Shrub's out


(Sauron|EFG) #21

Shrub recommends installing the mod in etmain, but I wonder if this is such a good idea? How will we know which servers are running Shrub?
I agree that the multiple configs created when running it with “+fs_game shrubet” may be confusing (especially now that we have profiles), but so will this.

How will you server admins install it?


(gurb) #22

I put it in etmain. Mosly because running shrub as a fs_game would break client configs. I’m sure those who want to know if the server runs shrub will find out.


(SmokeyTarget) #23

80.253.114.253:27960 :wink:

Smokey.


(Vaticool) #24

I just had my first Experience of shrub and limited live on ND80 server…

OMG the Sten really overheats with LVL4 Soldier :eek:
I thought Sten was fun even before the discovering of LVL4 soldier bug
so Sten is so stealthy that it’s worth using it.
The XP saving was really great cos I disconnect often :clap:
So I hope euro servers will massively adopt shrub mod.
That was my $0.02.

PS: Xqf works fine for finding shrub servers. Didn t try yet under win 2K.
PS2: I don"t forget all the other great features of shrub mod that I didn’t mention.
Dunno if ASE is shrub-aware :???:


(Vaticool) #25

yes. ASE is shrub aware.


(DG) #26

fs_game. unless there’s some issue with the “profile” thing in ET making cfg’s THAT much more complicated than in shrub rtcw, installing right into etmain sounds very unwise. the point of it seems to be to aviod problems with players having both shrub and etmain configs, oh wow huge problem there :bash:

posting that reccomendation now just makes it worse imo, since players will have cfg’s that work in etmain and SOME shrub, and another that works on some other shrub servers. players like having different binds in the different mods anyway, for example have shrub specific binds in that mod, but since they dont work in etmain they have different ones there (e.g. maybe bind shove to a convenient key, this key would be wasted for etmain). I also think, but am not at all sure, that installing straight to etmain would stop it showing up as shrubet in server browsers, so players can not choose easily to aviod or only play on shrub servers. this can be a real pain espeically if you’ve been queuing for a long time for a popular sever, only to find its running some crappy mod that you hate / isnt running the mod that you really enjoy (delete as appropriate).

installing to etmain also i’d assume would fuck up other game servers running from the same install, unless you wanted all of them running shrub too. unless there’s some reason not mentioned, it seems very unwise advice to install straight into etmain, screwing up servers and causing more confusion for players.


(Ark42) #27

I run it in etmain. Most things such as gamespy check the gamename which will be shrubet regardless.
You can +set from the command line to trick people into thinking you are running mods you are not, as can be seen at http://www.gamespy.com/stats/mods.asp?id=813&s=1


(Ifurita) #28

I’d also encourage him to add the ability for server admins to code in a team shuffle by XP (maybe using xp from the previous round) into their map rotations


(digibob) #29

You already can silly :stuck_out_tongue:


(Ifurita) #30

how? this has been asked many times but no one’s been able to give an answer


(digibob) #31

I know DG, the jolt server admin, had it working, just involves putting the appropriate command into the nextmap/nextcampaign cvar.


(Ifurita) #32

well, you wouldn’t mind just telling us what it is, or should i continue guessing?


(digibob) #33

I would, if i knew what it was off-hand, and DG isn’t around, so er, guess for now. (NOTE: only do this on servers post-patch, pre-patch ones will likely die)


(Ifurita) #34

damn, I thought you were all knowing


(Ark42) #35

I thought the intentions were you could run ‘ref’ cmds from the console, but you cant run them all. You SHOULD be able to do ‘ref shuffleteamsxp’ but you only get to pick from:

allready putallies <pid> unlock
lock putaxis <pid> unpause
help restart warmup [value]
pause speclock warn <pid>
remove specunlock

when issuing ref cmds in the server.


(Ifurita) #36

i actually wanted to write this into the map rotation script - for servers that run stopwatch, it would be nice to shuffle teams after every other AB cycle:

map 1 - AB
map 2 - AB
shuffle
map 3 - AB
map 4 - AB
shuffle
map 5 - AB
map 6 - AB
shuffle


(Sgt_mac) #37

I am not to sure on the minhits variable.

