ZanXP: Experience Points for Zandronum

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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ZanXP: Experience Points for Zandronum

#1

Post by AlexMax » Wed Apr 08, 2015 3:59 am

Experience points? In my Zandronum?

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It's more likely than you think.
Spoiler: More Screenshots (Open)
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Latest Release: v4a
Download: http://files.funcrusher.net/wads/zanxp_b4a.pk3
Experience Rankings: http://www.funcrusher.net/experience/
Spoiler: Experience Rewards (Open)
  • Kill: 100
  • Double Kill: 100
  • Multi Kill: 150
  • Mega Kill, Ultra Kill, Monster Kill, Ludicrous, Holy Shit (and every multikill beyond): 250
  • Killing Spree: 250
  • Rampage: 500
  • Dominating: 750
  • Unstoppable, Godlike, Wicked Sick (and every 5 kills after): 1,000
  • Take the Flag: 100
  • Return the Flag: 100
  • Capture the Flag: 250
  • Kill as the Flag Carrier: 100
  • Kill the Flag Carrier: 100
  • Win the game: 250
  • Lose the game: 100
Spoiler: Leveling Requirements (Total XP) (Open)
  • Level 2: 5,000
  • Level 5: 23,840
  • Level 10: 68,040
  • Level 15: 128,240
  • Level 20: 204,440
  • Level 25: 296,640
  • Level 30: 404,840
  • Level 40: 669,240
  • Level 50: 997,640
  • Level 60: 1,390,040
  • Level 70: 1,846,440
  • Level 80: 2,366,840
  • Level 90: 2,951,240
  • Level 100: 3,599,640
  • Level 125: 5,500,640
  • Level 150: 7,801,640
  • Level 175: 10,502,640
  • Level 200: 13,603,640
  • Level 300: 30,007,640
  • Level 400: 52,811,640
  • Level 500: 82,015,640
  • Level 600: 117,619,640
  • Level 700: 159,623,640
  • Level 718: -33,554,431 ... at this point you've broken my Experience Points to Level function and should probably consider another hobby.
So this mod tracks experience points that a player accumulates. Currently, you are rewarded for kills, multikills and killing sprees. There are also a few CTF actions that you are rewarded for, such as taking and capturing the flag. You get a bonus for participating in a game and a bigger bonus for winning. And if you are logged into your ingame user account via the new Zandronum accounts feature, your total experience points for a match are added to your experience total.

I am currently running this mod on most of my public FUNCRUSHER DM, TDM and CTF servers. You can register for an account here. Once registered, to log into your account while you're ingame, simple drop to the console and type in login <username> <password> (a better interface is coming in Zandronum 3.0, stay tuned...). You can check your experience ranking for NJ FUNCRUSHER here.

Server owners, to enable experience points on your server, simply set the authhostname variable to auth.zandronum.com:16666. You should also set databasefile to the database file that you want to use to record experience points into. Experience points are currently local to a server, but I am working on a utility to sync them between servers, so stay tuned...

This mod has been tested with FFA, TDM and CTF. It is not compatible with LMS or TLMS yet. I also wouldn't run this mod with zandrospree either, as this mod implements re-implements the flashy spree messages in order to reliably tie experience to them.
Last edited by AlexMax on Fri Jun 03, 2016 12:03 am, edited 13 times in total.
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RE: ZanXP: Experience Points for Zandronum

#2

Post by Kara Kurt » Wed Apr 08, 2015 4:14 am

Love that screenshot.

It's good to see that some people are working on elo/stats/exp systems, which is what is basically lacking the most.

FFA activity might kick in with that.

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RE: ZanXP: Experience Points for Zandronum

#3

Post by -_- » Wed Apr 08, 2015 11:35 am

It's easy to abuse this points with some friends and fake accounts just by hosting a server and killing everyone over9000 times. How will you fix it? And i hope zandronum won't become second zdaemon with this system since everyone would be mad about their rating.

