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Flitterkill

GC Board Member
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Everything posted by Flitterkill

  1. Hahahaha Mine is up on a shelf right now with a 400 watt ps, XP-1400 chip, and 512 of ram, waiting for a hard drive and a reason to live once again. That Enlight case def. was a desired thing...before the whole mod scene errupted... -Fk
  2. Not just you CF - though you win for sheer quantity (not roms, I mean I saw a pic of your collection... ) My 7 foot tall 4 player MAME behemoth is in rebuild mode otherwise I'd throw up a pic or two... Spinner prices can come down any time now... -Fk
  3. Combat = good Pac man = ... Outlaw = good Kangaroo = Had to have been better than Pac right? Tunnel Runner, River Raid, Warlords, Circus Atari, Adventure, Asteroids, most anything on the Supercharger, Pitfall, Pitfall 2. Good stuff there. -Fk
  4. Ohhhhhh.... snap. I predict Primus having a rough time on Nepenthe in the immediate future, what with Bushwack killing him all the time and such... -Fk
  5. I have this (and other games... *cough*) lingering about - too scared to install - UT2K4 addiction bad enough, take the chance on this? Probably not... Same reason I haven't touched any football related video games for over a decade. Franchise mode? Way too dangerous... -Fk
  6. Bump for the demo and subsequent release. Demo drops in two days (? - me and math...) http://www.gamespot.com/pc/action/prey/news.html?sid=6152874 -Fk
  7. Assuming you are running Win XP... Start button run type in "cmd" then return (no quotes of course) then tracert 72.51.60.245 Then let her rip This will display all the routers you travel through to reach our UT server. Cut/copy/paste however in a post here - we will interpret. Or, if that is too much, get this for free PingPlotter http://www.pingplotter.com/ Enter our server ip in and again, let it rip -Fk
  8. 3369 patch http://www.unrealtournament.com/ut2004/downloads.html Should be it. -Fk
  9. Theoretically, I have it set up now such that one run through the maps has the funky node links, and then it follows with a std. node linkage. Not sure if it actually has taken yet but that is the idea (so its not strange nodes all the time) Just fyi though I'm not sure it is working yet. -Fk
  10. Really snds like a router along the chain to our server has taken a dump on you - pings are fine - no problems otherwise on this end. Yep - tracert and see whats what. -Fk
  11. When the large one returns from vacation, methinks a visit from the sig nazi is in your future Shadow... -Fk
  12. 1) Reserve Kicks. I give up - serverext reserves and whatever else we run with do not play nicely with one another. For the last week we have been running with expanding the number of slots to allow our reserves in (ie - no one gets kicked) and that didn't take at all. We are now with uadminmod reserves (expanding the number of slots again - no kicks) and we'll see if this takes. Remember - our reserves DO have dibs - members pay for thsoe dibs - so if you still find yourself occasionally kicked by our reserve program, do not take it personally. Important FYI: However you get removed from the server for reserves, at no time EVER are people actively kicked by an admin for that purpose - the reserves are initiated only via mutators and the like running on the server. We do not give a yell to a buddy on teamspeak and tell him or her to "make room" - that doesn't happen here. Just so you know. Hopefully, this will now be all tweaked out. Besides - you have something else to grumble about now... 2) Node configs are new! So Wentz, tired of Arctic? Tired of the endlessly futile base smackdown endgames on many of the other std. maps too? Well, the 10 minute rounds have helped mitigate the pain at least somewhat (I still remember when we had 20 minute rounds set, dria, and 5 rounds of OT - bout two hours of the same map - whew!) So now, how about we make comebacks at least theoretically possible on some of the std. maps? Arctic Stronghold - Jolt configuration Nuff said - Jolt FTW! Fyi - server startup script still has std. AS so you will see the usual arctic when the server gets rebooted - after that, the next time AS comes around, it will be Jolt. Torlan - Flitterkill Team's primary node does not link at all to corner node from base. Base *does* link directly to corner node - and center as well. Should mix things up nicely. Redeemers std. in all lockers. No, wait... no. Crossfire - Flitterkill Not as insane as my unbound linkage but this should get the job done. Two paths to core, extra nodes active. Can isolate via center route. Red Planet- Flitterkill Ehhh...it's Red Planet. Dria- Flitterkill I may have seen this linkage before but cannot remember where... Anyways, two paths to core + 10 minute rounds = less endgame smackdowns. Complaints, praises, spam in 3...2...1... -Fk
