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Sky

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Posts posted by Sky

  1. There are forms of anti-aliasing in some games that already do this; however, it requires an amount of memory that exponentially increases as the amount of pixels increases. It can also cause unexpected issues, and since most machines can't handle it in a playable fashion, a lot of graphics programmers don't implement it. There are other methods to acquire much better graphics display; both in how it looks and the memory it requires.

  2. I'm not sure why Jackie hasn't patched this already, but there are plugins that make it so the score is based on all players on the team, instead of the 4 on the score board.

    The way this plugin handles rushing is based on the number of players, it's weighed differently. If there are 10 people who are alive and not incapacitated, each person is weighed for 10%.

    If you have 4 people rushing forward, 40% of your teams distance is calculated from them; If there are only a few people left, and the majority starts booking it, they won't be penalized.

    This algorithm was developed on purpose, by design, to allow teams to make a final push when they're being whittled down.

    In regards to players in the back, as I stated before, you would simply set distance_ignore to 1.0 in each file and players in the back would never be teleported forward.

    However, if a player is greater than distance_ignore + 4% (0.04) The plugin assumes they meet special circumstances (such as respawning) and are not teleported forward for any reason.

    This pretty much prevents players from exploiting the system by waiting to respawn until their team is a solid distance forward. The question then becomes whether or not they'd be teleported

    forward as soon as they're within the distance_ignore + 4% range, and the answer is no. The teleportation would only occur if they're within distance_ignore and ergo are not too far back, and then

    happen to some how fall further back behind the team. This is the case if they are jockeyed, smoked, etc., backwards; The plugin notes that they were not teleported because of being ensnared and

    doesn't teleport them forward at any time.

    Also, as stated in the above, there's a variable that defines the number of players that must be active for the plugin to even consider distance; all jackie would effectively have to do is set that

    to a certain value, and if that value of players or less is alive (and not incapacitated) on the survivor team, you could rush all you want, whether alone or with your team, and never be teleported.

    Automated algorithms work, when they cover all of the bases, and fortunately, they've been covered here, although it was a bit of a pain to implement, because it really took a lot of experimentation.

    • Like 1
  3. the problem with a vote-anything is it requires everyone to stop playing to vote, and it can be abused. it's easier to just let the system automate itself (you can actually turn off the feature to teleport people in the back, you just set that value in the configs to be 1.0.)

  4. You wouldn't auto scramble at the end of each round; it doesn't scramble on finales, or a map that directly follows a map where a scramble occurred, and a scramble always occurs on the first round of a map.

    But honestly, what you're saying sounds like justification for team stacking; "Ten of us are friends, so we're going to play on the same team and totally crush the 10 random players on the other team."

     

    crambles aren't designed to hinder players from enjoying the experience, but they are designed to maximize the number of players who enjoy the experience. The goal is for as many people as possible to enjoy the game, not just the people who have friends in the game and who feel that stacking is okay under a given scenario or circumstance.

  5. i guess i missed the show.

    if i were to leave my 2 cents I think its admins job to make sure all is having fun as well. if the team score that apart then that should've been a hint to bring up a vote scramble. but unfortunately there are some admins that do not want to do that and just want to win. same with some of the main regulars. anyways i thought flitterbugklla already handled this. All is good now. go your separate ways and have a wonderful day.

     

    Back when I ran my own server, I wrote it in so the scoreboard screen didn't calculate scores. always said 0. scores calculated and showed up as a panel (same place as the buy menu shows up) when the round ends and starts, and if a scramble occurred, which was automatic, the values were reset to 0 for both teams. defeated the purpose of stacking the teams.

  6. So, being a contributing member should exempt you from the consequences of violating server rules?

    It doesn't matter if one person breaks a rule or if everyone breaks the rule, it's still breaking the rule.

    • Like 2
  7. Hi all

     

     

     

    So, this morning, I popped in to the GC server to play for a bit, and it was riddled with players who were both team killing and rushing. Back when I had time to run and maintain my own community, I developed a solution to quell rushing, permanently. And because I'm such a sharing, caring, thoughtful person, and realized that rushing is a rampant problem across multiple communities, I decided that sharing the solution was the best course of action.

     

    I know Jackie really doesn't like me (I used to come off as a bit of an weenie, but crasx can tell you that is never the intention; I get super excited, that's all) so he might completely avoid this topic, but...

     

    If you could thwart rushers, without having an admin present, with a plugin that is elegant, yet flexible, wouldn't you at the least want to take a peeksy-poo?

     

     

    So, totally simple explanation here.

     

    I wrote a ready up plugin a while a go that is similar to the one GC uses, it just lets people press '3' instead of having to type !r or !ready (and supporting any language, I found it was easier to get people to just hit the key) and these anti - rush pieces are optional modules that can be installed / uninstalled at any time.

     

     

    The info here is really just copied from the plugin page, but it beats anyone having to go to an external link to see it. I said to myself, "rushing is an issue, but sometimes, when your team is near the end safe room, some players like to open the door and just camp inside, while you get obliterated outside." So, I presented two solutions that can be used independently or combined.

