the daily inxling!
TF2 update - 27/09/2008
Posted by Olly in Team Fortess 2 NewsIn case you missed it, early this morning there was an update for Team Fortress 2 servers:
A new required update for Team Fortress 2 has been released. Please run
hldsupdatetool to receive it. The specific changes include:
- Fixed a bug that prevented the correct Arena stats from being uploaded
Jason
Counter Strike and users.ini
Posted by Olly in Counterstrike newsJust a very small update for Counter Strike 1.6 customers.
We’ve added in the file users.ini so you can edit this direct, and save different versions on our file editor.
Users.ini is the file used by AMXXmod to set admins, and admin permissions for managing Counter Strike game servers.
Team Fortress 2 server update
Posted by Olly in Team Fortess 2 NewsThe long awaited update for Team Fortress 2 game servers has been released. The main part of this update is for the ‘Heavy’ class.
The required Heavy update for Team Fortress 2 has been released. Please
use hldsupdatetool to receive it. The specific changes include:
Added 3 Heavy unlockables:
- Natascha, The Sandvich, The Killing Gloves of Boxing
- Added 35 new Heavy achievements
Added Arena game mode:
- 5 arenas: Lumberyard, Ravine, Well, Granary, Badlands
- Added cp_steel, a community map by Jamie “Fishbus” Manson
Changes:
- Added server map timeleft to upper right of scoreboard
- Added new firing sounds to The Backburner
- Removed the Custom Tab in the serverbrowser, and added the Tags field
to the base Internet Tab
- Increased The Kritzkrieg’s uber-charge rate bonus from 10% to 25%
- 32 player servers can now support an extra slot of SourceTV
- Made the freezecam item panel description easier to read
- Players now broadcast whether they chose a team directly or use
autoteam
- Added proper handling of cart blocking recognition to Payload maps
Bug fixes:
- Fixed bug where switching from flaregun-wielding Pyro to another class
meant you didn’t get a full ammo loadout on first spawn
- Fixed Spy watch arm not using team skins
- Fixed weapon switching preventing you from using secondary attacks for
a 0.2s window after the primary became available
- Fixed players getting stuck in a bad animation state when class
switching while spinning the minigun
- Fixed a loophole that allowed players to pickup weapons of other
classes
- Fixed a bug that resulted in players earning more crit chance bonus in
large, single damage events than they are supposed to
- Fixed an issue with the floating HUD +X health indicators that
resulted in them appearing incorrectly
- Fixed a bug which caused the minigun spinning & firing sounds to
occasionally stop while the Heavy was still firing
- Fixes the Loadout player model panel causing the in-game player facial
animation to perform incorrectly
- Fixed spectators not having the target ID labels display correctly
- Fixed the cart alarm sound occasionally getting stuck on in Payload
maps
Jason
No Call of Duty 4 1.8 patch?
Posted by Olly in Call of Duty 4 NewsI read with a feeling of trepidation on our Call of Duty 4 forums a post from a gaming news site, claiming perhaps no 1.8 patch.
Ok so fair enough, we’ve had 7 patches to date. But what about the outstanding bugs and glitches? I thought to myself, I only play the game two hours a day. I’m in no authoritive position to moan. So I asked our Call of Duty 4 head admin, UkDarkstar what he thought. Here’s just a few moans we came up with.
No support for Call of Duty 4 clans with tags.
Bossy limits on how many characters you can fit in your tag. My INX| tag works fine though, I can’t complain! Lack of colour support in tags.
Call of Duty 4 server browser.
An age old argument, that continues to rage. Still little can be made of how the browser actually works. To give you an example, we setup a Call of Duty 4 public server with standard maps running Team Deathmatch a few weeks ago. Darkstar and I sat in it (him mainly owning me), and lo-behold within minutes people started to flock in. Before we know it we have 16 players in. When we leave, those players stay. Our public COD 4 server really has gone from strength to strength. During busy times, the server is full. You can’t get on!
Based on that success we setup another server, similar settings. In the we became so frustrated with filling the server, we ended up copying the configs from the first server. It was identical, bar the server IP. Does it fill? Not without a serious nudge.
