User:Blue Warrior/Sandbox
This is where I will post random crap for various reasons. Most of the time, they're rough drafts that I'm going to improve on and add elsewhere later on. All the previous Sandbox articles I've created and destroyed are listed in the archives page.
The current BW Sandbox entries are SRB2MS, Best of 2009 Current Stats, Sigsev Café. All of these are outdated and will probably be edited soon.
Tips on Running a Good Server
Addons
Eventually, experienced players tend to get tired of the vanilla game setup, so addons are nice way to spice things up. What's important is to learn how addons make and break gameplay on a server. Tips for addons:
- The accessibility of an addon determines the people who join the server. If you want anybody to join the server, it should be available on the SRB2MB. If you want people from IRC to join the server, the file should be on IRC. If it's not easy to find, you won't get a lot of joiners.
- Smaller files such as low-scale socs and most character wads can be downloaded easily by joiners. Set MAXSEND around 500 so people can join without searching for those files all over the internet. Remember that downloading causes lag for the people who are in the game; make it a point not to let joiners download large files, if at all possible.
- Limit the number of files you add to a server. People don't like to look for seven character wads just to join one server.
- This sounds obvious, but add files that people are interested in. If you add SMS, you will attract people who like SMS. If you add Acid Missile, you'll attract people who like Acid Missile. If people who like Acid Missile don't like SMS (and vice versa), don't add both at the same time.
Lag and Stutter
Lag and consistency failures are probably the most at fault for causing frustration on servers. Fortunately, there are a multitude of commands helpful for dealing with both.
To deal with lag:
- NETTIMEOUT will determine how long it takes for a lagger to get kicked automatically if the server doesn't get a heartbeat from it. Generally, you can leave this alone, but if you want to make the duration shorter or longer, it's there. I believe it also kicks a person who is inconsistent with the server after that period of time, though I'm unable to confirm that at the time of writing this.
- Type PING in console while your game is frozen from lag. If a certain person's number is way higher than the rest of your netgame's, that's the lagger. If the numbers are high on all of the players, chances are that you yourself have a bad connection.
- It's considered courteous to ask the lagger to rejoin the netgame before setting him/her on his way. If the lagger takes too long or doesn't respond, don't be afraid to kick or even ban the player from the netgame -- one person's confusion is worth the rest of the crowd's convenience.
Stutter (consistency failure) sometimes lasts for only a few seconds, but if it persists, you have a couple options to choose from.
- The first is to simply end the level either with the MAP or EXITLEVEL command. Generally, consistency failures end when the map ends, so this is the most surefire method, if inconvenient at times.
- The second option is to turn on BLAMECFAIL (you must be unpaused for this to have any effect), and see which player numbers are being mentioned. Turn it back off, then check nodes to see where the numbers line up. Ask those players to rejoin and/or kick them if necessary, and wait a few seconds to see if it gets any better.
CONSFAILPROTECTION should be on by default, as it keeps players from being immediately kicked when their end fails to line up with the server's. Turning it off is not recommended, as consistency failures tend to happen on join and level end, which the netgame isn't as inconvenienced by.
Rules
If you want the game to be played a certain way, it makes sense to add some sort of rules script to the netgame. Most of the time, however, I find that the most effective rules for a netgame are, quite simply, "Don't be an idiot, and don't be a dick." Requires host discretion on what counts as each, of course, but the message is short and to the point: behave.
Gametype Settings
Coop
- Edit PLAYERSFOREXIT so that all players that are alive must get to the goal to move to the next stage. Otherwise, if someone races to the finish, nobody else gets to enjoy the stage. If there's ever a need, you can always type EXITLEVEL if the players don't want to wait to go to the next level.
- As Mystic would say, coop is best played with a few people you know. You can do coop with anonymous people on the master server, but the game kind of breaks down when there's more than five or six players around. Use MAXPLAYERS wisely.
- SETRINGS and SETLIVES should be used according to your audience and the situation. Some people enjoy overpowering themselves, whilst some people enjoy challenge. It's a good idea to ask people whether you should give players 9999 rings at the beginning of each stage to turn super, or a certain amount of lives to give the people who gamed over another chance.
Race
- If you would like to avoid thokfests, you could forceskin players to some other character to make gameplay more interesting. People may complain and want to play as Sonic; it's up to you to decide whether you care or not.
- Turn off teleporters. Possibly Eggman monitors and recyclers as well.
- Heck, if you want, just turn off everything but speed shoes and whirlwind monitors. It's the most surefire way to balance gameplay between the three characters.
Tag / H&S
Generally, it's not a bad idea to raise the TIMELIMIT and HIDETIME so that the seekers and hiders have more time to do their thing. In tag, it's not much of a problem, but the default H&S time sometimes isn't enough for players to get all set into their hiding spots.
Match
- Set TIMELIMIT to 10 or 15 minutes. Sure, 5 is fine too, but it's almost never enough time for the power stones to be of any use.
- Set POINTLIMIT to 1000 or 1500 too if you'd like. It's a good way to shorten repetitive or spammy matches.
CTF
- If you'd like, you could set the TIMELIMIT to 15 or 25. Some people enjoy the endless stalemates, however, so it's more so a preference than anything.
