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Re: Brenbot rotation command [message #489510 is a reply to message #489439] |
Fri, 03 October 2014 13:08 |
shaitan
Messages: 727 Registered: April 2005 Location: Pennsylvania
Karma: 0
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It happens a lot with our brenbot as well.
Aircraftkiller wrote on Sun, 18 Jan 2004 07:38 | I get along with people fine, so long as they aren't rejects who promised things that they couldn't
deliver on, or forum trolls who contribute nothing except to bloat the fragile egos of the same
rejects I despise.
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Re: Brenbot rotation command [message #489576 is a reply to message #489439] |
Sun, 12 October 2014 15:25 |
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OuTSMoKE
Messages: 52 Registered: April 2009 Location: Chicago, IL
Karma: 0
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I've had this happen on different occasions with my bot, maybe what I've foind to be the case with mine will help you.
Situation 1:
A map or two doesnt load right in the fds, but in the list it shows up.
Example:
In game = Complex
Rotation = [Complex] Mesa Islands BunkersTS
Nextmap = Mesa
Complex ends, for some reason Mesa doesnt load, so the server loads Islands, and results in this:
In game = Islands
Rotation = Complex [Mesa]Islands BunkersTS
Nextmap = Islands
Actual next map loaded = BunkersTS
So basically if a map is missing or doesnt load in the FDS properly, it fucks up the rotation list.
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Situation 2:
I only have the above issue on my test server, as I'm running MPF's random rotation plugin on the public Kambot.!rotation is out the window, but !nextmap is alwasy accurate.
It WOULD be cool if some how the brenbot could check the !nextmap and highlight the proper map in !rotation, but I find it really a non-issue.
Here's what my current setup looks like, after a fresh restart and one gameover:
[5:24pm] <~OuTSMoKE> !gi
[5:24pm] <&KamServ> Gameinfo: (WOL) Map: C&C_Tib_Pit_3.mix GDI: 0/52 players 0 points Nod: 0/52 players 0 points 0.00.00 mins left SFPS: 1130561
[5:24pm] <~OuTSMoKE> !rot
[5:24pm] <&KamServ> Host: The map rotation includes:
[5:24pm] <&KamServ> Host: Islands [Airai_b7] Alpine_Night Arid
[5:24pm] <&KamServ> Host: Arena Atoll_b3 Aurora backstab_b5
[5:24pm] <&KamServ> Host: BattleCreek Big_Walls Bio BoxedInV4
[5:24pm] <&KamServ> Host: bridge Bridge_Control BunkersTS Cairo
[5:24pm] <&KamServ> Host: Canyon Caves City_Flying_Re City2_extended
[5:24pm] <&KamServ> Host: Cliffs Clover Colossus2r1 Complex
[5:24pm] <&KamServ> Host: conflicts Conquest_Island Conquest_Winter Country_Side
[5:24pm] <&KamServ> Host: Creekdale_flying Death_Pass Delta Desert_Seige2
[5:24pm] <&KamServ> Host: DesertTunnels DomesV2 Dusk EKIsland
[5:24pm] <&KamServ> Host: EVA_Relaunch FieldTS Frag_City Forgotten_Town
[5:24pm] <&KamServ> Host: Fortress2k4 Fusion Gigantomachy GlacierTS
[5:24pm] <&KamServ> Host: GrasslandAssault Grotto_b3 Hangmans_Canyon High_Altitude
[5:24pm] <&KamServ> Host: High_Noon_2 HillBilly_Valley Hourglass Hourglass_Flying
[5:24pm] <&KamServ> Host: Installation Islands Madness Mars
[5:24pm] <&KamServ> Host: Mesa Metropolis MetroTS MinesTS
[5:24pm] <&KamServ> Host: Niagra Night0X Nightfly2 Oasis_Flying
[5:24pm] <&KamServ> Host: Overlook Plunder_Valley Pompeii Port_Rev
[5:24pm] <&KamServ> Host: Quick_Draw River_Canyon RiverValley Ruins0X
[5:24pm] <&KamServ> Host: Siege Snow Storm_Walls_Flying SunFusion
[5:24pm] <&KamServ> Host: Tech_City The_Moon Tib_Field Tib_Pit_3
[5:24pm] <&KamServ> Host: Tib_Waste Tomb Tropics Under
[5:24pm] <&KamServ> Host: Underpass Urban_Rush Volcano_Flying WallsEVO
[5:24pm] <&KamServ> Host: Wasteland Worthy_Classic
As you can see, the [] in the rotation just moves down the list, instead of highlighting the current map.
Hope this info can help either you or danpaul, or the TT people, whatever. Like I said, I don't mind it, but I can see how others' might.
Kambot NewMaps 4.1 Marathon Server Owner
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Re: Brenbot rotation command [message #489648 is a reply to message #489597] |
Wed, 29 October 2014 19:52 |
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roszek
Messages: 296 Registered: June 2010
Karma: 0
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Ethenal wrote on Sat, 18 October 2014 14:47 | Just an update: we've put fanmaps back on Jelly and we definitely have a bugged !setnextmap command. I knew it happened in the past but I couldn't remember what the problem was - my current hypothesis is that it moves the rotation forward one map each time you type !setnextmap - so it may actually be changing the "next" map to the one you requested, but it moves the rotation forward one slot so by the time the game ends the server skips multiple maps ahead.
I'll let you know as I mess with it, I'll probably be able to fix it.
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I see something a little different.
Say I have maps 1234567 in the tt config and I am on map 1, I do a setnextmap to say map 6 (or whatever) my rotation no longer lists as 1234567 after map 1 ends, it will now list as 1334567.
[Updated on: Wed, 29 October 2014 20:10] Report message to a moderator
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