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Old 08-19-2013, 07:05 AM   #1
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Hotfix: Cap Points (Aug 18, 2013)

Changelog:
  • Fixed "support for capture points having different team scores and fortress points awarded" not being backwards compatible
    • All maps were using base_teamplay's default POINTS_PER_CAPTURE value of 10 even if they set it to something else

This is primarily a server hotfix (but is good to have if you are a map maker).

Basically what this does is fix maps like ff_dustbowl (which is meant to give 25, 25, and then 50 points per cap) only giving 10 points per cap. The only changed file is base_teamplay.lua.

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Thanks to NeoNL for reporting this
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Old 08-19-2013, 07:38 AM   #2
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Old 08-19-2013, 09:29 AM   #3
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Updated with an actually fixed version. If you downloaded the hotfix before this post, you'll need to re-download.
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Old 08-19-2013, 09:38 AM   #4
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Old 08-19-2013, 12:05 PM   #5
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Old 08-20-2013, 03:57 AM   #6
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Question, I'm a bit confused what this will do to help maps like dustbowl. With the hotfix, red team still wins if blue team caps extremely quickly. Red team still gains quite a few points before the teams even get out of their spawns to start capping and I think it is partially to do with the 60 second timers at the start and between each cap.

The other part is just how quickly red team gains points. If the spawn timers were cut in half or 2/3rds, it would give blue team a better shot at winning but I still think even with that type of a change the scoring for red team should be slower with this hotfix.

I think another important lua option would also be to give both teams the chance to play offense/defense instead of ending once blue team caps all three points and maybe allow the secret areas to be detpacked rather than based on a timer. And it could be made so that only the grenade bags for CP1 & 2 contain a detpack.
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Old 08-20-2013, 04:24 AM   #7
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In TFC a round of dustbowl was 25 minutes, with 125 possible points (5 per minute) for defense and 110 possible points (30, 30, 50) for offense. Attackers won aslong as they capped all 3 in the first 21 minutes.

I just tested the hotfix, it works correctly. the only issue is the timelimit isn't set strictly at 25 minutes for dustbowl like how anticitizen is set at 24 minutes automatically. i believe that would go in dustbowl.lua though rather than the base_teamplay.lua

also gate times are fine, need to be able to build ur sgs etc on D. cant expect everyone to be quick like us.
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Old 08-20-2013, 06:21 AM   #8
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Quote:
Originally Posted by KubeDawg View Post
Question, I'm a bit confused what this will do to help maps like dustbowl. With the hotfix, red team still wins if blue team caps extremely quickly. Red team still gains quite a few points before the teams even get out of their spawns to start capping and I think it is partially to do with the 60 second timers at the start and between each cap.

The other part is just how quickly red team gains points. If the spawn timers were cut in half or 2/3rds, it would give blue team a better shot at winning but I still think even with that type of a change the scoring for red team should be slower with this hotfix.

I think another important lua option would also be to give both teams the chance to play offense/defense instead of ending once blue team caps all three points and maybe allow the secret areas to be detpacked rather than based on a timer. And it could be made so that only the grenade bags for CP1 & 2 contain a detpack.
This is only a bug fix; it doesn't change how dustbowl works, it just makes it work like it used to. Also, dustbowl is just an example of an affected map, the fix actually affects any map that has a modified POINTS_PER_CAPTURE.

But, for dustbowl, the timed points should work correctly no matter the timelimit as long as mp_timelimit remains unchanged since the start of the round (the time between points get scaled in startup() depending on the value of mp_timelimit). The defense should get 100 points by the very end of the round, and the offense is able to get 100 points by capping all 3 points. That's how it's been for a long time in FF.
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