Tourney mod

Discuss the more general topics about the ladders here.

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Postby Mr. Bougo » Wed Mar 12, 2008 4:56 pm

GreEn`mArine wrote: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.



Something that happened yesterday: I was playing, timed out, came back... Even if I was able to issue a poll, the only one who could accept was my idle self... Now that's very embarassing... Seems hard to fix...
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Postby PinkRobot » Thu Mar 13, 2008 4:31 pm

If you think that it is just not good to show ready nagging in general after the match has begun


I think everybody should be able to choose for themselves if they like this and want to have it enabled. But personally I would very much to have the option you then go on to describe:

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.


That sounds like a good solution. Because in general when one or more players really want to restart there is some conversation going on about it too so that you will notice it even without the nagging ;)

PS now that I am used to it I love this way of restarting because I am one of those that for some reason take a while to load the map. And in competitve play a couple of seconds can make a huge difference.
Now with new shiny avatar.
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Postby GreEn`mArine » Thu Mar 13, 2008 4:59 pm

well, I don't ever want to make the ready nagging optional in the warmup-stage for any of the players (but instead force them to see the nag) because I really know how lazy people can get. People think "yeah, ... well .. I will just disable nagging in general as I am experienced enough and I won't certainly miss the start of the game ..." and so on. But this is just not the case, it would result in too many players having it disabled, and the games would take longer to restart :)

So I am just talking about the options we have for readying up during match stage. Actually the easiest way would be to simply do what I already suggested: disable the restart-possibility (and by this also the nagging) after the map was restarted for the first time. If the players really needed another restart they could simply vote for a chmap for the same map they were already playing and readying up again. Although I have to confess that this isn't too elegant either.

It is simply a tough decision. Basically one has a feature that causes negative effects that become new problems. Solving these effects can cause new problems (like when I would allow the individual players to disable that they are nagged the game would take longer to start, or when I would decide simply not to show nagging to anyone if someone "accidentally" hit F4 in match stage would also result in a long waiting time until every one readied up again). So the easiest thing would be to disable the feature (which is that one can ready-restart even after the match has begun) which also moves all resulting effects/problems out of the way.
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby Dokujisan » Sun Mar 23, 2008 5:36 am

Someone just told me of behavior where they joined my server with nobody on it (with teamlock turned on) and they couldn't play until until the match timed out. I assume someone had just started played a few minutes before and disconnected from the server, leaving the match still locked.
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Postby Dokujisan » Sun Mar 23, 2008 6:38 am

Dunno if you can do anything about this or not, but you can't do teamlock in 1v1 (dm mode) with the tourney mod. You have to do 1v1 matches in TDM mode in order to utilize teamlock. Yeah, it makes sense that a "teamlock" would require a "team" mode....but really it should be called "playerlock" then :-) or "matchlock".

There are two problems that I can think of with doing 1v1 in TDM mode:

1) The colors of the players are red and blue instead of bright orange/green/whatever.

2) Warfare apparently doesn't spawn a nex when played in TDM mode. Let me know if anyone else has a different experience with this.
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Postby GreEn`mArine » Sun Mar 23, 2008 12:03 pm

a) Teamlock is intentionally called teamlock and not playerlock
b) on 1on1 servers (at least the ladder 1on1 servers) one can NOT play TDM anyway. this is because one cannot change gamemodes that easily anymore on v2.4 servers. If anyone was able to change the gamemode the server is not setup properly for the ladder, thus I cannot give support
c) if the server allows voting for it, spectators can vote for the unlockteams command which unlocks the teams (weeee), so there is no "issue" at all anyway

@Dokujisan: I hope I could clarify the situation, although I am not sure why asked something, then answered it yourself ^^.

Clearly, it is not intended to abuse teamlock for 1v1s.
IRC quote:
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[kojn] she took it the dirty way
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Postby Dokujisan » Sun Mar 23, 2008 9:16 pm

On my private server, a bunch of us have been playing 1v1 matches while the rest of us spectate. Numerous times, someone will jump onto the server and immediately join the match (by accident or otherwise). I was thinking that if we had a way to lock the "match", just like teamlock, then we would be able to prevent that behavior from happening.

Before this, I thought g_maxplayers might be the solution, because it would only allow those two players to be in the match. But I'm using g_maxplayers 2 and it doesn't seem to limit the number of players that can join a match.

Here is what I have in my 1v1.cfg:

Code: Select all
set g_grappling_hook 0
set bot_number 0
set sv_ready_restart 1
set g_antilag 1
set g_fullbrightplayers 1
set g_powerup_strength 0
set g_forced_respawn 1
set timelimit_override 15
set fraglimit_override 0
set sv_autoscreenshot 1
set timelimit_maxovertime 0
set g_balance_kill_delay 0
set sv_vote_override_mostrecent 1
set sv_vote_commands "chmap gotomap timelimit g_shootfromcenter g_shootfromeye sv_defaultplayer_fbskin_green sv_defaultplayer_fbskin_red sv_defaultplayer_fbskin_orange sv_defaultplayer_fbskin_off"

g_dm 1
gametype dm
set g_maplist "aggressor aneurysm bloodprison darkzone downer final_rage reslimed runningman runningman_1on1remix stormkeep soylent toxic warfare"
g_maxplayers 2
chmap final_rage
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Postby GreEn`mArine » Sun Mar 23, 2008 9:33 pm

set g_maxplayers 2

don't forget the set
IRC quote:
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[kojn] she took it the dirty way
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Postby Dokujisan » Sun Mar 23, 2008 9:41 pm

damn details!! :-)

It works as expected now. Thank you
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Postby Dokujisan » Tue Apr 15, 2008 1:05 am

Green, does the calltimeout feature work for you? I've never gotten it to work.
Here is what I have in my cfg


Code: Select all
alias calltimeout "cmd calltimeout" //use this command to call a timeout
alias resumegame "cmd resumegame" //use this command if you don't need the remaining time of the tim$

set sv_timeout 1
set sv_timeout_length 120 //how long the game will be paused at max, in seconds
set sv_timeout_number 2 //how many timeouts one player is allowed to call (gets reset after a restar$
set sv_timeout_leadtime 4 //how long the players will be informed that a timeout was called via cent$
set sv_timeout_resumetime 3 //how long the remaining timeout-time will be after a player called the $


Then we vcall calltimeout and it doesn't do anything.
If I rcon calltimeout, it doesn't do anything.
If I rcon cmd calltimeout then it says - can't "calltimeout", not connected.

Ideas? suggestions?
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