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OPCAdmin Experienced
Joined: 04 Jul 2005 Posts: 340
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Posted: Thu Mar 30, 2006 1:46 am Post subject: Plugin: Map ratings & statistics |
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Current version: 1.15
Last updated: 06/15/2007
See this site for documentation and installation:
http://mmplugin.net/mm/plugins/map_ratings/documentation/index.html
Plugin features:
- Allows players to rate each map from 1 to 5
- Has options to remind and/or force players to vote
- Map ratings can optionally be send to a web server for easy viewing
- Optionally allow players to vote each time the map runs
- Optionally only save a players most current vote
- You can customize how and when players are reminded
Now includes a German language translation file (thanks schmerz187).
Big thanks to The009 for the mapstats.php coding. Here is an example using a customized version of it:
http://www.doasource.net/?page=mapstats&server=surf
Last edited by OPCAdmin on Mon Jul 23, 2007 12:01 am; edited 24 times in total |
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Rebell Regular

Joined: 19 Jun 2005 Posts: 131 Location: GERMANY
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Posted: Fri Mar 31, 2006 1:07 am Post subject: |
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OH !
Looks real nice - tnx !
cya _________________
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nelioneil New User
Joined: 23 Feb 2006 Posts: 3
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Posted: Sat Apr 01, 2006 6:58 am Post subject: |
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Looks really nice!
Is there a command to manually turn it off in game? |
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OPCAdmin Experienced
Joined: 04 Jul 2005 Posts: 340
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Posted: Sat Apr 01, 2006 10:54 am Post subject: |
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Thanks! There's not a command to do it but you can control everything through convars. Something like this would stop it from processing:
rcon mr_map_ratings 0
I wouldn't bother though. This plugin has very little overhead during gameplay, almost all the work is done at the beginning and end of each map. |
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nelioneil New User
Joined: 23 Feb 2006 Posts: 3
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Posted: Sat Apr 01, 2006 5:57 pm Post subject: |
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| Well the thing is, we have one server for our clan (so we play wars on that as well) so was lookign for a command to turn it off for wars (e.g. put the command in mr12.cfg to turn it off) |
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OPCAdmin Experienced
Joined: 04 Jul 2005 Posts: 340
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Posted: Sat Apr 01, 2006 7:08 pm Post subject: |
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I might have to do a different release to give you exactly what you want.
There are basically only 3 things that trigger anything of significance during gameplay:
- when a player says "ratemap"
- when a player says "maprating"
- when a player dies (for the reminders)
Everything else is done on map initialization and shutdown. You could add "mr_map_rating 0" to your config file but I noticed that it will not prevent ratemap or maprating from being used, not sure how important that is to you. It will stop almost all processing on player death (which is really small anyway), so really unless someone says one of those words there is no impact to the game.
I will update the plugin to stop it all though. |
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OPCAdmin Experienced
Joined: 04 Jul 2005 Posts: 340
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Posted: Sun Apr 02, 2006 2:26 am Post subject: |
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| Just updated the code. The only difference is that in this version everything is turned off when mr_map_ratings = 0. Changing the value does not take affect until the end of the round. |
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YellowKard New User
Joined: 17 Nov 2005 Posts: 5
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Posted: Tue Apr 04, 2006 12:24 am Post subject: Display |
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Can you add a configureable delay to the force display at end of round? The damage stats from mani are making the force display disappear.
Excellent plug-in BTW!!! We've been looking for a map rating script to do exactly this! |
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OPCAdmin Experienced
Joined: 04 Jul 2005 Posts: 340
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Posted: Tue Apr 04, 2006 12:43 am Post subject: |
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| Yeah I could do that. I'll add a reminder mode to let you choose between a few different methods of reminding or forcing players to vote and a cvar for a configurable delay. |
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OPCAdmin Experienced
Joined: 04 Jul 2005 Posts: 340
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Posted: Wed Apr 05, 2006 2:03 pm Post subject: |
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Just updated the plugin. From the documentation above:
* Allows 4 methods of reminding/forcing players to vote.
