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Server Talk => Adverts and Information => Topic started by: sai`ke on October 16, 2007, 03:18:23 pm

Title: Tactical Trenchwar!
Post by: sai`ke on October 16, 2007, 03:18:23 pm
Tactical TrenchWar
Please take the time to read the game rules in this thread before you play. Thank you.

Game Rules
Tactical TrenchWar (TTW) is about teamwork! In TTW every soldier has a distinct task in the team.

Global commands:
/commands brings up a list of commands for your current task.
/list brings up a list of names of your team members and their respective tasks.
/free brings up a list of available tasks.
/apply brings up a list of possible tasks.
/quick quickly chooses a random task.
/left, /right, /top enable you to warn your teammates about potential threats
/votetask ID, can be used to demote a team member. /getids brings up a list of IDs.
/demote, casts a vote that the team member should be demoted.
/t, can be used to talk to your team mates without it appearing over your head in game. Just type /t text.

(http://ttwforums.com/out_03.png)General
Ak47, Desert Eagles, Ussocom, Knife
The general can conquer bunkers (/conquer). The team members will spawn at the bunker that was last conquered by the team general. It is of vital importance that your team has a general! The general also has a meal ready to eat at his disposal that replenishes 50% health (/mre).
(http://ttwforums.com/out_05.png)Medic
Ak47, Steyr AUG, Ruger 77, M72 Law
Can heal people by switching weapon. People can call the medic by yelling medic! The medic will then be notified of your position. Medic automatically regenerates health when not moving. Medic can also spawn a medical kit every now and then (/kit).
(http://ttwforums.com/out_11.png)Saboteur
Desert Eagles, Spas-12, Ruger 77, Ussocom, Knife, Chainsaw
Can rig both enemy and friendly statguns (/rig). Satchel will explode after four seconds. The saboteur also has a meal ready to eat.
Furthermore, the saboteur can disarm mines from a distance (/rig).
(http://ttwforums.com/out_09.png)Spy
Knife
The spy can set 3 timed charges (/place time e.g. /place 3, and /activate to start the timers) and has one stealth pack available on command (/stealth) per respawn. Spies can detect eachothers presence. The spy can also observe the enemy tasks when he is nearby (/obs). The spy can also rig a stationary gun with /rig if he hasn't placed any bombs yet.
(http://ttwforums.com/out_01.png)Engineer
Desert Eagles, HK MP5, Ussocom
The engineer can build a statgun (/build) which he can also retrieve (/get). Note that when the enemy bombs or rigs a statgun you have to wait a specific period of time before you can build a new one. The engineer can also place mines when they are available (/mine).
(http://ttwforums.com/out_10.png)Elite
Barrett, Ussocom
The elite is a highly trained soldier that provides sniper cover.
(http://ttwforums.com/out_04.png)Long Range Infantry
Ak47, Steyr AUG, Ruger 77, FN Minimi, M72 Law
Long range infantry can use long range weaponry and have a meal ready to eat.
(http://ttwforums.com/out_08.png)Short Range Infantry
Desert Eagles, HK MP5, Spas-12, Ussocom, Knife, Chainsaw
SRI Short range infantry can use short range weaponry and have a meal ready to eat.
(http://ttwforums.com/out_06.png)Artillery
M79 (modded), Ussocom
The artillery crew can shoot mortars over long range. Can only be fired while in prone mode and not moving. When the heavy artillery cannon is ordered by the radioman, the artillery will be first in line to get it. The artillery can nuke the enemy base (/nuke) and spawn grenade kits every now and then (/nade).
(http://ttwforums.com/out_07.png)Radioman
Ak47, Steyr AUG, Ruger 77, FN Minimi, Ussocom, Knife, Law
The radioman increases the rate at which supply points increase. With radioman a supply point is gained every 14 seconds. Without 28 seconds. From these points supplies can be chosen by the radioman (the cost is indicated between the brackets).
Supplies are delivered in the bunker conquered last by the team. The radioman can also tap into enemy teamspeak when the field battery is full (/tap). Lasts 40 seconds and recharges in 140 seconds.


Supplies:
Grenades [2]A simple grenade kit
Cluster grenades [3]Cluster grenade kit
Medi kits [4]Medical kit.
Howitzer strike [8]An airstrike in the form of large clusterbombs, shorter timespan but more fragments
Airstrike [9]An airstrike going from the currently conquered bunker all the way up to the enemy bunker
Own sg[8]The statgun can be bombed to be able to retrieve the stationary gun when it has been lost behind enemy lines. Note that it must be bombable from the sky for this to work.
Enemy sg[9]Bomb enemy stationary gun. This destroys both the stationary gun as well as the person on it.
Paratrooper [10]A heavily armored soldier that paratroops into the game above the enemy bunker. The paratrooper can be kicked by the radioman (/kick)
Laws [8]Spawn a few laws in your teams current bunker.
Vest [8]Spawns a bulletproof vest in your current bunker.
HAC[10]Spawns a HAC-25, which is a strong artillery weapon. If there is an artillery present he will get this weapon, otherwise it will be given to the radioman. Note that it replaces the weapon you are currently carrying.

On some maps, the last bunker can only be sabotaged and not conquered. Sabotaging such a bunker will effectively lead to the other team being pushed back, but not your team actually conquering that bunker. To sabotage such a bunker you need to have all the bunkers up to that point in your possession. This also means that if you lose a bunker while sabotaging that last bunker, you will fall back!

/cmmd1 /cmmd2 /cmmd3 and /cmmd4 do different things depending on the task. This should enable people to play all the tasks using only a single set of taunts.


Task   Â     1         2         3        4
Medic     /kit      /kit      /kit     /kit
Engineer  /mine     /build    /get     /get
Radioman  /vestgen  /tap      /para    /vest
General   /mre      /conquer  /conquer /conquer
Elite     -         -         -        -
Spy       /activate /place 3  /stealth /rig
Artillery /nade     /nade     /nade    /nade
SRI       /mre      /mre      /mre     /mre
LRI       /mre      /mre      /mre     /mre
Saboteur  /mre      /rig      /rig     /rig


Servers
Tactical Trenchwar Server #1
10 public slots
Sponsored by Toumaz
Located in Texas
soldat://s2.ttwforums.com:23080

Tactical Trenchwar Server #2
12 public slots
Sponsored by BombSki/SeaStorm
Located in Germany
soldat://eur.climbing-soldiers.net:23093/

Tactical Trenchwar Server #3
10 public slots
Sponsored by Beanjo
Located in USA
soldat:/s5.ttwforums.com:23073/

Tactical Trenchwar Server #4
10 public slots
Sponsored by Rumpel
Located in Germany
soldat://s3.ttwforums.com:33873

PlayerTR | Tactical Trench Wars
Turkish version of the script

10 public slots
sponsored and admined by Deviler
Located in Turkey
soldat://79.98.132.48:23079

Tactical Trenchwars Gather Server
6, 8 or 10  private slots
Located in the Netherlands
Join IRC to join the gather! #ttw.gather or #soldat.ttw for the main channel!


Map Rotation
ttw_Village
ttw_crecent
ttw_Grasshill
ttw_ColdMorning
ttw_Gloryhill
ttw_Junkyard
ttw_Limbo
ttw_NewNature
ttw_Myst
ttw_BachVu
ttw_Rage
ttw_Teroya
ttw_Rime
ttw_Verdun
ttw_Mound
ttw_Anoxi
ttw_BattleField
ttw_Grasshill
All maps are adapted to enable progressive spawning so expect some map loading.

Acknowledgements
Special thanks go out to spkka, Bombski`, Toumaz, Leo, xmRipper, butts, Mastadi, rumpel, WStar, MetalWarrior, Norbo, tk, VirtualTT, Wraithlike, MM, EnEsCe and of course the excellent TTW community who have been a constant support and source of new ideas.

               ,,_,,
( woot )> (o,o )
              (")(")


Enjoy TTW? Become member of the community at http://ttwforums.com

There is also a video (made by Norbo) that shows some TTW gameplay, you can see it here:
http://youtube.com/watch?v=SlBq51c0om8

Don't miss out!
Title: Re: Tactical Trenchwar!
Post by: ShadowGhost64 on October 16, 2007, 06:54:57 pm
I played it a bunch today, with you Sai`ke. It was pretty amazing, actually better then normal Trenchwars. I mean if you have'nt played it. PLAY IT!
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 16, 2007, 07:25:44 pm
Fanks :D
Glad you like it. The script sure took a while to do :D
Title: Re: Tactical Trenchwar!
Post by: ShadowGhost64 on October 16, 2007, 08:04:54 pm
I just played with Spkka, and when I played TTW_cresent I fell through the floor alot, other then that I had no problems, I changed my name so it is Kolmxo now.
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 17, 2007, 07:07:54 am
The map errors are related to some kind of soldat bug. They are basically just regular TW maps with a few added spawnpoints. We've tried recompiling the maps in multiple versions of polyworks but this did not solve the issue.