     

     

    Rush Distance

     

    This module requires l4d2 direct.

     

    This module sets a maximum distance that players can travel ahead of their team. It also allows server owners to

    set how far behind their team a player can be before it teleports them forward. Only players who rush a significant

    distance ahead of their team will be punished. Stragglers will not be punished when teleported.

    Please keep in mind that the actual distance will differ based on the number of valid players.

     

    rum_warning_limit: Reaching this warning limit will result in punishment; the player will be killed.

    rum_incapacitated_ignore: Do we ignore incapacitated players in the team's average distance?

    rum_distance_ignore_teleport: Do we teleport players who are this far behind their team?

    rum_active_survivors_required: The number of active survivors required for calculations to be considered.

     

    You must upload the configs for each map that you want this plugin to be active on.

    I've compiled the stock maps, but you will need to add new configs for any custom maps. If the config isn't found, the

    module will simply not do anything on the given map.

    Please upload the configs to /sourcemod/configs/readyup/

     

     

    Setting up the configs for each map is simple. Here's an example:

     

    "c1m2_streets"

    {

    "distance_notice" "0.1"

    "distance_warning" "0.15"

    "distance_ignore" "0.16"

    }

     

    Because the distance is calculated differently for maps that are longer or shorter than others, it was necessary to allow sever admins to modify the parameters for each action. An example here is 10% of c1m2_streets (the second map of dead center) requires running from the start of the map to the door into the building, but 10% of c2m5_concert is about 10 feet out of the safe room door.

     

    In the above example, if a player is 10% the distance of the map ahead of their team (that's everyones distance, excluding the said players calculated) they get a nice notice letting them know to stop rushing. If they continue forward, at 15%, they get teleported; and it can punish/slay players if they do it too many times, at the discretion of the server owner. Players who are 16% behind their team are teleported to their team, but aren't penalized; they'll receive a notice to return to their team as well, though.

     

    There are a few concerns that rise here, so I'm going to quell them, quickly.

    First, if you get smoked, jockeyed, or some other means of forced out of the legal distance range, the plugin will not penalize you as long as when you are released, you immediately make your way back to your team. If you attempt to continue moving forward, that's when it'll say "Alright, the player is now rushing, taking action." The only instance where you don't have a chance to return is if a tank punches you out of bounds, but realistically, if that punch sends you out, you were most likely beyond the notice distance anyway.

    If you respawn and you're behind or ahead of your team, again, it will allow you to catch up or return before taking action.

     

    Second, the.dude brought up a concern about incapacitated players, or if your team is dead and you want to bolt for it, for distance points. There's a server cvar that can be enabled that says "Hey, we don't want to calculate the teams distance with any players who are incapacitated," and then they aren't part of the equation. It also doesn't consider dead players. There's another server cvar that lets you decide how many "active" (that means alive, not dead) players must exist on the survivor team to even run calculations; so clearly, if there's less than a certain value, say, 3 (default), it's a safe bet that you don't want to run the calculations, because that generally means the two players would be bouncing back and forth, and you can't calculate if there's only one living player.

     

     

     

     

    Locked End of Map Saferoom

     

    This module closes and locks the end of map safe room door when the round begins. It opens automatically when

    all living survivors are within a set range. I designed it this way instead of assigning a player to hold a key because

    let's face it: some people might troll and refuse to open the door. With this method, there's no waiting for a player

    to open it or trying to figure out who has the key.

     

    rum_antirush_unlockrange: The range all living survivors must be in relation to the door for it to unlock.

     

     

     

    I've hidden the information about each module in a spoiler, so the post is easier to read.

    I really implore Jackie to take a look at this, and consider implementing it.

    The plugins anti-rushing modules are included in the zip file, with separate binaries .smx for each one.

    readyup w_Modules.zip

  8. I've posted a new thread about myself. It'll be very helpful if you shared the code with me, i'm not quite sure how Sky's did his code. Don't worry about me taking the code and using it on steam, i do this for educational purpose only, only outside of steam and not to be shared.

     

    Sincerely,

    Mess With The Best

     

     

    Every plugin that I've written is available publicly on http://Alliedmods.net

     

    Everything you've asked about is covered in skyrpg2, which you've downloaded (and complained about, repeatedly)

    You have its source code. Open it and read it. When plugins are available that do what you're asking, the lie is pretty obvious when you tell someone you want their code just to see how to do it. lol.

     

    sky rpg 2: https://forums.alliedmods.net/showthread.php?t=197739 , functions.sp

  9. You are already registered on the forum @ http://www.alliedmods.net and I'm sure you've browsed the scripting sub-forum.

    A lot of people have requested assist points, and it was already added it to Mcflurry's buy plugin to show how it's done.

    http://forums.allied...083&postcount=4

     

    You will not get your hands onto the GC version of the buy plugin. There are many public buy plugins on AM that you can

    browse for C/P Programming. Learn the way we all learned: Just start writing code.

    • Like 1
  10. This is definitely possible (unless I'm crazy).

     

    Maybe this number of rewards/penalties is overkill, but it would be cool to have a 'surprise' element to collecting presents. The risk of injury/infection, I'm not so sure about..