Work that one out! We can’t, lol
Ranks and perks not transfering
An age old argument. Should ranks work on un-ranked servers? An un-ranked Call of Duty 4 is essentially where you are running custom maps, mods etc. The perks and ranks are a great little feature to keep you hooked, but why the big fuss on them being played on stock? If the game was like Battlefield 2 for example, where you have global rankings no matter what server you play on, fair enough.
However, I found reinstalling my Call of Duty 4 the other day lost me my ranks and perks.
So why the big fuss?
Custom maps on Call of Duty 4 game servers
Better not get me started on this one
As a game server host, we have our fingers crossed with every new release. We hope and pray they just make it easy for us. If you running custom maps on a game server, given the size of the files, fast downloads are a must.
With hlds / srcds games such as Counterstrike Source, they are a relative doddle. Sorry, but with Call of Duty 4 servers its a comparative nightmare.
Don’t get me wrong, as a server host we can work round it and get it working. But game publishers, or rather those that develop the server software architecture need to realise, not all the players are computer geniuses. And how’s that relevant? It’s the players that buy the game servers, which they run which attracts more and more players to the game. The more people that play the game, the more copies of the game sold. Easy
If you look at the long winded approach to setting up custom maps on a Call of Duty 4 server, you’ll get what I mean.
Call of Duty 4 isn’t that bad though is it?
No, not at all. I’ve not been so into a game since the original Counter Strike. As a gamer addict / freak, that speaks volumes. The realism, the graphics, the online play, is all fantastic.
I just feel perhaps it’s time before moving onto Call of Duty 5, that COD 4 and these niggles are ironed out. Just look at how Counterstrike Source, years on is still being bought and played. Surely from a financial point of view to the developers, if they patch up these niggles, Call of Duty 4 will continue to sell, and the servers around for a long time to come.
- Olly.
INX Call of Duty 4 Public Servers update
Posted by UKDarkstar in Call of Duty 4 NewsWell, since Olly kicked of the Public servers there’s a few of us now to admin them and I thought it would be useful to update you all on what they’re all about.
Both the servers are running TDM with a different mix of maps and they can be found at :
Public 1 : 85.234.148.4 Port 28160
Public 2 : 85.234.148.28 Port 28160
The servers are setup as stock hardcore so no mods or custom maps.
Considering they were only launched a week or so ago, Public 1 has done phenomenomly well rising about 9,500 places on Gametracker’s server listing in less than a week !
Public 2 is struggling a little so if you have some spare time please sit on that to attract some players along. If you need a fragfest rush then get along to Public 1 which has been attracting 15-30 players most of the time
So what else is there to say about these two servers ?
Well, we’ve joined PBBans to help keep the servers cheat free and some players have been banned already. For those who don’t know, most servers run Punkbuster as the anti-cheat software (as do both of these). PBBans is one of a growing number of player developed sites that take the anti-cheat philosophy a step further. By checking CVARs or DVARs and MD5’s they can identify someone running a cheat. The player gets kciked from the server and banned (in real time) BUT also gets banned from all other servers that are streaming to PBBans so helping to keep the cheats off the streets and limiting the number of servers they can play on. Currently there are over 5,000 servers streaming to PBBans so around 25% of all servers.
We are also running stats for players which are regularly updated and will be reset each month. We’ll then keep a list over the year of the top players and maybe we could hold a competition at the end of the year ?
You can view your stats, as well as the Gametracker listing for the servers at :
http://cod4public.inx-gaming.co.uk/
so pop along and see how you stack up against your mates !
When playing on the public servers we would ask that you moderate your language and so no abusive or racist comments please. We also expect you to abide by any admin requests issued via the console.
If you’d like to post some of your screenshots from the Public servers or need to contest or report a ban then come along to the gaming community forums at :
http://www.inx-gaming.com/forum/
There are no claymores planted at the entrance and registration just takes a few moments !
If you have played the public servers and want your own for your Clan or even just for a get-together with your mates then you can find the details with an instant setup at :
So come join the fun now !
