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Re: Springie the AutoHost
Posted: 20 Mar 2009, 21:29
by momfreeek
springie crash
Code: Select all
===============
20/03/2009 20:22
Secondary thread unhandled exception
System.Net.Sockets.SocketException: An existing connection was forcibly closed by the remote host
at System.Net.Sockets.Socket.ReceiveFrom(Byte[] buffer, Int32 offset, Int32 size, SocketFlags socketFlags, EndPoint& remoteEP)
at System.Net.Sockets.UdpClient.Receive(IPEndPoint& remoteEP)
at Springie.SpringNamespace.Talker.Listener()
at Springie.SpringNamespace.Talker.<.ctor>b__0()
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
[20:23:42] <thor[NOTA]> we started a game, but it froze up for me
[20:23:46] <thor[NOTA]> so we exited
i wasn't using the latest version. have just updated
Re: Springie the AutoHost
Posted: 20 Mar 2009, 23:20
by Licho
This happens when dedicated server freezes - it happens if you kick people not in game.. try asking Auswaschbar for updated exe while i make some safety for springie.
Re: Springie the AutoHost
Posted: 30 Mar 2009, 16:01
by momfreeek
k thx. I changed exe and server hasn't crashed since, this was the link:
http://planetspring.free.fr/spring/dedi ... 0a5c2e.zip
I've got another question: is there any way to reload the map list without rehosting? If springie could run modinfobuilder itself, maybe the !dlmap functionality could be reinstated.
Re: Springie the AutoHost
Posted: 30 Mar 2009, 21:23
by Licho
Easiest is just to register map in springdownloader system, it auto updates data from this list.
Re: Springie the AutoHost
Posted: 01 Apr 2009, 16:25
by zwzsg
Just when exiting a 1v1 played on my autohost, I got a windows popup telling me that Springie encountered a problem and must be closed down, and that I had to signal the issue to Microsoft by sending an error report blablabla. But somehow Springie is still functionning, I just have that annoying popup over everything that I don't dare closing while people are still playing new games on my autohost.
Do you need those details?
Re: Springie the AutoHost
Posted: 05 May 2009, 12:44
by Licho
===============================
SPRINGIE 1.36
===============================
* added support for KingOfTheHill mode
* country code and rank stored in script (for demos and lua)
* added !teamcolors command - picks colors according to teams so that team members have similar colors (thx Quantum)
* added !setcommandlevel command - to configure level of other commands
* added !cmanage - works like manage but uses cbalance internally
* Manage improved: its not using locking, if number of players is exceeded, specs latest joiners. Uses !teamcolors internally.
* Automatic rehost to latest mod version only happens when server is empty (no players)
* Planetwars: added !merc command, automatic balancing with respect of mercenaries, removed team size limits
* Fixed: manage detection of FFA, problems connecting to tracker
Re: Springie the AutoHost
Posted: 06 May 2009, 14:18
by YHCIR
Would be great to have co-op support, i.e. balance with x people per 'id' like TASclient can do.
Re: Springie the AutoHost
Posted: 07 May 2009, 09:23
by YokoZar
YHCIR wrote:Would be great to have co-op support, i.e. balance with x people per 'id' like TASclient can do.
Please :)
Crosspost:
It would be really great if players could voluntarily opt in to cooping with eachother. All the autohost has to do is recognize who these players are, put them on the same ally team, and even though they're comm sharing count them as separate members.
I think the most reasonable way to make a first implementation of this is to make it opt-in by a manual command. So if I say "!coop 1", for instance, then I'm telling the autohost to please put me on the first coop team. My buddy could then say "!coop 1" and the autohost would then know we want to be together. For balancing purposes we could be considered a two person clan. We could then have different, smaller coop teams joined together in one big ally team - a 5 man team could be composed of two players on !coop 1, two players on !coop 2, and one player who didn't opt in to coop, for instance.
That would be enough to play, although we could go further if needed.
For instance, if I don't want to coop on a specific team but would like to coop with whomever I end up with, I could do a command like !coop any - then anyone who had !coop any and was on my same allyteam would be cooped with me as well. So if x and y had !coop 1 and !coop any, I could join their team by doing !coop any.
Anyway, the ultimate implementation is of course up to you, but coop is really really fun and I'd like to see it supported (even if most players don't opt in on most games)
Re: Springie the AutoHost
Posted: 19 May 2009, 02:50
by Licho
===============================
SPRINGIE 1.37
===============================
* stats server now tracks elo rating of players
* balancing now uses elo rating instead of lobby rank (unles disabled in settings)
* added !predict command
Re: Springie the AutoHost
Posted: 19 May 2009, 09:54
by Neddie
Does predict state the probable outcome?
Re: Springie the AutoHost
Posted: 19 May 2009, 12:17
by Licho
Yes.
Re: Springie the AutoHost
Posted: 19 May 2009, 13:04
by Beherith
Sweet, would be nice to see whether predict is significantly correct :)
Re: Springie the AutoHost
Posted: 19 May 2009, 13:15
by Licho
Its by definition correct since its based on past data :)
If it says there is 75% chance that player A beats player B it means that in the past player A beaten B in 75% of games. (If they played each other).
Re: Springie the AutoHost
Posted: 19 May 2009, 21:46
by Neddie
I believe he was wondering more about whether it would make the right predictions. Mathematical and statistical validity are less important to most people than real results.
Re: Springie the AutoHost
Posted: 19 May 2009, 21:59
by Licho
What you mean correct prediction? How can it be correct? How can you tell its correct when its % based?
You can only tell it after many attempts - and over many attempts it will be accurate, because its based on those very attempts and their results :)
Re: Springie the AutoHost
Posted: 19 May 2009, 22:20
by imbaczek
no ranking system can give predictions that are based on anything more than mathematics and statistics... it's what ranking systems are. don't know what kind of predictions you expect, neddie. real results can't be known before they happen, you can only extrapolate from the past with a certain probability.
Re: Springie the AutoHost
Posted: 19 May 2009, 22:38
by Neddie
I don't expect "anything" I was just clarifying what Behe was wondering about. I know how statistics work, and I also know their many limitations.
Strictly speaking, the ratings are useful for predicting the outcomes of many games, not individual games. They are the result of averages, they predict averages.
Re: Springie the AutoHost
Posted: 19 May 2009, 23:24
by CarRepairer
Call the psychic friends network.
Re: Springie the AutoHost
Posted: 20 May 2009, 11:34
by YokoZar
It's not hard to test the predictions guys. You do it the same way you measure the weatherman - if half the time he said 50% chance of rain you got wet then he's good.
Just record what Springie predicts will happen followed by what actually does. Then post the table here and we can crunch the numbers for you to see if it's right - it might be too optimistic (or pessamistic) about the disadvantaged team's chances. Or it might have no real idea about who was going to win in the first place.
Re: Springie the AutoHost
Posted: 20 May 2009, 11:57
by Licho
Imo it will be inaccurate due to yet measured skill levels and skill fluctuations.
Such test can be easilly done on the server, springie is not needed at all..
Effectivity of its predictions is also inversly proportional to elo points distributed after each match.