Cprice
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SteamID64 76561197972365777
SteamID3 [U:1:12100049]
SteamID32 STEAM_0:1:6050024
Country United States
Signed Up September 30, 2012
Last Posted February 18, 2014 at 11:24 PM
Posts 119 (0 per day)
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#7 Enabling certain classes in MGE in Q/A Help

Because a majority of people dislike playing vs heavies and spies and engineers. The point of the mod is to practice and improve, and there's no real benefit to playing vs those classes. Of course, if you want to, it's totally up to you to edit mgemod_spawns.cfg on your own server to allow any class. (also what hooli said)

as for the question, like hooli said the class limit on arenas is set up in mgemod_spawns.cfg. Just find the map you want to play on, then the arena and then add the class name in the "classes" key-value.

If you need any more help allowing classes in arenas, feel free to add me on steam: http://steamcommunity.com/id/Cprice/

posted about 11 years ago
#3 MGE iT broke? in TF2 General Discussion

its still running 1.0.4, update to 1.0.7 should fix it, or the newest 2.0.3 on git, assuming it's getting the same errors that the other servers were getting running 1.0.4.

posted about 11 years ago
#99 MGE 2.0 release in TF2 General Discussion

I just updated my server and watched 2 players play an entire spire round getting different spawns every time they spawned on v7 and v8_beta4a, so unless someone has a server that's updated and is causing this bug that they wanna lend me, there isn't much I can do.

posted about 11 years ago
#97 MGE 2.0 release in TF2 General Discussion
kirbyHey, I'm trying to get source/metamod to work for this and whenever we type !add it doesn't send us to the arena. What could be wrong exactly?

I think there was an update a few days ago that broke metamod on windows servers or something, try updating sourcemod/meatmod on your server to the latest working build if you're still having this issue.

also I believe the spawn bugs are due to map stuff that JSTN mentioned. Everything else should be working now. (hint if you haven't updated your servers yet because of the bugs, the mod should be stable now).

posted about 11 years ago
#88 MGE 2.0 release in TF2 General Discussion

2.0.3 is now up

Change log:

2.0.3 - April 19th, 2013
Bug Fixes:
-Medics ubercharge will now be properly reset on round end (Thanks to
thesupremecommander)
-Fxied dark room spawn bug (again)
-Improved cap point functionality to better match real cap points
(thesupremecommander)
-Paintrain now caps at 2x speed (thesupremecommander)

posted about 11 years ago
#85 MGE 2.0 release in TF2 General Discussion

try reinstalling/re-copying over the addons folder for mge from git. Also what map are you trying to play on?

posted about 11 years ago
#82 MGE 2.0 release in TF2 General Discussion

#79 are you sure you have sorucemod and metamod properly installed? try updating/reinstalling them.

#80 Unfortunately because baloo has a 2-tiered cap point it doesn't work with the way mge koth works. Currently mge creates an invisible cap point model on top of the actual cap point model and hooks that for people to touch. Which is also why you actually have to touch the point model in the mod to cap, rather than stand near it like in real ultiduo/spireking/turris ect.

#81 I've never heard of that happening, does it only happen in spireking/ultiduo but not turris? And does it happen only when you win or when you lose too?

I have no idea what could cause the user to crash, and I've never seen that happen but I'll look into it.

Sorry I haven't been very active the past few days with fixing things, I've been sick with the flu and haven't felt like doing much besides sleeping all day. Hopefully this weekend I'll have some time to get these things fixed.

posted about 11 years ago
#9 SC2 players in Off Topic

Cprice.517

I still play every now and then, add me if you wanna 1v1 or team games.

posted about 11 years ago
#75 MGE 2.0 release in TF2 General Discussion

new map is up on git, make sure you dl and replace mge_spawns.cfg as well or the map won't work.

posted about 11 years ago
#66 MGE 2.0 release in TF2 General Discussion

from the first post:

