View Full Version : Lazytown - Bugfixed!
Parva
26th November 2007, 22:17
Hi folks, one of our more popular servers is #07 - Lazytown but it has been noted that there were a few problems with it, mostly engineers teleporters breaking at certain points in the map.
Wihl who hangs around in our IRC channel (#mpuktf2) has kindly spent much of his time applying some fixes to the map and this will be going live in the morning on #07.
Bugfixes are :-
-Teleporters now work everywhere on the map
-Spawnzone added. You will no longer die when changing class at spawn
-Invisible barrier at the ramps in the two bases removed. Barrier added in the doorway of each spawn instead
-The time required to capture the last points has been cut in half from 14 to 7 seconds
-Floor texture in blue base and at the blue point 2 catwalk changed to one that doesn't reflect the skybox. This should increase fps.
Please report back any problems you encounter with this.
Many thanks primarily to Zeta for making the map and many thanks to Wihl for taking the time to fix these bugs.
swarfega
27th November 2007, 09:32
Good work Wihl!
Towneh
27th November 2007, 11:47
nice changes, all the better for gameplay
Pallas
28th November 2007, 19:40
Thx Wihl. :D:
Can you now change character in your spawn place without dying?
Anyway will try it out again today. The FPS seems to be worse. Don't know why.
Wihl
28th November 2007, 21:18
Yes, the fps is worse. I'm currently working on fixing it, along with some other things, in a new version. Should be up a running within the next few days.
Baz
28th November 2007, 21:43
probably the best server out there, and a GREAT map to boot!
waterscope
29th November 2007, 19:03
Why this server shutdown without any adverts/chat/console informations?
yesterday restart with newest beetlesmod without any reason
I think beetlesmod has option - write message to all players or not?
only @ we restart server because server lagg or update and the players accept this but a shutdown without any information is bad ...
Greets
waterscope
Parva
1st December 2007, 17:45
There was nothing I could do about that unfortunately, support had to do some urgent work on the servers. :(
I'll be putting an updated bugfixed lazytown_e on the server tomorrow which hopefully addresses the FPS lag around respawn areas.
kennykjc
3rd December 2007, 04:13
Was on the server last night playing the new 'E' version of the map. It's much improved, especially with the FPS and teleports, but still a couple of things that didn't seem quite right.
-Teleporters now work everywhere on the map
One of the engineers in my team (team blue) noted that his teleports were still exploding for no reason. On one particular occasion I died in the enemies garage (where his teleport exit also was) then when I spawned and stood on the entrance, the teleport stopped working and I didn't notice any message saying that somebody destroyed it.
Made me think that if the team builds their teleport past the middle point, that they can explode.
-Spawnzone added. You will no longer die when changing class at spawn
Er.. really? I changed class in the spawn and died everytime :confused:
edit: I see what happened now, I probably went forward a few steps beyond the black and yellow line before changing class.
Many thanks primarily to Zeta for making the map and many thanks to Wihl for taking the time to fix these bugs.
Excellent map. Dunno how Zeta did it so quick. And thanks to Wihl for sniping me last night. :roll:
Parva
3rd December 2007, 12:32
Thanks for the feedback, we can't fix stuff if we don't know it's broken. :) I'll speak to Wihl about the teleporter issue but I know he had many problems just getting it working as well as it does now as it was rather broken. :( I'll see if there's anything more that can be done with it.
kennykjc
4th December 2007, 03:50
Was engineer today and an exit just exploded shortly after built at middle as a red engineer.
There was only 4 people on the server at the time, so no excuse for me to miss the fact that it was killed by the enemy. It simply exploded.
That said, the teleporters seem to work 95% of the time with no problems
Parva
4th December 2007, 08:00
Yeah, Wihl said it might not be a total 100% cure but it's a vast improvement on what it was. I'll see if he thinks it's worth editing further. Cheers.
Hijacker
4th December 2007, 22:47
Aloha... Wihl was just on the server asking if there were more issues which should be fixed. I already talked with him about it, but so it doesn't get lost, I'll post them here again, too:
- The FPS issue after spawn is fixed indeed, but now it lags pretty much when you are down at the first point (starts about when you are about to cross that uber big barrell before the point)
- When you are teleporting into the middle point by an Engi's teleporter, I am often confused about where I have to go. So I suggested some kind of red and blue stripes along the walls (yeah, oldschool :D) which go along in the direction of the respective team. Then you quickly know where to go to have some fighting, after coming out of a teleporter.
Also, is a changelog for the _e version available, too? Afaik the one in your first post is the changelog from _d, right? I'm interested in what's been changed :)
_e is already a great improvement over _d, though. Good work guy(s), keep it up! :) I'll probably hang around on IRC a bit.
Parva
4th December 2007, 23:32
The only things that changed in 'e' over 'd' is that Wihl managed to sort the huge FPS drop at respawn exits which was present in 'd' and I also asked him to up the time to cap on the final point back to near original. He had reduced it to 7 seconds so has now doubled it back to 14 seconds.
