Vice Underdogs

Vice Underdogs Clan => Clan War Stuff => Topic started by: Charley on June 18, 2017, 10:09:30 pm

Title: SS vs VU
Post by: Charley on June 18, 2017, 10:09:30 pm
We have yet to decide an appropriate date that would be suitable for both parties to play.

New thread to discuss time & date of upcoming clan war.
Title: Re: SS vs VU
Post by: Eddy on June 19, 2017, 02:59:52 am
Then we could do it the first weekend of July?
Nvm 
Title: Re: SS vs VU
Post by: GangstaRas on June 19, 2017, 02:45:23 pm
Im gonna call some dates. Eddy, hear me good. Rather than tell me vaguely that SS is available and unavailable, tell me which SS member that you would like to play cannot make it on these dates. I will tell you on our side who's not available when. That's the hold up behind all this for both sides, if we never operated with this, this match wudve neen done by June 10 or yesterday.

24th and 25th of June
1st and 2nd of July
8th and 9th of July
15th and 16th of July
22nd and 23rd of July
29th and 30th of July

As far as I'm informed, my team is available these dates but I will update on who isnt that would postpone the match scheduling when further noticed
Title: Re: SS vs VU
Post by: krystianoo on June 19, 2017, 04:37:54 pm
24th of June, first weekend of July are* impossible. We'll get back to you about further dates soon.

Title: Re: SS vs VU
Post by: Eddy on June 24, 2017, 01:21:46 pm
9th of July
16:00 GMT? This is the most comfortable date for us
Title: Re: SS vs VU
Post by: Dukeiii on June 25, 2017, 04:19:08 am
Waiting restlessly to see the war. Wish both of the clans a good luck.  :thumbsup:
Title: Re: SS vs VU
Post by: krystianoo on June 25, 2017, 09:23:15 am
9th of July
16:00 GMT? This is the most comfortable date for us
Title: Re: SS vs VU
Post by: GangstaRas on June 25, 2017, 07:12:38 pm
I've now confirmed with most people. We gonna make this date official, 9th of July 16:00 GMT
Title: Re: SS vs VU
Post by: Eddy on June 25, 2017, 08:41:44 pm
Our bases are chosen since we started to discuss this clan war, when would be the right day to make them public?
Title: Re: SS vs VU
Post by: GangstaRas on June 25, 2017, 09:43:50 pm
Our bases are chosen since we started to discuss this clan war, when would be the right day to make them public?

Well now if you want :D. We haven't chosen our bases yet however, so if you withhold it until we make it public, that's fine by me. Will post it as soon as possible.
Title: Re: SS vs VU
Post by: NO_MERCY on June 25, 2017, 10:06:43 pm
Wish both of the clans a good luck.  :thumbsup:
Title: Re: SS vs VU
Post by: Eddy on June 26, 2017, 01:42:07 am
Well now if you want :D. We haven't chosen our bases yet however, so if you withhold it until we make it public, that's fine by me. Will post it as soon as possible.
Let's post it the same day, a few days before the war :D
Title: Re: SS vs VU
Post by: GangstaRas on June 26, 2017, 07:28:43 pm
Also, regarding the sides. Since the script has spawning issues when flipping sides between teams, if it can't be fixed by the time we duke it out, I suggest that we play our matches in the order that matches our colour since the flags themselves cant be flipped.

Example: lets say SS is Red and VU is blue. Lets say SS chose to be on the blue side of the flag on their maps and VUs also chose the blue side of the flag on their maps, causing the team colour clash.

Instead of alternating to play SS map then VU map making us kill ourselves everytime the round ends, we group them together so that killing ourselves to change skin only happens ONCE, so it would be SS-SS-VU-VU or vice versa. If on 3 maps the teams are on 1 colour, the one that will cause the skin change will be played last.

And as common sense would dictate, if we assess our picks and see that for all 4 matches one team is on the Red side of the flag and the other is blue, makes no sense to claim a team colour for a side on the map you wont play as.
Title: Re: SS vs VU
Post by: NewK on June 27, 2017, 01:32:33 am
Since the script has spawning issues when flipping sides between teams
Did this happen again during this last multi clan match?

