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OpenArena => Multiplayer => Topic started by: Cacatoes on June 07, 2010, 07:20:08 AM



Title: Presentation of ROFL servers
Post by: Cacatoes on June 07, 2010, 07:20:08 AM
ROFL is a network of servers, ruled by several administrators.

Actually we have like 4 machines:

- One hosted by OVH, paid by a generous donator who isn't playing often anymore. It has been mostly hosting Allrockets and Instagib servers. It has good ping.
- Another hosted on OVH, whose admins (Dan, Mathieu) have other uses, and who don't play frequently either. It hosts a Defrag server, and a CTF. It has good ping.
- One hosted by TuxFamily, an association promoting free softwares. It traditionnaly ran a Deathmatch server, and one other usually CTF. It has average ping.
- One self-hosted, which has higher ping, it has been running Beta Maps or other experiments ; recently it has been mostly off.
Except the one hosted by Dan & Mathieu, I have SSH access to the 3 other servers.

Now about the game modes they're running:
(note: they can heavily change depending on the mood, success, lazyness)

* ROFL Instantgib. This server has been mostly played by beginner players, it has 16 slots which is a lot and it has maps more advanced players may not like.
* ROFL Allrockets CTF. A few CTF maps in rotation, for the rest the name says it all. Some good players there.
* ROFL CTF 4 Fishes. A server running only one map. Like Oasago2, this map has found its playerbase. It's very rare when this map is changed because players like to stick to it. I'm often playing here :D
* ROFL A few DM maps. 3 maps in rotation (wrackdm17, oa_shine, am_galmevish). Goal was to have efficient DM matches, I think it's fulfilled.
* ROFL Yo Quiero Follar (http://openarena.ws/board/index.php?topic=3747.0). One of the latest experiments. Many prepared game modes, many things to vote for, but few players on it.
* ROFL For Beginner Players (http://openarena.ws/board/index.php?topic=3479.0). An attempt to make a CTF heaven for beginner players. Sometimes more advanced players and are not always kind, I think they are simply looking for human players when other servers are a bit empty.
* ROFL The Arena. Experiment of today. Very simple elimination with one map (am_galmevish). Weapon changes at each round and it will go from minigun to BFG.
* ROFL OxC Defrag. A Defrag server running older version of OA.
* ROFL Crappy CTF. I think it has a single map in rotation (oasago2), a few additionnal PK3s, and pmove_fixed 1. I'm not sure it found its playerbase as a similar server (SupeR,CTF) answers the need.

Maybe obvious but you can contact me by:
- PM on this forum / The french OA community site (http://openarena.tuxfamily.org) / Jabber / Email / MSN

Edit: changed the server name


Title: Re: Presentation of ROFL servers
Post by: Logan on June 08, 2010, 05:54:16 AM
This is all good to know...

Now just get a better ping for Canadian players like myself and I'm in! ^-^


Title: Re: Presentation of ROFL servers
Post by: Cacatoes on June 09, 2010, 08:16:32 AM
News:

- we'll try to stick with pmove_float 1, and we won't change gravity unless on specific maps. (g_gravity has to be set AFTER the map is loaded)
- added g_gravity 790 for each ps37ctf map, so that players are able to cross the wall. That value seems enough for that effect.
- added g_catchup set to 1 on For Beginner Players, it's the only server I know of on which it is set.
- videoflags finally set to 0 (or 1) on most servers, I left it by default (7...) but some servers were unpure and I think they didn't take that value into account.
- allrockets CTF, I hesitated to switch to CTF Elimination because of the additionnal weapon options it has (no self damage). I thought it only had advantages over normal CTF but with Ellimination players can't respawn until the end of the match and that's not a wanted behaviour in our case. I have tried several combination of maps, and finally sticked to 3 main maps without that 4th map players always skipped. (I tried to bring a bit of variety but it turned to be annoyance). Sorry if it's sometimes left in a not so proper state, I forgot to close some quotes in map rotation yesterday, and tried weird combination of maps and so I think it went a big wrong, now it's fixed.
- changed player slots from 16 to 12 on Instantgib server. Elected Thor and Cocotero as level 3 administrator on this server. (until recently I didn't even took the time to set myself as an admin on most servers).
- not very new, but "yo quiero follar" has a few specific stuff. Game modes of course, but also ... music. Yes, I dared. And also some additionnal maps.

Note: I'll try to use that topic to keep track of changes I make to servers, and eventually discuss them.


