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Welcome to LeagueCMS
Competition Management Software
This site is dedicated to mComp, a Competition Management module for the DragonFly Content Management System.
This module, and the DragonFly CMS it runs on, provides competition operators with a complete solution for building secure, high performance websites for managing Leagues / Ladders / Cups complete with all the usual features you'd expect in a CMS, including News, Articles, Galleries, Forums etc.
mComp supports multiple games, multiple competitions for each game, with League, Ladder, straight Knockout and Double Elimination Cup competition types supported for any game. Different competition types can be combined into a single competition (Group stage followed by Cup etc.).
mComp also provides detailed Team and Player databases and associated data, such as game ID's, logs of player movements and ID changes, and a gaming config database amongst other things.
Matches can be scheduled, manually entered, or Teams / Players can challenge each other in an un-attended match making system. Match details are recorded and associated files, such as screenshots and demos, can be uploaded against them.
mComp is the result of several years development and supports a very rich feature set. Purchasers of mComp receive priority support via private forums as well as free upgrades for life.
You can buy mComp right now for just £100.00
I can also install DragonFly CMS and the Competition Management software for you, and even host your website if required. Please go to the Store for more details.
Just a quick note to advise anyone who's interested that I'm off on holiday this weekend. I won't be around between Saturday 7th August and Sunday 15th, and won't have access to the Internet for the duration. Unfortunately therefore I won't be able to attend to any issues that may arise with mComp until my return.
Yet more updates, this version includes the following new features :-
Added a "Demos" tab to the public Team profile page.
Added a "Demos" tab to the public Player profile page.
Added config options to specify which file types are allowed for uploaded demos and screenshots, rather than use hard-coded "zip", "rar" and "jpg".
Removed the "My Teams" program and put the "Create a Team" and "Join a Team" forms on the "Teams" tab in "My Player Profile".
Removed the "Fixtures" tab from "My Player Profile" and put the "Sign-Up" form that was there in the "Competitions" tab.
Extended the ban system so that bans can be event and team specific, so you can prevent someone who plays for 2 different teams playing for one of them in a specific event.
i.e. player 1 plays for team A and team B, who are both in event X and event Y. player 1 is banned from playing for team A in event X and from playing for team B in event Y, but can still play for team A in event Y and team B in event X. Bans that are team specific do not appear on the public ban list, because they exist simply to provide an allowed players list for matches, these players are not banned due to some wrong-doing, like cheating, which might be inferred if they appeared in the "Banned Players" list.
Modified the upload function for match media (demos / screenshots) to use the jQuery multi-file upload script from :-
In v4.8.1 I added some fields to the game table to enable a game ID to be linked to an anti-cheat site. Unfortunately just as I was about to release it I noticed some parts of the new code didn't work, but as I wanted to get the other changes I'd made out there I decided to release it anyway.
This release is a a small code update to add the game ID / cheat site link functionality that should've been in v4.8.1
A gaming organisation called Urban Zone have just installed the latest version of mComp to run their Leagues and Cups for the FPS (First Person Shooter) Urban Terror.
Urban Terror is a free game running on the ioQuake3 open source Quake3 compatible engine. It features fast action and arcade like movement physics although the weapons and environments are generally "realistic" in nature. The game has been around for nearly a decade but is actually growing in popularity these days, thanks in no small part to Urban Zone.
Urban Zone began in 2007 with a small league for the CTF (Capture the Flag) game mode. It featured just 20 teams in it's first season. It's now in the process of hosting a Summer Cup, having completed season 9 of it's CTF league and season 2 of a new TS (Team Survivor) league, both of which had over 80 teams signed up. The Summer Cup, which takes place duing a period of traditional inactivity in the gaming community, features over 50 teams.
In previous seasons Urban Zone have used the free league management software KML, but they found it limited and unwieldy, especially it's internal admin functions. They decided they needed something more powerful and easier to use and that's where mComp comes in.
Another release, and this time packed with user interface goodies and a much needed, and very sensible, change to how the challenge system works.
* Added various functionality using the jQuery Javascript framework. Mainly tabbed content panes and hover over pop-up boxes which use AJAX to retrieve data from the database on demand. This makes it possible to add lots of data to pages without the performance hit up front of loading so much data and creating large pages. Also added a nice jQuery date picker widget.
jQuery is supported via a class that's not dependent on mComp (and which I may well use in other modules). You can read about it here :-
* Added a match id prefix field to the event rules so matches can have id's of the form {prefix}{number} (eg: XYZ123) rather than just use the fixture number.
* Added 3 fields to the game table :- link1, link2, link3 These are used to produce a link to an anti-cheat website taking the form http://www.cheatsite.com/{guid} where {guid} is replaced with guid1 for link1, guid2 for link2 etc.
* Added a toggle for the "score by map wins" option added in 4.7.1 so you can choose whether to use the new scoring method or the previous total rounds method. Note: if total rounds is used the result of the match can only be 1 - 0, 0 - 1 or 0 - 0 because rounds are accumlated across maps and there are therefore no individual map wins recorded.