- If teams turn out to be unfair by the end of a match, TEAMSCRAMBLE 2 to rebalance the teams based on players' skill levels. You can also SCRAMBLEONCHANGE, but I think the manual way is more effective.
Be An Entrepreneur
Are there too many coop servers? Make a server that isn't coop. Is the other CTF game full? Make a CTF server for those who missed out. If you can help balance supply and demand, then you're helping out the master server and gaining more joiners. Win-win situation!
SRB2MS
This is the story all about how netplay got twist-turned upside down; now, I'd like to take a minute -- just sit right there -- I'll tell you how Cue became the prince of a site called srb2.org.
But seriously.
The Official SRB2 Master Server, or SRB2MS for short, is the official master server used by the mainstream SRB2 community. Prior to the creation, the only possible way to join games was via IP; the creation of the SRB2MS considerably eased the process of hosting or joining a server and became the primary option for hosting and joining netgames. First sprouting in the early 1.09 era, brothers Logan and Alam Arias hosted the master server on srb2.servegame.org, which has since become the predefined master server address in the official download for SRB2.
During the 1.09.2 era, tensions began to rise as roleplay, chat, and "hangout" servers became more popular among one part of the community and just as unpopular to the rest. The complaints regarding these kinds of servers eventually lead to the creation of rules, especially the banning of RP, chat, hangout, and clan servers. While punishments were generally handed out to server hosts who violated the rules, the effort did not appear fruitful, as hangout and roleplay servers consistently persisted on the master server. Some time into the 1.09.4 era, reported servers became increasingly neglected from consequences as bans were less frequently handed out.
Eventually, Cue became especially involved in the technical maintenance of srb2.org and adopted the SRB2MS, which was then hosted under ms.srb2.org. Many modifications were made to the master server, including an integrated report system, banlist, and announcements on the master server's main page, as well as a wider range of master server administrators. The one feature of the master server considered a downgrade was a glitch in the master server's ability to detect a server's "heartbeat"; generally when a server was registered onto the SRB2MS, it would stay on the SRB2MS's server list until pruned by an administrator. Since the release of SRB2 Version 2.0, this appears to have been fixed.
In spite of many improvements made to the master server and the prompt response to reports of rule-breaking servers, tension remained high as roleplay and hangout was still hosted daily. The master server also didn't receive the desired effect due to the lack of games hosted by seasoned SRB2 players increasing gradually.
On March 31st, 2009, Cue "officially" shut down the SRB2MS, due to "people [who] can't control themselves and have screwed up the MS". After heavy criticism and the appearance of two newer master servers, Cue reopened the SRB2MS as a whitelist and eventually revealed that it was part of a plan to get the master server back in shape. Both newer master servers eventually died, however, and eventually the whitelist on ms.srb2.org was removed.
Since the release of 2.0, rule-breaking servers have dropped to an all-time minimum. I assume that said servers still exist, but simply have stuck with the least up-to-date version, 2.0.1 in order to prevent outsiders to cause any other conflicts. There is also the case that not many hangout maps have been ported to 2.0, which sort of puts a dent on the scenario.
Best of 2009 Current Stats
This a list of the maps that are currently headed for the BOOLDC (Volume 2) in 2010. There are no maps so far, so I will use placeholders as examples for the time being.
BOOLDC2 2009 Lineup
Match | ||
---|---|---|
MAPM0 | Azure Lake Zone by KO.T.E | 6.20 |
CTF | ||
MAPF0 | Sunshower Canyon Zone by D00D64 | 6.50 |
MAPF1 | Iron Turret Returns Zone by Neo Chaotikal | 7.65 |
MAPF2 | La Villa Strangiato Zone by Penopat | 6.00 |
Circuit | ||
MAPR0 | Map by Author | 0.00 |
BOOLDC 1.09.4 2009 Lineup
If by any chance I end up releasing a version of this, one way or another:
Match | ||
---|---|---|
MAPG0 | Toxic Plant Zone by HyperKnux | 6.20 |
MAPG1 | Rook's Valley Zone by Drake Spyker | 6.29 |
MAPG2 | Castle de Space by Space K. Green | 6.43 |
MAPG3 | Aerial Match Zone by Cheese | 6.44 |
CTF | ||
MAPG4 | Geometric Void Zone by SonicMaster | 6.80 |
MAPG5 | Illuminated City Zone by Cheese | 6.30 |
Circuit | ||
MAPG6 | Heavenly Fountain Zone by SonicMaster | 6.38 |
MAPG7 | Aqueduct Circuit Zone by Ezer.Arch | 7.00 |
MAPG8 | Endless Woods Zone by Blade T. Hedgehog | 7.40 |
MAPG9 | Star Reactor Zone by Kuja | 7.11 |
Sigsev Café
Sigsev Café is a message board in the works by Blue Warrior, a member of the SRB2 community. The goal of the forums is to provide people with an alternative way of organizing netgames, also in turn helping out the Master Server in terms of a rule-breaking problem it has had for a long while. Not much is determined as of yet, but the creator is hoping it will end most of the quarrel between the two sides of the SRB2 community.