🥝 Community Kiwi Fortress - An unofficial Kiwi Farms Team Fortress 2 server.

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How do I solve the eternal bullet spread question?

  • Keep bullet spread (and random fall damage) disabled

    Votes: 56 26.7%
  • Stay vanilla and have bullet spread (and random fall damage)

    Votes: 154 73.3%

  • Total voters
    210
  • Poll closed .
was there even one?
whenever i opened tf2 i saw that server constantly empty and there is no activity on this thread, so i got no info about it.

i think at this point if there's nobody giving a shit about this server, then to just leave it for mati/specific holiday events and call it a day, there's no reason to keep an empty server up if nobody plays on it.
It will still be harder for the server to stay populated since the sharty server claimed that timespot
 
Even once a week (Sat) would be nice. Personally I don't know if I would hop in on Fridays, with days being so short I find out that I simply want to crawl into my bed after coming home from work. Sunday would have to start earlier as well, around 4 PM.
 
Sorry for neglecting the servers, I haven't had much time aside from updating the servers, although I get notifications for that.

(I did take down the EU server due to a lack of activity, of course happy to restore it)

I've been thinking if there was a more appropriate time/way to get everyone playing since the server is essentially dead but with the KF SS13 server, TF2 party van and sharty server I have no clue.

Added the koth version as someone uploaded it on the workshop. (I had a local archive anyways since the GameBanana jannies removed the submission)
 
I've had some free time to go think about the server and locked it up while working on some changes, currently finishing up some changes, here's a summary:

  • Moved the server over to the 64-bit version of SRCDS
    This has the benefit of future proofing the server for when the tranny janny/plant pot working on the game decides to kill the 32-bit server binary, this however comes at a cost of breaking many plugins (which manipulate server memory) including the weapon revert and weapon spawning plugins, so for the moment they have been removed.
  • Moved over to map groups instead of per map votes, the current map groups look like this:
    Screenshot_2025-01-28_04-10-23.jpg
    The benefit of the new map management plugin (which I've had to nigger rig anyways to work with workshop maps) is that I can put limits and requirements for player counts so you won't end up on an arena map with one player.
  • Removed bots, they don't work well with many maps and gamemodes including stock ones and generating nav-meshes for them doesn't help.
  • Massively increased the amount of maps in rotation, most of them going into the new map group "Workslop Wonderland"
  • Added a plugin to view who sprayed something
  • Omitted Arena, PASS Time and some individual maps from the rotation temporarily while I figure out what to do with them.
  • Going to very likely put the server under a weekend-only policy, with it being offline (or locked) during the weekdays.
    (likely going to have the server unlock 5 minutes before MATI starts on a Friday)

Feedback for these changes is appreciated as always.
 
I sometimes play on a community server with an unwritten rule that everyone joins at 18:00 CET on week days, 17:00 CET during weekends.

That's probably the only way this server could work. Turn it into a TF2 Classic one and I'll join regularly.
There are so few TF2C servers we'd get players just by having pop >3
 
That's probably the only way this server could work. Turn it into a TF2 Classic one and I'll join regularly.
I've looked into how TF2C does servers and the major problems that I have with it is that
1. No SDR support, which would mean there must be a public IP for the server, opening it up for trannies trying to DDoS it (unlikely but still within the realm of possibility)
2. I don't remember who brought it up in the main TF2 thread but Classic has a hidden blacklist for servers that makes them not show up in the server browser or be connectable, so once again, wouldn't be surprised if the retards running TF2C tried to throw the server onto it.

I hope that TF2 Classic does eventually adapt the recently released SDK as that would give SDR support making such an idea possible.


Also just a small update that the recent TF2 update broke everything SourceMod and MetaMod related, server is back after some minor downtime.
 
The server is now a TF2 Classic Classified server, now without any technical difficulties...

Getting the server setup wasn't bad because unlike Gold Rush the gameinfo file was accounted for the fact that Linux has file system case sensitivity issues that it previously didn't have.

Although for some fucking reason they ship SRCDS and the main game binary, which of course will just try to launch the game...

Anyways, the immediate problem became:
1. No sounds
2. Loadouts weren't working

-- Why are sounds not working?

Only glaring issue aside from some small errors was this:

Code:
Loaded 2 VPK file hashes from /home/tf2server/classified/tf2classified/vpks/tf2c_assets.vpk for pure server operation.

Loaded 2 VPK file hashes from /home/tf2server/classified/tf2classified/vpks/tf2c_assets.vpk for pure server operation.

Loaded 2 VPK file hashes from /home/tf2server/classified/tf2classified/vpks/tf2c_assets.vpk for pure server operation.

File hash information not found: Hashing all VPK files for pure server operation.

Loaded 2 VPK file hashes from /home/tf2server/classified/tf2classified/vpks/mb2_tf_content.vpk for pure server operation.

VPK chunk hash hash does not match. File corrupted or modified.

Loaded 2 VPK file hashes from /home/tf2server/classified/tf2classified/vpks/mb2_tf_content.vpk for pure server operation.

VPK chunk hash hash does not match. File corrupted or modified.

Loaded 2 VPK file hashes from /home/tf2server/classified/tf2classified/vpks/mb2_tf_content.vpk for pure server operation.

File hash information not found: Hashing all VPK files for pure server operation.

Loaded 47 VPK file hashes from /home/tf2server/classified/tf2classified/vpks/mb2_shared_content.vpk for pure server operation.

VPK chunk hash hash does not match. File corrupted or modified.

Loaded 47 VPK file hashes from /home/tf2server/classified/tf2classified/vpks/mb2_shared_content.vpk for pure server operation.

VPK chunk hash hash does not match. File corrupted or modified.

Loaded 47 VPK file hashes from /home/tf2server/classified/tf2classified/vpks/mb2_shared_content.vpk for pure server operation.

File hash information not found: Hashing all VPK files for pure server operation.

Loaded 13 VPK file hashes from /home/tf2server/classified/tf2classified/vpks/tf2c_overrides.vpk for pure server operation.

VPK chunk hash hash does not match. File corrupted or modified.

Loaded 13 VPK file hashes from /home/tf2server/classified/tf2classified/vpks/tf2c_overrides.vpk for pure server operation.

Well that looks interesting, let's see if disabling sv_pure fixes it...

Nope, the warnings are gone but sound is still missing.

Launching the server with developer mode shows the problem immediately:

Code:
CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystemBase::BaseInit:  Manifest 'scripts/game_sounds_manifest.txt' with bogus file type '', expecting 'declare_file' or 'precache_file'

CSoundEmitterSystem:  Registered 0 sounds

Yeah that would explain why there are no sounds.

very late edit:

1769855922127.png

you still need to do this override, surprised that the server worked without it

-- Why are loadouts not working?

no idea, enjoy the stock only server...

above also fixed this
 
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