Release: SSK - The Swiss Server Knife

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shan

www.clanterritory.com
Jan 29, 2000
1,011
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Portland, OR
www.clanterritory.com
LOL Odie.

Ya Cleeus, when I installed it last night, I set it all up. Didn't get much time to play with it, but it looked to be working great. Really been wanting the Clan piece. Rocks!
 

Cleeus[JgKdo]

because respawns suck
Jun 8, 2002
798
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Germany
www.cleeus.de
I have a little update (no gameswitcher support yet, sry) which improves the TagBalance Mutator and removes a pretty nasty error situation where a player wasn't able to switch teams.

combatmaps FTP is down atm but still:
http://kd.hoodie.de/INF/SSKv091.zip

If you update, just replace the .int and .u, leave the .ini as it is to keep your settings.
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,252
3
38
56
Austin Texas
ghostdogs.net
TB will not let a Tagged player switch teams it seems.

A number of times the teams where unbalanced and it would not move a tagged member over to balance the teams out at a map change. I believe this happen when DbD and GD where on one side and none of us could move over to balance the teams ourselves [the other side had little to no Tagged players] even after the round had started.
 

Cleeus[JgKdo]

because respawns suck
Jun 8, 2002
798
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Germany
www.cleeus.de
Which version, 0.9 or 0.91? With 0.91 every player should be able to switch, 0.9 has a bug, as said.

I'll explain how it works:
When a new player joins (one, who hasen't played the map before or the current map) ssk.tb decides into which team the player is put.
Looners allways balance the teams.
For tagged players there are several possibilities:
a) none of his clanmates are on the server:
- he will balance the team and his tag is assigned to the team he is on
b) there is one or more of his clanmates on the server
b) I) the teams are balanced (+- IgnoreTeamDif = +-1)
- he will be put to the side of his team
b) II) the teams are unbalanced (means the difference is bigger then IgnoreTeamDif)
- he will balance the teams

When a player joins (including looners) ssk.tb puts his name into a list of known players. Since the player was already balanced when he joined, ssk now assumes that the teams were already balanced, too. So when the player joins again (either via a reconnect or via a mapchange) the player will be put into the team he wishes. When the player doesn't vote "change team" this should be the same team he was on before. But he can switch, if he wants to.
 

Cleeus[JgKdo]

because respawns suck
Jun 8, 2002
798
0
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Germany
www.cleeus.de
little addition:
ssk.tb will only balance a player once. So if some players leave and the teams are unbalanced after that, it's up to the players to re-balance the teams.

The only time when it could do a re-balance is at the beginning of a new map, when all players are joined (some leave between maps) and the round finally starts. This is how the old 2.86 ssk did it. But it had lots of disadvantages:
a) It couldn't be serverside anymore.
b) In EAS it would display that you are an attacker and suddenly, at the beginning of the game you were a defender. This would lead to wrong loadouts and teamkills.
c) It would be a dirty hack. The new ssk.tb is a nice and very clean solution (coding-wise).

If you value balanced teams alot more then playing together with your buddies, try setting IgnoreTeamDif to 0 but this will drastically decrease the probability of clan players ending up together in one team.

If you've read all this and still think it's a bug, then please tell me more about the situation - when did it happen, what did happen before?
 
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{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,252
3
38
56
Austin Texas
ghostdogs.net
I on ssk.u 32KB 7/23/2004 7.02pm CST

Last night ssk would not take a tagged player and balance the team at the begining of a map (pretty sure).

SSK would not even let a tag member switch teams, to manually balance teams (I am 100% sure of this).

Now we started with bots last night so I am not sure if they can effect SSK at all. I would think after the bots left and a new map started then ssk would no longer care.
 

Cleeus[JgKdo]

because respawns suck
Jun 8, 2002
798
0
0
Germany
www.cleeus.de
ok, sorry for the inconvenience, but it *may* be that i mixed up some files on my machine before uploading. Luckuly this is not much of a tragedy because its serverside :)

I re-uploaded it, could you please update once again?
http://kd.hoodie.de/INF/SSKv091.zip

edit:
PS: I don't claim that SSK has no bugs (hwo can?), I just wanted to describe how it's supposed to work. I noticed some strange situations myself but didn't see a pattern yet.
 
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{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,252
3
38
56
Austin Texas
ghostdogs.net
Copy, I am not mad or anything. It is free and I am happy to try it out! But I was starting to question myself about what I saw last night with sskTB.

Anycase, you do GREAT work and thank you for your code. I'll get it up as soon as I can.
 

Cleeus[JgKdo]

because respawns suck
Jun 8, 2002
798
0
0
Germany
www.cleeus.de
I have not checked that back for a long time, but if the codes work correctly it will be switched off by SSK.tb automatically. So if you want to make sure, set it to off.
 

Cleeus[JgKdo]

because respawns suck
Jun 8, 2002
798
0
0
Germany
www.cleeus.de
Update:
I have released Version 0.95

I think i have finally fixed TB so that it behaves like expected, the fix was tested for several weeks on JgKdo and worked pretty good. The Problem is, that i continued development and added a feature to use a mapcycle of up to 256 maps. This feature is marked as highly unstable (use at your own risk :D) but can be deactivated via an .ini switch.

v0.95 is running on JgKdo and gets some betatesting there (bUseExtMaps aka long mapcycle aka up to 256 maps deactivated). I hope there aren't any bugs with this config.

Anyway, cm.de has the D/L
http://www.combatmaps.de/index.php?site=dl&id=258
 

Cleeus[JgKdo]

because respawns suck
Jun 8, 2002
798
0
0
Germany
www.cleeus.de
/me stupid

Forgot to remove a debug codeline which disabled the function which decides whether a given map fits with the current number of players.

0.96 should be ok, but the 256 maps feature is still unstable.