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CSReloaded Forums  |  General Category  |  Suggestions (Moderators: Porter, Father Ribs, Surgeon General, Guardian_Tenshi)  |  Topic: Maps
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Re:Maps
« Reply #200 on: May 04, 2004, 11:33:03 AM »
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Oh no I believe you - I'm sure it's thoroughly wasteful, I just thought the "decided on" portion of your post was referring to functionality not performance (because, let's face it folks, performance is waaay over my map-geek head)
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Re:Maps
« Reply #201 on: May 04, 2004, 12:08:47 PM »
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Quote from: Deuce on May 03, 2004, 02:18:11 PM
Quote:
If fotty, grounded, and deuce were this servers only problem(s), I'd be much happier.

nice to know i'm one of the server's problems.

Heh, sorry deuce, didn't mean it like that...I meant if the servers  only problem was you and grounded trying to get CS-Reloaded uploaded all the time, and you overthrowing ribs (oops...i said to much already), then yeah...I don't think I would complain...

my point was exactly, you guys aren't the problem, you guys are the ones trying to better the server, not say things for your own selfish reasons.
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Re:Maps
« Reply #202 on: May 04, 2004, 12:57:34 PM »
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I can't speak for Deuce but all my reasons are selfish
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Re:Maps
« Reply #203 on: May 04, 2004, 01:10:58 PM »
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Quote from: Grounded on May 04, 2004, 11:33:03 AM
Oh no I believe you - I'm sure it's thoroughly wasteful, I just thought the "decided on" portion of your post was referring to functionality not performance (because, let's face it folks, performance is waaay over my map-geek head)

True, the first step is to get it to WORK, then get it to work fast.
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Re:Maps
« Reply #204 on: May 04, 2004, 03:12:43 PM »
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nominating is pretty easy in that you dont even have to type nominate or the map prefix.. once nominating has started, a simple "office" will nominate cs_office

of course typing "cs_office", "nominate cs_office", or "nominate office" would work... it is easy to just type the map name... that means if you are still alive in the round its pretty easy to get your nomination in.. once we have this thing tweaked.. its going to be pretty safe to say at least 1 map you would not mind playing will be up for vote... even if it doesn't win, its still got its shot.
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Re:Maps
« Reply #205 on: May 04, 2004, 05:21:41 PM »
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I put my seal approval on this plugin idea because we would disable nominations. Hopefully your not talking about adding it back in?!??!?!?!?! I don't care if you can make it so its not played a couple of maps, that just means every 5 maps or so were playing dust.  Again hopefully your not talking about adding nominations.

Is it possible to change how long the time it extends the map for? I mean do people really want to play dust for 50 minutes? (thats a rhetorical question, I know 24/7 dust servers exist  ) maybe a 15 minute extension wouldn't be too bad? Assuming it can be done.
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Re:Maps
« Reply #206 on: May 04, 2004, 05:47:45 PM »
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Quote from: Fotty on May 04, 2004, 03:12:43 PM
nominating is pretty easy in that you dont even have to type nominate or the map prefix.. once nominating has started, a simple "office" will nominate cs_office

of course typing "cs_office", "nominate cs_office", or "nominate office" would work...

I'm sure Fotty of all people understands what an incredible amount of code it takes for a C-like language to do this kind of recognition. Perl? no sweat, but small isn't even designed to handle strings natively-- pattern matching is not cheap, and it's our game server that has to do all this extra processing. Seriously, how hard is it to type "nominate de_dust" every time? There, I just saved 500 lines of code from blatt! What a waste. There is a balance between code elegance and user-end features.

Speaking of which, tenshi, XF, deuce and I all experienced a fantastic bug just now-- the map wouldn't change, not even from rcon! For a good five minutes it just stayed on inferno, for no reason it just went to the voted-for map-- thunder. This plugin is sick, seriously sick, and not in the good way.
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Re:Maps
« Reply #207 on: May 05, 2004, 10:04:42 AM »
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the worse part of this bug is we couldn't buy any weapons...it was like a pistol round, save you had your choice of glock or usp.  Of course XF cheated, since he was the only one who had a colt.

Tenshi
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Re:Maps
« Reply #208 on: May 05, 2004, 12:07:38 PM »
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Quote from: Surgeon General on May 04, 2004, 05:21:41 PM
Is it possible to change how long the time it extends the map for? I mean do people really want to play dust for 50 minutes? (thats a rhetorical question, I know 24/7 dust servers exist  ) maybe a 15 minute extension wouldn't be too bad? Assuming it can be done.

