View Full Version : UT2Vote16 Done
ProAsm
04-22-2003, 04:56 PM
UT2Vote16 - Released 22nd April
http://www.unrealza.co.za/proasm/ut2vote/images/utv16maps.jpg
Please Note:
UT2Vote16 requires Patch 2199 or greater.
UT2Vote16 has been tested with UTSecure 211
UT2Vote16 needs the EpicBonusPack to be installed.
Do's and Donots
The UT2Vote.ini file, like any other ini file can be added to but NOT subtracted from.
Do not remove the default games supplied in the section:
[UT2Vote16.UT2VoteGameTypes]
If you wish to disable any of these just set the AllowVote=False
ClassNames cannot be changed.
You cannot have more than one game with the same ClassName.
That is why 8 "dummy" games are supplied with UT2Vote16
If you wish to create more games with different ClassNames then get GameMake:
http://www.unrealza.co.za/files/other/GameMakeSetup.zip
--------- Fixes in Version 1.6 -------------
Startup
UT2Vote no longer restarts the server if it does not find itself in the ServerPackages.
It will now write a message to the log and just continue as normal.
Incompatible Game Files
This was a big fix.
This happened when a player using the UT2003 Browser, left a server using UT2Vote and joined another server, they would receive this message and be locked out the game.
I would like to thank Joe Wilcox at Epic Games who helped me fix this problem.
Arena Voting
UT2Vote will now look in the GameType Mutators= and in the ServerMuts=, and should an Arena be detected like InstaGib, normal Arena and InstaGib voting will be disabled.
Admin switching Mutators
This has now been fixed. An option has also been put in the Admin Menu to enable a single Player on a server to switch Mutators.
Switching Arenas
An option has also been put in the Admin Menu to enable a single a Player on a server to switch Arenas.
Chatlog
The problems experienced with the chatlog has now all been fixed and is functioning the way it should have doen in the first place. An additional option has now also been added to the Admin Menu to enable the logging of the Players Unique ID in the Chatlog.
ServerAdsSE
This glitch has been fixed and is now working fine in 1.6
Tournament Mode
This has now been fixed and the game will now also revert back to normal after a ClanMatch using the Tournament mode.
In Game VoteTime
This routine has been re-written and is now functioning properly.
Level Change Lockup
This was becoming a serious problem as Admins add more and more Mutators to the Game commandline.
A whole new Server Level Change routine has now been added to combat this problem and an Option has been added to the Admin Menu to enable this Server Alt Switching.
It is highly recommended that this option remain checked and in use.
Vote Cancelling
The bug where a player could cancel a vote when using Random voting has been fixed.
------------ Additions in Version 1.6 --------------
Game Heading Seperators
An Admin can now add a Seperator in the Game Voting display by using a Game option as follows:
GameType=(GameName="<<<-- InstaGib Games -->>>",AllowVote=True)
GameType=(GameName="**************************",AllowVote=True)
In the Games Menu, should the first 3 characters be either <<< or *** then it will see it as a seperator.
Restart
An option to disable the Restart button has been added
Seperate Admin Menu
As the Admin Menu ran out of space for options a second menu has now been added.
This Menu is an Option Menu for the current Game that can be changed etc.
Assault Game
UT2Vote will now recognise an Assault Game and disable itself during this game.
Should players want to make a vote, the VoteMenu needs to be called manually.
Clan Match Status
A Team winning Status Display has been added for Clan Matches - see the last pic in Screenshots
Kicking Players
This has been changed to selecting the number of levels you need to kick a Player for from 1 to 99.
The Admin has the option in the UT2Vote16.ini file for setting the minumum and maximum levels here.
Should an Admin use the KickMenu he has the option of setting the number of levels to zero (0) and this will kick the player on a permanent basis.
Always Kick Option
An option has been added to the Admin Menu for Always Kicking.
Basically with this checked on, when the ingame Voting time expires and a player now calls the VoteMenu, the KickVote Menu will popup, so as to always be available.
Logon Logo
The UT2Vote logo has benn replaced and is now drawn to the screen with a 7 seconds fade.
Mutate UT2VoteClient
This has been added so a player can call up the Client Settings after ingame voting limit has timed out.
AltRedeemer
Due to the hassels caused by UTSecure the AltRedeemer and AltRocketLauncher has been removed from UT2Vote.
A seperate AltRedeemer Mutator has now been made and can be downloaded and added as a Custom Mutator to UT2Vote.
Demo Recording
This has been added mainly for Clan Matches, where an Clan Admin can select this option in the SetupMenu.
The entire match played (all levels) will now be recorded Serverside and the files will be stored in the form:
Date-Time-MapName
Normal games can also be recorded as there is now a DemoRec button in the AdminMenu.
Should an Admin not want any Demo recordings to take place on his server, there is an option in the Adminmenu to disable this function.
Please note, this will only disable recordings that the Clan Admin tries to make.
Show Spectators
The client now has a option to view up to 8 Spectators in the scoreboard.
These will be displayed in the lower left of the screen.
