Server High Scores Logging

 

Coliseum2 1.8 high score system changes

There have been problems of sometimes opening and reading a text file in pure server mode with the engine file routines.  Because of this, the high score file system has been changed and all high scores recorded by version 1.7 will be lost.  The new high score files are actually mini config files generated by Coliseum2 and will have the file extension .cfg.

Version 1.8 also now records the awards received and will display then in game when the client requests the high scores listing.  Players using the 1.7 clients will also have their awards recorded but unless they upgrade to version 1.8, they will not see the award counts.

When each level is loaded, the mod will try to execute the appropriate config file contained in the "highscores" directory for that map.  If none exist, you will see a message that a config file could not be executed and it will be created after the match ends.  Server admins do not have to change anything that they are currently doing.

Coliseum2 1.9 high score system changes

Beginning with version 1.9, server highscore settings are no longer controled by the variable sv_gamerules.  Highscore switches have been moved into its own variable called g_highscore to enable additional options (see below).


Coliseum2 has a high scores system that will log the 10 top players on each map and for each timelimit and/or fraglimit setting.  If high score logging is enabled, the Mod will create a sub directory inside the coliseum mod directory called "highscores".  The high score files are created with the .cfg extension.

A separate high score file is created for each map with the name of the map and the timelimit ("tl") and fraglimit ("fl") numbers embedded in the filename.  For example, a high score file for map q3dm1 played with timelimit 10 and fraglimit 30 will be q3dm1_tl_10_fl_30.cfg.  A high score file for map q3tourney5 played with no timelimit and fraglimit 15 will be q3tourney5_fl_15.cfg (note the missing "tl_" in the highscore file name.)

High scores will not be logged for CTF games.  Also, high scores will not be logged when there is no timelimit or fraglimit.  For team deathmatch games, only members on the winning team will be considered for high score ranking.

When there is no timelimit, players will be ranked by FPH (Frags Per Hour).  When there is a timelimit, players will be ranked by Frags first and then if more than one player have the same frag count, they will be further ranked by FPH.  All awards received will also be recorded by the high score system but is not used for ranking purposes.

The high score files themselves are written out to be easily readable--however, it is not recommended that these file be manually edited.  There are sensitive control characters embedded in the files for the purposes of parsing at runtime and manually editing these files may introduce other control characters that may cause the parse routine to read in corrupted data.

 

Enabling High Scores Logging


To enable highscores logging set the server variable to the sum bit flags of the desired options.

CVAR:  g_highscore (default is 1)

Highscore Bit Flag Value   Description
Log high scores 1 Turn on high scores logging (default)
Use multiserver port 2 If running multiple servers on one machine, enabling this will create high score files under a sub directory named with the port number of that server.
Otherwise, all high scores will be logged into the default port sub directory of 29760.
Log bots 4 Log bots into high scores.  Otherwise, bots will be ignored.

 


The following text is no longer valid as of version 1.9 and is retained for historical purposes:
To enable high scores logging, it must be enabled using the proper server game rule flag.

 


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