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nl 
 Post subject: New team balancer
PostPosted: 14 Oct 2010, 15:10 
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Community slut (13473)
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Quote:
I'm not sure that this is the best place to announce plugins, but for
those written with the Valve API there doesn't seem to be anywhere else.

http://steamreview.org/external/tf2/tf2 ... alance.zip

This plugin will grab the Steam TF2 stats of connecting players and rank
them according to time played and accumulated points. It then keeps each
team's overall ranking score within a configurable limit by forcing
assignment to teams and also by rebalancing between rounds. It replaces
the game's own mid-round autobalance system.

I'm looking for a few brave souls who are willing to be guinea pigs: the
code is stable, but the accuracy of the ranking equation hasn't been put
to the test in large games yet. Is anyone up for it?

(Linux is supported as well as Windows, but I don't want to cross-post
to the other list.)
Should we dare?


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gb 
 Post subject: Re: New team balancer
PostPosted: 14 Oct 2010, 15:13 
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Has no REAL life! (8841)
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fuck it why not, if it doesnt work then, it doesnt work. If it does, then awesome, problem solved :D

_________________
-"You've really worked out your banter, haven't you?"
-"No, not really. This is a different thing, it's spontaneous and it's called wit."


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gb 
 Post subject: Re: New team balancer
PostPosted: 14 Oct 2010, 15:14 
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is Wonder Woman (5950)
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Do it

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gb 
 Post subject: Re: New team balancer
PostPosted: 14 Oct 2010, 15:32 
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Has no REAL life! (5288)
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double dare ya

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nl 
 Post subject: Re: New team balancer
PostPosted: 14 Oct 2010, 15:36 
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Community slut (13473)
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Here are the configurable settings, I'll try and do a testrun tonight:
Quote:
sb_strict (default 0)xcdk
-- Prevent players whose stats cannot be read from joining a team. Normally they are ranked at 1 and assigned randomly.

sb_skill_limit (default 0.5)
-- The maximum skill difference permitted between teams (0 means disabled). Players' team choice will be overridden and teams will be balanced at the start of a round in order to stay under this value.

sb_balance
-- Manually triggers a skill-ranked redistribution of players between teams.

Clients can enter `sb_difference` into the console to see the gap between the two teams' scores.


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se 
 Post subject: Re: New team balancer
PostPosted: 14 Oct 2010, 15:39 
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Geek (970)
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Can't hurt to try? Just try it on one of the servers for a test-drive if we're afraid it might invite chaos.

Part I'm curious about is "It replaces the game's own mid-round autobalance system".
Does this mean if people leave mid-game and RED is left with 7 players and BLU 11, it won't
balance the number of players to 9 on each team? Instead it waits until RED is steam-rolled
and the round ends and the balance kicks in? :s
[SpA]ProtectMyBalls wrote:
fuck it why not, if it doesnt work then, it doesnt work. If it does, then awesome, problem solved :D
I'm with Balls on this one. If it works, great. If not, just revert to the old one :O

_________________
"There is a simple, logical explanation... and there is nothing under the bed.”


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nl 
 Post subject: Re: New team balancer
PostPosted: 14 Oct 2010, 15:40 
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Community slut (13473)
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[SpA]ArchLurker_Chad wrote:
Can't hurt to try? Just try it on one of the servers for a test-drive if we're afraid it might invite chaos.

Part I'm curious about is "It replaces the game's own mid-round autobalance system".
Does this mean if people leave mid-game and RED is left with 7 players and BLU 11, it won't
balance the number of players to 9 on each team? Instead it waits until RED is steam-rolled
and the round ends and the balance kicks in? :s
[SpA]ProtectMyBalls wrote:
fuck it why not, if it doesnt work then, it doesnt work. If it does, then awesome, problem solved :D
I'm with Balls on this one. If it works, great. If not, just revert to the old one :O

There is not yet too much info available on this plugin as it just got posted a hour ago.


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se 
 Post subject: Re: New team balancer
PostPosted: 14 Oct 2010, 15:48 
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Geek (970)
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Oh, missed that.
Well then I'll guess we'll have to try it out to find out :)

_________________
"There is a simple, logical explanation... and there is nothing under the bed.”


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pl 
 Post subject: Re: New team balancer
PostPosted: 14 Oct 2010, 16:31 
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Has no REAL life! (1715)
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It surely cant be worse than previous attempts :) Bring it on !


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gb 
 Post subject: Re: New team balancer
PostPosted: 14 Oct 2010, 16:46 
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Has no REAL life! (3493)
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go for it, and if it doesn't work, just blame valve :ugly:

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ュ~ちゃんgamer.jp Pinky: doesn't make sense
ュ~ちゃんgamer.jp Pinky: till you're senseless


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ro 
 Post subject: Re: New team balancer
PostPosted: 14 Oct 2010, 17:21 
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Geek (602)
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weee new autobalance :4

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"The bots came, saw Saints post count and gave up instantly."-[SpA]futari


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nl 
 Post subject: Re: New team balancer
PostPosted: 14 Oct 2010, 20:01 
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Community slut (13473)
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Plugin will be active after a mapchange.

Please provide as much(!!) feedback as possible!

#edit

Plugin is not running yet, some issues on Linux it seems.