Maybe it has something to do with the fact that it is a windows server.
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 17, 2007, 08:56:32 am
it looks really nice and it seems theres lots of effort in this. the server isnt 24/7 is it? i dont seem to be able to connect now.
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 17, 2007, 09:43:56 am
We try to keep it online as much as possible but spkka's brother pulls the network cable out of the computer every once in a while for his webradio ::)
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 17, 2007, 11:15:54 am
well its pretty fun although you should add some help.. /help is not telling any commands eg how to switch from position..
Title: Re: Tactical Trenchwar!
Post by: ShadowGhost64 on October 17, 2007, 11:19:34 am
I think the first time I played I had Spkka on my team or maybe it was Sai' ke, I can't remember, and he told me how to do things. It is really easy to learn.
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 17, 2007, 11:31:22 am
I know I played with you on my team once :D
/apply gives you a helpfile btw...
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 17, 2007, 04:22:53 pm
nice script. however sometimes the spawns dont seem to function right.. also some commands should be shorter, like /artillery and /general
Title: Re: Tactical Trenchwar!
Post by: Espadon on October 17, 2007, 04:32:37 pm
Needs some more balancing overall, IMHO.
Title: Re: Tactical Trenchwar!
Post by: spkka on October 17, 2007, 04:37:08 pm
nice script. however sometimes the spawns dont seem to function right.. also some commands should be shorter, like /artillery and /general

working on that! More players asked about this already. Conquering bunkers is better now. General needs to hold it for 9 seconds now.

Needs some more balancing overall, IMHO.

needs more play testing i guess.
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 17, 2007, 06:06:52 pm
Quote
however sometimes the spawns dont seem to function right.. also some commands should be shorter
You mean at the start of a map? Or all the time? And in what way exactly?

The balance issues are caused by the maps and some work has already been done to make it more balanced (easier capturing). It would be nice to have a few custom made symmetric maps though. Still, both teams have the same pros and cons so if you use them well you can always win. If you can get your general past the other teams defenses you can conquer the bunker behind them, pushing them two bunkers back.
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 17, 2007, 06:08:23 pm
^well i was in a game and blue and red were spawning at the same spawn. also it seemed to be totally random, not at a set base. but this was only once..
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 17, 2007, 06:17:37 pm
Could it have been the map bug? There are maps that bug randomly sometimes and everybody spawns completely randomly dieing very often and such.
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 18, 2007, 07:32:03 am
it didnt look like a mapbug (i should know) but it was the 1st time i played it so maybe it was supposed to be or something :P
Title: Re: Tactical Trenchwar!
Post by: spkka on October 18, 2007, 07:36:15 am
imo, its just a random factor once a while. I get spawned into the middle sometimes aswell.
Could have been tho. Most of the time when a map bugs both flags are taken but sometimes its not and everything seems normal which isn't.
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 18, 2007, 08:05:09 am
Yea, until this is resolved, best you can do is vote another map when maps are bugging.

It seems that the setspawnstat and map loading is not flawless, especially when the map has just loaded. I'm sure the script does what it's supposed to since I have a lot of debug information available in my admin console which reads that the correct spawnpoints were set to the correct values (doublechecked using GetSpawnStat too!). I have already tried cheap hacks like determining how close a person is to a wrong bunker when he spawns, but these aren't very good solutions. Once a map loads properly and the spawnpoints are set right initially, there are generally no further problems though. At least, not that I've encountered.

I'm still very interested in when bugs occur though, so keep the reports rolling in. Try to be as descriptive as possible. Thanks for the help and apologies for the inconveniences that occur every now and then.
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 18, 2007, 08:49:47 am
well as ive told spkka on the server, sometimes u spawn without primary weapon. when you press change weapon, you get either the 2ndary or the primary weapon, and when you press q again you get the other weapon. so in theory all you need to do is press q (once or twice), but its still a bug :)
also sometimes when you change to another rank, it automaticly sets you to another one.. this is mainly at the start of a map. maybe it happens when 2 people try it at once.
1 more suggestion, i think you shouldnt kill people when they change ranks, just spawn them next time with the right rank.
oh, and 1 more thing, i really like the script but 1 lame thing is capping the flag. when you are spawning so close to the enemy its more fun to keep fighting than to cap the flag. also when you have scored, its easier/faster/better to just type /kill instead of walking back all the way.. maybe you could change this somehow (change flag position to previous bunker? i dont know if scripting gives u much control of the flag, but maybe u could think about it.

oh, and as i said in server, conquering should be automatic when general is in the bunker. its _really_ hard to conquer a bunker with people spawning in it, so typing /conquer is fatal. i know you can set it as taunt, but you should know people are too lazy to change taunts for a beta script.
and then 1 last thing (really), if you are not going to enable the auto-conquer, at least show a drawtext that says something like 'you can /conquer this bunker'
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 18, 2007, 09:02:57 am
The reason we kill people when changing ranks is because we want the switch to be instantaneous (to keep it fast paced). Changing it in the field is a bad idea since this would enable the spy to replenish his stealth packs on the front line.

At the start of a map there are some glitches yes, this is because everybody is assigned a random task onmapchange. Sometimes the actual task switch lags and comes after the point where you actually selected a new task thereby forcing the switch.

The problem with the primary weapon not being present is actually a problem that seems to occur only in a few classes, and I'm not 100% sure why yet but I am looking into it. I think it has something to do with selecting a weapon that is set to inactive shortly after selection, which could be a result from a lag with disabling the weapon. I'm looking into this though.

As for the capping, I fully agree. On some maps it's not so bad, but especially maps where you can get your spawn point extremely close to the flag are a bit of an issue. Maybe another scoring method could be bunker domination or some sort of infiltration task. Also, I think scripting gives us the ability to set the flagspawn point yes, since it is a spawnpoint.
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 18, 2007, 10:22:57 am
ok, well, think about the flag thing then..

the classes that in know are wrong: general, artillery (the weapon thing)

and about the assigning of classes: i dont mean u can change class during battle, but you should just keep the class you are on now (no changes), and when you respawn (after u died... doh) u get the new class. this is better than having 3 deaths at the start just because you changed class..


what about auto-conquer? i know this is possible: curt is working on a very similar script where he also 'conquers' bunkers, but then automaticly. and the territorial takeover script works pretty much automatic and the same way..

also maybe the predator mode should go off when a spy caps the flag.. ^^
Title: Re: Tactical Trenchwar!
Post by: Duck Boi on October 18, 2007, 10:42:42 am
This is a must play if you like TW.
But I think it needs bigger maps.
And there is alot of random spawning.
And I think some classes have a large disadvantage to others.
It's a good script, just needs some polishing and more testing.
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 18, 2007, 10:52:09 am
@ Bombski
Well, we are going to try and do a custom endgame screen since we count the real deaths manually. Taking out the instant killing would take out the speed I think and most people would still do /kill anyways. If you prefer not having the death counted you could of course always choose the skill while you are waiting to be respawned. Also, we hope that someday there will be a setplayerdeaths function, since this would solve all our problems in a much more elegant way.

I like the conquer system the way it is now. First of all, this causes significantly less CPU usage than autoconquer, since for autoconquer you'd constantly have to be checking in AppOnIdle. Now it's a simple OnCommand. Secondly it has to be hard to conquer a base. We think it is more rewarding when you pull it off now.

And afaik it's not possible to turn predator mode off.

Thnx for the suggestions tho'.

@Duck Boi
Thnx, yes it needs some more polish indeed and definately some bigger maps (mappers, we'd love to hear your suggestions!!). As for the spawning, the script sets the active and inactive spawnpoints correctly (we checked this on the console log several times), so that's likely due to some strange bug. We are still running in full debug whenever the server is not experiencing high pings so when it happens, please say something with SPAWN ERROR ingame or something so we can actually see the points where it fecks up.

Some classes do have disadvantages in terms of strength, but some of them were on purpose. It's not about the k/d ratio or individual score anymore. We are still trying hard to come up with a fair scoring system for this but due to some heavy workload at uni for me, it might take a while.
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 18, 2007, 11:01:20 am
well, ur reasons are reasonable ^^

if you want longer and more fast phased maps u could use some old map, especially which have (a bit) jet. like moats, chemical, marsh... those maps are just totally awesome and they own the modern tw maps (always without jet) by far. but thats just my opinion.
Title: Re: Tactical Trenchwar!
Post by: Sunshine on October 18, 2007, 02:27:42 pm
this server owns
Title: Re: Tactical Trenchwar!
Post by: Dizzy So 1337 on October 18, 2007, 11:13:57 pm
This server does own.

