Tourney mod

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Tourney mod

Postby GreEn`mArine » Sun Mar 02, 2008 10:35 am

As you can read on the Nexuiz Ladders page the ladder servers will have to use a custom mod for Nexuiz v2.4 and above which adds extra functionality.

This thread is just the place where I keep posting updates and changelogs. If you are curious about this mod, simply download it, it contains a readme which should explain everything.

Initial release: v0.2 Download here
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Postby GreEn`mArine » Sun Mar 02, 2008 11:53 am

new release: v0.3 Download here

Changelog:
2008-03-02 -- v0.3
- Disabled teamplay_lockonrestart in the tourney_vars.cfg because it is not needed on pure ladder servers and it makes it harder for players to join the game again after a disconnect
- diff.patch file is now included for whoever wants to read the sourcecode :)
- added the variable g_tourney_disable_spec_vote (see readme for explanation)
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby GreEn`mArine » Sun Mar 09, 2008 8:18 pm

new release: v0.4 Download here

Changelog:
2008-03-09 -- v0.4
- when using g_tourney and there is at least one active player it is now only needed that the active players vote in order to call a vote. This means that now votes aren't blocked when there's a big amount of spectators who don't accept the vote
- you can now vote for a timelimit (e.g. needed for ladder matches when there was a disconnect and the players only want to play the remaining time after restart) which will be set after all players are ready
- all clients now hear the seconds 3, 2 and 1 of the restart-countdown. This makes the start of a game more noticable for spectators or observers
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby PinkRobot » Tue Mar 11, 2008 7:31 am

I like this mod a lot, you have done some great work on it.

I would like to propose making the F4 nagging, client side controlled too if that is at all possible ? Because now I am used to the system I do not really need it anymore [i ready up pretty quickly] but during several matches on the pickup tdm.eu server yesterday, somebody was hitting [by accident or not] the F4 key after the match had started and I had the nagging message on my screen during two whole matches, which is kinda distracting. So if there would be a cvar to disable this message client side that would be great.
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Postby Dokujisan » Tue Mar 11, 2008 6:24 pm

Currently, when someone during match hits F4, then it nags the other players to also hit F4 to restart. I was told this nag during a match was a feature. I think that's a mistake. I think a vcall restart makes more sense if the players want to restart the match.

As for the rest of the mod, I love it. :-)
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Postby Bundy » Tue Mar 11, 2008 6:30 pm

Yep great work Green. But we had this "get ready" sign while playing, cause some pressed ready in game. That hurts :D
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Postby GreEn`mArine » Tue Mar 11, 2008 7:59 pm

Thanks for the feedback.

In general it is intended that the players are notified again to ready up even if that happened in match stage, beecause you could have the situation that a match has started, a player had problems (and he wouldn't use the timeout feature) and that he wanted to restart again, thus the other players are notified. I also don't think it would be good to disable this feature.

What I think I could do is a command that works for the inidividual players that allows the player to disable any future ready nagging for himself. It would be a client-command (just like "ready" is also a clientcommand). I would suggest that you can only use this command in match stage (in warmup mode it would fail because it always makes sense to be shown the ready nag during warmup) and once you entered it you will simply not get any nagging until the next map-change.

I dunno how much you like this idea. If you think that it is just not good to show ready nagging in general after the match has begun (and if think the players who wanted *another* restart could just vote for "restart") one could also simply set sv_ready_restart_repeatable to 0, which would disable any further restart in the match stage.
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby Mr. Bougo » Wed Mar 12, 2008 1:15 pm

Mh, during the countdown I could shoot some grenade right after the last second, I didn't hear any explosion though, I guess the entity was removed... Still, that looked buggy a bit :)

Also, something I don't really like... Just changing the timelimit like that, I think it's not a good idea... I want to have demos that start right when the match starts... Why don't you just use the builtin ready-restart?

And now you DEFINITELY need to add the "kick" command to the votables, I just hate having to wait 10 minutes for myself to time out, without being able to do anything...
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Postby GreEn`mArine » Wed Mar 12, 2008 4:14 pm

Mr. Bougo wrote:Mh, during the countdown I could shoot some grenade right after the last second, I didn't hear any explosion though, I guess the entity was removed... Still, that looked buggy a bit :)

Well, keep in mind that the countdown that you see on your screen is sometimes not 100% in sync with the "real" point in time in which you are allowed to move again (or to be respawned) and to shoot again. Other than that there's nothing I could do about this. I simply prevent the player from shooting by adding a "return;" in the prepare attack function. I have no idea how this function (or the weapon system in general) works, so bear with me :D

Mr. Bougo wrote:Also, something I don't really like... Just changing the timelimit like that, I think it's not a good idea... I want to have demos that start right when the match starts... Why don't you just use the builtin ready-restart?

You're funny :D - doing the restart this way is 100% intended. This eliminates the downside of the old "restart" command (which was triggered once all players were ready), which really restarts the map, thus all players had to load the map again, which resulted in adisadvantage for players with an old machine that took longer to load the map. The new method of course introduces the downside of demos being longer because the warumup-stage is also recorded. I suggest that you nag LordHavoc to implement the feature that you are able to record demos on the fly while already connected to the server, as I could then tell the client to stop and restart the demo once all players are ready.

Other than that I actually didn't code that feature of setting the timelimit to a new value. This feature is already there in stock v2.4 and I just extended it with other features (like being able to still run around during countdown). I was just glad that somebody else already did the work of coding this timelimit-extender.

Mr. Bougo wrote:And now you DEFINITELY need to add the "kick" command to the votables, I just hate having to wait 10 minutes for myself to time out, without being able to do anything...

Well, I actually don't remember anymore why I disallowed the kick command (does any1 still remember?). Right now, once the game has started, spectators cannot ruin anything anymore, as their votes are blocked automatically :) - I will consider to allow the kick command for all ladders.
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby Dokujisan » Wed Mar 12, 2008 4:45 pm

I dunno how much you like this idea. If you think that it is just not good to show ready nagging in general after the match has begun (and if think the players who wanted *another* restart could just vote for "restart") one could also simply set sv_ready_restart_repeatable to 0, which would disable any further restart in the match stage.


Perfect. Thank you!
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