Mutator Voting
When a player now votes for a Mutator or an Arena it will display its name now instead of just Player voted for a Mutator.
Dummy Games
3 more "dummy" GameTypes have been added to accomodate the Bonuspack for Instagib purposes.
UT2Vote16.vInvasion - UT2Vote16.vMutantGame - UT2Vote16.vLMSGame
For full information please visit http://www.unrealza.co.za/proasm
Thanks go to the following for all the testing on UT2Vote series
Yakomo - Hellcat - MikeDr - NexXxus - UTroll - ShadowDrone - =]DBoZ[=
ProAsm
proasm@stormnet.co.za
Download UT2Vote16
http://www.unrealza.co.za/files/mods/ut2vote16.zip
legacy-TDW-Socke
04-22-2003, 06:31 PM
yeah baby, yeah baby, yeah!!!
must go to bed now, but i'll test it tomorrow :D
very nice, man ;)
legacy-SB]ShadowDrone
04-22-2003, 07:12 PM
Thx Ben!
legacy-Lenco
04-22-2003, 07:25 PM
Got it running at 11:45 PM 22 Apr.
And it's running good Ben.
Great job and big thanks !
Give you my best regards,
Lenco
legacy-Hellcat2k3
04-22-2003, 09:59 PM
Yeah we all have been waiting for this, and finally I got the sense of teh GameMake utility :)
:up:
Respect for your awsome work!!!
legacy-Yakomo
04-22-2003, 11:32 PM
Yeah, Pro, you are teh man! :up: :up: :up:
Originally posted by Yakomo
The greatest ServerAdmin-, Map/Gametype/Mutator-Vote- and ClanMatchSetup-Tool that you WILL find out there right now! nuff said. The good news is already at PlanetUnreal (http://www.planetunreal.com), BeyondUnreal (http://www.beyondunreal.com) and UnrealPlayground (http://www.unrealplayground.com). More to come, be sure of that :D
Uh, also don't forget to mention its now compatible with TTM (although I would not know why anybody would need that anymore if they have UT2Vote16)
Greets
Yakomo
legacy-breadbaker
04-23-2003, 09:02 AM
great news!
can't wait to get home from work =)
this will be a looong night, hehe
legacy-TDW-Socke
04-23-2003, 09:10 AM
just a question:
Ben, didn't you want to integrate the serverbots in ut2vote?
legacy-Yakomo
04-23-2003, 09:38 AM
Originally posted by TDW-Socke
just a question:
Ben, didn't you want to integrate the serverbots in ut2vote?
I hope not! ServerBots are cool, but only few ppl would use them and it would make the UT2Vote-file larger. But ServerBots are fully supported, so why integrate it? If you want them, install them ;)
legacy-TDW-Socke
04-23-2003, 10:56 AM
sorry, you don't know the whole story ;)
i diskussed this with ben via mail:
if i use serverbots, then the bots are added always. if i don't want them i have to log in as admin and kill them... and this on every map and everytime, a new player connects...
but i like those serverbots. they are configurable, don't collide with the masterserver etc...
and Ben said, that he was planning to integrate it in UT2vot, if i didn't get him wrong ;)
but it's a serverside mutator, so nobody should have to download it...
ProAsm
04-23-2003, 02:55 PM
Yeah, I did have a go at a ServerBot option but ran into problems with it so I figured best leave it out and use them seperately.
What I did is make a BullBot which I'll now continue with seperately.
This Bot requires BullSh*t and if its not present it will crash.
BullBot is a single Bot and much smarter than the ServerBots.
This guy can join a game at any time, either a set time set by you or at random intervals.
What BullBot does is he hogs BullSh*t all to himself and if there are any other normal Bots on the server, he will not allow them to use any part of BullSh*t making things more realistic.
This is the guy I built for UT2Vote16 but like I say I ran into incompatibility problems and had to remove him.
I even had him Voting for the odd map and if any player mentioned the word Bot more than 3 times, BullBot would randomly request a Kickvote for that player :)
legacy-TDW-Socke
04-23-2003, 06:22 PM
Originally posted by ProAsm
if any player mentioned the word Bot more than 3 times, BullBot would randomly request a Kickvote for that player :)
ROFL...
"are you a bot?... you aim like a bot... i guess, you're a bot" KICK...
Nice one ;)
BullBot seems to be na nice guy ;) Mostly i only need one bot on our server, until a second player connects, so...
When will it be done??? *duckandcover* :D :up:
legacy-Hellcat2k3
04-23-2003, 07:43 PM
@ProAsm's BullBot:
:eek: http://images.hellcat.net/smileys/rotfl.gif
That one will own!
/me set's BullBot at top of wishlist :)
legacy-m|x.stalker
04-24-2003, 03:37 AM
Thanks ProAsm. Its working great on my server! :up: :D :cool:
legacy-breadbaker
04-24-2003, 04:59 AM
Yep, thx ProASM.
