OSP Tourney DM v(2.5) ---------------------- http://www.OrangeSmoothie.org/ rhea@orangesmoothie.org (Alternate site: http://www.planetquake.com/osp/tourney) 13:53-6.0GMT (01:53 PM, CST), 01 Jul 1999 [ Lastest revisions of this document and OSP Tourney DM server-side .dlls and distributions can be found at: http://www.OrangeSmoothie.org/ We also have a channel open for IRC discussions on ETG (EnterTheGame) under #osp. Come join in on discussions on OSP Tourney DM! Info on ETG can be found at: http://www.enterthegame.com ] ********************* Installation Instructions ************************* Unzip/untar into your Quake II directory making sure to maintain directory structure and overwrite existing files. Follow the instructions in the Server setup section below. ************************************************************************* ******* NOTE: OSP Tourney DM has built in support for the new ******* _ngWorldStats_ system from NetGames USA. Visit: ******* http://Quake2.ngWorldStats.com/FAQ for details. ******* ******* OSP Tourney also has built-in support for the new _ngStats_ ******* local ngLog-format logging system. ******* Visit: http://www.netgamesusa.com/ngStats for more details. ******* You can also refer to the documentation found in the ******* NetGamesUSA.com/ngStats directory for further help (under your ******* main Quake2/ directory). *** Welcome to OSP Tourney DM!! *** Single Player Quick Start Guide for Windows Users: ================================================== From the tourney directory double click on "Tourney Launcher" and choose File-Open from the pull down menu and select one of the following pre made config files: SinglePlayerDM.cfg SinglePlayer1v1.cfg SinglePlayerTeam3v3.cfg Press the Quake button in the toolbar menu and choose "Yes" to launch OSP Tourney DM single player mode with bots. When the match is over ngStats will be automatically called and your default web browser launched to view your ngStats. Have fun! Overview: ========= OSP Tourney DM (referred to as "Tourney" herein) is a server-side only mod designed to facilitate match play for tournaments - whether LAN-based, online, or single-player with server-controlled "bots". It also has an enhanced regular DM mode for relaxed warmups and quick pickup Free-For-ALL (FFA) play. Rather than having specific mods used for various aspects of tournament play (i.e. Battle/GX for team play, Duel for 1v1, and even id DM for FFA qualifiers), OSP Tourney DM was designed specifically to handle these modes of play with all of their unique requirements. Whether in a competitive multi-player environment or for the single player in matches against server "bots" of various degrees of difficulty, OSP Tourney DM can be easily used in either setting. Note: OSP Tourney DM can now easily be used as a Single-Player Quake2 game modification with the addition of the Tourney Launcher/Config Editor, server-side Gladiator bots, and built-in ngStats HTML-based stats tracking integration for all modes of play. No other Quake2 mod has ever had this level of integration. OSP Tourney DM supports 4 "modes" of operation: - Regular DeathMatch - Qualifier DeathMatch - Team DM Play - 1v1 DM Play It should be noted that each of these modes are unique and are not just simple hacks to give different modes of play. OSP Tourney DM is in fact 4 separate mods in one. To create a smoother and more configurable way to play competitive QuakeII gameplay, the below listed characteristics make playing more enjoyable for players and server admins alike: * 4 separate modes of operation: Normal DM, Qualifier DM, Team, 1v1 * Highly customized HUD giving critical information about the current game to players at all times * Advanced map rotation facility to load maps according to the current number of players logged into a server either in a random or linear fashion (configurable). * Completely revamped networking architecure to improve network efficiency and reduce the probability of the dreaded "client overflow". * Complete client menuing/help system * Integrated world-wide stat tracking system utilitizing ngWorldStats. Visit http://Quake2.ngWorldStats.com/ for complete information. * Integrated local stat parsing and player tracking system utilizing NetGamesUSA's ngStats processing system. Visit: http://www.netgamesusa.com/ngStats/Quake2 for complete information. * MrElusive's phenomenonal Gladiator server-side bots. These bots are available in all of OSP Tourney's gameplay modes. The Gladiator bots have a highly advanced AI subsystem and can also be given and follow orders from real players. Bots can be voted in, loaded every map change, or even leave/join as more real clients join/leave. * Auxillary server configuration utility developed by Luis Toscano to easily handle all of OSP Tourney's various settings. It can even be used as a front-end to launching a Tourney server. * Ability for clients to vote in different (predefined) server configs. It is now possible for a single server to host any variation of server