Title: Re: Presentation of ROFL servers
Post by: RMF on June 09, 2010, 08:30:29 AM
what do g_catchup and videoflags do?


Title: Re: Presentation of ROFL servers
Post by: Cacatoes on June 09, 2010, 08:34:40 AM
videoflags is a restriction on video modes players can use, was meant to bring fairness.
It's restrictive by default (set on 7), only applies on 0.8.5+ servers.

g_catchup is described by sago there: http://openarena.ws/board/index.php?topic=1908.msg27739#msg27739
It's some way to set handicap automatically, thus to reduce the frag count difference and damage between better and worse players.


Title: Re: Presentation of ROFL servers
Post by: sago007 on June 09, 2010, 10:21:54 AM
videoflags are broken due to differences in operating systems and really should not be used. 0 is completly non-restrictive and 1 are practically non-restrictive.

g_catchup could as well have been called g_autohandicap. A value of 1 means that:

A player with a score of 20 would only deal 95% damage to an enemy with score 10 or 90% damage to an enemy with score 5. Both the player with 5 and the player with 10 would deal 100% damage against each other and the player with 20.

g_catchup = 2 would have reduced the damage done by leading player to 90% and 80%


Title: Re: Presentation of ROFL servers
Post by: GrosBedo on July 31, 2010, 01:42:57 AM
g_catchup could as well have been called g_autohandicap. A value of 1 means that:

A player with a score of 20 would only deal 95% damage to an enemy with score 10 or 90% damage to an enemy with score 5. Both the player with 5 and the player with 10 would deal 100% damage against each other and the player with 20.

g_catchup = 2 would have reduced the damage done by leading player to 90% and 80%

What is the algorithm for calculation please ? For administrators to setup exactly this var ?


Title: Re: Presentation of ROFL servers
Post by: sago007 on July 31, 2010, 03:39:50 AM
What is the algorithm for calculation please ? For administrators to setup exactly this var ?

damageModifier = 100-min(50,(max(5,attacker-target)-5)*g_catchup)

attacker = killer's score
target = victim's score
damageModifier = damage dealt in percent (100% = full damage)


Title: Re: Presentation of ROFL servers
Post by: Gig on August 05, 2010, 08:31:52 AM
g_catchup tried locally. Nice! It is a shame it is not documented in the Wiki. I want to write something there (what's the better place for that?)...

What values do you suggest to server administrators?

How can clients know if a server has got this variable enabled? This one is a more general question... The "server info" page on the GUI doen't show many cvars (isn't there a way to scroll that page) and \serverinfo shows informations about your own server also when you are connected to another server... and the \serverstatus bug kicks you out.... how can players know how some cvars are set on the server, if they are not included in the ist?


Title: Re: Presentation of ROFL servers
Post by: sago007 on August 05, 2010, 09:20:34 AM
g_catchup tried locally. Nice! It is a shame it is not documented in the Wiki. I want to write something there (what's the better place for that?)...

What values do you suggest to server administrators?

how can players know how some cvars are set on the server, if they are not included in the ist?
I thought I added a note about it in the example but I could be wrong. I don't add anything before an official release.

I suggest the value 5. Virtually all public servers would benefit from it, even the players that are hurt by it can indirectly benefit because there direct competitors are also affected making it harder to steal a top spot with only cheap kills. I don't know if I mentioned it but the value is ignored in team games.

They don't. It is a general problem. Some variables like g_catchup are only broadcasted when it is changed. The variables in "Server info" are the variables that the client need to know (like what map to load, the servername, values of pmove_* for prediction) there is a limit of 1024 characters for these, so only important ones are included.


Title: Re: Presentation of ROFL servers
Post by: Gig on August 05, 2010, 10:04:09 AM
I don't add anything before an official release.
Uh? I don't know if you changed someting in its behavior in OAX, but g_catchup is included in oa 0.8.5 (and works: I tested it using g_debugdamage).

Quote
I don't know if I mentioned it but the value is ignored in team games.
It is important to know this. But why it is so?

Quote
They don't. It is a general problem.
What about adding a command to ask for a certain value on the server? Obviously, the rcon password should be protected from this.


Title: Re: Presentation of ROFL servers
Post by: sago007 on August 05, 2010, 10:17:37 AM
Uh? I don't know if you changed someting in its behavior in OAX, but g_catchup is included in oa 0.8.5 (I tested it using g_debugdamage).

It is important to know this. But why it is so?

What about adding a command to ask for a certain value on the server? Obviously, the rcon password should be protected from this.
I thought I had added it.