Runs smooth like a knife cuts through butter =).
legacy-Siq_Puppy
04-24-2003, 12:38 PM
ProAsm,
First let me say this is a great map vote program. Adding the server side demrec feature is great!
Now for my issues. :)
First, when I set up a clan match on the server all goes well until the match is over and all the maps in the roatation have been played. For the most part the game goes back to a default state except for "Players must be ready" and "Tournament mode." Although these items are not checked in the setup menu the server still holds these values. The only way I have found to clear the settings using UT2Vote16 is to setup a clan match and then after the clan match is started I go back into the Setup menu and select Default Game. When it restarts it returns to the default setup.
The second problem also relates to clan matches. My default game type is CTF but I have DM voteable. When I change the gametype to DM in order to setup a 1v1 DM match and then try to click on the Setup button I get a message that says this option is only available to team games. Plain DM is not a team game but there are 1v1 DM "clan" matches and I really do not want to make TDM a voteable choice.
In relation to the above DM problem. In the Setup menu it would be nice to be able to select the game type for the clan match. For example as I said above CTF is my default game type but the only way to setup a match for another game type is to first switch to that game type and then setup the clan match. Could you make the gametype selectable in the Setup menu so that we would not have to switch the gametype before setting up the clan match?
Thanks again for a great product.
Siq Puppy
.:vVv:.Fluffy
04-24-2003, 01:46 PM
Runs wonderful, even with UTsecure! Only have experianced one glitch, reported by in game admin...:
"Ok this is what happened, we were playing CTF, we all voted to play TDM, the vote passed and we then voted for DECK 16 (antalus style)
Well we started playing and noticed no scores were showing...I looked at the screen to see the scores and it showed we were playing CTF but on that map....WTF that map isnt a CTF Map.....so I have to go in as admin and change the game type....
Must be a glitch.... ?"
ProAsm
04-24-2003, 04:55 PM
Siq_Puppy just want to say I do answer your emails but they just bounce back.
Now regardingyour problem.
The first problem is caused regarding the PlayersMustBeReady and Tournament Mode, eish I thought I had solved that problem because the guys especially tested that and gave it the green light.
Basically what happens there is in the commandstring UT2003 needs it as Tournament=0 and not Tournament=False, why the hell they did this is anyones guess. Thats way when you hit the default button I have "Hardwired" it as Tournament=0
And ofcourse PlayersMustBeReady is "tapped" off Tournament Mode.
What you can try is at the end of each GameType string where it says:
?NumBots=3")
Add this to it:
?NumBots=3?Tournament=0")
Regarding the Setup Menu and a DeathMatch game, yeah Yakomo as been at my throat for a long time now over this one.
The way the Setup is coded it has to be a TeamGame, I have tried many ways but there is just too much to change and that ClanMatch setup is a very big part of UT2Vote, consists of approx 40% of the whole mod, so to go scratching in that lot is dangerous.
Took months to get that working nicely.
But I will have another go and maybe just bullsh*t the Setup that its a teamgame and then convert it again to DM.
[ÑßK]¤«F£ÛFF¥»¤
What happens here is the Timeout catches you especially when voting in a new Game, and your voted map gets logged but with the wrong game.
Go into the ini file, or from the Admin Menu and set your Game End Wait time up.
I defaulted it to 180 (3 minutes) but set it to 300 or something and the problem should go away.
GameEndWait=300
legacy-Siq_Puppy
04-24-2003, 05:50 PM
ProAsm,
My email should be working fine now. My clan's old host either got hacked or got a virus becuase they lost an entire server right after someone hacked many sites with anti-war propoganda. We are on with a new host now and email is working again.
Will putting Tournament=0 at the end of the command string affect Clan Matches? This is one of two servers my clan uses for matches and if Tournament can't be set then that would be a problem.
What about my last request to be able to set up a clan match for a gametype other than the one that is currently being played?
Thanks for all the help ProAsm!
Siq Puppy
legacy-lamp210
04-24-2003, 06:09 PM
i'am dumb but how do i log in as admin is there a command list or do i need to edit ini file? thanks
ProAsm
04-24-2003, 06:10 PM
1. No, the Tournament=0 will not effect ClanMatches as a ClanMatch has its own dedicated command.
ClanCommands=
ClanWarmLine=
If you had to temp exit out of a ClanMatch you would see all the commands etc in these variables and they clear again after the match is over.
Regarding your second query, yes I have had several requests like this, even before 1.5 as many Clans, especially out here like to play serveral different games during a ClanMatch.
I am looking at that but its very difficult to implement something like that although it may be a little easier in 1.7 as what I have done so far in 1.7 is the second Admin Game Menu, is now fully configurable with checkboxes and Numeric edits instead of the current long commandline that you see. Also if you log on as Admin and go into the normal Games voting Menu, you will now see a Edit button, so you can select any game you like and go and edit it in the Admin Games Menu.
Maybe I can use the same routines there for a Multi Clan Match Setup.
ProAsm
04-24-2003, 06:20 PM
Hi Teddie, I did not realize you the guy that makes all those nice maps - well done dude.