types (1v1, team, regular DM, railgun-only, etc.) without having to run multiple servers. * Playername reservation system based on either passwords or IP address ranges. * High score tracking under FFA (regular DM) modes of play. The high scores recorded are the winners of a given map, absed on FPH (frags per hour) or total frags, depending on whether if there is a fraglimit set. * Weapon accuracy statistics throughout and at the end of each round. Accuracy stats from previous round are also available. * Optional client recovery mechanism if they get disconnected due to an overflow during the course of a match. If clients reconnect while the match is still in progress, they will recover all of their stats (frags, deaths,etc.). If in team mode, they will also be automatically placed back on their original team. * Client-side bot protection capabilites (including, but not limited to, the ZBOT) * Client bandwidth management controls (rate/fps capping, min/max ping). * Optional/Votable Lithium-style runes available that are completely configurable to normal Lithium style and with some new options as well. * All client options available from either console or menu (partial) * Highly configurable voting system from both the console and menu that allows players to vote on match parameters such as: time/fraglimits, maps, hook, item/weapon banning, certain dmflag settings, team/self hurt allowances, server configs, player kicking, runes, and Gladiator bots. * Adjustable behind-the-shoulder/in-eyes chasecam and free-floating observer modes. * Paul Jordan's unique "autocam" for a more realistic following of the action during a match. * Referee class for administrative control during a match * Special referee class differentiation for players and observes * Referee-specific and referee-enhanced commands * Real-time pausing of matches in progess, by referees, with chat enabled * Captain status for teamplay that allows for greater control over team members * Player "time-out" features for teamplay/1v1 * Optional match pausing during duel matches (1v1/teamplay) if a client gets disconnected due to an overflow, and waits for them to reconnect to continue the match. * Optional highly configurable grappling hook to spice up gameplay :) * Automatic demo recording and end-of-level screenshot capabilities * Scoreboards tailored to mode of play for diverse statistic information * Scoreboard from previous match also available at any time. * Anti-telefrag feature to prevent telefrag meltdowns at the start of matches with a lot of players. * Optional player identification tagging facility. Additional enhancements are included that prevent viewing players through water surfaces and unique identification of foes and teammates. * All-weapon warmup mode for "synced" matches (Qualifier DM, Team, and 1v1) * On "synced" modes, all pertinent match info is displayed before match begins * Audible alarms at dicrete points of time remaining in the match * Many teamplay-specific commands * Clients can set special client-side variables that allows them to autoconfigure their team (name, skin, joincode) upon connecting and joining a new match. * Team-related information is kept across level loads so when the next map starts, all you have to do is join and you will be automatically set up. In fact, clients can configure variables even before connecting to specify their unique team parameters. * Integrated tie-breaker mechanism to sort out players who have equal scores in FFA mode * 2 overtime modes for teamplay/1v1: Timed overtime rounds or sudden death (first death decides). * CTF-based "%" context messages that allow players to dynamically communcate certain types of status information to their teammates (i.e. health, armor, weapon, location, viewable players). * Settable team join codes for late connecting clients to use during a teamplay match to join in on the action. * End of level music - Reg/Qual DM: Random songs, Team/1v1: winner=cool Xian music, loser=laughed at by Makron :) * Configurable item respawn timing (regular DM only) * Power armor configuration (regular DM only) * Client respawn protect options (regular DM only) * Selectable banned item list for admin * Selectable start weapon/item and default weapon * Configurable maximums on player inventory capacities * Customizable Message of the Day banner on client connect * ngLog 1.2-compliant logging. Also includes ngWorldStats logging capabilites. * Standard Logging 1.2 compatible for local or remote logging * Configurable delayed force respawn option to give a "breather" for players before being automatically put back into play. * 3.20-format compliant for IP banning/allow of clients * Playername allow/deny ban list capabilites. * 3.20-format compliant chat muzzling for chat flooders (not enforced for intra-team talk) * Adjustable client-side HUD layouts to accomodate smaller viewsizes. * Optional fast weapon switching configuration * Optional client "rate" setting feature * Optional use of player ID #'s rather than player names