If implemented in team games it should depend on captured score, but it is not completly obvious how. In most team games but harvester one could separate with 2 captures, but for harvester it is non-trivial.

Maybe one could add a possibility for asking the server for a given whitelisted cvar (the ones that have "broadcast on change = true"). For things like this it is important to use a whitelist rather than a blacklist. Blacklists are insecure by design.


Title: Re: Presentation of ROFL servers
Post by: Gig on August 05, 2010, 10:31:46 AM
I thought I had added it.
Excuse me... are you saying that simply you did not remember that it is included in 0.8.5? :)

Quote
If implemented in team games it should depend on captured score, but it is not completly obvious how. In most team games but harvester one could separate with 2 captures, but for harvester it is non-trivial.
Isn't there a way the server can distinguish the player scores given by captures/assists (do they give points?)/etc. from "real" frags? If not, in TDM and Elimination the individual score should be equal to the frags, I suppose... anyway probably you will not want to make exceptions only for that two.

Quote
Maybe one could add a possibility for asking the server for a given whitelisted cvar (the ones that have "broadcast on change = true"). For things like this it is important to use a whitelist rather than a blacklist. Blacklists are insecure by design.
It's okay for me. Do you think that you can do it? I wonder why idsoftware or ioquake3 guys did not do it...


Title: Re: Presentation of ROFL servers
Post by: sago007 on August 05, 2010, 11:09:50 AM
No. I thought it was in the wiki.

The problem is that "real" frags are not a very good measurement in team games. If I do the flag running and do not kill anyone my kills will be meaningless. On the other hand if a team is 6 captures behind the other team I can say something about the strength of the teams. Harvester is problemematic because a team could get 10 captures behind on purpose and then create a player with a 40 skull tail that would be very hard to kill.

Time is a valuable resource and it is a very low priority . And that is likely why it is not implemented.


Title: Re: Presentation of ROFL servers
Post by: Gig on August 05, 2010, 11:21:45 AM
No. I thought it was in the wiki.
I can't find using the search function. Can I add it, using text from your posts, too?

Quote
Time is a valuable resource and it is a very low priority . And that is likely why it is not implemented.
I'd find a such "variable-info" function useful... (if you decide to do it, you get a cake), maybe even with "TAB-key" support to read multiple variables at once it would be great (but maybe you will find this too much).


Title: Re: Presentation of ROFL servers
Post by: sago007 on August 06, 2010, 09:44:18 AM
No. I thought it was in the wiki.
I can't find using the search function. Can I add it, using text from your posts, too?
By "thought" I mean that I did not add anything. Yes, you can.


Title: Re: Presentation of ROFL servers
Post by: GrosBedo on August 06, 2010, 10:18:06 AM
What about adding a command to ask for a certain value on the server? Obviously, the rcon password should be protected from this.

Servers administrators can simply use "sets" instead of "set" to show publicly the value of the cvars they want. For example on OACL, we did

sets sv_fps 25
sets snaps 25 //useless for a server but at least it get shown, for those that don't know snaps is related to sv_fps

This way, anyone can see that they should set snaps to 25 by just issuing a /serverstatus.

Quote
If implemented in team games it should depend on captured score, but it is not completly obvious how. In most team games but harvester one could separate with 2 captures, but for harvester it is non-trivial.
Isn't there a way the server can distinguish the player scores given by captures/assists (do they give points?)/etc. from "real" frags? If not, in TDM and Elimination the individual score should be equal to the frags, I suppose... anyway probably you will not want to make exceptions only for that two.

It's a shame it does not work for team based games, it would have been so useful. Why don't you simply use the score+team capture ? I think it could be a simple good indicator of skills.


Title: Re: Presentation of ROFL servers
Post by: Gig on August 06, 2010, 10:37:35 AM
Servers administrators can simply use "sets" instead of "set" to show publicly the value of the cvars they want. For example on OACL, we did

sets sv_fps 25
sets snaps 25 //useless for a server but at least it get shown, for those that don't know snaps is related to sv_fps

This way, anyone can see that they should set snaps to 25 by just issuing a /serverstatus.
This is already something. But the server admin has to remember to use "sets" for some game options variables, maybe we could add it DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Servers#Server_config_example]in the server config example (http://([b)?
But what's with che 1024 characters limit that Sago was talking about?

PS: Do you want to add something to the descriptions of the variants of the "set" command DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Command_console#Set_variables]here (http://([b)? For example, I don't know what effects has a variable set as "userinfo" (setu)...