I remember fixing this bug months ago and I just tested it right now and couldn't reproduce it. You sure this is still happening? If so, do you remember on which arena this happened?
Title: Re: SS vs VU
Post by: GangstaRas on June 27, 2017, 03:07:18 am
Since the script has spawning issues when flipping sides between teams
Did this happen again during this last multi clan match?

I remember fixing this bug months ago and I just tested it right now and couldn't reproduce it. You sure this is still happening? If so, do you remember on which arena this happened?

Well yeah we had issues but no it wasn't the issue of spawning that was present in the TRC vs VU match way back. I believe the command just flat out didn't work. Skycrappers was one example where we had to kill ourselves and switch sides as a result.
Title: Re: SS vs VU
Post by: NewK on June 27, 2017, 10:35:53 am
Since the script has spawning issues when flipping sides between teams
Did this happen again during this last multi clan match?

I remember fixing this bug months ago and I just tested it right now and couldn't reproduce it. You sure this is still happening? If so, do you remember on which arena this happened?

Well yeah we had issues but no it wasn't the issue of spawning that was present in the TRC vs VU match way back. I believe the command just flat out didn't work. Skycrappers was one example where we had to kill ourselves and switch sides as a result.
Do you know if the staff member tried to use the command while the round was in progress? Or did he used it before the round started from the lobby? The command has to be used while on the lobby, doesn't work while the round is in progress :P
Title: Re: SS vs VU
Post by: Eddy on June 29, 2017, 03:02:14 am
Do you know if the staff member tried to use the command while the round was in progress?
yes :-[
Title: Re: SS vs VU
Post by: ZUBI on June 29, 2017, 06:32:25 am
It was tested by me and Gangstaras all cmds worked fine we had no issue switching sides, few bugs appeared with the barrel thing and later those were also fixed by NewK that day. :)
Title: Re: SS vs VU
Post by: NewK on June 29, 2017, 12:25:06 pm
Do you know if the staff member tried to use the command while the round was in progress?
yes :-[
Next time when everyone is on the lobby (Malibu), before the round starts just use: /switchedctf <arenaName> and the round will start with the sides flipped. For instance /switchedctf tools will start the 24/7 tools arena.
Title: Re: SS vs VU
Post by: GangstaRas on June 29, 2017, 05:39:33 pm
There was one spawn bug though that manifested itself. We loaded up I believe it was Vercetti Fields mid match and I was spawned way out of base. By my guess, I believe I took on the spawnpoint of the map Motel Fury as it corresponded well with the side that is to the beach. It only happened once and to me only I think of the 25+ maps I checked that day.

Another bug I did notice was the auto-start voting system. The voting options disappear after a period of time with no way of re-activating it unless an admin comes in the server, disables then re-enables the autostart function. So no non-admin can start a match and play on the server in their own time as a result. That needs to be dealt with.
Title: Re: SS vs VU
Post by: krystianoo on June 29, 2017, 05:44:21 pm
There was one spawn bug though that manifested itself. We loaded up I believe it was Vercetti Fields mid match and I was spawned way out of base. By my guess, I believe I took on the spawnpoint of the map Motel Fury as it corresponded well with the side that is to the beach. It only happened once and to me only I think of the 25+ maps I checked that day.

If you are saying that during Vercetti Fields you spawned in Ocean Beach in the 'hotels' section, I had the same issue on Vercetti Fields map.
Title: Re: SS vs VU
Post by: NewK on June 29, 2017, 11:45:29 pm
There was one spawn bug though that manifested itself. We loaded up I believe it was Vercetti Fields mid match and I was spawned way out of base. By my guess, I believe I took on the spawnpoint of the map Motel Fury as it corresponded well with the side that is to the beach. It only happened once and to me only I think of the 25+ maps I checked that day.

If you are saying that during Vercetti Fields you spawned in Ocean Beach in the 'hotels' section, I had the same issue on Vercetti Fields map.
This is fixed now. Let me know if there's any other bad spawnpoints on other arenas.

