Posts: 1,039 
	Threads: 77 
	Joined: Jun 2010
	
	 
 
	
	
		Hi everyone. 
I've had a lot of ideas on how to improve the KiWi.ac servers over the years. However, I'd like to hear from you.
 
What can I do that will improve my servers for everyone? I want them to be as popular as possible, so anything is on the table.
 
To see what I've already got, head along to  http://kiwi.ac
Cheers :)
	  
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 488 
	Threads: 12 
	Joined: Jun 2010
	
	 
 
	
	
		Increase match severs from 6 players per server to 12 or 16 players, perhaps an alteration in the maprot too, as well actually allowing votes to be placed on your public servers.
	 
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 1,039 
	Threads: 77 
	Joined: Jun 2010
	
	 
 
	
	
		Hmm, maybe I'll change one to 8 max clients; the other to 14; the pubs to 20? 
 
Does this work, has what I got now good, would something else suit better? 
 
As to allowing votes, they do this already with exception to the CTF server - I can fix this, just never thought about fixing it before. So, it will be done.
	 
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 488 
	Threads: 12 
	Joined: Jun 2010
	
	 
 
	
	
		that may work, although i would rather just cut down a server to increase to more max clients in the match server to be honest. 
 
Other then that i've hot no problems with any of your servers and enjoy when im able to play in them, although trying to kick players and vote maps can sometimes become a bother :)
	 
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 1,049 
	Threads: 55 
	Joined: Nov 2010
	
	 
 
	
	
		 (27 Nov 12, 12:18PM)RandumKiwi Wrote:  Hmm, maybe I'll change one to 8 max clients; the other to 14; the pubs to 20? 
I would personally like to see the following:
 
12MC, 12MC, 14MC, MC = Max clients
 
It's good for match servers to have a decent number of slots so that you can allow say a 3v3 and spectators if they join or even the occasional massive inter. Public servers imo shouldn't have more than 14 slots seeing as anything more is way overwhelming and 14 borderlines that.
	  
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 533 
	Threads: 33 
	Joined: Jun 2010
	
	 
 
	
	
		Show the revision of the TRUNK in the server´s title :D 
 
Also you could use the fancy assaultcube:// links on your homepage ;)
	 
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 1,039 
	Threads: 77 
	Joined: Jun 2010
	
	 
 
	
	
		 (27 Nov 12, 09:46PM)ärkefiende Wrote:  Show the revision of the TRUNK in the server´s title :D 
 
Also you could use the fancy assaultcube:// links on your homepage ;) 
I can probably do this... but is the date of last update (in MOTD) not enough?
	  
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 582 
	Threads: 11 
	Joined: Aug 2011
	
	 
 
 
	
	
	
		
	Posts: 533 
	Threads: 33 
	Joined: Jun 2010
	
	 
 
	
	
		The date differs a bit due to the timezone and having it in the server means you don´t have to connect if it´s outdated ;) 
(especially nice when you´re looking for the most up to date server)
	 
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 1,039 
	Threads: 77 
	Joined: Jun 2010
	
	 
 
	
	
		 (27 Nov 12, 11:51PM)ärkefiende Wrote:  The date differs a bit due to the timezone and having it in the server means you don´t have to connect if it´s outdated ;) 
(especially nice when you´re looking for the most up to date server) 
Updated...
 $(grep "At revision" /path/to/logfiles/SVN-update-$(date +%F).log | tail -1 | grep -oE "[[:digit:]]{1,}")
 
(That scripting, grabs the revision number that gets logged by the auto-updater).
	  
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 1,039 
	Threads: 77 
	Joined: Jun 2010
	
	 
 
	
	
		 (27 Nov 12, 11:39PM)Edward Wrote:  lua mod 
If you're talking about using lua to do the revision number, there's no need to complicate things to do that, as shown above.
 
... if you mean something else, please elaborate.
	  
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 533 
	Threads: 33 
	Joined: Jun 2010
	
	 
 
	
	
		I guess he means the lua server mod ...
	 