I had checked it out a bit before and was a little bit meh on it, but tonight a bunch of my Vent homies got online together and it was ROCKIN SOLID with all of us shouting and yelling about 'whose the General?!'  'We need to move that Stat up, Engineer!'  'Incoming Spy, oh shit I think he passed us!' and just generally tons of soldat fun.

Some notes, take them or leave them:

1 - some of my clan homies cannot handle the lag between North America and Finland, these unfortunates are currently being left out of the fun.  If and when you find a person that you find trustable to host a Western Hemisphere TTW server, it will be good news for a lot of people.

2 - the Mortar (M79) exit velocity is so high as to make it nearly useless.  What, am I trying to hit people in the next server over?  I 100% applaud the limitations that you have given the M79 (ie ammo, reload, class restrictions) but honestly, I think that you should let an M79 be an M79.  Its already a mortar weapon, when used properly.  Give us back the basic properties of the M79 round, ie the exit velocity and arc, but KEEP the restrictions you have given it (ie 1 M79 per team and the limited ammo and reload).

3 - FLAMER, FLAMER, FLAMER.... aight so we all know that 1.4.2 lags like a brokedickdog when someone is on fire.  But it wasnt' like that in the previous version, there's still a possibility that it won't be in the next!!!  Please, in your future plans for TTW, reserve a space for the flamer.

4 - Once we had a serious TTW team goin, it seemed that the biggest prob for us was knowing what someone had switched to.  I mean, I know we can all do /list at any time, and it shows what vacancies are suddenly available, but... it would be AWFULLY nice if when someone on my team EXITS general, that we all know what job they have taken on.

Keep up the good work, never mind me im just trying to help and contribute some good criticism, the shit ROCKS overall.
Title: Re: Tactical Trenchwar!
Post by: spkka on October 19, 2007, 05:44:17 am
Thnx for those sweet words all ;)

Dizzy!

1. I know. Im hosting this server from my own home so the ping is for european players < 100 and @ night when im playing for everyone > 100.
Can't do much about that unless im going to rent some big server somewhere down the USA!
Might do tho, i don't know yet...

2. Will think of this with sai`ke. We had plans to change it anyways so i'll will talk with him about this. The original m79 is good aswell. Maybe a bit  more velocity then and a big big recoil so ppl cannot jump and shoot!

3. YES! 100% support from my side. Would be such a great way to clear out enemy bunkers!
Crazy germans!

´ Flame-throwers were first used at the Western Front in October 1914. Operated by two men, they were mainly used to clear enemy soldiers from front-line trenches. At first they had a range of 25 metres but later this was increased to 40 metres. This meant they were only effective over narrow areas of No Man's Land. Another problem was that the flame-thrower was difficult to move around and only contained enough oil to burn 40 seconds at the time. Soldiers who operated flame-throwers had a short-life span because as soon as they used them they were the target of rifle and machine-gun fire. ´

4. Hhm we get a message if a task comes available already. Might need some polishing with those messages..

Thnx Spkka
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 19, 2007, 07:05:05 pm
1. What spkka said.
2. About the m79, yes I agree, we went way over the top nerfing it. We shall look into this tonight.
3. Yea, if the lag issues are resolved this will definately be in there.
4. And yes, maybe we shall change the message to "lala has changed from General to Spy" for instance. It sounds like a good idea. Then you'd continuously know what you have on your team.

Thanks for the suggestions... Tonight we will be working on this stuff again so some of the improvements should be playable tomorrow if all goes well.

Date Posted: October 19, 2007, 06:57:06 am
New version uploaded, changelog:

General can now also choose desert eagle and knife.
Radioman has a field battery. Can be used to tap into enemy teamspeak for 20 seconds and recharges in 180 seconds (independent of dying).
Medic autoheals faster.
M79 modded for more mortarlike dynamics.

Enjoy!
Title: Re: Tactical Trenchwar!
Post by: DorkeyDear on October 19, 2007, 09:24:31 pm
Radioman has a field battery. Can be used to tap into enemy teamspeak for 20 seconds and recharges in 180 seconds (independent of dying).
So the whole team can hear it or only the radioman?
does the enemy team know?
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 19, 2007, 09:30:56 pm
Only the radioman hears it, so he will have to communicate to get the message across and the enemy doesn't know to add to the suspense!
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 20, 2007, 08:25:22 am
well tbh i dont think that feature will be used very much.. most 'teams' dont have much more than 'incoming' or stuff like that
any progress is good tho ;]
Title: Re: Tactical Trenchwar!
Post by: Arbiter on October 20, 2007, 10:50:31 am
As in the game eariler, put as an suggestion for the stupid minigun.

/ArtBarCan (Artillery Barrage Cannon) [lol abc..]

Speed= much more than M79's artillery,
Damage=[huge amount]
FireInterval=1 of course
Startuptime= 30 or so
Bink=-5 to give it a little spread
MovementAcc= Enormous amount to make sure that they squat to fire
Ammo= 15 shells
Reload= 600? Depends. Most soldiers/artillery are fast reloading.
Recoil= None. It's a cannon anyway. So it's planted to the ground.
Title: Re: Tactical Trenchwar!
Post by: spkka on October 20, 2007, 12:58:40 pm
well tbh i dont think that feature will be used very much.. most 'teams' dont have much more than 'incoming' or stuff like that
any progress is good tho ;]

haha most ppl seem to like it ;) Sometimes you DO pick up usefull information about teams strategy!

As in the game eariler, put as an suggestion for the stupid minigun.

/ArtBarCan (Artillery Barrage Cannon) [lol abc..]

Speed= much more than M79's artillery,
Damage=[huge amount]
FireInterval=1 of course
Startuptime= 30 or so
Bink=-5 to give it a little spread
MovementAcc= Enormous amount to make sure that they squat to fire
Ammo= 15 shells
Reload= 600? Depends. Most soldiers/artillery are fast reloading.
Recoil= None. It's a cannon anyway. So it's planted to the ground.

don't think were adding something like this to be honest. We got enough firepower  already.
Might use it for something else tho. We're not sure...
Title: Re: Tactical Trenchwar!
Post by: Dizzy So 1337 on October 20, 2007, 02:48:15 pm
well tbh i dont think that feature will be used very much.. most 'teams' dont have much more than 'incoming' or stuff like that
any progress is good tho ;]

haha most ppl seem to like it ;) Sometimes you DO pick up usefull information about teams strategy!

I do LOVE the idea but I'm kinda with Bombski.  Eh, it's a little early to make suggestions on this feature but what about... if you could use it any time and it had limited duration BUT the radioman has to remain motionless and not firing a weapon to 'hear' the enemy.  If he moves at all, he will need to perform the command again.  The tradeoff is, that your team is pretty much short 1 guy while listening.
Title: Re: Tactical Trenchwar!
Post by: spkka on October 20, 2007, 04:14:41 pm
Here are the changed maps btw. Reduces download time ;)
Check the attachment!
Title: Re: Tactical Trenchwar!
Post by: Dizzy So 1337 on October 21, 2007, 01:12:25 am
I've only played TTW a couple of nights and already I have a ton of notes re: how far down the rabbit hole the Teamwork aspect of TTW goes!

http://forums.soldat.pl/index.php?topic=21431.msg248243#msg248243

It's a ton of stuff and it really only probably scratches the surface.  Anyways, if you're gonna play TTW on my team, expect me to yell at you if you don't understand these basic principles of how to WIN at TTW!!!

Or eh, hey, you could just jump in and take your chances....
Title: Re: Tactical Trenchwar!
Post by: SpiltCoffee on October 21, 2007, 01:38:52 am
Maybe it has something to do with the fact that it is a windows server.
Indeed it does. For some reason, files being downloaded from a soldat server on Windows makes it throw up a heap of errors. It ends up with the server not having a map loaded and everything spawning in the centre.

If you get a proper server (which will most likely be Linux), this problem will go away.
Title: Re: Tactical Trenchwar!
Post by: Arbiter on October 21, 2007, 04:03:48 am
For some reason, something tells me that the General should only have a socom, nothing else.
Title: Re: Tactical Trenchwar!
Post by: spkka on October 21, 2007, 07:13:52 am
I've only played TTW a couple of nights and already I have a ton of notes re: how far down the rabbit hole the Teamwork aspect of TTW goes!

http://forums.soldat.pl/index.php?topic=21431.msg248243#msg248243

It's a ton of stuff and it really only probably scratches the surface. Anyways, if you're gonna play TTW on my team, expect me to yell at you if you don't understand these basic principles of how to WIN at TTW!!!

Or eh, hey, you could just jump in and take your chances....

wikked work thanks a lot! <3
Strategy is where its all about! Personally i love listening others team's radio aswell. *''lets take the mid bunker''* , *''roger that, where is our sniper?''* *''we don't have a general!!!''*
Love the general yelling in a team aswell. Bitching about his team like Crimson! 'Move your ass soldier!!!!' 'omfg don't sit here GO!'
haha big  ups for all of you supporting this script!
thnx a lot again!

