Difference between revisions of "User:Yossef/Sandbox1"

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{{DISPLAYTITLE:Welcome to my Sandbox#1}}
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{{DISPLAYTITLE:Reglas para que Eduardo, Xavier o cualquier persona pueda compartir material de TF2}}
{{ambox
 
| type = notice
 
| image = Pictogram info.png
 
| contents = '''This user page is allowed to be edited by the following user(s)''':<br>
 
* [[User:Ryo|Ryo]]
 
}}
 
<small>Here you can see more or less, the current project I'm working on. Shhh it's a secret to everyone!</small>
 
  
The following Changelog is for [[Cashworks/es|Cashworks]].
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Eduardo y Xavier tienen que jugar con Yossef, para que puedan compartir algún material de Team Fortress 2 (TF2) o cualquier propiedad intelectual de Valve, si no cumplen con el requisito, Eduardo y Xavier no podrán compartir materiales de TF2 o Valve. Esto aplica en Facebook, X (anteriormente conocido como Twitter), cualquier red social, cualquier página de internet o en la vida real.
 
 
{{Changelog| '''PL_CASHWORKS_FINAL1'''
 
 
 
''FIXES:''
 
* Fixed DX8 error where map would crash the client due to a false dx8-backup texture
 
* CP4 crate with ammo can now be entered without crouching
 
* Area in front of the Vault is now buildable
 
 
 
'''PL_CASHWORKS_PREFINAL'''
 
 
 
''FIXES:''
 
* Fixed ED_alloc entity overflow crash by reducing the dynamic entity count
 
* added stairway to the raised platform on CP4 to allow a better fortification
 
* added closing gates on Blu´s forward Spawn after CP3 gets captured to direct the player flow correctly
 
* minor various adjustments
 
 
 
'''PL_CASHWORKS_RC2'''
 
 
 
''FIXES:''
 
* once again framerates via func_occluder
 
* added final fx-explosion by jive turkey
 
* added 3d-eagle-model by Nik instead of eagle-texture
 
* readjusted vault-explosion-sound by Tomster
 
* slightly reduced respawntime for RED to defend CP3&4
 
* changed ammopack at CP3 to a full-ammo-pack
 
* changed some visuals at construction site
 
* slight visual changes on building 03
 
* tons of minor visual bugs corrected
 
* big crate near CP4 is now accessible without having to duckjump, just walk in
 
* added ammo-pack there to support defensive structures at that point
 
 
 
'''PL_CASHWORKS_RC'''
 
 
 
''FIXES:''
 
* improved framerates as good as possible
 
* merged 2nd and 3rd BLU spawn to one spawn:
 
** makes the engi´s life easier
 
** gates prevent spawncamping
 
* pushed CP3 further to the bridge, provided sentrypositions, decreased respawn by 1sec for RED
 
* imported custom cap-point-signs with new alpine-logos
 
* renamed CPs to loading dock, serpentines, power house, vault
 
* minor skybox changes
 
* fixed stickies not sticking to ground at last CP
 
* fixed people getting stuck in underground RED spawnroomdoor
 
* enlarged some doortriggers for smoother opening
 
* decreased explosion radius
 
* several lighting-adjustments
 
* fixed radius where people get smashed by the door
 
* several minor visual changes and object adjustment
 
* many many small changes not worth an own "*"
 
 
 
'''PL_CASHWORKS_B3a'''
 
 
 
''FIXES:''
 
* hopefully fixed entity overflow crash
 
* reduced file size by 20mb
 
* eagle screech less frequent
 
* fixed teleport selfdestruction on final point area
 
* fixed names of CPs
 
* applied alternative teamlogos to model
 
* made middlepart of bridge less narrow
 
* small texture changes
 
 
 
''known issues:''
 
* some texture-errors due to inexperience with lightmaps, need to finetune that
 
* whatever you see, plz report
 
 
 
'''PL_CASHWORKS_B3'''
 
 
 
''FIXES:''
 
* added rotating eagles with sound and rotating clouds in skybox
 
* added new teamlogos for RED and BLU, enjoy!
 
* entierly reworked interior of vault
 
* vault-door is now falling out to the front, smashing whoever comes in its way, making appropriate sound
 
* u got now a small window to escape the explosion, good luck!
 