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 2,387 
	Threads: 56 
	Joined: Aug 2010
	
	 
 
	
		
		
		28 Nov 12, 10:33PM 
(This post was last modified: 28 Nov 12, 10:46PM by ExodusS.)
		
	 
	
		I would say, |NZ|Pohutukawa, 16 slots, same maprots than the 1.0, same epic lag, and the HI-Skill. No way it was one of the funnier part of AC. 
 
http://i16.servimg.com/u/f16/14/56/91/16/1_bmp10.jpg
	 
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 582 
	Threads: 11 
	Joined: Aug 2011
	
	 
 
	
	
		Yep servers with lua mod are really nice. For example some gema servers running lua mod are able to detect a killer, to take his IP and to ban him (also add the IP to the blacklist for some of them). It would be useful for teamkillers or hackers. 
You can customize your server and it is very easy. Here is one of the lua mod I know :  http://sveark.info/ac/Lua/
	 
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 1,039 
	Threads: 77 
	Joined: Jun 2010
	
	 
 
	
	
		 (28 Nov 12, 11:48PM)Edward Wrote:  Yep servers with lua mod are really nice. For example some gema servers running lua mod are able to detect a killer, to take his IP and to ban him (also add the IP to the blacklist for some of them). It would be useful for teamkillers or hackers. 
 
You can customize your server and it is very easy. Here is one of the lua mod I know : http://sveark.info/ac/Lua/ 
... nope to lua mod.
	  
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 2,387 
	Threads: 56 
	Joined: Aug 2010
	
	 
 
	
		
		
		11 Dec 12, 09:54PM 
(This post was last modified: 11 Dec 12, 09:55PM by ExodusS.)
		
	 
	
		 (28 Nov 12, 11:48PM)Edward Wrote:  For example some gema servers running lua mod are able to detect a killer, to take his IP and to ban him (also add the IP to the blacklist for some of them). 
If all killers are detected, the blacklist file will weight over 9000.
	  
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 582 
	Threads: 11 
	Joined: Aug 2011
	
	 
 
	
		
		
		11 Dec 12, 10:27PM 
(This post was last modified: 11 Dec 12, 10:28PM by Edward.)
		
	 
	
		 (11 Dec 12, 09:54PM).ExodusS* Wrote:   (28 Nov 12, 11:48PM)Edward Wrote:  For example some gema servers running lua mod are able to detect a killer, to take his IP and to ban him (also add the IP to the blacklist for some of them).  
If all killers are detected, the blacklist file will weight over 9000. 
I guess you are joking. Here I was talking about gema servers but you can script what you want. Some server use lua to make a ladder or to add moderators. Also kiwi said nope
	  
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 378 
	Threads: 8 
	Joined: Jun 2010
	
	 
 
	
	
		Call the pub server LADDER |NZ|Pohutukawa, with 16 slots.  
Maprot: ctf Shine, Sunset, Power, Desert3, Arid, Gothic, Ingress, Avenue. 
 
its possible that the server refuse the vote of certain maps and modes? you should do it
	 
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 582 
	Threads: 11 
	Joined: Aug 2011
	
	 
 
	
		
		
		13 Dec 12, 12:08AM 
(This post was last modified: 13 Dec 12, 12:08AM by Edward.)
		
	 
	
		 (12 Dec 12, 07:51PM)YourSister Wrote:  its possible that the server refuse the vote of certain maps and modes? you should do it 
yep with -AN
	  
	
	
	
		
	 
 
 
	
	
	
		
	Posts: 1,438 
	Threads: 54 
	Joined: Jun 2010
	
	 
 
 
	
	
	
		
	Posts: 234 
	Threads: 15 
	Joined: Jun 2010
	
	 
 
	
	
		 (12 Dec 12, 07:51PM)YourSister Wrote:  Call the pub server LADDER |NZ|Pohutukawa, with 16 slots.  
Maprot: ctf Shine, Sunset, Power, Desert3, Arid, Gothic, Ingress, Avenue. 
 
its possible that the server refuse the vote of certain maps and modes? you should do it 
This is a great idea and one that I feel would benefit the server greatly. Chuck ac_outpost into that map rot as well.
 
Do you/are you able to disable autoteam on your servers, Kiwi? Just wondering as on many other servers the sudden team jumble mid-game can be off-putting.
	  
	
	
	
		
	 
 
 
	 
 |