Maybe it has something to do with the fact that it is a windows server.
Indeed it does. For some reason, files being downloaded from a soldat server on Windows makes it throw up a heap of errors. It ends up with the server not having a map loaded and everything spawning in the centre.

If you get a proper server (which will most likely be Linux), this problem will go away.

Yes most likely the next one will be on linux! I've the server on linux but my little bro destroyed the server when the server's hd broke down!
I might rent one. But still kinda expensive in 1 year. Not that i don't have the money but still.. We already put a lot of effort in this script. We shall see!

For some reason, something tells me that the General should only have a socom, nothing else.

Will discuss this with sai`ke. Personally i don't think thats a good idea. Its already hard to conquer a bunker with the general.  Giving him a usscom only would make it even more hard!
We will look into the stats of players/maps to see where the game gets unbalanced.

Thnx Spkka
Title: Re: Tactical Trenchwar!
Post by: Ride on October 21, 2007, 10:23:25 am
This new mode is awesome.

Its still being worked on I hope though

The only slight flaws I'm seeing are the weapon selections for the types of classes available

And is there any where with a list of all the commands

Like
/list
/short

Etc.
Title: Re: Tactical Trenchwar!
Post by: spkka on October 21, 2007, 01:33:22 pm
hi thnx a lot for your comment!

There is a list of command available right here:
http://climbing-soldiers.net/tw/tacticaltrenchwar.html

which flaws?


Title: Re: Tactical Trenchwar!
Post by: BombSki on October 21, 2007, 02:17:25 pm
the one i mentioned earlier. spy doesnt always get socom, general doesnt get ak instantly, that kinda stuff.
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 22, 2007, 09:06:37 am
A quick sneak preview of what's coming up:

(http://i3.photobucket.com/albums/y100/metaal/sneak.png)
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 22, 2007, 09:47:38 am
pic doesnt load for me (photobucket never loads for me...)
so wanna write it down or host it somewhere else? ^_^
Title: Re: Tactical Trenchwar!
Post by: spkka on October 22, 2007, 10:02:53 am
wikked! you'd better be finishing it soon mista! ;)
kiddin`
Title: Re: Tactical Trenchwar!
Post by: LinkNEO on October 22, 2007, 02:08:00 pm
A quick sneak preview of what's coming up:

(http://i3.photobucket.com/albums/y100/metaal/sneak.png)

Wth!
Someone has a higher sorce on Radioman then me!
Got Work harder!
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 22, 2007, 06:11:18 pm
Aaaaaand now we have statistics.
http://84.29.105.97/tacticalTrenchwar/ranking.php !!!

Note: stats are only acquired when there are more than 5 players in-game!
Title: Re: Tactical Trenchwar!
Post by: Arbiter on October 23, 2007, 05:02:13 am
Woot, I'm on two of the lists :D
Title: Re: Tactical Trenchwar!
Post by: DorkeyDear on October 23, 2007, 05:16:22 am
Nice stats!! Theres a lot of work being put into this. :) GJ
Title: Re: Tactical Trenchwar!
Post by: spkka on October 23, 2007, 09:12:35 am
XD click on your nickname to view your overall statistics! Or click on any task to view score list per task.
Title: Re: Tactical Trenchwar!
Post by: Onyx on October 23, 2007, 09:59:05 am
well seeing as Im supposed to post suggestions in here, I would to say that here could be a "support" class, that uses the minigun, just tone down the recoil on the minigun  (maybe even remove it all together) to make the minigun at least usefull

put a horrible movment accuracy penealty too, so that people can run in guns blazing with that thing and kill because it has no recoil
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 23, 2007, 10:17:36 am
Note that it is still beta for now, so server resets are still possible every now and then!
Title: Re: Tactical Trenchwar!
Post by: ShadowGhost64 on October 23, 2007, 05:33:07 pm
Yeah, there have been bugs lately, like when you pick a diffrent weapon it keeps giving you that one you picked before. But it isn't too bad unless you switch every death.
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 23, 2007, 05:49:37 pm
Yes, this was a hiccup in the script today. This is fixed now.
Title: Re: Tactical Trenchwar!
Post by: Dizzy So 1337 on October 23, 2007, 07:45:54 pm
Have found sponsor for a US-based 12-slot TTW server.  Have PM'd Spikka and Sai'ke but if anyone knows how to get ahold of them NOW just tell them they need to check their PM's on this forums ASAP to take advantage.
Title: Re: Tactical Trenchwar!
Post by: ShadowGhost64 on October 23, 2007, 11:07:19 pm
Yeah I just played and it is fixed and awesome!
Title: Re: Tactical Trenchwar!
Post by: SpiltCoffee on October 26, 2007, 01:17:07 am
Aaaaaand now we have statistics.
http://84.29.105.97/tacticalTrenchwar/ranking.php !!!

Note: stats are only acquired when there are more than 5 players in-game!
The bars which indicate the score are broken in Firefox.

(http://img452.imageshack.us/img452/5681/brokenbarsio5.jpg)
Title: Re: Tactical Trenchwar!
Post by: LiZz on October 26, 2007, 03:02:55 am
I've been playing it for 2 days now and i'm absolutely loving it!
Only thing which i find a bit overpowered is the engineer, maybe there should be a cooldown on /build after you've picked it up.
Because yesterday we just kept advancing and the turret was way too much help back then.
Title: Re: Tactical Trenchwar!
Post by: spkka on October 26, 2007, 04:52:52 am
Aaaaaand now we have statistics.
http://84.29.105.97/tacticalTrenchwar/ranking.php !!!

Note: stats are only acquired when there are more than 5 players in-game!
The bars which indicate the score are broken in Firefox.

(http://img452.imageshack.us/img452/5681/brokenbarsio5.jpg)

press F5 to refresh the page then its fixed!

I've been playing it for 2 days now and i'm absolutely loving it!
Only thing which i find a bit overpowered is the engineer, maybe there should be a cooldown on /build after you've picked it up.
Because yesterday we just kept advancing and the turret was way too much help back then.

Thnx! I think the same. The statgun resulted in a lot of people spraying to it. Might let it heat out quicker!
Title: Re: Tactical Trenchwar!
Post by: LiZz on October 26, 2007, 05:39:12 am
I dont think that would solve the problem, as alot of ppl burst it anyways.
I'd say a 1 minute cooldown on re-building it.
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 26, 2007, 05:40:57 am
1 minute :O are you insane? 1 minute is a _lot_ in soldat land.
however ive never been engineer so maybe i cant judge, but 1 minute is much ^_^
Title: Re: Tactical Trenchwar!
Post by: spkka on October 26, 2007, 05:57:31 am
well maybe something similar. Will look into this later. Working on a ttw forum now!
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 26, 2007, 06:46:50 am
Yea, the stat can be a bit hard to get through. Especially when the enemy has your stat in their base.

Another way to make the statgun less useful is to make the saboteur little bit stronger (less damage from statgun fire?) and make it so that when the saboteur destroys the statgun, you have to wait 30 seconds before you can rebuild it or something like that.

Another option that might be worth investigating would be to give the radioman the ability to call back your teams stat when it is behind enemy lines.

Just some idea's, maybe I'll implement them to try them out.
Title: Re: Tactical Trenchwar!
Post by: spkka on October 26, 2007, 06:58:01 am
Tactical Trenchwar Forum!

http://tacticaltrenchwar.freeforums.org/
Title: Re: Tactical Trenchwar!
Post by: Avarax on October 26, 2007, 08:45:07 am
How about adding layable mines to the sabotour, would make him more useful ;q
(Or just make a new class for it)

You can rip the mine code from my TW domination script if you want.
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 26, 2007, 09:14:04 am
Thanks for the offer but the spy can already place timed charges. Mines would be too strong and would make it even more frustrating to get through to a bunker. Besides, the saboteur is already quite essential to the team.
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 26, 2007, 04:03:03 pm
well, i hope we can have a linux ttw server soon. apart from the mapbugs this server is great ^_^
Title: Re: Tactical Trenchwar!
Post by: Onyx on October 26, 2007, 04:13:47 pm
Ummm problem. I was unpacking a stat gun and I got banned, I thought it was only temporary but I cant get back on a day later, soo cna you please unban me

Onyx Nightshade, have no idea what my IP is
Title: Re: Tactical Trenchwar!
Post by: DorkeyDear on October 26, 2007, 04:16:57 pm
Ummm problem. I was unpacking a stat gun and I got banned, I thought it was only temporary but I cant get back on a day later, soo cna you please unban me

Onyx Nightshade, have no idea what my IP is
google it, ... make sure u click on 1 of the links, or else u will get google's ip :P
Title: Re: Tactical Trenchwar!
Post by: Onyx on October 26, 2007, 04:43:37 pm
k i guess its 74.106.221.236
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 26, 2007, 05:50:38 pm
okay I unbanned the people banned because of statgun cheat again... Basically, it's a bug in the server, not the script. It's not something we do that's for sure. Still, apologies for the inconvenience.