* reedited underground exit from BLUe initial spawn and the building to the right
 
* made first building on right less ugly
 
* moved CP1 a little nearer
 
* small edits on buildings in sector 1
 
* gave more room to pass the cart on the serpentines
 
* moved CP2 a little bit further away
 
* decreased respawntime for RED for CP2 & CP3
 
* edited buildings at CP2 to make them more intuitional and less complicated
 
* minor trackchange on way to CP3
 
* moved CP3 a small bit further, made it more defendable
 
* on CP4 opened up another sentry position, unified the doors leading out of of the Spawnroom
 
* platform above CP4 is now again accessible for RED via duckjump
 
* expanded trigger_hurt so people wont exploit jumping down the balcony and trapping people
 
* pimped up some empty rooms and unfinished looking areas
 
 
 
'''PL_CASHWORKS_B2'''
 
 
 
''FIXES:''
 
* Added Thumbnail for Quickserver-list
 
* Adjusted Respawntime for Red for 2nd to last CP
 
* moved 1st Blu forward spawn, deleted route to other side after CP2 is taken to slightly increase traveltime for BLU to 3rd
 
* tweaked and added sentryposition at CP2
 
* added route to CP3 for BLU
 
* added cover for sentryposition at CP3 and CP4
 
* boosted and added healthkits and ammopacks
 
* minor architectural changes
 
* added gold_displacement to vault-treasure
 
* further detailing
 
* aligned several textures
 
 
 
'''PL_CASHWORKS_B1'''
 
 
 
''FIXES:''
 
* Improved Bankvault Model/Animation/Texture
 
* Addad valve´s explosions to the scene (parts hanging midair are due to the fact that its preanimated)
 
* Fixed the Teleport-Self-Destruct problem, if it still happens, tell me where plz
 
* Changed Timer allowing to go above 10 mins playtime on the clock
 
* Further optimization
 
* General Clipping improvement
 
* Pimped the skybox
 
* Changed rocktexture
 
* Added Red Logo Spray
 
 
 
''First Section:''
 
* Added platform right side before the CP
 
* Added 2 small shack on left side behind house
 
* Adjusted view distances
 
 
 
''Second Section:''
 
* Narrowed down the platform protecting the CP, added small platform at middle pillar as sentryposition and protection for BLU
 
* Remodelled the serpentines, much smoother now
 
* Simple changes at houses at bottom
 
 
 
''Third Section:''
 
* Removed invisible stair-clipping
 
 
 
''4th and Final:''
 
* Right side bottom floor door is now opening both ways
 
* Right side, platform, added some cover, medipack is now medium
 
* Right side RED spawn is now a little more separated
 
* added roofstructure to left side of bank vault
 
* added large box to the balcony over the pit for giving BLU a more advanced sentryposition
 
* made it harder to camp the bridge
 
* changed gold-texture
 
 
 
'''PL_CASHWORKS_A5'''
 
 
 
''FIXES:''
 
* ADDED CUSTOM EXPLOSION / VAULT IS OPENING NOW (explosion will be improved)
 
* ADDED GOLD (will increase the amount of gold if its not to fps-expensive)
 
* optimization pass 2 , getting +20-40fps on 1600x1200 full details
 
* adjusted view distances (too short ones will be readjusted)
 
* moved up CP2 to the rocky turn to make it easier capable, added some more architecture there
 
* moved door leading to right route to CP4 to make the opening less campable
 
* moved up right ledge at CP4 to concentrate more on final area than cart at bridge
 
* one-way door where you could get stuck corrected now
 
* added and varied orientational signs (slide up like in Badwater Basin)
 
* cut the stairs and connection to upper area at CP4
 
* added glass in tollbooth
 
* corrected door to CP4 where you could get stuck
 
* long tight bridge to CP4 is now an instable looking primitive rope-bridge
 
* reconstructed RED forward spawn to make it less campable and less attractive for Snipers
 
* playerclip-ceiling is now higher, allowing higher rocketjumps
 
* deleted some fps-hurting props
 
* RED cant directly access BLU´s alternative route to CP2, gates open after CP2 is taken
 
* added BLU forward spawn, after CP2 is taken
 
* moved up BLU forward spawn, after CP3 is taken
 
* changed layout of RED forward spawn, too sniperfriendly
 
* various clipping-optimization
 
 
 
'''PL_CASHWORKS_A4'''
 
 
 
''FIXES:''
 
* additional clipping at doorways
 
* added a small balcony when you cross the ditch to CP4
 
* added 30 seconds for initial game time
 
* REDesigned area at CP3
 
* added trigger_teleport to RED forward spawns, so once they are captured, RED players in spawn will be teleported to the next spawn
 
* added cover against Snipers going down the serpentines
 
* widened initial bridge at BLU spawn and added stairs
 
* blocked way too long sniperlane at 1st section
 
* moved up 1st & 2nd CP to make it easier to cap, widened the passage at CP1
 
* elevated RED forward spawn, so engies arent able to access locker to rebuild Sentry Guns too fast to lvl3
 