Another bug I did notice was the auto-start voting system. The voting options disappear after a period of time with no way of re-activating it unless an admin comes in the server, disables then re-enables the autostart function. So no non-admin can start a match and play on the server in their own time as a result. That needs to be dealt with.
This is actually how it works on CTF4.0 aswell, the only difference is that the script spams the staff channel with a warning when this happens and usually someone on the staff channel uses the IRC command to re-enable autostart. I haven't added this warning to the CTF5.0 IRC bot though, In the future I'm going to change it so that whenever admins leave the server the autostart function will be automatically enabled.
Title: Re: SS vs VU
Post by: krystianoo on July 07, 2017, 02:08:31 pm
We will post our bases tomorrow. Just a reminder.
Title: Re: SS vs VU
Post by: Eddy on July 08, 2017, 01:31:39 am
Bigship [shipyard side]
North point mall [Vinyl countdown]

A rule to which both teams must agree:

If in the middle of a round the server get restarts (for x reason), the count does not start from 0 again, the minute is set in which the server was restarted and the points both team made will be added to each team at the end of the round.

Example, if the server restarts suddenly with the following score:

VU: 15
SS: 15

At the end of the round these points will be added to them.

PD: It is very rare that this happens in the CTF 5.0, just in case...
Title: Re: SS vs VU
Post by: GangstaRas on July 08, 2017, 03:03:19 pm
Bigship [shipyard side]
North point mall [Vinyl countdown]

A rule to which both teams must agree:

If in the middle of a round the server get restarts (for x reason), the count does not start from 0 again, the minute is set in which the server was restarted and the points both team made will be added to each team at the end of the round.

Example, if the server restarts suddenly with the following score:

VU: 15
SS: 15

At the end of the round these points will be added to them.

PD: It is very rare that this happens in the CTF 5.0, just in case...

Our bases are:

Damn Roofers (VAJ Helipad side)

Cuban Cafe (Robina's Cafe side)

We agree to the terms on the condition that the time remaining as well is accounted for in the restarts.

Also if it is possible cuz this is short notice, it would be good to have a script that limits the amount of players that can spawn while the rounds are active for clanwars like this. We see it all the time where our reserves suicide for a myriad of reasons, making each side lose points, or some random noob joins the server and tries to spawn over and over. While we have our faithful on-lookers counting the points, we know better than to trust outside tallying cuz anyone can make up a story on spot, and you know what that means. It would make things smoother if it was just prevented altogether.
Title: Re: SS vs VU
Post by: Eddy on July 08, 2017, 04:08:12 pm
Also if it is possible cuz this is short notice, it would be good to have a script that limits the amount of players that can spawn while the rounds are active for clanwars like this. We see it all the time where our reserves suicide for a myriad of reasons, making each side lose points, or some random noob joins the server and tries to spawn over and over. While we have our faithful on-lookers counting the points, we know better than to trust outside tallying cuz anyone can make up a story on spot, and you know what that means. It would make things smoother if it was just prevented altogether.
We will see if newk can solve that

Other information, I just noticed that players can leave the fences, leaving the fences is not allowed, for some reason they are there.

It's like playing outside the boundaries in 4.0, getting out of the fences is not allowed. If it is by accident, it is understood
Title: Re: SS vs VU
Post by: Milko on July 08, 2017, 06:00:08 pm
can it be fixed, though...
Title: Re: SS vs VU
Post by: krystianoo on July 08, 2017, 07:35:54 pm
Damn Roofers will be a problem.

I made boundaries for that base a long time ago and they're really half-arsed with holes everywhere.

Which means you can leave the base boundaries any time and pretty easily.

I couldn't get around to fixing them then because I had a busy period in my life and right now I'm no longer permitted to do so and nobody has took over.
Title: Re: SS vs VU
Post by: NewK on July 08, 2017, 09:14:17 pm
Also if it is possible cuz this is short notice, it would be good to have a script that limits the amount of players that can spawn while the rounds are active for clanwars like this. We see it all the time where our reserves suicide for a myriad of reasons, making each side lose points, or some random noob joins the server and tries to spawn over and over.
Hmm, the server already has this, CTF5.0 I mean. Whenever there's a clanwar, the server limits the teams to 5 players maximum. There's an IRC command and ingame command that staff members use to put the server in "cw mode". Staff members know about this, but just in case they forgot, ingame it's /event <serverpass> <eventName>, on the IRC staff channel, it's !event instead of /event

!event <serverPassword> <eventName>

After running the command:


The server will kill the players who try to spawn when their team has reached its limit for spawned players. These players that get killed this way will not affect their team's scores. No points will be deducted. Staff members can also change this limit with /spawnlimit <number>. If the number set is less than the current spawnlimit, that command won't kill any excess players that are spawned though. Also if some random noob joins the server, he won't be able to spawn because he doesn't have the spawn password.