I really hope we will get a fix for this soon, because it is getting really annoying.
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 26, 2007, 06:04:35 pm
this isnt a BE ban right? just disable the servers own anticheat function.. something like Disable_Anticheat=1
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 26, 2007, 09:39:31 pm
Yeah, but don't you think this will soon attract hackers?

Date Posted: October 26, 2007, 07:11:57 pm
Added script that unbans everyone with statgun cheat kick automatically 5 seconds after they are kicked. Temporary solution.
Title: Re: Tactical Trenchwar!
Post by: Dizzy So 1337 on October 26, 2007, 10:58:27 pm
Yeah, but don't you think this will soon attract hackers?

Date Posted: October 26, 2007, 07:11:57 pm
Added script that unbans everyone with statgun cheat kick automatically 5 seconds after they are kicked. Temporary solution.

APPLAUSE
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 27, 2007, 07:36:54 am
No, as long as you keep BE enabled its fine. soldats anticheat is known to be buggy and i have it disabled on all my servers..
Title: Re: Tactical Trenchwar!
Post by: Oddjob on October 27, 2007, 05:09:06 pm
This sounds like a barrel of fun, but your server is in europe :(
Title: Re: Tactical Trenchwar!
Post by: Kev015 on October 27, 2007, 05:36:25 pm
I have another suggestion. There are so many jobs in TTW, and 5 people aren't enough. Could you please raise the max to 20? At least 16, because we like have specialist jobs, and no one seems to be taking the combat roles....

10 can work, but it would be better for gameplay if it were 16 or something :)

Date Posted: October 27, 2007, 06:35:39 pm
This sounds like a barrel of fun, but your server is in europe :(

What does that have to do with anything? You can still play it...
Title: Re: Tactical Trenchwar!
Post by: sai`ke on October 27, 2007, 05:48:54 pm
@Oddjob; Yes, the only available server at the moment is a European one and this will be the case as long as the script isn't finished yet.

@Kev; As for this server, we could possibly try setting the max to 16 but the bandwidth is already choking at 10 so it's not likely that we'll keep it that way.
Title: Re: Tactical Trenchwar!
Post by: SpiltCoffee on October 28, 2007, 05:57:47 am
press F5 to refresh the page then its fixed!
It still annoys me (even if I don't use it :P).

Try changing the score table cell to this:
Code: [Select]
<td style="white-space: nowrap;">
It should stop it from putting anything onto a new line unless you use a <br> tag.
Title: Re: Tactical Trenchwar!
Post by: Arbiter on October 28, 2007, 06:31:20 am
Suggestions:

LAW to be artillery, seems more appropriate.. Don't know about the M79 though.

More meals lol. Maybe, uh, random foods, and a couple of secret "foods". *hint hint*
Title: Re: Tactical Trenchwar!
Post by: spkka on October 28, 2007, 06:36:22 am
we are still thinking about modding the artillery man a bit yes. Dunno how and what. It might go back to 3 bullets, a long reload time and short fire intervals..
Bout the meals i'm not sure. Use them wisely ;)

try posting on here if you people want to. This is more readable then all these post underneath eachother.
http://tacticaltrenchwar.freeforums.org
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 28, 2007, 11:33:16 am
still enjoying it.. 1 thing tho.. disable bullettime :O
Title: Re: Tactical Trenchwar!
Post by: saabomatic on October 28, 2007, 12:40:36 pm
I got permabanned due to a battle eye glitch. I totally love TTW and it really sucks that I got a bogus permaban. Is there any way to get whitelisted. I'm legit and not a prick or anything, just got screwed on this one.
Title: Re: Tactical Trenchwar!
Post by: spkka on October 28, 2007, 01:04:17 pm
ip?

Date Posted: October 28, 2007, 01:43:01 pm
nvm, unbanned you, check our forum!
Title: Re: Tactical Trenchwar!
Post by: Invidious on October 28, 2007, 01:46:31 pm
I just got banned for possible cheating too  :'(

I was having a lot of fin too, owning with the stat gun... And it was only my first day...

I have a dynamic IP so I don't know which one... This is the one IPchicken just gave me :  66.249.85.133
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 28, 2007, 02:00:25 pm
^yea, i saw u getting banned..
spkka, can u disable bullettime?
Title: Re: Tactical Trenchwar!
Post by: spkka on October 28, 2007, 02:35:44 pm
will disable bullettime right away!
about the bans.. Sai`ke coded a function that clears the banned list everytime someone is leaving. So shouldn't take long before your getting unbanned. If it still does not work pm me or sai`ke or any other admin.
Title: Re: Tactical Trenchwar!
Post by: BombSki on October 28, 2007, 02:42:50 pm
lol, dont you think it would be better to just disable the anticheat then? unbanning everyone constantly sounds like a better way to get hackers than disabling the servers anticheat.. really. BE keeps the hackers out, not the servers anticheat.
well, gj on disabling bullettime i guess.
Title: Re: Tactical Trenchwar!
Post by: Iq Unlimited on October 28, 2007, 08:19:35 pm
Suggestions:
LAW to be artillery, seems more appropriate.. Don't know about the M79 though.

can't createbullet laws... its disabled.

Title: Re: Tactical Trenchwar!
Post by: Arbiter on October 28, 2007, 08:23:36 pm
Suggestions:
LAW to be artillery, seems more appropriate.. Don't know about the M79 though.

can't createbullet laws... its disabled.



...




As in using the LAW (the weapon) to fire teh rounds.
Title: Re: Tactical Trenchwar!
Post by: Iq Unlimited on October 28, 2007, 09:27:10 pm
oh my bad, shows how much I know :).
Title: Re: Tactical Trenchwar!
Post by: spkka on November 03, 2007, 06:55:32 am
join us on #soldat.ttw on quakenet!
Title: Re: Tactical Trenchwar!
Post by: Freedom on November 11, 2007, 11:12:40 am
What happens to Tactical TW?
I cannot join :/
Title: Re: Tactical Trenchwar!
Post by: sai`ke on November 11, 2007, 11:47:15 am
Yes, apparently someone shut down the server app. I've restarted it just a sec ago.
Title: Re: Tactical Trenchwar!
Post by: DorkeyDear on November 11, 2007, 12:36:10 pm
Game rules:
http://www.climbing-soldiers.net/tw/tacticaltrenchwar.html
It is highly recommended that you read these before playing or it will likely be a sucky experience for you!
What great rules! "nub, u fuxed up the url."
Title: Re: Tactical Trenchwar!
Post by: sai`ke on November 11, 2007, 01:17:44 pm
ah yes, I forgot to update it to the new location...
here they are: http://84.29.105.97/tacticaltrenchwar/ :)

thanks for pointing that out Curt :)


EDIT: And yes, we are down again :(
Title: Re: Tactical Trenchwar!
Post by: BombSki on November 11, 2007, 02:28:44 pm
lol, spkka told me i could remove that info :P
i know you people love my custom 404 messages :P
sai`ke: can u put the irc bot online too, if uve fixed the server?
Title: Re: Tactical Trenchwar!
Post by: ChaosKiiD on November 12, 2007, 12:06:58 pm
I got banned for "possible cheating" :|
This is teh IP i got from my dad:
24.90.183.2

WTH...I also got banned from another server
Is there something I'm missing? D:
Title: Re: Tactical Trenchwar!
Post by: BombSki on November 12, 2007, 12:33:36 pm
ive unbanned you..
you would have a faster reply if youd post at the TTW forum..
http://tacticaltrenchwar.freeforums.org/
 [pigtail]
Title: Re: Tactical Trenchwar!
Post by: sai`ke on November 13, 2007, 07:57:42 am
Possible cheating? o_O
Title: Re: Tactical Trenchwar!
Post by: BombSki on November 13, 2007, 11:23:34 am
its the bugged serversided anticheat feature. many people get kicked without actually cheating, and ive barely seen it banning a real cheater, but i guess that could be because its disabled on my servers.. hmm.. ^_^
Title: Re: Tactical Trenchwar!
Post by: sai`ke on November 13, 2007, 11:43:54 am
As far as I know we've turned off the anti cheat kick. Only BE now.
Title: Re: Tactical Trenchwar!
Post by: spkka on November 13, 2007, 12:23:27 pm
yes, anti cheat kick is off its only BE.
Title: Re: Tactical Trenchwar!
Post by: BombSki on November 13, 2007, 12:32:02 pm
well, then you should check your logs to see why he got banned ^^
Title: Re: Tactical Trenchwar!
Post by: Norbo on November 13, 2007, 04:23:57 pm
This script is AWESOME! I LOVE IT!
Title: Re: Tactical Trenchwar!
Post by: sai`ke on November 14, 2007, 07:07:28 am
Bombski; will do, once the server is empty again (which hardly ever happens nowadays) :p

