Improving 1v1 Sumo

A place for threads related to tournaments and the like, and things related too.

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Titanoboa
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Posts: 1795
Joined: Sun Feb 22, 2009 8:07 pm

Re: Improving 1v1 Sumo

Post by Titanoboa »

Renegade wrote:I might play around with the tail length, that could yield some interesting things
Interesting as in everyone who's spent time and effort learning to predict their own and others' tails accurately will be very thrown off :lol:

(don't do it)
Concord
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Re: Improving 1v1 Sumo

Post by Concord »

if you want to try something you've thought of or need an opponent, just ping me in irc.
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Light
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Re: Improving 1v1 Sumo

Post by Light »

Concord wrote:if you want to try something you've thought of or need an opponent, just ping me in irc.
To add to this. If people without servers have an idea they would like to test, feel free to ask and I can provide temporary servers. I can also host maps for you. (:
Concord
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Re: Improving 1v1 Sumo

Post by Concord »

it'd be great to have an american version of what's on the Phoenix server, if you're offering :).
Hall's disappeared somewhere along the line.

below are the current settings there.

Code: Select all

ACCESS_LEVEL_ADMIN 8	# Minimal access level for /admin command.
ACCESS_LEVEL_CHAT 20	# Minimal access level for chatting.
ACCESS_LEVEL_CHAT_TIMEOUT 60	# Time in seconds between public announcements that someone wants to chat, but can't. Set to 0 to disable the public warnings.
ACCESS_LEVEL_HIDE_OF 1 	# Minimal access level to be able to hide it's own user account information.
ACCESS_LEVEL_HIDE_TO 1	# Minimal access level to see everyone's user account information.
ACCESS_LEVEL_IPS 5	# Minimal access level you need for seeing IPs of other players in the /players command.
ACCESS_LEVEL_LIST_ADMINS 2	# Access level required to be able to use the "/admins" command.
ACCESS_LEVEL_LIST_ADMINS_SEE_EVERYONE 2	# Users with this access level or better will be able to list any configured admin, regardless of ADMIN_LIST_MIN_ACCESS_LEVEL.CYCLE_MIN
ACCESS_LEVEL_NVER 2	# Minimal access level you need for seeing Network versions/strings from other players in /players.
ACCESS_LEVEL_OP 7	# Minimal access level for /op and /deop co-admin management commands commands.
ACCESS_LEVEL_OP_MAX 2	# Maximal access level directly attainable by /op commands.
ACCESS_LEVEL_PLAY 15	# Minimal access level for playing
ACCESS_LEVEL_PLAY_SLIDERS 4	# The access level required to play will only slide up if at least this many players of a higher level are online.
ACCESS_LEVEL_PLAY_SLIDING 15	# Sliding minimal access level for playing; if enough players of a higher access level than given by ACCESS_LEVEL_PLAY are online, their level will be the minimal level for play; however, it will never be higher than ACCESS_LEVEL_PLAY_SLIDING.
ACCESS_LEVEL_RTFM 2	# Minimal access level for /teach or /rtfm command.
ACCESS_LEVEL_SHOUT 15
ACCESS_LEVEL_SHUFFLE_UP 15	# Minimal access level for shuffling up
ACCESS_LEVEL_SPY_CONSOLE 0	# Minimal access level you need for seeing console input from other (in-game) admins.
ACCESS_LEVEL_SPY_MSG 0	# Minimal access level you need for seeing /msg messages directed to others.
ACCESS_LEVEL_SPY_TEAM -1	# Minimal access level you need for seeing /team messages as a spectator.
ACCESS_LEVEL_SPY_CONSOLE 3
ACCESS_LEVEL_TEAM 7	# Minimal access level for /lock, /unlock, /invite and /uninvite team management.
ACCESS_LEVEL_VOTE_COMMAND 15	# Minimal access level required to issue command votes.
ACCESS_LEVEL_VOTE_COMMAND_EXECUTE 7	# Minimal access level successful command votes will be executed at.
ACCESS_LEVEL_VOTE_INCLUDE 2	# Minimal access level required to issue inclue votes.
ACCESS_LEVEL_VOTE_INCLUDE_EXECUTE 2	# Minimal access level successful include votes will be executed at.
ACCESS_LEVEL_VOTE_KICK 20	# Minimal access level required to issue kick votes.