* to compensate that, replaced ammopack behind tires with large ammopack and medium health
 
* eradicated too strong defensive position on logs after CP1
 
* turned several entities to props_static, shouldn't throw weird shadows anymore
 
* restructuRED 1st and 2nd building at first section
 
 
 
'''PL_CASHWORKS_A3c''' (11-19-08)
 
 
 
''QuickFix:''
 
* increased RED respawntime by 5 seconds (sorry for the inconveniance, spawntimes are nasty)
 
* minor clipping changes
 
 
 
'''PL_CASHWORKS_A3b (11-17-08)
 
 
 
''QuickFix:''
 
* decreased spawntimes for RED, because spawntime rose to 25-30s
 
* corrected water in canal
 
 
 
'''PL_CASHWORKS_A3a''' (11-17-08)
 
 
 
''QuickFIXES:''
 
* increased RED spawntimer for CP1
 
* fixed exploit of missing clipping at the giant rock at the old raised tracks
 
* fixed exploit of missing clipping above BLU spawn
 
* added signage to path leading to CP2
 
* adjusted, added, repositioned med + ammo packs
 
* optimized movability at BLU sawmill
 
* made it less easy for RED to camp the alternative route to CP2
 
* added ramp after the shortcut through the sawmill leading to CP3
 
* removed the one-way gates at alternative route to CP3
 
* added barricade at last turn to provide cover and block line of sight for Snipers
 
* changed warning lights at final points vault to static
 
* rearranged right house before final CP to provide better cover and staging area for attackers
 
* retextuRED windows in right house before final CP
 
* erradicated 2 unfair sniperpositions at starting area
 
* minor changes on not accessible areas
 
 
 
'''PL-CASHWORKS_A3''' (11-15-08)
 
 
 
''FIXES:''
 
* restructioRED first area
 
* added 2nd RED forward spawn near 2nd CP
 
* added alternatenate paths to 2cp and 3rd CP
 
* fixed RED forward spawn doors getting stuck
 
* general optimization, areaportals, hintbrushes, nodraw, brushwork
 
* added 3D-Skybox
 
* added environment
 
* one-way door toward 3rd CP bottleneck
 
* adjusted respawntimes
 
* adjusted cart speed
 
* adjusted time added
 
* optimized vault-collision
 
* lighting improvement
 
* further clipping
 
* added flowing water at CP4 bridge
 
* added custom overlays
 
* added env-sounds
 
 
 
''TO DO:''
 
* problems with water at BLU spawn
 
* further fps-optimization
 
* optimize displacements
 
* cartpath corrections
 
* improve 3D-Skybox
 
* improved use of textures
 
* correct viewdistances
 
* add more custom material
 
 
 
'''PL_CASHWORKS_A2'''
 
* Game-machanics working as intended
 
* Basic Layout and Material
 
* Basic Optimization
 
* Basic Clipping}}
 
 
 
<!--
 
== "Best of 5" method ==
 
As the name implies, we would need 5 eligible voters, making the outcome always be either '''Yes''' or '''No'''. Pretty much self-explanatory, majority decides the outcome of the nomination.
 
 
 
'''Pass Example:'''
 
 
 
Below you can this that Mr. John Doe '''passed''' the nomination process because majority of the staff members voted favorably.
 
 
 
<small>'''Notes:'''<br>Number of available voters: '''5'''</small>
 
{|class="wikitable grid sortable" cellpadding=2 style="text-align:center; font-size:90%"
 
!class="header" style="background-color:#F3A957;" | Nominee
 
!class="header" style="background-color:#F3A957;" | Yes
 
!class="header" style="background-color:#F3A957;" | No
 
!class="header" style="background-color:#F3A957;" | Staffs' notes
 
|-
 
| John Doe
 
| 3
 
| 2
 
| N/A
 
|}
 
 
 
 
 
'''Not pass Examples:'''
 
 
 
There could be various reasons why the nominee would not pass the nomination process, below you can this that Mr. John Doe '''didn't pass''' the nomination process because majority of the staff members voted against granting the Cap.
 
 
 
<small>'''Notes:'''<br>Number of available voters: '''5'''</small>
 
{|class="wikitable grid sortable" cellpadding=2 style="text-align:center; font-size:90%"
 
!class="header" style="background-color:#F3A957;" | Nominee
 
!class="header" style="background-color:#F3A957;" | Yes
 
!class="header" style="background-color:#F3A957;" | No
 
!class="header" style="background-color:#F3A957;" | Staffs' notes
 
|-
 
| John Doe
 
| 2
 
| 3
 
| N/A
 
|}
 
 
 
 
 
Below you can see that Mr. John Doe's nomination was not approved by the staff members, therefore the nomination process is cancelled and closed altogether. This could be either; he was obviously nominated by a friend, his contributions are not worthy/significant in order to be nominated, or because John is not community friendly and a troublemaker among other editors.
 
