Important DGL Information (Updated - May 31st, 2009)

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Important DGL Information (Updated - May 31st, 2009)

Postby Whiteknight » Sun Aug 03, 2008 3:11 am

I have asked elsewhere that people please not reply in this thread, to keep it clear for other information. This thread will be locked from now on. If you desire clarification or explanation of something in this thread, please post it in a separate post.

Index

I. Admin Contact Information
    i. Head Admin
    ii. Website Coder
    iii. Technical Support
    iv. US Admin
    v. PR and AU Admin
II. Required Configuration
    i. Server Cvars
    ii. Source TV
III. Rules and Information
    i. The Basics of the Ladder
    ii. Determining a Winner
    iii. Choosing Maps
    iv. Immunity
    v. Allowed Players
    vi. Match Scores
    vii. Prediction Score
    viii. Exploits
III. Current Season

Admin Contact Information



----------------------------

Disputes

If you want to submit a dispute for a match contact one of the admins (see above) as soon as possible (steamfriends is usually the fastest way). Make sure you have evidence (usually demo's) to back up your story!

A dispute will be resolved internally by an unbiased admin. Any admins that are related to the match will not be allowed to participate in the discussion.
Once the outcome has decided, it will be announced together with the names of the admins that took part in the discussion.

Required Configuration

    All match servers are required to be 66 tic. The game does not function properly when other ticrates are used.

    Servers are also required to have their pure_server_whitelist.txt properly configured as follows:

    Code: Select all
    whitelist
    {
       bin\...                    from_steam
       models\...                 from_steam
       materials\...              from_steam
       shaders\...                from_steam
       sound\...                  from_steam
       scripts\...                from_steam
       resource\...             from_steam

       // Allow custom spray decals.
       materials\temp\...         allow_from_disk
       materials\vgui\logos\...   allow_from_disk
       materials\vgui\logos\ui\...   allow_from_disk

    //Allow custom crosshairs
       materials\vgui\crosshairs\... allow_from_disk

       //Allow custom HUD Modifications
       scripts\HudLayout.res allow_from_disk
    }


    Server Cvars

    Code: Select all
    sv_pure 1;
    sv_cheats 0;
    mp_stopwatch 1;
    mp_startdelay 15;
    mp_timelimit 20;
    mp_rounds 2;
    mp_friendlyfire 1;
    mp_autoteambalance 0;
    mp_punishvotes 0;
    mp_chattime 45;
    mp_scalespawntime 0;
    tv_delay 90;
    sv_turbophysics 0;
    sv_maxspeed 320;
    sv_maxcmdrate 66;
    sv_mincmdrate 30;
    sv_maxupdaterate 66;
    sv_minupdaterate 30;
    sv_client_cmdrate_difference 30;
    sv_gravity 600;
    sv_friction 4;
    sv_accelerate 10;
    sv_airaccelerate 10;
    sv_minrate 10000;
    sv_maxrate 0;

    say "DGL config executed";


    Recommended lo3 restart (Courtesy Sverek): [Note: The above cvars must be put into a config file named DGL_5vs5.cfg for this to work]

    Code: Select all
    alias "wait10" "wait; wait; wait; wait; wait; wait; wait; wait; wait; wait"
    alias "wait50" "wait10; wait10; wait10; wait10; wait10"
    alias "wait100" "wait50; wait50"
    alias "wait200" "wait50; wait50; wait50; wait50"
    alias "wait500" "wait200; wait200; wait100"
    alias "wait1000" "wait500; wait500"
    alias "wait5000" "wait1000; wait1000; wait1000; wait1000; wait1000"

    say "executing DGL_5vs5.cfg
    wait500
    exec DGL_5vs5.cfg
    wait200
    say DGL_5vs5 config executed
    say ******LIVE ON SECOND RESTART******
    wait500
    say ******RESTART *1******
    map_restart
    wait500
    say ******RESTART *2******
    map_restart
    wait500
    .......


    Source TV

    Required cvar:

    tv_delay 90


    Optional cvars (to improve functionality)

    tv_allow_camera_man 1
    tv_transmitall 1
    tv_maxrate 0

Rules and Information

    For the actual rules for each division, click here.

    The Basics of the Ladder

    Old teams will be placed on the ladder based on their standing from the previous season. New teams that join before the start of the season may be placed in the ladder according to admin discretion, but all new teams that join after the start of the season will begin at the bottom. Teams progress up the ladder by challenging higher ranked teams. If a challenger wins, the two teams swap positions; otherwise, both teams retain their original position and the defending team gains "immunity" status.

    Teams may challenge 3 spaces up in the top half of the ladder, or 4 spaces up in the bottom half of the ladder. In the event of a challenge, all team admins will be notified by email.

