GitHub Repo
Hello Gamers,
After about a month of work it's time to finally share that I've been working on a full rewrite of MGE in VScript to host on potato.tf. It's currently still fairly buggy/in-dev and easy to break, but I'm ready to post it publicly and have people report bugs/parity issues/etc.
The GitHub repo has a much more extensive breakdown of the new features/more complicated setup
Key Features
- 100% Vanilla compatible, no sourcemod required
- No database required for ELO/stat tracking (but still supported!)
- Special rulesets on any arena, explained more below.
- (Almost) full legacy support, Ultiduo is currently untested/half-baked and probably doesn't work yet.
- Supports every map listed in the OG MGEMod spawn configs.
- New arena type: allmeat. Intended for scattergun training, must be configured in your map config or set using !ruleset allmeat on an MGE arena
- Full localization across every language, some are still AI translated and I will gladly accept improved translations.
!ruleset command
BBall on gully mid, KOTH on spire, ammomod on Process Middle, whatever your heart desires. Join an arena with another player and have both players type !ruleset to try it out!
Limitations/Bugs/Etc
- No Ultiduo yet, I forgot xd
- The arena score HUD sometimes fails to update for the attacker, only a visual bug.
- There's no way to make a menu of arena options like SourceMod can, stuck to chat commands or a fully custom screen overlay or something even more exotic.
- !add only supports arena indexes right now (1-18 for classic mge_training), !add viaduct for example will not work, only !add 1 will. This will be fixed later.
- Queue cycling might be buggy, pls report people being put on the wrong team
- custom ruleset KOTH/BBall setup will break if you suicide during setup, just don't do that for now
- Leaderboard currently only works with the database and is disabled by default.
- Many chat commands either aren't implemented or were changed to something else (goodbye !hitblip).
I am not an MGE main and there are probably plenty of minor parity issues to hammer out (endif knockback height is probably not perfectly 1:1), pls report and major discrepancies between this and standard MGEMod behavior below.
If you just want to try it out and don't want to mess around with python scripts/database/whatever:
- drag and drop the "mapspawn.nut" file and "mge" folder into your "tf/scripts/vscripts" folder
-
launch your game with the "-enablefakeip" launch option (no longer necessary) and load an MGE map (I recommend using the workshop mge_training_v8_beta4b upload so you don't need a fastdl)
- type "status" in console and share the IP starting with "169.254" with whoever you want to join.
- Join any arena like you would with standard MGEMod using !add
Servers
US-East: https://potato.tf/connect/100.16.65.112:27020
US-Central: [Coming Soon]
US-West: [Coming Soon]
EU-West: https://potato.tf/connect/95.216.101.151:27300
SGP: [Coming Soon]
the website is still very much geared towards our mvm servers, including the demo page, however you can download SourceTV demos of your MGE games from https://potato.tf/demos. US-East demos are under the "USA2" region.
Pls provide a demo link with bug reports if you can, or at least your steamid so I can search for the demo later, the demo page updates every ~30mins.
[url=https://github.com/potato-tf/MGE-VScript]GitHub Repo[/url]
Hello Gamers,
After about a month of work it's time to finally share that I've been working on a full rewrite of MGE in VScript to host on potato.tf. It's currently still fairly buggy/in-dev and easy to break, but I'm ready to post it publicly and have people report bugs/parity issues/etc.
The GitHub repo has a much more extensive breakdown of the new features/more complicated setup
[b]Key Features[/b]
[list]
[*] 100% Vanilla compatible, no sourcemod required
[*] No database required for ELO/stat tracking (but still supported!)
[*] Special rulesets on any arena, explained more below.
[*] (Almost) full legacy support, Ultiduo is currently untested/half-baked and probably doesn't work yet.
[*] Supports every map listed in the OG MGEMod spawn configs.
[*] New arena type: allmeat. Intended for scattergun training, must be configured in your map config or set using !ruleset allmeat on an MGE arena
[*] Full localization across every language, some are still AI translated and I will gladly accept improved translations.