One of the (few) things blatt makes easy. I'll change it this afternoon after class.
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Re:Maps
« Reply #209 on: May 05, 2004, 12:20:07 PM »
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Quote from: Guardian_Tenshi on May 05, 2004, 10:04:42 AM
the worse part of this bug is we couldn't buy any weapons...it was like a pistol round, save you had your choice of glock or usp.  Of course XF cheated, since he was the only one who had a colt.

Tenshi

Hehehe that was great free kills for me!! bwhahahaha
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Re:Maps
« Reply #210 on: May 05, 2004, 01:22:43 PM »
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porter everything that is typed into the console or into the say command is parsed by the game server... EVERYTHING and I know you know that..

typing in nominate cs_office versus just typing office while there is a nominate in progress takes no extra processing I am sure..

If anything I would think it would parse nominate strings more than just saying the map name.. basically during a map nomination, every message typed is parsed to see if you are nominating a map, regardless of how you go about typing the nomination or if it is one at all... string parsing is fast, very fast.. i dont think there is any negative effect on the server for whatever way you do your nomination
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Re:Maps
« Reply #211 on: May 05, 2004, 01:28:50 PM »
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ok so you guys don't want nominations... I am fine with that... was just a suggestion... but anyway I guess the only major problem right now is that the map listings are still not correct, custom maps are still coming up for vote.. deuce have you removed any more maps from the mapcycle file?
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Re:Maps
« Reply #212 on: May 05, 2004, 01:33:44 PM »
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mapcycle? i havent touched it at all..thats the file that isnt working

i can put in a temp maps.ini file with many less custom maps if you want
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Re:Maps
« Reply #213 on: May 05, 2004, 01:46:50 PM »
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yeah might be a good idea for now until it gets sorted out
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Re:Maps
« Reply #214 on: May 05, 2004, 02:52:42 PM »
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Quote from: Fotty on May 05, 2004, 01:22:43 PM
typing in nominate cs_office versus just typing office while there is a nominate in progress takes no extra processing I am sure..

If anything I would think it would parse nominate strings more than just saying the map name.. basically during a map nomination, every message typed is parsed to see if you are nominating a map, regardless of how you go about typing the nomination or if it is one at all... string parsing is fast, very fast.. i dont think there is any negative effect on the server for whatever way you do your nomination

It's the cumulative effect that I'm really concerned with. Do you know how many plugins are currently registered to handle the 'say' command alone? About 20. Each one puts that data through it's own set of LOOPS to process it. That's a lot of cumulative work being done, just so when someone says shit it becomes ****. The stuff the blatt plugin does to recongize that "dust" is the same as "de_dust" is the same as "nominate dust" is the same as "nominate de_dust" is entirely wasteful, plus it's just bad design. I would never write 500 lines of code for that kind of totally superfluous "flexibility," and I'm kind of surprised you're willing to sacrifice the game server's performance for stuff like that.

And assuming we don't want nominations AT ALL, there's another 600 lines that can be sliced out of blatt.
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Re:Maps
« Reply #215 on: May 05, 2004, 02:55:09 PM »
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It's not just blatt I'm concerned about, though it's my primary target to be sure. AdminMod has too many benefits to just remove entirely, but I'd certainly like to optimize the plugin set we're using the best we can. Like I said before-- blatt is currently more lines of code than all of the other plugins COMBINED, which means we'd get the greatest initial savings from clean it up first.
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Re:Maps
« Reply #216 on: May 05, 2004, 03:03:25 PM »
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I would think (hope) the box the game server is running on is more to date than the ones the game server was written on... I mean if they did testing on the fastest retail machines available back before the release of HL, the machines of today (or even yesterday) are still much faster...

I can't comment on the plug-ins bad coding though... I mean if it is bad pasing code.. its bad parsing code plain and simple

I have been on servers with adminmod running with blatt and nominations on and it makes for 0 slow down.

but again I am not trying to argue the point.. nominations have upsides and downsides and if we can get by without them I am all for that.. if down the road it seems like something we should enable we should visit it again then. It seems like the general consensus is that we don't want it right now
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Re:Maps
« Reply #217 on: May 05, 2004, 04:11:48 PM »
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Quote from: Fotty on May 05, 2004, 03:03:25 PM
I would think (hope) the box the game server is running on is more to date than the ones the game server was written on... I mean if they did testing on the fastest retail machines available back before the release of HL, the machines of today (or even yesterday) are still much faster...