Basically if you have 3 games with the same GameClass, it will work a lot better now in 1.6 as I now look at both the GameClass as well as the GameName, except when in 2 instance.
Lets say you are using the 2nd or 3rd one down the list with the same ClassName.
1. When a Vote fails, and UT2Vote after Timeout forces it over to the next map in the list, it will scan the list for the CurrentGameClass (Level.Game.Class) and it will find the first one in your list and use that game.
2. If you had the 2nd or 3rd Game set as your Default Game, the same thing as above would apply.
Its a lot safer to get GameMake and just make your own classes.
You cannot go wrong that way. You can even have TeddiesDeathmatch show in the ScoreBoard :)
legacy-Teddie
04-24-2003, 06:21 PM
oops. Sorry proasm.
I deleted my post because I was going to reword it and resubmit. DoH! Then you answered it .... lol.
this was the original question... Hang on. I screwed this all up LOL
----------------
ProAsm,
What problem is supposed to arise if you don't create a new gametype?
For instance, I've got 3 gametypes using the deathmatch class but with different mutators. I haven't seen a problem yet.
legacy-Teddie
04-24-2003, 06:24 PM
Originally posted by ProAsm
Hi Teddie, I did not realize you the guy that makes all those nice maps - well done dude.
Thanks bro.
Originally posted by ProAsm
Its a lot safer to get GameMake and just make your own classes.
You cannot go wrong that way. You can even have TeddiesDeathmatch show in the ScoreBoard :)
Excellent. Then that's what I'll do. Thanks for your help. Your vote thing is the best thing to happen to our home LAN matches.
ProAsm
04-24-2003, 06:33 PM
lamp210 - sorry dude, I did not see your post until now.
If you look in the UT2Vote16.ini file you will see:
[UT2Vote16.UT2Vote]
VoteAdminPass=None
ClanAdminPass=None
The VoteAdminPass= you put a password for yourself and you can do lots things.
Mutate UT2VoteLogin password
You loose it when you die.
The ClanAdminPass is for ClanLeaders so they can access the Setup Menu to setup their ClanMatches and they dont have to bother you all the time.
legacy-lamp210
04-24-2003, 06:38 PM
thanks for the quick reply i like that:) i'll give it a whirl.
legacy-lamp210
04-24-2003, 08:11 PM
hello again proasm
ok i got logged in as admin so now how do i get into the menu ingame? mutate ut2votemenu ? did'nt work
thanks again.
legacy-Siq_Puppy
04-24-2003, 08:35 PM
lamp210,
mutate ut2votelogin <password>
That is what UT2Vote uses as their way to login but I have found that if you have Advanced Web Admin enabled on your server you can also use your Web Admin login and UT2Vote will give you full access as well.
adminlogin <username> <password>
Siq Puppy
ProAsm
04-24-2003, 09:02 PM
As Siq_Puppy says.
And yes Advanced Admin is also accepted, although a little dangerous if you forget to logout.
If Mutate UT2Votemenu did not work then you dont have your Serverpackages set in the UT2003.ini file.
Just press your ScrollLock key - that should bring the Menu down, unless you changed your keybind.
legacy-lamp210
04-24-2003, 09:52 PM
****
i'am brain dead???
can someone tell me step by step how to access the admin menu please? i can get in as admin but thats it? thanks again.
ProAsm
04-25-2003, 07:22 AM
Mutate UT2VoteLogin password (the password you set in VoteAdminPass= in the UT2Vote16.ini file before you started the server)
Mutate UT2VoteMenu - or press the ScrollLock key
Click on Admin.
:)
legacy-lamp210
04-25-2003, 08:57 AM
i did all that and no go ,am i suppose to be doing this from the counsel? cause thats what i'am doing?? thanks for your help!
oh yeh i'am trying this from a client mach. in the game i hit the tilde key for counsel then log in as admin with (mutate ut2votelogin my password) then try the mutate ut2votemenu command and nothing happends? wtf?
legacy-[FKA]{BR}DruiD
04-25-2003, 10:12 AM
I too had this problem,what solved it was to only have the ut2vote16.ut2vote mutator in your bat file for starting the server.If I included ,for example,serverbots on too,i wouldnt be able to login as admin.You dont need any other muts on your command line,as once you are logged on as admin for the mapvote,you can configure all aspects of the server from there anyway
legacy-Yakomo
04-25-2003, 10:36 AM
Yes, the only thing that belongs in the startup.bat is UT2Vote !!
Anything else (adminpasswd, gamepasswd, mutators, whatever)has to be put in the UT2Vote.ini as UT2Vote takes full control over the server.
legacy-Hellcat2k3
04-25-2003, 10:45 AM
Yeah!
That's cool, that UT2Vote handles it that way.
So I have NO need to edit the startup.bat or stuff like that.
I just go into UT2Votes Adminmenu, set the defaults I want for my server and that's it!