[/list]
[b]!ruleset command[/b]
BBall on gully mid, KOTH on spire, ammomod on Process Middle, whatever your heart desires. Join an arena with another player and have both players type !ruleset to try it out!
[b]Limitations/Bugs/Etc[/b]
[list]
[*] No Ultiduo yet, I forgot xd
[*] The arena score HUD sometimes fails to update for the attacker, only a visual bug.
[*] There's no way to make a menu of arena options like SourceMod can, stuck to chat commands or a fully custom screen overlay or something even more exotic.
[*] !add only supports arena indexes right now (1-18 for classic mge_training), !add viaduct for example will not work, only !add 1 will. This will be fixed later.
[*] Queue cycling might be buggy, pls report people being put on the wrong team
[*] custom ruleset KOTH/BBall setup will break if you suicide during setup, just don't do that for now
[*] Leaderboard currently only works with the database and is disabled by default.
[*] Many chat commands either aren't implemented or were changed to something else (goodbye !hitblip).
[/list]
I am not an MGE main and there are probably plenty of minor parity issues to hammer out (endif knockback height is probably not perfectly 1:1), pls report and major discrepancies between this and standard MGEMod behavior below.
If you just want to try it out and don't want to mess around with python scripts/database/whatever:
[list]
[*] drag and drop the "mapspawn.nut" file and "mge" folder into your "tf/scripts/vscripts" folder
[*] [s]launch your game with the "-enablefakeip" launch option[/s] (no longer necessary) and load an MGE map (I recommend using the workshop mge_training_v8_beta4b upload so you don't need a fastdl)
[*] type "status" in console and share the IP starting with "169.254" with whoever you want to join.
[*] Join any arena like you would with standard MGEMod using !add
Servers
US-East: https://potato.tf/connect/100.16.65.112:27020
US-Central: [Coming Soon]
US-West: [Coming Soon]
EU-West: https://potato.tf/connect/95.216.101.151:27300
SGP: [Coming Soon]
the website is still very much geared towards our mvm servers, including the demo page, however you can download SourceTV demos of your MGE games from https://potato.tf/demos. US-East demos are under the "USA2" region.
Pls provide a demo link with bug reports if you can, or at least your steamid so I can search for the demo later, the demo page updates every ~30mins.
EU-West server up
https://potato.tf/connect/95.216.101.151:27300
0.2.0 0.2.1
GitHub
- Reordered included database integration for stat tracking
- Your old database columns are now ordered wrong, name goes second.
- I'm gonna avoid any database-breaking stuff as much as I can, putting the name column at the end was the only really dumb thing that needed changing I think, don't expect much more of this (if any).
- various fixes/improvements to VPI integration by Mince
- You may see random spurious TimeoutError from this, this will be fixed soon and can be safely ignored.
- Fixed spawn rotations for BBall/Koth
- Fix the countdown timer being incorrect, didn't use Time() before
- Added !hud command to enable/disable HUD like SM MGE
- Add 4player support to !ruleset (untested)
- Don't use EFL_KILLME for preserving ents on round state changes (too many side effects)
- Removed !first chat command from !help/!mgehelp printout (did anyone actually use this regularly?)
0.2.1 fixes a timeout issue with the database in 0.2.0, forgot to bump up the timeout threshold for the player stats fetching and high ping players would just never get their ELO/stats from the db.
EU-West server up
https://potato.tf/connect/95.216.101.151:27300
[b][s]0.2.0[/s] 0.2.1[/b]
[url=https://github.com/potato-tf/MGE-VScript/releases/tag/0.2.1]GitHub[/url]
[list]
[*]Reordered included database integration for stat tracking
[list]
[*]Your old database columns are now ordered wrong, name goes second.
[*]I'm gonna avoid any database-breaking stuff as much as I can, putting the name column at the end was the only really dumb thing that needed changing I think, don't expect much more of this (if any).
[/list]
[*]various fixes/improvements to VPI integration by Mince
[list]
[*]You may see random spurious TimeoutError from this, this will be fixed soon and can be safely ignored.