Fotty, I think it would be a good idea if you joined the valve-hlds mailing list. HLDS has been having SERIOUS performance issue ever since they released Steam. People with dual CPU 4GHz machines are having a hard time running HLDS. I'm not kidding-- it's seriously all over the lists. HLDS needs as much help performance-wise as we can give it. You also have to keep in mind that all metamod plugins are not separate processes running independent of HLDS-- metamod and admin mod quite literally add their code to the stuff normally in HLDS's libraries. A slow down in adminmod IS a slowdown for HLDS.

I also hope you weren't referrring to ALL the plugins being badly coded! I would take some offense to that, being responsible for more than half the plugins running on the server. Plus, I can't lie-- not all of them are badly written, but most weren't written by "professional" programmers like you and myself.

I'd also be willing to admit that some of my own plugins could probably be more efficient, seeing as I was going for proper operation over speed when I wrote most of them-- but then, that's exactly why I'd like to go back and optimize them now anyway.
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Re:Maps
« Reply #218 on: May 05, 2004, 04:19:44 PM »
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Quote from: Surgeon General on May 04, 2004, 05:21:41 PM
I mean do people really want to play dust for 50 minutes?
Yes i do, and in essence you are also making fun of de_just.

Quote from: Porter on May 05, 2004, 04:11:48 PM
People with dual CPU 4GHz machines are having a hard time running HLDS.
They make those
« Last Edit: May 05, 2004, 04:26:48 PM by -]Bs[-ThumbTr!gger » Logged

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Re:Maps
« Reply #219 on: May 05, 2004, 05:11:55 PM »
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Quote from: -]Bs[-ThumbTr!gger on May 05, 2004, 04:19:44 PM
Quote from: Surgeon General on May 04, 2004, 05:21:41 PM
I mean do people really want to play dust for 50 minutes?
Yes i do, and in essence you are also making fun of de_just.

It's not necessarily the map, it's more the length of time. dust, aztec and all the other diehard maps are fine in small doses but, particularly for those of us who stay on for long periods, extend can get a bit old. And please feel free to make fun of any of my maps as much as you want. That's what they're there for
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Re:Maps
« Reply #220 on: May 05, 2004, 06:31:06 PM »
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i'm not sure i understand the nomination issue, i guess it doesn't matter if you are gonna take it out, but isn't it just making a series of conditional checks not much different from an if statement?  if word == "bad" then print ****;  granted it's a tid more complicated, but it is still conditional isn't it?  So it'd just be big O(^n) wouldn't it?  where n is the number of conditionals??  Sorry, remember, I"m a computer geek in training...

Tenshi
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Re:Maps
« Reply #221 on: May 05, 2004, 08:27:36 PM »
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Think of it this way, each word in every 'say' statement needs to be checked against the 30-40 words in the ban list. This happens for each and every chat line. No matter how many words there are in one say, you've just caused 40 checks to take place. Each check has to scan the entire say string for the current ban word. 40 passes through your word phrase. The longer the phrase, the more time each pass takes. And this is just for the swear filter.
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Re:Maps
« Reply #222 on: May 05, 2004, 10:38:06 PM »
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curiosity killed, and again, i'm asking more because i'm dumb, and don't understand, and am thinking this could potentially help but...if a 'say' is two "words" long and the first word is nominate couldn't you potentially skip through passing it to the swear filter?  if you wanted to, you could get even more technical i think by adding ^nominate [a-z][a-z]_[a-z]+

can you tell that stupid unix class focused on regular expressions with things like grep?

i know, i know,  you really love to hate me sometimes don't you porter?

