Making a Server for 1on1 matches

s0iz

2007-08-31 01:17:06

In the last days I been working on a server made exclusivly for running one on one matches.

> What the F am I talking about?

It's a Source Dedicated Server running under Windows 2003 Server Edition SP2 at 67Tickrate and 500FPS (extremely tweaked to be REAL 67tick-500fps)

It is limited to 4 slots, 2 free for players, 1 reserved for an admin and another one that is going to be always used by SourceTV.

> What is the difference with the rest of servers?

This server will be perfectly set to have the minus latency possible and the highest rates avaible, giving the less hit-registration problems as possible.

Why? Simple, it's based to be played by regional players, with less than 100ms. So the frame interpolation and prediction will be disabled, reducing hit registration problems a LOT (of course that having a real cmd/updaterate 67 and a smoothly 500fps helps, too). Also, both players will be forced to use cl_cmdrate "66" as min and "67" as max.

> Which plug-ins would this server use?

The server MUST use Source MetaMod (http://www.sourcemm.net/) with the following addons:

- Basic Admin Tool (BAT) by EKS

- Country Filter by Knagg0 (OPTIONAL, not really necessary)

- FPS Boost by sslice

- High Ping Kicker (HPK) by EKS

- SteamBans.com CVAR-X by sslice

- STEAMID_PENDING Fixer by dackz

- Hitsound by Keeper

--------------------

If you guys are really interested on HowTo set up a high-perfomance server for 1on1 matches, I can make a guide so most of countries/areas are able to have one.

Thanks for your time.

PS: Sorry if there are some mistakes over there, my english is not perfect.

EDIT: Not sure if this thread should be here or in Engineering, moderators feel free of moving it to the corresponding sub-forum.

MeekMeekle

2007-08-31 03:12:20

this sounds awesome!

Which maps do you have in mind? I'd like to see very short and fast rounds personally so other players can have turns!

0nti

2007-08-31 03:24:23

This is a great idea, from which I'll have loads of fun ^^

s0iz

2007-08-31 04:33:41

MeekMeekle wrote:this sounds awesome!

Which maps do you have in mind? I'd like to see very short and fast rounds personally so other players can have turns!
Well, maps maybe choose by everyone. In my server I already have:

aim_arena_reloaded
dm_lockdown_r3
dm_lockdown2
dm_zeta_prefinal
dm_lostvillage
dm_resistance_r1
dm_7hour
dm_overwatch
dm_underpass
dm_crossfire
dm_biohazard

But I have aim_arena_reloaded 24/7 till the map begins (because it's 4 slots only)

Walking Target

2007-08-31 04:54:07

I run a similar server called the Dueling Grounds. It is on a premium connection ($5/slot) and is plugin free. WIn32 66 tick.

s0iz

2007-08-31 23:07:29

Vote please.

Keeper

2007-08-31 23:24:57

Why would you need all those plugins for a 1v1 server?

Just curious...

Ko-Tao

2007-09-01 00:23:50

The best 1v1 / match server is one with no plugins at all.

But if you want randoms to be able to join and run matches, all theyd need is a way to change the map. Everything else can be left stock.

{rAc}MikeyCSniper

2007-09-01 17:34:24

Yeah plug-ins tend to slow things down.

Blasphemy

2007-09-01 17:54:15

1 V 1 Central - NO NOOBS! - 8)

s0iz

2007-09-01 20:15:04

- Basic Admin Tool: To give privilegies to your friends so they can make 1v1 matches and another stuff without having the RCON.

- Country Filter: As I said, it's a regional server but this is OPTIONAL, not really necessary if HPK is activated.

- FPS Boost: "Fixes" the 64FPS issue, boosting it to 500.

- High Ping Kicker (HPK): The server will be a regional one, people with 100ms or more won't be allowed to play (because the server been set to play with low-latency people)

- SteamBans.com CVAR-X: Block certain commands that allow players advantages on you or they just produce negative things for theirselves but they don't know about it.

- STEAMID_PENDING Fixer: You need to confirm with who you are playing with (if CAL match), there is an exploit to not show your STEAM_ID; and well, this fixes it.