PS2: I added info about g_catchup here (http://Special_game_options#Catch_up) (using and modifying previous posts from Sago). Is that okay? A question: does its effects always start from the sixth frag of difference, undependedntly from the value of the cvar -except for 0, obviously-?


Title: Re: Presentation of ROFL servers
Post by: Falkland on August 06, 2010, 11:33:25 AM
But what's with che 1024 characters limit that Sago was talking about?

It's the MAX_INFO_STRING upper limit :

Code:
...
// code/qcommon/q_shared.h
...
#define MAX_INFO_STRING 1024      <--
#define MAX_INFO_KEY   1024
#define MAX_INFO_VALUE 1024

#define BIG_INFO_STRING 8192  // used for system info key only
...

There was also a related exploit ( It seems me to remember that OA 081 version is still vulnerable , but I am not sure )  which in certain cases permitted banned players to join the server by using a longer clientinfo string that overwrites the bytes of the clients IP and bypasses the ban filter.

This exploit was completely fixed in a recent revision of ioquake3 and in OA085.


Title: Re: Presentation of ROFL servers
Post by: Gig on August 07, 2010, 04:33:42 AM
I mean... if I use many "sets" to allow clients to know if all the DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Special_game_options]Special game options (http://([b) are enabled or not in my server (just think how many characters could be taken by the DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Elimination#CVARs]Elimination Cvars (http://([b) if I want to publish them, or by a long "message of the day")[/size].... what happens after the 1024 characters? How does it choose what cvars send and what not? How can I allow players to read all the info I want?


Title: Re: Presentation of ROFL servers
Post by: Falkland on August 10, 2010, 12:31:04 PM
.... what happens after the 1024 characters? How does it choose what cvars send and what not? How can I allow players to read all the info I want?

IDK ... probably the same thing in the case of the (old & unpatched) client : some infos will be overwritten ... I'm sure the MAX_INFO_STRING array of the client is checked at runtime by the server (in this case the client is disconnected with an error message ) , but I did not find any check in the server code for the server MAX_INFO_STRING array.


Title: Re: Presentation of ROFL servers
Post by: Cacatoes on October 23, 2011, 06:10:33 PM
Some little news since there were recent requests (http://openarena.ws/board/index.php?topic=4303.0) about changing map pool.

I did something, which probably isn't the best thing of the world, and which probably won't satisfy some people... BUT, I did something, and tried, so I'll try to describe:

There has been very few variation over the last months (should I say years ?) ROFL Allrockets & Instagib have been running. The map pool was "kinda efficient", and except oa_bases7 which was voted out, most players seemed satisfied with the rotation.
But it's been so long, and these servers are amongst the few ones players can experience since other are hardly populated.
So, I've added a few maps in the pool, the choice is limited, and I'm aware they're not necessarily fitting very well the game mode. I reached the point I feel we could dare to play about anything, like "let's give the opportunity for people who installed OA 6 months ago the opportunity to see something else than the 3 same maps from the game". Of course you'll tell me it really sucks, you'll quickly come to call votes to pull them out, and I'll probably have to change them soon and from time to time, that's normal, but hopefully you'll appreciate a bit the fact to see something else...
I make a big story from nothing, so here rather are the current map pools:

Allrockets:
Code:
set d1 "g_gametype 4; map oa_ctf4ish; set nextmap vstr d2"
set d2 "g_gametype 4; map ps37ctf; g_gravity 790 ; set nextmap vstr d3"
set d3 "g_gametype 4; map oasago2; set nextmap vstr d4"
set d4 "g_gametype 4; map ps9ctf; set nextmap vstr d5"

set d5 "g_gametype 4; map oa_ctf4ish; set nextmap vstr d6"
set d6 "g_gametype 4; map ps37ctf; g_gravity 790 ; set nextmap vstr d7"
set d7 "g_gametype 4; map oasago2; set nextmap vstr d8"
set d8 "g_gametype 4; map ctf_inyard; set nextmap vstr d9"

set d9 "g_gametype 4; map oa_ctf4ish; set nextmap vstr d10"
set d10 "g_gametype 4; map ps37ctf; g_gravity 790 ; set nextmap vstr d11"
set d11 "g_gametype 4; map oasago2; set nextmap vstr d12"
set d12 "g_gametype 4; map pul1ctf; set nextmap vstr d1"

ps9, ctf_inyard, pul1ctf were added to allrockets, while being played not as often as the rest

