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Your opinion: What would you like on the server?
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Larry



Joined: 01 Aug 2004
Posts: 1

PostPosted: Sun Aug 01, 2004 7:35 am    Post subject: Reply with quote

Personaly I like your server just the way it is, it is very good....however I have stopped visiting as it seems to have players and admins whose behaviour is childish and malicious, they are ruining it. you should be more carefull of who you give admin rights to
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Balzack



Joined: 28 Jul 2004
Posts: 3

PostPosted: Mon Aug 02, 2004 1:20 am    Post subject: Reply with quote

Agreed. When I'm playing there are too many people that use other peoples names and constantly end the level without asking. When you ask them to please ask us before they end it, they don't even say anything. Also, there are a lot of people that shoot other players for no reason and make them fall off huge cliffs and whatnot......
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TheEmperorStalwartUK



Joined: 11 Feb 2004
Posts: 261

PostPosted: Mon Aug 02, 2004 10:25 am    Post subject: Reply with quote

I didn't know that there were admins other than Hyper.nl

About people ending without asking; I really hate that and I keep on telling them to ASK BEFORE ENDING. Most people rarely ask before doing so and only seem to do so when Hyper is on the server > , I've even told people to read the rules and they still do it
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Mon Aug 02, 2004 10:40 am    Post subject: Reply with quote

Battling lamer activity to a death is a non-winnable situation, too many possibilities. However, I've had some decent success with developing anti-lame stuff for playershooting, fast ending, and mover blocking, but in the end I still see tricks players use to still get what they want done. At most you can only supress the worst lamer actions, and the rest just requires a good admin moderating the game.

I've been thinking of adding 2 new features to DZMapM for player shooting and fast enders, but there are a few hard to address issues that would make such features "special cased" and potentially faulty for not being done in a gametype instead.


-Zombie
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Mon Aug 02, 2004 1:34 pm    Post subject: Reply with quote

Lamers are with the stability problems still the biggest problem of this server. Some of them will probably be solved sooner or later.

Zombie: I think you have the most secure coop server. It certainly would be nice if some of the security features will be added to DZMapM.
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TheEmperorStalwartUK



Joined: 11 Feb 2004
Posts: 261

PostPosted: Wed Aug 11, 2004 5:29 pm    Post subject: Reply with quote

Hyper did you know that WeaponPowerUps appear from Destructable Decos (Barrels an the like)? They are useless without the Dispersion Pistol...
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Thu Aug 12, 2004 3:23 pm    Post subject: Reply with quote

TheEmperorStalwartUK wrote:
Hyper did you know that WeaponPowerUps appear from Destructable Decos (Barrels an the like)? They are useless without the Dispersion Pistol...


Yes, they were put there by AKCoop2 mutator. I just stopped using that mutator, but AKCoop2 does not allow the AKCoop2 pawns to be summoned without the mutator, so I have to use BOTH AKCoop2 and Asgard2 now in order to have the pawns too. Sad but true.
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TheEmperorStalwartUK



Joined: 11 Feb 2004
Posts: 261

PostPosted: Fri Aug 13, 2004 3:48 pm    Post subject: Reply with quote

Hyper wrote:
TheEmperorStalwartUK wrote:
Hyper did you know that WeaponPowerUps appear from Destructable Decos (Barrels an the like)? They are useless without the Dispersion Pistol...


Yes, they were put there by AKCoop2 mutator. I just stopped using that mutator, but AKCoop2 does not allow the AKCoop2 pawns to be summoned without the mutator, so I have to use BOTH AKCoop2 and Asgard2 now in order to have the pawns too. Sad but true.




Was this the only reason for no longer using the AKCoop2 mutator? Surely some WeaponPowerUps couldn't do harm alone?
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Sat Aug 14, 2004 2:40 pm    Post subject: Reply with quote

TheEmperorStalwartUK wrote:
Hyper wrote:
TheEmperorStalwartUK wrote:
Hyper did you know that WeaponPowerUps appear from Destructable Decos (Barrels an the like)? They are useless without the Dispersion Pistol...


Yes, they were put there by AKCoop2 mutator. I just stopped using that mutator, but AKCoop2 does not allow the AKCoop2 pawns to be summoned without the mutator, so I have to use BOTH AKCoop2 and Asgard2 now in order to have the pawns too. Sad but true.




Was this the only reason for no longer using the AKCoop2 mutator? Surely some WeaponPowerUps couldn't do harm alone?


