And it is not there to start a match with a 4-0 score either!
Joking:)
I am not sure if quol's server supports /timelimit. But I agree it would be helpful to end discontinued matches.
Search found 78 matches
- Wed Feb 11, 2009 4:01 pm
- Forum: GU League Discussion
- Topic: Score system/time limit
- Replies: 4
- Views: 1876
- Tue Feb 10, 2009 6:24 pm
- Forum: GU League Discussion
- Topic: Fun!
- Replies: 17
- Views: 4139
Re: Fun!
The main reason why the fun league became inactive was not that people stopped playing fun matches, but that I simply forgot the password to maintain it (don't ask :doh: ). AlliedArmour and Grand slam proposed about a year ago to reactivate the Fun league. I didn't manage to login then. But I manage...
- Thu Feb 05, 2009 2:10 am
- Forum: GU League Discussion
- Topic: Big annoyance
- Replies: 25
- Views: 6668
Re: Big annoyance
The problem is that some of us cannot be there everyday. There are probably a few teams created and deleted again where for example I am not even aware they existed at all. I really appreciate that you pointed us to this problem without naming people. It shows the general level of the GU League play...
- Fri Jan 30, 2009 7:43 pm
- Forum: GU League Discussion
- Topic: League Site's 'Team' Page
- Replies: 5
- Views: 2285
Re: League Site's 'Team' Page
Sounds like it's being done wrong then. Don't run a query that counts how many matches each team had. Store how many matches they had right in the team table, and then increment that when a new match is added. Yeah, but [dmp] aint here and menotume is to busy tking :) Are we using an older webleagu...
- Fri Jan 30, 2009 11:38 am
- Forum: GU League Discussion
- Topic: League Site's 'Team' Page
- Replies: 5
- Views: 2285
Re: League Site's 'Team' Page
This is due the involved SQL query. With the increasing amount of matches in the database, that query takes a considerable amount of time to retrieve those values. For a single team to calculate this value as is done on the team page is trivial. Calculating them in a single query for listing the tea...
- Wed Jan 28, 2009 3:56 pm
- Forum: GU League Discussion
- Topic: Add server when reporting
- Replies: 7
- Views: 2738
Re: Add server when reporting
Thanks for that update Dexter, probably will use your info for a new sticky about replay servers.
The main reason why dub59997 is not anymore listed as an official match server is because it does not feature a replay server. Maybe one of the other server hosters can help him in setting one up.
The main reason why dub59997 is not anymore listed as an official match server is because it does not feature a replay server. Maybe one of the other server hosters can help him in setting one up.
- Wed Jan 28, 2009 10:37 am
- Forum: GU League Discussion
- Topic: Add server when reporting
- Replies: 7
- Views: 2738
Re: Add server when reporting
For now, some servers offer a replay list on their website. That could be a a possibility to find that match. The listing also reports the players involved. Nice could be if that listing on the server website would also display the score as that should be trackable :) Elas, not all of the match serv...
- Mon Jan 26, 2009 7:04 pm
- Forum: GU League Discussion
- Topic: Lagstats in replays
- Replies: 39
- Views: 8316
Re: Lagstats in replays
It is inconclusive because what you see is not what exactly what happened, as it includes any lag which you may have during the viewing The lag the client has while viewing the replay should not matter, as explained above. plus any that they had *.5 That is why dexter is proposing to have the lag v...
- Mon Jan 26, 2009 5:46 pm
- Forum: GU League Discussion
- Topic: Lagstats in replays
- Replies: 39
- Views: 8316
Re: Lagstats in replays
This may differ from user to user using the replay. Of what I see, 80% of the benefit of the replay as we have it today is for players to verify after a match that what they think was a 100% shot through in the replay actually looks like a miss after all. Another 10% is to verify if the tank itself ...
- Mon Jan 26, 2009 11:07 am
- Forum: GU League Discussion
- Topic: Lagstats in replays
- Replies: 39
- Views: 8316
Re: Lagstats in replays
This can subtly change the state between a live game and a recorded game, especially if jitter is high. I think that is why dexter proposes to have lag and jitter values in the replay available, so one can make a better assumption to what the original recipient saw (not so much what he actually saw...
- Mon Jan 26, 2009 3:15 am
- Forum: GU League Discussion
- Topic: Lagstats in replays
- Replies: 39
- Views: 8316
Re: Lagstats in replays
when viewing a replay, your (yes you, the viewer) current lag with the server affects what you see I am not quite understanding that point. I thought the replay contains all the events as seen by the server, with every event having a time signature corresponding to how the server received the packe...
