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Re: Dodgeball Suggestions Thread v2.0

Posted: Mon Dec 22, 2014 7:40 am
by goinundercover
Request of regular server restart added.

Re: Dodgeball Suggestions Thread v2.0

Posted: Sun Mar 01, 2015 5:28 am
by goinundercover
Original post and secondary post updated.

Re: Dodgeball Suggestions Thread v2.0

Posted: Mon Mar 02, 2015 4:30 pm
by Mr.Cat
Regular Server Restart would be awesome, performance on TF2 servers almost always starts to noticeably degrade around 2-3k player connects. (player-id's reflect the number of connections since last server restart[don't confuse player-id's with steam-id's], array sizes slowly get bigger and bigger with each connect as player-info is added. A very large number of plugins are written in a manner that uses player-id as an array key. So while you may well have 8-12 players on the server- if every loop that wants data stored this way has to iterate through 2300 empty or useless array entries and run a comparison on each one before it gets to the first player's actual data at entry 2301 you can see how this gets to be very wasteful and inefficient as time goes on and the number only gets bigger) A daily scheduled restart would help alleviate this gradual performance loss and takes only moments to set-up in your NFO Servers Control Panel.

The speedometer is another thing that the vast majority (Myself Included of course) would like changed. I personally see no point in tracking speeds and ranking stats on them if you can reflect a rocket 20 times and when they die to it- it records the rocket at 69mph. People love pretty numbers yes, but it's also great to be able to track your improvement and try to beat your own personal bests, the current speedometer means we cannot do that and the speed stats might as well be seeded with random numbers. While I understand that it may be 'technically' more accurate the way it is now, because the turn-rate is taken into account the recorded speed does not in any way reflect the rockets base speed, or number of reflections- so people have no reliable metric for comparison- which is the whole purpose of tracking stats to begin with. Perhaps tracking separate fields for reflection count, base speed, and actual speed at impact would be an adequate compromise to appease all players?

As far as map Removals, I'd really like to see Ovni removed, nobody likes this map at all, and it's always RTV'd within a couple rounds whenever it does actually get played (people mashing 4 or not knowing what the map is).

The rocket-fire noise can be fixed client-side, but a lot of people don't seem to know how to do that. Since it can be set-up to automatically download the sound-fix for each map i see no reason not to do so instead of each player having to manually fix it themselves. To that end I've uploaded a zip file with a bunch of the level_sounds files for a fair number of dodgeball maps that could be added to the server's auto-download to alleviate the issue. Download it here

While using snd_restart is an option- it's not a good one because of the need to bind a key or open console to use it and the client-side stutter that it induces. Instead those wishing to fix the issue client-side can download the link mentioned above and unzip the contents to their Steam/steamapps/common/Team Fortress 2/tf/download/maps directory.

Re: Dodgeball Suggestions Thread v2.0

Posted: Mon Mar 02, 2015 10:54 pm
by Vessy
Mr.Cat wrote: The speedometer is another thing that the vast majority (Myself Included of course) would like changed. I personally see no point in tracking speeds and ranking stats on them if you can reflect a rocket 20 times and when they die to it- it records the rocket at 69mph. People love pretty numbers yes, but it's also great to be able to track your improvement and try to beat your own personal bests, the current speedometer means we cannot do that and the speed stats might as well be seeded with random numbers. While I understand that it may be 'technically' more accurate the way it is now, because the turn-rate is taken into account the recorded speed does not in any way reflect the rockets base speed, or number of reflections- so people have no reliable metric for comparison- which is the whole purpose of tracking stats to begin with. Perhaps tracking separate fields for reflection count, base speed, and actual speed at impact would be an adequate compromise to appease all players?

As far as map Removals, I'd really like to see Ovni removed, nobody likes this map at all, and it's always RTV'd within a couple rounds whenever it does actually get played (people mashing 4 or not knowing what the map is).

The rocket-fire noise can be fixed client-side, but a lot of people don't seem to know how to do that. Since it can be set-up to automatically download the sound-fix for each map i see no reason not to do so instead of each player having to manually fix it themselves. To that end I've uploaded a zip file with a bunch of the level_sounds files for a fair number of dodgeball maps that could be added to the server's auto-download to alleviate the issue. Download it here

While using snd_restart is an option- it's not a good one because of the need to bind a key or open console to use it and the client-side stutter that it induces. Instead those wishing to fix the issue client-side can download the link mentioned above and unzip the contents to their Steam/steamapps/common/Team Fortress 2/tf/download/maps directory.
Everything stated in this quote is already on our radar. The removal of ovni will happen in the next update, the rocket sound is actually harder than people think because a server is only allowed to force very limited downloads, the speedometer debate has been up for months, and it used to just track base speed which is what a majority of the players want. Dodgeball will see these fixes in the future, but for now we just wait.