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gb 
 Post subject: Re: New team balancer
PostPosted: 15 Oct 2010, 10:52 
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Has no REAL life! (8841)
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I noticed the plugin was turned off last night, the server literally had 11 people on it :*(

_________________
-"You've really worked out your banter, haven't you?"
-"No, not really. This is a different thing, it's spontaneous and it's called wit."


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nl 
 Post subject: Re: New team balancer
PostPosted: 15 Oct 2010, 11:15 
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Community slut (13473)
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Yes, i didn't restore gscramble last night. We found the issue (glibc version needs upgrading), once ditch has done this will be testing the new balancer (hopefully today?)


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gb 
 Post subject: Re: New team balancer
PostPosted: 15 Oct 2010, 11:38 
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Has no REAL life! (8841)
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cool cool, ill report back if i notice anything :)

_________________
-"You've really worked out your banter, haven't you?"
-"No, not really. This is a different thing, it's spontaneous and it's called wit."


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nl 
 Post subject: Re: New team balancer
PostPosted: 15 Oct 2010, 12:52 
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Community slut (13473)
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The author recompiled the plugin against glibc 2.7.1 (which is Debian Lenny default). Plugin now loads and is operational.

Feedback required!!


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gb 
 Post subject: Re: New team balancer
PostPosted: 15 Oct 2010, 13:14 
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Has no REAL life! (8841)
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ill shout tonite :D

_________________
-"You've really worked out your banter, haven't you?"
-"No, not really. This is a different thing, it's spontaneous and it's called wit."


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nl 
 Post subject: Re: New team balancer
PostPosted: 15 Oct 2010, 14:02 
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Community slut (13473)
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We're having a crash issue. The dev is now looking at it with us. Server now running in debug mode. Please rejoin @ crash.


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de 
 Post subject: Re: New team balancer
PostPosted: 15 Oct 2010, 16:04 
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Geek (856)
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15:52 on fastlane. Everyone could only join red. A forced mapchange to badwater resulted with me in team blu and 18 players in team red. After about 4mins autobalancing kicked in for dead players. But new ones were still forced to red.

_________________
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You are all. A bunch of faggots


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se 
 Post subject: Re: New team balancer
PostPosted: 15 Oct 2010, 16:16 
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Likes to type... (284)
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Yeah, I was idling and had a quick look at the computer and saw it myself.

At cp_fastlane
Image

Then at pl_badwater
Image


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gb 
 Post subject: Re: New team balancer
PostPosted: 15 Oct 2010, 16:21 
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Has no REAL life! (8841)
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birdie can take them! COMBAT MEDIC! :twisted:

_________________
-"You've really worked out your banter, haven't you?"
-"No, not really. This is a different thing, it's spontaneous and it's called wit."


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nl 
 Post subject: Re: New team balancer
PostPosted: 15 Oct 2010, 17:50 
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Community slut (13473)
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Plugin is updated and server running in debug mode again. Plugin author is watching this topic so please keep reporting bugs and other feedback.


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de 
 Post subject: Re: New team balancer
PostPosted: 15 Oct 2010, 22:44 
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Has no REAL life! (1669)
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Will my generally lower "skill" as spy put me in generally better teams?

What actions will make my skill drop the fastest? :ugly:


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nl 
 Post subject: Re: New team balancer
PostPosted: 15 Oct 2010, 23:28 
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Community slut (13473)
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We're done testing for the night. We'll upload the latest build to the server soon.

Thanks everyone for enduring all the crashes!


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gb 
 Post subject: Re: New team balancer
PostPosted: 16 Oct 2010, 01:55 
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Has no REAL life! (8841)
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when it did work it actually had some good results, it wouldnt let you stack if you tried to and the scores/points were pretty even most of the time.

_________________
-"You've really worked out your banter, haven't you?"
-"No, not really. This is a different thing, it's spontaneous and it's called wit."


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nl 
 Post subject: Re: New team balancer
PostPosted: 16 Oct 2010, 11:55 
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Community slut (13473)
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Balancer is off at the moment till the author is back. It sometimes still gives the issue were only 1 person is assigned to blue, and the rest is assigned to red.


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se 
 Post subject: Re: New team balancer
PostPosted: 16 Oct 2010, 12:31 
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Geek (970)
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I can see how that would be inconvenient :S

_________________
"There is a simple, logical explanation... and there is nothing under the bed.”


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nl 
 Post subject: Re: New team balancer
PostPosted: 17 Oct 2010, 13:35 
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Community slut (13473)
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We're working again on the teambalancer. Please try to fill server #1 everytime it crashes. Each crash get's us further in debugging.

Thanks.


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gb 
 Post subject: Re: New team balancer
PostPosted: 17 Oct 2010, 14:18 
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Has no REAL life! (8841)
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be on in a bit to help

_________________
-"You've really worked out your banter, haven't you?"
-"No, not really. This is a different thing, it's spontaneous and it's called wit."


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gb 
 Post subject: Re: New team balancer
PostPosted: 17 Oct 2010, 17:58 
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Doesn't get out much (366)
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Erm, this seems to be screwed again. played dustbowl where it started with about twice as many players on blu as there were on red. I tried joining red directly, but couldnt. managed after i had gone to spectate.

Looked for scramble in admin as quick way to resolve before the round started but it wasnt there.

This was on server 1 btw.

_________________
Experience is a hard teacher because she gives the test first, the lesson afterwards.


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