[DOWN] Capture the Flag Server (Guns!)

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stu
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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by stu » Wed Nov 25, 2015 19:01

rubenwardy wrote:Most of the bugginess IMO is from the guns (and the occasional mis-spawning, which is a Minetest bug). If you can list what you found buggy, that would help.


If you can point out something specific then I will do my best to fix it. If you just mean the occasional false positive/negative or delayed reaction then i'm afraid that is partly because of how the mod works but mostly because minetest is not particularly well designed for this type of game, there will always be a trade-off between accuracy and performance.
You could experiment with different update and reload times (see config) and I wouldn't worry too much about lowering them even. The only time this mod does any 'real work' is when bullets are actually 'flying' which should be a relatively small proportion of the time.

To my mind, the best way to speed up your game is to completely strip out all that is not contributing to the game-play. With the game I was working on I took out pretty much everything and started from scratch using only a single pixel texture for all the map generated nodes, removed all the ABMs and special effects. I even took out the ability to mine (though you could dig) and gave each player a block wallet instead, very similar to openspades really. I actually wrote a simple mapgen to emulate that style too [screenshot] Overall performance was significantly improved with this stripped out version vs the stock mt_game or minimal, even with the Lua mapgen stuff.

I was also wondering why you don't consider using shooter's crossbow as a replacement for throwing? I guess it would require some adaptation but it was working rather well last time I played with it.
 

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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by rubenwardy » Wed Nov 25, 2015 19:09

I think I was talking about firearms.
Shooter works perfectly.

Edit: throwing is too.
 

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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by stu » Wed Nov 25, 2015 19:14

rubenwardy wrote:I think I was talking about firearms.
Shooter works perfectly.

Edit: throwing is too.

Ah, sorry, I was referring to this https://github.com/rubenwardy/capturetheflag/issues/6 I guess you've fixed it then :-)
 

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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by Alienant1 » Thu Nov 26, 2015 18:38

Is there a user limit? I just got barred because "too many users"! don't you just add one to each side?

Edit: ok, 14 player limit.
Merry Christmas Everyone!!!
 

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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by rubenwardy » Thu Nov 26, 2015 19:05

It's to stop lag getting too bad - just try again later. Sorry :(
 

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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by rubenwardy » Thu Nov 26, 2015 22:09

I've deployed the nobuild zone around the flag, and also added a server introduction to advertise the /vote_next and the server rules. People complained within the first few minutes about both :'(
 

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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by Minetestforfun » Fri Nov 27, 2015 15:05

[deleted] Bad topic, sorry
 

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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by prof-turbo » Fri Nov 27, 2015 18:49

rubenwardy, don't mind, people don't like changes. Don't ask me to argue, I have tons of examples :D
Last edited by prof-turbo on Fri Nov 27, 2015 21:24, edited 1 time in total.
 

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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by Kpenguin » Fri Nov 27, 2015 19:47

The no build zone and the intro message are a good idea. People complain no matter what you do.

BTW, the chests are multiplying around the edges of the map.
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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by rubenwardy » Fri Nov 27, 2015 20:02

I saw that, KPenguin, it's a Minetest engine bug somewhere. Maybe because I'm using sqlite_synchronous = 0
 

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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by Diamond knight » Fri Nov 27, 2015 20:17

i love how this is low lag, the hdx 512 pixel tp works good with this server
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by prof-turbo » Fri Nov 27, 2015 21:25

Maybe big updates coming soon, so stay tuned ;)
 

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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by rubenwardy » Sat Nov 28, 2015 02:01

Added prematch build time, 60s.

Image
 

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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by Dragonop » Sat Nov 28, 2015 02:41

rubenwardy, today when I logged in somehow a player started a fire in the forest at blue base, when the map restarted, the fire didn't disappeared and the fire continued for some time. Maybe you should make trees, and leaves immune to fire.
 

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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by Kpenguin » Sat Nov 28, 2015 14:38

Dragonop wrote:rubenwardy, today when I logged in somehow a player started a fire in the forest at blue base, when the map restarted, the fire didn't disappeared and the fire continued for some time. Maybe you should make trees, and leaves immune to fire.

Ya, someone got lava somehow and poured over the back of the map. I was on when it happened.

The vote_kick is a bad idea. Players are abusing it. Players that have done nothing are getting kicked, and players that are swearing aren't. The vote_next is good but not the kick. I've seen a mod that kicks you if you swear in the chat; that would be good to install.

I like the building time before combat begins! :)
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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by rubenwardy » Sat Nov 28, 2015 15:07

I've disabled kick vote again, it's obviously not working.
 

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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by PlasmaHam » Sat Nov 28, 2015 19:51

Heres a suggestion, how about adding TNT into the game? I know what you are thinking, Griefers will come and bomb and the whole server will become a fiery crater. What I think, is to make it a rare drop, and remove fire from it. That's means that TNT can be used, but not to the extent of annihilation.
It'll make it more fun, as TNT can now be used to destroy enemy forts or as landmines.
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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by kaadmy » Sat Nov 28, 2015 23:23

PlasmaHam wrote:Heres a suggestion, how about adding TNT into the game? I know what you are thinking, Griefers will come and bomb and the whole server will become a fiery crater. What I think, is to make it a rare drop, and remove fire from it. That's means that TNT can be used, but not to the extent of annihilation.
It'll make it more fun, as TNT can now be used to destroy enemy forts or as landmines.

