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MULTIbalancer [1.1.6.0] 30-MAR-2015 + BFHL


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Originally Posted by TreeSaint*:

 

@Jay- I have only seen what you describe happen when the dispersal list is used with groups and a low pop server.

I have to remember to turn mine off until the populaton gets a little higher.

 

@wile- we have had that UMM bug long before MB came out. The only fix we had was restart procon again. One time we had to revert because one admin was creating a maplist and basically had 3 maplists set to be on at the same time. procon crashed and we were never able to get the full settings screen to appear again.

 

@Papa- great work my friend. Minor request, can you make an ingame command to enable dispersal or disable? perhaps even add to the list while in game? In my reply above i mentioned how I have to manually disable it under low pop maps.

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Originally Posted by PapaCharlie9*:

 

@Papa- great work my friend. Minor request, can you make an ingame command to enable dispersal or disable? perhaps even add to the list while in game? In my reply above i mentioned how I have to manually disable it under low pop maps.

Please describe in more detail, perhaps with example settings and resulting teams. It's easy to add in-game commands but I'm not clear on what they should do and why.
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Originally Posted by Jaythegreat1*:

 

@Jay- I have only seen what you describe happen when the dispersal list is used with groups and a low pop server.

I have to remember to turn mine off until the populaton gets a little higher.

 

@wile- we have had that UMM bug long before MB came out. The only fix we had was restart procon again. One time we had to revert because one admin was creating a maplist and basically had 3 maplists set to be on at the same time. procon crashed and we were never able to get the full settings screen to appear again.

 

@Papa- great work my friend. Minor request, can you make an ingame command to enable dispersal or disable? perhaps even add to the list while in game? In my reply above i mentioned how I have to manually disable it under low pop maps.

Still happens with that setting disabled.
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Originally Posted by PapaCharlie9*:

 

Looking pretty good, but still some work to do.

 

Out of 61 scrambles between two test servers (32 players max and 48 players max), there were 6 cases of squads getting split. The breakdown looks like this:

 

3 - a new player joined causing the squad to have more than 4 players (this is the failure mode I described earlier)

 

1 - all moves to one team failed because it was full, even when only changing squads on the same team

 

1 - game server connection lost in the middle of the scramble

 

1 - player not dead error (!! looks like a game server glitch!)

 

I might be able to reduce the chance of the new player join causing a problem by reassigning them to an empty squad, but for the other cases there's not much I can do to prevent them.

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Originally Posted by TreeSaint*:

 

Please describe in more detail, perhaps with example settings and resulting teams. It's easy to add in-game commands but I'm not clear on what they should do and why.

dispersal/group list:

1 FAP

2 ArPb

 

Server population 20

14 FAP members 6 ArPb

 

Result teams

14 FAP team 1

6 ArPb team 2

 

Not all of the clan have procon access, an ingame command "!mb-disperse" and "!mb-nodisperse".

More commands "!mb-adddisperse name" : "!mb-adddispersegroup name" : "!mb-cleardisperse"

A small admin list as well perhaps?

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Originally Posted by TreeSaint*:

 

Still happens with that setting disabled.

Hrm, perhaps it is the unstacking feature?

If I am correct a setting of 1 unstack per group equals 2 unstacks, on per side..

Then the balancer , a diff thread and time delay settings.. ect... must recover to make the population adjustment.

If your balance times are slow... the teams could sit like that for a while.

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Originally Posted by Blitz*:

 

@Papa- great work my friend. Minor request, can you make an ingame command to enable dispersal or disable? perhaps even add to the list while in game? In my reply above i mentioned how I have to manually disable it under low pop maps.

Dispersal might be a good setting to make adjustable automatically based on low, medium and high population. Example, disperse evenly (low, medium, high population): No, No, Yes

 

Not sure if Papa can implement this, but would something like this work Treesaint?

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Originally Posted by PapaCharlie9*:

 

@PapaCharlie9 i can give you Rights in my Proconlayer for testing the MultiBalancer on my 64Slot Rush Server

Thanks, but no need. I've sufficient access for testing already.
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Originally Posted by PapaCharlie9*:

 

dispersal/group list:

1 FAP

2 ArPb

 

Server population 20

14 FAP members 6 ArPb

 

Result teams

14 FAP team 1

6 ArPb team 2

 

Not all of the clan have procon access, an ingame command "!mb-disperse" and "!mb-nodisperse".