No, I try to get my server running stable. I had some freezes, and the less you run the more stable it should be. Also, the AKCoop2 mutator changes a lot of thengs I don't like.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Sun Aug 15, 2004 2:51 am    Post subject: Reply with quote

An admin can always use one of the few available monster pawn replace mutators like 'DZMapM' (or if WMutate2 was publicaly released ) that can pretty much do what AKCoop's "built-in" replace mutator can do, but allows you to pick and choose the classes inside a monster mod package to spawn in a totaly customizable fashion instead. Plus, I think AKCoop2 is SO bloated with saving options when that stuff really can be done in a much easier and cleaner way with auto "set" commands.

I don't see why outside summoning or external spawning can't be done without AKCoop2's internal replace mutator, unless asGard went to extreme lengths to make sure the monster pawns were destroyed unless his internal replacer was in the mutator chain.


-Zombie
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Sun Aug 15, 2004 4:16 am    Post subject: Reply with quote

Zombie wrote:
An admin can always use one of the few available monster pawn replace mutators like 'DZMapM' (or if WMutate2 was publicaly released ) that can pretty much do what AKCoop's "built-in" replace mutator can do, but allows you to pick and choose the classes inside a monster mod package to spawn in a totaly customizable fashion instead. Plus, I think AKCoop2 is SO bloated with saving options when that stuff really can be done in a much easier and cleaner way with auto "set" commands.

I don't see why outside summoning or external spawning can't be done without AKCoop2's internal replace mutator, unless asGard went to extreme lengths to make sure the monster pawns were destroyed unless his internal replacer was in the mutator chain.

-Zombie


I already tried spawning them with WMutate2's MonsterSpawner, but it did not work. (only with the AKCoop2 mutator enabled)
Asgard made some kind of protection against people who want to steal parts of AKCoop2.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Sun Aug 15, 2004 4:34 am    Post subject: Reply with quote

Hyper wrote:

Asgard made some kind of protection against people who want to steal parts of AKCoop2.


Spawning/summoning by different methods other than AKCoop's internal mutator is considered stealing to asGard? That is very corny and a ridiculous joke if so. :shakehead: Stealing is cutting out the pawn class code from his package and making a new package while calling that your own. Perhaps he figures that the guy doing the stealing wouldn't have the knowledge or ability to remove the destruction protections in the pawn code. :S Or... he REALLY wants everyone to see his interpretation of how he re-invented coop gaming like desiged in his hard-coded special replace mutator.

If you really wanted to use AKCoop2 to your liking I'd ask asGard if he would allow you to get around that.
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Sun Aug 15, 2004 12:24 pm    Post subject: Reply with quote

Zombie wrote:
Hyper wrote:

Asgard made some kind of protection against people who want to steal parts of AKCoop2.


Spawning/summoning by different methods other than AKCoop's internal mutator is considered stealing to asGard? That is very corny and a ridiculous joke if so. :shakehead: Stealing is cutting out the pawn class code from his package and making a new package while calling that your own. Perhaps he figures that the guy doing the stealing wouldn't have the knowledge or ability to remove the destruction protections in the pawn code. :S Or... he REALLY wants everyone to see his interpretation of how he re-invented coop gaming like desiged in his hard-coded special replace mutator.

If you really wanted to use AKCoop2 to your liking I'd ask asGard if he would allow you to get around that.


I already did:

Quote:


[...]

But in answer to your question.. No they cant.

This was some small protection built into AK2..Basically I got tired of people helping themselves to my code without even a small please or thankyou.. The last straw came when someone asked if id ripped the icetitan from jcoop to add it to akcoop.. Which of course jcoop was using my monsters not the other way around..

[...]

Sorry I cant help

[...]

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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Sun Aug 15, 2004 6:20 pm    Post subject: Reply with quote

With that response it really was just about stealing pawn code and puting it in another package. Although AKCoop2 doesn't even allow spawn/summoning at all. I think he should re-work the protection to at least allow spawning by other means while still having that protection he wants. Oh well, this is one of the reasons why many still use his old asgard2 monster package instead. :/
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Oblivion[CW]



Joined: 28 Jan 2004
Posts: 59
Location: Chizra, Nali Village, Na Pali

PostPosted: Tue Aug 17, 2004 5:13 am    Post subject: Reply with quote

Maybe the fact that most people run his old Asgard2 mod instead of his new akcoop2 on their server makes him mad?
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