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A little rule change + Server settings

 
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Insomnia
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Joined: 18 Apr 2005
Posts: 3282
Location: Essen, Germany

PostPosted: Thu Jan 18, 2007 11:49 am    Post subject: A little rule change + Server settings Reply with quote

We changed the rules a slight bit, to support the fights for positions in the backfield. With the old ruleset, there was no point in finishing, if the first 8 players crossed the finish line, now there is. We will give points according to the following scheme:

finishing 1st: 12 pts
finishing 2nd: 10 pts
finishing 3rd: 9 pts
finishing 4.: 8 pts
finishing 5.: 7 pts
finishing 6.: 6 pts
finishing 7.: 5 pts
finishing 8.-9.: 4pts
finishing 10.-12.: 3 pts
finishing 13.-15.: 2 pts
finishing 16.-20.: 1 pt
not finishing inbetween the time limit: 0 pts

Also, we have a screenshot with the server settings for you.
Forced Settings: Game Mode = Rounds, Max Players = 20, Max Spectators = 0, Alternate Rules = Off, Chat Time = 2-00 (everyone should have the chance to go to toilet or get something to eat between these two very long races)
Optional Settings: Player Password, Spectator Password
Settings, that don't influence anything: Referees, Opponent Detail, Ladder Mode, Replays, Wait Time, Track Download, Point Limit (as long as it's between 1 and 10)


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Last edited by Insomnia on Sun Feb 04, 2007 12:51 pm; edited 1 time in total
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GD
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Joined: 18 Jan 2007
Posts: 38
Location: Leiden, The Netherlands

PostPosted: Thu Jan 18, 2007 1:30 pm    Post subject: Reply with quote

Thanks for the screenshot, if anything with these competitions the big hold up always seems to be the question: how should i setup the server?

I presume (by logical detuction) that the chat time should be 2 minutes? Seems like enough time to empty your bladder and stuff your stomache :p
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reDzQWare
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Joined: 25 Apr 2005
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PostPosted: Sat Jan 20, 2007 1:43 pm    Post subject: Reply with quote

Wouldn't it be more sensible to set Laps as game mode?
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Insomnia
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PostPosted: Sat Jan 20, 2007 1:46 pm    Post subject: Reply with quote

No, it does not work. Lap Mode modifies the lap count of a lap map, but it's a time attack mode. You can reset whenever you want, no synchronous start, etc.
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DEnGel
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Joined: 24 Jun 2006
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PostPosted: Wed Jan 24, 2007 6:51 pm    Post subject: Reply with quote

jep ! thats really annoying on laps -.-
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Yavuz
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Joined: 22 Oct 2006
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PostPosted: Sat Jan 27, 2007 3:56 pm    Post subject: Reply with quote

how will be the order of environments ?
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Last edited by Yavuz on Sat Jan 27, 2007 6:35 pm; edited 1 time in total
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Insomnia
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PostPosted: Sat Jan 27, 2007 4:06 pm    Post subject: Reply with quote

Everything about environments/maps will be announced tomorrow, when the map pack will be released.
Environments for Round 1 will be Desert + Bay.
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Yavuz
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PostPosted: Sat Jan 27, 2007 6:30 pm    Post subject: Reply with quote

ok thanks
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Insomnia
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PostPosted: Mon Jan 29, 2007 10:50 pm    Post subject: Reply with quote

Another rule edit I made last days is a decision about fairness. Here's the quote:
Quote:
Fairness: If you occur an invalid time due to an error network, before all players finished the first lap, restart the round for fairness. Once the first lap is finished, it's the drivers error to not correctly setup his/her computer. A restart can be done by vote or forced by the server admin.

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Slig
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Joined: 01 Aug 2005
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PostPosted: Fri Feb 02, 2007 12:14 am    Post subject: Reply with quote

You don't speak about the <finishtimeout> setting ? it should be at least 3 minutes (so 180000) to give a chance to finish. Btw the finishtimeout should be verified in all ET matches with tmu, having a different time to finish can make a difference in team mode too.


Insomnia wrote:
No, it does not work. Lap Mode modifies the lap count of a lap map, but it's a time attack mode. You can reset whenever you want, no synchronous start, etc.

Just have to forbid the restart. If there is a doubt that a player restarted you take the replay and disqualify him if needed. The only common point with TA is the restart.
Laps mode give the check position, which is far better for a 20 laps race, and give places/checks/times for those who don't finish.
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mazzyfred
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PostPosted: Fri Feb 02, 2007 10:21 am    Post subject: Reply with quote

i do somehow agree... it has been working nicely for the GP Coast competition for 6 months now...
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Insomnia
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PostPosted: Fri Feb 02, 2007 10:45 am    Post subject: Reply with quote

Slig wrote:
You don't speak about the <finishtimeout> setting ? it should be at least 3 minutes (so 180000) to give a chance to finish. Btw the finishtimeout should be verified in all ET matches with tmu, having a different time to finish can make a difference in team mode too.

No. The setting is not settable for "normal" servers (you dedicated cheaters :P). It's calculated relative to the author time, so for a 20 minutes map it will be ~3min25. Don't worry.
My quote is about fairness behaviour at the beginning of a race. If you get a network error in the first lap, it's unfair to be already out for the following 19 laps.
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Slig
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PostPosted: Sun Feb 04, 2007 5:36 pm    Post subject: Reply with quote

Insomnia wrote:
Slig wrote:
You don't speak about the <finishtimeout> setting ? it should be at least 3 minutes (so 180000) to give a chance to finish. Btw the finishtimeout should be verified in all ET matches with tmu, having a different time to finish can make a difference in team mode too.

No. The setting is not settable for "normal" servers (you dedicated cheaters :P).

I think it is, the <finishtimeout> is in the standard tmu game matchsettings, so should be settable just editing the matchsettings file. It should settable by script with a non dedicated too ;)

At least you should specify for dedicated servers to set <finishtimeout> to 1 to be sure to have all servers with the same value.
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Insomnia
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PostPosted: Sun Feb 04, 2007 6:51 pm    Post subject: Reply with quote

3min30sec then
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