Tourney mod

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Postby KadaverJack » Tue Apr 15, 2008 3:16 pm

cmd has to be used on a client, not the server.
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Postby Dokujisan » Tue Apr 15, 2008 5:49 pm

ok so it was setup wrong. I see.

Just so I understand...

To use the timeout feature, anyone on the team says "cmd calltimeout" and it says "PlayerName requests a timeout" and it does a 5 second countdown after which it freezes everything and does a 2 minute countdown (or whatever I have the timeout time set to in the config). Each team gets only a certain number of timeouts (also configurable).

Is that right?
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Postby GreEn`mArine » Tue Apr 15, 2008 9:27 pm

that is correct

BUT: not the team gets a number of timeouts, but every player. I know that this allows a team to have quite a lot of timeouts, but I'm not sure its worth the effort to introduce new variables that count the number of timeouts left for each team score (unless there are already entites in QC for each team, then the effort would be low to code this).

I put this issue on my list, I'll ask the AT devs about this.
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Postby Dokujisan » Thu Apr 17, 2008 3:37 am

hey, just tested out the timeout feature in game and it causes people to drop their connection. So the timeout doesn't work correctly.

Also, two issues have come up during our recent CTF pickup matches regarding hitting F4 to begin.

1. Is there a way for an admin to FORCE a match to start using rcon (when people don't hit F4 yet but the teams are set)? I have so many people on the server and many of them aren't paying attention. They are ready to play but they keep playing in warmup mode instead of hitting F4 and there is so much chatter (so many people on the server) that I can't get their attention.

or...

2. Is there a way for an admin to force someone to spec? I would rather kick them into spectator mode rather than kick them off the server completely if they aren't hitting F4 to start the match after 15 minutes of time has gone by.

or...

3. Find out who has hit F4 and who hasn't? (perhaps by the status screen) Worst case scenario, I can kick someone if I know they aren't hitting F4, but it would help to find out who they are.

Thanks :-)
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Postby Dokujisan » Thu Apr 17, 2008 3:41 am

4......or, is there a way to allow the selection of teams before even getting into warmup mode? Like having the match paused until teams are finalized and THEN everyone hits F4 to start warmup (and warmup can then be set to only 3-4 minutes long) That would be a useful feature for CTF/TDM pickup matches. It's hard to grab people's attention to setup the teams properly because they are busy shooting people in warmup mode.

I could just set warmup mode to a set timelimit, but then the match might start with 5 on one team and 3 on the other. :-/
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Postby GreEn`mArine » Thu Apr 17, 2008 7:19 am

Dokujisan wrote:hey, just tested out the timeout feature in game and it causes people to drop their connection. So the timeout doesn't work correctly.

With that much detailed information I am able to fix the bug within a second. Thanks for reporting.

Now serious: I need M O R E information. Who gets disconnected ? Active players, or just spectators ? Both ? How many of them? Is there a "rule" that can be identified? Do only players named "Urmel" get disconnected ? (haha). Other than that I cannot fix it anyway. The better words would be "Bug in Nexuiz: if game is set to a very low slowmo value, players disconnect". Tbh, what happened to me was that when I was playing and called a timeout, many spectators left the game. I thought that is due to the lack of concentration of players (which is destroyed massively by todays TV-watching habbits) and if nothing happens for 2 seconds, spectators simply *zap* to another channel .. or whatever. So consider that this happened to your game, too :)
However, in the next version I am using slowmo 0.0001 instead of 0.000011, so the situation might improve.

Dokujisan wrote:Also, two issues have come up during our recent CTF pickup matches regarding hitting F4 to begin.

1. Is there a way for an admin to FORCE a match to start using rcon (when people don't hit F4 yet but the teams are set)? I have so many people on the server and many of them aren't paying attention. They are ready to play but they keep playing in warmup mode instead of hitting F4 and there is so much chatter (so many people on the server) that I can't get their attention.

or...

2. Is there a way for an admin to force someone to spec? I would rather kick them into spectator mode rather than kick them off the server completely if they aren't hitting F4 to start the match after 15 minutes of time has gone by.

or...

3. Find out who has hit F4 and who hasn't? (perhaps by the status screen) Worst case scenario, I can kick someone if I know they aren't hitting F4, but it would help to find out who they are.

1: Technically it would be possible by creating a new server-side command which can then be issued by the admin. However, I would rather encourage you to enable the sv_ready_restart_nag feature, which will show a centerprint on every players screen for a few seconds in regular intervalls. If the players don't see that, I would encourage you to have other people to play with, as these people then seem to have a damaged brain (or will be dead soon anyway, if they own a drivers license and do not be able to recognize the lights as well, dying in an acciddent soon). And btw, I am also hoping that torus creates a "ready up" sound which I could then additionally be played to the centerprint. If people then don't ready up, they are blind and deaf ... do you really want such teammates ?? I wouldn't.

2: Good idea, I'll have to evaluate whether this is possible to do, if it is I will create that command some day.

3: Forget about everything that looks "nice" or whatever. I can only provide a solution that prints a simple line to every player. I can NOT manipulate what the status command shows, I am not an engine coder, and also I am not a CSQC coder either. Basically what I'm thinking about is:
- create a new command that can be used by everyone (also spectators) that gives the information (in form of a comma-separated list) which players still have to press F4 to the one who issues this command
- when someone readies up also show which other players still need to ready up in order to start the match

Atm I'm in favor of the first option, but I'll just wait and see what you guys think about it.