- Sun Jan 18, 2009 12:40 pm
- Forum: Leagues: General Discussion
- Topic: Settings
- Replies: 11
- Views: 3976
Re: Settings
Not all players in the GU league, but quite a few are using mice with higher dpi. I think somewhere around 2000-3000 is standard. Some might have more. Higher DPI may help to gain more control. A few of the very good players also use quite slow mice though. How they do it they will have to explain. ...
- Wed Jan 07, 2009 11:56 am
- Forum: GU League Discussion
- Topic: RikerCup January 2009
- Replies: 35
- Views: 9018
Re: RikerCup January 2009
The set-up and rules don't change with every Football World Cup either. Well...they actually often do :) Anyway.....was thinking about a way of how to reflect the GU League spirit in an event like the RikerCup. A public poll will be as stated very difficult to set up, and it will be difficult to en...
- Tue Jan 06, 2009 6:35 pm
- Forum: GU League Discussion
- Topic: RikerCup January 2009
- Replies: 35
- Views: 9018
Re: RikerCup January 2009
I think every 6 month is great. Initially i was thinking that once a year will keep the event special. But a year is long, 6 month is long. Waiting 5 month to start thinking about it...think it should be done sooner. Teamcaptains need to be picked, they need to get them selfs organized and find date...
- Sun Jan 04, 2009 7:27 pm
- Forum: GU League Discussion
- Topic: RikerCup January 2009
- Replies: 35
- Views: 9018
Re: RikerCup January 2009
The title of the RikerCup is 10 best europeans vs the 10 best from the american continent. That was, is and should stay the subtext of this cup. What constitutes the 10 best is what was not well defined. The team captains chosen by the GU League Admins were chosen because we would trust them to inte...
- Sun Jan 04, 2009 5:27 am
- Forum: GU League Discussion
- Topic: Riker Cup '09 Pictures
- Replies: 9
- Views: 2996
Re: Riker Cup '09 Pictures
Thanks man...will be a joy to view them all!
- Sun Jan 04, 2009 5:26 am
- Forum: GU League Discussion
- Topic: RikerCup January 2009
- Replies: 35
- Views: 9018
RikerCup January 2009
I wanted to thank all involved for a great organized RikerCup. Special thanks go to the leaders of both teams, namely Saturos and Zelgadis on the european side, and The Doink and beanpole on the side of the americanas. I think they did a great great job. Great thanks also to dexter who designed and ...
- Sat Nov 08, 2008 12:23 pm
- Forum: Enhancements
- Topic: bullet spin
- Replies: 15
- Views: 3493
- Mon Nov 03, 2008 11:06 am
- Forum: Enhancements
- Topic: bullet spin
- Replies: 15
- Views: 3493
bit complicated. way too complicated [..] with all these variables and stuf Maybe I didn't do a good job in explaining. The variables is only server settings, it's where the server owner specifies these values once. It is like the setting for maximum speed, max reload etc etc. So the player who is ...
- Sun Nov 02, 2008 3:26 am
- Forum: Enhancements
- Topic: intercepting flying team flags
- Replies: 9
- Views: 2185
There already is a shot-path implementation for shots. It would require for flags to be modeled using a flag-path implementation, implying that a flying flag actually is a special kind of shot. This could in an even further away future lead to an implementation where flags can be fired by the tank h...
- Sat Nov 01, 2008 4:50 pm
- Forum: Enhancements
- Topic: bullet spin
- Replies: 15
- Views: 3493
- Sat Nov 01, 2008 11:39 am
- Forum: Enhancements
- Topic: bullet spin
- Replies: 15
- Views: 3493
- Sat Nov 01, 2008 1:42 am
- Forum: Enhancements
- Topic: intercepting flying team flags
- Replies: 9
- Views: 2185
intercepting flying team flags
How about the possibility to be able to intercept team flags - either dropped and catched - flags that have been send by dropping them off over pyramids and other surfaces. The flag has to enter the hitzone (sphere) of the tank to be able to catch them. This probably requires a flag-path implementat...
- Sat Nov 01, 2008 1:35 am
- Forum: Enhancements
- Topic: bullet spin
- Replies: 15
- Views: 3493
bullet spin
I know its a tank simulation and not a billiard simulation, but how about the possibility to add spin to bullets. The spin is controlled by the turning rate of the tank while shooting. The spin effects how bullets ricochet off of walls The spin effect does not have an impact on shot segments, meanin...
- Tue Sep 16, 2008 7:13 pm
- Forum: Enhancements
- Topic: Anti-Cheat proposal
- Replies: 56
- Views: 13370