More commands "!mb-adddisperse name" : "!mb-adddispersegroup name" : "!mb-cleardisperse"

A small admin list as well perhaps?

Okay, sounds like two separate problems:

 

1) Don't let the server get way out of balance due to group dispersal

 

2) Easy way to change the dispersal list

 

I think only #2 needs in-game commands. The first problem might easier be solved by smarter dispersal logic. That way you don't have to give non-admin authorized in-game commands out, the plugin will just do the right thing.

 

No need for a separate admin list, I can use the accounts set up for layer access as the admin list.

 

I'll add these to the to-do list.

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Originally Posted by PapaCharlie9*:

 

Dispersal might be a good setting to make adjustable automatically based on low, medium and high population. Example, disperse evenly (low, medium, high population): No, No, Yes

 

Not sure if Papa can implement this, but would something like this work Treesaint?

I was thinking along similar lines, only without an option. It would just automatically stop dispersing if the server would be wildly unbalanced if dispersal were fully enforced, for any population size. It will enforce dispersal up to a point, 6 v 6 in the given example, but then the remaining 8 players on FAP would be balanced normally. As new players join, dispersal would adaptively arrange teams, so for every 2 new players joining Team 2, another FAP player would be dispersed to Team 1. That way it's not a hard cutoff On/Off. It adjusts to the number of players in the server.
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Originally Posted by TreeSaint*:

 

I was thinking along similar lines, only without an option. It would just automatically stop dispersing if the server would be wildly unbalanced if dispersal were fully enforced, for any population size. It will enforce dispersal up to a point, 6 v 6 in the given example, but then the remaining 8 players on FAP would be balanced normally. As new players join, dispersal would adaptively arrange teams, so for every 2 new players joining Team 2, another FAP player would be dispersed to Team 1. That way it's not a hard cutoff On/Off. It adjusts to the number of players in the server.

perfect.
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Originally Posted by russel5*:

 

Hello, i today have use your plugin, and i have question

My server set to 32players - 1000 tickets TeamDM, hardcore

Why your plugin start working when player differens in 3?

I want when player differens is 2, where i can change this settings?

Thanks

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Originally Posted by kcuestag*:

 

Well I just reviewed the log for one of the test servers, 48 player Rush, and it performed 29 consecutive scrambles with no squads split. So far, so good.

Posted Image

 

 

 

Very glad to hear that, thanks for all the work you're doing, can't wait to try it! :biggrin:

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Originally Posted by kcuestag*:

 

I just noticed at round end my server had 14 players on one side and 31 on the other, then the scrambler fixed the uneven numbers, however, this could be a reason as to why sometimes many players leave on round end, they see so many players on one side and very few on the other, and quit.

 

I've got the Scrambler "Delay Seconds" set by default at 30, what do you guys think it's best at the moment?

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Originally Posted by Jaythegreat1*:

 

I have mine at 45 and it doesn't do any good... I'm not sure if I should just not use a scrambler at all or keep trying to use one. It makes things worse sometimes instead of better. TrueBalancer did pretty decent... but you nevere know when the plugin would crap-out, and I would be without scrambling anyways.

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Originally Posted by kcuestag*:

 

I have mine at 45 and it doesn't do any good... I'm not sure if I should just not use a scrambler at all or keep trying to use one. It makes things worse sometimes instead of better. TrueBalancer did pretty decent... but you nevere know when the plugin would crap-out, and I would be without scrambling anyways.

I believe the scrambler is the main reason as to why my server gets empty so early after midnight compared when I was using True Balancer, at round end people see like 15 players on one team and 30 on the other and they rage quit.

 

Might just disable the Scrambler until new version is out, which looks promising!! :biggrin:

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Originally Posted by PapaCharlie9*:

 

Hello, i today have use your plugin, and i have question

My server set to 32players - 1000 tickets TeamDM, hardcore

Why your plugin start working when player differens in 3?

I want when player differens is 2, where i can change this settings?

