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News PostThe standalone FBG Plug-In is almost ready.

 [FBG] D1gN1tY (270 posts, Admin) at 4/30/2009 7:22 PM
As has been mentioned in previous news updates, we’ve been working hard on a standalone FBG plug-in for both Public Servers and the Match servers which will be utilised for the upcoming release of the new Battles.

This is a particularly exciting development for us as it will provide benefits to the whole FBG community across the board: casual players, clan players, public server admins and match server admins and we are only a couple of weeks away from release!

So what goodies do we have in store? Read on...

In-game player registration. Players will no longer have to disconnect from a game-server to register with FBG. Instead, they’ll be able open the in-game browser, register and instantly verify. When they close CS:S a new FBG Account and Profile will be setup and waiting for them, already gathering their stats.

Anti exploit/ abuse monitoring. The FBG plug-in will monitor server settings and identify incompatible settings or mods. It will then disable FBG from those servers or issue warnings of the problem. We understand how important it is to maintain the integrity of the medals, badges and stats and keep cheaters and exploiters out of the community. This is an area that we will continuously develop going forward. Further more, server admins and owners will receive clear notification of why FBG isn’t running if it stops which will help us to resolve server related problems a lot faster.

Vastly increased performance, security and reliability. The plug-in has been developed purely in C and C++ to ensure extremely fast execution and processing of data during rounds will be kept to an absolute minimum. The plug-in interacts with FBG very differently to the current system and has been designed to be very reliable and ensure players will always get the medals they have earned.

Data will be sent from the game server to the FBG servers when the load on the server is at it’s lowest. This increases efficiency and will remove the need for the game engine constantly stream data logs to FBG. Game servers with multiple CPU cores will see a big boost in performance as all operations will be threaded to ensure the game engine is never held up.

Game servers will be able to use the central FBG servers to complete any complex calculations so there will be no load put on the game server CPU.

This is an area where FBG really stands out compared to some other stats plug-ins which can cause lag spikes from large databases stored locally or use unthreaded operations that hold up the game engine until they complete. All player stats are stored in the central FBG servers that does all complex processing and CPU heavy tasks such as sorting. Only the stats for the players currently connected to the server will be loaded into the plugin memory, ensuring powerful, quick and efficient operation on servers of all sizes.

In game menus. We’ve revamped the menu system to provide better and clearer information. It will also easily allow users change things such as the end of round stat display preference.

Change FBG Profile settings in-game. Players will be able to set their tags, repup other players, donate plinks and issue any of the other FBG commands using a menu as an alternative to typing commands.

FBG Supporter perks. We’ll be adding incremental updates to the plug-in that are exclusive to FBG Supporters giving them extra information in-game on how they are playing and progressing that was never available before.

No more server registration required. You simply drop the plug-in into your addons folder and if your server is complient (is not running deathmatch and so forth), it will be activated with FBG instantly. What’s more, the plug-in is entirely independent, so you won’t need to run Mani or Eventscripts, MetaMod, SourceMod, etc.

Rcon no longer needed by FBG. Using the plug-in means the game server can communicate directly with FBG and we will no longer need rcon details to communicate with it.

Clan match data recording. The upcoming release of the match server plug-in is going to make a huge difference to the new Battles, as match data will be recorded automatically as the game is played and will no longer require the manual posting of match results. This immediately removes a lot of problems associated with playing clan matches and waiting on results and will help to provide a more accurate, up-to-date view of territorial ownership across the world.

We’ve also got some future surprises coming with the new Plug-in which we’re keeping top secret at this time (sorry guys – you’ll have to wait a bit longer to find out!) but needless to say, we have every confidence that you will be very pleased with what we are about to release. We’ve been building this plug-in for a very long time and it’s release will be very complimentary to the new Battle format.

Keep Killing... keep Plinking!
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  • Replies: 1

    RE: The standalone FBG Plug-In is almost ready.

     -[SF]- Moonlight (1,009 posts, Moderator) at 4/30/2009 8:01 PM
    You are crazy.

    I just like the idea of the plugin for matches :D No more disputes and shit.
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      RE: The standalone FBG Plug-In is almost ready.

       {AB} Wolf (38 posts) at 4/30/2009 10:20 PM
      Good to see you guys are making progress here, keep it up ;)
      --
      Wolf quotes: Guns are for noobs, knifing is the ultimate test of manliness.
      Who needs bullets when you've got a knife!
      Type !pld all Wolf and I will !up you and then
      charge at the enemy with my knife, screaming at the top of my lungs!
      If you can read this, you are in range...
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    RE: The standalone FBG Plug-In is almost ready.

     [FBG] Skitz (1,015 posts, Admin) at 5/1/2009 7:33 AM
    Just to add, we are also be interested in any additional features you guys would like to see in the plugin.