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RE: ZanXP: Experience Points for Zandronum

#4

Post by mifu » Wed Apr 08, 2015 12:25 pm

I dont see zandronum becoming a new zdaemon because of this. Fact is this is all optional, unlike how zdaemon, its forced on you. Im sure there will still be the option that players can play without this.
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RE: ZanXP: Experience Points for Zandronum

#5

Post by CloudFlash » Wed Apr 08, 2015 12:58 pm

Will players be able to do something with those Xp points, or will it just be another 'my **** is longer than yours' zone?
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RE: ZanXP: Experience Points for Zandronum

#6

Post by Ru5tK1ng » Wed Apr 08, 2015 7:11 pm

-_- wrote: It's easy to abuse this points with some friends and fake accounts just by hosting a server and killing everyone over9000 times. How will you fix it? And i hope zandronum won't become second zdaemon with this system since everyone would be mad about their rating.
Actually, no one really cared about their 'rating' back then except for the people on the first page: http://stats.zdaemon.org/

So only those who actively try to raise their rank would be more prone to rage rather than the average casual player. Also, you do have a point about the system being prone to exploitation. This was handled by ZD with an account reset if someone was caught abusing the system. Other punishments included setting an offender's exp to -9999999 and banning for repeat/severe offenders.

I'm sure this system will attempt to use something a bit more refined.
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RE: ZanXP: Experience Points for Zandronum

#7

Post by Shane » Wed Apr 08, 2015 8:12 pm

even then the players on that page didn't care for exp, they just really really loved dm. Every so often a player named Manolo would request his exp to be reset as he kept showing up on the front page and didn't like to be there.

Either way, this is pretty much just a mod to give more rhyme and reason to playing deathmatch. Similar to the elo wads, experience points aim to enhance deathmatch for more serious players. While not for players like me perhaps others would find it to be more fun to gain points and multipliers for their already rising frag count.
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RE: ZanXP: Experience Points for Zandronum

#8

Post by AlexMax » Wed Apr 08, 2015 10:16 pm

The FUNCRUSHER experience points ranking page is up: http://www.funcrusher.net/experience/
-_- wrote: It's easy to abuse this points with some friends and fake accounts just by hosting a server and killing everyone over9000 times.
Experience points can only be shared by servers on the same machine. Experience points on FUNCRUSHER will not be affected by any experience points you gain in servers you host yourself.

This means there is no "global experience" number for Zandronum. But honestly, I don't see the problem with that - ZDaemon experience was limited to a couple of trusted server hosts anyway, and I think it'll be more interesting to let anybody run it if they want. EDIT: Apparently it's a lot more widespread now than I remember it being, but see below.

If this mod becomes popular and if there is enough demand, I might create a utility that can sync experience databases between hosts that trust each other (or at the very least, between server locations), but that's a ways off.
mifu wrote: Im sure there will still be the option that players can play without this.
That option already exists, actually. If you join an ZanXP server and don't log in, you will gain experience in the level, but you lose it at the end of the level or when you quit. Basically, you're free points for other players.
CloudFlash wrote: Will players be able to do something with those Xp points, or will it just be another 'my **** is longer than yours' zone?
I actually would like to introduce perks to players that have reached a certain level. I don't want to promise anything in particular, because I'm not sure which of my ideas would or would not be a pain in the neck to actually implement, but custom skins that only players of a certain level are allowed to use is something along the lines of what I'm thinking of. Nothing that would give you an in-game advantage, certainly.
Last edited by AlexMax on Thu Apr 09, 2015 1:41 am, edited 1 time in total.
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RE: ZanXP: Experience Points for Zandronum

#9

Post by Lord_of_D: » Thu Apr 09, 2015 3:55 pm

no level up? :(, oh well, its still cool, nice one
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RE: ZanXP: Experience Points for Zandronum

#10

Post by Doomkid » Thu Apr 09, 2015 4:35 pm

Something that's always been dreadfully missing from Zdaemon's XP system is a frags/deaths counter... That means far more to me than the almost arbitrary way XP is currently given out. (Or maybe this is already implemented and I'm just not looking hard enough?) I never liked the idea of a guy getting 20 frags and getting more EXP than the guy who got 50, just because it was a spree or a multi-kill. It encourages that "brit10 fuckfest" mentality, in a sense.