ACCESS_LEVEL_VOTE_SUSPEND 20	# Minimal access level required to issue suspend votes.
ACCESS_LEVEL SILENCE 7
ACCESS_LEVEL START_NEW_MATCH 15
ACCESS_LEVEL TEAM_NAME_1 7
ACCESS_LEVEL TEAM_NAME_2 7
ACCESS_LEVEL VOICE 7
BASE_RESPAWN 0
BASE_ENEMY_RESPAWN 0
ALLOW_CONTROL_DURING_CHAT 0	# If set to 1, this allows a player to issue cycle and camera control commands during chat (losing the chatbot and the yellow chat pyramid).
ALLOW_ENEMIES_SAME_CLIENT 0	# If set to 1, this allows two players that play on the same client to fight for points with each other.
ALLOW_ENEMIES_SAME_IP 1	# If set to 1, this allows two players that apparently come from the same machine to fight for points with each other.
ALLOW_IMPOSTERS 0	# If set to 1, players with identical names are tolerated. If set to 0, all but one will be renamed.
ALLOW_IMPOSTORS 0	# If set to 1, players with identical names are tolerated. If set to 0, all but one will be renamed.
ALLOW_TEAM_CHANGE 1	# If set to 1, all players can change teams. If set to 0, players can only change teams if they've been specifically allowed to by ALLOW_TEAM_CHANGE_PLAYER
ALLOW_TEAM_CHANGE_PLAYER                    	# Allow a specific player to change teams even if ALLOW_TEAM_CHANGE is disabled
ALLOW_TEAM_NAME_COLOR 0 # Allow a team to be named after a color
ALLOW_TEAM_NAME_PLAYER 1	# Allow a team to be named after the leading player
ALLOW_VOTING 1	# If set to 1, voting will be allowed for players.
ALLOW_VOTING_SPECTATOR 0	# If set to 1, voting will be allowed for spectators.
ARENA_AXES 4	# In how many directions a cycle can turn 4 is the default, 6 is hexatron
ARENA_AXES_OVERRIDE 3	# Block out older clients when ARENA_AXES differs from its default?
AUTO_AIS 0	# Automatically spawn AI players?
AUTO_IQ 0	# Automatically adjust AI IQ?
AUTO_TEAM 0	# Flag indicating whether players should be put into teams automatically.
AUTO_TEAM_SPEC_SPAM 1	# If set to 0, spectators won't be announced when joining or leaving, provided AUTO_TEAM is set to 0.
BACKWARD_COMPATIBILITY 1000	# Maximum number of old protocol versions to support.
BUG_COLOR_OVERFLOW 0
CAMERA_FORBID_CUSTOM 0	# Forbids the use of the custom camera on all clients
CAMERA_FORBID_CUSTOM_GLANCE 0	# Forbids use of special glance camera settings
CAMERA_FORBID_FOLLOW 0	# Forbids the use of the fixed external camera on all clients
CAMERA_FORBID_FREE 0	# Forbids the use of the free camera on all clients
CAMERA_FORBID_IN 0	# Forbids the use of the internal camera on all clients
CAMERA_FORBID_SMART 0	# Forbids the use of the internal camera on all clients
CHATTER_REMOVE_TIME 600
CYCLE_ACCEL 20	# Wall acceleration factor
CYCLE_ACCEL_ENEMY 1	# Multiplicator to CYCLE_ACCEL for your enemies' walls
CYCLE_ACCEL_ENEMY_OVERRIDE 3	# Block out older clients when CYCLE_ACCEL_ENEMY differs from its default?
CYCLE_ACCEL_OFFSET 2	# Minimum numeric wall distance, must be positive
CYCLE_ACCEL_RIM 0	# Multiplicator to CYCLE_ACCEL for the rim walls
CYCLE_ACCEL_RIM_OVERRIDE 3	# Block out older clients when CYCLE_ACCEL_RIM differs from its default?
CYCLE_ACCEL_SELF 1	# Multiplicator to CYCLE_ACCEL for your own wall
CYCLE_ACCEL_SELF_OVERRIDE 3	# Block out older clients when CYCLE_ACCEL_SELF differs from its default?
CYCLE_ACCEL_SLINGSHOT 1	# Multiplicator to the total effect of CYCLE_ACCEL, if the cycle is between its own wall and another wall
CYCLE_ACCEL_SLINGSHOT_OVERRIDE 3	# Block out older clients when CYCLE_ACCEL_SLINGSHOT differs from its default?
CYCLE_ACCEL_TEAM 1	# Multiplicator to CYCLE_ACCEL for your temmates' walls
CYCLE_ACCEL_TEAM_OVERRIDE 3	# Block out older clients when CYCLE_ACCEL_TEAM differs from its default?
CYCLE_ACCEL_TUNNEL 1	# Multiplicator to the total effect of CYCLE_ACCEL, if the cycle is between two walls not created by it
CYCLE_ACCEL_TUNNEL_OVERRIDE 3	# Block out older clients if CYCLE_ACCEL_TUNNEL differs from its default?
CYCLE_AVOID_OLDCLIENT_BAD_SYNC 0	# If set to 1, old clients will not get sync messages in situations that are known to confuse them
CYCLE_BLINK_FREQUENCY 10	# Frequency in Hz an invulnerable cycle blinks with.