* The reason for why the nomination process was closed, should be kept privately in the user's logs.
 
 
 
<small>'''Notes:'''<br>Number of available voters: '''5'''</small>
 
{|class="wikitable grid sortable" cellpadding=2 style="text-align:center; font-size:90%"
 
!class="header" style="background-color:#F3A957;" | Nominee
 
!class="header" style="background-color:#F3A957;" | Yes
 
!class="header" style="background-color:#F3A957;" | No
 
!class="header" style="background-color:#F3A957;" | Staffs' notes
 
|-
 
| John Doe
 
| 0
 
| 0
 
| Not Approved<br>Nomination closed per staff discussion.<br>Please refer to the logs.
 
|}
 
 
 
 
 
'''Changes from the current system:'''
 
 
 
* Removal of the 'Abstain' column.
 
* Reduced the amount of required voters to a '''MAX''' of 5.
 
* Replaced being dependent on having 5 staff members on voting for the same outcome with being dependent on having 3 staff members on voting for the same outcome.
 
 
 
This method was suggested as a way to improve the speed of the nomination process, with only the need of 5 staff members, the outcome would be relatively quicker than the current one.
 
 
 
=== What if an EVEN number of staff members are available to vote? ===
 
In that case, by default a '''No''' vote would be count, this way it will '''always''' be required to have the majority of staff members agreeing on granting the Cap.
 
 
 
'''Example:'''
 
 
 
<small>'''Notes:'''<br>Number of available voters: '''4'''<br>An additional '''No''' was added to the vote. </small>
 
{|class="wikitable grid sortable" cellpadding=2 style="text-align:center; font-size:90%"
 
!class="header" style="background-color:#F3A957;" | Nominee
 
!class="header" style="background-color:#F3A957;" | Yes
 
!class="header" style="background-color:#F3A957;" | No
 
!class="header" style="background-color:#F3A957;" | Staffs' notes
 
|-
 
| John Doe
 
| 2
 
| 3
 
| N/A
 
|}
 
 
 
As you can see by the example, all 4 staff members voted and are evenly divided on whether if John should get the Wiki Cap. Sadly for John, he didn't get the '''majority''' to vote in his favor, which means that he didn't pass the process.
 
 
 
=== Nomination Time-limit ===
 
[[User:Mikado282|Mikado]] brought a point that originally  didn't think of,[https://steamcommunity.com/groups/OTFWiki/discussions/0/3319736698851342849/#c3362523988649653560 '''Time-limit''']. As we all know, in the past few nominations, it took around 4-6 months to complete the whole voting process. Base on this model, since the required amount of votes are lower, I expected that nominations would no take longer than 4 months. Though we need to prepare for instances of what would happen '''IF''' the nomination process exceeds the time-limit, and how to deal with the possible scenarios.
 
 
 
'''What would we do if the nomination process exceeds the time-limit?'''
 
 
 
Before stating the possible scenarios and how to deal with them, I suggest on making some general rules first on ''expired'' nominations (nominations that exceed the time-limit). I try to make it fair for both parties, staff '''AND''' contributors.
 
* The nomination countdown starts on the moment a staff member approves the nominations and the nominee's name is written in the [[Team Fortress Wiki:Wiki Cap/Nominations#Nominee Vote Queue|queue table]].
 
* If a nomination expired '''for the first time''', then the whole nomination is then aborted with the option for the nominee to be self-nominated {{tooltip|three|it could the day after? two days?}} days prior the cancellation.
 
* If the '''same nominee''' decides to be renominated and the nomination process expires for the '''second time''', then whatever result left from the staff in the queue table will be '''FINAL'''.
 
** The Cap will granted if the nominee has the majority of votes:
 
*** This means, if the nomination expires and the results were 1/0, then the nominee will be '''granted''' the cap.
 
*** Consequently, if the nomination expires and the results were either 0/0 or 0/1, then the cap '''will not''' be granted.
 
-->
 

Latest revision as of 05:32, 18 September 2023


Eduardo y Xavier tienen que jugar con Yossef, para que puedan compartir algún material de Team Fortress 2 (TF2) o cualquier propiedad intelectual de Valve, si no cumplen con el requisito, Eduardo y Xavier no podrán compartir materiales de TF2 o Valve. Esto aplica en Facebook, X (anteriormente conocido como Twitter), cualquier red social, cualquier página de internet o en la vida real.