DS
Team Fortress 2 dedicated server update
Posted by Olly in Team Fortess 2 NewsEarly this morning, an update was release for Team Fortress 2 game servers
A new optional update for Team Fortress 2 has been released. Please run
hldsupdatetool to receive it. The specific changes include:
- Fixed _resetgamestats command causing server crash.
- Fixed clients earning achievements when a player they’ve recently
damaged suicides
Jason
To apply this update, either run the update tool, or something reboot your game server.
Tomb Raider: Legend Review
Posted by John in John, Game ReviewsI’ll say straight up - I’m not a fan of Tomb Raider games.
Progressing through miles and miles of level to screw up for just pressing the jump button a bit too soon, then falling down a crevice, then having to go back and do the same thing again another 10 or more times isn’t my idea of exhilarating excitement, before I discover by accident that I wasn’t meant to be jumping in that direction at all. Any combat is shallow and pointless. It’s an exercise in timing and luck, and the gaming industry’s oldest enemy “Frustrator” rears his familiar face.
Tomb Raider Legend is the 7th of 9 titles in the series (the 9th being the eagerly awaited Tomb Raider Underworld). It’s gone a long way to address the issues mentioned above:
Your “backup” team give you advice. Constantly. Your progress is saved regularly. The combat has been given added depth by the addition of sliding tackles, jumps (with bullet time, of course, what did you expect, real time? n00b) and side kicks, as well as the staple shooting with infinite ammo.
The puzzle solving has evolved too: it’s generally fairly easy to see what you need to do at a given time. There are exceptions, for instance when you’re doing battle with a giant black demon and you have to turn a gravity-gun on these four blocks on the wall that opens a container directly above you that you can use your grapple hook to pull a magical stone out of… I got somewhat stuck as to why the monster, that was taking damage, was just regenerating it. I had to take the stone out to progres! Of course! A bit of explanation would have been useful here.
If I seem unclear as to exactly what the stone, the demon, and the blocks are exactly it’s because I am unclear. That brings me onto my next point: the story has been revamped and includes all manner of arcane nonsense about King Arthur’s sword Excalibur and the cutscenes (skippable, thank God, they’re usually between a checkpoint and a hard part) are well scripted and executed. I say “arcane nonsense” but it definitely serves to drive the story forward and to a wide variety of locations: Kazakhstan, Nepal and Cornwall.
“As in take the M5 to the A30 Cornwall?” Lara asks incredulously, as I admire the improvements in script.
Tomb Raider Legend definitely still suffers from the problems that have always marred the series but the puzzles are original enough, the combat deep enough, and the game presented well enough to make converts of many nay-sayers and bring back the fans that were lost by the atrocity otherwise known as “Angel of Darkness”. If you liked the original Tomb Raiders then you’ll love this. If you want to try to expand away from your usual diet of shootyshooty action games and maimymaimy bloodandguts then pick this up and give it a try.
- John
And yes, I did a whole review without once commenting on her chest. Marvellous.
Hey, google….
Posted by Olly in Random thoughtsLook mate, it’s http://www.inx-gaming.com.
It’s not some weird affiliates link.
Really, you do puzzle me sometimes. Please, sort yourself. We’ve changed to www.inx-gaming.com. Thanks ![]()
Call of Duty 4 public server
Posted by Olly in Call of Duty 4 NewsHey all,
I spend most my days hosting and looking after other clans game servers, but just for once this week I have been busy for probably the first time in a year, playing with my own Call of Duty 4 game server.
Introducing:
85.234.148.4:28160 !! INX-Gaming.co.uk >> Call of Duty 4 Public #1.
We’ve setup a mix and match of the following Call of Duty 4 game-types:
- Free-for-all
- Deathmatch
- Team death match
Our Call of Duty 4 public server is already pretty much full from 12-12
We have lots of INX admins and forum regulars popping in, so why not come and show us how to play Call of Duty 4? ![]()
Day of Defeat Source Mani mod
Posted by Olly in Day of Defeat Source NewsWith Day of Defeat Source gaming servers being ported over to the Orangebox engine, just about all addons and plugins that previously worked, stopped working. Lovely
After a lot of reading about, testing and changing our mod central installers, we’ve got Manimod back up and running for Day of Defeat Source on our auto installer.