  13. Bah - just play Silva when the map is full - plenty fun - first three nodes nearest the core build in 60% time as well (plus fun new scorpions) I'd give ya some cheese to go with that whine but I'm saving for a down payment for a house so screw ya AS, Sev (maybe) and Dria for alt.node treatment - Frostbite has another node config with two extra nodes (those lockers in the boonies on that map aren't there for decoration) but not sure how that plays. Load up UT and do some instant games with those maps - let me know which of the alt node configs you guys would prefer. I have to write this stuff in manually to the config file - can't just select from webadmin so thats why haven't done this b4. -Fk
  14. How about alt. node configurations... -Fk
  15. Unless he played on our server - nothing I can do about it. I need his IP or his GUID and you can't get either from the Epic database. -Fk
  16. Beta one was released around 4am this morning on Unreal Playground Up for play and comment on Nepenthe. -Fk
  17. http://www.theinquirer.org/?article=32327 I mean..grain of salt and all that...still, if true = teh suckage. -Fk
  18. Drop to 20 is now finished - server name, logo, etc. changed to reflect. Sunrise pulled - didn't want to but sooooo many complaints about the levi-base spawnkill - those would be pretty much endless so... -Fk
  19. Apparently the reserves are still funky - switched to purely random kicks now since worse player is still not kicking the worse. Will give a shout out to Muerte to see what's what. Not that you are going to read this Folk, but if you ever question our "class" again, I will gladly answer the question for you by removing your ability to play here. -Fk
  20. "Each core links to three primary nodes. These primary nodes are similar to the nodes I've used in Maelstrom - they are modified to have 60% health (1200 instead of 2000) and build in 60% of the normal time (18 seconds instead of 30). They are represented by grey points on the map. The four middle nodes are normal, and are represented by white points on the map. Scorpions are a custom variant called the Scorpio (that's also latin!) made by Gorzakk. The Scorpio features four-wheel steering and other small adjustments to its web weapon. These changes are subtle, and are designed to help the scorpion be a more viable vehicle." Only thing left for the final version is music, ambient snds, and changing the ivy texture to something else - so this is pretty much it already. -Fk
  21. 1) Yep - bumping down to 20 players - cannot justify the expense with so few GC on the UT side joining up over the last few months. I know there are a bunch of you *planning* on joining closer to UT2K7 dropping but that does little in the near term. 2) Welcome Tek-Almighty as our newest GC member on the UT side BTW! 3) Some new maps recently, Sunrise and Conclave Canyon to be precise. Not that those maps are *new*, they are just new here - nice change of pace. However... 4) ONS-Silva - currently beta 4 - wowo - this kid can play and *will* be staying for some time - ridiculously fun map - ton of vehicles, lockers absolutely loaded. Did I mention it was fun? Very new - should be out of beta and final in a few days. 5) Reserve kicks. Don't know what to tell you. ServerEXT reserves are used. GC members will kick players out when the server is full to make room. It *SHOULD* kick worst players based on score per minute. Apparently it kicks best players. I rebuilt the reserves this afternoon - hopefully it takes this time and kicks the right people (i.e. the worst) Keep in mind, unless you are breaking our server standards you will NEVER be kicked by an admin just for the hell of it or because you are good. The server kicks are *AUTOMATIC* for GC reserves. There is no attitude or malice involved on our end. Just FYI. EDIT: As mentioned below, still not quite right - bug report in, switched to random kicks. Will check with Viper to see if kosher to do the expand slot temp. thingy. http://www.unrealadmin.org/bugtraq/view.php?id=34 S'alright? -Fk
  22. Not suggestive at all... http://www.pepsi.com.au/v3/hoff.htm -Fk
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