Gaming Zone > Unreal Tournament 2004
If you like the VCTF maps...help us find good ones
miley.cyrus:
--- Quote from: Piglet on April 14, 2019, 09:07 ---I'm not entirely convinced...but let's try it and see.
It's on the server from the next map change
--- End quote ---
Thanks, it worked pretty well I think, lots of mayham, lots of fun.
The_Cowboy:
--- Quote from: HimmelBerg on April 14, 2019, 11:44 ---
;D Maybe you can find a solution for auto-balance? If not, maybe you can put a message to show when joining the server like "Please help balance the teams" I don't know.. All I know is it doesn't feel great to be in a very weak team. It really ruins the game. I think this is a very important subject for the community. I have become a jerk because of my frustration and now everybody hates me :-[. It would be soooo nice if there could be some fair-play on the server.
--- End quote ---
There used to be a popular mod for the fair-play in UT99 https://ut-files.com/index.php?dir=ServerSide_Mods/AutoTeamBalance/&file=AutoTeamBalance-1.5_HighScores_release.zip.
An excerpt from the ReadMe
--- Quote ---AutoTeamBalance keeps a record of the skills of players on your server, and
uses the information to balance the teams at the beginning of each game. In
theory this should make games closer and fairer, or at the very least, better
than just randomly picked teams.
It actually performs team balancing with three different algorithms:
1) At the beginning of the game (or when forced by a semi-admin), all
players are balanced in a 1-2-2-2... pickup style
[ForceFullTeamsRebalance].
2) When a new player joins mid-game, he is assigned to the smaller team,
or if both teams are the same size, the weaker team [ModifyLogin].
3) When a player or admin requests [MidGameTeamBalance], either the
1-player-switch or 2-player-switch rebalance algorithm will be called,
depending on whether one team has more players or not. This will
attempt to make the strengths of the two teams as close as possible.
Usually one or two "!teams" rebalances should be sufficient to even the teams
if players have left the server mid-game. But in unbalance emergencies,
semi-admins may also force a ForceFullTeamsRebalance mid-game, as in event 1,
but in this case players holding flags may get switched too!
AutoTeamBalance updates player stats shortly after the end of the game.
Players who leave before or immediately after the game ends will not have their
stats updated. The default settings record the average of of each player's
score-and-frags, normalised relative to the other players on the server.
Since unknown players start with a score of 50, this will be the average
player strength.
--- End quote ---
Should be a piece of cake to port it to UT2k4!
Piglet:
I've hacked the ctf-faceclassic map, added in the things that the mutators add - vehicles and more weapons... and made vctf-faceclassic which hopefully looks and works pretty much like you're used to.
The crouch- jump spot is more easy to see.
It won't work offline as I didn't include the code components... they get added in afterwards.
Does anyone know enough unrealed to add in vehicle patching? I don't know how to do it in a way that works with bots? I had a go, but it just got confused by how close other path nodes were and it didn't work
jiRNGen:
The problem with utfiles is that many maps are made with others files ( textures,static meshes, sounds etc...) and need those to work.
So if you only download the map, you coulnd't play it.
Grim_Fandango:
How about Instagib, low-grav Face (without vehicles)?
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