* Changed "Max Map per Fixture" to "Max Map per Team/Player" and added "Min Map per Team/Player". When a challenge is made the challenging team has to add at least "Min Map" maps and no more than "Max Map" maps. If Min = zero no maps need to be added. If Max = zero unlimited maps can be added. The team adding the map is recorded in the fixture / map table and retained if the match is rescheduled.
When the challenge is accepted the challenged team / player has to also add a minimum of "Min Map" maps and a maximum of "Max Map" maps to the fixture. This way both teams / players get to choose a map / maps rather than the challenger choosing all the maps and the challenged team only being able to accept / decline / reschedule.
If the random map option is used, when the challenge is accepted the total number of maps added to the fixture will be "Min Map" * 2, with each map added being assigned alternatively to each team / player, so an even number of maps are assigned to each.
* Added an option when editing a fixture to mark it as "un-played" if it has been played. This undoes the points, score, rounds, and table data updated when the result was originally entered. Un-playing a match is useful to allow maps to be added or other amendments made. This option is only available for Leagues and Ladders that use points scoring, because Ladders using ELO and knockouts would be too difficult to reverse as other results are likely to be impacted.
Hot on the heels of v4.6.1 I've now released v4.7.1. Again it's a minor version increment, which means you'll need to do an upgrade as well as upload new files.
The changes in this version are :-
Ladders can now optionally use standard League style points scoring rather than ELO ranking.
I've included my standard comment plug-in for DF modules, and copied all comments in mComp's comment table across. This probably only makes a difference if you use other modules with my comment plug-in, but it's a better comment system anyway and means less code to maintain separately in mComp.
I've used various icons instead of admin links across the module, so where you might have seen links like [ Edit | Delete ] they're now which hopefully looks a bit neater and professional, as well as saving a bit of space.
The new caching system I added in v4.6.1 wasn't working for custom fields, this has been fixed.
mComp v4.6.1 has been released, which adds various bug fixes and interface changes, mostly as a result of installing and managing mComp myself for a new project recently. I didn't note all the bugs fixed as they were all minor and would probably go un-noticed by most people.
The interface changes largely consist of putting pages with multiple sub-sections into Javascript activated tabs, which I think looks a lot neater, especially when you start getting lots of data in the system.
Some new features have been added as well, hence the minor version number increment, which means you'll need to to go to Admin -> Modules, select the edit link for the Competition entry and then click Upgrade to 4.6.
Scores per map are counted as "rounds" and recorded separately from the number of map wins. Take this scenario :-
Team A wins map 1 by a score of 1 - 0
Team B wins map 2 by a score of 3 - 0
Team A wins map 3 by a score of 1 - 0
Team A wins because they won 2 out of 3 maps.
However, on total rounds won Team B would've won because they won a total of 3 to Team A's 2.
Now, the rounds won will be recorded as Team A = 2, Team B = 3, however the score for the match will be Team A = 2, Team B = 1 and Team A will be considered the winner.
Added an option (configurable per Event) to allow Teams to challenge each other but for the result to require Admin approval before updating the table. This is so Teams can arrange their own matches but Admins still have the final say on the result.
Added a date field to the Event Sign-Up table so you can see who signed up when.
This release also features lots of database optimisations (some pages were generating an excessive number of database queries). These optimisations consist of re-written queries and several core tables being cached (using DragonFly's in-built caching tools).
I've now templated most of the "user facing" pages in the mComp Competition module. This is a long overdue change to bring the module in line with standard DragonFly practises.
Although the version number has only incremented by .5 this is a major release as lots and lots of PHP code has changed to enable templates to be used, as well of course as a whole load of templates being created that didn't exist before. So please test this as thoroughly as you can before using it, in case I've missed something.
Note: I haven't templated the blocks (yet) or any "data entry" pages. Templating pages that contain forms is not a good idea in my opinion as it presents the opportunity for users to break the system when playing with HTML files (which unlike PHP files exist to be played with).
At some point in the next week or so I'm going to be moving the website to a new host. Currently I have a dedicated server from www.1and1.co.uk but it's proving extremely unreliable.
I've had to restart the server 3 times in the last week alone, and as it doesn't restart itself it can be down for several hours until I notice it's down and go through the procedure to reboot it. And even then the database needs to be started manually and it's all becoming a bit of a pain.
As I don't actually need a dedicated server anymore (I used to host a very busy gaming community site but it's hardly used anymore) I've decided to go back to shared hosting. I've already moved a test website to the new host and it all appears to work and perform pretty well, it should be sufficient for this site anyway.
I'm not sure when this will happen, so bear with me if the site is temporarily offline this week.
I've finally upgraded DragonFly to version 9.2, the latest version. I was holding off because I knew I'd have to make some manual alterations to the site theme (DF9.1 themes won't work with DF9.2). However the alterations were fairly simple once I decided I really ought to do it!
At first glance everything seems to work OK, but if you spot anything that doesn't appear to be as it should be, please let me know