Instagib:
Code:
set d1 "map ps9ctf; set nextmap vstr d2"
set d2 "map ctf_inyard; set nextmap vstr d3"
set d3 "map ps37ctf; set g_gravity 790; set nextmap vstr d4"
set d4 "map oasago2; set nextmap vstr d5"
set d5 "map pul1ctf; set nextmap vstr d6"

set d6 "map ps9ctf; set nextmap vstr d7"
set d7 "map czest3ctf; set nextmap vstr d8"
set d8 "map ps37ctf; set g_gravity 790; set nextmap vstr d9"
set d9 "map oasago2; set nextmap vstr d10"
set d10 "map pul1ctf; set nextmap vstr d1"

bases7 was removed, czest3ctf (!) and ctf_inyard took its place on Instagib.

Yeah, the most dary one was probably to take out czest3ctf from the attic, but it's a map we found in rotation in my early days of OA, and I enjoyed (not particularly, but I enjoyed) playing it. Yeah Allrockets has been spared from unusual maps, but I keep a surprise for it for when you'll shout about removing one  (not a big surprise, it's still about map digging).

Next step: change again the map pool
Further next step: teach players they have some buttons assigned to change weapons and eventually give them a reason to use it. Because yeah, I'm more of an allweapon player myself, though maybe I won't do that and rather join some "normal" CTF servers instead, part of my fault for not taking the time to seek some.

Map pools will take effects after the next restart, which will be made when I feel it (probably soon when servers are empty or almost).


Title: Re: Presentation of ROFL servers
Post by: RMF on October 25, 2011, 01:53:56 PM
Thanks. Any news on the framerate-fixed physics settings?


Title: Re: Presentation of ROFL servers
Post by: Cacatoes on October 25, 2011, 02:22:20 PM
It will stay that way, but if we need to change gravity on one particular map, then I could do it.
However I played ps9ctf and even though it may be a bit hard to make that jump as you said, it's far from impossible even without taking speed prior, so I probably won't change gravity unless there is something else.
Edit: okay, we probably weren't talking about the same jump, from main platform (and not from its side, but from the front) directly to the flag, I didn't do it. I'll try to test a bit more.
Edit2: Okay, did it, ... that's what I call an exploit :p am still undecided, if it's possible with training, I consider it's okay to keep it that way even if its use becomes "rare".

If the deal is about "standard OA physics really miss the fun on every map", then it can be discussed, but I don't know if something can be done, since I don't know the logic behind how sago implemented it.
I was thinking too there could be some alternative physics model, like CPM, which would try to bring this (more fun, jump higher, more air control).


Title: Re: Presentation of ROFL servers
Post by: Peter Silie on October 25, 2011, 03:22:18 PM
if i am not that wrong, there was a topic about "fps 135/333" physics, which can be set from server side (unfortunately i am not that interested in server settings...).
this even wouldn´t collide with the "callvote map ps37ctf" which breaks your gravity from rotation.


Title: Re: Presentation of ROFL servers
Post by: Gig on October 25, 2011, 03:36:16 PM
Peter, are you talking about DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Game_physics#Fixed_frame_rate_physics]this stuff (http://([b) (I'm sure Cacatoes already knows it) or something different?


Title: Re: Presentation of ROFL servers
Post by: Peter Silie on October 25, 2011, 05:56:02 PM
+1

WikiGig :D


Title: Re: Presentation of ROFL servers
Post by: Cacatoes on October 26, 2011, 06:55:32 AM
If you talk about the recent discussion GrosBedo and 7 had, I fear they cover something which is out of topic here.

The new physics were born in that topic (http://openarena.ws/board/index.php?topic=1908.msg24384#msg24384). I wouldn't be surprised I missed a few points on this.
I don't use "gravity modifier" but I feel its use is dangerous when maps use particular gravity settings (let's be honest, I know very few use some) and I'm not so convinced it's the right approach.


Title: Re: Presentation of ROFL servers
Post by: Gig on October 26, 2011, 07:23:56 AM
When Sago introduced pmove_float, he told that one has to set g_gravity to ~756 (with accurate physics) to make user experience similar to "fixed" 125fps. Obviously, it was related with standard 800 gravity... is there a formula to know how one should set g_gravity to emulate 125 fps on maps that have a default gravity different than 800?

Something like:
map gravity 600 * x/y = g_gravity Z
map gravity 800 * x/y = g_gravity 756
map gravity 900 * x/y = g_gravity Z...


