EvenMatchOmni

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Enyo
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Re: EvenMatchOmni

Post by Enyo »

Wouldn't it be a lot easier of we just forced the map to reload? Or is the worry the reshuffle from that would be the same team mix from the previous match? But wouldn't it take into account scores from that same previous match when reshuffling?
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captainsnarf
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Re: EvenMatchOmni

Post by captainsnarf »

Yeah, I was gonna say, in some ways it's probably better to just admin force the map and not mess with a mid game shuffle. Mulligan already handles that. Doing it mid round, might as well restart the map.
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pooty
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Re: EvenMatchOmni

Post by pooty »

If we admin reforce the map (simpliest for sure), then it will have updated scores if:
PlayerGameSecondsBeforeStoringPPH=300
PlayerMinScoreBeforeStoringPPH=10
A player has played 300 seconds (5 minuts) and gotten at least 10 pts.

I think I will change the 5 minutes, to 2 1/2 minutes... this way it writes scores before a mulligan. And maybe the Minimum shoud be 4 pts (one node build), because maybe its "dropping" low scorers... for players who are really weak it might be overinflating their scores by not writing when the don't do shit for 4 minutes.

So I'll update the EvenMatch (current one) to this
PlayerGameSecondsBeforeStoringPPH=150
PlayerMinScoreBeforeStoringPPH=4
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pooty
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Re: EvenMatchOmni

Post by pooty »

And do we think EvenMatchOmni 1.1 is ready to go?
Does it use same .ini paragraph/parameters as original even match?

Just adds shuffle and known players?
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captainsnarf
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Re: EvenMatchOmni

Post by captainsnarf »

Yeah, it uses the same ini file, plus the new ini file of known players. It doesn't need the known players to work.

It is different than the original EvenMatch in that I changed the Progress method that is used to determine if teams are unbalanced. Instead of basing Progess on the game score, I base it on the team strength.

You type 'teams' and it either says
- teams are uneven (and then swaps people)
- teams look balanced

this changes if they are unbalanced or not. If the numbers are even then they are balanced. If they are odd, look at team strength only to do balancing, not game score like it did previously.

This also effects when new players join. It now also looks at team strength only, not score to determine where to put the odd player.

So to recap
- begin map balancing is the same (+ known players if they exist)
- mulligan shuffle/balancing is the same (+ know playrs if they exist)
- 'teams' command may balance a team now when before it would not (or vice versa, depending on team strength)
- new joins may end up on a different team than they would have previously, based on current team strength and their PPH
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McLovin
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Re: EvenMatchOmni

Post by McLovin »

Enyo wrote: Mon Jan 24, 2022 9:57 am Wouldn't it be a lot easier of we just forced the map to reload?
...
Just a word of caution. The other night AlienHop was playing an 8x8 or so. In the beginning, blue had 2 idlers, and it quickly turned into a rout. I asked if they wanted me to restart the map and I got positive responses to do so. I did. Then half of everybody left and didn't come back. Now it was a 4x4 and the remaining players blamed and accused me of killing the server for the night.

https://omnipotents2.site.nfoservers.co ... match=3455

Well Fuck them then, I ain't restarting no maps no more. They can play what they get and I'm not getting involved to fix it for them. "Sometimes you are the windshield, and sometimes you're the bug."
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pooty
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Re: EvenMatchOmni

Post by pooty »

"Sometimes you are the windshield, and sometimes you're the bug."
AbsoFUCKINGlutely.

Image

Its why we've said, play on the team your on, if the server puts you on another one, play on that. No one, admins included want to spend all their time managing balance... we make a best effort and it is what is.
Yeah, it uses the same ini file, plus the new ini file of known players. It doesn't need the known players to work.
It will need its own UT2004.ini section though like:
[EvenMatchOmni.MutTeamBalance] right? Since I think that's hard coded to the package.mutator names.
And it uses the same PPH.ini and known.ini, if known isn't there it defaults to 1.0 multiplier.

So all I need is how to get IDs from GUIDs (or player names)....
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captainsnarf
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Re: EvenMatchOmni

Post by captainsnarf »

pooty wrote: Mon Jan 24, 2022 12:05 pm No one, admins included want to spend all their time managing balance...
:roll: :cry: i want my weekend back lol
It will need its own UT2004.ini section though like:
[EvenMatchOmni.MutTeamBalance] right? Since I think that's hard coded to the package.mutator names.
And it uses the same PPH.ini and known.ini, if known isn't there it defaults to 1.0 multiplier.
So all I need is how to get IDs from GUIDs (or player names)....
Normally you don't have to add that manually. Running the game and enabling the mutator will add that to ut2004.ini for you.

Make sure you don't run the original EvenMatch mutator as that will conflict.
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captainsnarf
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Re: EvenMatchOmni

Post by captainsnarf »

where are you seeing guids? what's my guid?
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pooty
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Re: EvenMatchOmni

Post by pooty »

Server keeps the guids in another .ini file as part of UAdminMod. Its what the admins can reference to tell who each player is/was.

I'll PM you your GUID.
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