EvenMatchOmni

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captainsnarf
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Re: EvenMatchOmni

Post by captainsnarf »

EvenMatchOmni_1.5.zip

1.5
- Ok, *really* show the balance values at match start
- Fix issue where chat commands did not work if TeamsCallString was empty
- Add new 'balance' chat command. This shows you the current team balance.
- Modify mutate teams command to allow balancing even numbered teams. Mutate teams now
a. Checks balance and rebalances odd players, prefering to move new joins and not move 'key players' (high score, holding redeemer, etc) (old behavior)
b. If even players, check if the difference in PPH is above a threshold (TeamImbalancePPHThreshold) and if so call ShuffleTeams()
- New config value 'TeamImbalancePPHThreshold'. Teams are considered unbalanced if the PPH difference is greater than this value. Default is 1000 (was 200). This goes under the [EvenMatchOmni.MutTeamBalance] section in the UT2004.ini file.
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pooty
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Re: EvenMatchOmni

Post by pooty »

Loaded on Server.

Here's the current params

Code: Select all

[EvenMatchOmni.MutTeamBalance]
ActivationDelay=25
MinDesiredFirstRoundDuration=4
bShuffleTeamsAtMatchStart=True
;bShuffleTeamsAtMatchStart=False
bRandomlyStartWithSidesSwapped=True
bAssignConnectingPlayerTeam=True
bIgnoreConnectingPlayerTeamPreference=True
bAnnounceTeamChange=True
bIgnoreBotsForTeamSize=True
bBalanceTeamsBetweenRounds=False
bBalanceTeamsWhilePlaying=False
bBalanceTeamsDuringOvertime=False
bBalanceTeamsOnPlayerRequest=False
bBalanceTeamsOnAdminRequest=True
bDisplayRoundProgressIndicator=False
SmallTeamProgressThreshold=0.500000
SoftRebalanceDelay=10
ForcedRebalanceDelay=30
SwitchToWinnerProgressLimit=0.600000
ValuablePlayerRankingPct=50
RecentBalancingPlayerTime=140
NoBalancingUndoTime=30
MinPlayerCount=5
TeamsCallString=
DeletePlayerPPHAfterDaysNotSeen=90
bDebug=True
PlayerGameSecondsBeforeStoringPPH=150
PlayerMinScoreBeforeStoringPPH=4
TeamImbalancePPHThreshold=1000
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captainsnarf
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Re: EvenMatchOmni

Post by captainsnarf »

:( It's still showing 0 0 for all the scores when playing on a client.

Here is what I see in testing
Image

some replication issue apparently
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captainsnarf
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Re: EvenMatchOmni

Post by captainsnarf »

EvenMatchOmni_1.6.zip

1.6
- I hate replication. hello world is an engineering effort. Also, really, really, I'm sorry Ms Jackson show the balance values at match start.
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pooty
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Re: EvenMatchOmni

Post by pooty »

I'll update it tomorrow, I have to stop the server and presently the Mega Arena gang is on.
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captainsnarf
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Re: EvenMatchOmni

Post by captainsnarf »

Thanks! Just an fyi I think there is a problem with the version up there now - it won't download. I need to extract it from the zip to join the server tonight.
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McLovin
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Re: EvenMatchOmni

Post by McLovin »

Yeah, it rolled past 100% when loading my first map. Thought it would go on forever like usual when that happens, but it didn't.
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pooty
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Re: EvenMatchOmni

Post by pooty »

Updated Version is up there now, that should fix the other problem as well.
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captainsnarf
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Re: EvenMatchOmni

Post by captainsnarf »

It's showing values now for balance, mutate teams and mutate shuffle. At round start it's still showing 0 - 0. Not sure if that's because of bots or what though.
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pooty
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Re: EvenMatchOmni

Post by pooty »

Is it a timing issue with populating the scores?

Is there a way to see in the log which functions get called in what order? (I ask this because on Dark Marsh I have the LinkSetupRandomizer, which is pretty simple:

PostNetBeginPlay
super.PostNetBeginPlay
Onslaught.findLinksetup

which you can see the random link getting called in the log, but then it never actually gets set, almost like something else calling...

And maybe with the scores the display is getting called first...before scores populated.
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