    Obviously we want to keep the plugin as small and fast as possible, but if there was a demand for it we could add some very basic admin functions that wouldn't impact on performance such as kicking, banning and changing map. These features may not come in the initial release, but we would like to help server owners who maybe only want basic admin functions and don't want the overhead of using large plugins like mani etc. This could be particularly useful for match servers.
    --
    FBG Admin

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    RE: The standalone FBG Plug-In is almost ready.

     -R6- mephisto (239 posts, Moderator) at 5/1/2009 11:35 AM
    amazing job guys :)
    cant wait till the release!!!

    but still there is 1 question about the auto-score for wars:

    how will this work?? will it be smth what will follow the entire match and then take the score, or will be smth we have to press at the end of war to take the score or... ?
    and again what to do if there was a hacker playing and the score would be taken (or cuz one side left)

    maybe i just should wait for the release but im getting impatient now will all those infos :D
    --
    counting since 12.12.08
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    RE: The standalone FBG Plug-In is almost ready.

     [VoW] JFGI (8 posts) at 5/4/2009 9:23 AM
    This is killing me!

    I have no idea of how it works yet, I never played the previous version.
    I really like the idea you guys have, and I'm very anxious to find out
    how everything works.

    So still a few weeks till "the big tournament" begins. :)

    Still a few questions that I have unanswered, would be nice if
    someone could help me with it:
    - We will all get "an area" appointed to us if I'm right?
    Who gives the clans an area? Is this random? Can we ask for a certain
    area ( patriotic as we are :) ).
    - We (my clan, our clan) doesn't mean much, I don't think me (or any of
    my members) are super professional CS:S players. So let's say we participate,
    and we start with a certain area, put troops in it. We fight a match to
    defend (or capture) another area and we lose. Does this mean we just "lost"?
    Meaning we can play in "the battle" anymore? Or how does this work?

    Sorry if this all sounds noobish, I've been nosing around in the forums/wiki
    didn't find the answers.

    Thx in advance,
    Grtz,
    JFGI
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      RE: The standalone FBG Plug-In is almost ready.

       *zeal* Mart (503 posts, Moderator) at 5/4/2009 10:57 AM
      If i am right, im possible to answer some of your questions.

      First of all ive been in the old battles, and this is nothing like it. The old school fbg was more like a battle of risk, but the battle itself didnt had anything to do with CSS.

      The new format will bring, CSS in the battles. War's have to be fought over territories. Territories will equal points, which can make you highlisted on the leader board. Im not yet sure how about dividing the empty territories, that is something that also has to suprise me whilst it looks weird to me to fight for empty territories, or should we fight bots? Haha, the idea only makes me lol. About your other questions, you are able to enter the battle when u have enough plinks. So even you will get beaten on the battle field u can always drop your troops on a new territory.

      I hope this answers your questions.

      Regards,

      Mart
      --
      Even Shakespear had Css: "To B or not to B?"

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        RE: The standalone FBG Plug-In is almost ready.

         [VoW] JFGI (8 posts) at 5/4/2009 12:31 PM
        Thx for the reply Mart.

        Basicly if I understand it right it'll come down to all getting
        as much plinks as possible. :)
        You can earn plinks with just fighting on a FGB registered server.
        You can also earn plinks by fighting other clans and bet an amount.


        If anyone else has answers to my questions, please don't hesistate.

        Thx in advance,
        Grtz,
        JFGI
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        • Replies: 1

          RE: The standalone FBG Plug-In is almost ready.

           *zeal* Mart (503 posts, Moderator) at 5/4/2009 1:35 PM
          Indeed Plinks and a good line up are very important. And the good thing of fbg for starters is that the skill level aint that high yet. Which is really nice if you just get started.
          --
          Even Shakespear had Css: "To B or not to B?"

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            RE: The standalone FBG Plug-In is almost ready.

             [FBG] Skitz (1,015 posts, Admin) at 5/4/2009 10:08 PM
            I think your questions were mostly answered JFGI, to start into a battle you will need to have enough plinks to take over a territory. If you lose all your territories you can just buy back in again.

            We hope Battles will accommodate all skill levels as each territory will be given a different leaderboard value. For holding London for a week you may get 10 leaderboard points. However less important territories, for example a wasteland in the middle of Africa or Russia will only be worth 1 leaderboard point per week. There is a limit to how many matches you can play every week so there is a limit to how many territories you can own, so the best clans will want to have the most valuable territories they can. If you are a really good clan you can try and take over London but you will get the best clans challenge you for it. If you are not so good at matches you can go for less valuable territories and you will probably only get less skilled clans challenge you for them. So the value of the territories you take over will control the likely skill of any clans that challenge you.

            I guess that might sound a little complicated, but when you see it in action I think it will be fairly clear. Basically the highest skilled clans will all be competing for the highest value territories and lower skilled clans will fight over lower value territories. If you have a big empire of lower value territories you could still do well on the leaderboard, it will be up to clans to decide their strategy.
            --
            FBG Admin

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          RE: The standalone FBG Plug-In is almost ready.