to specify a connected player. * Console timestamps that give local server information for additional information in qconsole.log logs. * Configurable gib count to increase the blood on small servers (1v1) or reduce lag on busy servers (i.e. Qualifier DM) * Configurable end of level delay (click or no click) before moving on to next map, if a next map is to be loaded at all (i.e., next-level load can be halted indefinately if so desired). * Configurable damage on a per-weapon basis (railgun-only at this time). * Runs on the following systems/archtectures: - FreeBSD-Intel - Linux-Alpha-glibc - Linux-Intel-glibc - Linux-Intel-libc5 - Solaris-Sparc - Solaris-x86 - Win32-Intel The rest of this README will describe various aspects of setting up/running/managing a tourney server. Server setup ============ The tourney distribution comes with several pre-configured server configuration files, described below: - Single Player DeathMatch with Gladiator bots (SinglePlayerDM.cfg) - Single Player Teamplay with Gladiator bots (SinglePlayerTeam3v3.cfg) - Single Player 1v1 with a Gladiator bot (SinglePlayer1v1.cfg) - Regular DeathMatch (dmonly.cfg) - Qualifier DeathMatch (qualifier.cfg) <-- Interesting for tourneys - Teamplay Mode (team.cfg) - 1v1 Mode (1v1.cfg) - Lithium-style Deathmatch (lithium.cfg) - Insta-Gib Railgun-only (instadm.cfg) - Insta-Gib Railgun Teamplay (instateam.cfg) [I kinda like railgun, eh? :)] The last three configs are really just examples of the configurability of OSP Tourney. They highlight the types of options that are available to the admin for setting up a server in whatever format they see fit. Starting a Tourney server: -------------------------- 1. Select the appropriate distribution for your OS/architecture (e.g., Linux/Alpha) and unpack it your your base QuakeII (./Quake2) directory. You should have a new "tourney/" directory in your Quake2 directory. 2. Choose one of the above .cfg files appropriate for the server you want to run. 3. Decide if you want a listen (where you can play in a Single Player mode) or dedicated (stand-alone with no graphic console) server. 4. Edit the rest of the server configuration file to tailor your needs (rcon passwords, public availability, server name, etc.) 5. Start the server: (For "dedicated" servers) quake2.exe +set dedicated 1 +set game tourney +exec (For "listen" servers - i.e. Single Player mode) quake2.exe +set dedicated 0 +set game tourney +exec ---> NOTE: It is REQUIRED that you have a "+set deathmatch 1" either on the above command line or in your tourney .cfg. 6. Have fun! ====> If you are running under the Win32-x86 platform, you can optionally use the Tourney Config Editor (click on the "Tourney Launcher" shortcut in the tourney/ directory) to launch either a dedicated or listen server. Help is included for each of the config options in an easy-to-use dialogue window. For client and server command summary and usage, please refer to the "commands.txt" and "server-settings.txt" files contained in the base tourney/ directory. **** PLEASE REFER TO THE "commands.txt" AND "server-settings.txt" FILES FOR ALL RELEVANT INFORMATION PERTAINING TO COMMANDS (SERVER/CLIENT) AVAILABLE IN OSP TOURNEY DM *AS WELL AS* SPECIAL CLIENT-SIDE VARIABLES THAT ALLOW FOR UNIQUE CLIENT CUSTOMIZATIONS **** The "Heads Up Display" (HUD) ============================ One of the central pieces added to enhance gameplay for players is the information displayed to the player while they are in the game. Referred to as the HUD, it gives information pertaining to the state of the game. The default id DM mode shipped with QuakeII displayed only the player's frag count in camoflouged letters in the upper-right corner of the screen. Tourney has revamped this information considerably to allow the player to know immediately how they stand throughout the course of the game. That is, they do not need to look at the scoreboard or have previous knowledge of server settings or even ask other fellow players to determine the critical aspects of the current match. All attempts have been made to use a color-coding scheme to allow player's to quickly identify certain information without having to actually read and/or think about key values displayed on their HUD. It is important to note that this HUD is different for each mode of Tourney. Below, each mode's HUD is described: Regular DeathMatch: ------------------- A typical client would see the following in the upper right-hand portion of their screen while they are in the game: Score 12/40 - 6 Rank 4/9 Time 9:26 Score (1st line): Gives the player's frag count out of the fraglimit. In this example, the player has 12 frags and the match fraglimit is 40. If there were no fraglimit on the server, then only the player's frag count would be displayed (in this case, only the number "12" would be displayed). Score (2nd line): Displays the number of frags needed to move into first place. In this example, this means that the first place player has 6 more frags (18 total) than the current player. If the