And Norbo, thank you, glad you enjoy it :)
Title: Re: Tactical Trenchwar!
Post by: BombSki on November 14, 2007, 11:32:24 am
why do u need the server to be empty to check logs? ^_^ and yea.. its only empty if the map has been bugging or your script is out of memory :P lol
Title: Re: Tactical Trenchwar!
Post by: sai`ke on November 14, 2007, 12:18:05 pm
Because I have to log in with a remote admin tool which causes severe lag for everyone playing :p
Title: Re: Tactical Trenchwar!
Post by: danmer on November 15, 2007, 08:00:56 am
Because I have to log in with a remote admin tool which causes severe lag for everyone playing :p
Don't you have ftp access o.O
Title: Re: Tactical Trenchwar!
Post by: spkka on November 15, 2007, 08:03:35 am
i have ;) Doens't matter that much for the pings tho... I think its spiking once when you login remote
Title: Re: Tactical Trenchwar!
Post by: sai`ke on November 15, 2007, 08:33:39 am
Yes it matters man. Mstsc sends you the whole desktop background of the computer when you log in. That's your spike right there! :P
Title: Re: Tactical Trenchwar!
Post by: BombSki on November 15, 2007, 10:06:09 am
he means the FTP doesnt cause a spike, and remote connecting only when you connect.. :P
Title: Re: Tactical Trenchwar!
Post by: ghg on November 17, 2007, 09:13:22 am
The gameplay seems to get really unbalanced because the following is possible:
The enemy takes the bunker right next to your base and sets up a stat gun. It's near unplayable when that happens. Just bullet curtain after bullet curtain.
Title: Re: Tactical Trenchwar!
Post by: spkka on November 17, 2007, 09:25:04 am
well were kinda working on that. Most of the time its because most maps have too little cover imo.
its not impossible tho. Might make the statgun a bit less strong. Like overhead faster
Title: Re: Tactical Trenchwar!
Post by: sai`ke on November 17, 2007, 09:40:08 am
Admittedly, it can be really hard but try to use meatshields to get your saboteur through and try to let your general slip through in the confusion. It often helps to time things with the radioman and to have somebody with some heavy duty bunker clearing material like a SPAS or a chainsaw. Also, a strike or paratrooper can deliver just enough confusion to break the line. On most maps, it can also force the statter to leave his statgun for a while and the key is then to keep destroying the engineer so he can't rebuild. Snipers can also be really effective for this.

Also, the situation you sketch happens in the first place due to a weak defense. On almost all maps it's possible to rush during the start of the match and take at least one bunker towards the enemy. It is of vital importance that you hold that bunker at all cost and don't let a general slip through.

We have files that contain the number of flags on red and blue capped on each map to study potential imbalance. The numbers are as follows:
ttw_junkyard: 124 vs 105
ttw_limbo: 125 vs 138
ttw_myst: 135 vs 141
ttw_nomans: 156 vs 116
ttw_rage: 127 vs 140
ttw_village: 116 vs 145
ttw_anoxi: 118 vs 109
ttw_coldmorning: 143 vs 128
ttw_crecent: 181 vs 171
ttw_gloryhill: 153 vs 149

So as you can see, apart from nomans and village the balance is pretty good considering this is an open server. Another thing to note is that stationary gun kills do not increment score (except for the engineer), so the statgunners really don't get much out of it except defense.
Title: Re: Tactical Trenchwar!
Post by: spkka on November 21, 2007, 02:38:10 pm
Added autologin. Multiple players asked for this.

The radioman is now based on a supply points system. As a a radioman you will get points every few seconds and with it you can buy various supplies.

The options are:
Grenade pack [2 pts]
Cluster grenades [3 pts]
Bulletproof Vest [8 pts]
4 LAWS [8 pts]
Airstrike [10 pts]
Paratrooper [10 pts]
Missile that destroys your own statgun [10 pts]
Missile that destroys enemy statgun [12 pts]

Also new: Missiles to destroy your own or enemy statgun. Note that the statgun has to be targettable from the sky. If placed inside a bunker, the statgun cannot be destroyed.

Fixed:
Stay put --> Don't move
Radioman's tap messages can now automatically be heard by all your teammates.

Enjoy.
Title: Re: Tactical Trenchwar!
Post by: Laser Guy on November 21, 2007, 02:49:30 pm
yay, finally all can hear the word :D
Title: Re: Tactical Trenchwar!
Post by: BombSki on November 21, 2007, 03:05:08 pm
awesome new options :) gotta try that enemy sg strike hehe
Title: Re: Tactical Trenchwar!
Post by: spkka on November 27, 2007, 09:50:26 am
Added some more maps to the mapslist , they don't all work tho. Im not sure what causes this.
ttw_BattleField
ttw_Marsh
ttw_Verdun
ttw_tower
ttw_Rime

Those didn't work are removed again. Hope we can play them in the next soldat version!
Any others we might need to add?
Title: Re: Tactical Trenchwar!
Post by: BombSki on November 27, 2007, 10:02:00 am
you forgot to mention ttw_tower ;)
Title: Re: Tactical Trenchwar!
Post by: spkka on November 27, 2007, 10:24:27 am
i didn't  mister bombslee ;)
Title: Re: Tactical Trenchwar!
Post by: BombSki on November 27, 2007, 11:13:46 am
w00t o.O
did i really miss that? gee

well in any case, we cant play it yet because of the conquering-from-tunnel thing. ^_^
Title: Re: Tactical Trenchwar!
Post by: Avis on November 27, 2007, 11:34:47 am
Interesting idea and pretty complex.
Title: Re: Tactical Trenchwar!
Post by: spkka on December 13, 2007, 04:43:18 pm
Ok the public USA server is up and running, its possible to create a profile aswell. (stats later)
75.126.114.114:23080

The older server we had will still have the same ip and will be used for gathers from now on so it will be passworded. Please join us on IRC to join.
#ttw.gather on Quakenet
84.29.105.97:23073
Title: Re: Tactical Trenchwar!
Post by: BombSki on December 14, 2007, 10:34:12 am
Theres now a 3rd server and also a new forum and domain! visit us and re-register on www.ttwforums.com !

Tactical Trenchwar Server #1
10 public slots
sponsored by Toumaz
located in Texas
soldat://s2.ttwforums.com:23080

Tactical Trenchwar Server #2
12 public slots
sponsored by Leo
located in Germany
soldat://s3.ttwforums.com:24375

Tactical Trenchwars Gather
10 private slots
located in NL (1st server)
Join IRC to join the gather! #ttw.gather
Title: Re: Tactical Trenchwar!
Post by: sai`ke on December 16, 2007, 05:03:12 pm
Yay! Now remember, if you are encountering problems, please let us know on the forums.

Date Posted: December 14, 2007, 10:43:47 am
Changelog:
Medics have long range weaponry except for minimi.
Shortcuts '/sabo', '/art', '/gen', '/rad', '/eng', '/med' added!
Conquered bunkers message now displays "Conquered bunkers: <number>"
"Your team fell back a bunker" --> "The enemy has conquered a bunker"
Medic can only be called when you are still alive.
Radioman supply points are only given when there is more than one player on the server.
Same goes for conquering bunkers.
Three new commands added: /left and /right and /top, to notify your teammates that someone has breached the bunker/line or is on the roof. It will display a drawtext to everyone on your team. Flooding with these commands will of course result in a ban ;)

Also updated the initial post of this thread.

Date Posted: December 14, 2007, 09:28:28 pm
Ticket based scoring added on gather server.

When the round starts both teams start with a specific number of tickets. You lose one ticket per second for every bunker the enemy holds. This means that if this were the only mechanism involved in the tickets a match would minimally last numTickets/(n-1) seconds and maximally last numTickets/(ceil(0.5n)) assuming that the teams actually conquer things. This leads to the graph shown here:

(http://i3.photobucket.com/albums/y100/metaal/ticketz.png)

These are the upper and lower bounds for 500, 750 and 1000 initial tickets per number of bunker in the map. Currently, it's set to 750 tickets per game per team, so that would lead to the middle graph with an average game time of around 20 minutes. A flag cap currently gets you 25 points, so in reality matches last a little shorter.