- Hitsound: Nothing better for a 1v1 match :)

Charles

2007-09-01 20:48:21

If you're going to have hitsounds, don't enable them for explosives. You can spam in random areas and tell if they're there, which is a tactic you normally can't rely on.

Keeper

2007-09-01 23:45:32

Yeah, WT asked me about this.

It will be fixed soon.

Charles

2007-09-02 01:25:34

Don't forget Crossbow.

Ko-Tao

2007-09-02 01:50:42

[KBH] Keeper wrote:Yeah, WT asked me about this.

It will be fixed soon.
Ah, excellent. To expand slightly on Charles comment, anything non-hitscan is abuseable, which is the only reason hitsounds are still banned in CAL. A version of the plugin with sounds for only pistol / smg primary / ar2 primary / shotgun / mag would be great for competitive play.

Mag headshot notification with a default sound and no screen text would be great too. :)

Btw, would it be possible to allow the choice of stock sound during setup?

s0iz

2007-09-02 03:49:11

Ko-Tao wrote:Btw, would it be possible to allow the choice of stock sound during setup?
Yes indeed, I been testing lot of configurations of all the plug-ings. I must say that Keeper made an excellent job, his plug-in is highly-configurable.

Keeper

2007-09-02 03:53:23

Ko-Tao wrote:Ah, excellent. To expand slightly on Charles comment, anything non-hitscan is abuseable,
I will make it so it is configureable. I for one don't see the xbow as a non hitscan weapon. I know technically it is. But it doesn't fall in the same vein as the splash damage and self directing orbs.

On the other hand, I don't know if it is abusable. My arena is wide open and usually a straight shot, so I'll have to rely on your guys judgement.

My plan is a non hacking plugin that will allow hitsounds and overtime or sudden death.

Charles

2007-09-02 04:31:33

You can spam XBow ricochets and wait to hear a sound.

It'd also be nice if you could customize the sound. That BEEEEEEEP is kinda annoying compared to other hitsounds I've heard.

Keeper

2007-09-02 05:35:19

Well I might wait for the next update to finish this off.

Supposedly they are going to add hitbox recognition to the player_hurt and player_death events so I won't have to hack.

Also, they can also add the "(headshot)" into the logs. It took 5 lines of code, and I forwarded it onto VALVe. Hopefully, since they won't have to do much work they'll include it.

So the question is, release a plugin now with hacks? or wait for the one without hacks?

And for the most part, plugins do not do anything to affect the performance of the game. The problem is when we (the plugin makers) do calculations during the gameframes. The only reason we need to do this is multikill and JIHAD determination. The rest get called by the engine only when necessary. I guess if somebody did a lot of useless code during death/connecting events that could slow some things down. For this plugin tho, I wouldn't even use gameframe calcs, so you wouldn't even notice it was there.

Walking Target

2007-09-02 11:27:37

Agree on xbow, hitsound is game changing when you happen to land a blind bank shot.

I think non-hack version is worth waiting for, assuming they release the updates you require.

Ko-Tao

2007-09-02 11:30:13

Hitsounds on crossbow bolts are abuseable in a number of situations and maps. Basically anything that can hit an opponent you cant see becomes a problem as it can have game-altering effects on tactics and player behavior. Hitscan of course is the opposite in that it solves a problem instead, specifically the unreliablility of blood as a hit detection method.

Id personally say hold off until it can be done without hacks. The cleaner the plugin ultimately is, the better; any decrease in the chance of glitches or crashes in a match is worth waiting for.

s0iz

2007-09-02 20:45:00

Right, but do not forget that Valve got us waiting for many things. What makes you so sure about this update?

Keeper

2007-09-02 20:52:31

I know one is coming. Whether or not these changes get into it are a toss up.

I made the code changes and tested. I then e-mailed them to valve and I know they got sent to the programming team.

The person I contacted has a history of making plugins before he started working for valve. He has always helped me in the past. Especially when I do the leg work for them ;)

That being said. They are extremely busy getting the final touches on the orange box. So I wouldn't be surprised if it gets left out.

The switch between hacking and non hacking is easy for me. I might just release the former until the update.