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all are welcome at hightime deathmatch

#1
it is our deepest pleasure to introduce hightime deathmatch server, open to all, dedicated to fragging your friends 24/7

hightime vanilla ffa is inspired by ciggaweed dm
hightime vanilla gib is a throwback to the times of yore, when picard roamed the underworld and fought for vadrigar's amusement

features include:

Smile  vanilla post-stable ffa server with default built-in assets mostly and default settings wherever appropriate
Wink vanilla post-stable instagib server with default built-in assets mostly and settings juiced up for maximum amusement
Smile all built-in maps ++ , with default nextmap voting
Angry served from a dedicated 4-core blade server on pennsylvania backbone, with a guaranteed 100 mpbs up/downlink for that buttery smooth feeling
Rolleyes voting is enabled, and the management is open to establishing a democratic government with severely limited powers
Dodgy server logs are kept for debugging purposes only and are purged at 4:20 every day; the management pledges to continue this policy, and that no server log will ever be shared or published, to the extent that the law allows
Tongue strict freedom-of-expression policy, whereas no one will ever be banned for things they say in chat or the way they play the game
Cool management bent on doing the absolute possible minimum to just keep the servers running and enjoyable for all

Heart votables Heart

how-to

vhelp - shows available votables
vcall <votable> [<setting>] - calls a vote

built-ins

restart - restart current map
endmatch - end the match to select a new map
sv_gravity - pass gravity setting between 0 and 800 (default 800)
skill - pass bot skill between 1 and 10 (default 2)
g_grappling_hook - pass 0 or 1 for the hook (requires restart)

bot commands

bots - toggle minplayers between 0 and 3
nobots - set minplayers to 0
poke - kick bots and add them back; useful when they are stuck

mutators

cloaked - toggle cloaked
midair - toggle midair

gametype mutators (ffa server only, picking one disables others)

nix - nix
toys - new toys
dm - deathmatch

def - reset to default votable settings

Heart maps Heart

hightime select
  • aggressorx_wz_04 by kevin "tyrann" shanahan, paul evers, fruitiex, nifrek, and mario is a faithful remake of the dynamic oa mushpit, great for duels and up. it feels a tad more compact, and yet more spacious at the same time, thanks to the see-through portals extending the line of sight. sparkling with polish, this map breathes new life into the old arena.
  • tuhma by smilecythea is a fun cozy map with hilarious textures, a bit unforgiving when it comes to free space, but cleverly tangled. it features risque themes, and is mildly offensive to crylink fans (crylink itself not included).
  • above is a fantastic beauty suspended over a gorgeous sunset in the upper stratosphere. this largish futuristic platform will push you to be alert at all times, and you will find that it's much easier to go down than up.
  • dmp14_q3 is large, wide open, and full of that windy breezy feeling. this map is an absolute riot for anyone who likes to move in all 3 dimensions and rain the justice from up high. the balance is superb: the line of sight is deftly splintered by force fields, and the only vortex on this map is the massive cyclone beneath.
  • spacecamp_ql is a deviously scrambled timeless classic, furnished with all the standard weapons, even the crylink, for those lucky enough to discover its secret.
  • x-apocalypse by pink robot, converted by leeloo, is an island in the sky, where jaw-dropping vistas frame the well-rounded platforms adorned with exquisite detail. the layout is both unique and incredibly appealing, and will put your inner tactician to the test, as you keep marveling at how different everything looks, depending on where you happen to be.
  • abandoned (known also as radical proverb) was devised by -z- back before ctf took complete possession of that soul. this map is a gnarly knot of pure action braided with platforming layout which requires ibex-like footwork to stay alive, and explodes with jet pack-assisted chaos as soon as the player count hits 4.
  • mental-gap-beta4 by nodenum is a highly symmetrical platform sequence with powerful jump pads closing the loop. intended primarily for team play, this map is just too pretty to pass up: its clean-and-easy see-through layout is balanced out by numerous obstructions, both tactical and strategic, and the vortex situation which can only be described as enigmatic.
arte de cortez
  • castle-beta2 is a craftful and inspired remake of yago's castle (outside). cortez adds much-needed depth and flourish to an already well balanced classic ctf arena. though still in beta, this map has the promise of a masterpiece.
  • downer_final_r1 is a beautifully laid out 3d labyrinth that makes you feel anything but claustrophobic.
  • phrantic is a duel-sized compound with clean lines and the layout executed to perfection. the deceptively simple design creates a deep feeling and an amazing, instantly recognizable atmosphere seemingly out of nothing.
  • the_yard is the longest yard remake 2 kill 4, enough said.
enter the debugger
  • breath_b7 features flawless layout combined with spot-on texturing and simple yet refreshingly cute interior design. taken together, these qualities put this compact map at the very top of any ffa list.
  • luminar is a mid-sized map that spots layout like no other, breaking out of the grim mold with crisp teal textures.
under review
  • windsongkeep_q3 by phantazm11 is a castle. everyone likes castles, and who can say no to virtual blood splatter over color-stained mosaic windows? and yet we are cautiously noncommittal because of the subtle redundancy in the layout, with similar passages and rooms dulling the sense of direction.
  • terminus_q3 by frs is a large map with dark, moody rooms and an intricate spiderweb of passages spanning all 3 dimensions. our only reservation is the sheer size of this dungeon.
  • oa_shine_converted by bartuc is a darker and more sinister version of the oa shine, with rebalanced weapon placement and a mega health. the pillars create an illusion of wide open rooms, even though there are hardly any walls, and ultimately turn this map upside-down, making it more tempting than ever to move around via gravity defying hops. in stark contrast to its name, this map's darkened underpasses and pale green palette will likely instill a feeling of unspeakable horror in some players (think a ring wraith riding a cthulhu in the abyss beneath your feet), which is why we are giving it a try before we buy.
complimentary xonotic wallpapers: https://www.deviantart.com/1i5t3r