If you want to be in a gather, join us on iRC:
#soldat.ttw #ttw.gather --- Quakenet!
Title: Re: Tactical Trenchwar!
Post by: BombSki on December 19, 2007, 10:09:38 am
we have a TTW mappack now, with some new maps in it!
the new maps are:
ttw_tower
ttw_cannibals
ttw_marsh (not that new)
ttw_verdun (not that new)
ttw_battefield (bugfree now)
ttw_newnature (bugged version, but at least u have the sceneries. will be fixed soon)

download locations:
Mirror #1 with thanks to xmRipper:
http://server.soldat-tr.com/soldat/ttwmaps.zip
Mirror #2 with thanks to Pyro:
www.m1n.eu/asd/ttwmaps.zip
Mirror #3 on ttwforums.com:
www.ttwforums.com/ttwmaps.zip
Title: Re: Tactical Trenchwar!
Post by: spkka on December 19, 2007, 01:40:14 pm
Cool thnx for the help all.
Do all these mappacks include all TTW maps?
I'll make a zip aswell including every TTW map out there!
Title: Re: Tactical Trenchwar!
Post by: BombSki on December 19, 2007, 01:45:43 pm
it does include all maps
Title: Re: Tactical Trenchwar!
Post by: spkka on December 19, 2007, 02:31:24 pm
;) ok then i won't, will do when i add some maps anytime
Title: Re: Tactical Trenchwar!
Post by: sai`ke on December 28, 2007, 08:47:18 pm
Now with a new type of strike! :D

(http://img262.imageshack.us/img262/1876/example3cu3.png)
Image made by Savage xD
Title: Re: Tactical Trenchwar!
Post by: Kev015 on January 01, 2008, 12:37:47 pm
Uhhhhh... Sorry for being a noob but I can't seem to find TTW, and the links and IP adresses (soldat://s2.ttwforums.com:23080, soldat://s3.ttwforums.com:24375, 75.126.114.114:23080
) aren't working for me for some reason. Sorry, but can anyone help? I'm a poor uneducated noob  :-\
Title: Re: Tactical Trenchwar!
Post by: Flamingo on January 01, 2008, 12:44:24 pm
They work for me.
Title: Re: Tactical Trenchwar!
Post by: sai`ke on January 04, 2008, 07:21:04 pm
Uhhhhh... Sorry for being a noob but I can't seem to find TTW, and the links and IP adresses (soldat://s2.ttwforums.com:23080, soldat://s3.ttwforums.com:24375, 75.126.114.114:23080
) aren't working for me for some reason. Sorry, but can anyone help? I'm a poor uneducated noob  :-
Hey, they should work but alternatively you can just try to enter the IP address and port manually in soldat. That's 75.126.114.114 with port 23080 or 89.149.202.139 with port 24375. If it still doesn't work then there is either something wrong with your connection or the server is full.

If you really are unable to get in, join us on iRC and I'll try to help fix the problem from there.

Here is how to:
Quote
Download and install the latest mirc from mirc.com, or use another IRC client as you wish. to connect for the first time, type: /s irc.quakenet.org -j #soldat.ttw


Date Posted: January 01, 2008, 12:50:22 pm
@Kev; did you manage to get it working?

In other news, added some new stuff.

-Added heavy artillery cannon, which can be called in by the radioman. The HAC-25 sports 10 rounds of sweet death. If there is an artillery guy present he will get it, otherwise the radioman himself. Take note that this replaces your primary weapon and it does not reload!

- Mines were added. Engineer can build mines using /mine saboteur can rig them using /rig. Mines can be spotted because they are indicated by a tiny arrow. Mines cannot be placed near the flag and it takes a minute to get a new one. Maximum number of in game mines is currently 1 per team.

- Paratrooper not counted in team balancing algorithm anymore. It can also not be team switched.

- Howitzer cost went from 10 -> 8.
- Strike cost from 10 -> 9

- Engineers can now also choose MP5 if they prefer this over the Desert Eagles.

Also, I want to stress that if you enjoy playing on the publics and you think you are good, you should really consider joining #ttw.gather and the forums (http://ttwforums.com/index.php) and become an active member of the gather club. We also take feedback pretty seriously and continue to improve various aspects of the script.
Title: Re: Tactical Trenchwar!
Post by: Boots on January 09, 2008, 11:14:20 pm
Sounds good. Alot of TW players have moved to this.. So I might have a go.
Title: Re: Tactical Trenchwar!
Post by: BombSki on January 10, 2008, 11:46:20 am
about time you do ;)
be sure to visit on IRC and the forums, and of course the gather once youre any good :P
Title: Re: Tactical Trenchwar!
Post by: Hundkeex on January 11, 2008, 04:07:39 pm
TTW > TW.

See you at irc.
Title: Re: Tactical Trenchwar!
Post by: Boots on January 12, 2008, 11:11:51 pm
about time you do ;)
be sure to visit on IRC and the forums, and of course the gather once youre any good :P
never tried gather.. or IRC.. Mainly because im lazy
Title: Re: Tactical Trenchwar!
Post by: sai`ke on January 12, 2008, 11:13:27 pm
you can iRC and be lazy :D
Title: Re: Tactical Trenchwar!
Post by: btfx on January 16, 2008, 01:16:05 am
Definitely, definitely, DEFINITELY my favorite gametype so far. Too bad people are on so rarely.
Title: Re: Tactical Trenchwar!
Post by: BombSki on January 16, 2008, 01:55:16 pm
what, are u nuts? the server is full almost all the time.
join the gather if you want some no-noob ttw-ing
Title: Re: Tactical Trenchwar!
Post by: sai`ke on January 16, 2008, 03:50:21 pm
Yse...

Like it? Tell your friends.
Don't like it? Let us know why.
Title: Re: Tactical Trenchwar!
Post by: Hundkeex on January 20, 2008, 01:25:29 pm
TTW > TW


<3
Title: Re: Tactical Trenchwar!
Post by: ghg on January 22, 2008, 03:51:33 pm
What server is #ttw.gather on?
Opps, missed your sig, sorry.  ::)
Title: Re: Tactical Trenchwar!
Post by: xmRipper on January 27, 2008, 01:52:49 pm
New TTW Server:
soldat://server.soldat-tr.com:23078/-

Have Fun!
Title: Re: Tactical Trenchwar!
Post by: BombSki on January 27, 2008, 05:59:50 pm
so the updated list of servers:

s1.ttwforums.com 23073 - private gather server
s2.ttwforums.com 23080 - NA Toumaz' public 10 slot
s3.ttwforums.com 24375 - DE Leos public 10 slot
s4.ttwforums.com - secret beta server
s5.ttwforums.com 23078 - TR xmRippers public 12 slot

thx a lot for all the support ;)
Title: Re: Tactical Trenchwar!
Post by: sai`ke on February 09, 2008, 08:23:10 am
Added the (updated) rules on the soldat wiki (and our forums) for easy access.
http://wiki.soldat.nl/Tactical_Trenchwars
Title: Re: Tactical Trenchwar!
Post by: xmRipper on February 09, 2008, 10:00:42 am
so the updated list of servers:

s1.ttwforums.com 23073 - private gather server
s2.ttwforums.com 23080 - NA Toumaz' public 10 slot
s3.ttwforums.com 24375 - DE Leos public 10 slot
s4.ttwforums.com - secret beta server
s5.ttwforums.com 23078 - TR xmRippers public 12 slot

thx a lot for all the support ;)

Fixed
Title: Re: Tactical Trenchwar!
Post by: sai`ke on February 28, 2008, 07:03:41 pm
After some downage since Leo parted the community rumpel now hosts a TTW server. Thanks rumpel :)

ip: s3.ttwforums.com
port: 33873
slots: 10
maxping: 250
location: germany (selfkill)
soldat://s3.ttwforums.com/33873
Title: Re: Tactical Trenchwar!
Post by: Mastadi on March 08, 2008, 10:20:46 am
Another new server hosted by me :O

IP: 194.169.192.221
Port: 23073
Adminlog: You want to know, don't you? 
Location: Germany (vps4less)
Slots: 10
Title: Re: Tactical Trenchwar!
Post by: BRADEN on March 11, 2008, 10:01:08 am
Sounds like uber-fun....
Title: Re: Tactical Trenchwar!
Post by: spkka on March 11, 2008, 02:35:03 pm
it indeed is... Thanks a lot mastadi for supporting TTW!
Title: Re: Tactical Trenchwar!
Post by: BRADEN on March 12, 2008, 05:33:34 am
I just wish there are players in the server too. This gametype is 100% underestimated.
Title: Re: Tactical Trenchwar!
Post by: spkka on March 12, 2008, 05:36:33 am
Yeah well during the day here there are/were a lot of players. During night here publics are quiet indeed. Just idle for awhile or consider joining IRC #soldat.ttw and #ttw.gather
Title: Re: Tactical Trenchwar!
Post by: rumpel on March 12, 2008, 08:32:18 am
After some downage since Leo parted the community rumpel now hosts a TTW server. Thanks rumpel :)

ip: s3.ttwforums.com
port: 33873
slots: 10
maxping: 250
location: germany (selfkill)
soldat://s3.ttwforums.com/33873

isnt hosting ttw anymore... crashed too many times on the selfkill serv.. im only hosting normal tw D: without airstrike etc

like in the early ages of tw =P
Title: Re: Tactical Trenchwar!
Post by: spkka on March 14, 2008, 04:27:08 am
too bad... Hope it will get fixed in the future Rumpel! Thnx for supporting TTW tho! <3
Title: Re: Tactical Trenchwar!
Post by: sai`ke on March 18, 2008, 07:37:04 am
Due to the compatibility issues with the selfkill server rumpel no longer hosts TTW. TR (the Turkish server) pulled the plug and Mastadi's server is also gone.