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Re:Maps
« Reply #223 on: May 06, 2004, 08:12:44 AM »
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Quote from: Guardian_Tenshi on May 05, 2004, 10:38:06 PM
curiosity killed, and again, i'm asking more because i'm dumb, and don't understand, and am thinking this could potentially help but...if a 'say' is two "words" long and the first word is nominate couldn't you potentially skip through passing it to the swear filter?  if you wanted to, you could get even more technical i think by adding ^nominate [a-z][a-z]_[a-z]+

It would be nice if it worked like that. Unfortunately, AdminMod runs its plugins slightly differently. Imagine 20 guys all sitting in a row-- which represent the plugins. There's one more guy pulling slips of paper out of a jar, who is AdminMod itself. The slips of paper are each and every console command that the players are sending to the server. I mean EVERYTHING. Every push of the W key is in there, every SAY, every TAB to check the scores. The guy pulling slips takes each one as it gets dropped in the jar (as it happens) and walks down the line of guys, asking each one in turn if they want to do anything with it. The first guy's job is to look for bad words and scribble them out, but only if the heading of the paper is a "SAY" or "SAY_TEAM'. The next guy in the line waits for a heading that says "ADMIN_SLAP" and then uses the data on the paper to construct a message for the walking guy to deliver to HLDS (the boss!). Farther down the line is a guy that also wants to do stuff if the paper has a "SAY" heading-- he wants to check the content of the paper for words that look like map names, and make his own message to pass on to the boss. The weird thing is (considering the example) the guys in the line have no way of talking to each other, and can't know if any of the other guys have done something with the current piece of paper. The only choice each guy in the line has is whether to allowing the walker to keep handing the paper down the line, or stop processing with him and go get the next slip of paper.

Under the hood this is implemented as return types. Plugins return PLUGIN_CONTINUE to let AdminMod know it should keep handing the command to the other plugins, and PLUGIN_HANDLED to single that no more plugins should touch this command, including HLDS itself. This is the way you can override instead of supplement stock commands. We still SEE chat output because after all the plugins have done their thing with it, AdminMod hands whatever's left to HLDS to do what NORMALLY gets done with it. This is also how we can disable commands, like the autobuy and rebuy thing-- my plugin takes those commands and just returns PLUGIN_HANDLED. HLDS never even sees that those commands happened.

Sorry for the rather childish example, but it was the most accurate analogy I could think of. me and my analogies.

Quote:
i know, i know,  you really love to hate me sometimes don't you porter?

Naw, not at all. Don't worry about it Tenshi-- it's not like you're asking dumb questions or anything. (We have people here whose job is exactly that.)
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Re:Maps
« Reply #224 on: May 06, 2004, 08:40:35 AM »
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Quote from: Porter on May 05, 2004, 04:11:48 PM
I also hope you weren't referrring to ALL the plugins being badly coded! I would take some offense to that, being responsible for more than half the plugins running on the server. Plus, I can't lie-- not all of them are badly written, but most weren't written by "professional" programmers like you and myself.

I'd also be willing to admit that some of my own plugins could probably be more efficient, seeing as I was going for proper operation over speed when I wrote most of them-- but then, that's exactly why I'd like to go back and optimize them now anyway.

haha no I wasn't saying all the plugins or bad.. or any of them are bad.. just was saying in general all the plugins floating around.. not the ones on this server.

Code bugs and optimizations are a way of life when it comes to programming.. no way around that... you can bust your ass to make it *perfect* and it will still crash on someones system 

the more the code does, the higher the chance of something going wrong.

by the way, do you have a list of running plugins installed right now?
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Re:Maps
« Reply #225 on: May 06, 2004, 09:29:01 AM »
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Quote from: Fotty on May 06, 2004, 08:40:35 AM
by the way, do you have a list of running plugins installed right now?

This is the current contents of the plugin.ini file that AdminMod uses to load its plugins from. Anything with double slashes (//) -OR- a hash (#) indicates a comment.

Code:
// Disable plugin_hldsld_mapvote and plugin_chat for blatt_map!
// Put blatt_map above all except for _adminlog!


// Load anti-flood before everything!
addons/adminmod/scripts/plugin_antiflood.amx

//===========================================================
// Early Load 3rd party plugins
//-----------------------------------------------------------
addons/adminmod/scripts/collectors/plugin_cavey_adminlog.amx

// ADDED 9-16-03
#addons/adminmod/scripts/plugin_bp_lastinv.amx
addons/adminmod/scripts/plugin_bp_novotemap.amx

// ADDED 4-27-04 new version for testing 
// This version doesn't do the drop weapons on map change
addons/adminmod/scripts/plugin_blatt_map_bp.amx

// (Disabled)
# addons/adminmod/scripts/plugin_blatt_name.amx
# addons/adminmod/scripts/plugin_blatt_map.amx


