Tourney mod

Discuss the more general topics about the ladders here.

Moderators: Nexuiz Moderators, Moderators, Ladder Moderators

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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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)
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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
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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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    PinkRobot
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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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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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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.
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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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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.
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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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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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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.
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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.
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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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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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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.
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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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Sun Mar 23, 2008 9:33 pm

  • set g_maxplayers 2

    don't forget the set
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Sun Mar 23, 2008 9:41 pm

  • damn details!! :-)

    It works as expected now. Thank you
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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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Tue Apr 15, 2008 3:16 pm

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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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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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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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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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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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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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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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).
    IRC quote:
    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
    GreEn`mArine
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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.
    IRC quote:
    [kojn] I've been coming a bit more recently
    [kojn] she took it the dirty way
    GreEn`mArine
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    Posts: 1509
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