player was in first place, then this count is the number of frags he/she is ahead of the second place player. This second-line number has two formats: - White lettering with a "+" in front of the number is for the player in first place. - Green lettering with a "-" in front of the number is for all other players not in first. Rank: Tells the player currently what position they reside at any given instant in the match. It is dynamically updated if their rank changes or as people enter/leave the match. In this example, we see that the player is currently in 4th place out of a field of 9 active players. Time: Displays the time remaining in the match before the time limit is reached and the match is stopped. This clock starts from the size of the timelimit and counts down in semi-real-time. In this example, there is 9 minutes and 26 seconds left in the match, if the fraglimit is not reached first. If there is no timelimit for the match, this counter will display "OFF" during the course of the match. Also, the countdown time will flash (between white and green) in the last minute of the match (to give a sense of urgency to lower ranked players :-) ) Finally, it should be noted that the countdown timer can be adjusted to appear in the bottom middle of the client's HUD. Qualifier DeathMatch: --------------------- While the HUD of the Qualifier Deathmatch mode is similar to the Regular DM HUD, there is one critical aspect that tells the player whether or not they are currently "qualified". The information displayed on the second line of the Score, rather than being an indicator of the number of frags from 1st place, is a differential from being above/below the last pre-specified qualifying spot. For example, if a player sees the following on their HUD (in the Score field): Score 45 + 8 Then they would know that they are 8 frags above the lowest qualifying slot (i.e. they are currently qualified). Again, if they have a "+" sign here, the text would be white. A "-" sign would be included with green text. In the above example, if the player had green "- 8" below their score, this would signify that they were 8 frags BELOW the lowest qualifier: they would not currently be in "qualified" status. It should be noted that if there are equal to or fewer number of players than there are qualifying spots, then ALL players would be considered qualified and ALL players would have a white second line with a "+" in front the the score differential (based from zero). All other aspects of the HUD in the Qualifier DM mode are the same as those specified in the Regular DM mode. Team Play --------- The HUD for Teamplay is quite simple. It just shows team scores and time remaining in the match: FlyGurls (11) 32 HomeBoyz 23 Time 11:52 The player will see his/her team displayed in white lettering with the opponent's team in green lettering. The team score score shown is a breakdown of the player's score (in "()") and the overall team score (to the right of the player score). The team score is the cumulative score of all members of each team. There is also a "32/50" variation as shown in the Regular DM mode if there is a fraglimit ("50" fraglimit in mentioned example). Time countdown will again flash in the last minute of the match. If the match is paused due to a team timeout, the "Time" entry on the HUD will appear as follows: Time TO 23 Where "TO" signifies a time-out is in progress and that (currently) there is 23 seconds remaining in the time-out. This number will count down until the time-out expires. If a referee pauses the match, then the entry under the "Time" field will appear as "Pause". This will remain (i.e. no countdown) until the referee unpauses the match, or the match is terminated. 1v1 Play -------- The 1v1 HUD is the same as the Team Play HUD save that the team name and score are replaced with the player's personal name and score. Variations of the HUD for Time-Synced modes: -------------------------------------------- The HUD is dynmically modified for different stages in the time-synced mode of play (i.e. waiting for players to "ready" themselves, countdown to match start, and in-game). Qualifier DM, Teamplay, and 1v1 are all time-synced modes of play. ** WARMUP MODE ** During warmup, all players' scores (teams' scores in teamplay) are displayed as "WARMUP" while the game waits for everyone to become "ready". All rank, score differential and time information are not shown. In Qualifier DM and 1v1 Mode, if a player is ready, there will be a "*" in front of this warmup message to signal that they have already readied up (in case they forget :) ). In teamplay, a player's team will have four distinct tags: - None: No member is ready - "-": Other team members are ready, but the player is not. - "+": The player is ready, but there is at least one other team member who is not ready. - "*": All team members are ready. ** COUNTDOWN MODE ** When all players are ready, the match countdown begins with a matchinfo screen and a modified HUD. Player scores are replaced with "STARTING" and the Time field pops up with a countdown timer displaying how much time is left before the match begins. This format is the same for all modes of time-synced play. Modes of Play ============= Regular DM: ----------- Runs just like normal id DeathMatch: players just join into the fray and frag away. By default, all ammo, weapons, capacities are as they are found in vanilla DM. The server op can opt to change these values, add in the hook, ban items, have different player equipment upon respawn, etc. The main difference is the new HUD, new scoreboard, and menuing/vote system. There is also random end-level music while reading the obituaries. Synced-match modes: ------------------- The other 3 modes require all players to be "ready" before the match will commence. During this period, players are in WARMUP mode and spawn in with all weapons, extra health and full red armor to, well, umm, warmup. When there are enough players who have moved to the "ready" status (through the "ready" console command), all players will be stripped of their weapons. The match countdown will not necessarily start, it just lets players who have not readied up to be aware that there is some significant number of players who ARE ready and wanting to start the match. When there are enough players who have readied up, an information screen of the match parameters is displayed, and a countdown to the start of the match begins. This screen is displayed through the course of the match startup countdown (30 seconds or whatever countdown value is configured for the server). When the countdown reaches 0:00, players are respawned throughout various respawn points of the current map and the match begins. Qualifier DM: ------------- This mode was designed specifically with player seeding into a 1v1 tournament in mind. It has the exact same functionality as Regular DM, save for time-sync, the signifiers of QUALIFIED/NOT QUALIFED on the HUD (described previously) and "*" notations on the scoreboard for "qualified" players. Teamplay: --------- This mode allows for 2 teams of players to play against one another, regardless of the size of each team. There are commands to allow people to join, switch, or invite other people into an already started match. Teams can also be locked to prevent new members from joining, or unlocked to allow more people to join a team. Teams are also locked after a match starts (i.e. nobody can join a team in a game that has already begun unless they are "invited"). When teams are initially formed, the first player on each team is also deemed as the "captain" of the team. The team captain has special control over his team members and can also perform actions on behalf of his team. Referee-based commands deal with readying up his/her entire team, removing players from the team, calling game timeouts during match play, or transferring captain-ship to another teammate, if so desired. The scoreboard displays the winning team on top and dumps team statistics to the console at the completion of the match. There are two new terms used in specifying certain kinds of team statistics: - Fratricides (or Frats): # of times a team member killed another team member. - Blunders: Total sum of frats and suicides of all team members on a team. These new terms have been added to help teams know exactly what type of problem is eating into their perceived frag counts. We found it a very informative in determining if a team has more problems in suicides or fratratcides. These are very handy statistics! At the end of the match, the winning team gets the cool xian music and the losers get a Makron laugh in their faces. ;) 1v1: ---- The format of the 1v1 play is similar to that of teamplay, except that there are no team commands available (max team size is 1 in this regard) and that "Blunders" and "Frats" are not applicable. There is also no concept of a captain in 1v1 mode, although players can still individually call timeouts if so needed. All other aspects (scoreboard, stat console dump, music) are the same as its teamplay counterpart. "ngStats" ========= By default OSP Tourney DM logs all game play information to a file for each map played and then calls ngStats after each map is completed. ngStats then in the background reads the log file and creates new html that shows the scoring information for that game in addition to a detailed statistics breakdown for it. This detailed information is kept for a number of the most recent games played, before being overwritten by new games. See the below for details on how to increase the maximum stored at one time. In addition ngStats maintains a running "Career Totals" database that keeps track of a totals summary of all statistics from every game logged. If you run LAN parties and would like to learn how to use ngStats to keep track of the total stats for a LAN party then visit the ngStats section, listed above, at NetGames USA for details. The easiest way to view the ngStats information about your game play is to make a shortcut to the