Makes live a bit easier :)
legacy-lamp210
04-25-2003, 01:59 PM
this is all thats in my runserver.bat file
@echo off
:10
ucc.exe server DM-HeavenlyDeathV2b?game=XGame.XDeathmatch?mutator=UT 2Vote16.UT2Vote
goto 10
i still can't access the menu? would it be in the 2003.ini file somewhere?
ProAsm
04-25-2003, 03:37 PM
Lamp210 - a few questions
1. When you log onto the game from your client mach, do you get a logo in the center bottom of your screen that says "Server Control by UT2Vote" ?
2. Just above it in big grey letters you should see "< UT2VoteMenu found on ScrollLock key >" - do you get that ?
3. Also once you have logged in as Admin - Mutate UT2VoteLogin password from the Console, it should say on the lower left of your screen "You have full Admin Access." - does it do that ?
It still sounds to me as if you have not set the ServerPackages=UT2Vote16
ProAsm
04-25-2003, 03:48 PM
BUG REPORT
It has been brought to my attention that the MapLimits do not work in 1.6 which is unfortunately correct.
A work around is as follows:
You have 2 options.
1. Logon as Admin and go Reject a Map - any map, any game.
or
2. In the UT2Vote16.ini file add a dummy map as follows:
[UT2Vote16.UT2VoteMapInfo]
RejectMap=(MapName="DM-NoMap")
This solves the problem.
legacy-lamp210
04-25-2003, 08:07 PM
hey i got it workin i just replaced the user and the 2003.ini files with a new copy and added ut2vote16 to the EngineGameEngine
section of the 2003.ini and made sure my command line was correct. now for more reading as to how it all works.thanks
ProAsm
04-26-2003, 08:38 PM
Yeah its amazing what deleting that UT2003.ini file now and then does, kinda cleans everthing up.
Glad you got it all going.
legacy-anti6872
04-27-2003, 08:25 PM
Hello All
Is there away to set the UT2Vote default key bind, as a few players have mailed me to say there KVM switching key is Scroll lock and are unable to change it ...
Cheers,,,,
anti :bulb:
ProAsm
04-27-2003, 08:58 PM
Hi,
Yes if they bring up the Main VoteMenu then click on Client.
There you have a KeyBind that you can set it to whatever they want.
They can also just edit their User.ini file - choose the key they want, say X, and enter:
X=Mutate UT2VoteMenu
legacy-TDW-Socke
04-28-2003, 05:10 AM
Ben, i have a wish for the next version:
It would be nice, if we could select more than 1 custom mutator at a time, and it would also be nice, if the map didn't restart imidiatly, so we could vote for the muts, and the map/gametyp in 1 go...
keep up the nice work, and maybe, you can tell me, why LMS doesn't work properly (connection lost) ;)
legacy-Teddie
04-28-2003, 09:49 AM
Originally posted by TDW-Socke
Ben, i have a wish for the next version:
It would be nice, if we could select more than 1 custom mutator at a time, and it would also be nice, if the map didn't restart imidiatly, so we could vote for the muts, and the map/gametyp in 1 go...
I second this request regarding choosing mutators.
legacy-Yakomo
04-28-2003, 10:14 AM
And how should UT2Vote know when everybody is finished voting?
I also would like to see that the Admin can activate all the mutators he wants in one go, but to vote for more then one?
How should this work? In normal vote mode: One votes for LowGrav. Everybody gets asked YES/NO. LowGrav wins. What happens then? Should UT2Vote ask if everybody is ready or wants to vote more? Or should it be possible to activate more then one mutator in the menu at a time? Then UT2Vote would say "Player voted for LowGrav, ZoomInsta, Quadjump" YES/NO ? And somebody wants LowGrav, ZoomInsta but no Quadjump so he says NO. What then?
And what about the random vote mode? One votes for LowGrav and ZoomInsta. Another one votes for Vampire and QuadJump and another one votes for a map and another one for a different gametype. What exactly should UT2Vote do then??? :eek:
I think we should not ask to make things to complicated. It would be good if the Admin could say "this, this and that mutator on - switch now". But that would only be a nice addition not really necessary. But to vote for several mutators at once?
If you still think that this would be a good idea plz explain exactly how its supposed to work, cause that really interests me.
legacy-Teddie
04-28-2003, 10:19 AM
Originally posted by Yakomo
And how should UT2Vote know when everybody is finished voting?
I also would like to see that the Admin can activate all the mutators he wants in one go, but to vote for more then one?
How should this work? In normal vote mode: One votes for LowGrav. Everybody gets asked YES/NO. LowGrav wins. What happens then? Should UT2Vote ask if everybody is ready or wants to vote more? Or should it be possible to activate more then one mutator in the menu at a time? Then UT2Vote would say "Player voted for LowGrav, ZoomInsta, Quadjump" YES/NO ? And somebody wants LowGrav, ZoomInsta but no Quadjump so he says NO. What then?
And what about the random vote mode? One votes for LowGrav and ZoomInsta. Another one votes for Vampire and QuadJump and another one votes for a map and another one for a different gametype. What exactly should UT2Vote do then??? :eek:
I think we should not ask to make things to complicated. It would be good if the Admin could say "this, this and that mutator on - switch now". But that would only be a nice addition not really necessary. But to vote for several mutators at once?
