I have the same problem..... it favours the red team.. have 4 human players against 1 human player... it just doesn't autobalance the teams... very annoying.. :\
Originally posted by cvroy I tried running your mutator with Ut2vote and antiTCC on version 3204 linux server and it causes crashes once in a while... anyone else get this?
Please keep working this puppy!
i run UT2Vote and Uadmin together all the time..no probs yet. Never run security mods..so can't speak to TCC..
UAdmin does cause overlay issues on the scoreboard with Duelgame though, i do know that, likely due to the silentadmin process.
Make the uadmin mod have an option to throw in a bot or two when the teams are off balance by one or two ppl.
Look at mysterials team balancer too, he had some good options in there like team locking and distributing players on teams by skill. I don't think he is going to port it so you might want to add in options similar to that as they are very helpful.
I tried running your mutator with Ut2vote and antiTCC on version 3204 linux server and it causes crashes once in a while... anyone else get this?
ok, I'll try this frogger. Hope it works, and I have a feeling it will. I read that in the new 3204 patch they have fixed balance teams. I just wonder if that is balancing humans while bots are filling in on server?
After each level I sure would like to balance players according to their skill. Is this possible after each level. I along with most of the UT2k4 gamers out their are getting tired of seeing teams unbalanced according to skill, points whatever. Having 8 knock guys on one team while having only 2 on the other is kinda lame and lop sided. After first match is over and if the guys stay on the server for the next map it would be nice to fairly split up the guys on sepearate teams, so the teams are more fair.
Any fix for this yet? If not I'm going to uninstall it because its not working? Team balance doesn't work with bots and even if I kill bots it screws up until map changes.
No its not doing this. I have Uadmin up and running really good to the best of my knowledge. I can autologin & execute commands.
Everyone that joins my sever is forced to be on the red team. when I type in "teams" at chat I get response from Uadmin that it has balanced the teams the best that it can. I dont think Uadmin is distinguishing between bot or human. If this is the case then my server will always be balanced with or with out Uadmin because I have, "bots balance teams" checked. I've even tried unchecking this, but this really messes things up worse as one team usally blue gets wop sided with more players than red.
On the otherhand. I haven't tried team balancing without bots. So, tonight, I'm going to set number of bots to be in the game from 16 down to 4. So now I'll have a server with 12 Max players with only allowing 4 bots to start with. As soon as the 4th person joins I shouldn't see any more bots and Uadmin should kick in, I hope, and balance things out.
I will post my findings here as soon as I determine the outcome. Uadmin may be programmed to only recognize each player, whether their bots or humans to be considered a "slot" or "player". This is fine. But it would be better if it could distinguish between the two, bots and "real world" client humans connected and with a ping.
uadmin only balances humans...not sure if this explains it...but if you have one human against 15 bots..uadmin doesn't look at bot count (it was suggested for future version)....and until there is more than 1 player count difference, uadmin won't do any switching...once it becomes 2 humans against 0 humans it should move human to other team. Is it not doing this? (ignore bot count)
[UAdminModV095b.UAMReservedNicks]
bEnabled=True
iWarnings=2
iScanFrequency=120
ReservedNicks=(PlayerHash="MY HASH GOES HERE. TAKEN OUT FOR SECURITY",PlayerNick="vynum")
ReservedNicks=(PlayerHash="MY HASH GOES HERE. TAKEN OUT FOR SECURITY",PlayerNick="=VyN=")
[UAdminModV095b.UAMCustomMessages]
bEnabled=True
bDspInChat=False
bMsgBeep=True
iMsgInterval=240
fMsgDuration=10.000000
MsgColor=(B=0,G=255,R=255,A=255)
CustomMessages=TRUE TEAM BALANCING IS NOW BEING WORKED ON AND IN PROGRESS PLEASE BARE WITH ME
CustomMessages=Server Owner vynum =VyN=
[UAdminModV095b.UAMBroadcastHandler]
bFilterChat=False
bLogChat=False
BadWords=You can add up to 50 of these.
***************
FEATURE REQUEST
***************
I posted this at your website's Forum, but I dont' think you read it yet so, I'll post it here.
FAIR PLAY
I would like teams to be balanced on the condition and based off of the each indivudals player's performance after each round, or level basis. Let me explain. Lets say you are running a 16 player ONslaught server. Its full with and you have:
5 EXPERTS ( score: 98 to 154) example only.
4 NOVICE (score: 23 to 56) example only.
7 NEWBIES ( 0 to 15) example only.
It would make the next map level fair if we could devide/split the 5 EXPERTS on two seperate teams.
The same goes for NOVICE AND NEWBIES
I just thought of what u were saying I have seen this when ever I had the bots sit at 14. They all go to one team instead of being split up. So your not alone.
lol I've seen this too but only on a couple of maps. oNS-Whitesands ( i think thats what it is called) and ONS-Erie. LOl most maps is does good. I think there was another one but I cnat remeber.lol
can you post your UAdmin section of your ini..? And yes..teambalance is 'improved' in patch..haven't been able to determine exactly the logic of it yet..
Teams are being human balanced to the redside only. It's not splitting up the humans when there is two or more humans joining.
WTF? This is the suppose to be one of the main features in Uadmin mod, were as it's suppose to balance teams. Another words, If you have 1 human and 15 bots playing, the next human should be placed on the blue team.
Anyone else having this problem? Also, I just thought I'd mention it. From what I read in the new patch for UT2k4 coming out, they've supposedly fix the teambalance part, but I don't know how, or for what gametype, and if your running bots or not.
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