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Messages - härd redwine

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16
News and Announcements / Re: Looking for Jump Auditors
« on: January 17, 2012, 05:26:54 PM »
also, what if a single player makes 10 false times, would that also mean a server gets a warning? i mean, hell if people went on at like... early morning, there usually aren't any admins around, they could theorectically "destroy" a server all by themselves?

If it's obvious the source of the problem is a single person, a server will be exempt.  The distinction is based on how the bad times are submitted.  As we have several servers now (about 8+) submitting times to the database, a server administrator on any one of these less-mainstram jump servers could install addons to falsify times (teleports, noclip, etc).

Am I missing something obvious here? How are people faking times?

On JumpiT and Chillout the only time things get faked is when poles are badly placed or there's a map glitch or teleport room we don't know about (rare).  On the 6+ other servers submitting times we have no direct control of what the server admins do in terms of noclip, teleports, and other server admins.  The servers that do have access have been thoroughly reviewed and their character can be assured but due to their relative distance from tf2jump in terms of contact and monitoring this system was setup a few months ago.

Don't be mean  :'(
Not even the cat can make people forget what you said there

Cool your jets big guy  :-*

17
News and Announcements / Looking for Jump Auditors
« on: January 17, 2012, 12:00:58 AM »
I am recruiting for new jump auditors.  What this entails is relatively simple. 

The statistics engine automatically flags times that are suspicious based on their length in comparison to both the course difficulty delta value and the top times for the course.  It also compares the given players skill level with the time that was set.  If any of the checks fail an automated e-mail is dispatched to all of the auditors (currently just me).

The auditor may flag the time as false or plausible.  A single flag as false will result in the time being stricken and the false time being recorded in a demerit database.  If a given player submits more than 10 false times, all of their future times are stricken from the database and they receive a ban on Jump iT.

If a server collects more than 10 false times I am notified and I review the server for general character and send a warning to the owner.  If the server continues to stack up false times (25+) they lose the ability to submit times to the global database.

As such a jump auditor has a significant amount of power--they can potentially force most of the servers off the skillsrank global database as well as obliterate other jumpers statistics.

A quick summary of the position:
- You will receive anywhere from 0 to 20 automated e-mails a week regarding potentially false times.
- You can ignore the e-mails if you think another auditor will review the time or if the run time is plausible

I won't take just anyone for this position given the "power" it entails.  To apply just reply with a link your steam profile (and anything else you want to throw in there).

Reasons for not being selected:
1. I don't like you
2. You're a nobody
3. You don't actually set times or care about times
4. You have jumped for such a short duration you could not possibly classify a jump as false or plausible

If selected I'll add you on steam and get some more info from you.
Here's a picture of a cat.  Print it out and give it to someone you've never talked to before.  Make a new friend.  Neat.

18
Jump IT / JuJump iT / Re: Cabers
« on: January 08, 2012, 11:48:16 PM »
Words help if you want me to change anything.  Do you want them completely removed or do you like it how it is--with no auto-reload via ja.

19
Surf iT / SuSurf iT / Re: What to do about Surf iT
« on: January 01, 2012, 01:38:16 AM »

-edit
It would be nice to get this fully setup and add a few more commands to make it more useful (like !skipjump, etc), but a few things would have to be added to JA, which I think is unlikely unless its open source or someone else besides rush has permission to add to it.

I have the source and am in charge of the project now.  The problem is as you mentioned--we have to document every single jump on every single map or the implementation will be incomplete.  We have a hard enough time getting everyone to set the team color of a map.  This is surely something we can overcome and the presence/access to a global database like the one I run for the stats will help.

SurfiT does not run JA at the moment and a more specialized addon fits surfing anyways.  We can move the JA discussion to another forum (not surfing related) to come up with a game plan for JA updates and changes.

20
Sourcemod Information / Re: Plugin for jumping
« on: December 16, 2011, 12:19:34 PM »
I currently hold the latest edition and source code and have the authority to release it but I need to review the licensing terms first to see how we can distribute it, stay tuned.

21
Jump IT / JuJump iT / Re: Map timer for JumpIt?
« on: December 07, 2011, 11:27:56 AM »
This was already turned on.  Staggered rtv will come later after the 1 hour forced rtv trial.

22
MGE iT / MGE iT West / Re: Fov mod on the MGE server
« on: November 20, 2011, 01:10:35 PM »
It's not up to me but I think the reason why it's not there already is that some people use MGE to work on different aspects of their playing in an environment as realistic (to an actual game) as possible.

This is why we haven't installed the mod.

23
Jump IT / JuJump iT / Re: New plugin!
« on: November 17, 2011, 01:12:18 PM »
We no longer support HJM, if there was enough demand I can update the plugin and re-release it.

24
Surf iT / SuSurf iT / Re: >_>
« on: November 12, 2011, 01:14:17 AM »
Boring.  Locked.

25
Jump IT / JuJump iT / Re: Bungee
« on: November 09, 2011, 11:50:02 AM »
Upgraded jumpIt to the 1.5 development build and re-enabled bungee.

26
Map download links are now up on each map page.

27
Requests / Re: Engie Tracker
« on: November 08, 2011, 11:24:27 AM »
Would love an engie banner, and really appreciate you turning the scoring on.  Thank you.

Done.

28
Requests / Re: Engie Tracker
« on: November 06, 2011, 01:07:28 PM »
This is more a question than request, two questions really.  Do runs with regen on, specifically health, count for any points?  There is like one or two maps where the regen stop me cold lol, so I figured it was worth figuring out.  Second question is where the scoreing system for engineer is comming from, didn't notice the difficulty rateing untill recently and was interested.

Would love an engie banner, and really appreciate you turning the scoring on.  Thank you.

The scoring system does count regen runs but they received scaled value, significantly lower than a regen-less run.  The difficulty rating that appears in-game was designed by Cranck and isn't the most accurate, it is based on the times of other runs set by the same class on that map.

The scoring system for ranking players online uses course difficulty when scoring players and uses an alternative algorithm that ranks maps based on the average length of all runs on that map modulated by the length of the courses.  That course difficulty value is never displayed (it wouldn't make much sense or mean anything to most people anyways unless you looked at the values of numerous maps).

Working on an engie banner--I lost my PSD so I might have to make one from scratch.

29
Jump IT / JuJump iT / Re: Map timer for JumpIt?
« on: October 31, 2011, 03:38:19 PM »

And about Redwine's proposed idea, I like the idea, but the serer doesn't really ever keep the same people for long.  Most of the time it's made up of a few regulars who might jump for a few hours at a time and then the rest are mostly people who hardly are ever in the server/ stay for 15-30 minutes then leave if they don't like the map.  So in the end only the regulars experience the insane map times and the others just leave.  So ya, pretty much what Klare said about it. 


Both of you misunderstand how the proposed model works, and the constant stream of randoms in and out would have no effect.  If any appreciable amount of rtv's remains constant for what is probably about 5 minutes, the required count will decrease.

A 1-2 hour maximum time limit seems to be favored with options to extend the current map.  We can implement a forced vote after a given time easily and include the periodic rtv adjustment to further ease any problems getting a map rtv'd off.


30
Jump IT / JuJump iT / Re: Map timer for JumpIt?
« on: October 30, 2011, 05:58:00 PM »
A compromise would work quite well and I would be able to implement the fix this week.  As map time progresses the number of rtv's required to switch the map will drop, until after a period determined by the mod the number of rtv's is 1.  The required number of rtv's would not drop if less than 50% of the rtv's required have not been received.

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