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[TF2] MatchMod


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neocharles
Junior Member
Join Date: Dec 2011
Old 01-30-2012 , 15:10   Re: [TF2] MatchMod
Reply With Quote #181

shameless bump?
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Hawkeye-
Senior Member
Join Date: Jan 2009
Old 01-30-2012 , 16:32   Re: [TF2] MatchMod
Reply With Quote #182

Quote:
Originally Posted by neocharles View Post
1) in plugin.matchmod.cfg, what does matchmod_stvfolder do?
This defines the folder where the STVs are going to be stored, as opposed to in the root of the TF folder, if that CVAR has a value, it will be used to create a directory and store the STVs in that folder that the mod automatically records.

Quote:
Originally Posted by neocharles View Post
2) It doesn't appear that the prematch.cfg is executing. If I perform an sm plugin list once the tournament is running, everything is still listed. Is there something I am not performing properly?
The config file should work, the plugins should get unloaded when the countdown begins before the round starts. i.e. Both teams have readied the announcer will begin to countdown, that countdown is what the mod is listening for to unload the plugins. By the description I am not certain when you're looking.

[QUOTE=neocharles;1639045]
3) Can I get some clarification on the type of configuration it would pull for map types? Specifically looking at pl_ and plr_, or if we choose to run an arena map. It's clear that koth and ctf have their respective configurations.[/QUITE[

pl_ would run the stopwatch configs, plr_ actually uses the a type not included in the UGC configs called plr.cfg.

The latest set of configs (pug) has all the game modes supported, but the formal leagues don't play on some of the map types and therefor did not create configs for them.

Quote:
Originally Posted by neocharles View Post
4) I added the admin menu you posted here: http://forums.alliedmods.net/showthr...007#post930007 . With that, whenever it starts a pug (I assume that's what it is by default, despite me changing that in plugin.matchmod.cfg, the server prefix seems to be the default. Is there a way to customize that?
That menu to be honest I haven't used in quite a long time, the plugin now supports the native menu and will through some commands in the sm_admin menu for you to reference. if you modfied the plugin.matchmod.cfg file, make sure you execute it for the CVAR values to be changed.


Quote:
Originally Posted by neocharles View Post
There's a post here that I put up with a little detail on what I am trying to do and what I have running on the server: http://forums.alliedmods.net/showthr...87#post1638687

I should note that I want this to just be an option to enable one night a week for a few months, so I want to maintain my regular map rotation / settings for every other day.

I appreciate any assistance you can lend me. We're wanting to get this started pretty soon, so anything you can give me to help out I would be thankful. If g*talk or email is better, just let me know.
Looked over the thread, what you have for the plugin management looks fine and should not cause any issues with the server config. On the matchmod.net website I posted the "League Config Framework" which in a nutshell is server configs for a league and has all the CVARS that are relevent. If you want to look over all the configs and define your own rules, that is likely the best place to start (and what I use to build configs for leagues when I am occasionally asked). Feel free to add me on steam and I can drop in the server and help you out.
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neocharles
Junior Member
Join Date: Dec 2011
Old 02-05-2012 , 13:17   Re: [TF2] MatchMod
Reply With Quote #183

With your suggestion, we will be using the !scrim command, and it appears to be executing the PUG configs properly.

One thing that *doesn't* appear to be executing still, however, is the /pre-match.cfg and /post-match.cfg files.


Another question I have - what would be the best method to go about watching the game? Obviously SourceTV (assuming I can get that configured by the main server admin), but as far as having admin controls within the game ... is there a way to not kick admins after x minutes from spectator while limiting normal users? (Not related to your mod, but in general)

Thanks!
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Hawkeye-
Senior Member
Join Date: Jan 2009
Old 02-05-2012 , 18:03   Re: [TF2] MatchMod
Reply With Quote #184

Quote:
Originally Posted by neocharles View Post
With your suggestion, we will be using the !scrim command, and it appears to be executing the PUG configs properly.

One thing that *doesn't* appear to be executing still, however, is the /pre-match.cfg and /post-match.cfg files.
make sure the .cfg are in /tf/cfg/matchmod/prematch.cfg to ensure they are in the right place to execute. Also check the server logs/SM logs for any possible errors and post here if you see anything.


Quote:
Originally Posted by neocharles View Post
Another question I have - what would be the best method to go about watching the game? Obviously SourceTV (assuming I can get that configured by the main server admin), but as far as having admin controls within the game ... is there a way to not kick admins after x minutes from spectator while limiting normal users? (Not related to your mod, but in general)

Thanks!
The CVAR "mp_idledealmethod" should be set to zero, so it does not auto-kick anyone for any reason, the PuG configs should have this set for you (/tf/cfg/pug/base.cfg to be exact). By default it is set to one which bounces players to spectator then kicks.

mp_idlemaxtime is the idle time used by the above mentioned CVAR, it defaults to 3 (3 minutes). As a warning, never set this to zero as a stop gap, a idlemaxtime of zero and idledealmethod of anything will basically auto kick players on connect.
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neocharles
Junior Member
Join Date: Dec 2011
Old 02-06-2012 , 12:11   Re: [TF2] MatchMod
Reply With Quote #185

