Mod dependant ranks for lobby?
Moderator: Moderators
Mod dependant ranks for lobby?
It's very hard to say how good a player is in that mod, even when he has a veteran rank.
We dont have only one mod anymore, i guess its time to expand the ranks for different mods too?
We could use the shortname of mods to determine which mod rank it will increase when you play the mod.
We dont have only one mod anymore, i guess its time to expand the ranks for different mods too?
We could use the shortname of mods to determine which mod rank it will increase when you play the mod.
Re: Mod dependant ranks for lobby?
I'd love this. Hell I would supply icons for gundam players.
Re: Mod dependant ranks for lobby?
I suggested this to aegis some time ago, along with map ranks and perhaps mod+map ranks (so you could have a BA+Speedmetal star, yeah!)
Re: Mod dependant ranks for lobby?
well, one d is fine but with maps also you see 2d stats and it starts mushrooming.
Re: Mod dependant ranks for lobby?
was actually planning to do more detailed player-specific stats in the server.. I could give the lobbies an interface for displaying them.
Re: Mod dependant ranks for lobby?
smoth: I imagined those stats as mostly hidden; the lobby client would only receive map, mod and/or map+mod rank of a player when he's in battle, this would make it max 4 ranks to display, which is manageable.
Re: Mod dependant ranks for lobby?
could show it per player in battle room
Re: Mod dependant ranks for lobby?
yeah the lobby should show the total rank, and when you join in battle, you see mod dependant rank. So, then you can balance teams by those ranks...
Re: Mod dependant ranks for lobby?
Or you could see detailed detailed data when u hoover over player in players list.
(only to compliment what TradeMark suggested)
(only to compliment what TradeMark suggested)
Re: Mod dependant ranks for lobby?
Aegis, I'd love to be of use on the theory side of this.
Re: Mod dependant ranks for lobby?
It should be based on both things.
When your in a room of a specific mod the mods ran kshould have a lot of weight over the rank ud get in the room but when ur jsut in the loby your rank is equally based on all your different mod ranks.
When your in a room of a specific mod the mods ran kshould have a lot of weight over the rank ud get in the room but when ur jsut in the loby your rank is equally based on all your different mod ranks.
Re: Mod dependant ranks for lobby?
so is this gonna be implemented, ever?
Re: Mod dependant ranks for lobby?
Nobody has put forward a proposal for how it is to be implemented, and everybody has ignroed the problems.
Namely what rank do we display next to your name outside the battle window? What about when new versions of game content come out and everyones rank is lost?
Simply asking for it point blank will never get you anywhere here. You don't have to program it in its entirety in the thread but offer up a little bit of logic to get a discussion started.
Namely what rank do we display next to your name outside the battle window? What about when new versions of game content come out and everyones rank is lost?
Simply asking for it point blank will never get you anywhere here. You don't have to program it in its entirety in the thread but offer up a little bit of logic to get a discussion started.
Re: Mod dependant ranks for lobby?
Code: Select all
name=Balanced Annihilation V6.31;
version=6.31;And between versions... do we care about versions? isnt it enough that we have even the mod dependant ranks, lets not make it too complicated, since current ranks are very simple...
Or then just store the ranks for each version, sum them together in a way that makes older versions ranks less effective.
total 60 hours would go like:
10+10+10+10+10+10 -> 5+6+7+8+9+10
and result as 45 hours rank.
though, then we would need some variable which defines how much the mod has changed, so small version changes wouldnt lower the rank so much as in that example. calculations could go also like:
7+8+9+9+9+10 = 52
Though, I would be still happy if we had mod dependant ranks without caring about versions at all.
Re: Mod dependant ranks for lobby?
mods like BA do not bother adhering to the version number tags and use the version number in their name
Also I was thinking more of a protocol oriented solution to the way the server and lobbies handle the data
Currently the lobby sees A and B and if A is BA v6 then A != B and A is always just as related to B as ti is to C, regardless of what B or C actually are.
Thus P.U.R.E RC3 is just as related to BA 6 as BA 6.1 is, theres no logical chain of versions to follow to say 'these are all the same game but different versions'. Arguably once could attempt to construct and track this but currently the version tags and the other tags in modinfo.tdf are not being adhered to
Also I was thinking more of a protocol oriented solution to the way the server and lobbies handle the data
Currently the lobby sees A and B and if A is BA v6 then A != B and A is always just as related to B as ti is to C, regardless of what B or C actually are.
Thus P.U.R.E RC3 is just as related to BA 6 as BA 6.1 is, theres no logical chain of versions to follow to say 'these are all the same game but different versions'. Arguably once could attempt to construct and track this but currently the version tags and the other tags in modinfo.tdf are not being adhered to
Re: Mod dependant ranks for lobby?
1. there's shortname for mods.
2. the lobby client should only show whatever it receives from the server; aegis will probably tell how to access relevant data points once he implements it.
2. the lobby client should only show whatever it receives from the server; aegis will probably tell how to access relevant data points once he implements it.
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Re: Mod dependant ranks for lobby?
sucks to be BA then :)AF wrote:mods like BA do not bother adhering to the version number tags and use the version number in their name
im sure when/if this is implimented it will give modders the push to do it properly ^_^
*edit*
Code: Select all
[MOD]
{
name=Balanced Annihilation V6.21;
description=Moooooo!;
game=Total Annihilation;
shortgame=TA;
shortname=BA;
mutator=Official;
version=6.21;
modtype=1;
numdependencies=3;
depend0=springcontent.sdz;
depend1=otacontent.sdz;
depend2=tatextures.sdz;
[NTAI]
{
tdfpath=BA;
}
}Re: Mod dependant ranks for lobby?
yeah i know, but what if there are two same shortnames :p + some mods "mutators" uses same shortname as the main mod uses...imbaczek wrote:1. there's shortname for mods.
doesnt really matter what string you use to link between numeric ID's, only what matters that it wont mix two different mods, and name variable provides better accuracy for that purpose.
Re: Mod dependant ranks for lobby?
hmmm BA does adhere to using the version string and even the game tags, I didn't know that, it would seem then we need a means in the battle listings protocol to differentiate between versions of a mod without putting the version number in the full name. A content version so to speak
Re: Mod dependant ranks for lobby?
Meh, use the game tag (if present), if you track too many different ranks the time for each would be too low to register rank differences. The player list rank would either be the highest ingame time the player has in one mod or the total of all mods.
Maybe a mod could provide ranks with times and symbols to the lobby, most mods aren't played enough that the standard ranks make sense for it anyway (why would I use a lv1 rank that goes up to 5 hours in a mod like LSOS? 20-30 minutes would be enough to declare a player as a non-nub in those). Just tell the lobby the minute number and have it interpret that as a rank or whatever.
Maybe a mod could provide ranks with times and symbols to the lobby, most mods aren't played enough that the standard ranks make sense for it anyway (why would I use a lv1 rank that goes up to 5 hours in a mod like LSOS? 20-30 minutes would be enough to declare a player as a non-nub in those). Just tell the lobby the minute number and have it interpret that as a rank or whatever.