Title: Re: Presentation of ROFL servers
Post by: Cacatoes on October 26, 2011, 07:43:27 AM
I fear it's more empirical than a formula. If it was a formula, it could have been implemented directly in the game.


Title: Re: Presentation of ROFL servers
Post by: Peter Silie on October 26, 2011, 09:18:45 AM
i would say that the basic settings should be an emulated fps 125 setting on servers.
as soon as you play more often, you like the jumps which can be done with fps 125 (and can´t be done with fps 85 - like the jump on oasago2 which brings you up to the rail platform or many other trixxxx).

but these are just my 2 cents :D


Title: Re: Presentation of ROFL servers
Post by: 7 on October 26, 2011, 10:20:21 AM
i would say that the basic settings should be an emulated fps 125 setting on servers.

This has the major disadvantage that every client with com_maxfps < 125 will skip.

The best way to go IMHO is pmove_float + g_gravitymodifier because this allows every player to make the high jumps independent of their com_maxfps setting and without skipping.

As for the formula: the formula is kind of hard because the same 125 com_maxfps gives you higher than standard jumps at g_gravity 800 but lower than standard jumps at g_gravity 600, so you'd either have to really mathematically model the cumulative error of the pmove function, or you have to measure the 125 fps jump heights for all possible g_gravity settings and then calculate a huge Taylor polynomial from the results. The first solution is hard to do, the second is a lot of work and makes for a very unwieldy formula that wouldn't fit on a single sheet of paper.

The best solution is to simply set g_gravitymodifier to 0.945 (or 0.9475 which I use) and ignore the off map where g_gravity isn't set to 800. Your players will jump higher than with standard 125 fps physics on those maps so they probably won't complain much. ;)


Title: Re: Presentation of ROFL servers
Post by: Gig on October 26, 2011, 10:53:21 AM
7, what about adding something to the "game physics" wiki page (in the section about accurate physics) about how to set g_gravity or g_gravitymodifier to emulate 125 fps physics... specifying that the result will the one expected only for maps designed to work with standard 800 gravity?

Another thing... in the page about server bandwidth, we did not mention that in case of accurate physics it could be good to give some more bandwith... but I don't know how much...


Title: Re: Presentation of ROFL servers
Post by: Cacatoes on October 26, 2011, 01:19:07 PM
The best solution is to simply set g_gravitymodifier to 0.945 (or 0.9475 which I use)

Did you set up online servers 7 ? I wasn't aware of that.


Title: Re: Presentation of ROFL servers
Post by: 7 on October 27, 2011, 01:33:36 AM
7, what about adding something to the "game physics" wiki page (in the section about accurate physics) about how to set g_gravity or g_gravitymodifier to emulate 125 fps physics...

Will do in the weekend.

Quote
Another thing... in the page about server bandwidth, we did not mention that in case of accurate physics it could be good to give some more bandwith... but I don't know how much...

I don't either. I think it's best to ask Sago about that.

Did you set up online servers 7 ? I wasn't aware of that.

I've got a few LAN 1v1 servers running. Once or twice a month I invite over some friends from the competitive Q3 days and we drown the night in beer and frags. I don't play online that much, I'm a zero-ping addict :)


Title: Re: Presentation of ROFL servers
Post by: Cacatoes on November 03, 2011, 08:43:02 AM
Restarted the server, deleted the files which filled up space, hopefully it will make the server behave better (less lag ?), made some file-system checks.

And changed a few stuff in map rotation on instagib server in order to bring out of the annoyance ...


Title: Re: Presentation of ROFL servers
Post by: Peter Silie on November 03, 2011, 11:25:14 AM
Could you plz post the current map rotation on insta and rockets?


Title: Re: Presentation of ROFL servers
Post by: Cacatoes on November 03, 2011, 12:59:11 PM
INSTAGIB:

