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Map: pornstar-15percent
Players: 0 / 18

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Map: rq3dm4
Players: 2 / 18
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map pool
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Joki
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PostPosted: Thu Oct 15, 2009 7:07 pm    Post subject: map pool Reply with quote

How about testing a few new maps and removing some old ones from the rotation?

www.anpclan.com/whatever/q3ut4/

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zinya
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Joined: Aug 30, 2008
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PostPosted: Fri Oct 16, 2009 12:06 am    Post subject: Re: map pool Reply with quote

I'm more than happy to test new maps.

current mapcycle:

ut4_casa
ut4_granja
ut4_kingdom
ut4_turnpike
ut4_abbey
ut4_thingley
ut4_prague
ut4_mandolin
ut4_uptown
ut4_algiers
ut4_austria
ut4_elgin
ut4_harbortown
ut4_ramelle
ut4_sanc
ut4_crossing
ut4_sliema

There are loads of maps already on the server, all UrT ones can be found here:

rainbow.furver.se/inde...w_Maps&q=4

I believe that maps can be uploaded the same way as other OA maps, but I'm not 100% sure, we'll have to check with jack.

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Delucia
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PostPosted: Fri Oct 16, 2009 12:42 am    Post subject: Re: map pool Reply with quote

yes it is same..I uploaded like defrag map.....

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zinya
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PostPosted: Fri Oct 16, 2009 2:14 pm    Post subject: Re: map pool Reply with quote

Delucia wrote:
yes it is same..I uploaded like defrag map.....

Jack still needs to sort some stuff out before the maps are sent to the UrT server. Maybe he's already fixed it, but to make sure, if you want to upload a map just ask me. *waves magic RN|KAMPFMITTELBESEITIGUNG wand*

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jackthompson
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PostPosted: Fri Oct 16, 2009 3:49 pm    Post subject: Re: map pool Reply with quote

alright... fixed it... maps should be online 5 minutes after upload..
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Unrealized
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PostPosted: Fri Oct 16, 2009 4:04 pm    Post subject: Re: map pool Reply with quote

I would suggest removing ramelle from the cycle (It has fps problems since 4.1 with some players, so people usually leave when ramelle comes on).

Also Thingley is a rare map on other servers, but I have nothing against it.

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zinya
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PostPosted: Fri Oct 16, 2009 7:54 pm    Post subject: Re: map pool Reply with quote

>_< NOT MY BABY!

Okay, new rule, each clan member can choose 1 map that they love and it stays in the mapcycle.

I choose Ramelle.

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jackthompson
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PostPosted: Fri Oct 16, 2009 8:09 pm    Post subject: Re: map pool Reply with quote

i haven't noticed FPS drops on our server so far... but i have FPS drops on servers with 20+ players.. sometimes from 125 to 30 while, normaly, the 125 doesn't move at all..
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Falkland
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Joined: Aug 01, 2008
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PostPosted: Fri Oct 16, 2009 10:37 pm    Post subject: Re: map pool Reply with quote

jackthompson wrote:
i haven't noticed FPS drops on our server so far... but i have FPS drops on servers with 20+ players.. sometimes from 125 to 30 while, normaly, the 125 doesn't move at all..

UrT 4.1 netcode sucks ... much more than the original q3 engine ... most of the players join with rate 3000 or 8000 ... cl_maxpackets has a range between 30 and 42 or 48 ... ut_timenudge can accept only positive values ...

IDK if it's related to this issue , but I've recompiled the engine ( I use ioquake3 compiled with the BUILD_STANDALONE 1 flag ) by adding also this modification as suggested in this post on the UrT forum , and I have less fps drops and I resolved also the problem of disconnection while loading much more complex maps.

Anyway I've heavily tuned ioquake3 ( expanded buffers , compiler switch ... ) to run UrT in an acceptable way.
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Unrealized
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PostPosted: Sat Oct 17, 2009 11:26 am    Post subject: Re: map pool Reply with quote

zinya wrote:
>_< NOT MY BABY!

Okay, new rule, each clan member can choose 1 map that they love and it stays in the mapcycle.

I choose Ramelle.

Not fair since I'm not a member :(

Just kidding :)

Falkland wrote:
jackthompson wrote:
i haven't noticed FPS drops on our server so far... but i have FPS drops on servers with 20+ players.. sometimes from 125 to 30 while, normaly, the 125 doesn't move at all..

UrT 4.1 netcode sucks ... much more than the original q3 engine ... most of the players join with rate 3000 or 8000 ... cl_maxpackets has a range between 30 and 42 or 48 ... ut_timenudge can accept only positive values ...

IDK if it's related to this issue , but I've recompiled the engine ( I use ioquake3 compiled with the BUILD_STANDALONE 1 flag ) by adding also this modification as suggested in this post on the UrT forum , and I have less fps drops and I resolved also the problem of disconnection while loading much more complex maps.

Anyway I've heavily tuned ioquake3 ( expanded buffers , compiler switch ... ) to run UrT in an acceptable way.

The best would be if servers would be running ioQ3 Dedicated :)

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