[Server] Capture the Flag Server (Guns!)

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[Server] Capture the Flag Server (Guns!)

by rubenwardy » Tue Sep 01, 2015 17:39

Subgame | CTF_PvP_Engine modpack | Server

Image
Image
^ that's the wrong flag...

Two teams battle to snatch and return the enemy's flag, before the enemy takes their own!

Address: ctf.rubenwardy.com:3000
Admin: rubenwardy
Moderators: Thomas-S, Shara

Code: Select all
No swearing, dating, or other inappriopriate behaviour..
Don't be a cheater. No hacked clients
Don't be a traitor. Don't:
   a. Dig blocks in your base to make it less secure or
          to trap team mates on purpose.
   b. Help the other team win.
Don't impersonate other community members


+ "Old moderators"





Testimonials

"THE FLAG" - zoo
"I'm going to build a wall and make blue team pay for it" - Pappens
"How is it possible to enjoy a game with such crappy gameplay and graphics so much" - loser
Last edited by rubenwardy on Wed Feb 15, 2017 20:24, edited 13 times in total.
 

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

by rubenwardy » Fri Nov 20, 2015 02:21

I've added guns (firearms) and bows and arrows (throwing enhanced) to the server.
I also added gauges.

These mods aren't very good, it seems. They aim wrongly. I'll have to try and fix it.
 

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Re: [0.4.13] Capture the Flag (quick matches) - Now with wea

by kaadmy » Fri Nov 20, 2015 22:09

Can you check the server logs? I loaded a gun(Put correct type of ammo to the right of the weapon), shift+left-click, then shot with left-click and the server crashed...
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Re: [0.4.13] Capture the Flag (quick matches) - Now with wea

by rubenwardy » Fri Nov 20, 2015 22:51

I saw the log before this. I think I'm going to fork/fix firearms, or make my own mod. I can't work on it until tomorrow.
 

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Re: [0.4.13] Capture the Flag (quick matches) - Now with wea

by stu » Sat Nov 21, 2015 17:46

rubenwardy wrote:I saw the log before this. I think I'm going to fork/fix firearms, or make my own mod. I can't work on it until tomorrow.

Have you tried my shooter mod? Admittedly it is not as feature rich, there is no hud support and the guns don't look nearly as good but it is fairly lightweight, especially when used in PvP only mode. It is currently being used on a number of popular servers and is still actively supported ;-)
 

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Re: [0.4.13] Capture the Flag (quick matches) - Now with wea

by Kpenguin » Sun Nov 22, 2015 15:38

Great server! Works well for me. Is fun and popular.

Edit: There was a problem today with one guy that stole the other team's flag, then wouldn't come back to his own base. The round lasted a while...
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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by prof-turbo » Sun Nov 22, 2015 18:47

As Capture the flag really is something I wanted on Minetest, I'll tell you all the bad things on your server for you can correct them.
First of all, the map is not delimited. You could use glass_arena from hungry_games game : viewtopic.php?f=15&t=13114

Two : the game isn't balanced at all. If you die, you lose your weapons and as sword is the most powerful weapon you mostly lost the game

Three : I think it's a good idea to enable building/digging. But it also allows to block players who just respawned. Maybe add areas ? https://github.com/MinetestForFun/serve ... mods/areas

Four : Many players don't play, they just are afk. You could add the player_inactive mod : https://github.com/MinetestForFun/serve ... r_inactive

Five : This is not a building server, you should remove most crafts, especially chests.

Six : It seems like arrows never touch players.

Seven : not enough body weapon, and not any in chests.

Eight : there should be a random set of nodes put in the inventory of respawning player.

Nine : I think permanent capture the flag would be more interesting, as you could really take time to build and make strategies of war. But it would need to add a count system for flag points (and maybe a system that doesn't allow player to take the flag if there isn't anybody in the camp ?). Also this would need to have an account which cannot switch from red to blue.

Ten : you should add some servers parameters IMO :
- movement_acceleration_default = 5
- movement_acceleration_air = 4
- movement_speed_walk = 8
- movement_speed_crouch = 3
Because this is a fast game, so you have to run fast :)

Eleven : Maybe make a map with the two camps, as in the original CTF server ?

Twelve : http://roosterteeth.com/episode/red-vs- ... -episode-1
 

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Re: [0.4.13] Capture the Flag (quick matches) - Now with wea

by rubenwardy » Sun Nov 22, 2015 18:51

Kpenguin wrote:Great server! Works well for me. Is fun and popular.