I have a better idea; make gunpowder triggered when stepped on ;)
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by rubenwardy » Mon Nov 30, 2015 00:10

I've removed fire and lava for now. I've added a statistic collecting mod to the subgame which will be used to make league tables.
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by stormchaser3000 » Mon Nov 30, 2015 01:42

rubenwardy wrote:I've removed fire and lava for now. I've added a statistic collecting mod to the subgame which will be used to make league tables.


please remove the blood gushing effect from the simple shooter mod. (i get somewhat disturbed by it and i think others might as well)
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by Dragonop » Mon Nov 30, 2015 13:28

Please don't remove it completely, replace it with something else, those blood effects help knowing if you hit somebody or if you didn't
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by Kpenguin » Mon Nov 30, 2015 14:58

You need some way to tell whether or not you hit someone, so I don't know what you could do about that.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by rubenwardy » Mon Nov 30, 2015 15:36

I agree, the particles indicate that you hit. Very useful at long range. Possible solutions:

Sparks
Less red and less particles.
While model flashes red (hard)

With a C++ server modification, it may be possible to allow users to opt out.
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by Kpenguin » Mon Nov 30, 2015 16:31

I like the sparks idea.

Are you planning on changing the map soon? If you want someone to design one, I might work on that. I think the map needs to be bigger and have more extreme terrain. I would like sprint to be enabled to make the game more fast-paced, however, that really wouldn't work with a small map.
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"Profanity is one language all computer users know" - Murphy's 50th Law of Computers
Players will always find the hidden flaw in your master plan; If there's no hidden flaw, it's against the rules; If it isn't against the rules, one player will convince the others it is. - Murphy's 2nd Law of Gaming

All things are possible except skiing through a revolving door.
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by rubenwardy » Tue Dec 01, 2015 01:38

I've added chests near each team's flag containing resources. I made the indestructible platform placement more reliable, and made sure that trees don't spawn over flag. I also added flag take sounds (when playing I found that it was hard to notice when the flag was taken). I have also made it so you can dig the floor below the flag, except the node the flag is standing on.
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by rubenwardy » Tue Dec 01, 2015 02:12

Kpenguin wrote:I like the sparks idea.

Are you planning on changing the map soon? If you want someone to design one, I might work on that. I think the map needs to be bigger and have more extreme terrain. I would like sprint to be enabled to make the game more fast-paced, however, that really wouldn't work with a small map.


Yes, this is rather high on my priority list. Due to the way CTF works, the map has to be generated during mapgen. I've been looking for suitable seeds and found a few, but they have some bad points. (such as imbalance)

I'm looking for trustworthing moderators to assist me in:

  • Dealing with saboteurs. Temp-ban of 1+ weeks. Perma-ban for repeated.
  • Dealing with excessive swearing. Depends on severity.
    • Swearing once or twice, which can be believed to be accidental, should result in a warning.
    • Continuing to swear should result in a temp-ban of maybe 2+ days
    • Bad swearing should result in a temp ban of 2+ days even without warning (c-word, etc)
    • Feel free to kick swearers
    • Distasteful behaviour such as sexual comments towards other players/children is justification for a perma-ban
  • Dating should result in warnings and kicks. If they don't listen, then deal out temp-bans of 1-3 days.

These guidelines are debatable, I don't know what works best. The main aim of moderators is to allow players to have the best time possible. Moderators will be given the following privs:

  • basic_privs (shout, interact)
  • kick
  • ban
  • xban2
  • ctf_team (move players between teams, coming soon)
  • ctf_match (skip the current match, coming soon)
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by Kpenguin » Tue Dec 01, 2015 14:40

I'd like to apply for moderator privs. I'm not a moderator on any servers, but I've played quite a bit on LinuxGaming2.com. If you need references, send a private message to LazyJ to ask about me.

rubenwardy wrote:I'm looking for trustworthing moderators to assist me in:

  • Dealing with saboteurs. Temp-ban of 1+ weeks. Perma-ban for repeated.

What do you mean by saboteurs?
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"Profanity is one language all computer users know" - Murphy's 50th Law of Computers
Players will always find the hidden flaw in your master plan; If there's no hidden flaw, it's against the rules; If it isn't against the rules, one player will convince the others it is. - Murphy's 2nd Law of Gaming

All things are possible except skiing through a revolving door.
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by rubenwardy » Tue Dec 01, 2015 14:47

people that sabotage their own team's base, and cause their team to lose. Traitor's, anyway.
 

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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by PlasmaHam » Tue Dec 01, 2015 16:09

I do like the ctf_match command for moderators, a lot of ppl simply build big forts and then just defend, prolonging the match for up to a half hour or more. It will also be nice if their was a time limit on matches, maybe like 15-20 minutes, to prevent a lockup.
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Re: [0.4.13-dev] Capture the Flag Server (Guns!)

by rubenwardy » Tue Dec 01, 2015 16:27

Normal players can use /vote_next to start a vote to skip the match. I'm going to make it so flag holders have a time limit before they drop the flag. For me, this game is about making castles and then attacking each other - that is the point. However, if no one attacks anyone then that's a bit boring. Maybe I could some how limit resources or something to drive teams against each other.
 

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