//===========================================================
// Default plugin set
//-----------------------------------------------------------
addons/adminmod/scripts/plugin_base.amx
#addons/adminmod/scripts/plugin_chat.amx  // disabled for blatt_map
addons/adminmod/scripts/plugin_cheat.amx

// UPDATED 12-12-03. Replaces plugin_CS.
addons/adminmod/scripts/plugin_CSRC2.amx
#addons/adminmod/scripts/plugin_CS16_v14.amx
#addons/adminmod/scripts/plugin_CS.amx

#addons/adminmod/scripts/plugin_hldsld_mapvote.amx  // disabled for blatt_map
addons/adminmod/scripts/plugin_message.amx
addons/adminmod/scripts/plugin_retribution.amx
addons/adminmod/scripts/plugin_fun.amx


//===========================================================
// 3rd party plugins
//-----------------------------------------------------------
addons/adminmod/scripts/plugin_speech.amx
addons/adminmod/scripts/plugin_bp_chatmode.amx
addons/adminmod/scripts/plugin_adminshoot.amx
addons/adminmod/scripts/plugin_pablo_mute.amx

// UPDATED 11-28-03
addons/adminmod/scripts/plugin_bp_listen_stripped.amx

// ADDED FOR TESTING 3-23-04
#addons/adminmod/scripts/plugin_bp_spec.amx

// MODIFIED VERSION!! 9-7-03!
#addons/adminmod/scripts/plugin_bp_dotw.amx

// ADDED 8-8-03
addons/adminmod/scripts/plugin_bp_coffee.amx

// ADDED 8-9-03
addons/adminmod/scripts/plugin_bp_adminwho.amx

// ADDED 8-19-03
addons/adminmod/scripts/plugin_dio_motm.amx

// ADDED 8-20-03
addons/adminmod/scripts/plugin_bp_chime.amx

// ADDED 8-22-03
addons/adminmod/scripts/plugin_bp_rankslap.amx

// ADDED 11-28-03
#addons/adminmod/scripts/plugin_bp_mapntime.amx

// ADDED 12-2-03
addons/adminmod/scripts/plugin_sdal_noautobuy.amx

// ADDED 12-12-03
addons/adminmod/scripts/plugin_bp_slapnglow.amx

// (Non-funtional with this version of AM)
# addons/adminmod/scripts/collectors/plugin_userinfo.amx  // Drops error 10 in logs
# addons/adminmod/scripts/plugin_bp_listen.amx  // Has a memory leak
# addons/adminmod/scripts/plugin_bp_ultdemocracy.amx  // Can't keep weapons restricted
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Re:Maps
« Reply #226 on: May 06, 2004, 10:02:29 AM »
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...note all the ones with "bp" in the names..
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Re:Maps
« Reply #227 on: May 06, 2004, 10:22:20 AM »
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are amx files compiled? or are the scripts that can be viewed?
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Re:Maps
« Reply #228 on: May 06, 2004, 10:42:43 AM »
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They are compiled binaries, but not really raw executable code. The Small language uses a virtual machine, a lot like Java (but tons faster) that can be embedded in other applications to give them scripting support. This is what AdminMod does. Small source code files use a *.sma extension.
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Re:Maps
« Reply #229 on: May 06, 2004, 05:58:49 PM »
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Just so everyone knows, i have absoutely no clue what any ANY of this means.


(this is a perfect example of a needless pointless post....thank you)
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Re:Maps
« Reply #230 on: May 06, 2004, 09:22:01 PM »
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umm when are we gonna have the correct maps.ini thingy es_jail just came up for a vote it won and crahsed the server
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Re:Maps
« Reply #231 on: May 06, 2004, 09:25:37 PM »
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ok maybe it only crashed me but I still didnt think that was a map that is supposed to be up for vote?
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Re:Maps
« Reply #232 on: May 06, 2004, 10:42:03 PM »
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Code:
cs_siege
de_aztec2
cs_thunder
de_storm
de_cpl_mill
de_predator
de_cbble
de_survivor
de_chateau
de_karachi01
de_vertigo
cs_office
deuceball
de_aztec
de_piranesi
de_torn
de_prodigy
fy_iceworld2k
cs_747
de_rotterdam
de_vegas
cs_assault_upc
playground_x
de_nuke
cs_assault2k
cs_siege_apcr
cs_mice_final
de_train
de_747
cs_militia
cs_estate
de_airstrip
fy_pool_day
as_oilrig
scoutzknivez
de_dust2
cs_backalley
cs_shogun_final
de_fang
as_tundra
cs_assault
cs_havana
cs_italy
cs_reloaded_b3
de_inferno
de_dust