My server on duel_v1 - 192.223.26.250:27015
\TG/ MGE on duel_v1 - 66.150.121.96:27015
\TG/ MGE on beta4a - 70.42.74.79:27015
Dragula's server - 65.33.48.224:27015

posted about 11 years ago
#63 MGE 2.0 release in TF2 General Discussion

1. I'll tell JSTN since hes the one making the map
2. I've noticed this a bit, usually it just skips updating the hud with seconds, but I've never seen it actually speed up how fast it counts down. Are you sure the timer is going faster or is the hud just freezing, then playing through everything it was supposed to play through really quickly?
3. I changed the hp on spireking from 250 to 200 so that should help with the regen to fast (maybe) currently the way its set up is theres just a repetitive timer for the entire arena that counts down and regens everyone every 5 seconds so that isn't really do able with the current way it's set up. I know this isn't perfect but I figure this way you know exactly when you opponent got regen rather than having to guess/hope.

posted about 11 years ago
#61 MGE 2.0 release in TF2 General Discussion
TaKoCheeseCpriceopen mge_spawns.cfg in the config folder, find the map you want to play on, find the arena you want to make 2v2, and either add or change the line 4player "0" to 4player "1" save the file, re-upload it to your server, change the map and the arena should be in 2v2 mode. By default if you download the plugin off git bball in v8 and ultiduo in dueling are set to 2v2.Can this only be done by the owner of the server? I might have worded my comment wrong, what I meant was that how could you get into a public mge server that runs mge2.0 and be able to play 2v2 with friends and such.

The server has to be set up to be in 2v2 mode for each arena. There's no way to make an arena change modes right now while the mod is running. This is also one of those things that can be done, but I don't really know of a way to make it easy to use/clear to the users on how it works.

#60 Thanks, went ahead and approved the merge.

2.0.2 is out as well, with the updated command to drop intel and some more bug fixes. Turris and spireking arenas also cap twice as fast as previously, and you spawn/regen to 200 hp instead of 250 to help with stalemates.

posted about 11 years ago
#58 MGE 2.0 release in TF2 General Discussion

open mge_spawns.cfg in the config folder, find the map you want to play on, find the arena you want to make 2v2, and either add or change the line 4player "0" to 4player "1" save the file, re-upload it to your server, change the map and the arena should be in 2v2 mode. By default if you download the plugin off git bball in v8 and ultiduo in dueling are set to 2v2.

posted about 11 years ago
#55 MGE 2.0 release in TF2 General Discussion

I'll also try reducing the regen to 200 hp, instead of 250 on spireking, which will hopefully let people kill others quicker and end stalemates.

I believe I have a fix for that JSTN along with a few other things that will probably get pushed out tonight, although I never touched that method going from 1.0.5 to 2.0.0, which is odd.

Also #63 I believe there are plans to change one of the two turris arenas on v8 into a spireking or ultiduo arena, to get some variety.

posted about 11 years ago
#51 MGE 2.0 release in TF2 General Discussion
ArcadeI'm not sold on the koth mechanic, to be honest. I don't understand the health regen mechanic - it seems arbitrary and slows things down massively. Also, the points take a long time to cap, which makes each round very slow and prone to stalemates.

Given there's two turris arenas could one of them be changed to the midair config, where 5 airshots = 1 frag? There's nothing quite like getting a quint airshot on someone to win a duel.

And thank you for continuing to work on this mod, I appreciate the love put in ♥

The health regen mechanic was put in to replicate the original cp_turris in which you would get regen'd every 5 seconds by health cabinets. I played with it some on spireking as well and it was a lot of fun so I left it in for that arena as well. I'll have to play some more/watch some more people to play it but from what I've played the health regen seemed to speed things up since you could just wait 2-3 seconds for the regen then rocketjump back up to point, rather have to kill yourself every time you get denied and wait 5 seconds to respawn. I think I'll try speeding up cap times for non-ultiduo arenas later today since that seems like something everyone is commenting on.

Also if you run your own server, you can config the arenas to be midair/no koth if you like with the mge_spawns.cfg file. If you need any help doing that feel free to add me on steam.

posted about 11 years ago
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