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balancer test
Posted: Fri 24. Sep 2010, 08:32
by laboRHEinz
Hi, today I've installed another auto-balancer for testing purposes. Let's see whether this one works better. Will get back to the old one if not.
Re: balancer test
Posted: Sun 14. Nov 2010, 10:03
by laboRHEinz
Again, there's a balancer test version online. Please post your feedback here, thanks!
Re: balancer test
Posted: Tue 16. Nov 2010, 09:43
by Sernemissza
Hail!
Nov 14th:
I went to the weapons, but nothing happened.
About 20 seconds later the weapons appeared but didn't turn to the place, ergo crosshair doesn't work.
I could not given the weapon to upward or downward.
Twice in this fodult.
Restarted the "hatch-closers", but it did not help solve the problem until game ends.
Nov 15th:
Same effect but a restart worked.
Occurred on both days, some blue players started with red skin, it happened to me once too.
This is first held in death.
Sorry for bad english...
Serve as excuse to "Boogie-Translator" is worse.
Re: balancer test
Posted: Tue 16. Nov 2010, 14:41
by laboRHEinz
Hi Serne,
thank you for the feedback!
Nov 14th:
I went to the weapons, but nothing happened.
About 20 seconds later the weapons appeared but didn't turn to the place, ergo crosshair doesn't work.
I could not given the weapon to upward or downward.
Twice in this fodult.
Restarted the "hatch-closers", but it did not help solve the problem until game ends.
Nov 15th:
Same effect but a restart worked.
That's bad, I can imagine. But it's not balancer-related, it's because of the packet loss. It appeared that some players are affected more than others. Thus I think it's more a client-side than server-side problem. Nevertheless, I'm still working on it, trying several different server settings in order to minimise P/L. Hold on, some day I'll find and fix it.
Occurred on both days, some blue players started with red skin, it happened to me once too.
This is first held in death.
Yes, that's a balancer bug. Players keep their old skins after being auto-switched until being fragged. Is a known issue, hopefully fixed soon.
But in general, I think the new balancer works way better than the old one. Hence, it will stay.
Re: balancer test
Posted: Mon 29. Aug 2011, 00:28
by Crusha K. Rool
Who coded the new balancer btw? The Worm? (That would explain the UT3 sounds since he seems to have grown fond of the stuff lately)
Re: balancer test
Posted: Mon 29. Aug 2011, 10:09
by Wormbo
You pin-pointed that on the "You are on..." announcements?

Re: balancer test
Posted: Mon 29. Aug 2011, 12:26
by laboRHEinz
Crusha K. Rool wrote:Who coded the new balancer btw? The Worm? (That would explain the UT3 sounds since he seems to have grown fond of the stuff lately)
Yes, it's his work, many thanks to him!
There's a new improved version online since today; the main issue in the past was that players got switched to the losing team, even when they were playing on the winning team from start - sometimes in the very last moment...
This should be fixed now.
Re: balancer test
Posted: Mon 29. Aug 2011, 13:46
by Crusha K. Rool
Wormbo wrote:You pin-pointed that on the "You are on..." announcements?

You are sometimes so predictable. 8-)
Is that glow aura around distant players also from the balancer?
Re: balancer test
Posted: Mon 29. Aug 2011, 14:34
by Wormbo
No, that's a default UT2004 feature.
Re: balancer test
Posted: Mon 29. Aug 2011, 23:30
by Crusha K. Rool
One possible addition to EvenMatch would be to let the players vote at the end of the round (with F1 for 'yes' and F2 for 'no') if the match should be restarted with balanced teams if it ended within the threshold time. That way you wouldn't force players to play a map again that was finished just a few seconds too early and thus needed to be replayed, although some players might want to start another one now.