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Adaptive Ticket Count (1.2.1.1 - 12/08/13)


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Originally Posted by falcontx*:

 

Update posted. It has been tested somewhat, but if there are any issues, please let me know.

 

1.2.0.0 (11/11/2013)

- added game detection

- added support for BF4, including all new maps and game modes

- ticket count is set between every round, even if it hasn't changed

- ticket count now defaults to 100% on unsupported game modes (Obliteration, etc.)

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Originally Posted by oneoption*:

 

Does not work probaly, atleast for me. Ive set it to 100% for conquest, and 400% for rush. But suddently when it changed to conquest, we had over 3k tickets, and then when it changed back to rush, attackers had 53 ;o

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Originally Posted by HolTitan*:

 

There is a bug! After restart of procon server there are no plugins in the client. If I delete "Adaptive Ticket Count" and restart again, plugins are back in the client!

Did you add .Inc file to same location as plugin? If so, it doesn't go there.

 

I did that with another plugin with same result.

 

Sent from my SAMSUNG-SM-N900A using Tapatalk

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Originally Posted by Next_One1*:

 

My preliminary results are: it works as advertised.

 

I have a mixed mode - OB, Rush & CQ Small

  • 'Adaptive Ticket Count' enabled for CQ Small (Use game-mode-specific ticket count) & Rush (ditto)

    every other mode set to 'No'

     

    'Ticket percentage for disabled game modes' set to 100 (this ensures the Obliteration mode MCOM count remains [hopefully] at 3)

     

    'Units used for ticket count' set to 'Percentage (default)'

     

    'Default Ticket Count' set to 100(%) for all player counts

     

    '[CQS] Conquest Small Ticket Count' varying from 100% to 150% depending on player count

     

    '[RSH] Rush Ticket Count' varying from 100% to 200% depending on player count

I cycled through the maplist and it seemed to work as intended/hoped. When the server is under load will be the ultimate proof.

 

Fingers crossed....

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Originally Posted by falcontx*:

 

Does not work probaly, atleast for me. Ive set it to 100% for conquest, and 400% for rush. But suddently when it changed to conquest, we had over 3k tickets, and then when it changed back to rush, attackers had 53 ;o

This isn't helpful without a proper bug report. Please see this thread:

www.phogue.net/forumvb/showth...a-plugin-issue*

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Originally Posted by falcontx*:

 

Our ticket count is not changing at all. I looked at the plug in that one of our guys put in and it is version 1.1.4.2. I take it that is the wrong version?

The latest version is 1.2.0.0. It's in the first post.
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Originally Posted by PHX_Big_Deal*:

 

I have the same problem. I had set all "Adaptive Ticket Count" to "No", only TDM and DOM to Game mode specific ticket count. First runs CQ with standard 800 tickets, after that server was full and tdm with 350% was loaded. After TDM did CQ comes again and it has 2800 Tickets. This comes from TDM 350% from 800 is 2800, but it should be only 800. Now i did set all other "Adaptive Ticket Count" from "No" to default. Will see if this fix the Problem.

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Originally Posted by MojoNixon*:

 

Updated the plug in to the current version. Our server crashed and we kept getting the message "player restart limit reached round restarting" It did that about 3 times and started the map over with a different ticket count. Is that a known bug or do i have a setting wrong?

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Originally Posted by PHX_Big_Deal*:

 

Just FYI, I will need a proper bug report in order to diagnose any potential issues:

www.phogue.net/forumvb/showth...a-plugin-issue*

I would do it, but i am on a business trip next view days. I also want tell you that in Obliteration when all Points from Enemy are destroyed the game (round) will not end.

 

Thx for your work!

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Originally Posted by Next_One1*:

 

Attached are the log files you requested - log files are for today (20131113).

 

I am using Adaptive Ticket Count v1.2.0.0.

 

I am using PRoCon v1.4.1.1

 

My GSP is NFOServers.com. It is a 54-slot server (48 players, 2 Commanders, 4 Spectators).

 

My PRoCon server layer is hosted by GameServers.com

 

My attempt was to set RUSH ticket count to 150 tickets (200%), CQ Small to 600 tickets (150%) while leaving Obliteration to default (100% = 3 tickets).

 

Logs attached: the problem observed was at 22:07:46 in the log -- an OB round was run (as a result of a xVotemap vote). As you'll see, the ticket count remains at 200% (what it was from the previous Rush round).

 

Once I noticed in PRoCon that the ticket count of the new OB map was 6, I restarted the map at 22:08:33. The subsequent log entries shows 'Game mode not supported' (as it should for OB mode) and the ticket count is set properly to 3 tickets (100%).

 

No such comment (i.e. 'Game mode not supported') exists prior to the 22:07:46 timestamp.

 

Maybe xVotemap doesn't play nicely with ATC?