CYCLE_BOOSTFACTOR_ENEMY 1	# Factor your speed is multiplied with when breaking from an enemy wall
CYCLE_BOOSTFACTOR_ENEMY_OVERRIDE 3	# Block out older clients if CYCLE_BOOSTFACTOR_ENEMY differs from its default?
CYCLE_BOOSTFACTOR_RIM 1	# Factor your speed is multiplied with when breaking from the rim wall
CYCLE_BOOSTFACTOR_RIM_OVERRIDE 3	# Block out older clients if CYCLE_BOOSTFACTOR_RIM differs from its default?
CYCLE_BOOSTFACTOR_SELF 1	# Factor your speed is multiplied with when breaking from your own wall
CYCLE_BOOSTFACTOR_SELF_OVERRIDE 3	# Block out older clients if CYCLE_BOOSTFACTOR_SELF differs from its default?
CYCLE_BOOSTFACTOR_TEAM 1	# Factor your speed is multiplied with when breaking from a teammate's wall
CYCLE_BOOSTFACTOR_TEAM_OVERRIDE 3	# Block out older clients if CYCLE_BOOSTFACTOR_TEAM differs from its default?
CYCLE_BOOST_ENEMY 0	# Speed boost when breaking from an enemy wall
CYCLE_BOOST_ENEMY_OVERRIDE 3	# Block out older clients if CYCLE_BOOST_ENEMY differs from its default?
CYCLE_BOOST_RIM 0	# Speed boost when breaking from the rim wall
CYCLE_BOOST_RIM_OVERRIDE 3	# Block out older clients if CYCLE_BOOST_RIM differs from its default?
CYCLE_BOOST_SELF 0	# Speed boost when breaking from your own wall
CYCLE_BOOST_SELF_OVERRIDE 3	# Block out older clients if CYCLE_BOOST_SELF differs from its default?
CYCLE_BOOST_TEAM 0	# Speed boost when breaking from a teammate's wall
CYCLE_BOOST_TEAM_OVERRIDE 3	# Block out older clients if CYCLE_BOOST_TEAM differs from its default?
CYCLE_BRAKE 30	# Brake intensity
CYCLE_BRAKE_DEPLETE 1	# Rate at which the brake reservoir depletes when you are braking
CYCLE_BRAKE_DEPLETE_OVERRIDE 3	# Block out older clients when CYCLE_BRAKE_DEPLETE differs from its default?
CYCLE_BRAKE_REFILL 0.1	# Rate at which the brake reservoir refills when you are not braking
CYCLE_BRAKE_REFILL_OVERRIDE 3	# Block out older clients when CYCLE_BRAKE_REFILL differs from its default?
CYCLE_DELAY 0.1	# Minimum time between turns (must be greater than 0)
CYCLE_DELAY_BONUS  0.95	# Extra fudge factor to CYCLE_DELAY applied on the dedicated server only.
CYCLE_DELAY_DOUBLEBIND_BONUS 1	# Factor CYCLE_DELAY is multiplied with for consecutive turns in the same direction
CYCLE_DELAY_DOUBLEBIND_BONUS_OVERRIDE 3	# Block out older clients if CYCLE_DELAY_DOUBLEBIND_BONUS differs from its default?
CYCLE_DELAY_TIMEBASED 1	# Turn delays will be based on the time since the last turn if this is 1 (default) and the distance if this is 0. Intermediate values and values out of these bounds are supported as well.
CYCLE_DELAY_TIMEBASED_OVERRIDE 3	# Block out older clients when CYCLE_DELAY_TIMEBASED differs from its default?
CYCLE_DIST_WALL_SHRINK 0	# Distance multiplier in wall length calculation. All values are legal. See settings.cfg for full docs.
CYCLE_DIST_WALL_SHRINK_OFFSET 0	# Distance offset in wall length calculation. See settings.cfg for full docs.
CYCLE_DIST_WALL_SHRINK_OFFSET_OVERRIDE 3	# UNDOCUMENTED
CYCLE_DIST_WALL_SHRINK_OVERRIDE 3	# UNDOCUMENTED
CYCLE_FAIR_ANTILAG 1	# If set to 1, this deactivates the anti lag-sliding code when old clients are connected
CYCLE_FIRST_SPAWN_PROTECTION 0	# Set to 1 if the invulnerability and wall delay should already be active on the initial spawn at the beginning of a round.
CYCLE_FIRST_SPAWN_PROTECTION_OVERRIDE 3	# UNDOCUMENTED
CYCLE_INVULNERABLE_TIME 0	# Time in seconds a cycle is invulnerable after a respawn.
CYCLE_INVULNERABLE_TIME_OVERRIDE 3	# UNDOCUMENTED
CYCLE_MAX_REFCOUNT 30000	# Maximum allowed reference count on cycles before they self destruct. This setting is to protect against performance related DOS attacks.
CYCLE_MIN_WALLDROP_INTERVAL 0.05	# UNDOCUMENTED
CYCLE_PACKETLOSS_TOLERANCE 0	# Cycle death is prevented as long as the player's failure to turn can be explained by the loss of this many network packets. Enabling this allows cheating.
CYCLE_PACKETMISS_TOLERANCE 3	# UNDOCUMENTED
CYCLE_PING_RUBBER 3	# Additional niceness for high ping players
CYCLE_RUBBER 5	# Niceness factor to allow you drive really close to a wall
CYCLE_RUBBER_DELAY 0	# During this fraction of the cycle delay time after each turn, rubber efficiency will be multiplied with CYCLE_RUBBER_DELAY_BONUS.