           \DJR/ Dougle (1,070 posts) at 5/4/2009 5:11 PM
          battles dont start for a while yet, the standalone fbg plug in is what is being released in a few weeks.

          There is no currently announced ETA for the new style battles.
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    RE: The standalone FBG Plug-In is almost ready.

     D00MR4ZR (5 posts) at 5/6/2009 6:39 AM
    Awesome updates, cant wait to see them. Good Job...
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      RE: The standalone FBG Plug-In is almost ready.

       *zeal* Mart (503 posts, Moderator) at 5/8/2009 1:08 PM
      Is it possible that data used in wars can be collected seperate? that would be awesome :P
      --
      Even Shakespear had Css: "To B or not to B?"

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        RE: The standalone FBG Plug-In is almost ready.

         [FBG] Skitz (1,015 posts, Admin) at 5/9/2009 8:17 AM
        Its in consideration at the moment. We will probably make a log of kills during a match available afterwards and from that stats could be created, we agree it'd be a nice feature. We are very aware however of how importance high performance is in particular during clan matches so we just need to be careful in the implementation, but yes we hope to do that :)
        --
        FBG Admin

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    RE: The standalone FBG Plug-In is almost ready.

     -R6- mephisto (239 posts, Moderator) at 5/9/2009 12:14 AM
    what happens if all territories are hold by clans and then a clan gets raped out of the battle?!
    would that mean they cant rejoin battle?

    one more thing im hoping is that it wont take 24/7 to do well on the battle!

    and ill recommand a participation fee (in plinks ofc) whenever you enter a battle (getting more expensive when you got kicked out of the battle)
    cuz i think there should be a "punishment" if you got forced to leave the battle :D
    otherwise if ya start on strategic bad spot, you just make you lose so you can start on a better position! (maybe closer to some allies/enemies)

    getting also impatient with everything coming up "sooner than we think" :D
    but still in july i got exams so i hope it will come much earlier or much later :P

    greetz <3
    --
    counting since 12.12.08
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      RE: The standalone FBG Plug-In is almost ready.

       [FBG] Skitz (1,015 posts, Admin) at 5/9/2009 8:30 AM
      Because there is no precedent for what we're doing with the battle we are constantly coming across unexpected problems and technical issues despite a lot of planning. This makes giving an ETA right now difficult but we are working on them extremely hard and will move into testing as soon as we possibly can.

      When designing the new battle system we were aware that people won't want to spend their entire lives on them (no matter how good we make them!) so we have come up with a system that we feel will allow people participate to a level that suits them and the available time they have.

      We may allow people to enter a battle relatively cheaply but as you suggest have a penalty for re-entry to make defending your last territory particularly important. At the same time we don't want clans to be so fearful of entering due to the re-entry penalty that they end up never joining, so like most things there is a balance to be stuck :)
      --
      FBG Admin

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      • Replies: 11

        RE: The standalone FBG Plug-In is almost ready.

         -TgG- TheTrueKiller (92 posts) at 5/10/2009 10:54 AM
        Great update especially as a server owner myself this will certainly cut alot of resources on my server load and hopefully speed up the fbg Stats collection as at peak times, the FBG score related functions when recieving your score at the end of the round usually comes up 2 rounds later as FBG is probably under a strain and there is a significant delay.
        --
        Visit us at www.thegreatergood.co.uk
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          RE: The standalone FBG Plug-In is almost ready.

           [oSc] FloOk (36 posts) at 5/10/2009 6:07 PM
          Ah this is just great! About a half year ago i tought that my home hosted server was doomed! This make it all better!!!! Realy! I cant wait! So sweet!
          --
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            RE: The standalone FBG Plug-In is almost ready.

             |LBTG| Regime (44 posts) at 5/14/2009 3:20 PM
            Sounds great, especially as this is a stand alone plugin and doesn't require any other plugins to function. :)

            As you mention feature requests; Something that I would like to see in there, is the option to switch off parts of the functionality in the plugin, through a config file or whatever.

            For our server, I see FBG as a stats system only. It's great that people can earn plinks on our server and get awards, etc. If there are other parts in the plugin like allowing people to make 'definitions' and stuff, I'd like to be able to switch that off though, as it's not something I want on our server.

            So basically my request is to make it possible to switch everything but the base stats collecting/displaying module off and run fbg in a 'lean and mean' kind of mode without too much bells and whistles (if you were planning on adding any that is.)

            With regards to adding something to check rates with, which was suggested earlier in this thread; Please consider that some servers enforce rates through cvars. Although the client cvars are not changed, they are quietly overridden and the server enforced rates are used. Things like ma_rates where this is not visible can lead to admins having to repeat endlessly that in fact the rates are not being abused, with many headaches as a result. So yes; In my opinion having something like that would be great, but only if it is also looks at the server side cvars.
            --
            |LBTG|Regime
            |LiveByTheGun.com|LBTG|CS:S Clan Website|
            Our public CS:S Server: 78.129.250.157:27015

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