!endevent must be used from the staff channel after the clanwar is over

About the Damn roofers arena, I'll fix it in a few hours when I get home.
 
Title: Re: SS vs VU
Post by: Eddy on July 08, 2017, 09:58:09 pm
News, i'll send you some pics about the holes krystianoo is talking about.
I will send the pics on ctf forums, check your pm in some hours.

PD: we can fix it with some objects like barrels, I wrote on phone... sorry for error
Title: Re: SS vs VU
Post by: Milko on July 09, 2017, 01:16:12 am
but you can still jump over barrels...
Title: Re: SS vs VU
Post by: NewK on July 09, 2017, 05:16:56 am
Eddy showed me one place on the Damn roofers arena that had a gap between some fences. This is fixed now, another fence was added and cannot be jumped over.

I looked around for some more gaps but didn't find any.
Title: Re: SS vs VU
Post by: krystianoo on July 09, 2017, 11:34:41 am
From what I recall (although I might be wrong), you can exit the map by jumping off the VCN / other spawn building roof.

Unless I / you made sure that's not possible.
Title: Re: SS vs VU
Post by: Eddy on July 09, 2017, 12:46:36 pm
you can exit the map by jumping off the VCN / other spawn building roof.
You mean this, this is an easy way to get out: http://imgur.com/a/wdQuI
but:
-  No going to bugged places for any reason, no using bugs and kinks in the map to snipe and find people's whereabouts.
- getting out of the fences is not allowed, It will result in a insta kick.

CW rules for more info: http://ctf.vc-mp.net/index.php?topic=852.0
Title: Re: SS vs VU
Post by: krystianoo on July 09, 2017, 06:12:39 pm
Before this ends with a lock, I intend to discuss the Damn Roofers round.

And if this is locked nonetheless, we can continue on the CTF forum.
Title: Re: SS vs VU
Post by: BliTz on July 09, 2017, 06:26:24 pm
42-11 to VU
1) About the flag bug,you got teleported only twice.(30 +11=41, still we win)( also, we could have killed u before taking the flag , only 2 or 3 guys were alive after reaching the roof, they got killed on teleporting,5 VU's could easily kill remaining 3(actually it happened)).
2) it will be the same issue for us.
3) juan zubi agreed
4) 2-2 thanks
Title: Re: SS vs VU
Post by: ferrari32 on July 09, 2017, 06:33:21 pm
We've already spoken, it's 2-2 both by our opinion, and by opinion of the present referees. We will have no further comments.

Waiting on match stats.
Title: Re: SS vs VU
Post by: JuaN. on July 09, 2017, 06:34:05 pm
Well krys thinks that im a biased admin anyway im gonna post my opinion, i watched THE ENTIRE ROUND, like that flag issue happened to you it coulda happened to VU in case they attempted to capture your flag, but i REPEAT FOR THE 5TH TIME they focused on defending since it was their base and i guess they had all their tactics prepared for this one, whenever you tried to go up to their base you got killed, so they made sprees which mean extra points,
i dont give a fuck if you think that im biased or not im saying what i watched you couldnt have captured the two flags that you needed to win.
Title: Re: SS vs VU
Post by: SMD on July 09, 2017, 06:39:42 pm
However, you need to stand  there for 5 seconds to capture the flag and our 3 members were alive when u were capturing and they can easily kill you (3 vs 1).

So it is a tie or what .


Title: Re: SS vs VU
Post by: Charley on July 09, 2017, 08:27:12 pm
I know this is locked but...

No matter what the perceived outcome of this war was, we should all be very happy that it took place. It was an organisational feat, and shows that competition between skilled players is well and alive in VC:MP.

For those of us who can remember when clan wars were impossible in VC:MP, this is truly a great thing.

Thank you to everyone involved organising it, from VU and SS to the CTF server team.