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Uadmin Mod V95b - TEAMBALANCE

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  • replied
    Re: weeeeeeeeeee!

    Originally posted by cvroy
    Have you given any thought to the team balance suggestions I made in my previous post?
    i haven't seen TBone around here in a while..I don't know the progress of next version..

    Leave a comment:


  • replied
    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.. :\

    Leave a comment:


  • replied
    weeeeeeeeeee!

    Have you given any thought to the team balance suggestions I made in my previous post?

    Leave a comment:


  • replied
    Re: hmmmm...

    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.

    Leave a comment:


  • replied
    hmmmm...

    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?

    Please keep working this puppy!

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    did you try it with no bots?

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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)

    Leave a comment:


  • replied
    My Uadmin.INI Section

    [UAdminModV095b.UAMAccessControlIni]
    bMakeRoomByKicking=True
    bUsePassword=False
    bAutoAdminLogin=True
    bEnableReservedSlots=True
    bEnableSilentAdmin=True
    iMaxExpansion=5
    sReservedSlotPW=
    sOldReservedSlotPW=
    ReservedHashe
    AdminRecords=(AdminNick="vynum",AdminHash="MY HASH GOES HERE. TAKEN OUT FOR SECURITY",AdminLogin="vynum",AdminPassword="MY PASSWORD HERE")
    PrivClasses=XAdmin.xKickPrivs
    PrivClasses=XAdmin.xGamePrivs
    PrivClasses=XAdmin.xUserGroupPrivs
    PrivClasses=XAdmin.xExtraPrivs

    [UAdminModV095b.UAdminMod]
    bNotifyOfUAM=True
    iNotifyInterval=600

    [UAdminModV095b.UAMGameRules]
    bAllowFFAgainstFrozen=True
    bAllowFrozenSuicide=False

    [UAdminModV095b.UAMUtils]
    bDebug=False

    [UAdminModV095b.UAMNickFilter]
    bEnabled=False
    bBanBadNicks=False
    BlockedNicks=[ELF]
    BlockedNicks=[Elf]

    [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.UAMPingWatch]
    bEnabled=False
    bAdminsImmune=True
    bCheckForServerLag=True
    bIgnoreHighAndLow=True
    iMaxPing=999
    iMinPing=0
    iScanFrequency=20
    iMinScansForAction=4
    iMinPlayers=4
    iWarnings=1
    iScanDelay=90

    [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.UAMBalanceTeams]
    bBalanceOnPlayerExit=True
    bMonitorTeamSwitches=True
    bReportOnTeamSwitches=True
    bUndoBadSwitches=True
    bEnabled=True
    bAdminCmdOnly=False
    bAdminsImmune=True

    [UAdminModV095b.UAMChangeTeam]
    bEnabled=True
    bAdminsImmune=True
    bUseAdminName=True

    [UAdminModV095b.UAMFreeze]
    iMaxFreezeTime=20
    bDeathAfterFreeze=True
    bEnabled=True
    bAdminsImmune=True
    bUseAdminName=True

    [UAdminModV095b.UAMHelp]
    bEnabled=True
    bAdminCmdOnly=True
    bAdminsImmune=True

    [UAdminModV095b.UAMList]
    bEnabled=True
    bAdminCmdOnly=False
    bAdminsImmune=True

    [UAdminModV095b.UAMLlama]
    bEnabled=True
    bAdminsImmune=True
    bUseAdminName=True

    [UAdminModV095b.UAMMute]
    bEnabled=True
    bAdminsImmune=True
    bUseAdminName=True

    [UAdminModV095b.UAMResetScore]
    bEnabled=True
    bAdminsImmune=True
    bUseAdminName=True

    [UAdminModV095b.UAMSlap]
    iSlapDamage=10
    fSlapMomentum=100000.000000
    bEnabled=True
    bAdminsImmune=True
    bUseAdminName=True

    [UAdminModV095b.UAMSlay]
    bEnabled=True
    bAdminsImmune=True
    bUseAdminName=True

    [UAdminModV095b.UAMVomit]
    bEnabled=True
    bAdminsImmune=True
    bUseAdminName=True

    [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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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..

    Leave a comment:


  • started a topic Uadmin Mod V95b - TEAMBALANCE

    Uadmin Mod V95b - TEAMBALANCE

    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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