CYCLE_RUBBER_DELAY_BONUS 0.5	# Factor for CYCLE_RUBBER_DELAY rubber efficiency.
CYCLE_RUBBER_DELAY_BONUS_OVERRIDE 3	# Block out older clients when CYCLE_RUBBER_DELAY_BONUS differs from its default?
CYCLE_RUBBER_DELAY_OVERRIDE 3	# Block out older clients when CYCLE_RUBBER_DELAY differs from its default?
CYCLE_RUBBER_LEGACY 0	# Revert to old, framerate dependant and old-clients-ripping, rubber code if old clients are present. Old means <= 0.2.7.0 here.
CYCLE_RUBBER_MALUS_TIME 5	# UNDOCUMENTED
CYCLE_RUBBER_MALUS_TURN 0	# UNDOCUMENTED
CYCLE_RUBBER_MALUS_TURN_OVERRIDE 3	# Block out older clients when CYCLE_RUBBER_MALUS_TURN differs from its default?
CYCLE_RUBBER_MINADJUST 0.05	# When adjusting to or 180ing into a wall, allow going closer by at least this amount (relative to the last distance)
CYCLE_RUBBER_MINADJUST_OVERRIDE 3	# Block out older clients when CYCLE_RUBBER_MINADJUST differs from its default?
CYCLE_RUBBER_MINDISTANCE 0.001	# The minimal distance rubber code keeps you from the wall in front of you
CYCLE_RUBBER_MINDISTANCE_GAP 0	# If > 0, CYCLE_RUBBER_MINDISTANCE effectively is never taken to be bigger than this value times the size of any detected gaps the cylce can squeeze through. For "Open" gameplay.
CYCLE_RUBBER_MINDISTANCE_GAP_OVERRIDE 3	# Block out older clients if CYCLE_RUBBER_MINDISTANCE_GAP differs from its default?
CYCLE_RUBBER_MINDISTANCE_GAP_SIDE 0.5	# Gap detection only sees gaps that the cycle may reach in no less than this many seconds.
CYCLE_RUBBER_MINDISTANCE_LEGACY 1	# Extra factor for minimal distance to walls enforced by the rubber code, active when peers with the rip bug are connected
CYCLE_RUBBER_MINDISTANCE_OVERRIDE 3	# Block out older clients when CYCLE_RUBBER_MINDISTANCE differs from its default?
CYCLE_RUBBER_MINDISTANCE_PREPARATION 0.2	# Timescale in seconds a cycle's last turn time is compared with to determine the effect of CYCLE_RUBBER_MINDISTANCE_UNPREPARED.
CYCLE_RUBBER_MINDISTANCE_PREPARATION_OVERRIDE 3	# Block out older clients when CYCLE_RUBBER_MINDISTANCE_PREPARATION differs from its default?
CYCLE_RUBBER_MINDISTANCE_RATIO 0.0001	# Additional distance to CYCLE_RUBBER_MINDISTANCE for every length unit of the wall you have in front of you
CYCLE_RUBBER_MINDISTANCE_RATIO_OVERRIDE 3	# Block out older clients when CYCLE_RUBBER_MINDISTANCE_RATIO differs from its default?
CYCLE_RUBBER_MINDISTANCE_RESERVOIR 0.005	# Addidional distance if you have an empty rubber meter (gets faded out gradually as you use up all your rubber)
CYCLE_RUBBER_MINDISTANCE_RESERVOIR_OVERRIDE 3	# Block out older clients when CYCLE_RUBBER_MINDISTANCE_RESERVOIR differs from its default?
CYCLE_RUBBER_MINDISTANCE_UNPREPARED 0.005	# Additional distance for unprepared grinds; it gets applied when the cycle's last turn was just a fraction of a second ago and faded out preparation times larger than CYCLE_RUBBER_MINDISTANCE_PREPARATION.
CYCLE_RUBBER_MINDISTANCE_UNPREPARED_OVERRIDE 3	# Block out older clients when CYCLE_RUBBER_MINDISTANCE_UNPREPARED differs from its default?
CYCLE_RUBBER_SPEED 40	# Logarithmic speed of wall approximation when rubber is in effect (every second, you get closer to the wall by a factor of ~0.4^{this value})
CYCLE_RUBBER_SPEED_OVERRIDE 3	# Block out older clients when CYCLE_RUBBER_SPEED differs from its default?
CYCLE_RUBBER_TIME 10	# Timescale rubber is restored on.
CYCLE_RUBBER_TIMEBASED 0	# Rubber usage is based on distance travelled if this is 0 (default) and the time passed if this is 1. Intermediate values and values out of these bounds are supported as well.
CYCLE_RUBBER_TIMEBASED_OVERRIDE 3	# Block out older clients when CYCLE_RUBBER_TIMEBASED differs from its default?
CYCLE_RUBBER_TIME_OVERRIDE 3	# Block out older clients when CYCLE_RUBBER_TIME differs from its default?
CYCLE_RUBBER_WALL_SHRINK 1	# With finite length trails, the used rubber is multiplied with this value and the result is subtracted from the wall length.
CYCLE_RUBBER_WALL_SHRINK_OVERRIDE 0	# Block out older clients when CYCLE_RUBBER_WALL_SHRINK differs from its default?
CYCLE_SMOOTH_MIN_SPEED 0.2	# Minimum speed of smooth correction relative to cycle speed.
