Re: [hlcoders] Powered by GameSpy

2002-01-30 Thread Miguel Aleman

Now that is funny! =)
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, January 30, 2002 6:05 AM
Subject: Re: [hlcoders] Powered by GameSpy


  The last release of our MOD (Vampire-Slayer) saw the addition of built
in
 bots.
  An unforeseen side effect of this is that the player rankings of
  www.CSports.net (powered by GameSpy) are now dominated by bot players.
Can
  someone tell me how these stats are colated? Would filtering bot kills
 from the
  log files do the trick or is there more to..

 [Nelson voice]Ha! Ha![/Nelson voice]  Bots kick ass!  :)

 Jeffrey botman Broome

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Re: [hlcoders] Powered by GameSpy

2002-01-30 Thread Richard Taylor

Thanks,

The WON ID of 0 is good but it's probably just as easy to check
FL_FAKECLIENT in the mod. The problem I've got is really that there is no
easy way of testing whether it's fixed the problem of not.

So can anyone confirm that GameSpy gets it's info from the log files (and
therefore filtering bot entries from the log files will stop them being
added into the GameSpy data base).

thanks.

rt.

P.S. Thanks for the bots template. I had to get the bots working while
finishing my project at work, you definitely saved my sanity :)


- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, January 30, 2002 12:07 PM
Subject: Re: [hlcoders] Powered by GameSpy


  The last release of our MOD (Vampire-Slayer) saw the addition of built
in
 bots.
  An unforeseen side effect of this is that the player rankings of
  www.CSports.net (powered by GameSpy) are now dominated by bot players.
Can
  someone tell me how these stats are colated? Would filtering bot kills
 from the
  log files do the trick or is there more to..

 Seriously, though.  Bots will have a WON ID of 0.  Just filter out any
 player with a WON ID of 0.

 Jeffrey botman Broome



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Re: [hlcoders] Powered by GameSpy

2002-01-30 Thread Tom

dought it, it doesnt have access to your log files, im guessing it just
refreses all the servers at time intervals and keeps the scores
- Original Message -
From: Richard Taylor [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, January 30, 2002 9:15 PM
Subject: Re: [hlcoders] Powered by GameSpy


 Thanks,

 The WON ID of 0 is good but it's probably just as easy to check
 FL_FAKECLIENT in the mod. The problem I've got is really that there is no
 easy way of testing whether it's fixed the problem of not.

 So can anyone confirm that GameSpy gets it's info from the log files (and
 therefore filtering bot entries from the log files will stop them being
 added into the GameSpy data base).

 thanks.

 rt.

 P.S. Thanks for the bots template. I had to get the bots working while
 finishing my project at work, you definitely saved my sanity :)


 - Original Message -
 From: botman [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, January 30, 2002 12:07 PM
 Subject: Re: [hlcoders] Powered by GameSpy


   The last release of our MOD (Vampire-Slayer) saw the addition of built
 in
  bots.
   An unforeseen side effect of this is that the player rankings of
   www.CSports.net (powered by GameSpy) are now dominated by bot players.
 Can
   someone tell me how these stats are colated? Would filtering bot kills
  from the
   log files do the trick or is there more to..
 
  Seriously, though.  Bots will have a WON ID of 0.  Just filter out any
  player with a WON ID of 0.
 
  Jeffrey botman Broome
 
 

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Re: [hlcoders] Powered by GameSpy

2002-01-30 Thread botman

 dought it, it doesnt have access to your log files, im guessing it just
 refreses all the servers at time intervals and keeps the scores

Yes, I believe they use the server info network packet described in the
server protocol.txt file found in the Server Info folder of the
Half-Life SDK.

Since gamespy is querying the server directly, there isn't anything you can
do to filter out bots from the stats that it generates.  I would hope that
gamespy has some way to filter out WON IDs of 0 when it displays the stats
(since anytime the WON servers hiccup, everyone has a WON ID of 0).

If not, the only way you can keep bots off the top of the rankings is to not
let them get a point when they get a kill or capture the flag.  Of course
then you can't tell how well or poorly they are doing.

Jeffrey botman Broome

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Re: [hlcoders] Powered by GameSpy

2002-01-30 Thread Philip Plante

Make the bots have their own point system.  Like the frags and kills but one
just for damned bots.  Then you would use botmans method with it too.


Sarge_Spank
www.illicitstudios.com
- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, January 30, 2002 2:37 PM
Subject: Re: [hlcoders] Powered by GameSpy


  dought it, it doesnt have access to your log files, im guessing it just
  refreses all the servers at time intervals and keeps the scores

 Yes, I believe they use the server info network packet described in the
 server protocol.txt file found in the Server Info folder of the
 Half-Life SDK.

 Since gamespy is querying the server directly, there isn't anything you
can
 do to filter out bots from the stats that it generates.  I would hope that
 gamespy has some way to filter out WON IDs of 0 when it displays the stats
 (since anytime the WON servers hiccup, everyone has a WON ID of 0).

 If not, the only way you can keep bots off the top of the rankings is to
not
 let them get a point when they get a kill or capture the flag.  Of course
 then you can't tell how well or poorly they are doing.

 Jeffrey botman Broome

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Re: [hlcoders] Powered by GameSpy

2002-01-30 Thread Reedbeta

 If not, the only way you can keep bots off the top of the rankings is to not
 let them get a point when they get a kill or capture the flag.  Of course
 then you can't tell how well or poorly they are doing.

One alternative would be to modify the dedicated server code to only return
real player scores when queried by GameSpy.  Another would be to build another
frags/deaths tracking system into the mod DLLs, parallel to but separate from
the current system.  The server code that handles the queries would not be able
to see this parallel system, so in order to exclude bots from the scoring, you
would simply copy real player scores from the parallel system to the original
system but not the bot scores.

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[hlcoders] Powered by GameSpy

2002-01-29 Thread Richard Taylor



Hi,

The last release of our MOD (Vampire-Slayer) saw 
the addition of built in bots. An unforeseen side effect of this is that the 
player rankings of www.CSports.net (powered 
by GameSpy) are now dominated by bot players. Can someone tell me how these 
stats are colated? Would filtering bot kills from the log files do the trick or 
is there more to..

thanks.

rt.


Re: [hlcoders] Powered by GameSpy

2002-01-29 Thread Philip Plante

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[ Picked text/plain from multipart/alternative ]
AHAHAHAH thats funny,  I think the only way to do it is to keep them from being loged 
at all.  But I doubt thats even it.

I think thats the funniest thing I have ever heard, thanks for the laugh.

Sarge_Spank
www.illicitstudios.com
  - Original Message -
  From: Richard Taylor
  To: [EMAIL PROTECTED]
  Sent: Tuesday, January 29, 2002 2:45 PM
  Subject: [hlcoders] Powered by GameSpy


  Hi,

  The last release of our MOD (Vampire-Slayer) saw the addition of built in bots. An 
unforeseen side effect of this is that the player rankings of www.CSports.net (powered 
by GameSpy) are now dominated by bot players. Can someone tell me how these stats are 
colated? Would filtering bot kills from the log files do the trick or is there more 
to..

  thanks.

  rt.
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