Working on 1.2.0

A couple things over on the Allied Mods forum where the tf2 log uploader was found to have issues with MatchMod when it is in the match format (two halves).

I will be making some changes to ensure the match ends cleanly and the log uploader will work. I am digging out my research into the scoring I did a few months back and seeing if there is a really “good” was to handle the two halves of a match. We’ll keep you all posted.

Note on Configs

I was digging through my code base once again, looking at the current 1.1.9 release code and stumbled upon something I was mucking around with, which is Plugin based configs (as opposed to files that need to be manually maintained by individual server operators.

Basically, this would be a plugin that contains the configs and would simply need to get dumped into the sourcemod plugins folder, and can then be updated automatically bu the update mechanisms MatchMod already uses. I am going to take a brief look into this and see how it can be adapted to the 1.1.9 code.

Drop me a line here or on steam with your thoughts.

MatchMod 1.1.9 Released

MatchMod 1.1.9 has been formally released, with the code updated and is included in the package. It is recommended that all servers upgrade to the latest version. Thanks for your patients in waiting for this.

Included configs are there for pugs and 6v6 and 9v9 scrims and some new commands mentioned previously. I’ll get the documentation updated shortly. Any feedback let me know here or in the forums..

Stats

Simply put, life occured, but here is the details on where everything is sitting right now.

The 2.0 release is delayed, It *might* wait until Sourcemod 2 and the port will be into the new language and syntax that is being worked on there.I am not sure I will wait that long, but it really is boiling down to having a few hours to program this.

The 1.1.9 release I uploaded does have a slight bug, it detects push as attack/defend and the opposite on the other end. Due to the delay, I am currently looking over the 1.1.9 code once again to fix that error and get everything ship-shape for a formal release. I am hoping to get though this very soon. I am leaning toward not updating the league configs to much, but may simply make a generic ruleset included with the mod for both Highlander and 6v6 that should be good enough to work. The variance will be the whitelists.

The other aspect I am currently digging into is stats. I am presently toying with HLStatsX:CE to toy with the idea of tracking stats and so forth. A couple of things come into play as I am looking at this off the bat.

  • The stats cannot flood the console with messages, it’s simply not interesting during a given match.
  • I am presently skeptical on how much data HLstatsX has tendency to drop and is lost within its inherit design. A good amount of experimentation is going into this aspect to see what is the ideal scenario to get things working.

As some of you may be aware, HLstatsX:CE uses the server log, and pipes it out via UDP to a daemon. this daemon is a perl script that analyses what happens, then RCONs back into the server to spam the console once it determines the score. For the overall design, this worked very well for HLstats over all. but it is proving from experience to show that is does have tendency to miss kills and so forth. Part of my research here is to determine the actual causes and see if there is a way to mitigate this. A few have gone down this road already, so I am comparing notes and seeing things out.

But, I am looking at using a existing stats package as my time is just to limited to spend time building a new one. HLstats allows me to easily turn the tracking on and off during a match by simply severing the link to the daemon, then bringing it back online. We’ll see how things go.

HLstats also give me the ability to separate, at the server level, a pug game from an actual match. So if I wanted to have PuG servers, we can use those and the stats would be separated from the league play stats.

I’ll keep everyone apprised of the status..

Sign in with Steam enabled

I just installed the “WP Social Login” plugin that now has native support for Steam. It does work, but required a bit of profile editing on the part of the user to come out cleanly. Not terrific, but I think it might be the best way to handle things and allow the user to customize their account a bit.

If you want the Avatar to function, I still have it utilizing Gravatar and will need a valid e-mail address to properly use those features.

Multi-Language Support / Config files

Since I have been swamped at the office, I have not had a ton of time to come over the new code and generate all the strings for multi-language support just yet. This weekend looks good to having a little bit of time as well as next week, I am hoping to be in the release candidate phase in about a week to be honest and will run with it from there.

I am looking to add more languages to the mod besides English, if anyone wants to volunteer to translate the strings, Let me know.

League play here in North America is beginning to start up again, so we should see active teams and scrims occurring. So finding teams to help test should be a bit easier. That will help quite a bit to be honest.

In other news, I will spend a bit of time re-building the dev environment since I need to upgrade tcadmin which manages the server instances. I also have a new website layout in the works, just waiting for sims freer time to rebuild the style sheets to integrate in all the features cleanly. I am hoping to get the mod out the door soon, so I can spend some time on phase two. :)

House keeping

All the tests I have an so far came back quite promising, couple issues I need to fix up:

  • Ready-Up still needs testing
  • Multi-language support is half in there, and I need to get this cleaned up since it is partially there and I am getting errors for string not matching and so forth.

I need to get the multi-langauge cleaned up before I can dig deeper, but I did confirm scoring is working in most modes. Stopwatch/Payload still need to get looked at, and CTF is still on the agenda for review.

The other game modes I will look at once I get multi-language support into the mod and all the strings are cleaned up. Been a hectic week so I didn’t get as much completed as I would have liked, here is hoping.

Slight Delay

I have had to do quite a bit at my day job over the past week, so no real time to spend on getting things worked out, I hope to have a bit closer to enter the beta stage this weekend. (beta is feature complete, and bug fix only mode). Here is hoping.

 

Scoring is close

Spent some time yesterday between errands to take a deeper look at Stopwatch and think I have it all worked out, will be testing the code later today and getting the teething problems worked out.

Also put all the extra logging back in (Item Pickup, healing, etc) for tf2logs.com, got the basics of the plugin manager piece (the Yo, RTV should not be running during a match piece) want to think about that a bit more to make sure it’s the most optimized it can be.

Also troubleshot a couple issues with the idle config to make sure things go as predicted. Once I get closer to release, I will post the actual config the mod is internally running so everyone can have a reference for it. Things are proceeding pretty as it stands right now.

Development Site

This site is planned to roll with the release of MatchMod v2 hopefully in a couple of weeks. The plan is to put some core in-place for some new features I am planning out currently. Hopefully it will come to fruition but quite a bit is still up in the air.