RealDeathMatch

General Stuff about Armagetron, That doesn't belong anywhere else...
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Phytotron
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RealDeathMatch

Post by Phytotron »

Anyone know who made the server of that title?

I got bonus points for successive core dumps. :o
Last edited by Phytotron on Fri Jul 02, 2010 5:12 am, edited 1 time in total.
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ppotter
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Re: RealDeathMatch

Post by ppotter »

It was made by Jip.
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Mkay1
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Re: RealDeathMatch

Post by Mkay1 »

Do you like it?

Settings are an altered version of Breakfast In Hell. Basically it is the physics, with different scoring. Imo I think the extra points are really cool.
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Jip
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Re: RealDeathMatch

Post by Jip »

The bonus points coming from a script.
I am still testing around with settings and I am happy about any suggestions to make it better :)
Also the server name should be changed but I am a bit uncreative with that :D
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Tank Program
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Re: RealDeathMatch

Post by Tank Program »

Will it be possible to earn a monster kill? >_<

Sounds cool!
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theroze
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Re: RealDeathMatch

Post by theroze »

I like the Server! Maybe as Name of the Server:
  • Masters of Respawn
  • Future DeathMatch
  • Trip through Kills
Just some Suggestions.
apparition wrote:You being able to kill so many players that quickly and efficiently is evidence that the community skill level must be dropping... Sad :/
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Phytotron
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Re: RealDeathMatch

Post by Phytotron »

Well, since you asked, I think "death match" is too first-person-shootery. No particular suggestions, though.

And since you asked, I did notice some of the settings were from the BiH example. You had already lowered the rubber, of which I approve, of course. If you're going to keep the same arena size, I'd recommend lengthening the tails a bit. I'd suggest coming up with your own speed&accel—but I do think accel > speed values are best. And, of course, I always think CYCLE_DELAY should be 0.1. Oh, and I don't like losing 3 points for a death. Since you asked. :)
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Phytotron
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Re: RealDeathMatch

Post by Phytotron »

Since you asked :) :

• Don't give admin access to someone who's going to listen to every pestering kid shouting, "settings suck! change them! no, faster! no, different! more rubber! less rubber!" and then change them every time someone says so.

• I noticed your "bonus points" script wasn't working quite properly. When it gets to where it should add 4 bonus points, it only adds 3. I don't know above that. Also, dlh and I both thought that message could be better worded, if only by the addition of "bonus" in front of the word "points."

• Something I noticed about respawn—and this might not be particular to yours, but the respawning in general—is that as you're flickering and approach a cycle wall, just before you actually become 'solid' again, your cycle will pause for a moment as though it hit the wall. But you didn't; you pass through and then become solid a moment later.

• What's up with the massive lag bombs?
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Massive lag-o-meters.
Massive lag-o-meters.
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Possibly my favorite warping picture ever.
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Mkay1
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Re: RealDeathMatch

Post by Mkay1 »

Jip: we need your help. The settings are wack.

Maybe you are Phytotron should meet because he has some good idea's/advice.
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Jip
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Re: RealDeathMatch

Post by Jip »

Thanks for your ideas and opinion Phytotron :)
I dont have time this weekend to do anything on this server, but will look further into it next week.

The scoring system:
maybe +1 for a kill -1 for a die + bonus points?
The script always gives you kills-1 Points as bonus maybe I will set a max to 5 bonus points ("MONSTER KILL" as Tank requested ;)).

I dont know why the lagbombs are happening. A fort server is also running on this machine and its no problem with 12 players. I think the respawn causes some lag?

What I also thought about:
There is an opening round over 2-3 minutes before each match. In the following match you get this many respawns as you had kills in the opening round.

btw. in case the settings getting messed up again: /admin include settings_custom.cfg or /admin quit helps ;)
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Phytotron
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Re: RealDeathMatch

Post by Phytotron »

About the regular scoring—disregard what I said about the -3 for dying. I didn't take note at the time that a regular SCORE_KILL is 4 points.

I think Mkay mentioned your fortress server had been having the same lag bomb problem lately.
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Phytotron
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Re: RealDeathMatch

Post by Phytotron »

Played it earlier. Looks like you're going with CYCLE_SPEED 40 and CYCLE_ACCEL 15. I would reverse those (or some such where the value of accel > speed). :) As it is, speed is mostly constant and acceleration is basically useless as a gameplay element. It's a little too, uh, fortress/sumo-y, and I reckon a lot of people would end up playing that way (in which case, what's the point?). That, and/or, people are tending to play very passively and just run to the rim and turn away. Walls could be longer, too.

I also noticed some odd round resets, not apparently linked to anything. And speaking of that, I say get rid of the round end zone and the score limit and just make it a purely timed match.

Just my idears.
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Titanoboa
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Re: RealDeathMatch

Post by Titanoboa »

Phytotron wrote:some odd round resets
(Assuming that auto-respawn is still on in this server)

The round ends when all players are dead at the same time for at least x seconds (probably around 0.1). Since respawn_time is like 1-3 in this server, that should happen quite often when there are few players.
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Phytotron
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Re: RealDeathMatch

Post by Phytotron »

I reckon that's it. :)
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Jip
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Re: RealDeathMatch

Post by Jip »

Yeah, the round resets when everybody dies at the same time. I could not find a command for it to avoid it.
It turned out, that people liked the "first" settings more than the BiH cloned settings. I think it will become something in between of both.
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