until porter or fotty can figure out why its not reading the mapcycle.txt properly, i am changing the maps.ini to this.
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Re:Maps
« Reply #233 on: May 06, 2004, 11:23:15 PM »
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Uhh.. .wouldn't you want to make the maps.ini identical to the mapcycle? I don't want iceworld and the like coming up for votes.
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Re:Maps
« Reply #234 on: May 06, 2004, 11:29:26 PM »
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all technical aspects aside.. nominate would fix the problem you know because then the maps people nominate would show up for the vote... and there is a variable you can set to how many map changes before you can nominate the same map again.. so lets say it was set to 7... your fears of dust being on every time simply wouldn't happen... WORST case it would be on every 7 maps 
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Re:Maps
« Reply #235 on: May 07, 2004, 01:48:14 PM »
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I like how the voting plugin surprises me each vote. Nominations are the devil. People will be like awww I can't play dust so they nominate dust2, then aztec, then office, inferno, etc. With nominations and the every 7 rounds bit your still going to be playing the same maps over and over again.
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Re:Maps
« Reply #236 on: May 07, 2004, 02:16:34 PM »
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well you got that right... the votes most certainly surprise me.. with maps that shouldn't be there 
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Re:Maps
« Reply #237 on: May 07, 2004, 03:02:02 PM »
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Okay, I'll ask it, cause I still really feel this is the BEST solution...Porter, how many centuries do you think it would take us to write our own map voting program?? I mean if Blatt sucks, why dont' we reeber-ize it and make it really work the way we want it to.  It seems like one of the best solutions to me.

Tenshi
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Re:Maps
« Reply #238 on: May 07, 2004, 03:56:08 PM »
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Quote from: Guardian_Tenshi on May 07, 2004, 03:02:02 PM
It seems like one of the best solutions to me.

Tenshi

Probably because you wouldn't be writing it
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Re:Maps
« Reply #239 on: May 07, 2004, 04:17:02 PM »
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Well, I will only be happy if these two conditions are met:

1) NO Nominations - They are still and always will be the devil.

2) I can put up a vote for de_legato. Which I couldn't do today and was throughly disappointed.
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Re:Maps
« Reply #240 on: May 07, 2004, 04:55:34 PM »
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Quote from: Guardian_Tenshi on May 07, 2004, 03:02:02 PM
Okay, I'll ask it, cause I still really feel this is the BEST solution...Porter, how many centuries do you think it would take us to write our own map voting program?? I mean if Blatt sucks, why dont' we reeber-ize it and make it really work the way we want it to.  It seems like one of the best solutions to me.

Tenshi

Depends. I was experimenting with HLDS today. Anybody know what HLDS does if you don't give it a mapcycle? It's probably not what you'd expect. I'm surprised blatt doesn't use this to make changing maps a little more elegant. Point it, WE could use this rather nifty little feature to code (or recode if we were to butcher blatt) our own plugin.

I couldn't say how much work either option would be, since I have programming projects that have grades attached to them to worry about at the moment, but it's not impossible. My first instinct would be to rip blatt down to the bare bones and see what we get, then start adding back only the features we need. Not all of it is crap, after all, and a lot of the busywork ANY voting plugin would have to do (like displaying choices and gathering the results) has already been coded for us.

SG's comments are dead on-- blatt sucks at making things that used to work continue to work. It breaks a lot of the regular AdminMod functionality our admins depend on to do their jobs (which is partly why I hate it), such as the admin_vote_map and admin_map commands.

I too couldn't care less about having nominations-- they're one of those "frills" that's totally superfluous. There *IS* such thing as too much choice. Having three maps to pick from instead of just moving to the next one in the cycle might be a good thing, but having to worry about deciding which maps those three are going to be is a waste of the programmer's AND the players' time.
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Re:Maps
« Reply #241 on: May 07, 2004, 05:07:13 PM »
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What I was getting at was I DO remember a time not too horribly long ago when we first put blatt on the server and you had this idea about to randomize level selection even better then blatt.  I still haven't had a chance to look that deeply into the Counter-Strike/AdminMod programming, but I can honestly say after my last semester of programming classes, I'm much more confident that I can figure it out and start aiding you in writing code, and coming up with coding solutions...We'll talk more when we are face to face in the next couple of days about that though i'm sure.