CYCLE_SMOOTH_THRESHOLD 0.2	# Only syncs that differ from your position by less than this amount (measured in speed) will be handled smoothly, bigger differences will be applied instantly.
CYCLE_SMOOTH_TIME 0.3	# Timescale for smoothing options. Increasing this will make interpolation smoother, but less accurate. Decreasing it will make network synchronization jumpy.
CYCLE_SOUND_SPEED 30	# Sound speed divisor
CYCLE_SPEED 30	# Basic speed of your cycle if you drive straight and not close to walls
CYCLE_SPEED_DECAY_ABOVE 0.1	# Rate of cycle speed approaching the value of CYCLE_SPEED from above
CYCLE_SPEED_DECAY_ABOVE_OVERRIDE 3	# Block out older clients when CYCLE_SPEED_DECAY_ABOVE differs from its default?
CYCLE_SPEED_DECAY_BELOW 5	# Rate of cycle speed approaching the value of CYCLE_SPEED from below
CYCLE_SPEED_DECAY_BELOW_OVERRIDE 3	# Block out older clients when CYCLE_SPEED_DECAY_BELOW differs from its default?
CYCLE_SPEED_MAX 0	# Maximal speed of your cycle, measured relative to CYCLE_SPEED. A value of 0 means no top speed.
CYCLE_SPEED_MAX_OVERRIDE 3	# Block out older clients if CYCLE_SPEED_MAX differs from its default?
CYCLE_SPEED_MIN 0.25	# Minimal speed of your cycle, measured relative to CYCLE_SPEED
CYCLE_SPEED_MIN_OVERRIDE 3	# Block out older clients when CYCLE_SPEED_MIN differs from its default?
CYCLE_START_SPEED 20	# Initial cycle speed
CYCLE_SYNC_FF 10	# Speed of simulation of the extrapolating sync; decrease for lower CPU load, but higher effective ping
CYCLE_SYNC_FF_STEPS 1	# Number of extrapolation simulation timesteps each real timestep; increase for better accuracy
CYCLE_SYNC_INTERVAL_ENEMY 1	# Time in seconds between server-client updates of enemy cycles
CYCLE_SYNC_INTERVAL_SELF 0.1	# Time in seconds between server-client updates of enemy cycles owned by the client itself
CYCLE_TIME_TOLERANCE 0.1	# Maximum time difference of execution of turns on server and client (for clients that send timing information)
CYCLE_TIME_TOLERANCE_OVERRIDE 3	# Block out older clients when CYCLE_TIME_TOLERANCE differs from its default?
CYCLE_TURN_MEMORY 3	# Number of pending turns a cycle will memorize exactly
CYCLE_TURN_SPEED_FACTOR 0.95	# Factor the speed of a lightcycle is multiplied with when turning
CYCLE_TURN_SPEED_FACTOR_OVERRIDE 3	# Block out older clients when CYCLE_TURN_SPEED_FACTOR differs from its default?
CYCLE_WALL_NEAR 6	# Maximum accelerating wall distance
CYCLE_WALL_TIME 0	# Time in seconds a cycle does not make a wall after a respawn.
CYCLE_WALL_TIME_OVERRIDE 3	# UNDOCUMENTED
CYCLE_WIDTH 0	# The width of the cycle collision object. It can only squeeze through tunnels wider than that without taking harm.
CYCLE_WIDTH_OVERRIDE 3	# Block out older clients if CYCLE_WIDTH differs from its default?
CYCLE_WIDTH_RUBBER_MAX 1	# If the cycle_width conditions are massively violated, use up this much rubber.If set to 1, the rubber usage rate is the same as if you were sitting in front of a wall.
CYCLE_WIDTH_RUBBER_MAX_OVERRIDE 3	# Block out older clients if CYCLE_WIDTH_RUBBER_MAX differs from its default?
CYCLE_WIDTH_RUBBER_MIN 1	# If the cycle_width conditions are barely violated, use up this much rubber.If set to 1, the rubber usage rate is the same as if you were sitting in front of a wall.
CYCLE_WIDTH_RUBBER_MIN_OVERRIDE 3	# Block out older clients if CYCLE_WIDTH_RUBBER_MIN differs from its default?
CYCLE_WIDTH_SIDE 0	# Minimum distance of a cycle to a wall on either side before it takes harm.
CYCLE_WIDTH_SIDE_OVERRIDE 3	# Block out older clients if CYCLE_WIDTH_SIDE differs from its default?
DEFAULT_SHOUT_SPECTATOR 1
DOUBLEBIND_TIME -10	# Time in seconds during which no two different keyboard events can trigger the same action
DOUBLEBIND_TIME_OVERRIDE 3	# Block out older clients when DOUBLEBIND_TIME differs from its default?
ENABLE_CHAT 1	# If set to 0, all chat will be surpressed (if reset on the server, messages from logged in players and private/team messages are still shown)
ENEMY_CHATBOT_PENALTY 30	# Penalty in seconds if the victim is in chatbot state and the enemy influence is just the chatbot evading a wall