Code:
//instantgib#3
// CTF rotation de map
seta g_gametype 4
seta bot_minplayers 2
set d1 "g_instantgib 1; g_gametype 4; map ps9ctf; set nextmap vstr d2"
set d2 "g_instantgib 0; g_gametype 9; map ctf_inyard; set nextmap vstr d3"
set d3 "g_instantgib 1; g_gametype 4; map ps37ctf; set g_gravity 790; set nextmap vstr d4"
set d4 "g_instantgib 2; g_gametype 4; map oasago2; set nextmap vstr d5"
set d5 "g_instantgib 2; g_gametype 4; map pul1ctf; set nextmap vstr d6"

set d6  "g_instantgib 1; g_gametype 4; map ps9ctf; set nextmap vstr d7"
set d7  "g_instantgib 0; g_gametype 9; map oa_ctf4ish; set nextmap vstr d8"
set d8  "g_instantgib 2; g_gametype 4; map ps37ctf; set g_gravity 790; set nextmap vstr d9"
set d9  "g_instantgib 1; g_gametype 4; map oasago2; set nextmap vstr d10"
set d10 "g_instantgib 1; g_gametype 4; map pul1ctf; set nextmap vstr d1"

vstr d6


ALLROCKETS:
Code:
// CTF Rockets, rotation de maps

fraglimit 2
timelimit 20

set g_gametype 4
set bot_minplayers 1

set d1 "g_gametype 4; map oa_ctf4ish; set nextmap vstr d2"
set d2 "g_gametype 4; map ps37ctf; g_gravity 790 ; set nextmap vstr d3"
set d3 "g_gametype 4; map oasago2; set nextmap vstr d4"
set d4 "g_gametype 4; map ps9ctf; set nextmap vstr d5"

set d5 "g_gametype 4; map oa_ctf4ish; set nextmap vstr d6"
set d6 "g_gametype 4; map ps37ctf; g_gravity 790 ; set nextmap vstr d7"
set d7 "g_gametype 4; map oasago2; set nextmap vstr d8"
set d8 "g_gametype 4; map ctf_inyard; set nextmap vstr d9"

set d9 "g_gametype 4; map oa_ctf4ish; set nextmap vstr d10"
set d10 "g_gametype 4; map ps37ctf; g_gravity 790 ; set nextmap vstr d11"
set d11 "g_gametype 4; map oasago2; set nextmap vstr d12"
set d12 "g_gametype 4; map pul1ctf; set nextmap vstr d1"


//set d5 "g_gametype 10; map wrackdm17; set nextmap vstr d1"

vstr d1


Title: Re: Presentation of ROFL servers
Post by: Peter Silie on November 03, 2011, 01:05:10 PM
maybe you could another rotation for insta with gate1 inside?
if i remember crrect, gate1 was fun to play in insta sometimes.
also oa_spirit2 could get a good choice.

btw: i dislike elimination in the insta rotation, but thats just my .02€


Title: Re: Presentation of ROFL servers
Post by: Cacatoes on November 03, 2011, 01:27:17 PM
I was thinking about gate1 too (and forgot), and I forgot too about oa_spirit, I'll take it into consideration for some next update :p (which could come soon if I see elimination rounds don't go well)


Title: Re: Presentation of ROFL servers
Post by: Peter Silie on November 03, 2011, 10:25:46 PM
+1


Title: Re: Presentation of ROFL servers
Post by: SooKee on November 04, 2011, 06:31:20 AM
I love mlctf1beta. Any chance of getting this onto ROFL insta CTF?  ;D

http://openarena.ws/board/index.php?topic=2990.0



Title: Re: Presentation of ROFL servers
Post by: Cacatoes on November 04, 2011, 06:45:07 AM
With next OA version ;)

It's not in stock OA for now.


Title: Re: Presentation of ROFL servers
Post by: Peter Silie on November 04, 2011, 12:16:28 PM
Meisterlampe said, that they do not have any bot support.
does somebody knows why?
maybe this could be fixed till the release?


Title: Re: Presentation of ROFL servers
Post by: Cacatoes on November 22, 2011, 08:32:23 AM
Big server reinstall will happen this afternoon for INSTAGIB/ALLROCKETS/CTF4ISH

I save conf files, try to make them nicer, and will shut down the whole thing. Then some new O.S. will be installed, and I'll have to set things back.
People who had admin rights on the server will likely lose them but they're a few and I'll be able to add them again.

Edit1-19:22: had some root password issue again, fixed. Currently updating the system.
Edit2-20:30: update takes a bit of time but servers are able to run. I cleaned/tried to modularize config files, little improvement but didn't work as I expected (servers can't seem to execute .cfg files outside of baseoa). Instantgib temporarily running as a test.


Title: Re: Presentation of ROFL servers
Post by: grey matter on November 22, 2011, 02:07:05 PM
The engine can only load files from within its virtual filesystem. If it would not do so, this'd break the pk3 system as well as impose a security risk.

You should however be able to load arbitrary files from within $fs_game and BASEGAME. If you are running a mod (fs_game) but can not access files within its directories (home- and basepath), this'd be a bug.