Dokujisan wrote:4......or, is there a way to allow the selection of teams before even getting into warmup mode? Like having the match paused until teams are finalized and THEN everyone hits F4 to start warmup (and warmup can then be set to only 3-4 minutes long) That would be a useful feature for CTF/TDM pickup matches. It's hard to grab people's attention to setup the teams properly because they are busy shooting people in warmup mode.

I could just set warmup mode to a set timelimit, but then the match might start with 5 on one team and 3 on the other. :-/

Quite complex to code tbh. I am not able to spend that much time on the tourney mod than I used to.

"It's hard to grab people's attention to setup the teams properly because they are busy shooting people in warmup mode"
That is indeed a true story. I'll have to think about it a bit more. What I also wonder about is: who should be allowed to start this "team-picking"-stage ? An idea I have is that one has to vote for this selection mode. Once the vote succeeded everyone is forced to become spectator and cannot join the game. Then 2 players have to call a command that makes them captains (while they are able to specify the team color they want to be captain for). These two captains are then spawned, but as the game is paused they also have to focus on their task, which is to pick players one after another.

But as I said, that is quite complex to code, don't expect it to be done (by me) anytime soon.

"I could just set warmup mode to a set timelimit, but then the match might start with 5 on one team and 3 on the other. :-/"
No, if you setup the warmup to have a timelimit, once this limit is over, the game will not start and get into match stage, but simply a new map will be loaded.
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Postby Dokujisan » Thu Apr 17, 2008 1:31 pm

heh, sorry for the crap bug reporting :-) I typed that quickly while a game was going on and didn't do any formal testing of the behavior.

Spectators later told me that they got booted from the server, so that was confirmed.

Ok, so here is what I just tested by myself. I joined an empty server and started the match. Then I called a timeout. After the timeout, I hit f3. Within 10 seconds, I get a clock symbol. In the server console, it shows that I disconnected.

hmm, but in the match last night, I seem to remember one of the players was disconnected as well. By myself, I can only reproduce the scenario where I'm booted as a spectator.
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Postby mkzelda » Thu Apr 17, 2008 1:42 pm

I was one of the active players booted last night, and I had trouble returning too. I'd get half connected, in that my netgraph showed I was communicating but the server never did back and I had a permanent clock.

We cant use restart nag, because then someone always hits f4 after the match starts and everyone sees the nag all over again, causing everyone to hit f4 all over again and eventually restart the match in the middle of it.

Green: Is there anything you can do about the ready nag wiping out playernames? Playernames (when crosshairs hit a players) are visible in warmup but not match-stage.
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Postby GreEn`mArine » Thu Apr 17, 2008 2:51 pm

Well, as I said, that spectators get the clock must be an issue of the server running in slowmo (and it would be good if you could test whether the same thing happens when not running the tourney mod and you issue "slowmo 0.000011" or "slowmo 0.0001" to the console, e.g. with rcon as admin).

mkzelda wrote:We cant use restart nag, because then someone always hits f4 after the match starts and everyone sees the nag all over again, causing everyone to hit f4 all over again and eventually restart the match in the middle of it.

Green: Is there anything you can do about the ready nag wiping out playernames? Playernames (when crosshairs hit a players) are visible in warmup but not match-stage.


Well, first of all you could disable sv_ready_restart_repeatable and keep the nagging-feature enabled. This would mean that you cannot restart the map using F4 once it was restarted for the first time using F4. This is what i already suggested as easiest solution in this thread before.

When a crosshair hits a player it could happen that his name is not shown. However, technically this cannot have to do anything with the game being in match stage or not, but is another known bug that happens when sv_timeout is set to 1. I fixed this bug in v0.5 which isn't released yet (I'll simply wait until v2.4.1 and release then, if you catch me in IRC you can ask me for the preview version, also the pn.de 1v1 server has the preview version running).

Also, your thesis "Is there anything you can do about the ready nag wiping out playernames" makes not so much sense. What you have to know is that only one centerprint can be active at a time (there aren't any "overlapping" centerprints) which means that the centerprint with the higher priority (dunno whether the ready-nag or the showing-enemy-names has the higher prio) will be shown, but once the ready-nag-centerprint pauses (for the specified intervall you setup in tourney_vars.cfg) I see no way why it would block the centerprint that shows player names. But as I said, it is likely that the other known bug overwrites centerprints that have the priority CENTERPRIO_SPAM (you can look it up in the code).
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Postby GreEn`mArine » Thu May 01, 2008 11:19 am

some further thoughts about the kick command:

I think that it should be allowed for the 2on2 and 3on3 ladders again (once there is v2.4.1 and stuff needs to be updated anyway). The thing with the 1on1 ladder is that it wouldn't make much sense to allow kicking players there, as you need the majority of the active players, which is 2. So if one player votes to kick the other one (e.g. because the other one got disconnected) nothing would happen, because the other player would have to agree to kick himself, which cannot do or won't do :o )

Apart from this I still need feedback on this "spectators get kicked when timeout is active" thing.
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