The documentation says something to the effect of hitting a teamie x times.
So if I set it to 30 is it 30 hits or 30 damage??
What is the recommended for a public server?

And last night the xp was carrying over from campaigns.
I have it set at.
R XPSave_reset “1”
R XPSave_count “3”

Is there something I am missing?


(Rippin Kitten) #38

Ifurita, you could do it like this:


set m1r1 "shuffle_teams; g_gametype 3; map oasis; set nextmap vstr m1r2; sets StopwatchRound 1;"
set m1r2 "map_restart 0; set nextmap vstr m2r1; sets StopwatchRound 2;"
set m2r1 "shuffle_teams; g_gametype 3; map battery; set nextmap vstr m2r2; sets StopwatchRound 1;"
set m2r2 "map_restart 0; set nextmap vstr m3r1; sets StopwatchRound 2;"
set m3r1 "shuffle_teams; g_gametype 3; map goldrush; set nextmap vstr m3r2; sets StopwatchRound 1;"
set m3r2 "map_restart 0; set nextmap vstr m1r1; sets StopwatchRound 2;"

Basically, you’re calling the shuffle_teams command before the map gets changed. Since this happens right before the map command it should seem transparent to the clients.

A few things to note. Since XP is reset for Round 2, the shuffle at the end of the map will not take into account how people did during the first round. Should the second attacking team end up cleaning house and winning in like 30 seconds, there won’t be much xp to shuffle by and the teams could get skewed.

Oh, and I also typed this at like 2am so check it for typos. =)

The problem with this type of scripting is that there’s no way to run a shuffle command between maps in a campaign. A campaign is basically treated as “one big map” when it comes to the campaign.cfg file. It would be nice to do this on some pub servers. All those axis players bragging about their 40:1 ratio can try fixing tanks and stealing gold for awhile and see how they fare. =)

RK


(DG) #39

someone calling my name so i’ll paste it in, though its much the same as above:

// *CAMPAIGN*
// WATCHDOG

set com_watchdog_cmd "vstr d_initial ; say watchdog found no map running - restarted mapcycle" 


// MAP 

//set g_gametype "2" 		

//set d1 "campaign cmpgn_northafrica ; set nextcampaign vstr d2"
//set d2 "campaign cmpgn_centraleurope ; set nextcampaign vstr d1"

set d1 "shuffle_teams; campaign cmpgn_northafrica; set nextcampaign vstr d2"
set d2 "shuffle_teams; campaign cmpgn_centraleurope; set nextcampaign vstr d1"

set d_initial "set g_gametype 4 ; map oasis ; set nextcampaign vstr d2"
vstr d_initial
// *STOPWATCH*
// WATCHDOG

set com_watchdog_cmd "vstr m2r1 ; say watchdog found no map running - restarted mapcycle" 


// MAP 

//*****Siwa Oasis Stopwatch Game
set m2r1 "g_gametype 3; map oasis; shuffle_teams; set nextmap vstr m2r2; sets StopwatchRound 1;" 
set m2r2 "map_restart 0; set nextmap vstr m2r3; sets StopwatchRound 2;" 
set m2r3 "map_restart 0; set nextmap vstr m2r4; sets StopwatchRound 3;"
set m2r4 "map_restart 0; set nextmap vstr m2r5; sets StopwatchRound 4;"

//*****Seawall Battery Stopwatch Game
set m2r5 "g_gametype 3; map battery; shuffle_teams; set nextmap vstr m2r6; sets StopwatchRound 1;"
set m2r6 "map_restart 0; set nextmap vstr m2r7; sets StopwatchRound 2;"
set m2r7 "map_restart 0; set nextmap vstr m2r8; sets StopwatchRound 3;"
set m2r8 "map_restart 0; set nextmap vstr m2r9; sets StopwatchRound 4;"

//*****Gold Rush Stopwatch Game
set m2r9 "g_gametype 3; map goldrush; shuffle_teams; set nextmap vstr m2r10; sets StopwatchRound 1;"
set m2r10 "map_restart 0; set nextmap vstr m2r11; sets StopwatchRound 2;"
set m2r11 "map_restart 0; set nextmap vstr m2r12; sets StopwatchRound 3;"
set m2r12 "map_restart 0; set nextmap vstr m2r13; sets StopwatchRound 4;"