I realise it makes it damned hard to cap unless half the team is on it but that's the whole point of the epic battles that occur on this map. :) There is a fixed version with working timers but I never used it because the almost never-ending battles that occur on the broken timer one are huge amounts of fun and this is bourne out by its popularity I think. :)
Glad to have you around in IRC too m8. :)
kennykjc
5th December 2007, 02:17
- When you are teleporting into the middle point by an Engi's teleporter, I am often confused about where I have to go. So I suggested some kind of red and blue stripes along the walls (yeah, oldschool :D) which go along in the direction of the respective team. Then you quickly know where to go to have some fighting, after coming out of a teleporter.
lol I remember one time I came out of the teleport, hopped up onto the pipes and was standing there with the sniper pointing to the garage wondering why I wasn't seeing any people. Then I realized all the action was going on behind me :D:
Dojuk
5th December 2007, 07:17
Just spent a couple of hours on the servers and exits are still exploding left right and centre.
Rather than before when it was only passed the 3rd cp, they are now exploding randomly everywhere on the map.
Parva
5th December 2007, 08:15
I've moved your post here as there's no need to start a new thread when we have an existing one discussing this. I played on lazytown for a good hour myself last night and didn't see any problems with teleporters. Has anyone else seen further issues with teleporters? I'm aware that the fix doesn't 100% cure the issue but was lead to believe that it was vastly improved?
Hijacker
5th December 2007, 09:57
lol I remember one time I came out of the teleport, hopped up onto the pipes and was standing there with the sniper pointing to the garage wondering why I wasn't seeing any people. Then I realized all the action was going on behind me :D:
Haha, yeah, exactly this happened to me, too. As a heavy I was also going down the slope, ended up at our 2nd capture point and then realized that I went in the wrong direction :D
I played on lazytown for a good hour myself last night and didn't see any problems with teleporters. Has anyone else seen further issues with teleporters? I'm aware that the fix doesn't 100% cure the issue but was lead to believe that it was vastly improved?
Yeah, I can second that. Most teleporters stay there now, at least for a long while. Mine once blew up after about 45-50 times of servicing teleports, so that's quite reasonable (although annoying, coz that was running to top my last teleports-per-single-entry record :D) But yeah, except for some few occurences, it's mostly fixed.
Dojuk
5th December 2007, 11:39
I've moved your post here as there's no need to start a new thread when we have an existing one discussing this. I played on lazytown for a good hour myself last night and didn't see any problems with teleporters. Has anyone else seen further issues with teleporters? I'm aware that the fix doesn't 100% cure the issue but was lead to believe that it was vastly improved?
I have not done extensive testing but I had a really bad streak as I said.
We were blue and red had the middle. I was trying to plant an exit at our 2nd point. Four exits in a row blew up immedietly placed randomly around that area.
It was intermittent from then on.
MinT
5th December 2007, 13:31
As I said the other nite - it was happening I think on Sunday. Exits were blowing rather than entrances - around cp3.
They had been working there no problem earlier in the game.
conman420
10th December 2007, 19:58
Yay! Finally some fixed to that excellent map!
JumpinJesus
17th January 2008, 00:41
they're exploding almost everywhere in the garages. they won't stay long near point 2 as well.
i dunno bout the rest of players there, but i sometimes can't see blu floor, or the spawn point exit. just a grid, like in a design program.
Parva
17th January 2008, 01:17
Telly exits do still explode occasionally apparently, just a whole lot less than they used to. Not really much more I can do with that. As for the textures you're seeing that's down to a gfx bug and one I've suffered many times. Restarting Steam usually fixes it for me.
maDDin
17th January 2008, 08:32
I get all those gfx bugs when i minimize the game. I always restart it to fix those bugs. Those exploding teles are vy annoying. Played engi abt a week ago and my teleexit explodes every 5th teleport :/
Gif21
4th February 2008, 16:52
Hello, I'm just a visitor to your boards and notice you guys have been working on some bug fixes for Lazytown, we run a server to and enjoy the map as well, and some of our regulars been complaining about the teleporters and frame rate around spawn.
I was wondering if we could snag your latest copy of lazytown you have.
You can visit our boards at usdn.ca or email me, gifpolish@hotmail.com or I can come by the IRC channel if that works better.
Gif21
4th February 2008, 17:25
Alright nevermind I was able to find the map on a different site.
Thanks for the fixes, I'll check back if there is any updates to the map. :)
Parva
4th February 2008, 18:24
The version we have is unique to us as it was fixed by a member of our community. If you still require our version it's really very simple to get, indeed if you've played on our lazytown server then you already have the map in your maps directory. Simply upload that to your server and you're done. :)
liv3d
5th February 2008, 13:42
MPUK isn't the only servers running this map! (http://www.game-monitor.com/search.php?game=tf2&country=&qry_w=3&qry=&ip=&player_w=1&player=&map_w=0&map=cp_lazytown_e&rulename=&ruleval=&rulename2=&ruleval2=&user=&showFull=&showEmpty=)
Loader
5th February 2008, 13:47
The version we have is unique to us as it was fixed by a member of our community. If you still require our version it's really very simple to get, indeed if you've played on our lazytown server then you already have the map in your maps directory. Simply upload that to your server and you're done.
???
The exact same changes were made by the map designer, Zeta, months ago.
I refuse to believe that Wilh made the changes, and I feel that Zeta needs the credit.
Another server company (not naming names) have had this e-fix map for a few months now...
Parva
5th February 2008, 18:48
Loader, I know for a fact that Wihl made the changes to our version as he actually did an earlier fix that helped with teleporter problems but created a huge fps drop around respawns. That was lazytown_d which he then went on to fix with lazytown_e. I'd ask that you keep your insinuations to yourself.
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