ENEMY_CURRENTTIME_INFLUENCE 0.5	# If set to 1, not the build time of the encountered wall, but the current time enters the comparison of enemy influences. Arbitrary blending values are allowed.
ENEMY_DEAD_PENALTY 5	# Penalty on the effective time in seconds if the enemy influence detection comes from a dead player
ENEMY_SUICIDE_TIMEOUT 10	# If no enemy influence can be found for the last this many seconds, a player's death counts as a suicide.
ENEMY_TEAMMATE_PENALTY 9.5	# Penalty on the effective time in seconds if the enemy influence detection is from a teammate
EXPLOSION_RADIUS .75	# Blast radius of the cycle explosions
FILTER_COLOR_NAMES 1
FINISH_TYPE 2	# What happens when the last human is dead?
FORTRESS_CONQUERED_KILL_MIN 1
FORTRESS_CONQUERED_KILL_RATIO 1
FORTRESS_CONQUERED_SCORE 0
FORTRESS_CONQUERED_WIN 1
FORTRESS_CONQUEST_DECAY_RATE -.3
FORTRESS_CONQUEST_RATE 0
FORTRESS_CONQUEST_TIMEOUT 5
FORTRESS_DEFEND_RATE .6
FORTRESS_SURVIVE_WIN 1
GAME_TYPE 1	# Type of game played. 0 for freestyle, 1 for last team standing and 2 for humans vs. AIs.
GLOBAL_ID 1	# If set to 1, Global IDs (Armathentication) will be enabled on this server.
IDLE_KICK_TIME 21600	# Time in seconds after which an inactive player is kicked
IDLE_REMOVE_TIME 600	# Time in seconds after which an inactive player is removed from the game
LAST_CHAT_BREAK_TIME -3
LIMIT_ROUNDS 20	# End the match after this number of rounds
LIMIT_SCORE 6	# End the match when a player reaches this score
LIMIT_TIME 2020	# End the match after this number of minutes
MAP_FILE Concord/sumo/newmap-0.7.aamap.xml	# File that contains the map used for playing
MAP_FILE_OVERRIDE 0	# Block out older clients when MAP_FILE differs from its default?
MAX_CLIENTS 32	# Maximum number of network clients to accept
MAX_CLIENTS_SAME_IP_HARD 8	# Maximum number of network clients to accept from the same IP; more logins will be ignored
MAX_CLIENTS_SAME_IP_SOFT 4	# Maximum number of network clients to accept from the same IP; more logins will get kicked when the server is full
MAX_PLAYERS_SAME_IP 4	# maximum number of players from the same IP (note that each client can legally host up to four players)
MAX_VOTES 2	# The maximum number of total votes that can be active at any given moment.
MAX_VOTES_PER_VOTER 1	# The maximum number of votes suggested by each voter that can be active at any given moment.
MESSAGE_OF_DAY 0xffffffWelcome to 0x44aa77<0xffffffP0xffee44)0x44aa77h0xffee44o0xffffffe0x44aa77n0xffee44i0xffffffx 0x44aa77Clan 0xffee44Server! 0xffffff1v1 Tour matches can be played here. Best of 3 matches, each match first to 6 points. Call a match a set for clarity. New Map too. Enjoy. You can /vote command start_new_match or /vote op someone a team leader to do it.
MIN_VOTERS 1
NETWORK_AUTOBAN_FACTOR 100
NETWORK_AUTOBAN_MAX_KPH 300
NETWORK_AUTOBAN_OFFSET -.05
PLAYER_CHAT_WAIT_FRACTION 0.05.
PLAYER_CHAT_WAIT_MAX 15
PLAYER_CHAT_WAIT_TEAMLEADER 0
REAL_CYCLE_SPEED_FACTOR 1	# The currently active cycle speed multiplier. Leave it alone! Change speed_factor instead.
RESOURCE_REPOSITORY_CLIENT http://resource.armagetronad.net/resource/	# URI the client uses to search for map files if they aren't stored locally. Better leave it alone
RESOURCE_REPOSITORY_SERVER http://internationalsumoleague.tk/resource/	# URI clients and the server use to search for map files if they aren't stored locally
SCORE_DIE  0
SCORE_HOLE 0
SCORE_KILL 0
SCORE_SUICIDE 0 
SCORE_SURVIVE 0
SCORE_WIN 1
SIZE_FACTOR 0	# Arena size modifier
SPAM_PROTECTION 2
SPAM_PROTECTION_CHAT .33
SPAM_PROTECTION_REPEAT 2
SPAWN_POINT_GROUP_SIZE 0	# UNDOCUMENTED
SPAWN_WINGMEN_BACK 2.202896	# Determines how much each wingman is placed backwards in a team.
SPAWN_WINGMEN_SIDE 2.75362	# Determines how much each wingman is placed sidewards in a team.
SPEED_FACTOR 0	# Speed modifier for the cycles
SP_AUTO_AIS 0	# Automatically spawn AI players in single player mode?
SP_AUTO_IQ 0	# Automatically adjust AI IQ in single player mode?
SP_EXPLOSION_RADIUS .75	# Blast radius of the cycle explosions in single player mode
SP_FINISH_TYPE 1	# What happens when the last human is dead in single player mode?