Sorry for all the offtopic noise, this just caught my eye :)


Title: Re: Presentation of ROFL servers
Post by: Cacatoes on November 22, 2011, 02:30:16 PM
You did well.
Was a bit bored with the directory tree, like ./openarena/server1/baseoa/server1.cfg ... it makes editing uncomfortable. Had some "common" .cfg files for the several OA instances, and can't put them in something like ./openarena/common/


Title: Re: Presentation of ROFL servers
Post by: Gig on November 22, 2011, 02:34:14 PM
Cacatoes, please explain better the problem the problem with executing cfg files. Are you sure it isn't simply the old problem with ioquake3 autocomplete feature, that does not work for files outside pk3s after you enter a game? This should be already fixed if you are using OA executable version 23. But manually specifying the configuration file name should work also with 0.8.5 executables.


Uhm... reading you last post, maybe you are referring to a totally different thing... what about creating file systems links to other files? I'm not a Linux expert, but I know it supports various kinds of file links (soft links, hard links)... maybe one of them may allow you to trick the system and make it load a file physically from another directory? Just a guess...


Title: Re: Presentation of ROFL servers
Post by: Cacatoes on November 22, 2011, 02:39:05 PM
Yep, symlinking is what I did.

Now I've regained control on the server I might add further improvements... hmm, thinking of it, I'm unsure what to add :p

Edit: talked too quick, "regained control", I'll turn mad with it, just rebooted and no ssh access anymore, have to deal with the hoster's solution to regain control which is always a hassle.
Edit2: with the kernel they provide, I get a "connection refused" with ssh. With the distribution kernel, I get some kind of ssh timeout. I fortunately still have access to some rescue mode with which I can check log files but I start not knowing where to check.


Title: Re: Presentation of ROFL servers
Post by: Cacatoes on November 22, 2011, 04:30:17 PM
Update takes more time than expected.

After cleaning my java installation in order to get some shitty applet working, I finally realized I'm suffering the problem mentionned here: http://forum.ovh.com/showthread.php?t=72961

ROFL Instagib / Allrockets / ctf 4 fishes are down at the moment.

I fear I'll have to reinstall the whole system again, this time, not updating it, then I'll investigate about switching to some other virtualization offer which would support more recent kernels & distributions.

Edit-23:50: Reinstalling the system ...


Title: Re: Presentation of ROFL servers
Post by: Peter Silie on November 22, 2011, 05:49:08 PM
*pressing thumbs*


Title: Re: Presentation of ROFL servers
Post by: Cacatoes on November 22, 2011, 06:51:07 PM
Servers are back, probably still need a few tweaks in config.
And, it still seems to be laggy.


Title: Re: Presentation of ROFL servers
Post by: Gig on November 23, 2011, 01:43:10 AM
About shared configuration files, I was about telling you, if symbolic links fail, to write a simple .sh script that copies a certain configuration file to all your server installations at once...


Title: Re: Presentation of ROFL servers
Post by: grey matter on November 23, 2011, 01:38:33 PM
Symlinkin' to files outside the engine's virtual files system seems to work fine here. You could also try hardlinks.


Title: Re: Presentation of ROFL servers
Post by: GrosBedo on February 12, 2012, 02:35:45 PM
Symlinking and hardlinking both work very fine, just be careful with files permissions if your goal is to make the files downloadable from a webserver (and this is a very nice way to avoid redundancy and synchronization problems).

Tested extensively so I can assure you about this.


Title: Re: Presentation of ROFL servers
Post by: GrosBedo on February 17, 2012, 03:52:23 PM
Symlinking and hardlinking both work very fine, just be careful with files permissions if your goal is to make the files downloadable from a webserver (and this is a very nice way to avoid redundancy and synchronization problems).

Tested extensively so I can assure you about this.

Just another note: it seems that symlinking a folder does not work (you cannot anyway hardlink a folder due to the nature of the Unix filesystem), but symlinking/hardlinking files work fine.

If someone try to symlinking a whole folder and get it to work then please share how you did!


Title: Re: Presentation of ROFL servers
Post by: grey matter on February 17, 2012, 04:23:28 PM
Code:
# create a folder somewhere
mkdir ~/foo && cd ~/foo
# move a pk3 for testing
mv ~/.openarena/baseoa/pro-q3tourney7.pk3 .
# create a symlink in homepath
ln -s ~/foo ~/.openarena/bar
# launch oa and test
openarena +set fs_game bar