     

    Yes, it's possible!

    Simply use GetRandomInt(1, 100) (or whatever value max you want; 1000 if you want to allow tenth/pct rolls, etc.)

    and award the item based on the roll.

     

     

    It's a gift...people run towards gifts, and it'll be a natural reaction no matter what. When Valve released the gift session for the end of 2012, their gifts looked different than ours, yet people still chased after them even though it didn't reward a thing.

     

    Also, I think Jackie implemented a gift system that made you chase for them? The gifts would appear and start scurrying away, and I would watch like 3 people just chasing after it (running towards the beginning of the map instead of forward). And this was all for 1 point.

     

    In my rpg mod, I actually made it so players could shoot the gifts that dropped. My god it was fun watching how cutthroat people got. One person is about to grab it and someone shoots it. Does it cause problems when people are more interested in hunting the items that drop than helping teammates?

  11. Actually, if you take a more in-depth look at the game, its only relation to the diablo series is its being the same genre of game.

    The developers noted that diablo 2 played a role in their inspiration of class design and some other systems, such as the map overlay. Other than the similarities seen between games of this genre, though, this game is pretty unique. The leveling tree isn't as complicated as it first looks, and you can generally create a ridiculous build by staying close to your home point, though if you don't want to develop your own builds, players have already posted thousands that they've created.

     

    The game has some major issues right now, which range from simple freezing to crashing, and in several popular cases, bsod, which the development team has really just passed off as a "it's not our fault," response. Generally, I'd let that slide if other games were causing the issues, but since it's exclusive to their game, I'd like to put the blame on poor programming.

     

    If any game is what Diablo 3 should have been, it'd probably be Torchlight 2, since it's developed by the exact same team that brought everyone diablo 1 and 2. If anyone has taught us that a game sharing the name of other games doesn't make it an actual sequel, it would be blizzard.

     

    A downside to PoE still being beta is there isn't much content right now, so once you reach the level of the highest mobs, leveling slows down big time. There are also some seriously stupid exploits for fighting bosses, like standing up against a pillar, and the boss won't know how to navigate to you, even if he has a teleport ability. I'd like to see the game have some smarter ai, because mindless mobs doesn't make for an exciting experience. Don't get me wrong, it's a fun game, but it doesn't do anything revolutionary that you can't find in other games in the genre.

    • Like 1
  12. tried to go back to it. played for a few hours the last few days. no challenge. not fun. legendary drop rate was increased by a ridiculous amount. they were dropping every 5 minutes. they are still poop, though. the best geared players are still the ones who charged a thousand bucks to their parents credit cards, too. real money auctions = fail

  13. #1 is just hunter 25 pounce spots - all areas can be reached without exploiting; valve designed hunters to be able to jump off of clip walls; you can always remove those textures with stripper.

  14. I wanted a seat by the fire

    I know its winter and cold now, dont forget this is going to be held in July. Fireplace will most likely not be in use. I want a seat by the nearest AC vent.

     

    Even if it was in the winter, our towers would heat the place =p

  15. I used to just go find a location that no one else would EVER find. Like in the bottom of the ocean, and create my lair down there. That way, I was never trolled or had my poop destroyed without having to install numerous addons ^_^ lol

  16. Don't feel bad, kit... when I do have time to play, I have to decide on whether I have time to sit down any of the ten or so new games that are installed that I've yet to get to. Speaking of lacking time... I have darksiders 2 installed, and I just started darksiders 1. My only gripe is there's this god awful bug which forces you to blow your horn repeatedly, and you have to sit there listening to the god awful audio file until it decides to stop. It makes me want to scream "stupid console port, why couldn't they spend five minutes fixing it up!" grr! lol. Also: Still haven't played ME2 or ME3, and still working on ME1. I'm like five years behind everyone else. Sadface.

    • Like 1
  17. Yes, the only thing I opted out of doing in team manager was actually reflecting the change on the scoreboard, so the plugin displays the actual scores in chat and in a panel on round ends; also, it can be accessed via !score ; PSim has been working diligently on a version that will reflect it on the scoreboard, but as he and I have been discussing, it's an extremely robust and difficult process; difficult because the score changes hands in several places. A few prominent members of the alliedmods community seem to have tried in the past, much with failure (or other issues) plaguing it. I had it working, somewhat, at one point, where it would reflect the actual scores on the board, but the lines weren't drawn properly, so I just hide the scoreboard completely. It has its ups and downs; the downside that I would think would be for the people who can't put together that the scoreboard scores are being ignored by the management plugin :o)

     

    I opted to make it so all maps are worth a flat 400 points. Instead of taking the total distance of all players, it grabs the average distance travelled by adding the distances up and dividing by the human survivor count. This means that if the teams are 8on6, the team with less players will be more heavily weighed in during their survivor round, as the dividend is greater. It also means that if you rush off, leaving teammates behind, your rushed distance will be weighed less; It's easiest to understand on the simple median scale; But the good news is it discourages rushing, since a team with a few players who rush a mile ahead will earn less team score than a team of players who stayed together, but died with less total distance, because they'll have a further average distance.

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