Still, I think this is awesome as an optional thing, excellent work!
Last edited by Doomkid on Thu Apr 09, 2015 4:37 pm, edited 1 time in total.
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RE: ZanXP: Experience Points for Zandronum

#11

Post by Lollipop » Thu Apr 09, 2015 6:59 pm

I like the idea that even if I don't log in with an account, I can still get an idea about how well I performed.
This is definitely going places :)
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RE: ZanXP: Experience Points for Zandronum

#12

Post by AlexMax » Thu Apr 09, 2015 11:04 pm

doom_kid92 wrote: Something that's always been dreadfully missing from Zdaemon's XP system is a frags/deaths counter... That means far more to me than the almost arbitrary way XP is currently given out. (Or maybe this is already implemented and I'm just not looking hard enough?)[/b]
I am of two minds about this.

On one hand, I actually think that tracking kills/deaths/suicides would be pretty neat. On the other hand, unlike experience points, a kill/death ratio might be construed as an indicator of skill and prevent players from logging in if they're not confident that they'll play well. My aim with ZanXP is to encourage people to make a meaningless number go up by playing the game and facilitate more pub FFA and TDM, not be a competitive yardstick.

Still, I might consider keeping a global kills/deaths/suicides. Per-level score breakdowns might be trickier, though, because it would require extra configuration for each server you have up, which would be a pain in the ass for server administrators.
I never liked the idea of a guy getting 20 frags and getting more EXP than the guy who got 50, just because it was a spree or a multi-kill. It encourages that "brit10 fuckfest" mentality, in a sense.
I can't speak to how ZDaemon implements experience points, but here is a breakdown of what actions give experience and how much you can expect to get from it:

  • Kill: 100
  • 2x Kill: 100
  • 3x Kill: 150
  • 4x Kill (and every multikill beyond): 250
  • 5x Spree: 250
  • 10x Spree: 500
  • 15x Spree: 750
  • 20x Spree (and every 5 kills after): 1,000
  • Win the game: 250
  • Lose the game: 100
Note that these experience points are awarded immediately as you get them and are not mutually exclusive - if you kill three people at once and get a killing spree at the same time, you get the base +100 for each kill (so +300), +100 for the double kill bonus, +150 for the triple kill bonus, +250 for the killing spree, for a total of +800.

I did not come up with these numbers on my own - I looked at several experience point systems and finally decided to use Call of Duty: Black Ops 2 as a guide, because they looked reasonable. At this point, you earn a new level for every 7,500 points you earn, but I am looking at alternatives whose level requirements go up exponentially.

You might argue that awarding points for multikills encourages spam. I think players actually might prefer that, since it makes getting multikills and sprees feel like they won a jackpot.
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RE: ZanXP: Experience Points for Zandronum

#13

Post by Ivan » Fri Apr 10, 2015 12:06 am

I've used this for a simple conceptual RPG game I was making. Could be of use:

Code: Select all

// Formula for level up is: z(level) = X*e^(Y*level) where Y = log(MAXXP/BASEXP)/(MAXLEVEL-1), X = BASEXP/(e^Y-1)
// this creates the situation => z(level) - z(level-1) = MAXXP, z(1)-z(0) = BASEXP
#define BASEXP 100
#define MAXXP 1000000
#define MAXLEVEL 50
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RE: ZanXP: Experience Points for Zandronum

#14

Post by AlexMax » Fri Apr 10, 2015 1:40 am

Ivan wrote: I've used this for a simple conceptual RPG game I was making. Could be of use:
Thanks, but I already have a quadratic function in mind that hits the numbers I want at the right levels. Here's a C implementation if you're curious.