Edit: There was a problem today with one guy that stole the other team's flag, then wouldn't come back to his own base. The round lasted a while...


There's the /vote_next command, which isn't particularly well advertised. I think I'll add timeouts so they drop it.
 

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

by rubenwardy » Sun Nov 22, 2015 19:07

prof-turbo wrote:As Capture the flag really is something I wanted on Minetest, I'll tell you all the bad things on your server for you can correct them.
First of all, the map is not delimited. You could use glass_arena from hungry_games game : viewtopic.php?f=15&t=13114

Two : the game isn't balanced at all. If you die, you lose your weapons and as sword is the most powerful weapon you mostly lost the game

Three : I think it's a good idea to enable building/digging. But it also allows to block players who just respawned. Maybe add areas ? https://github.com/MinetestForFun/serve ... mods/areas

Four : Many players don't play, they just are afk. You could add the player_inactive mod : https://github.com/MinetestForFun/serve ... r_inactive

Five : This is not a building server, you should remove most crafts, especially chests.

Six : It seems like arrows never touch players.

Seven : not enough body weapon, and not any in chests.

Eight : there should be a random set of nodes put in the inventory of respawning player.

Nine : I think permanent capture the flag would be more interesting, as you could really take time to build and make strategies of war. But it would need to add a count system for flag points (and maybe a system that doesn't allow player to take the flag if there isn't anybody in the camp ?). Also this would need to have an account which cannot switch from red to blue.

Ten : you should add some servers parameters IMO :
- movement_acceleration_default = 5
- movement_acceleration_air = 4
- movement_speed_walk = 8
- movement_speed_crouch = 3
Because this is a fast game, so you have to run fast :)

Eleven : Maybe make a map with the two camps, as in the original CTF server ?

Twelve : http://roosterteeth.com/episode/red-vs- ... -episode-1


1. I'm actually about to work on this today. Glass arena is GPL, which would mean that I'd have to relicense my subgame, and I also think that I didn't like the code when I looked at it.

2. I just pushed a commit (however the server hasn't been restarted) which means that all players get a wooden pixaxe, and swords are found in chests. Steel pixaxes and mese picks (rare) can also be found.

3. I won't add areas, but I think it's a good idea to stop players building close to the flag, like within three blocks. I'll also make the floor beneath the flag indestructible.

4. I noticed this, and installed afkkick and deployed it half an hour ago ;)

5. That's a good idea. I thought I removed the craft for chests, but apparently not.

6. Throwing doesn't seem that good, I agree.

7. What are body weapons?

8. I don't want players to be encouraged to die, and to reconnect a lot. The stuff given like that should be worthless imo - like pickaxes and light sources. Everything else should be in chests.

9. That is planned, and is what I originally wanted. This server was made to test CTF_PvP_Engine. Eventually I want to make a city vs city server, with castles and factions etc.

10. Good idea. Although maybe the flags should be further apart.

11. What do you mean by the original CTF server?
 

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

by prof-turbo » Sun Nov 22, 2015 19:32

1. So at least world edit it to close the area, as it you will not have a huge map :p

7. body weapons = hand-to-hand weapons.

8. The stuff given is actually pretty unbalanced : the iron sword is the most powerful weapon actually

11. Once upon a time there was a CTF server. But it was very laggy and buggy. It was some kind of city vs city server.
 

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

by rubenwardy » Sun Nov 22, 2015 19:35

1. I'm going to write a mod.
7. Iron swords are now in chests
8. Player now gets: wooden pickaxe, wooden sword, 3 torches

11.

You probably meant this one:

http://forum.minetest.org/viewtopic.php ... c4#p132851

It's the same code. I've been working on CTF_PvP_Engine for quite a while, however I've only recently gained the resources to host a server. That one was hosted by someone else.
 

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

by prof-turbo » Sun Nov 22, 2015 20:13

7. Nice, this might be more balanced now

11. Probably, yes

13. Maybe could you put some buildings easily reachable on the map ?
(e.g : a tower, a house, a well, a mine,...)

P.S : tell me when you'll have rebooted your server
 

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

by rnd » Mon Nov 23, 2015 12:21

good mod. things that could be better:
1-just 1 flag capture then game ends. make 10 flag captures then game ends
2-player names visible: a big nono for ctf, destroys tactical gameplay
3-too much lag with weapons (feels very bad compared to below mentioned game)
4-digging/running is too fast
5-too much stuff in too many chests. better: one team chest with infinite very basic(wooden tools only) supplies for 6-team only. Better stuff like guns would come later in game.
7-picking up flag is too easy, maybe make flag with longer dig time like obsidian, not just punch
8-very unbalanced weapons, now one player can just camp in enemy base and spawnkill easy, no way to fight back effectively


example of well made voxel ctf/fps game:

https://github.com/yvt/openspades/releases/tag/v0.0.11

would be nice if it would work more like that. Seems like there is just too much lag in minetest, if it were possible to "turn off" all redundant features like mapgen and other things that work/send/receive in background ...
 

