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Re: Badwater Revival?

Posted: February 28th, 2013, 6:49 pm
by TheKeef
Magus wrote:Pre has aids.
No, Pre consists entirely of fail and aids. 99.7 % the other .3% is likely resin.
PRETENDICA wrote:We should play tonight.
Bleh, bah, blerg, meh, hmph, ehh, *shrug.

Re: Badwater Revival?

Posted: February 28th, 2013, 8:11 pm
by PRETENDICA
It's tough for me to play Tuesday and Wednesday nights, I have to get up the next morning.

Re: Badwater Revival?

Posted: February 28th, 2013, 8:18 pm
by Kitten
I have to get up tomorrow morning at 4am. But i'm still up for gaming NOW.

Re: Badwater Revival?

Posted: March 1st, 2013, 1:17 pm
by madmattd
PRETENDICA wrote:It's tough for me to play Tuesday and Wednesday nights, I have to get up the next morning.
I have to get up every day that ends in "day" :D (Mon-Fri earlier than others).

Re: Badwater Revival?

Posted: March 1st, 2013, 3:35 pm
by PRETENDICA
Maybe we should get bots. I joined the server yesterday to test my admin button, and while I was in the spawn, 2 people joined. I like the idea of it being used instead of sitting empty. It's hard to start up an empty server at 11 o'clock at night.

On that note, I'm planning on playing tonight, at 11 o'clock. Hope to see some of ya'll there.

Re: Badwater Revival?

Posted: March 2nd, 2013, 12:21 am
by Dan(omite)
Missed you by about an hour Pre...

Re: Badwater Revival?

Posted: March 2nd, 2013, 1:57 pm
by PRETENDICA
Dan(omite) wrote:Missed you by about an hour Pre...
last night? Dangit! There was another LAN too, they have them on UNO campus now.

Re: Badwater Revival?

Posted: March 2nd, 2013, 7:11 pm
by Dan(omite)
You planning on going to any?

Re: Badwater Revival?

Posted: April 6th, 2013, 5:33 pm
by SanVich
Hmmmm...I just had a thought about how to get rid of random crits possibly without kicking us out of quickjoin.

Use the TF2Items plugin like so:

Code: Select all

"custom_weapons_v3"
{
    "*" // this denotes all players
    {
	"*" // This denotes all items
        {
                "quality"        "10"   // this denotes a custom quality. It'll show your weapon name as lime green in game

                "PRESERVE_ATTRIBUTES"    "1" // Keep items original attributes

                "1"               "28 ; 1" //adds no random critical hits stat to this weapon
        }
    }
}
Does anyone know if the TF2items plugin gets you removed from quickplay at all or if it'll mess with stats?

Re: Badwater Revival?

Posted: April 6th, 2013, 9:09 pm
by Newman
I thought I read somewhere that mods don't exclude you from quick join.

Re: Badwater Revival?

Posted: April 7th, 2013, 2:59 pm
by SanVich
well we'll have to wait and see. As of right now we're random crit free but still eligible for quickjoin.

Re: Badwater Revival?

Posted: April 12th, 2013, 11:07 pm
by SanVich
Ok I put Spray Tracer back on the BW server so that you can remove sprays from walls. Saw a nasty anus today on badwater...

Re: Badwater Revival?

Posted: May 30th, 2013, 8:25 pm
by Newman
Due to lack of interest in the Badwater server will be shutting it down in two days.

Re: Badwater Revival?

Posted: May 30th, 2013, 8:41 pm
by Murbuto
I figured as much. If only there was a game we could move to as a clan. Not a whole lot of good options recently.

I have been putting in effort to entice ZF players to donate to atg. It isn't as profitable as BW, for obvious reasons, but hopefully it should be enough to keep the cogs moving.
Any ideas to boost donation revenue would help tremendously.

Re: Badwater Revival?

Posted: May 30th, 2013, 10:15 pm
by madmattd
Newman wrote:Due to lack of interest in the Badwater server will be shutting it down in two days.
Makes sense. I don't think it's had >6 people on in close to 2 months now... Too bad.