Heart hightime needs you  Heart

we are looking for admins to keep the cores warm. here's everything a hightime admin would need to know:

hightime mantra (apply whenever in crisis)

if you choose to do nothing, you are doing your job.

hightime code (apply all the time)

responsibilities: none
Sleepy
powers: rcon
Wink
never stifle free expression,
which includes statements of offensive
and politically incorrect opinions,
among other things.
Tongue
never be rude
(which is not the same as being offensive).
Angel
never share ips or any other private gamer info
with anyone except for the hightime management,
to the extent the law permits.
Cool
never kick or ban people or bots for any reason
other than causing server instability.

admin guide (apply when pigs fly)

this is a collection of administration tips for those who actually decide to be productive (why??)

status shows gamers, ips, and ids

tell can be used to whisper to a specific id

quit kills the xonotic server, and is the preferred way to fix stability issues such as server lag. the os will cold boot xonotic server after several seconds, so it works like a restart, but more thorough.

lsmaps shows loaded maps

changelevel is a neat way of switching to a specific map without causing gamers to drop out

seta will change and archive the settings, and the changes will persist through reboots. using it is ill-advised: only the management can one-click restore screwed-up settings to git values.

Tongue git the source ~ happy fragging Tongue
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#2
Glad to see another server in the region. Some feedback, as encouraged by you:

1. Does your server send stats back to stats.xonotic.org? I couldn't seem to find records.

2. vcall is actually quite useful. For example, players may want to restart the game when there are enough people.
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#3
sv_weaponstats_file http://www.xonotic.org/weaponbalance/

remained enabled (default setting) so Huh please let us know what else can be wrong, since we think this feature is pretty benign and useful. although we wonder if they send player name strings...

as for voting, we are definitely open to rolling it out slowly, just as we keep getting more feedback from gamers such as yourself Heart
Reply

#4
Do you have this line?