SP_GAME_TYPE 1	# Type of game played in single player mode. 0 for freestyle, 1 for last team standing and 2 for humans vs. AIs.
SP_LIMIT_ROUNDS 2020	# End the match after this number of rounds in single player mode
SP_LIMIT_SCORE 100000	# End the match when a player reaches this score in single player mode
SP_LIMIT_TIME 30	# End the match after this number of minutes in single player mode
SP_MIN_PLAYERS 2	# Minimum number of players in single player mode
SP_NUM_AIS 0	# Number of AI players in single player mode
SP_SCORE_WIN 1	# What you get for winning a round in single player mode
SP_SIZE_FACTOR 0	# Arena size modifier
SP_SPEED_FACTOR 0	# Speed modifier for the cycles
SP_TEAMS_MAX 2	# Maximum number of teams in single player mode
SP_TEAMS_MIN 2	# Minimum number of teams in single player mode
SP_TEAM_BALANCE_ON_QUIT 0	# Balance teams on player quit in single player mode?
SP_TEAM_BALANCE_WITH_AIS 1	# Balance teams with AI players in single player mode?
SP_TEAM_MAX_IMBALANCE 1	# Maximum allowed team imbalance in single player mode
SP_TEAM_MAX_PLAYERS 8	# Maximum number of players per team in single player mode
SP_TEAM_MIN_PLAYERS 1	# Minimum number of players per team in single player mode
SP_WALLS_LENGTH 400	# Length of the cycle walls in meters; negative values will make the walls infinite.
SP_WALLS_STAY_UP_DELAY 8	# Number of seconds the walls stay up after a player died; negative values will keep them up forever.
SP_WIN_ZONE_MIN_LAST_DEATH 1e+06	# Minimum number of seconds since the last death before the instant win zone is activated in single player mode
SP_WIN_ZONE_MIN_ROUND_TIME 1e+06	# Minimum number of seconds the round has to be going on before the instant win zone is activated in single player mode
TALK_TO_MASTER 1
TEAMS_MAX 2	# Maximum number of teams
TEAMS_MIN 2	# Minimum number of teams
TEAM_BALANCE_ON_QUIT 0	# Balance teams on player quit?
TEAM_BALANCE_WITH_AIS 0	# Balance teams with AI players?
TEAM_BLUE_1 15	# blue portion of team 1's color
TEAM_BLUE_2 4	# blue portion of team 2's color
TEAM_ELIMINATION_MODE 0	# Defines the way ArmagetronAd should eliminate teams when there's more teams than TEAMS_MAX: Set to 0 it will try to keep as many players as possible, kicking teams that have the lowest score if teams are balanced; Set to 1 it will try to keep the best team colors (Team blue, then Team gold, then Team red, etc); Set to 2 it will kick out the teams that have the lowest score, regardless of balance.
TEAM_GREEN_1 8	# green portion of team 1's color
TEAM_GREEN_2 15	# green portion of team 2's color
TEAM_MAX_IMBALANCE 1	# Maximum allowed team imbalance
TEAM_MAX_PLAYERS 1	# Maximum number of players per team
TEAM_MIN_PLAYERS 1	# Minimum number of players per team
TEAM_NAME_1 $team_name_blue	# name of team 1
TEAM_NAME_2 $team_name_gold	# name of team 2
TEAM_RED_1 4	# red portion of team 1's color
TEAM_RED_2 15	# red portion of team 2's color
VOTING_BIAS 0
VOTING_DECAY 10
VOTING_PRIVACY -2
VOTING_START_DECAY 60
VOTING_TIMEOUT 150
VOTING_TIMEOUT_PER_VOTER 15
WAIT_FOR_EXTERNAL_SCRIPT 0	# Let the server wait for an external script between two rounds until the script switches this setting back to 0.
WALLS_LENGTH 400	# Length of the cycle walls in meters; negative values will make the walls infinite.
WALLS_STAY_UP_DELAY 8	# Number of seconds the walls stay up after a player died; negative values will keep them up forever.
WIN_ZONE_DEATHS 0	# A value of 1 turns it into a death zone.
WIN_ZONE_EXPANSION 0	# Expansion speed of the instant win zone
WIN_ZONE_INITIAL_SIZE 0	# Initial size of the instant win zone
WIN_ZONE_MIN_LAST_DEATH 7200	# Minimum number of seconds since the last death before the instant win zone is activated
WIN_ZONE_MIN_ROUND_TIME 7200	# Minimum number of seconds the round has to be going on before the instant win zone is activated
WIN_ZONE_RANDOMNESS 0	# Randomness factor of the initial win zone position. 0 fixes it at the arena center, 1 spreads the zone all over it.
Last edited by Concord on Thu Jul 18, 2013 4:12 am, edited 1 time in total.
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Titanoboa
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Re: Improving 1v1 Sumo

