autohosts in lobby server - Page 2

autohosts in lobby server

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mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Re: autohosts in lobby server

Post by mongus »

KingRaptor wrote:all this autohosts are preventing me from playing the same map over and over again
fixed.
JohannesH wrote:
mongus wrote:Another guy pretty summed it all up in one of the other threads:
Having just one empty autohost at the time.
Why... That would be totally retarded. Different autohosts have different map lists, different ban lists, different admins, play different games etc. Different autohosts are NOT the same.
This is a good reason.

A solution could be that:
You could "fireup" some specific (latent) autohost on request (PM?) and the autohosts manager (chanserv?) balance the load if needed...



In any case the easiest (no the best) solution is making filters more noob fliendly, and more visible.

For example, a simpler interface... something like "active games only" button, and a togglable button for every mod you have (well i have lots, not practical)... the "hide mods i dont have" option is good solution for that. (and works for what other guys asked for).

Actually, didnt the filter panel appear as a solution for the autohost spam problem?
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Re: autohosts in lobby server

Post by mongus »

KingRaptor wrote:all this autohosts are preventing me from playing the same map over and over again
fixed.
JohannesH wrote:
mongus wrote:Another guy pretty summed it all up in one of the other threads:
Having just one empty autohost at the time.
Why... That would be totally retarded. Different autohosts have different map lists, different ban lists, different admins, play different games etc. Different autohosts are NOT the same.
This is a good reason.

A solution could be that:
You could "fireup" some specific (latent) autohost on request (PM?) and the autohosts manager (chanserv?) balance the load if needed...



In any case the easiest (no the best) solution is making filters more noob fliendly, and more visible.

For example, a simpler interface... something like "active games only" button, and a togglable button for every mod you have (well i have lots, not practical)... the "hide mods i dont have" option is good solution for that. (and works for what other guys asked for).

Actually, didnt the filter panel appear as a solution for the autohost spam problem?
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: autohosts in lobby server

Post by Hoi »

Automaticly sort games on player count so empty autohosts won't be on top of the list.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: autohosts in lobby server

Post by Tobi »

mongus wrote: A solution could be that:
You could "fireup" some specific (latent) autohost on request (PM?) and the autohosts manager (chanserv?) balance the load if needed...
This already exists.
User avatar
JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: autohosts in lobby server

Post by JohannesH »

Hoi wrote:Automaticly sort games on player count so empty autohosts won't be on top of the list.
And the dsd games always show up first? :D
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Re: autohosts in lobby server

Post by mongus »

JohannesH wrote:
Hoi wrote:Automaticly sort games on player count so empty autohosts won't be on top of the list.
And the dsd games always show up first? :D
You can sort by secondary and tertiary? criteria.

to make number of players primary criteria, and inverse alphabetical map list the secondary criteria (so abcDsd show at last, and zxy first), do:

Click twice in map name, then, click once in players.

Image
dsd games last, still no good with no filters, open games do not show first.
Tobi wrote:
mongus wrote: A solution could be that:
You could "fireup" some specific (latent) autohost on request (PM?) and the autohosts manager (chanserv?) balance the load if needed...
This already exists.
Great, informative.
Complete with chanserv dinamic managing? wow. So its a matter of adoption by the AH owners then for sure. .. .....

curious, what is the sleep/wake up command?



Image

statistics show that spring happiness is ensured , with 1 empty autohosts per mod. more AH than that have null infliuence on it
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: autohosts in lobby server

Post by Neddie »

You have no information whatsoever backing that graph.

As for what Tobi said, I believe he is referring to SL Relay Host.

Step One: Open SL
Step Two: Host Battle
Step Three: Check Use Relay Host
Step Four: ???
Step Five: PROFIT!

Problems may include awkward start position interface and limited commands.
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: autohosts in lobby server

Post by pintle »

neddiedrow wrote:You have no information whatsoever backing that graph.

As for what Tobi said, I believe he is referring to SL Relay Host.

Step One: Open SL
Step Two: Host Battle
Step Three: Check Use Relay Host
Step Four: ???
Step Five: PROFIT!

Problems may include awkward start position interface and limited commands.
Relay host is win!

You also need to be sure that all players and spectators leave the game manually, or the Dedicated server will not end the session properly.

Mongus' graph is clearly based on rigorous empirical research, and reflects the truth 125%
User avatar
BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: autohosts in lobby server

Post by BrainDamage »

pintle wrote: You also need to be sure that all players and spectators leave the game manually, or the Dedicated server will not end the session properly.
use !kill if you're still ingame, i'll try to add some logic to autoquit if no players are left in all teams but one ( spring devs consider this as a feature to let you keep playing even if all the enemies dropped )
neddiedrow wrote: Problems may include awkward start position interface and limited commands.
mind listing which commands you cannot execute?

for the start position, it's a limitation of the dedicated server, I just relased a workaround for SpringLobby, now you can use both fixed & random like it would be a normal host
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: autohosts in lobby server

Post by Neddie »

Brain Damage wrote:mind listing which commands you cannot execute?
I haven't tried to do anything but the start positions, truth be told, as you know. I do have some trouble with the syntax though that is a matter of time investment. I also find it odd that I have to rehost if I want to change player count, though I don't think that issue is on your end.
User avatar
BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: autohosts in lobby server

Post by BrainDamage »

neddiedrow wrote:
Brain Damage wrote:mind listing which commands you cannot execute?
I haven't tried to do anything but the start positions, truth be told, as you know. I do have some trouble with the syntax though that is a matter of time investment.
there is no syntax translation, it uses exacly the commands that spring uses, if spring has /kick, it will be !kick, if spring has /cheat, it will be !cheat, all spring commands are the available commands, no more, no less, if you know them, you'll know already all the bot commands
neddiedrow wrote:I also find it odd that I have to rehost if I want to change player count, though I don't think that issue is on your end.
this limitation always existed for all lobbies, autohosts, etc. it's in the server protocol
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