If you still think that this would be a good idea plz explain exactly how its supposed to work, cause that really interests me.
I'm more talking about admin side.
I use it for LAN with my wife and son.
If we go into a map that works well with low-grav and quadjump, then as administrator, I want to be able to select both and then restart the map rather than check one restart the map and then check the other and restart the map.
legacy-Yakomo
04-28-2003, 10:27 AM
Hi Teddie,
for the admin I agree it would be very nice to be able to activate several muts at a time. But not for voting.
legacy-Hellcat2k3
04-28-2003, 11:12 AM
Indeed, for the admin this would be a nice thingy....
legacy-TDW-Socke
04-28-2003, 12:07 PM
yep, multiple-admin vote ;)
if i wanted a gamemode with nosuperweapon and nodoubledamage and classic and noadrenaline (maybe for a 1on1) i'd do so ;)
But sometimes the guys realy want an uncommon combination, and than an admine-vote would be nice ;)
legacy-Siq_Puppy
04-28-2003, 12:51 PM
ProAsm,
I came across a new bug last night. First for the server setup.
CTF
Low Grav
Instagib
No Adren
UT2Vote16
Patch level 2225 on Linux
Here is the problem. Last night I was setting up a clan match. Everyone clicked in, the timer counted down but no one could play. It was as if we were all still in the not ready mode. Here are the options I had checked in the Setup Menu..
Enable Weapon Stay
Players Must Be Ready
Disable Redeemer
Disable All Powerups
Disable All Adrenaline
Disable All Voting
Demo record the Match
Goal Score = 5
Players = 10
Timelimit = 20
Spectators = 0
Four Maps - CTF-Thornsv2, CTF-Citadel, CTF-Face3, CTF-RomraMoonStation
Gamepass= xxxxxxx
A couple of times when trying to set it up I swear that checkboxes would switch their value. Also, quite a few times clients get locked up in the game where they can't type, can't vote, can't play. When I switched back to UTVote15 I had none of these issues. In fact I am running 15 right now to avoid the issues till we can figure out what is going on.
Siq
ProAsm
04-28-2003, 04:56 PM
Ok Last things first.
Siq_Puppy
Yakomo could you try and help Siq_Puppy out here as this is right up your street, I only code what you say :)
One thing Siq_Puppy the switching of checkboxes on their own is correct.
The are many combinations it wont allow and if you select one checkbox you may see several other uncheck themselves.
This is so the Admin cannot select a combination that will crash the system.
Socke, before I forget and its fresh in my mind, regarding the LMS problem.
I am pretty convinced this is a 2225 problem as we are having that same problem here.
I removed UT2Vote16 and put UT2Vote15 back and it did it there as well.
Now I know for a fact LMS worked on 1.5 as the guys here often played it and now it does not work.
Basically what happens is the first person to logon, instantly wins the game and no one else can connect.
After experimenting a bit I found that UT2003 does NOT respond to the Commandline commands in LMS in 2225 and instead screws up the system.
So in the GameType string, remove all the commands except 2 so you end up with Commands="?MaxLives=30?TimeLimit=20")
That seems to work ok here.
Regarding the multi Mutator vote choice, forget it, it wont happen.
The server will never switch to another map as no two players will ever agree on the same Mutator/Map/Game vote, hell its hard enough to win a vote on a simple map with 20 players on a server.
Selecting MultiMutators for the Admin I can do, but it will have to be with a restarted map.
I explained this once before but will do it again here.
I know this idea comes from BDB's MapVote as he does it but UT2Vote works totally different to MapVote.
MapVote has a personal Replication Class for every single player, also when the game starts, all the maps, games, mutators etc are downloaded to the client so he has a massive database at home so to speak, now he can choice what he likes as its all there.
UT2Vote on the otherhand was originally aimed at the Modem/ISDN user where lag and delays and waiting periods are out of the question.
UT2Vote has ONE common Replication that everyone shares. That is why you get the Menu's one at a time.
So you call the MapMenu, the server then sends you all the maps, you click on Games, a command goes to the server - "Send me your Games", the server sends all the Games and so on.
So in other words when you are looking at a Mutator Menu, the Client does not have a clue what game he is playing or map he is on as only the server knows that.
There are advantages and disadvantages in both systems and like I say in UT2Votes case I looked at 2 things - Space and Lag.
I needed the space for the zillion other things UT2Vote does as the personal Replication system utilizes a large amount of code and also I wanted to give the Modem user the best connection possible.
Hope that covers everything.
I have to go back to work tomorrow after a nice long 3 week loaf :cry:
legacy-Teddie
04-28-2003, 04:58 PM
Originally posted by ProAsm
Selecting MultiMutators for the Admin I can do, but it will have to be with a restarted map.
ProAsm,
That'd be perfect.