 

Logs --> 20131113_logs.zip

 

 

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Originally Posted by falcontx*:

 

Attached are the log files you requested - log files are for today (20131113).

 

I am using Adaptive Ticket Count v1.2.0.0.

 

I am using PRoCon v1.4.1.1

 

My GSP is NFOServers.com. It is a 54-slot server (48 players, 2 Commanders, 4 Spectators).

 

My PRoCon server layer is hosted by GameServers.com

 

My attempt was to set RUSH ticket count to 150 tickets (200%), CQ Small to 600 tickets (150%) while leaving Obliteration to default (100% = 3 tickets).

 

Logs attached: the problem observed was at 22:07:46 in the log -- an OB round was run (as a result of a xVotemap vote). As you'll see, the ticket count remains at 200% (what it was from the previous Rush round).

 

Once I noticed in PRoCon that the ticket count of the new OB map was 6, I restarted the map at 22:08:33. The subsequent log entries shows 'Game mode not supported' (as it should for OB mode) and the ticket count is set properly to 3 tickets (100%).

 

No such comment (i.e. 'Game mode not supported') exists prior to the 22:07:46 timestamp.

 

Maybe xVotemap doesn't play nicely with ATC?

Thanks so much for the proper bug report. Everyone needs to pay attention and learn from you! :smile:

 

I'm pretty sure I've fixed it. Posting an update shortly.

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Originally Posted by Next_One1*:

 

Update posted. Hopefully this will help.

 

1.2.0.1 (11/14/2013)

- fixed ticket count not always being calculated correctly at round end in BF4

Gonna give this one a whirl.

 

I'll let ya know how it fares. THANKS!

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Originally Posted by Kinsman*:

 

Maybe you should include in the first post in large red letters!

 

Max Ticket Count Variables are 75-125% or your Server will be UNRANKED.

 

Thats set by DICE, and has been in the Server Doco since R7.

 

Also worth noting that if you send vars preset "normal" to your server, it will more than likely set your tickets to 100%. To go outside this, your server will be Custom.

 

Thats pretty much the death of this plugin, brought to you by DICE.

 

I will still set some servers to 125%, but this will be a fixed value, as I dont see the point of stepping 100>112>125

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Originally Posted by MojoNixon*:

 

Maybe you should include in the first post in large red letters!

 

Max Ticket Count Variables are 75-125% or your Server will be UNRANKED.

 

Thats set by DICE, and has been in the Server Doco since R7.

 

Also worth noting that if you send vars preset "normal" to your server, it will more than likely set your tickets to 100%. To go outside this, your server will be Custom.

 

Thats pretty much the death of this plugin, brought to you by DICE.

 

I will still set some servers to 125%, but this will be a fixed value, as I dont see the point of stepping 100>112>125

Ok. So we can't run adaptive tickets in a server and have it be populated. Like I said, it ran fine when I updated the plugin while server was full. When the server crashed pubs weren't joining till i disabled it. Is that about right?
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Originally Posted by tarreltje*:

 

Maybe you should include in the first post in large red letters!

 

Max Ticket Count Variables are 75-125% or your Server will be UNRANKED.

 

Thats set by DICE, and has been in the Server Doco since R7.

 

Also worth noting that if you send vars preset "normal" to your server, it will more than likely set your tickets to 100%. To go outside this, your server will be Custom.

 

Thats pretty much the death of this plugin, brought to you by DICE.

 

I will still set some servers to 125%, but this will be a fixed value, as I dont see the point of stepping 100>112>125

Your server wont get unranked, but will get a custom preset! Atleast thata how it works on my server
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Originally Posted by Repoman*:

 

I seem to have a whole different situation. When I enabled the plugin for testing, I joined the our and I lost connection. When I went back to join our server instead of it showing Siege of Shanghai • Conquest Large in browser it now said Conquest Large Any type Normal.

 

So I was unable to join server until I disables the plugin and restart the server.Any Ideas on how to fix this?

 

Attached Files:

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Originally Posted by ZeroX_GER*:

 

This Plugin just work for me if the game isn't started. I tested this alone on my server (1/32 Players) and it worked.

BUT if the game starts (4+ Players), the Plugin won't work, because the Server is ranked then.

 

I also changed the tickets via Webinterface to 150% with the Presets "Normal" & "Custom". Every time the game starts and get ranked with 4+ Players, the tickets will set to 100%.

 

The question is, what can we/I to against this? There are some server out there who have increased tickets... but how?

 

I hope you can help me!

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Originally Posted by MojoNixon*:

 

When our server is full and I turn the plug in on it works fine. Ticket counts adjust accordingly. Browser still shows server has HC. If the server crashes and we get 10 of our clanmates in to get it going again it wont fill. If i disable and restart procon people start to join immediately.

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