ngStatsQ2T.exe on your desktop and just double click on it when you want to view your ngStats. ngStats will then run, check for any existing log files and then automatically launch your default web browser to the main page. The ngStatsQ2T.exe is located in the NetGamesUSA.com/ngStats/ directory that was installed in your Quake2 directory. ngStats is targeted to a couple of main audiences: - The single player environment where a player sets up and plays in matches against Gladiator bots. ngStats will allow the player to track his/her playing statistics and how they stack up against the bots themselves. It has proven to be an invaluable aid to players in tracking their deficiencies and strengths. - Multi-player enviroments where dedicated servers are set up with multiple clients connecting to play. With the in-game ngStats processing back-end, players can immediately view their online stats for that particular server. It will also let players see how they stack up against the other "locals" of the server. When using ngStats in a single player environment (i.e. running a graphic "listen" server), the player will have the option to view his/her ngStats information at any point in the game. This option can be selected on the main menu of Tourney by activating the "View ngStats (browser)" option. When this option is selected, the current game will automatically pause, launch the default web browser, and display the entire ngStats player history database in a convenient web page format. This information is also displayed (by default) when the player shuts down Quake2. This in-game viewing is ONLY available to the operator of a listen server. It is *not* available to any human connected clients or operators of dedicated (text console-only) servers. For additional information, please refer to: http://www.NetGamesUSA.com/ngStats/Quake2/ or check the installed documentation found in your NetGamesUSA.com/ngStats directory (under your main Quake2/ directory). "ngWorldStats" ============== ngWorldStats™ is the online version of ngStats™ and default support for it is built right into OSP Tourney DM! It is a freely available service where you can get complete and total statistics from your game play on every participating OSP Tourney DM game server while playing online. Your every kill, your every death, and even your every Health Pack use will be remotely logged to NetGames USA for analysis and and post game presentation. You will then be able to visit the Quake II™ ngWorldStats site at: http://Quake2.ngWorldStats.com/ and see a detailed breakdown of up to the last week's worth of games you played while online. Plus all of your stats will also be accumulated into a permanent career totals database just for you, keeping track of exactly how many frags, kills, deaths and much more that you have ever accumulated while playing online. For additional information, please refer to: http://Quake2.ngWorldStats.com/FAQ/ or check the installed documentation found in your NetGamesUSA.com/ngStats directory (under your main Quake2/ directory). Gladiator Bots ============== ****** NOTE: OSP TOURNEY DM 2.0 COMES WITH q2dm1.aas - q2dm8.aas ALREADY CONVERTED AND COMPUTED. YOU WILL HAVE TO CREATE ADDITIONAL .aas FILES FOR ALL OF THE OTHER MAPS YOU WISH TO HAVE RUN ON YOUR SERVER AND HAVE USED WITH THE GLADIATOR BOTS. TO CREATE THESE ADDITIONAL .aas FILES, USE THE INCLUDED winbspc.exe UTILITY (WIN32 ONLY) OR THE COMMAND-LINE BASED bspci386 (LINUX) UTILITY. THERE ARE SOME ADDITIONAL PRECOMPUTED .aas FILES AT THE OSP SITE: http://www.planetquake.com/osp/tourney ****** ****** NOTE: AS OF VERSION 2.0 OF OSP TOURNEY DM, GLADIATOR BOTS ARE *NOT* AVAILABLE FOR THE LINUX-ALPHA OR SOLARIS-SPARC PLATFORMS. ****** The Gladiator Bots that are included with OSP Tourney DM are server-side bots developed exclusively by MrElusive. Since they are server-side bots, they do not require any real (human) player intervention and act on their own accord. However, they can be "commanded" by fellow human teammates under certain modes of Tourney. The Gladiator bots are available for all modes of Tourney (Regular DM, Qualifier DM, Teamplay, and 1v1). These bots understand the different modes and act accordingly in each style of play (auto-joining, readying up during warmup, selecting teams to join, not shooting fellow teammates, etc.). A lot of work has been put into setting up and playing with these bots under each specific mode of Tourney. For clients, all interaction in adding or removing bots is through the voting system, if it is enabled. Clients can also use the "players" command to identify which players are real and which are Gladiator bots (denoted by the "[BOT]" tag next to their name in the "players" listing). For the server admin, several things are required to properly set up gladiator bots on their servers: - Configure all bots_* commands as found in the "server-settings.txt" configuration reference file. - Create .aas files for all maps that will be used on the server. The reference bots*.cfg files have