Re: Dodgeball Suggestions Thread v2.0

Posted: Tue Mar 03, 2015 1:02 am
by White Sedan
This thread should be pinned since FF2, Slender, and Deathrun are.

Re: Dodgeball Suggestions Thread v2.0

Posted: Tue Mar 03, 2015 2:22 am
by goinundercover
Mr.Cat wrote:
Spoiler
Regular Server Restart would be awesome, performance on TF2 servers almost always starts to noticeably degrade around 2-3k player connects. (player-id's reflect the number of connections since last server restart[don't confuse player-id's with steam-id's], array sizes slowly get bigger and bigger with each connect as player-info is added. A very large number of plugins are written in a manner that uses player-id as an array key. So while you may well have 8-12 players on the server- if every loop that wants data stored this way has to iterate through 2300 empty or useless array entries and run a comparison on each one before it gets to the first player's actual data at entry 2301 you can see how this gets to be very wasteful and inefficient as time goes on and the number only gets bigger) A daily scheduled restart would help alleviate this gradual performance loss and takes only moments to set-up in your NFO Servers Control Panel.

The speedometer is another thing that the vast majority (Myself Included of course) would like changed. I personally see no point in tracking speeds and ranking stats on them if you can reflect a rocket 20 times and when they die to it- it records the rocket at 69mph. People love pretty numbers yes, but it's also great to be able to track your improvement and try to beat your own personal bests, the current speedometer means we cannot do that and the speed stats might as well be seeded with random numbers. While I understand that it may be 'technically' more accurate the way it is now, because the turn-rate is taken into account the recorded speed does not in any way reflect the rockets base speed, or number of reflections- so people have no reliable metric for comparison- which is the whole purpose of tracking stats to begin with. Perhaps tracking separate fields for reflection count, base speed, and actual speed at impact would be an adequate compromise to appease all players?

As far as map Removals, I'd really like to see Ovni removed, nobody likes this map at all, and it's always RTV'd within a couple rounds whenever it does actually get played (people mashing 4 or not knowing what the map is).

The rocket-fire noise can be fixed client-side, but a lot of people don't seem to know how to do that. Since it can be set-up to automatically download the sound-fix for each map i see no reason not to do so instead of each player having to manually fix it themselves. To that end I've uploaded a zip file with a bunch of the level_sounds files for a fair number of dodgeball maps that could be added to the server's auto-download to alleviate the issue. Download it here

While using snd_restart is an option- it's not a good one because of the need to bind a key or open console to use it and the client-side stutter that it induces. Instead those wishing to fix the issue client-side can download the link mentioned above and unzip the contents to their Steam/steamapps/common/Team Fortress 2/tf/download/maps directory.
Thanks for your input. If Fire can manage to somehow setup so that the client automatically downloads those text files, that would be great. Seeing as the whole file is only a couple of kb, I would think that the download time for dodgeball would be virtually unchanged.
White Sedan wrote:This thread should be pinned since FF2, Slender, and Deathrun are.
That would be an excellent idea.

Added Ovni to the "map removal" list.

Re: Dodgeball Suggestions Thread v2.0

Posted: Tue Mar 03, 2015 3:08 am
by Armen
It stickied it for you.

I like the idea of regular server restarts.

Re: Dodgeball Suggestions Thread v2.0

Posted: Tue Mar 03, 2015 4:41 am
by Banshee
I think Fire said something in our meeting about not being able to download text files, but I may have heard that incorrectly.

Re: Dodgeball Suggestions Thread v2.0

Posted: Thu Mar 05, 2015 9:12 am
by Mr.Cat
Banshee wrote:I think Fire said something in our meeting about not being able to download text files, but I may have heard that incorrectly.
unlike map files they will not download automatically, the server has to know that connecting clients need to have the file or download it or it won't force them to grab it. To do that it has to be added to the downloads table. As far as I am aware, there is no real limit imposed on the number of entries in the download table(However, you don't want to add a lot of really large files as people will get tired of wating for things to download and hit that cancel button before joining)- With these small text files it's not a problem- it is however- not something that can be set up with simple changes to existing config files or the server.cfg. You'll probably have to get one of the many generic plugins made for this task from alliedmods, or write your own. Simply placing them in the server's custom folder may not do the trick, because it is a text file, and not a packed model, texture, sound or other standard asset type.

Re: Dodgeball Suggestions Thread v2.0

Posted: Thu Mar 05, 2015 9:04 pm
by Fire