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

by rubenwardy » Mon Nov 23, 2015 13:31

0. Subgame ;)

1. I'm planning on adding 2 or 3 flags per team.

2. I turned off team colors on nametags last night, so it should be harder. Unfortunately this is mostly a Minetest limitation. I'd like it to be possible to only see your team and the enemies that one of your team can see.

3. Throwing or shooting? Throwing is lagged, and I think I'll remove it. As for shooting, this is a Minetest limitation mostly, there's no client side prediction for guns.

5. The chest spawner has a bug which means that when the map is reset, it doesn't delete the old chests outside of +/- 40. So there ends up with hundreds of chests on the map. I'm going to change the spawner so that there will only be about ten chests. One for each team with basic things, one or two in random locations, rest in the center in a visible place. I'll also make it possible to put things in the team chest, but not in the center chests.

7. Players are meant to protect their bases with stone and people. I'm going to make it so that you can see the player holding a flag, and I'll make them walk 90% slower or so. I may also add passing flags between team members / dropping flags.

8. I'm going to separate flag and spawn location. I don't know how you'd solve this.
 

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

by prof-turbo » Mon Nov 23, 2015 16:21

4. What ? too fast ? Do you know that it is meant to be a fast game mode ? (and here it's very slow)

5. I totaly agree with this idea. Maybe add som kind of shared chest that works with faction ?

7. Or just make a longer path to the flag ? Capture the flag is the fast game mode as said before, and seeing to some of your comments, it seems like you never really played on a capture the flag gamemode in a real FPS (e.g : quake-likes : Sauerbraten, Xonotic, Red Eclipse, Assault Cube,...)

P.S : answering to rnd
 

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

by Kpenguin » Mon Nov 23, 2015 19:38

I definitely agree that player names should be invisible. Makes it impossible to sneak up on the other team. Maybe enable it just for members of your team. I think that the person holding the flag should walk slower, but not 90% slower. I'd say 40-50% slower. I like the flag passing idea. I agree that throwing should be removed. The bows and arrows do nothing.
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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by prof-turbo » Mon Nov 23, 2015 19:50

Kpenguin wrote:I think that the person holding the flag should walk slower, but not 90% slower. I'd say 40-50% slower.


This would make it impossible to win a game alone, which is the case of pretty much every game.
Did you seriously ever played a capture the flag mode 0.o ?
 

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

by PlasmaHam » Mon Nov 23, 2015 19:59

The playing area should be increased, maybe to twice its current area, and increase walk speed. Currently it feels like your crawling, CTF is a fastpaced game and this should represent that aspect. As well as slow down the speed of the player with flag.

Also, maybe decrease the distance you can see players names, currently it is unlimited, which makes it hard to sneak up on someone. As well as the fact that weapons are unbalanced. A single player with a steel sword and pistol can easily take out default players. Perhaps add armor too. And please get rid of bows and arrows, those are glitchy and have horrible aim.
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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by prof-turbo » Mon Nov 23, 2015 20:43

PlasmaHam wrote:CTF is a fastpaced game and this should represent that aspect.


+1

I've defending this advice from the beginning now ^^
 

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

by kaadmy » Mon Nov 23, 2015 21:35

About hiding the player nametag- I don't think it's possible; simply changing the nametag color doesn't work, because the nametag shadow still shows.
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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by Kpenguin » Mon Nov 23, 2015 21:44

PlasmaHam wrote:CTF is a fastpaced game and this should represent that aspect.

+1
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Re: [0.4.13-dev] Capture the Flag (quick matches) - Guns

by rubenwardy » Mon Nov 23, 2015 22:54

I meant 90% of the normal speed, not slowed down by 90%.

I just pushed ctf_barrier, a mod to contain the map.
 

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

by prof-turbo » Tue Nov 24, 2015 06:44

kaadmy : isn't it an alpha parameter ? If there is, so alpha 0 (or 255, it depends on how it works) would make it invisible ( a dirty way to do it, but still a way ).
 

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