been heavily used on my public servers and have been shown to be fairly balanced for most types of gameplay. If you want to create new bot characters or modify existing ones, please refer to the extensive documentation included in the gladiator/ directory of the Tourney distribution. For all of the different ways in which the bots can be loaded into a server again, refer to the "server-settings.txt" file for a description of the bots_* commands and their settings. Such things as auto-loading of bots based on server player-counts, static loads, etc. are available. The .aas files are restructured versions of the map files (.bsp) used for Quake2. These .aas files are needed by the Gladiator bots to properly navigate maps under Quake2. Failure to create a .aas for a map when a bot is loaded will cause a deliberate server crash. To create a .aas file, use the included winbspc.exe (Win32 only) to find the maps you want converted (in .pak files or in maps/ directory), and place these conversions in the directory of your choice. Don't be alarmed by the initial size of these .aas files. They contain surplus information for the Gladiator library to examine and decide which elements are important, and which are not. After the initial .aas file has been created, it must be further processed by the Gladiator library to calculate relevent bot reachabilites and to throw out spurious (and useless) information. This step need only be done once as the Gladiator library, after computing these reachabilites, resaves this information into the .aas file, often reducing its size by at least half. To perform these initial reachability calculations, it is *REQUIRED* that the server admin first load up a listen server, and vote in a bot. Once the bot is loaded in, the server will become quite laggy and give a text-based progress report of its reachability calculations. Once the calculations are complete, the .aas is now ready for use in multi-player environments. It is *highly* recommended that no other clients be allowed to connect while this initial reachability calculation is in progress, as it can cause an unexpected server crash. The main point here is that a freshly created .aas file (from winbspc.exe) should NOT be put on a main server for bots. The secondary preprocessing step, while inconvenient, ensures that the Gladiator library has only the information it needs to properly navigate bots through the current map. It should be noted that only the server administrator needs to perform these steps. Connecting clients do not need to do anything to play on a server that has Gladiator bots enabled. For additional information and the latest revisions of the Gladiator bot library and its auxillary utilities, check: http://www.botepidemic.com/gladiator OSP Tourney DM Configuration Editor =================================== The auxillary server configuration editor to handle and configure ALL of OSP Tourney's various settings can be found in the ConfigEditor/ directory in the tourney/ directory. Just click on the "TourneyCE.exe" and your all set. Inline help is also included with this utility. It is recommended that for players who will predominately play Tourney for its Gladiator bot support and wish to start their own Quake2 "listen" server (graphic mode) for single-player modes, the Configuration Editor should be used to start up OSP Tourney DM. With its capability to load up older or preconfigured configuration scripts this is a safe and easy way to get a server rolling for anyone who is not an expert on setting up a Quake2 server for OSP Tourney (or how to configure Tourney for that matter :) ) High Scoring Facility ===================== OSP Tourney DM has the capability to keep track of the top 10 scores for all maps played on a server. It should be noted beforehand that this feature is ONLY available under Tourney's FFA (Regular DM) mode. This system is an auto-configuring setup that will create directories and score histories as needed. When first enabled, it will create a highscores/ dir under your main tourney/ directory. It then creates new directories based on the port # of the server running the high scores. Below this, each map will have its own unique high score history file. Player ranking is based on the setup of the server: - Finite fraglimit: Ranking based on FPH (Frags Per Hour) - No fraglimit, finite timelimit: Ranking based on Frag count. - No fraglimit, no timelimit: No high scores kept. Also, only the WINNER of the current round is eligable to be placed in the high scores list, if they rank high enough. Thus, this high scores list is really a WINNERs' high score list. There are several features of the high scoring facility to consider: - High scores will automatically show up approximately 9 sec after viewing the scoreboard. After 9 sec of viewing highscores, it will go back to normal scoreboard. It will continue to cycle in this fashion. So, as a note to server admins, setting nextlevel_click and nextlevel_default vars to something greater than 20 sec