Post by Titanoboa »

A [spoiler] function would be nice on these forums. Tank??? :snail:
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Light
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Re: Improving 1v1 Sumo

Post by Light »

Titanoboa wrote:A [spoiler] function would be nice on these forums. Tank??? :snail:
Not as nice as a max height on the code boxes.
Concord
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Re: Improving 1v1 Sumo

Post by Concord »

Lackadaisical's Armaunified theme, in addition to being much nicer overall, has that.
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Soul
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Re: Improving 1v1 Sumo

Post by Soul »

Concord wrote:Lackadaisical's Armaunified theme, in addition to being much nicer overall, has that.
Wow never realized you could change it. It is much better
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Light
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Re: Improving 1v1 Sumo

Post by Light »

Concord wrote:Lackadaisical's Armaunified theme, in addition to being much nicer overall, has that.
Thanks. :) I figured they only had one theme on here, so I never even bothered to look.
Concord
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Re: Improving 1v1 Sumo

Post by Concord »

spawns have been made a bit more central (each is offset from center by 4x1, it was 6x1). after some testing I think this an improvement.

go test it if you haven't yet. the new settings have already incorporated several people's suggestions, and they've gotten better each time.

faster shrinking, slightly smaller zone - Gazelle, Titanoboa, Tak, Vogue, probably some others.
round-set-match scoring - asdf
central back-to-back spawns - sinewav
slightly larger zone (Radius - 37.5 m) - appleseed
central side to side spawns - me
closer spawns - Soul
Concord
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Re: Improving 1v1 Sumo

Post by Concord »

toursumo.tk now supports best of 3 matches and league play (in addition to a bunch of other updates)
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Gazelle
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Re: Improving 1v1 Sumo

Post by Gazelle »

I like it, but we should reset the elo, since some it was from sumobar and wst.. Start Fresh!
Concord
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Re: Improving 1v1 Sumo

Post by Concord »

I was thinking about that. I did clear the other matches as it relates to your matches played.
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Gazelle
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Re: Improving 1v1 Sumo

Post by Gazelle »

ah alright.. i still think it would be cool if we started fresh!
Concord
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Re: Improving 1v1 Sumo

Post by Concord »

considering the best of 3, and the lack of activity recently, I decided to flush it out. It didn't make sense having asdf with a 1700 rating having played 1, oldstyle 1v1 match. For example.


Light has graciously provided an American 1v1 server.
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