ProAsm
04-28-2003, 05:46 PM
Socke
This LMS problem is now obvious that 2225 needs some setting first.
As I said I found by removing the commandline it worked fine.
Since my last post I have been putting the commands back one at a time to find which one is causing it, guess what, I now have ALL the commands back, exactly as original and everything is working 100%
Also the other LMS InstaGib had the problem and I did not touch that string and also did not include that game during my tests and now when I tried it again it also worked 100%
So to solve the problem... remove all the commands, go play the game and then put all the commands back - this UT2003 gets wierder by the patch :weird:
legacy-TDW-Socke
04-28-2003, 06:39 PM
thats really wired :eek:
do i get you right? just remove everything but the game-call itself (all muts and options), start the game, and redo the changes and everything will be fine?
is ut2 writing something to the ut2003.ini at that naked run?
if so, can we find out, what it is?
i guess something must happen on that naked run ;)
ProAsm
04-28-2003, 07:53 PM
Well its too late for me as mine is done, but maybe you could remove one command at a time and see when it comes right.
Originally when I still had the problem, although my Commands= said ?MaxLives=30 when I logged on and instantly won and no one else could connect I checked the scoreboard and it said I had maxLives of 3 which is what LMS's default is I think. It stayed on 3 till I cleared whatever was to be cleared.
Then I slowly put everything back starting at the front with ?MaxLives=30 and it said 30, so its a real wierd setup.
I even added more on like ?GameSpeed=1.35?Tournement=0 and it still worked 100%
legacy-TDW-Socke
04-29-2003, 08:40 AM
hmm, would a switch to LMS by Webadmin also do the trick, or will that be intercepted by UT2Vote?
Starting the server without ut2vote, changing to LMS, connecting, and restarting with ut2vote... Could that do the trick? would be much faster than deleting everything step by step...
legacy-TDW-Socke
04-29-2003, 08:56 AM
oh ben, i've seen your long answer just now...
that makes it a bit easier...
So in the GameType string, remove all the commands except 2 so you end up with Commands="?MaxLives=30?TimeLimit=20")
That seems to work ok here.
I'll try that one ;)
Selecting MultiMutators for the Admin I can do, but it will have to be with a restarted map.
thats enough for me :D maybe also the Clanwar-Admin should be enabled to do so... but not neccessary.
MapVote has a personal Replication Class for every single player, also when the game starts, all the maps, games, mutators etc are downloaded to the client so he has a massive database at home so to speak, now he can choice what he likes as its all there.
yeah, i configured about 20 different gametypes and we have a lot of custommaps, so 1200 maps had to be catalogizised each map-change ;) But BDB is working on it...
What i find nice on BDB is, tha you have to vote the gametype, before voting the map. I've been on lots of UT2Vote-Servers, and nearly noone votes another gametype, becaus everyone is in a hurry to get his favorite map voted ;)
I have to go back to work tomorrow after a nice long 3 week loaf
wow 3 weeks... I still have to take 18 days from the last year, and another 30 days tis year... and my old "vacation" of 51 days i took over from the years 1999-2001 i already got paid...
Damn money, I really need a break ;) There's lots of things, i have to do, and my little daughter is already 7 month old, and i'd really like to spend some vacation with my family... Sorry, that was OT... :rolleyes:
legacy-Yakomo
04-29-2003, 10:41 AM
Originally posted by Siq_Puppy
ProAsm,
I came across a new bug last night. First for the server setup.
...
Here is the problem. Last night I was setting up a clan match. Everyone clicked in, the timer counted down but no one could play. It was as if we were all still in the not ready mode. Here are the options I had checked in the Setup Menu..
...
A couple of times when trying to set it up I swear that checkboxes would switch their value. Also, quite a few times clients get locked up in the game where they can't type, can't vote, can't play. When I switched back to UTVote15 I had none of these issues. In fact I am running 15 right now to avoid the issues till we can figure out what is going on.
Siq Hi Siq, I sent you a pm with my e-mail so if you could send me the server's .ini (UT2003.ini?), the UT2Vote16.ini and the file with which you start your server I'll try to figure out what went wrong. The counter counting down and the game not starting sounds really strange :weird:. Was this a one time thing or is this reproducable? I am setting up clanmatches using the SETUP menu all the time and it really runs like a swiss clock for me.
Yakomo
legacy-anti6872
04-29-2003, 03:08 PM
Originally posted by ProAsm
Hi,
Yes if they bring up the Main VoteMenu then click on Client.
There you have a KeyBind that you can set it to whatever they want.
