: March 26, 2014, 09:54:36 AM »
Some Age of Empires inspiration:





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