Thanks

Change your per-mode Definition Of High Population For Players >=. When the number of players is equal or greater than the number you set, autobalance is activated when the difference is 3 or more. When the number of players is less than the number you set, autobalance is activated when the difference is 2 or more.
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Originally Posted by kcuestag*:

 

I have a request for a future version of Multi-Balancer, could you make the "Minutes After Being Moved" (Default 90) also respect the rank dispersal?

 

Lvl 145 dispersal helps a lot, but it always tends to balance the same players over and over every new round and I'm wondering if you could make it so they don't get dispersed again for the next 90 minutes with that option.

 

Thanks!

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Originally Posted by Jaythegreat1*:

 

Ever since the battlelog update... doesn't seem to be getting any stats, but we are not using battlelog cache either. But last 3-4 rounds have been 300+ ticket differential.

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Originally Posted by kcuestag*:

 

Ever since the battlelog update... doesn't seem to be getting any stats, but we are not using battlelog cache either. But last 3-4 rounds have been 300+ ticket differential.

I believe they've changed how Battlelog stats are fetched.

 

I have it set to unstack by RoundSPM (And Scramble by player rank) and today's been working great, so far out of 6 rounds, 5 of them have ended within 10 ticket difference (out of 800) !!!!

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Originally Posted by SnotGoblin*:

 

First post on here! Just wanted to thank the Dev for the work on this plugin! We were using Truebalancer until this was released across our servers, and whilst a good balancer, it had a tendency to shit itself randomly (Admin kill and team swap everyone 2 mins into the round!).

 

The first version of multibalancer plugin was nothing short of awesome, and made for some very close games, we currently have Multi balancer set to balance only for now after the last update, due to weird plugin behaviour with the scramble function. (You seem aware of it reading all this!)

On our servers, it Splits squads and clan mates up, regardless of whitelisted, or wearing same tags. Nothing induces rage more than clan mates being split up haha!

 

Looking forward to the next version of this with the scramble side fixed hopefully! Will donate some funds when it is released, as good work deserves credit IMO :smile:

 

Thanks once again for the good work! The whole of [GC] thanks you!

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Originally Posted by Jaythegreat1*:

 

I have after their scramble but usually gets evened out when the next round starts... granted it usually unbalances the server "skill-wise". Sometimes a rank avg differential of 30, and that's scrambling by rank...

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Originally Posted by Kinsman*:

 

Change your per-mode Definition Of High Population For Players >=. When the number of players is equal or greater than the number you set, autobalance is activated when the difference is 3 or more. When the number of players is less than the number you set, autobalance is activated when the difference is 2 or more.

Is there somewhere we can change that to 1 and 2 player difference? 3 is quite large on small servers.
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Originally Posted by PapaCharlie9*:

 

Is there somewhere we can change that to 1 and 2 player difference? 3 is quite large on small servers.

Think about it. If you want it to trigger on a difference of 1, that means that unless the teams are perfectly balanced, the balancer will constantly be moving someone. For example, suppose your server is 24 players max and you have 11 vs 12 for a whole round. The autobalancer activates and moves someone so that you have 12 vs 11. Oh, that's a 1 player difference, better move someone, so now it's 11 vs 12. Oh, that's a 1 player difference, better move someone, so now it's 12 vs 11. Oh, that's a 1 player difference, better move someone, so now it's 11 vs 12. Etc., etc. Every single player on both teams will end up getting swapped to the other team as the balancer desperately tries to make 11 vs 12 be 0 difference.

 

I don't think that's what you want. Even for small servers, a difference of just one player should not trigger the autobalancer.

 

What's your max players? 24? If you set Definition Of High Population For Players >= to 24, the count of players can never be greater than that, right? If it is equal, the server is full, so balancing won't trigger then anyway. That leaves less than, which as I already pointed out, makes autobalance trigger on a difference of 2 or more. So there's your 2 player difference.

 

It already does what you want.

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Originally Posted by russel5*:

 

@PC9

Thanks for answer, but i don't understand why you use this? 3 diff and 2 diff?

And i want ask you about one option. Can you make the balance alert? ie when your balance start on server all can view a messages:

"Balance after....." and then ***MOVED

Thanks.

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