some console commands for admins
read my post where i made clear i am not complaining about noobs, i just want a game mode that is more difficult and requires more intelligence than the normal oneender wrote:Holing has always been a part of CTF/Fortress/Sumo... Its part of the game, and a fun part. Like sine said, you simply have to cover the holes created by the enemy. And as far a base camping goes, just beat the camper and gain access to the base, duh! Also, I'm pretty sure sine and I alone could beat just about any five player team in CTF (holing allowed). You just need to get better, the game does not need a fix. Seriously. And I am sick to death of hearing ppl complain about noobs. Teach them or quit playing because like holing and camping and ganking and sealing and whatever else ppl come up with to bitch about, these things will and should always be a part of armagetron...

Last edited by Word on Thu Feb 05, 2009 5:07 pm, edited 2 times in total.
I know how to disable holes, but this special hole in this special context is a strategy for noobs, and it has a bad influence on the fairness
Yeh, you are...if there's a bunch of really big noobs (in the most negative sense),
I, along with anyone who is any good at ctf says this. Good luck with your new ctf anti holing command, though I don't see this catching on...and who except you sais it's part of a def's job to cover the holes?
fine, that's your opinion...ender wrote:I know how to disable holes, but this special hole in this special context is a strategy for noobs, and it has a bad influence on the fairnessYeh, you are...if there's a bunch of really big noobs (in the most negative sense),
I, along with anyone who is any good at ctf says this. Good luck with your new ctf anti holing command, though I don't see this catching on...and who except you sais it's part of a def's job to cover the holes?
and i am NOT complaining about noobs in general, but about those who use it because they can't do it in another way.
it's part of a def's job, but only that kind of def you know yet. nobody can say that is against someones rules to make the attack more complicated
Oh yeah,I forgot
There's a server up, called "Bugfarm Sty CTF". It's running latest sty+ct, brought up to date to 0.2.8, just in case that's a requirement for the bug. Naturally, it's running in permanent recording mode, and listens to BUG cries. If anyone can reproduce the invincibility bug there, it would be uber-sweet. Me and the pru guys already tried, but failed.
Note that there are two other quasi-bugs (I don't know whether they qualify as bugs yet or are caused by true unavoidable network overflow) that look like the invincibility bug: sometimes, you see your cycle stuck somewhere and it doesn't budge, while in reality it's cruising around the grid. And sometimes, your own death gets swallowed, you see yourself alive, but in reality you already died and have respawned. What the clientside recording of the bug shows is that AI Team appears to be stuck on someone else's client, while he really is cruising around and sees that on his client, sort of the reverse situation of the first. What I've also seen is that the operations used to reproduce the bug cause a lot of fragmentation in the grid datastructures, something we won't be able to fix for now. Whether it has anything to to with the invulnerability, I don't know, but it practially froze an AI opponent's pathfinding to the point that my clients dropped the connection.

Note that there are two other quasi-bugs (I don't know whether they qualify as bugs yet or are caused by true unavoidable network overflow) that look like the invincibility bug: sometimes, you see your cycle stuck somewhere and it doesn't budge, while in reality it's cruising around the grid. And sometimes, your own death gets swallowed, you see yourself alive, but in reality you already died and have respawned. What the clientside recording of the bug shows is that AI Team appears to be stuck on someone else's client, while he really is cruising around and sees that on his client, sort of the reverse situation of the first. What I've also seen is that the operations used to reproduce the bug cause a lot of fragmentation in the grid datastructures, something we won't be able to fix for now. Whether it has anything to to with the invulnerability, I don't know, but it practially froze an AI opponent's pathfinding to the point that my clients dropped the connection.