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Mapvotes again 
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@H|H Reg
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Post Re: Mapvotes again
Thanks for adding the tags, much appreciated.

frog wrote:

I'm not sure what you mean by your second paragraph. Every map vote has 5 options, which consists of 3 non-pl stock maps, 1 pl map (stock or custom) and always one other custom map.


Ah, wasn't aware HH's mapvote is that complex. I guess it doesn't apply to HH as much as it does to other communities.

Quote:
For your last point, I don't see where this interesting data comes from and how it is collected. How do you know and then record the reason for someone leaving the server? Please explain.


Players leave on mapchange for a variety of reasons, but maps generally disliked by the community and regarded as "terrible" cause a massive surge of disconnects shortly before or during mapchange.

For example, as far as I remember, when changing map to 2fort a full server usually lost more than a third of it's player count, regardless of which map was played before. On other communities' servers, Egypt had a very similar effect.

While players leaving depends on more than just the next map, it'd probably give a better picture of how the general playerbase feels about particular maps than just a few regs' aggressive opinions.

That, and we could expect more variety in maps played on the servers from a random mapvote.

Quote:
I suggested this before, if I remember correctly that's not possible for frog to change, but hardcoded in the voting-plugin.


You can change that directly in the plugin's code and compile your own version.

Here's a working example of the mapchooser with blocked slots, easy to borrow code from.

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Wed Dec 08, 2010 7:22 pm
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Post Re: Mapvotes again
Just populated (and ruled with an iron-ish fist) server 3 earlier and when cp_stark won (a reasonably good map), most people except some members and friends left, you can't make a horse drink. Changed map to granary, people started joining again. The reluctance to download and give customs (bar payload) a chance really hurts TF2. :(

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Wed Dec 08, 2010 8:05 pm
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Post Re: Mapvotes again
Fluffy wrote:
Sam wrote:
Or have it like I saw on another server, where it uses the keys 4 to 8.

I suggested this before, if I remember correctly that's not possible for frog to change, but hardcoded in the voting-plugin.



The SourceMod Menu API means that a menu will always contain options starting from key 1. The blocking method still involves options 1, 2 and 3 being displayed, even if they do nothing.

The plugin that you are referring to Sam (and that Emberstrife linked to) isn't anywhere near as good (imo) as the one we are using (i.e. it doesn't take into account map ratings, doesn't cater for map groupings etc.). The one we are using is no longer supported by the author, but I have modified it to include features such as the 10 second countdown, specific round triggers for specific maps and biased the weightings to the current players, rather than just the weightings of all players ever.

Emberstrife wrote:
Here's a working example of the mapchooser with blocked slots, easy to borrow code from.
If it's easy, then do you mind if I give the code for our current map vote plugin and then you can easily modify it?


Wed Dec 08, 2010 8:45 pm
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Post Re: Mapvotes again
Tbh I'm only ever joining HH3 again. :) A server ruled by Fluffy was funny and the only Russian that was on hated it so it must be working.

Also, I thought the GRU sudden death was pretty fun until people started switching to Jack pyros. :( Is there a fault in the plugin or is it just impossible to prevent?

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Wed Dec 08, 2010 9:51 pm
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Post Re: Mapvotes again
Agent 47 wrote:
Also, I thought the GRU sudden death was pretty fun until people started switching to Jack pyros. :( Is there a fault in the plugin or is it just impossible to prevent?
http://www.thehh.co.uk/forum/viewtopic.php?p=119620#p119620

Quote:
I have hacked together four different plug-ins to create a GRU Heavy Melee Only Sudden Death plug-in. It's installed on HH3. I've only quickly tested it. It works, but I'm not saying it's bug-free.

(It should equip you with GRU even if you don't have it as an unlock.)


I've quickly modded it to, hopefully, block changing class. Let me know if it works or of any weirdness that happens.


Wed Dec 08, 2010 10:01 pm
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Post Re: Mapvotes again
frog wrote:
Emberstrife wrote:
Here's a working example of the mapchooser with blocked slots, easy to borrow code from.
If it's easy, then do you mind if I give the code for our current map vote plugin and then you can easily modify it?

Sure, I'd love to take a look at it.


Last edited by Emberstrife on Wed Dec 08, 2010 10:34 pm, edited 1 time in total.



Wed Dec 08, 2010 10:33 pm
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Post Re: Mapvotes again
Thanks for adding the alltalk stuff, just noticed it on HH5 :)


Wed Dec 08, 2010 10:33 pm
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Post Re: Mapvotes again
Emberstrife wrote:
Sure, I'd love to take a look at it.
Here you go :)
Attachment:
mapvotesource.rar [23.94 KiB]
Downloaded 77 times


And here is the original source


Wed Dec 08, 2010 10:56 pm
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Post Re: Mapvotes again
I totally forgot about this thread. Sorry.

Here's the changed mapchooser. Some mapvote source files were missing, so I took them with from zerak's old source and tested with default map weights. At a glance everything works fine.

The mapvote plugin is unchanged as it calls mapchooser to build the actual vote.

Amount of blocked slots is 7 - [# of included maps]. The number of included maps in mapchooser.cfg must match the amount of map picks from mapvote.ini.

http://localhostr.com/files/uOviwSM/mapchooser.zip


Mon Jan 10, 2011 2:03 pm
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Post Re: Mapvotes again
Nice one. :) I read it through and compared with original and it's seems like it should work. Zuko's code dropped right in there without requiring much modification at all.

It's now on our servers. It will be interesting to see what the feedback is.


Mon Jan 10, 2011 2:38 pm
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