1) Mode 0: player is dead and the round is not over (default)
2) Mode 1: player is dead regardless if the round is over
3) Mode 2: a delay after the player dies but tries again later if the round is over
4) Mode 3: a delay after the player dies and runs regardless if the round is over
So in your case I believe you would want mode 2. If the round is over when the delayed command runs it will try again later. Update these 2 new convars in the config file:
mr_reminder_mode 2
mr_reminder_delay 10 (or whatever you want)
Also grouped the convars in the config file in a more meaningful way. |
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OPCAdmin Experienced
Joined: 04 Jul 2005 Posts: 340
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Posted: Wed Apr 05, 2006 5:07 pm Post subject: |
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| BTW if someone could make a PHP script to display & sort by different categories I would love you forever (using the csv or xml files as a data source). I could probably do it but it will take me a long time. |
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YellowKard New User
Joined: 17 Nov 2005 Posts: 5
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Posted: Wed Apr 05, 2006 6:41 pm Post subject: |
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| Brilliant! Thank you so much! |
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YellowKard New User
Joined: 17 Nov 2005 Posts: 5
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Posted: Wed Apr 05, 2006 8:46 pm Post subject: |
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Hey, I wasn't sure or not so I didn't post yet, but I have an admin who knows PHP and is willing to do this.
I'll get back to you once we have some progress
This is going on a server that is in the top50 in the world (according to game-monitor), I'll post a link once we have it tied into the website, and will be sure to give you credit. |
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OPCAdmin Experienced
Joined: 04 Jul 2005 Posts: 340
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Posted: Sat Apr 08, 2006 1:19 pm Post subject: |
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That would be fantastic! Would love to bundle that into the setup zip file if that's alright and give him credit above.
I did notice the server rating before the release and was so paranoid I spent a few extra hours testing  |
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OPCAdmin Experienced
Joined: 04 Jul 2005 Posts: 340
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Posted: Sun Apr 09, 2006 3:39 am Post subject: |
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I found a bug in the 1.03 version today related to reminders. If you have the reminder round & force round set then everything works fine. If you have one or the other turned off then both the reminder & force do not run. It's a line of code I added a little late to improve performance a little but I used the wrong logic symbol in it. I'll try to push out the 1.04 version soon to resolve this (which has very few changes as this point).
[Edit] Just released the 1.04 version which fixes this issue. |
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YellowKard New User
Joined: 17 Nov 2005 Posts: 5
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Posted: Sun Apr 09, 2006 2:59 pm Post subject: |
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Awesome man
My friend has told me he is working on that script a little each day until it's done, he's working on some other scripts, and said he can only work on each a little at a time before it get's to him.
I'm waiting on it as much as you are!  |
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mikesrevenge New User
Joined: 11 Apr 2006 Posts: 10
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Posted: Fri Apr 14, 2006 9:56 am Post subject: |
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| This looks great!! Do you know if it will it work in hl2DM? |
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OPCAdmin Experienced
Joined: 04 Jul 2005 Posts: 340
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Posted: Fri Apr 14, 2006 7:51 pm Post subject: |
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Life outside CS is still big and scary to me
This plugin only uses 5 very basic events so I'd bet that would work. I'll put a test server together this weekend to find out.
[Edit] I took a look at the events on Mattie's EventScript forums and it appears to be missing 2 critical events: round_start and round_end. These events have very little code in them but they are key for other processes. Again though I'll try it on a test server later on. |
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mikesrevenge New User
Joined: 11 Apr 2006 Posts: 10
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Posted: Fri Apr 14, 2006 8:38 pm Post subject: |
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Thanks a lot!!
I use Eventscripts, and yes it's very limited in HL2DM I understand if it doesn't work.... |
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MeatGrinder New User
Joined: 15 Apr 2006 Posts: 2
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Posted: Sat Apr 15, 2006 3:03 pm Post subject: |
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I perceived a minor problem related to comparing the number of players from the first and last round to determine play loss/gain.
This is no problem on smaller maps, but ones that require longer loading times such as cs_militia and de_inferno and others are a problem. It's a fact that most people do not have high-end machines, as such, on the larger maps (file-size), not even half the players have loaded the map yet by the time the first round ends. Same goes with custom maps downloading with slow internet connections.
A quick fix to this that I would suggest would be the possibility to set it to use the number of players from the 2nd or 3rd round instead of the 1st, to avoid seeing false player gainsof %300, which obviously aren't helpful.
Thank-you, great plugin btw!  |
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