Code:
g_playerstats_uri "http://stats.xonotic.org/stats/submit" // send game stats to http://stats.xonotic.org/
Reply

#5
we don't have that line, but thanks for bringing this issue to our attention. while we think ranked games are just as fun as unranked games, we'd like to remain an unranked server. Cool we are not really motivated by privacy concerns in this case, but as a bonus, player nicks won't be published as a result.

kudos to devs for the default setting on g_playerstats_uri Heart
Reply

#6
(08-23-2015, 11:36 AM)lister Wrote: we don't have that line, but thanks for bringing this issue to our attention. while we think ranked games are just as fun as unranked games, we'd like to remain an unranked server. Cool we are not really motivated by privacy concerns in this case, but as a bonus, player nicks won't be published as a result.

kudos to devs for the default setting on g_playerstats_uri Heart

Mostly I like the games I play being tracked so I can observe my progress over time, find out what my strength and weakness are, or just recall what maps I played the other day, and have something to motivate myself to improve.

I do like the fact that you provide diversity in the scene, in that one can choose to play an untracked game. It could be your server's selling point.
Reply

#7
(08-23-2015, 11:36 AM)lister Wrote: we don't have that line, but thanks for bringing this issue to our attention. while we think ranked games are just as fun as unranked games, we'd like to remain an unranked server. Cool we are not really motivated by privacy concerns in this case, but as a bonus, player nicks won't be published as a result.

kudos to devs for the default setting on g_playerstats_uri Heart

You can still track stats and remain unranked.
[Image: 38443.png]
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#8
as a courtesy to all of our visitors, as well as admins past, present, and future, we are dumping our (debian) server config. enjoy Smile
Reply

#9
@lister: I am assuming that the rcon password isn't actually "12345" as per the config, otherwise you've got real problems. Tongue
[Image: 21975.png]

Quote:“To summarize the summary of the summary: people are a problem.” - Douglas Adams
Reply

#10
(09-04-2015, 12:03 AM)cefiar Wrote: @lister: I am assuming that the rcon password isn't actually "12345" as per the config, otherwise you've got real problems. Tongue

oh crap, now we have to change the combination on our luggage as well...
Reply

#11
For what it is worth, stats doesn't rank servers at all. Ranking occurs for players only, and that is only if they choose to enable tracking on their clients (cl_allow_uidtracking). I'd encourage you to enable stats for the server, which then lets you see a nice weekly server summary.
asyyy^ | are you releated to chuck norris?
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#12
so, just to clarify, as long as stats checkboxes are off in a client, our server won't collect/report stats on that client, regardless of server settings?

p.s. in the meanwhile, the server was upgraded to the latest stable, and stat collecting was enabled by using the line provided by BuddyFriendGuy. moreover, we moved things around internally to create a more robust config. happy fragging Heart

p.p.s. the update shreds, thanks a bunch HeartHeartHeart when we were whining earlier about maps, we did not expect THIS Smile
Reply

#13
added vote options:

restart - restart current map
endmatch - end the match to select a new map
gib - toggle instagib and restart

мама, как нам справиться с глобальным потеплением?
покрепче прибивать косяки Big Grin
Reply

#14
<3 love and frags, love and frags for everyone! <3

folks, just checking in... since we added the stats line, we've been checking the stats website, but nothing is showing up there, so we wonder whether it's working at all. please let us know!

edit: we think libcurl missing was the issue, at least installing it got rid of curses in the log, but more testing in underway...
Reply

#15
<3

quick update: we are thrilled to report that the attendance is great, and the stats are live (for those who enabled tracking in the client): http://stats.xonotic.org/server/2852

<3
Reply

#16
Angel

by popular demand, we have new vote options to deal with bots:

restart - restart current map
endmatch - end the match to select a new map
gib - toggle instagib and restart

bots - set minplayers to 4
nobots - set minplayers to 1
skill <number> - set bot skill to <number>
poke - kick bots and add them back; useful when they are stuck

happy fragging

Angel
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#17
look like our server is not submitting stats very reliably lately. looks like it submits them sometimes, but most of the time it does not. there should be way more games there than what is shown:

http://stats.xonotic.org/server/2852

nothing changed much in the last couple weeks (when this problem came to our attention), except may be some (debian) system updates. configuration hasn't changed in a while:

sv_weaponstats_file http://www.xonotic.org/weaponbalance/
g_playerstats_uri "http://stats.xonotic.org/stats/submit" // send game stats to http://stats.xonotic.org/


looking at the logs we see this here at the end of match:

