Matchmaker Rotation/System Comments

So with the new mod client update there are a few new things I can play around with:

  1. I can now go back to adding changed/updated maps when it's pertinent as I no longer need to go and bother a server admin for adjustments.

  2. I can now do things like remove <500 maps from the 2000+ bracket, make brackets have totally unique maps etc. The main thing I'm interested in is whether lower rated players feel their maps are too complicated or higher rated players feel their maps are too simple. If they do, I can partition <500 maps from higher rating brackets and make those maps more simple, creating a better system for everyone.

Due to there only being like 10 or so players that could fit 2000+ in 2v2, I've condensed it into the 1500+ category.

This post is deleted!

So, when you get a map generator map, it brings up the dialogue to install... might want to disable that for ladder!

That only happens in the python client so nothing to be done unless someone changes it and everyone updates who uses that client

Aka the legacy client that is not supported anymore. If you ask Gatsik nicely maybe he will do it. (Dunno what his FAF name is)

@askaholic said in Matchmaker Rotation/System Comments:

Aka the legacy client that is not supported anymore. If you ask Gatsik nicely maybe he will do it. (Dunno what his FAF name is)

I don’t know what you mean by not supported. I can get tmm matches with it so it seems functional.

There’s a lot of people using python so I was raising the point about this dialogue.

Not supported means no resources from the main team are spent on it, if someone wants to work on it it's fine, but they are not going to actively get people to work on it or make stuff for it or consider it when working on the server etc. This is not exactly news though, it has been like that since over a year already.

There’s a lot of people using python

That's is simply not true, it's at maybe 10 peak users or so nowadays.

Okay on topic, it still gives an unfair advantage. We can discuss the Python client elsewhere.

Well we kind of can’t. The only solution to your problem here (from us) is FAF devs intentionally trying to break python client. No one is going to work on accommodating the python client and remove the unfair advantage other than gatsik.

@ftxcommando said in Matchmaker Rotation/System Comments:

Well we kind of can’t. The only solution to your problem here (from us) is FAF devs intentionally trying to break python client. No one is going to work on accommodating the python client and remove the unfair advantage other than gatsik.

Okay I’m just letting you guys know. This isn’t me demanding it be fixed.

Why do you guys always think anything people write here is a negative attack? Is it really that bad where people are doing this or what’s going on?

And why do you think he's not just letting you know, too? That's what it seems like to me, not that he thinks it's a negative attack.

Just for sense of scale of the issue. At any given time there are no more than 5 people using a map gen enabled legacy client

Anyway you can see that Map Generator is generating a map at the bottom of the Java client, so there is no advantage as you can cancel match in lobby.

A touch busy with exams right now, I'll be updating the pools a few days late. Sorry about that.

Pool will be updated in 8hrs when I get back from work.

If somebody has problems with the map "Mavys Marsh" let me know, I had reports of people getting low fps on it but I don't really have any problem on it. I don't know how large of an issue it is.

Yea, too like 15-30 fps problems

DONT BELIVE BH HE IS LIEING

Long story short: yes, there is a glaring, technical issue with the decals that are causing this performance issue. It can easily be fixed as I will outline, but it should be removed from the pool and labeled with performance issues until addressed.

I am not at my PC right now, but will show why this is happening later by looking at the map draw distances for decals in the editing tool.

Mavvy's marsh has EVERY decal at a maximum, allowable draw distance (5000 or greater game units of height) while most maps are about 300-500 (basically "zoomed-out" view while in game). The engine has a hard time processing all of this information and is not meant to be pushed to this limit.

I recommend removing it and sending a note to Chosen to fix it, be given a chance to address the issue (finally).

There are methods for "macro" decals where you can have certain, enlarged decals drawn while zoomed out, but not in. I recommend he does this if he is unhappy with the visual degradation.

Holy mother... okay it is worse than I thought:

https://imgur.com/a/vNkfV4I

So he has THIRTEEN THOUSAND DECALS which is like 40x more than any i have seen on any map. this guy must have spent a month just placing them??

For reference, I checked some 20x20s such as "Selkie's Isle" which has ~3600 decals. Mavvys Marsh is 10x10....

This map is just way way too detailed for the FAF engine.

Chosen without a doubt needs to fix this and tone down the decal count and draw distance issue.