Servers left now are Toumaz (#1, which will be updated to the latest version soon) and the gather server.
Title: Re: Tactical Trenchwar!
Post by: Mastadi on March 19, 2008, 10:55:17 am
Hey, it's not "gone". Something's broken, we're trying to fix it :<
Title: Re: Tactical Trenchwar!
Post by: spkka on May 28, 2008, 05:36:41 pm
Back! One server is hosted by Bombski/Seastorm and the other one by Beanjo!
Thanks!

TTW RULES
Please take the time to read these before you play
http://ttwforums.com/ttw.htm

Tactical Trenchwar Server #1
10 public slots
Sponsored by Toumaz
Located in Texas
soldat://s2.ttwforums.com:23080

Tactical Trenchwar Server #2
12 public slots
Sponsored by BombSki/SeaStorm
Located in Germany
soldat://eur.climbing-soldiers.net:23093/

Tactical Trenchwar Server #3
10 public slots
Sponsored by Beanjo
Located in USA
soldat:/s5.ttwforums.com:23073/

Tactical Trenchwars Gather Server
6, 8 or 10  private slots
Located in the Netherlands

Join IRC to join the gather! #ttw.gather or #soldat.ttw for the main channel!
Title: Re: Tactical Trenchwar!
Post by: UnknownSniper on June 07, 2008, 09:30:38 pm
Good server, With dumb players.
 
Many times people will go in there to have 1 on 1 matches and kick anybody who enters the server...
Title: Re: Tactical Trenchwar!
Post by: spkka on June 07, 2008, 09:33:24 pm
Thanks! And yes i saw it a few minutes ago.. Sudden|Death and Dogsoldier @ music who kept vote kicking everyone that join are both banned from all servers
Title: Re: Tactical Trenchwar!
Post by: UnknownSniper on June 07, 2008, 10:18:24 pm
I would have went back in and made them suicide(LAW, Nade etc) but waste of time to kill people who are no good at the game already. ^^
Title: Re: Tactical Trenchwar!
Post by: sai`ke on June 21, 2008, 04:44:06 pm
Some script updates were done. Also, I updated the initial post with the new rules. Please take the time to read it if you are interested in playing :)

Everybody is still very welcome to register at http://ttwforums.com
Title: Re: Tactical Trenchwar!
Post by: Shadow! on June 21, 2008, 04:52:07 pm
If you like playing on the public server, join #ttw.gather and play with the more experienced soldiers  ;)
Title: Re: Tactical Trenchwar!
Post by: sai`ke on June 29, 2008, 06:11:43 pm
New features:

- Removed all instances of TStringArray and xsplit to improve stability.
- Rewrote bunker loading code. When loading it checks whether all bunkers have spawnpoints. If this is not the case, it will reload. It will attempt 5 reloads upon failure, if this still fails it will skip to the next map. This means no more random spawning problems!
- /stealth does not heal the spy anymore. So if you are damaged when you do /stealth, you shall not be fully invisible.
- /rig also open to the spy. This costs 3 bombs, and if you have already placed one it will not rig.
- Invisible teamspeak added. Use /t to talk to your teammates, and not have it appear above your head. Note that tap still taps into this speak though. This teamspeak will also display your current task to your teammates.
- Paratrooper gets kicked shortly after being killed. A clear message is now given which para was killed and that it left the battlefield.
- Players will be given Short or Long Range Infrantry task on join, rather than just short.
- Radioman does not lose supply points when switching task.
- Supply points increase at half speed when there is no radioman however.
- Artillery can drop nade kits every now and then
- Artillery can launch a mortar (every 20 secs), which nukes the current enemy bunker with 3 m79 frags.
- added medic can spawn medkit every 50 seconds with /kit
- added disabling of special tasks at join and at map change (short/long range for everyone)
- Strike warnings are no longer shown to the enemy team
/command and /commands added to public servers, which give a list of commands for the current task
- Statgun reconstruction delay changed to 65 seconds after being destroyed by the enemy team.
- Live reports from the gather on iRC added (thanks bomb).
- Added sabotaging the final bunker!
These can be found on gloryhill, verdun and grasshill, but possibly on other maps soon. Sabotaging a bunker leads to the other team losing it but your team will not spawn in that bunker. To be able to do this, you also need to have all the bunkers up to that point. Note that when you are sabotaging and you lose a bunker, the sabotage fails. It is therefore a risky (but sometimes) worthwhile approach.
- Several maps were added


If you want to play a public game of ttw, it's recommended to join iRC and read the first page of this thread.

In #soldat.ttw on quakenet there is a bot who can tell you how many people are playing and on what server. If you do not know how to get on iRC then join the forum (ttwforums.com). There is a help thread there with instructions on how to get there. All the rules and things each task can do might seem a bit daunting at first, but there is a whole community there and quite some people are actually willing to help :). It's not very hard to learn which class does what, using them well and working properly as a team is a whole different story though.

For those of you who already enjoy playing, it might be worthwhile to register at ttwforums.com :)
Title: Re: Tactical Trenchwar!
Post by: xmRipper on July 01, 2008, 11:42:41 am
Hey, nice changes. I like it :)
Title: Re: Tactical Trenchwar!
Post by: sai`ke on July 04, 2008, 04:00:21 pm
Here's a video Norbo_PL did that shows some TTW gameplay:
http://youtube.com/watch?v=SlBq51c0om8
Title: Re: Tactical Trenchwar!
Post by: Norbo on July 04, 2008, 04:09:24 pm
If you didint play TTW you sux :P
Just kiddin, but you should really try it.
TTW FTW!
Title: Re: Tactical Trenchwar!
Post by: I Rawk U Dont on August 04, 2008, 08:56:56 pm
Dude this is my favorite of all time. I love the team work, maps, commands, and pretty much all of it! I hope these servers never die off.
Title: Re: Tactical Trenchwar!
Post by: Norbo on August 05, 2008, 03:50:37 am
Dude this is my favorite of all time. I love the team work, maps, commands, and pretty much all of it! I hope these servers never die off.
And to get more fun, join #soldat.ttw and #ttw.gather @ Quakenet (the second one is more active for obvious resons ;)) and play a gather with more expirienced players (like me ;]) and have even more phun!
Title: Re: Tactical Trenchwar!
Post by: bl00rg on September 03, 2008, 02:08:23 pm
I started playing it recently, and its hella fun. Imo best realistic mod.
Title: Re: Tactical Trenchwar!
Post by: Ray on September 05, 2008, 12:18:09 pm
the /conquer command is awesome. TTW ftw
Title: Re: Tactical Trenchwar!
Post by: BombSki on September 05, 2008, 12:19:53 pm
thx for the support :) join the gather, its much more active than the public servers
#ttw.gather www.ttwforums.com
Title: Re: Tactical Trenchwar!
Post by: DeViLeR on November 12, 2008, 07:31:28 pm
PlayerTR | Tactical Trench Wars
Turkish version of the script
10 public slots
sponsored and admined by DeViLeR
Located in Turkey
soldat://sunucu.playertr.com:23079
Title: Re: Tactical Trenchwar!
Post by: spkka on March 13, 2009, 07:06:24 am
Reviving the dead only this weekend! Server shuts down somewhere sunday night ;)
We still hangout on irc for a long time, having a reunion once a while i decided.
TTW never got stable on public servers but always worked on our gather server.
Still want to know what TTW is all about? Join #ttw.gather @ quakenet and !add

Don't know how to join? No worries sir!
http://ttwforums.com/index.php?topic=3.0
Title: Re: Tactical Trenchwar!
Post by: santiosjf on June 13, 2009, 05:19:04 pm
what happened to TTW servers?
Title: Re: Tactical Trenchwar!
Post by: pavliko on June 13, 2009, 11:02:45 pm
TTW servers were buggy and crashed a lot.so people lost interest in playing and hosting them..
Exept the TTW-Gather server that barrely crashed...by the way ttw gather server is now active and fully working join #soldat.eat-this! on quakenet.org
Title: Re: Tactical Trenchwar!
Post by: santiosjf on June 23, 2009, 01:48:42 pm
:/ ttw pwns tw