    You may not challenge the same team twice in a row unless 14 days have passed since the last challenge.

    Determining a Winner

    At the end of the season, the teams on the top six ladder spots will enter into a tournament to determine the final outcome of the league.

    Choosing Maps

    The challenging team chooses the map to play on. The two previous maps that a team has challenged on are removed from the map pool to ensure a diverse level selection. Plan your map choices in advance!

    Choosing Sides

    The challenged team chooses which sides to start on. Each team is responsible for choosing a legal a server for their attacking round.

    Immunity

    Whenever a challenged team successfully defends their position, they are immune from challenges for 10 days from the date of the latest challenge (unless the team is ranked number one). This allows the team to attempt to climb the latter by challenging other teams.

    Allowed Players

    You may only play for one team per division. It is acceptable to be the admin of multiple teams, but only play for one team. An admin of their primary team will be marked as admin. An admin of a team they are not playing for will be marked as pure_admin.

    New players added to the roster may not play until a new challenge is made.

    Match Scores

    The winner of a match is the team who holds the furthest objective for the longest period of time. This also means that if there are no backhacks, then the team that captures the furthest objectives the fastest wins.

    The winning team must submit the score from the team menu. All team admins will be notified of the result by email. In case of a misreport or a dispute, please contact an admin immediately.

    Prediction Score

    Each user has a prediction score (p-score), which starts at zero. For each successful prediction, you will receive one point.

    Predictions are made here.

    Exploits

    Exploits are not allowed and are punishable by expulsion. View rule Cheat-2 for more details. It is up to the admins of each team to educate their members on what they are allowed to do. An exploit is simply benefiting your team by using an unintended part of the map or code. For example, teslaing through spawn barriers is considered an exploit. If you are unclear if something is an exploit, please feel free to contact a DGL admin.

    For the purpose of matches, bunnyhopping is not an exploit.
Current Season

    The current season will be 3 months!

    Starts September 6th, 2009
    Ends November 6th, 2009
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Postby ocun » Sun Aug 03, 2008 5:58 am

90

fixed
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Postby sverek » Sun Aug 03, 2008 6:35 am

sweet, also here full lo3.cfg >>>
Code: Select all
alias "wait10" "wait; wait; wait; wait; wait; wait; wait; wait; wait; wait"
alias "wait50" "wait10; wait10; wait10; wait10; wait10"
alias "wait100" "wait50; wait50"
alias "wait200" "wait50; wait50; wait50; wait50"
alias "wait500" "wait200; wait200; wait100"
alias "wait1000" "wait500; wait500"
alias "wait5000" "wait1000; wait1000; wait1000; wait1000; wait1000"
wait1000
say "executing DGL_5vs5.cfg"
wait500
exec DGL_5vs5.cfg
wait200
say "DGL_5vs5 config executed"
wait1000
say "******LIVE ON SECOND RESTART******"
wait500
say "******RESTART *1******"
map_restart
wait500
say "******RESTART *2******"
map_restart
wait500
say L-I-V-E--------
wait10
say -L-I-V-E-------
wait10
say --L-I-V-E------
wait10
say ---L-I-V-E-----
wait10
say ----L-I-V-E----
wait10
say -----L-I-V-E---
wait10
say ------L-I-V-E--
wait10
say -------L-I-V-E-
wait10
say --------L-I-V-E
wait10
say -------L-I-V-E-
wait10
say ------L-I-V-E--
wait10
say -----L-I-V-E---
wait10
say ----L-I-V-E----
wait10
say ---L-I-V-E-----
wait10
say --L-I-V-E------
wait10
say -L-I-V-E-------
wait10
say L-I-V-E--------
wait10
say -L-I-V-E-------
wait10
say --L-I-V-E------
wait10
say ---L-I-V-E-----
wait10
say ----L-I-V-E----
wait10
say ------LIVE-----
wait10
say ----L-I-V-E----
wait10
say ---L--I-V--E---
wait10
say --L--I---V--E--
wait10
say -L--I-----V--E-
wait10
say --L--I---V--E--
wait10
say ---L--I-V--E---
wait10
say ------LIVE-----
wait10
say ----L-I-V-E----
wait10
say ---L--I-V--E---
wait10
say --L--I---V--E--
wait10
say -L--I-----V--E-
wait10
say --L--I---V--E--
wait10
say ---L--I-V--E---
wait10
say ----L-I-V-E----
wait10
say ------LIVE-----
wait10
say ----L-I-V-E----
wait10
say ---L--I-V--E---
wait10
say --L--I---V--E--
wait10
say -L--I-----V--E-
wait10
say --L--I---V--E--
wait10
say ---L--I-V--E---
wait10
say ------LIVE-----
wait10
say ----L-I-V-E----
wait10
say ---L--I-V--E---
wait10
say --L--I---V--E--
wait10
say -L--I-----V--E-
wait10
say --L--I---V--E--
wait10
say ---L--I-V--E---
wait10
say ----L-I-V-E----
wait10
say ------LIVE-----
wait10
say "Good Luck, Have Fun!"


