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Messages - Nes

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16

Devoblog / Bans and Exceptions

« on: May 01, 2008, 09:18:23 »
Revision 634 brought some extra functionality for Odamex server operators: a working ban list and exception list. As of this revision, though, it will not write the ban and exception lists to any file, meaning that you'd have to either input them all yourself or use the "+exec" function and write the banlist separately into a file.

The new commands for servers are:
- "addban (ip) (reason)" - Adds to ban list.
- "delban (ip)" - Deletes from ban list.
- "banlist" - Displays the ban list.
- "clearbans" - Deletes all from the ban list.
- "addexception (ip) (reason)" - Adds to exception list.
- "delexception (ip)" - Deletes from exception list.
- "exceptionlist" - Displays the exception list.
- "clearexceptions" - Deletes all from the exception list.
- "kickban (client id found using the "who" command) (reason)" - Enhanced version of the "kick" command, adding an "addban" to the end of it. (added r642)

Some information about bans and exceptions:
- Adding a person to the ban list will not disconnect them immediately. Use the "kick (client id found using the "who" command) (reason)" command to kick them. Otherwise, as of revision 642, use the "kickban" command.
- The "(reason)" part is entirely optional. If you choose not to give a reason, it will be "none given".
- Wildcards can be used in the add and delete commands (though using them in the delete commands will not wildcard-delete all entries (for example, putting 127.*.*.* will not delete 127.0.0.1)).
- The exception list is essentially a whitelist. The exception list overrides the ban list. (Perfect for those caught in wildcard bans)
- You can choose not to put in the entire IP, the last given part will be repeated. (example: "addban 0" will add an entry for 0.0.0.0) This can be combined with the wildcard and exception list to make a "whitelist-required" server.

And most importantly, we (the Odamex staff) will not produce or require a "global ban/exception list" for all servers in our master list. All bans and exceptions are completely at the server level. (Though, servers can cooperate with each other and make their own "global ban/exception list". We are not responsible for this list.)
17

Devoblog / Re: CTF Points System

« on: April 25, 2008, 00:08:31 »
Yeah, I agree. More reworking:

Frag opponent = +1
Frag teammate = -1
Frag self = 0 (Nobody's going to suicide/grab/suicide/grab over and over. Who am I kidding...)
Get fragged = 0
Grab enemy flag from pedestal = +3
Grab enemy flag = +1
Score enemy flag = +10 (We shouldn't overbenefit the completion as the initial grab is also important)
Frag opposing flag carrier = +3
Return team flag = +1

We should keep all the bonuses low, since events in ctf happen far too much because the game is very fast.
18

Devoblog / Re: CTF Points System

« on: April 24, 2008, 23:44:05 »
Well, I've taken some thought into this:

Frag opponent = +1
Frag teammate = -1
Frag self = -1
Get fragged = 0
Grab enemy flag from pedestal = +3
Grab enemy flag = +1
Score enemy flag = +25
Frag opposing flag carrier = +3
Return team flag = +1

We do not want to go extremes with penalties for simple things, because shit DOES happen normally. (friendly flag carrier runs into my rocket fire, etc.) Frag self (-1) and Grab enemy flag (+1) even out so you don't boost points by suicide/grab/suicide/grab.

If you're worried about flag "stealing" via friendly fire, we can have this:
Frag 5 (or 10) teammates = Set to 0

Also keep in mind how fast the game moves, how easy people are fragged, and the balance of offense and defense.

Thoughts?
19

Devoblog / Re: CTF Points System

« on: April 24, 2008, 23:24:26 »
I personally believe that someone should get better rewards for capturing the flag rather than killing, since some people (myself inclusive) usually delegate themselves to solely focusing on capturing the flag and not caring much (if at all) about fragging.

And some people (myself inclusive) usually delegate themselves to solely focusing on defending their flags.

Ralph, that's an alright idea, but I disagree with it. Consecutive frag points will not reward defensive positions at all. It will just reward hallway-spam positions and spawnkilling.

I'm also against the idea of penalties for death (not via suicide) as it could lead to negative scores for unskilled players. Nothing worse in joining an Odamex game than having a negative score because you're not so good.
20

Devoblog / Re: CTF Points System

« on: April 23, 2008, 23:24:59 »
5 points is a little harsh for suicides. Maybe suicides while carrying the flag, then it can work.