(I may not be looking at the right logs - let me know)

Code:
L 02/03/2012 - 20:52:42: "neocharles [Chuck]<4><STEAM_0:1:32024549><Blue>" say "!scrim [redacted]"
L 02/03/2012 - 20:52:43: "Console<0><Console><Console>" say ""[MatchMod] Pick-up/Scrim Stopwatch selected"	"
L 02/03/2012 - 20:52:45: server_cvar: "decalfrequency" "60"
L 02/03/2012 - 20:52:46: server_cvar: "mp_autoteambalance" "0"
L 02/03/2012 - 20:52:46: server_cvar: "mp_stalemate_enable" "0"
L 02/03/2012 - 20:52:46: server_cvar: "mp_teams_unbalance_limit" "0"
L 02/03/2012 - 20:52:46: server_cvar: "mp_maxrounds" "0"
L 02/03/2012 - 20:52:46: server_cvar: "sv_pausable" "1"
L 02/03/2012 - 20:52:46: server_cvar: "mp_maxrounds" "2"
L 02/03/2012 - 20:52:46: server_cvar: "mp_tournament_stopwatch" "1"
L 02/03/2012 - 20:52:46: "Console<0><Console><Console>" say ""Pick-up/Scrim TF2 stopwatch config file loaded. 2/27/2011"	"
L 02/03/2012 - 20:52:49: "neocharles [Chuck]<4><STEAM_0:1:32024549><Blue>" joined team "Red"
L 02/03/2012 - 20:52:49: "neocharles [Chuck]<4><STEAM_0:1:32024549><Red>" committed suicide with "world" (attacker_position "-3280 2750 -449")
L 02/03/2012 - 20:53:00: "Console<0><Console><Console>" say "[MatchMod] Prepping Match Environment"
L 02/03/2012 - 20:53:06: World triggered "Round_Start"
L 02/03/2012 - 20:53:06: World triggered "Round_Setup_Begin"
L 02/03/2012 - 20:53:06: World triggered "Mini_Round_Selected" (round "round_1")
L 02/03/2012 - 20:53:06: World triggered "Mini_Round_Start"
L 02/03/2012 - 20:53:06: Log file closed
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Muscle Brazil
Senior Member
Join Date: Apr 2009
Location: Brazil
Old 07-08-2012 , 11:23   Re: [TF2] MatchMod
Reply With Quote #186

update plis.
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23e
Junior Member
Join Date: Jul 2012
Old 08-04-2012 , 01:13   Re: [TF2] MatchMod
Reply With Quote #187

Hey, I ran into a bug where some CP maps were being marked as stopwatch, when they should have been push. Upon further investigation I found that attack/defend maps were being marked as push, and back/forth cp maps were stopwatch; this needed to be reversed.


I've attached the source and compiled smx of my modification to fix this bug (based on the 1.9 code) in case anyone else has this issue.

Sad that matchmod hasn't seen any updates lately, but it's been a wonderful plugin so far, enjoy guys!

Here's some quick links to new whitelists btw, since I needed em too (since pyto split the escape plan and its not on the whitelist, etc):
ESEA: http://natf2.com/topics/6459
UCG 6s: http://ugcleague.com/files/configs/6...st_ugc_6v6.txt
UCG HL: http://ugcleague.com/files/configs/w...ist_ugc_HL.txt
Attached Files
File Type: sp Get Plugin or Get Source (matchmod.sp - 81 views - 73.9 KB)
File Type: smx matchmod.smx (23.5 KB, 77 views)
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Hawkeye-
Senior Member
Join Date: Jan 2009
Old 08-04-2012 , 16:54   Re: [TF2] MatchMod
Reply With Quote #188

The 1.1.9 version has a portion of the code reversed, I will fix it this weekend and build a new formal release for 1.1.9..

2.0 is likely going to wait a bit.
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23e
Junior Member
Join Date: Jul 2012
Old 08-04-2012 , 18:00   Re: [TF2] MatchMod
Reply With Quote #189

Nice to see you're alive

Yeah, you can diff my code to see how I fixed it, but it's a pretty elementary change, I'm sure you've got that handled.

Curious, what's coming in 2.0?
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23e
Junior Member
Join Date: Jul 2012
Old 08-05-2012 , 02:03   Re: [TF2] MatchMod
Reply With Quote #190

Another bug:

I haven't looked at the code yet, but my cvar matchmod_stvfolder is set as "/svr/hosting/demos/"

But it saves the demos as "/svr/hosting/demos.dem"

Edit: Also maybe I'm doing it wrong, but "!ready" and "!notready" don't work, but "!teamname" does

Edit 2: Oh, I see, the default configs (6v6,9v9,pug) have readyenabled disabled by default. Well shouldn't there be a command to set team ready? Because doing f4 will truncate team names if you used !teamname to set a longer name.

Last edited by 23e; 08-05-2012 at 11:48.
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