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Maniac
CT Rank: Not a CTer
Field's place: attack
Grid Name: ¦Χ¦xs20
GID: xs20@ct/public
CT Wild Fort Rank: na
Joined: 05 Jun 2006
Posts: FK36560 Posts
Location: York, United Kingdom
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nice server

one thing though, walls go solid at 1, and not 0 when they should do
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Jedi
Crazy Tronner
Server Tech
Honorary Member
Ladle, 1x (Amount: 1) Map Maker (Amount: 1)
CT Rank: Not Ranked
Field's place: sweeper
Grid Name: ct-eddie
GID: ed@ct/jedi
CT Wild Fort Rank: na
Joined: 22 Mar 2006
Posts: 1X9362493 Posts
Location: Wales, UK
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They do go solid at 0, must be a very slight lag going on there.
I will change it to -1 to compensate (wont get a chance to do this till much later).
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Jedi
Crazy Tronner
Server Tech
Honorary Member
Ladle, 1x (Amount: 1) Map Maker (Amount: 1)
CT Rank: Not Ranked
Field's place: sweeper
Grid Name: ct-eddie
GID: ed@ct/jedi
CT Wild Fort Rank: na
Joined: 22 Mar 2006
Posts: 1X9362493 Posts
Location: Wales, UK
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Done. it's better now. It come just after "Go!"

There is also a ladder now here: http://crazy-tronners.com/ladders_new.php?server=flowersumo
Ignore the matches won/lost for now, The server handles single player/team games differently so it's messed up. Everything else seems fine.
The points are divided by 30 instead 2 to get the ladder score.

Seems I am the best at Sumo. Thought I was Wink
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Will rot in Hell
CT Rank: Not a CTer
Field's place:
Grid Name: Luzifer
GID: Luzifer@ct/public
CT Wild Fort Rank: na
Joined: 12 Jun 2006
Posts: 3P36133 Posts
Location: Hell
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I like the idea but the invulnerability sucks in my opinion. Would it be possible to try it without that?

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Creotronic
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Jedi
Crazy Tronner
Clan Admin
Senior Member
Ladle, 1x (Amount: 1) Map Maker (Amount: 1)
CT Rank: 9
Field's place: def-sweep
Grid Name: ct€kyle
GID: kyle@ct/jedi
CT Wild Fort Rank: na
Joined: 31 Mar 2006
Posts: 4KZ365939 Posts
Location: United States
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it does not work look at first post images here.

If you don't change the wall size then you get blocked going to the center.

If you change the wall size invisible walls kill you.

_________________

In theory it should work in reality who knows if it will work.

MB53: I am 26 years old how can i be a teen ? Very Happy
owned: You got the heart of a teen Smile
Gonzap: and the innocence of a little child
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Jedi
Crazy Tronner
Server Tech
Honorary Member
Ladle, 1x (Amount: 1) Map Maker (Amount: 1)
CT Rank: Not Ranked
Field's place: sweeper
Grid Name: ct-eddie
GID: ed@ct/jedi
CT Wild Fort Rank: na
Joined: 22 Mar 2006
Posts: 1X9362493 Posts
Location: Wales, UK
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I like the invulnerability, I think it adds a new challenge.
Every player that survives till this point has an equal shot at the centre battle. Be too bold and you'll get stuck in a rut, dying immediately, hang back and you wont give yourself enough room to survive for long enough.

Like Kyle said, we tried various ways:
Shortening the tails, then lengthening them again this was far too buggy and would create fake walls and invisible walls, no fun at all.
No invulnerability and no short tails, whoever was closest to the centre could easily build around the zones giving the outer player absolutely no chance. Again, no fun.

This method is so, so much better than the days spent building/testing alternatives. I almost gave up on the place at one point.

btw, I fixed the matches data now. It was me commenting out an important line that did it.
There is still some bunk data regarding matches won/lost, but this doesn't effect the ladder itself and will be overwritten in 21 days, I don't have the time to do it manually.

The ladder equation needs rewriting for this sumo. In time that will happen. Suggestions welcome.

edit: split thread.
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Friend
CT Rank: Not a CTer
Field's place:
Grid Name: QUARG
GID: QUARG@ct/public
CT Wild Fort Rank: na
Joined: 03 Oct 2007
Posts: C3612 Posts

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An other way to stop the spagetti in the center battle would be to put a death zone in the middle just a bit smaller then the sumo zone to keep ppl from moving into the center too quik.
But yes the current version is very nice as is. Good job my friend.
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Addict
CT Rank: Not a CTer
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GID: Lackadaisical@ct/public
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Joined: 02 Apr 2006
Posts: T3629 Posts
Location: Amsterdam, Netherlands
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The ladder equation needs rewriting for this sumo. In time that will happen. Suggestions welcome.

I'm not sure what's the best way to do this, but it should be accounted for if a round was won against one opponent or against a full arena.

