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


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Originally Posted by GARY231178*:

 

Guys if you dont do a proper bug report falcon cant see what is happening.

 

Verstuurd vanaf mijn Nexus 4 met Tapatalk

I would love to do this but i have a problem. My procon layer is hosted by multiplay, and they don't allow ftp acess to the files, and in my cpanel I have very limited operations. Is there an alternate way to do a debug through procon on my pc? or do i need to stop the layer, and run the plugin on my local machine long enough to generate a report?

 

Any advice apreciated.

 

Gary

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Originally Posted by falcontx*:

 

I would love to do this but i have a problem. My procon layer is hosted by multiplay, and they don't allow ftp acess to the files, and in my cpanel I have very limited operations. Is there an alternate way to do a debug through procon on my pc? or do i need to stop the layer, and run the plugin on my local machine long enough to generate a report?

 

Any advice apreciated.

 

Gary

I'd recommend picking another layer provider, then. There are plenty of them that will give you full access.

 

The logs have to be gathered from the PRoCon instance that is directly connected to the game server. That's usually the layer server, but you could connect a local copy of PRoCon directly to your game server for testing.

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Originally Posted by boookal*:

 

I know this isn't a proper bug report, but the situation is somewhat difficult and time consuming to reproduce. Basically I've noticed on my server that from a fresh boot, the ticket count is proper. But if we were to get 4+ players in for the game to start, but then if the server were to die and go back to pre-game, that's when it stops setting the ticket count properly and continues to not set it properly. Not sure if that helps, I'll try to get some logs.

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Originally Posted by falcontx*:

 

Someone reported something similar with Adaptive Server Size, but I haven't received enough reports to figure it out. It's definitely something DICE did with the latest server patch, but I can't figure out exactly what it is. From what I've seen, the plugin is still working properly. For all I know, everything could change again for the next patch.

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Originally Posted by JWMutant*:

 

I am having a little problem myself with getting the tickets set correct.

Basically we have a server with mixed modes on it.

CQ LGE

DOM

TDM

RUSH

 

What we are trying to do is have the ticket count set at a certain number which we want below the stock ticket count for example CQ LGE the stock ticket count is 800 we have it set to 50% or 400 tickets for the first 10 players.

 

However when the round starts with 4 people ingame we are getting just the stock 800 tickets. This is not localized to CQ this is across the board with all game modes.

 

Have attach the plugin log if that helps.

 

Attached Files:

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Originally Posted by falcontx*:

 

I am having a little problem myself with getting the tickets set correct.

Basically we have a server with mixed modes on it.

CQ LGE

DOM

TDM

RUSH

 

What we are trying to do is have the ticket count set at a certain number which we want below the stock ticket count for example CQ LGE the stock ticket count is 800 we have it set to 50% or 400 tickets for the first 10 players.

 

However when the round starts with 4 people ingame we are getting just the stock 800 tickets. This is not localized to CQ this is across the board with all game modes.

 

Have attach the plugin log if that helps.

The plugin log doesn't help by itself. The console log (with events enabled) is needed, too.
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Originally Posted by falcontx*:

 

You don't have events enabled for your console log. However, I think this may be a server issue. If you look at your log, you'll see:

 

[23:47:20] vars.gameModeCounter 75

[23:47:20] OK

 

And then:

 

[23:47:49] vars.gameModeCounter

[23:47:49] OK 100

 

And nothing in between. It was set at 75 by ATC, then magically returned to 100? There were no commands in between to change it, and since you don't have events enabled, I can't see when the level actually loaded.

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Originally Posted by JWMutant*:

 

Thanks for pointing that out.

I have now set in the cfg so it will now have events enable (I hope... something about changing True False False True True True to True True False True True True). Will get some logs to you about the same time tomorrow.

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Originally Posted by JWMutant*:

 

Without even uploading the new log files I think we may have found the problem.

I am unsure if this is a new limit or not, however it turns out there is a hard limit to which you can reduce the tickets across all modes.

75% is the lowest you can go, so if your running a large CQ map and the default ticket count is 800 then the lowest you can reduce it to is 600 tickets and no less.

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Originally Posted by falcontx*:

 

Without even uploading the new log files I think we may have found the problem.

I am unsure if this is a new limit or not, however it turns out there is a hard limit to which you can reduce the tickets across all modes.

75% is the lowest you can go, so if your running a large CQ map and the default ticket count is 800 then the lowest you can reduce it to is 600 tickets and no less.

It's not new. It's already taken into account in ATC. ATC will never set the ticket count below 75%, even if you tell it to.
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Originally Posted by boookal*:

 

OK I think I may have figured out one of the problems with my server ticket count, will be able to confirm it tomorrow when it populates. After the patch, I was totally unable to get the server to show any adjusted ticket counts, so I was about to submit some procon logs, but wanted to attempt to skim through the 59 pages of posts. I caught one post saying to remove the hardcore preset setting from the server settings itself. I didn't think that would be an issue as you can change any setting after the server boots and it doesn't look back at the startup file. But I commented out the hardcore preset and the gamemodecounter in the startup file. Started the server, and then restarted the round in procon and whambam, 1000 tickets.

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Originally Posted by JWMutant*:

 

OK I think I may have figured out one of the problems with my server ticket count, will be able to confirm it tomorrow when it populates. After the patch, I was totally unable to get the server to show any adjusted ticket counts, so I was about to submit some procon logs, but wanted to attempt to skim through the 59 pages of posts. I caught one post saying to remove the hardcore preset setting from the server settings itself. I didn't think that would be an issue as you can change any setting after the server boots and it doesn't look back at the startup file. But I commented out the hardcore preset and the gamemodecounter in the startup file. Started the server, and then restarted the round in procon and whambam, 1000 tickets.