EDIT: Just a little warning, though. ACS uses 32-bit integers, which means that a number in-memory can't be bigger than 2^31 - 1, which means that my experience-to-level function will start breaking if somebody has over 1,655,444 experience, which sound like a lot, but is only around level 65 or so.
Last edited by AlexMax on Fri Apr 10, 2015 1:53 am, edited 1 time in total.
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RE: ZanXP: Experience Points for Zandronum

#15

Post by Ru5tK1ng » Fri Apr 10, 2015 3:36 am

[quote=AlexMax]On one hand, I actually think that tracking kills/deaths/suicides would be pretty neat. On the other hand, unlike experience points, a kill/death ratio might be construed as an indicator of skill and prevent players from logging in if they're not confident that they'll play well. My aim with ZanXP is to encourage people to make a meaningless number go up by playing the game and facilitate more pub FFA and TDM, not be a competitive yardstick.
[/quote]
Funny enough the old ZD Exp system did keep track of kills/deaths but sometime around 2006 or 07 when the site was revamped, all the old stats broke. They remained broke until their eventual removal in the latest iteration of the system.

For more meaningless numbers you could do kills per weapon for those who want some sort of stats to look at. Here is what the old zd experience system looked like.

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RE: ZanXP: Experience Points for Zandronum

#16

Post by Kara Kurt » Fri Apr 10, 2015 6:34 am

Lol this page still exists?

There is also that stat-tracking russian website too:

http://doom-net.ru/static/
http://doom-net.ru/static/player.php?name=MarkIstenes

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RE: ZanXP: Experience Points for Zandronum

#17

Post by Ivan » Fri Apr 10, 2015 9:10 am

AlexMax wrote:
Ivan wrote: I've used this for a simple conceptual RPG game I was making. Could be of use:
Thanks, but I already have a quadratic function in mind that hits the numbers I want at the right levels. Here's a C implementation if you're curious.

EDIT: Just a little warning, though. ACS uses 32-bit integers, which means that a number in-memory can't be bigger than 2^31 - 1, which means that my experience-to-level function will start breaking if somebody has over 1,655,444 experience, which sound like a lot, but is only around level 65 or so.
Then always take the result modulo INT_MAX, and for each of these add a medal, or even shorter intervals and restart the XP counter. That'd help maintain it easier for levels beyond 65.
Last edited by Ivan on Fri Apr 10, 2015 9:10 am, edited 1 time in total.
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RE: ZanXP: Experience Points for Zandronum

#18

Post by ZZYZX » Fri Apr 10, 2015 9:28 am

Poor Dimitri, lol.

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RE: ZanXP: Experience Points for Zandronum

#19

Post by HexaDoken » Fri Apr 10, 2015 10:34 am

AlexMax wrote: EDIT: Just a little warning, though. ACS uses 32-bit integers, which means that a number in-memory can't be bigger than 2^31 - 1, which means that my experience-to-level function will start breaking if somebody has over 1,655,444 experience, which sound like a lot, but is only around level 65 or so.
I have noticed that all values you give for experience are a multiple of ten. Do what those pinball games do and divide everything by ten in memory, and just add an extra zero during display. This means that your system will break at 16,554,440 display experience - which is, if i'm getting my stuff right, is about level 713.

If THAT'S not enough, go a step further and notice that all exp values of yours are a multiple of 25.

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RE: ZanXP: Experience Points for Zandronum

#20

Post by Edward-san » Fri Apr 10, 2015 10:47 am

Ivan wrote: Then always take the result modulo INT_MAX
a negative value modulo INT_MAX does not return INT_MAX. If you don't believe me, see the attached example wad (rename .zip to .pk3), puke script 10 with a negative value ...
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