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Re:Maps
« Reply #242 on: May 07, 2004, 07:14:56 PM »
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Quote from: Guardian_Tenshi on May 07, 2004, 05:07:13 PM
We'll talk more when we are face to face in the next couple of days about that though i'm sure.

I'm looking forward to it.
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Re:Maps
« Reply #243 on: May 08, 2004, 12:24:00 AM »
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What did you guys do that prevents me from starting votes for maps like arabstreets, legato, and what not? Twice today I was upset to find I couldn't play some of those classics.
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Re:Maps
« Reply #244 on: May 08, 2004, 12:27:00 AM »
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You enjoy playing by your self? and or with 2 others?
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Re:Maps
« Reply #245 on: May 08, 2004, 05:02:58 AM »
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Quote from: TheeKiller on May 08, 2004, 12:27:00 AM
You enjoy playing by your self? and or with 2 others?

arabstreets and legato are both well known enough to be worth a shot. If no one stays then you just switch back to something more popular - it's no big disaster. assault_upc won a vote last night and we have something like 7v7 on it
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Re:Maps
« Reply #246 on: May 08, 2004, 11:35:54 AM »
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Quote from: TheeKiller on May 08, 2004, 12:27:00 AM
You enjoy playing by your self? and or with 2 others?

I enjoy playing 2v2, which I had going and knew I could keep playing pretty much ANY map.
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Re:Maps
« Reply #247 on: May 08, 2004, 04:03:10 PM »
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2 v 2 can be alot of fun if you're playing with the right people and last night we were. And boy was I bummed we couldn't play arabstreets
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Re:Maps
« Reply #248 on: May 17, 2004, 03:18:00 PM »
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for any of you who still care, this is the current maps.ini file

Code:
de_rotterdam
deuceball
cs_siege
cs_747
cs_assault2k
de_airstrip
as_tundra
cs_assault
de_cbble
de_storm
de_torn
de_nuke
de_survivor
cs_thunder
de_prodigy
cs_shogun_final
cs_militia
de_inferno
de_747
de_train
de_vegas
de_dust
de_dust2
cs_estate
de_chateau
cs_italy
de_legato
de_aztec2
de_cpl_mill
de_piranesi
cs_office
cs_havana
cs_backalley
as_oilrig
de_aztec
cs_assault_upc
cs_reloaded_b3
de_karachi01


what this means is that there will be no scoutzknivez, iceworld, poolday, ect until porter and/or fotty can fix the plugin.
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Re:Maps
« Reply #249 on: May 17, 2004, 04:08:51 PM »
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Is that de_legato I see? I am appeased.
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Re:Maps
« Reply #250 on: May 17, 2004, 04:16:59 PM »
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You might as well remove b3 too.
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Re:Maps
« Reply #251 on: May 20, 2004, 04:14:38 PM »
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have you got a list of when the server is busyest??  Is there a regular time when you all go on and a time when none of the csr regulars are on?

what i mean is that it is mainly those of us that visit csr on a regular basis that are keen on having custom maps etc.

the average punter is unlikely to hang about for maps they don't know.

if the server is to be succesful with custom maps it makes sense to do it when there is enough of a base of regulars that play during that time.

so short of increasing the number of cs regulars which may take time i wondered if there were known periods during the day when people were regularly on theserver or not
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Re:Maps
« Reply #252 on: May 20, 2004, 04:24:42 PM »
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The only way we'll play customs with a decent crowd is if we continue with these one-off nights. One is hopefully coming at the end of May (not sure if you'll be up and running again by then)
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Re:Maps
« Reply #253 on: May 21, 2004, 01:26:09 AM »
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yeah thats kinda what i meant (but on a more regular basis) - get enough of a base of players playing and hopefully others will giv it a try.

(it'll be close as to whether i'll b back by then but we shall see!)
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Re:Maps
« Reply #254 on: May 21, 2004, 02:37:41 PM »
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My question is, is there any way that each vote can have like this 1, stay on this map, 2 a regular de map, 3 a regular cs map, 4 and 5 custom maps.  Or jsut have one be custom.  Maby make different folders or directorys for the numbers to pick from.  Because it seems liek the folder has 100000's of custom maps that are the overwhelming majority.  Most votes that come up only have one map that i've ever heard of.
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Re:Maps
« Reply #255 on: May 21, 2004, 02:42:47 PM »
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thats because everytime a popular map becomes eligible it gets voted in so you don't see them much and the custom/obscure ones don't get voted on so they are always stuck at the top of the list.