[/list]
[*]Fixed spawn rotations for BBall/Koth
[*]Fix the countdown timer being incorrect, didn't use Time() before
[*]Added !hud command to enable/disable HUD like SM MGE
[*]Add 4player support to !ruleset (untested)
[*]Don't use EFL_KILLME for preserving ents on round state changes (too many side effects)
[*]Removed !first chat command from !help/!mgehelp printout (did anyone actually use this regularly?)
[/list]
0.2.1 fixes a timeout issue with the database in 0.2.0, forgot to bump up the timeout threshold for the player stats fetching and high ping players would just never get their ELO/stats from the db.
This is epic, finally can play mge with my friends in our shithole country at a respectable ping :D
This is epic, finally can play mge with my friends in our shithole country at a respectable ping :D
Took a bit of a break from this project but I'll be pushing a new release relatively soon
the 0.2.1 release on github is currently outdated and has a few bad bugs (!remove not working lmao), the main branch release is fixed but I want to fix bball bugs before sending it. If you want to play it *right now*, clone the main branch directly instead of using that release.
Took a bit of a break from this project but I'll be pushing a new release relatively soon
the 0.2.1 release on github is currently outdated and has a few bad bugs (!remove not working lmao), the main branch release is fixed but I want to fix bball bugs before sending it. If you want to play it *right now*, clone the main branch directly instead of using that release.
this is awesome and a good contribution to the community, even if it may not be used a lot because most people already have sourcemod servers, its a good thing to have. really nice work
this is awesome and a good contribution to the community, even if it may not be used a lot because most people already have sourcemod servers, its a good thing to have. really nice work
Yeah I don't expect the existing mge networks to replace their SM versions just yet (if ever), especially ones that need the database connection. Once its polished up it will be better for long term stability though. When the sdk update dropped every MGE server was dead thanks to sourcemod going down for a day, meanwhile my vscript server almost immediately filled up with 25 people completely unscathed lole.
Once it's stable and pretty much finished people can also pack it directly into the map and put it on the workshop for even easier installation. Packing it into the map also means you can get a lot more exotic with custom overlays and stats pages and whatnot that don't need to be sent over fastdl and can just be baked directly into the map. Arena scoreboards, custom HUD, a lot more possibilities to bring it into a new era.
I imagine some people reading that will get spooked by the idea of turning mge into workshop slop and I do recognize that I/any mappers would need to be very careful about this. Everything must be done through playtesting with real mge rats and not random workshop creators, and most importantly a lot of it should be optional to avoid fixing what isn't broken. Still got time to think about how to do this before it's even at this point.
I've got more lofty ideas like "infinite" maps using propper templates to dynamically spawn however many spires/blands mids/etc that you want so you never need to wait for one to open, but that's a lot further down the line and is currently just an idea.
Yeah I don't expect the existing mge networks to replace their SM versions just yet (if ever), especially ones that need the database connection. Once its polished up it will be better for long term stability though. When the sdk update dropped every MGE server was dead thanks to sourcemod going down for a day, meanwhile my vscript server almost immediately filled up with 25 people completely unscathed lole.
Once it's stable and pretty much finished people can also pack it directly into the map and put it on the workshop for even easier installation. Packing it into the map also means you can get a lot more exotic with custom overlays and stats pages and whatnot that don't need to be sent over fastdl and can just be baked directly into the map. Arena scoreboards, custom HUD, a lot more possibilities to bring it into a new era.
I imagine some people reading that will get spooked by the idea of turning mge into workshop slop and I do recognize that I/any mappers would need to be very careful about this. Everything must be done through playtesting with real mge rats and not random workshop creators, and most importantly a lot of it should be optional to avoid fixing what isn't broken. Still got time to think about how to do this before it's even at this point.
I've got more lofty ideas like "infinite" maps using propper templates to dynamically spawn however many spires/blands mids/etc that you want so you never need to wait for one to open, but that's a lot further down the line and is currently just an idea.
got dem braindawgs
https://www.youtube.com/watch?v=CXEUfWNmBto