will allow clients to get a full view of both the scoreboard and the current high score list for the given map, when a match is complete (i.e., end- of-level scoreboard viewing). - Also, if the timelimit/fraglimit of the server changes, the highscore lists WILL be reset to reflect the currect server parameter's player rankings. - Remember, this ONLY works for regdm play (match_mode = 0). It does NOT work in any other mode of play. Client Server Config Voting =========================== Clients also have the ability to vote for specific (and preselected) server configurations on the server. This feature is much more than just switch from teamplay to FFA. It allows server aministrators to have multiple configurations available on their server for clients to choose. For instance, it is now possible for a single server to host site to normal 1V1 DM, teamplay, rail-only FFA, regular DM with an auto-loading of 10 bots feature, clan server for practice with private passwords, etc. All of this can be made to clients through a straight-forward setup script. Whatever the admin wants to be made available for clients is now possible. The only real setup is to create all of the alternate server configuration files (format is described below), and to create an external list of these configurations. This list is then used to advertise to clients on what alternate configurations can be used. Points to consider (for the administrator): - The format of these alternate config files should be nearly identical to those used to start a Tourney server. The *only* requirement is to remove any "map " entries from the file so as to prevent a double-map load when a new config file is voted in. Even if you forget, the worst that can happen is that clients will have to wait for 2 back-to- back loads of a map before they can begin play. - The list of the alternate server configuration files that should be made available (specified in the server variable: "set vote_config_list ") is a single column text listing of the alternate server config filenames that clients can vote upon. There is also the option to specify a "default" configuration file that can be used to reset the server after some period of inactivity after an alternate server configuration has been voted in. Check the "server-settings.txt" document for further details. Lithium-style Runes =================== As of version 1.75 of OSP Tourney DM, the capability to add "rune" objects in the game is available. These runes behave *exactly* like the runes found in the popular Lithium Quake2 mod (except for the regeneration rune, as noted below). For those who are not familiar with Lithium-style runes, the list below describes the attributes of each rune: - "Resist" Rune (BLUE): Players take half damage. - "Strength" Rune (RED): Players give double damage. - "Haste" Rune (YELLOW): Players fire weapons at twice their normal rate. - "Regen" Rune (GREEN): Players regenerate 3 points of health every 0.8 seconds, up to 200 health points. If a player has armor, it regenerates 3 points of armor every 0.8 seconds, up to 100 armor. If a player is regenerating both health and armor at the same time, the updates occur every 1.6 seconds. - "Vampire" Rune (PURPLE): Players get half of the damage they give to other players, up to a maximum health of 200. Tourney also has the capability to configure the models used for the runes (with the default being John Carmack's (the main author of Quake2) head :) ). Further, Tourney can be configured to have the player flash the color of their rune when it is used (i.e., players flash RED when shooting their weapons (stength rune), blink GREEN when they regenerate health/armor (regen rune), etc.). The name of the current rune a player is holding is displayed on the right-side of the player's HUD, just below the time-remaining countdown. If a player is not holding a rune, there will be nothing displayed in this portion of the HUD. Use of OSP Tourney DM in Tournament Environments ================================================ Most of the configuration files included with this distribution are ready to go for most LAN tournament events (i.e. qualifier.cfg and 1v1.cfg). However, there are several options that can be enabled or changed to facilitate some of the different needs of the tournament organizers and/or players. - Client-side screenshots and demo recording: - Enabling the demo_player server variable forces clients to take demos of their Qualifier DM, Teamplay, or 1V1 matches. It will also force an end of level screenshot of the scoreboard for each client. The demo_referee forces this on referees within the game as well (i.e. for chasecam views of players). This option is *not* available for Regular DM mode matches. All collected demos for the client are stored in tourney/demos. All collected screenshots for the client are stored in tourney/scrnshot. Note, these files are stored on the CLIENT's machine, not the server. - The naming convention for client-side demos is as follows: - Qualifier DM: ---