Your 3-2 rule on flag returning is a great idea.
21

Devoblog / CTF Points System

« on: April 23, 2008, 22:58:00 »
While Toke created CTF elements in Odamex, he also started developing a points system, which would strengthen the link between teamwork (flags before frags) and individual score.

Currently the system works like this:

You get no points for frags, deaths, betrayals or suicides.
You get 1 point for connecting. (I don't think this is supposed to happen)
You get 3 points for a flag grab.
You get 5 points for a flag return.
You get 25 points for a flag capture.

This system is a good start, but it needs to be refined. Personally, I'd like to see points and frags/betrayals/suicides linked. Manc would like to see a penalty for flag drops (so that people don't boost score by suiciding+flag grabs). We would like to hear what you think! Post a comment. Now.

EDIT: The points system has been improved in a recent update (revision 618):

- You no longer get 1 point for connecting. (You need to earn the points now!)
- You gain 1 point for frags.
- You lose 1 point for betrayals.
- You do not lose any points for suicides, but it is still -1 in your frag count.
- You gain 1 point for taking a flag, whether it's the enemy flag or your dropped team flag. (when ctf_manualreturn is enabled)
- You gain 2 bonus points for grabbing the enemy flag while it's on the pedestal. (The initial grab)
- You gain 2 bonus points for killing a flag carrier.
- You gain 2 points for returning the team flag, whether it's running over your dropped flag (when ctf_manualreturn is disabled) or putting your flag back on its pedestal. (when ctf_manualreturn is enabled)
- You gain 10 points for capturing the flag.

This is not a permanent solution, but it's good for now.
22

Devoblog / The road to complete spectation.

« on: April 13, 2008, 20:57:54 »
The latest SVN revision brought a big change in Odamex: Spectator mode. Of course, spectator mode isn't a new thing in multiplayer Doom ports. But for Odamex, this is a great step closer to being the ultimate open-source cross-platform multiplayer Doom port of your dreams.

Of course it doesn't work right yet. There are still a few tweaks and nuances that are being worked out. (more about it here) Like Manc's previous news post, this revision (567) is a crucial update for those running development versions of Odamex.

Few key pointers with the spectator:
- Clients can use the "spectate" and "join" commands to... well... spectate and join. Pressing the use key while spectating also let's you join.

- Servers have two new cvars, "globalspectatorchat" and "maxactiveplayers". When globalspectatorchat is disabled, spectators can only chat with each other. Perfect for those tournament matches. Maxplayers now counts for both spectators and players. Maxactiveplayers only counts players in-game. (Example: "maxplayers 16" and "maxactiveplayers 8" can trigger 8-man ffa with a total of 8 leftover spectators)

Complete spectator support will be available in v0.4, whenever that's done.

Also keep in mind that THIS WILL NOT WORK WITH 0.3!
23

Developer's Corner / Re: GhostlyDeath hacks!

« on: March 18, 2008, 05:02:54 »
Here's da fix:
24

Developer's Corner / Re: GhostlyDeath hacks!

« on: March 18, 2008, 04:01:45 »
Included:

- Updated patch. Can now apply it automatically with svn patch tool.
- UNOFFICIAL win32 binaries. (r543 w/ patch)
25

Technical Support / Re: Where is linux launcher

« on: October 17, 2007, 21:40:10 »
You most likely don't have the latest packages of wxWidgets. If you have Ubuntu or Debian:

http://wiki.wxpython.org/InstallingOnUbuntuOrDebian

You won't need wxPython, but you will need the dev packages of wxWidgets. I forgot the name of those packages, so if you're using Ubuntu, try using the Package Manager.
27

Devoblog / Re: Odamex October Contest

« on: October 08, 2007, 08:36:30 »
Since I made it.
29

Maps, Wads and Mods / Re: Classic CTF

« on: September 25, 2007, 02:25:27 »
I say go for it. I will give it full support in both Odamex and ZDaemon, even if my continuation with Anthology doesn't go full-swing.
30

General Discussion / Re: Odamex at MAGFest

« on: September 07, 2007, 18:36:50 »
I guess we have four months to solidify Odamex as a pure multiplayer machine. SPECIAL MAGFEST BUILD, GOGOGO!

Heh. [MAG]Fest.
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