1)where DGL_5vs5.cfg = Server Cvars
2)lo3.cfg and DGL_5vs5.cfg must be in same folder (dystopia_v1/cfg)
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Re: Important DGL Information (Updated - Feb 27th, 2009)

Postby Whiteknight » Fri Feb 27, 2009 8:49 pm

Rules have been updated for 1.2 season play.

Note several important changes:

1: Matches are now determined by the time an objective is held. The easiest way to determine the exact time for a winner is to use www.dystopia-stats.com and find your game, then calculate it from there.

2: RPI has been introduced. This will allow a relatively accurate ranking of teams through the season. Challenging better ranked teams will increase your RPI, especially if you win. The top three teams at the end of the season will be placed into a tournement.

3: Season length is 3 months, starting March 7th.

Maps now include:

Detonate
Fortress
Cybernetic
Vaccine
Silo

Teams will be 5v5.
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Re: Important DGL Information (Updated - Mar 02nd, 2009)

Postby obj » Mon Mar 02, 2009 1:52 pm

Important notice regarding server variables

sv_pure 2 will be in use starting this season. It's a nice thing we can use now that Dystopia is on Steamworks.

http://developer.valvesoftware.com/wiki/Pure_Servers wrote:If you set sv_pure to 2, then the server will not even load the pure_server_whitelist.txt file. Instead, it will apply the from_steam attribute to all materials, models, and sounds. This can be useful for competitive matches where one team is hosting the game. The team who is not hosting the game can look in their console at round start and see which sv_pure mode the server is using. If the server is using sv_pure 2, then the non-hosting team can know that the players on the hosting team are not using custom content.


Practically this means that on these servers, your materials, models and sounds are forced to the Steamworks content. It does not affect for example custom scripts (for example recoloured SWT or custom HUD). This variable does not kick players who have custom content, just forces them to the Steamworks content.

And now the important stuff:

Note to server admins who want to run DGL games: Changes to sv_pure only take effect after map change. You may find it practical to have it on 2 all the time on clan servers.

Note to all players: You can always check the value of server variables by typing in the variable name in console. This value is also saved in demos.
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Re: Important DGL Information (Updated - Mar 02nd, 2009)

Postby Warsprite » Mon Mar 09, 2009 4:42 pm

Spawning with less than full energy at match start

If you have been TKed before the map_restart, then due to a bug, you will spawn with the energy you died with, which may be lower than normal. If this happens, simply call a "not live" and do a second map_restart to solve the problem. Please note that full replays will not be awarded for problems with this bug, and that you must call not live within the first minute of play.

swap_teams with spectators

Please be aware that if you use swap_teams in a server which has a spectator, even a HLTV camera, it will assign the spectator to a team.
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Re: Important DGL Information (Updated - Mar 15th, 2009)

Postby Warsprite » Sun Mar 15, 2009 3:21 pm

Roster size increased to 7

Teams are now expected to maintain a roster of 7 players, not 6.

Roster exception clarification

It is now clarified that the roster exception applies for the first match of the season only.
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Re: Important DGL Information (Updated - Mar 15th, 2009)

Postby Warsprite » Sat Mar 21, 2009 6:59 pm

Challenging for a rematch

The rules on challenging for a rematch have been clarified.

The winning team of a match has priority for challenging another team over the losing team. This means that the winner of the match ought to report the match result.

After reporting the match result, the winner of the match has a 30 minute grace period to challenge another team before the loser of the match may challenge for a rematch. Rematches challenged within this grace period may be revoked at the winner's request.

If the match result has not been reported after 30 minutes, the losing team ought to submit the match result, and may immediately challenge for a rematch.
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Re: Important DGL Information (Updated - Mar 21st, 2009)

Postby Warsprite » Mon Mar 23, 2009 10:17 am

We've added a new rule, Match-10, that covers something we were basically doing already, but that was a source of confusion for many new clans this season:

Attacking and defending and servers

Each team is responsible for providing a server for their attacking round. It is acceptable that both teams use the same server for their attacking round.
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Re: Important DGL Information (Updated - Mar 23rd, 2009)