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Crazy Tronner
Server Tech
Honorary Member
CT Rank: 18
Field's place: support
Grid Name: Armagetron
GID: P4@ct/jedi
CT Wild Fort Rank: na
Joined: 20 Jun 2006
Posts: 2AN362975 Posts

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the strange bug happend, there were no zones and the center fight settings was forced tripple times at once, look at the shots:

kyle told me it's lost database connection. looks weird

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Jedi
Crazy Tronner
Server Tech
Honorary Member
Ladle, 1x (Amount: 1) Map Maker (Amount: 1)
CT Rank: Not Ranked
Field's place: sweeper
Grid Name: ct-eddie
GID: ed@ct/jedi
CT Wild Fort Rank: na
Joined: 22 Mar 2006
Posts: 1X9362493 Posts
Location: Wales, UK
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Lackadaisical wrote:
but it should be accounted for if a round was won against one opponent or against a full arena.

More important is who is present on the grid when you win.


kyle told me it's lost database connection.

Hyle is right, that happens from time to time (same reason for the bsod on ctwf). If you could tell me the exact time it happens I can check the logs and perhaps work around it.
.
You can fix it yourselves if it happens - get everyone (I mean everyone) to leave the arena. The server and script will then restart, bringing the zones back.
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Jedi
Crazy Tronner
Server Tech
Honorary Member
Ladle, 1x (Amount: 1) Map Maker (Amount: 1)
CT Rank: Not Ranked
Field's place: sweeper
Grid Name: ct-eddie
GID: ed@ct/jedi
CT Wild Fort Rank: na
Joined: 22 Mar 2006
Posts: 1X9362493 Posts
Location: Wales, UK
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With a new feature comes a new mode.

The arena is seperated into 5 seperate pods. 4 outer pods where players are initially spawned, 1 centre pod for the final battle.
After the same 40 seconds into the round a ..erm.. "Transporter Zone" will engulf all surviving players and transport them into the centre pod, bringing their zones with them. Each player's new position in the centre zone is relative to their postion/direction in the outer zone at the time of transportation.
You then have a few seconds to get your bearings before the centre battle starts.

The rounds alternate between flower sumo and transporter sumo.

As always, bugs, suggestions welcomed.
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Crazy Tronner
Server Tech
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CT Rank: 18
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Grid Name: Armagetron
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Joined: 20 Jun 2006
Posts: 2AN362975 Posts

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it was at 00:00 moday night. if it is lost db connection, there will be no need to analyze logs - it's force majeure

new change sounds great! Smile got to feel it myself Very Happy

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Addict
CT Rank: Not a CTer
Field's place:
Grid Name:
GID: Lackadaisical@ct/public
CT Wild Fort Rank:
Joined: 02 Apr 2006
Posts: T3629 Posts
Location: Amsterdam, Netherlands
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So I talked to someone on flower power about the ladder, who might/might not be involved in this project and it doesn't really matter anyway. But well.. I'm not sure if I sounded like a pair of buttocks or unappreciative or something. Anyway, to make things clear, I really appreciate all the work that has been done to make this server, and I think that taking the avg points/round is probably the best way to rank people. That is, of course, until you invent some crazy new ELO like method Wink

edit:

I was told to post an idea i had earlier, so I guess this is a good time: How about instead of making people invincible after the transportation, just set the cycle_speed to zero until countdown? That way you'd get a start which would be more like a normal start. I'm guessing the placement of the cycles makes this idea a no-go, but I thought I'd just throw it out there.

edit2, i guess buttocks is the adult way of saying this

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Crazy Tronner
Server Tech
Honorary Member
Bowl Winner (Amount: 1) defender, 3rd rank (Amount: 1) Fortress Cafe Tournament 1 Winner (Amount: 1) Map Maker (Amount: 1)
CT Rank: 14
Field's place: def-sweep
Grid Name: CT~Voodoo
GID: Voodoo@ct/jedi
CT Wild Fort Rank: na
Joined: 05 May 2006
Posts: 14V361471 Posts
Location: somewhere on earth
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We have several ideas to improve the ladder and makes it flexible to be used on all our servers. That's part of our current work.
Among other points:
- take into account conquerer to encourage attack in fortress like servers. Currently, if you want a good rank, it is easier to practice def and play as a goaly
- compute ladder for different position in the game in addiction to the overall ladder
- compute "ladder ponderate points". I mean make players earn more points killing a top player than one at the end of the ladder.

But there's still a lot of work before seeing that.
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Jedi
Crazy Tronner
Server Tech
Honorary Member
Ladle, 1x (Amount: 1) Map Maker (Amount: 1)
CT Rank: Not Ranked
Field's place: sweeper
Grid Name: ct-eddie
GID: ed@ct/jedi
CT Wild Fort Rank: na
Joined: 22 Mar 2006
Posts: 1X9362493 Posts
Location: Wales, UK
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Lackadaisical wrote:
invincible after the transportation, just set the cycle_speed to zero until countdown?

cycle_speed 1 is as low as you can go. I thought the same thing. I did try it briefly on the transport map, it wasn't popular, but then there were few people there and crazy new things (which is how it was)rarely are popular at first.
I will try it again when I have the time to check for serious flaws. I think that once it has time to be gotten used to it will be worth a good test at least.

And if you meet gryzor say hi, he helps me out with testing, but he has a very poor network connection and doesn't want to ruin his ranking Wink
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