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MGEMod Rewrite - Feedback Requested
1
#1
0 Frags +

The title is clickbait, MGE is not being rewritten (sorta).

Hello! 5 months ago I started looking into fixing all of the annoyances I found in the MGE SourceMod plugin throughout the years as a 10-year-old MGE veteran.

This evolved into an MGEMod fork that started to gain attention and is currently being considered for usage in the upcoming MGE.tf seasons and tournaments.

There are too many changes to list here (full list in the repo) but here are the main ones:

  • Redesigned 2v2 System - Team selection menu, ready system (!ready), teammates no longer spawn in the same spot, ELO can be toggled off for 2v2
  • PostgreSQL & Database Improvements - Added PostgreSQL support, automatic migrations
  • ELO Protection - Verification system prevents players with failed Steam auth from affecting ratings, corruption protection against database errors
  • Enhanced Stats Tracking - Duel records now include class played, match timing, and ELO changes (before/after for each player)
  • New Commands - !elo to toggle your personal ELO display, !add @player to join someone's arena, and more
  • Map-Specific Configs - Split the giant spawns file into per-map configs for easier editing
  • Plugin API - Full natives and forwards for developers to integrate with MGE

It's intended to be a drop-in replacement for the original. Database updates happen automatically.

You can take a look at the code and latest releases here.

By making this post I want to start asking you guys to try the plugin out and spread the word, see if you find:

  • any bugs
  • any form of annoyance you'd like to see changed/fixed
  • any new ideas for improvements or feature requests

I've been dogfooding this project in my 3 MGE servers, and some arctic.tf servers already use it as well. The rate at which I find bugs and fix them is very slow, so I want more people using it and reporting bugs.

In the future I'd like this plugin to fully support not only 1v1 and 2v2 flawlessly without any bugs, but ultiduo and bball as well with no problems (I've already seen some but I seriously can't reproduce them alone), and be fully extensible and capable of interacting/interfacing with other plugins for new crazy ideas and modules that complement it.

Thank you. Please report any bugs as issues in the GitHub repo, or add me in Discord @amperetf and hit me up.

The title is clickbait, MGE is not being rewritten (sorta).

Hello! 5 months ago I started looking into fixing all of the annoyances I found in the MGE SourceMod plugin throughout the years as a 10-year-old MGE veteran.

This evolved into an MGEMod fork that started to gain attention and is currently being considered for usage in the upcoming MGE.tf seasons and tournaments.

There are too many changes to list here ([u][url=https://github.com/mgetf/MGEMod]full list in the repo[/url][/u]) but here are the main ones:
[list]
[*] [b]Redesigned 2v2 System[/b] - Team selection menu, ready system (!ready), teammates no longer spawn in the same spot, ELO can be toggled off for 2v2
[*] [b]PostgreSQL & Database Improvements[/b] - Added PostgreSQL support, automatic migrations
[*] [b]ELO Protection[/b] - Verification system prevents players with failed Steam auth from affecting ratings, corruption protection against database errors
[*] [b]Enhanced Stats Tracking[/b] - Duel records now include class played, match timing, and ELO changes (before/after for each player)
[*] [b]New Commands[/b] - !elo to toggle your personal ELO display, !add @player to join someone's arena, and more
[*] [b]Map-Specific Configs[/b] - Split the giant spawns file into per-map configs for easier editing
[*] [b]Plugin API[/b] - Full natives and forwards for developers to integrate with MGE
[/list]

It's intended to be a drop-in replacement for the original. Database updates happen automatically.

[url=https://github.com/mgetf/MGEMod]You can take a look at the code and latest releases here.[/url]

By making this post I want to start asking you guys to [b]try the plugin out and spread the word[/b], see if you find:
[list]
[*] any bugs
[*] any form of annoyance you'd like to see changed/fixed
[*] any new ideas for improvements or feature requests
[/list]

I've been dogfooding this project in my 3 MGE servers, and some arctic.tf servers already use it as well. The rate at which I find bugs and fix them is very slow, so I want more people using it and reporting bugs.

In the future I'd like this plugin to fully support not only 1v1 and 2v2 flawlessly without any bugs, but ultiduo and bball as well with no problems (I've already seen some but I seriously can't reproduce them alone), and be fully extensible and capable of interacting/interfacing with other plugins for new crazy ideas and modules that complement it.

Thank you. Please report any bugs as issues in the GitHub repo, or add me in Discord @amperetf and hit me up.
2
#2
4 Frags +

can u make it so stickies get deleted after a round ends? rly aids to spawn in and get insta det on.
more of an issue in 2v2 from my experience.

can u make it so stickies get deleted after a round ends? rly aids to spawn in and get insta det on.
more of an issue in 2v2 from my experience.
3
#3
6 Frags +
rentscan u make it so stickies get deleted after a round ends? rly aids to spawn in and get insta det on.
more of an issue in 2v2 from my experience.

yes

https://i.imgur.com/529NxAG.png

[quote=rents]can u make it so stickies get deleted after a round ends? rly aids to spawn in and get insta det on.
more of an issue in 2v2 from my experience.[/quote]

yes

[img]https://i.imgur.com/529NxAG.png[/img]
4
#4
3 Frags +

Suggestion - add a 1v1 Vampiric duel mode:

  • Players would start fully overhealed
  • Any damage dealt would be transformed into HP restored for the attacker (1:1 ratio)
  • The round would start after 3-5 seconds, allowing both players to reach the center of the map
  • The round ends and resets when a player dies

This is something Quake had for a very long time (ADHD mode) and it promotes raw movement and prolonged aim duels. The overheal and HP "lifesteal" are exactly like described in the points above, but the other 2 may be tailored more toward MGE and balancing as quake players have more of a gentleman's agreement on when they should start their ADHD duel.

It would probably work best for hitscan i.e. scout v scout, but would be interesting to see how it works for other weapons (soldier and demo).

Suggestion - add a 1v1 Vampiric duel mode:

[list]
[*] Players would start fully overhealed
[*] Any damage dealt would be transformed into HP restored for the attacker (1:1 ratio)
[*] The round would start after 3-5 seconds, allowing both players to reach the center of the map
[*] The round ends and resets when a player dies
[/list]

This is something Quake had for a very long time (ADHD mode) and it promotes raw movement and prolonged aim duels. The overheal and HP "lifesteal" are exactly like described in the points above, but the other 2 may be tailored more toward MGE and balancing as quake players have more of a gentleman's agreement on when they should start their ADHD duel.

It would probably work best for hitscan i.e. scout v scout, but would be interesting to see how it works for other weapons (soldier and demo).
5
#5
6 Frags +
Completely modularized the code in separate script files to reduce the +7000 lines main file

give this man every nobel prize imaginable

[quote]Completely modularized the code in separate script files to reduce the +7000 lines main file[/quote]
give this man every nobel prize imaginable
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