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Flexible voting system

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Flexible voting system

Postby khtti » Mar 24th, '11, 6:06 am

Modifying physics to remove this is not the way to go.
You could always add a vote option to turn obs off, for maps without that new surface type.
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Re: Glitchy ramps

Postby <hk> » Mar 24th, '11, 10:54 am

That's a good Idea.
I wanted to wrap the voting system of defrag anyway.
I can't work on this before May, though.
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Re: Glitchy ramps

Postby TittenIgnition » Mar 28th, '11, 12:46 pm

$$-albion wrote:We should come up with some more voteable options... hmmmmz

didnt hk mention somewhere that hes gonna make a whole new voting system that allows custom votes, so you can vote for anything, like an obscure setting or something?
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Re: Flexible voting system

Postby <hk> » Mar 28th, '11, 2:17 pm

I was thinking of hiding parts of the defrag voting system.

How the vote message travels usually:
client -> server -> proxymod -> serverVM(defrag)
The serverVM then tells every client about the vote
serverVM(defrag) -> proxymod -> server -> client -> clientVM(defrag)
The clients answer the vote.
client -> server -> proxymod -> serverVM(defrag)
The vote is over and the server tells the clients the result
serverVM(defrag) -> proxymod -> server -> client -> clientVM(defrag)
The vote passes -> the serverVM commits the changes (e.g. mapchange)
The vote fails -> nothing happens

How the vote message travels after our changes:
client -> server -> proxymod
The proxymod then tells every client about the vote.
proxymod -> server -> client -> clientVM(defrag)
The clients answer the vote.
client -> server -> proxymod
The vote is over and the proxymod tells the clients the result
proxymod -> server -> client -> clientVM(defrag)
The vote passes -> the proxymod commits the changes (e.g. mapchange)
The vote fails -> nothing happens


Example:
A player callvotes a map(st1). This string is send to the server: "callvote map st1". The string is passed from the server to our proxymod, but the proxymod doesn't tell the server mod(i.e. defrag). The proxymod then fakes the proper response from the server mod and tells everybody there is a vote in progress. When the vote is over the server mod still doesn't know anything about a vote and the proxymod can decide how to count every vote. If the vote passes it changes the map just like defrag would do it.

This enables us to make use of the following features:

context sensitive vote evaluation
You can for example say that only spectators are allowed to vote, or votes of players who are touching the ground count half. I chose those examples because they are stupid and show what the system is capable of.

custom votes
The system can create new votes that change server behaviour.
We could have options voteable that manipulate doors in CTF maps. Those doors could be set to an always open state.
Now thats a serious change of the game. I don't know if it's a good idea but it's a good example for a custom vote.

How about pointless random callvotes? Those would be possible, too.
Code: Select all
callvote question Do hk's maps suck?


single person votes
You could have some kind of ingame configuration feature. Once you cross the finish line you are asked via the vote system if you want to make the demo available to the public. You are the only one seeing this vote but you can answer it pressing F1 or F2.
The server could spam the user with information on demand. Information like checkpoint times of the rank1 player.

Of course all this can be done in defrag, too. But we don't have the source code to change it. I think taking features to serious is a fun killer. I don't want to destroy cgg's or berserker's work but some record system related votes might be useful.
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Re: Flexible voting system

Postby $$-albion » Mar 28th, '11, 7:27 pm

:O Seems pretty interesting, now I'm awaiting the list of possible votes :O
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Re: Flexible voting system

Postby <hk> » Mar 28th, '11, 7:39 pm

Make some suggestions. I had mine in the post above :)
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Re: Flexible voting system

Postby Arcaon » Mar 29th, '11, 6:40 am

Sounds good!

I think the voting system should dismiss all afk players though.
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