//*****Würzburg Radar Stopwatch Game
set m2r13 "g_gametype 3; map radar; shuffle_teams; set nextmap vstr m2r14; sets StopwatchRound 1;"
set m2r14 "map_restart 0; set nextmap vstr m2r15; sets StopwatchRound 2;"
set m2r15 "map_restart 0; set nextmap vstr m2r16; sets StopwatchRound 3;"
set m2r16 "map_restart 0; set nextmap vstr m2r17; sets StopwatchRound 4;"

//*****Rail Gun Stopwatch Game
set m2r17 "g_gametype 3; map railgun; shuffle_teams; set nextmap vstr m2r18; sets StopwatchRound 1;"
set m2r18 "map_restart 0; set nextmap vstr m2r19; sets StopwatchRound 2;"
set m2r19 "map_restart 0; set nextmap vstr m2r20; sets StopwatchRound 3;"
set m2r20 "map_restart 0; set nextmap vstr m2r21; sets StopwatchRound 4;"

//*****Fuel Dump Stopwatch Game
set m2r21 "g_gametype 3; map fueldump; shuffle_teams; set nextmap vstr m2r22; sets StopwatchRound 1;"
set m2r22 "map_restart 0; set nextmap vstr m2r23; sets StopwatchRound 2;"
set m2r23 "map_restart 0; set nextmap vstr m2r24; sets StopwatchRound 3;"
set m2r24 "map_restart 0; set nextmap vstr m2r1; sets StopwatchRound 4;"
 
vstr m2r1

I cant say I’ve sat with screenshots and calculator to check it actually is using the XP from round end rather than the 0 XP of the round start though. I also had similar with an objective cycle but the guy i scribbled it for said it wasnt working for him so i’ll not post it. There might be a way to have shuffle’s mid-campaign by doing something similar to that 6-map campaign thing, but tbh seems kind of against the point to shuffle in the middle of a campaign, might aswell be going objective mode and using shrub to carry XP over? Just a thought.

Actually, carrying that thought over to shrub, an idea about an option to balance teams to a limited extent during play. If say the teams end up as 10v6 or something, as occasionally happens, a shuffle will balance the teams in both XP and numbers, but only when it is called i.e. at campaign end or 4 rounds of stopwatch. What about a feature for when team numbers end up as e.g. 10v6? Unfortunately only some players seem willing to swap their team and balance the numbers. Maybe if shrub detects the team number are e.g. >25% imbalanced in numbers, shrub can post a warning message for players to volunteer to balance the teams, and if this still hasnt happened after a set time shrub can force first spectators then “random” players from the bigger team, over into the smaller team? I think it might be possible if the putallies/putaxis code from OSP is still there. Maybe even selecting players taking into consideration XP, though I assume this to be more complicated. Kind of like a shuffle teams but with minimal player changes and possibly without even needing map to restart.

ps. im not actually a jolt server admin, though i sort-of work with them and I admin www.rtcw.co.uk servers which er is hosted at www.rtcw.jolt.co.uk now, and erm also those servers are on a jolt box. while your at it the jolt.co.uk wolf servers say www.rtcw.co.uk in the motd… erm bit messy and dont really expect anyone to work that one out (not too sure myself tbh :D) but just noting there is a distinction between rtcw.co.uk and jolt.co.uk admin teams :stuck_out_tongue:


(Ark42) #40

set g_teamDamageRestriction “15”
set g_minHits “30”

Is what I use, which is kinda strict.

What that means is you get kicked if 15% of your hits to a live person hit a teammate. Its not really fair though if you shoot 5 shots, 4 hit an enemy and the 5th hits a teammate who runs in your line of fire. You then have 20% team damage right there. You won’t get kicked for 1 outa 5 since 5 < 30, but if you have 5 team hits out of 29 total hits and your 30th hit lands on an enemy, you then have 5 out of 30, which is 16.67%, and you will at that instant be kicked.