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

Posted: Tue Nov 24, 2015 16:29
by rubenwardy
I've set sqlite_synchronous = 0 and increased the map size / barrier size. It should remove the lag now.

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

Posted: Tue Nov 24, 2015 16:42
by Minetestforfun
Happy to see the CTF server improvements & code updates !

The CTF game type is a great idea but, the code/server was so unplayable/bugged...

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

Posted: Tue Nov 24, 2015 17:44
by prof-turbo
Also, as we talk about the server : Maybe could we choose a new map ? The actual map was generated with one of the old boring Minetest mapgens, but maybe we could try to find a good seed with mgv7 or valley_mapgen ? ( https://github.com/duane-r/valleys_c ).

P.S : try to use letters for your seeds (e.g : seed : capturetheflag )

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

Posted: Tue Nov 24, 2015 17:47
by rubenwardy
I'd like a map with trees and small lakes but no sea. I'd like cover and valleys for ambush. I'd prefer a C++ mapgen.
Issue tracker: https://github.com/rubenwardy/capturetheflag/issues/9

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.

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

Posted: Tue Nov 24, 2015 23:11
by rubenwardy
The server now uses a preprocessor to cache all the settings. It basically replaces things like ctf.setting("name") with a constant.

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

Posted: Wed Nov 25, 2015 19:01
by stu
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.

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

Posted: Wed Nov 25, 2015 19:09
by rubenwardy
I think I was talking about firearms.
Shooter works perfectly.

Edit: throwing is too.

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

Posted: Wed Nov 25, 2015 19:14
by stu
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 :-)

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

Posted: Thu Nov 26, 2015 18:38
by Alienant1
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.

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

Posted: Thu Nov 26, 2015 19:05
by rubenwardy
It's to stop lag getting too bad - just try again later. Sorry :(

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

Posted: Thu Nov 26, 2015 22:09
by rubenwardy
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 :'(

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

Posted: Fri Nov 27, 2015 15:05
by Minetestforfun
[deleted] Bad topic, sorry

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

Posted: Fri Nov 27, 2015 18:49
by prof-turbo
rubenwardy, don't mind, people don't like changes. Don't ask me to argue, I have tons of examples :D

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

Posted: Fri Nov 27, 2015 19:47
by Kpenguin
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.

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

Posted: Fri Nov 27, 2015 20:02
by rubenwardy
I saw that, KPenguin, it's a Minetest engine bug somewhere. Maybe because I'm using sqlite_synchronous = 0

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

Posted: Fri Nov 27, 2015 20:17
by Diamond knight
i love how this is low lag, the hdx 512 pixel tp works good with this server

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

Posted: Fri Nov 27, 2015 21:25
by prof-turbo
Maybe big updates coming soon, so stay tuned ;)

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

Posted: Sat Nov 28, 2015 02:01
by rubenwardy
Added prematch build time, 60s.

Image

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

Posted: Sat Nov 28, 2015 02:41
by Dragonop
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.

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

Posted: Sat Nov 28, 2015 14:38
by Kpenguin
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! :)

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

Posted: Sat Nov 28, 2015 15:07
by rubenwardy
I've disabled kick vote again, it's obviously not working.

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

Posted: Sat Nov 28, 2015 19:51
by PlasmaHam
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.

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

Posted: Sat Nov 28, 2015 23:23
by kaadmy
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 ;)

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

Posted: Mon Nov 30, 2015 00:10
by rubenwardy
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.

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

Posted: Mon Nov 30, 2015 01:42
by stormchaser3000
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)