Can you hint to what page it was on?
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Originally Posted by boookal*:

 

Can you hint to what page it was on?

Ha, yeah at this point in time, no. Possibly somewhere in the early 20's or late teens. But basically right now I have commented out (#) vars.gameModeCounter 100 and vars.preset hardcore true. I did the hardcore one also just to make sure that it isn't interfering. Started the server, and I think possibly I had to issue a restart round for the plugin to take effect. But it worked perfectly all day today.
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Originally Posted by ixnorp*:

 

hi, I edited my BF4 metro rush to 400 tickets at the start, but when i lower it to 300, it is still stuck at 400.

Even the log says this

 

[05:55:00 35] AdaptiveTicketCount: WORK -> 48 players; Ticket count: 400% (300 actual tickets)

[05:55:15 75] AdaptiveTicketCount: INFO -> Level loaded.

 

Still 400 tickets. I tried restarting the plugin but still same? Anything i can do to resolve this?

My server rotates 2 maps, 1 conquest, 1 rush.

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Originally Posted by falcontx*:

 

hi, I edited my BF4 metro rush to 400 tickets at the start, but when i lower it to 300, it is still stuck at 400.

Even the log says this

 

[05:55:00 35] AdaptiveTicketCount: WORK -> 48 players; Ticket count: 400% (300 actual tickets)

[05:55:15 75] AdaptiveTicketCount: INFO -> Level loaded.

 

Still 400 tickets. I tried restarting the plugin but still same? Anything i can do to resolve this?

My server rotates 2 maps, 1 conquest, 1 rush.

Can't help you without a proper bug report.
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Originally Posted by ixnorp*:

 

Can't help you without a proper bug report.

[15:17:24] vars.gameModeCounter 400

[15:17:24] OK

[15:17:24] OK

[15:17:24] OK

[15:17:24] OK

[15:17:24] OK

[15:17:26] ExecutedOnNextRound

 

all i see in console log is these. But Idk why it doesn't change to 400%(300 tickets), but stuck at 534% (400 tickets)

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Originally Posted by falcontx*:

 

[15:17:24] vars.gameModeCounter 400

[15:17:24] OK

[15:17:24] OK

[15:17:24] OK

[15:17:24] OK

[15:17:24] OK

[15:17:26] ExecutedOnNextRound

 

all i see in console log is these. But Idk why it doesn't change to 400%(300 tickets), but stuck at 534% (400 tickets)

Dude, I still can't figure it out with so little information. Please visit the link below and follow all of the instructions.

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

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Originally Posted by LumPenPacK*:

 

hi, I edited my BF4 metro rush to 400 tickets at the start, but when i lower it to 300, it is still stuck at 400.

Even the log says this

 

[05:55:00 35] AdaptiveTicketCount: WORK -> 48 players; Ticket count: 400% (300 actual tickets)

[05:55:15 75] AdaptiveTicketCount: INFO -> Level loaded.

 

Still 400 tickets. I tried restarting the plugin but still same? Anything i can do to resolve this?

My server rotates 2 maps, 1 conquest, 1 rush.

I have exactly the same problem except I use Insane Limits to adjust the tickets. Sometimes the server applies the settings on the next round, sometime not. DICE has changed something with the mechanism when a command is executed and this could be the reason why sometimes the server ignores to change the settings.
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Originally Posted by ixnorp*:

 

I have exactly the same problem except I use Insane Limits to adjust the tickets. Sometimes the server applies the settings on the next round, sometime not. DICE has changed something with the mechanism when a command is executed and this could be the reason why sometimes the server ignores to change the settings.

Now it is working fine, as long as i adjust the tickets by percentage following BF4's default ticket count percentage. 100% = 800 tixs for conquest and 100% = 100 for rush. The plugin's default was XXX(i can't remember) tickets(100%) for conquest, 75 tickets(100%) for rush
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Originally Posted by TH3REDSP1R1T*:

 

I'm having a similar issue, I'm using 'actual number of tickets' instead of 'percentage' % and says this:

(I set it to 300)

AdaptiveTicketCount: INFO -> Next Round Requested.

AdaptiveTicketCount: INFO -> Default ticket counts unknown for this map; using 100% ticket count.

AdaptiveTicketCount: WORK -> 1 players; Ticket count 100%

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Originally Posted by TH3REDSP1R1T*:

 

Heres the info i have.

Adaptive Ticket Count Version: 1.1.4.2

Procon Version: 1.4.1.6

Game Server Provider: Hypernia 32 slots

Procon Layer Provider: Gameservers

Plugin settings: Enable for Team Deatmatch is on 'Use default ticket count'

Default ticket count was set to 300 from 0 players to 32

Problem im having: It does not apply the tickets i set it for by using default ticket count or percentage on Team Deathmatch or Conquest Large when i run next round or re-start round.

Time issued: [12:02:19]

 

Attached Files:

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Originally Posted by TH3REDSP1R1T*:

 

i use percentage for my mixed maps with conquest set to default and use game mode spec for the other and it works no problem try it that way.

It won't work. Adaptive ticket count tells me the ticket counts unknown for the map so it goes to default 100% = 100 tickets.
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Originally Posted by falcontx*:

 

It won't work. Adaptive ticket count tells me the ticket counts unknown for the map so it goes to default 100% = 100 tickets.

This may be because ATC hasn't been updated for the new map pack, yet.
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