^7Downloading http://www.xonotic.org/weaponbalance/ -> memory
^7Weapon stats writing failed: -404
^7Downloading http://stats.xonotic.org/stats/submit -> memory
^7Got response from player stats server:
^7 <html>
^7 <head>
^7 <title>200 OK</title>
^7 </head>
^7 <body>
^7 <h1>200 OK</h1>
^7 <br/><br/>
^7 OK
^7
^7
^7 </body>
^7 </html>
^7End of response.
^7Player stats written


and at the beginning of the next one:

^7-- Got response from player stats server:
^7 V 1
^7 R XonStat/1.0
^7 T 1478985966
^7 S http://stats.xonotic.org/player/12345
^7 P 0d8oucEKQGHClBtCAIIzpNYD8NuBiRJhXy3MzuJ0ML8=
^7 n ^2T^7H^2C^7
^7 i 49659
^7 e active-ind 1
^7 e location
^7 G ctf
^7 e elo 100
^7 G dm
^7 e elo 100
^7 G duel
^7 e elo 100
^7-- End of response.
^7Player stats synchronized with server


any insight is welcome!
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#18
Your server is showing up correctly in stats as far as I can tell from the logs. There are some games w/ bots that are not recorded because they do not meet the minimum number of players, but that is by design.

EDIT: what I can do is add an enhancement that provides a status message in the response body for games. It is worth noting that "blank" games still will get a 200 OK response, so that could be the source of your confusion.
asyyy^ | are you releated to chuck norris?
Reply

#19
Rainbow 
(11-13-2016, 08:29 AM)Antibody Wrote: Your server is showing up correctly in stats as far as I can tell from the logs. There are some games w/ bots that are not recorded because they do not meet the minimum number of players, but that is by design.

EDIT: what I can do is add an enhancement that provides a status message in the response body for games. It is worth noting that "blank" games still will get a 200 OK response, so that could be the source of your confusion.

thanks a bunch for takin' your time to look into this! may be the problem here is that we don't understand which games are reportable. games with one human player are not, right? what about games with more human players, but where ppl do not stay till the end or start at beginning? do 2 human players have to play through the entire game for it to show up in the xonstats table?
Reply

#20
Sure, no problem! As a matter of fact I should create a Wiki entry for this somewhere...but yes, two players have to stay through the entire game for it to be recorded. If people (rage)quit before the end of the match, the system gives them the benefit of the doubt by removing their record entirely. If the result of *that* looks like only one person played then it won't be recorded.
asyyy^ | are you releated to chuck norris?
Reply

#21
(11-13-2016, 05:57 PM)Antibody Wrote: Sure, no problem! As a matter of fact I should create a Wiki entry for this somewhere...but yes, two players have to stay through the entire game for it to be recorded. If people (rage)quit before the end of the match, the system gives them the benefit of the doubt by removing their record entirely. If the result of *that* looks like only one person played then it won't be recorded.

ok so the last match we monitored had 2 human players, and they both started the game, and one of the players quit after the match was over, but before the next one began, so during the choose-next-map phase. this match was not recorded.

hehe... we should just test it internally with 2 players who won't quit, right? we'll come back with more conclusive evidence.
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#22
Idea thanks to some яusskis we realized we got a new id, and the games are reported ok Idea

Tongue http://stats.xonotic.org/server/8126 Tongue
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#23
Please see my latest post about some server cleanup here. I believe your server was among those I corrected. Additionally you should now see text-based HTTP response bodies in your server logs after games, hopefully making it easier for you to see if a game was truly accepted or not. Previously they had HTML output, making them a little difficult to see. Details on what was changed are here.
asyyy^ | are you releated to chuck norris?
Reply

#24
thanks! looks like everything is working as intended... Cool
Reply

#25
Music 
autobuild-based gib server is up, and our initial testing is showing occasional and very short lag/dc spikes, which are remarkably absent from the other instances, including the stable ffa one. we suspect the autobuild, but more testing is on the way.

also, we finally gave up on preserving the first post, and brought it in sync with reality Wink

~ happy fragging ~
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