At least thats my guess, which is also why people are going to get sick of the voting and want to switch back to a rotation. (I hope not but I can see it looming on the horizon)
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Re:Maps
« Reply #256 on: May 22, 2004, 12:50:32 AM »
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i like voting.  But only when i get a choice between a few things i like.  This isn't like a presidental election where u pick from the lesser of the 2 evils. I want to pick out of a few maps that i like.  And i don't always pick the map i want, like torn or storm, i pick the map that will keep the server full.
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Re:Maps
« Reply #257 on: May 22, 2004, 01:52:46 AM »
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NO
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Re:Maps
« Reply #258 on: May 22, 2004, 02:07:36 AM »
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.
 1line1bullet.jpg
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Re:Maps
« Reply #259 on: May 22, 2004, 03:42:52 AM »
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i like bigs idea - cos the only time a custom map would be "succesful" is when there are a lot of people on who would vote for it!!

if i'm on the server when there are only randoms on then i'd vote for what i think people will stay for - no random will ever vote a custom map - and almost all will leave if it gets voted in.

But say there are 4 or 5 of us CSR folk then i would always vote custom - particularly if we agreed which one.

You see id rather play 6v6 regular map with randoms than 1v1 on a custom - but as soon as its about 3v3 then custom wins every time
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Re:Maps
« Reply #260 on: May 22, 2004, 06:06:07 AM »
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I don't think it's as easy as choosing a set of maps for each option. From what Porter says about the plugin, I think it would require serious rewiring to achieve that.
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Re:Maps
« Reply #261 on: May 22, 2004, 11:18:47 AM »
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I have a question about this voting plugin. Say there are three people playing, and voting comes up. Each player votes for a different map so obviously they all get one vote. Now how does the plugin choose which one to play or extend if that was what somebody voted. Does it go by the one that wasn't played most recently or does it kinda just throw it up in the air?
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Re:Maps
« Reply #262 on: May 23, 2004, 11:00:31 PM »
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Quote from: Surgeon General on May 22, 2004, 11:18:47 AM
I have a question about this voting plugin. Say there are three people playing, and voting comes up. Each player votes for a different map so obviously they all get one vote. Now how does the plugin choose which one to play or extend if that was what somebody voted. Does it go by the one that wasn't played most recently or does it kinda just throw it up in the air?


I haven't looked at the code, so I'm only going on what I've seen of blatt's behavior, but it seems to me that if there is a tie in the number of votes for winning maps, then blatt just picks one at random from among the top-voted ones.
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Re:Maps
« Reply #263 on: May 23, 2004, 11:01:03 PM »
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Which means in SG's three players, three different map votes scenario, it's just random anyway.
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Re:Maps
« Reply #264 on: May 24, 2004, 01:28:45 PM »
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I don't know much about the plugin or how it works.  I was just wondering if it was possible.
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Re:Maps
« Reply #265 on: May 24, 2004, 01:52:11 PM »
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Nittany, LOL!
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Re:Maps
« Reply #266 on: May 26, 2004, 11:20:51 AM »
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Quote from: biggums on May 21, 2004, 02:37:41 PM
My question is, is there any way that each vote can have like this 1, stay on this map, 2 a regular de map, 3 a regular cs map, 4 and 5 custom maps.  Or jsut have one be custom.  Maby make different folders or directorys for the numbers to pick from.  Because it seems liek the folder has 100000's of custom maps that are the overwhelming majority.  Most votes that come up only have one map that i've ever heard of.

Again, no one but Porter has even looked at the code, but I'd imagine that would take ALOT of custom coding.  You'd essentially need a custom randomizer for each of the selections then (e.g. - the first one randomizes a list of de_maps and puts them up to vote, same for choice 3, same for 4 and 5).  But in theory a function could just be called with the right file as an argument...

sorry...i'm kind of just thinking out loud and trying to answer biggums at the same time.  It's actually kind of a good idea... it'd mean alot of work though.

Tenshi
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Re:Maps
« Reply #267 on: May 26, 2004, 11:41:03 AM »
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my knowledge of programming is surprisingly minimal seeing as it was part of my degree, but the words function and argument rang bells tenshi LOL
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