Postby ocun » Mon Mar 23, 2009 2:08 pm

On popular demand to allow more scheduling options, you can now challenge up to "half your teams rank" spots higher in the ladder, rounded upwards

for example:
Your team has rank 7 => you can challenge 4 spots higher
Your team has rank 8 => you can challenge 4 spots higher
Your team has rank 9 => you can challenge 5 spots higher
...
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Re: Important DGL Information (Updated - Mar 23rd, 2009)

Postby Warsprite » Tue Mar 24, 2009 6:38 am

Some people have asked if the new challenge rules mean that slot 4 can only challenge 2 slots, since 4/2 is 2. This is not the case, and all teams are able to challenge at least 3 slots above, unless, of course, there aren't 3 teams above you.
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Re: Important DGL Information (Updated - Mar 24th, 2009)

Postby Warsprite » Sun Mar 29, 2009 5:21 am

Mat-01 time lowered

The time a team has to arrive and play a scheduled match has been lowered from 30 minutes to 20 following player input.

A forfeit will be recorded for any team that does not appear or is not ready to play within 20 minutes of the scheduled start time.
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Re: Important DGL Information (Updated - Mar 29th, 2009)

Postby Warsprite » Sun Mar 29, 2009 3:36 pm

Mat-11 has been added to cover halftime between rounds

Teams have ten minutes after the first round and before the second round to change servers. Both teams are to be ready to play the second round no more than ten minutes after the first round has ended. This may be waived by the agreement of both teams.


Happy fragging.
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Re: Important DGL Information (Updated - April 08th, 2009)

Postby Warsprite » Wed Apr 08, 2009 3:55 pm

Whitelist required and some minor changes

Details here

Short summary:

-66 tic is now required
-we have moved from sv_pure 2 to sv_pure 1 with a specified whitelist
-sv_client_cmdrate_difference is being increased to 30 from 20
-sv_maxcmdrate and sv_maxupdaterate are being moved from 100 to 66
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Re: Important DGL Information (Updated - April 08th, 2009)

Postby Warsprite » Wed Apr 08, 2009 9:14 pm

changes to lo3.cfg

I've removed the wait1000 from the beginning of lo3.cfg. It was unnecessary and caused confusion.
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Re: Important DGL Information (Updated - April 08th, 2009)

Postby Warsprite » Mon May 04, 2009 7:01 pm

Immunity correctly stated as 10 days
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Re: Important DGL Information (Updated - April 08th, 2009)

Postby Warsprite » Sat May 09, 2009 9:08 am

Updated tournament information
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Re: Important DGL Information (Updated - April 08th, 2009)

Postby Warsprite » Thu May 14, 2009 2:33 pm

Ocun and Taara elevated to admin status
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Re: Important DGL Information (Updated - April 08th, 2009)

Postby Warsprite » Sun May 31, 2009 1:26 pm

Rule Ros-8 added

Rule Roster-8 has been added, which currently reads:

To avoid confusion, no two teams may share the same clan tag. If your clan wishes to field two teams, each team is still required to have a different tag. An easy way to do this is to add a number after the tag.


This should not come as much of a surprise, since we have been enforcing this since The Battle Hub, but for some reason didn't have it listed in the rules section.
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Re: Important DGL Information (Updated - May 31st, 2009)

Postby Warsprite » Sat Jun 20, 2009 1:36 pm

Rule Cheat-3 rewritten

Since actually implementing cheat-3 as written and revoking all matches would result in the ladder not being coherent (ie: matches that could not have happened being recorded), we have altered rule cheat-3 to read as follows:

Cheating may result in match results being overturned.
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Re: Important DGL Information (Updated - May 31st, 2009)

Postby Warsprite » Thu Aug 27, 2009 9:41 am

Infect has been added as an official map for DGL. You may get the correct version from the community map pack here.

Rules for being granted an extension for a match have been clarified and codified in rule Chal-6.

Admins may grant an extension to teams which have failed to play their match in the 8 day allotted window. Extensions may be granted only for holidays and systemic problems with Steam or Dystopia.

"Systemic problems" are those which affect every, or many, users at once. An individual's problem is not considered "systemic".

Holidays for which extensions may be granted are limited to the 4th of July, Easter, Christmas, Thanksgiving, and Summer Solstice. Further holidays may be added at discretion of the admins.


Rule Chal-1 has been changed to accommodate the clarification, and adjusted to reflect how we have been ruling on forfeits. It now reads:

Once a challenge has been made, teams have 8 days to play the match. Failure to do so will either result in a double forfeit, or a forfeit by the team judged responsible for failure to schedule, at admin discretion.
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Re: Important DGL Information (Updated - May 31st, 2009)

Postby Warsprite » Sun Sep 13, 2009 2:27 pm

Teams are now only required to have 5 players, although 7 are recommended.
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