They can also just edit their User.ini file - choose the key they want, say X, and enter:
X=Mutate UT2VoteMenu
:up:Your A Star Fella :up:
Thanks again
anti :D
legacy-TDW-Socke
04-30-2003, 05:04 AM
did anyone get ut2vote to work with exessive? it behaves a bit unnormal (exessive) on our server... RL is reloadin normal speed, but does it fast, if i switched to asmd once, asmd 2nd is to slow etc...
what i would like to have (don't know, if possible): Mutators should only be loaded, if they are needed. it's a pain, to put every mutator in the serverpackeges, but if we are playing a war, they aren't needed, ant our "enemies" have to download the whole bunch... also this behaviour makes a lot of ppl leave the server, if they see 1MB and up for a mut... :weird: (eg. sniperarena). so it would be nice, if those muts would be loaded, if they are needed... My biggest wish as serveradmin :bulb:
legacy-Hellcat2k3
04-30-2003, 10:54 AM
Originally posted by TDW-Socke
did anyone get ut2vote to work with exessive? it behaves a bit unnormal (exessive) on our server... RL is reloadin normal speed, but does it fast, if i switched to asmd once, asmd 2nd is to slow etc...
what i would like to have (don't know, if possible): Mutators should only be loaded, if they are needed. it's a pain, to put every mutator in the serverpackeges, but if we are playing a war, they aren't needed, ant our "enemies" have to download the whole bunch... also this behaviour makes a lot of ppl leave the server, if they see 1MB and up for a mut... :weird: (eg. sniperarena). so it would be nice, if those muts would be loaded, if they are needed... My biggest wish as serveradmin :bulb:
Weird - no problems here :bulb:
For the muts:
That's a thing of the UT2003 engine, but I agree, they should only be d/l'ed to the client when really activated.
Maybe you try to make a special server.ini for your clan wars where the not needed muts are left out.... just an idea ;)
legacy-TDW-Socke
04-30-2003, 11:28 AM
Originally posted by Hellcat2k3
Maybe you try to make a special server.ini for your clan wars where the not needed muts are left out.... just an idea ;)
That's how i do it atm ;)
but its a pain for people, who just wnt to play on our server... it's going ffa (without pw) tomorrow, so i will delete all those nice muts *snief*
erm, exessive... you just added the mut to the serverpackages and to the gametype? or did you only add the package and mad a custom-mut with exessive? thats what i tried...
with bdbs mapvote it worked fine... not that i want to complain about ut2vote ;) it's shurely my fault :bulb:
Epic should change the way muts have to be loaded... i guess, that would be another kick for the comunity ;)
another question. if i made new gametypes (eg duel and duel-pro) must i add the duel.u to the serverpackages? it seems to work fine without...
and one more thing. there is a mutator called boots of jumping, and some maps like bollwerkruins and orbital2 use them, without adding the mutator to the serverpackages. Couldn't there be a similar way to load muts for special gametyps? *execusemeimtoostupidandimnotaprogrammer*
legacy-Hellcat2k3
04-30-2003, 01:17 PM
I just added Excessive to the serverpackages and then added it as a stand-alone custom mut available for voting.
AFAIK to .u packages for the gametypes do not need to be added to the serverpackages.
I've also some on my server and no problems so far.
And for the Jump Boots:
Yes there is such a mut, and the reason that it works in some maps that use it w/o adding it to the serverpackages is simple:
First of all understand why we need the serverpackages.
It's that a package that's used on the server is available on the client!
Without it the client doesn't have the code to run and will fail!
Now, in the maps you mentioned, the mutator program code is included in the map (in the map's code).
So, when d/l'ing the map you actually DO download the mut as well (as you would due to serverpackages) so the code is available on the client and can be run.
I hope I managed to put this as easy and understandable as possible :)
*theonlystupidquesionistheonethatisnotasked* ;)
ProAsm
04-30-2003, 04:40 PM
I fully agree with you guys about the handling of Custom Mutators.
The current method is waaaay outdated.
Its actually getting to the point where an Admin could have more custom Mutators on his server than custom Maps.
Emagine if a player had to first download all your 500 megs of custom maps before he could play on your server and if every custom map had to have a ServerPackages=
Most Mutators are small in size and should download to the client as needed.
Actually just a though here, seeing Games do not need a ServerPackage, what if I expanded my GameMake program to execute a Mutator from within itself.
Especially with the bigger Mutators, instead of you listing it as a Mutator, you create a Game and tell GameMake what Mutator you want it to launch.... mmm... I'll look into that, only problem is that Mutator would be restriced to that game, but on the other hand you just have lotsa games :)
legacy-TDW-Socke
04-30-2003, 05:45 PM
hehe, ben, i just wanted to give the ignition to such an idea ;) but my english is bad, i'm far to long out of school :(
Hellcat, that was quite well understandable, evan for a non-programmer.. :up:
legacy-TDW-Socke
05-01-2003, 08:14 AM
hmm, yesterday one thing happend:
we were playing with 8 ppl on agony2 and after 10 mins or so, a new player entered and voted for another map (the match wasn't finished jet) and the vote was passed, also nobody else voted ... how can i stop such thing, or change it, so that at least 50% of the players must vote yes (ingame)? at the end of the game, i want to keep the random-mode...
btw, LMS now works ;) thx. Would it be possible, to make a simmilar workaround for the invasion bug?
legacy-Hellcat2k3
05-01-2003, 01:58 PM
Originally posted by ProAsm
Actually just a though here, seeing Games do not need a ServerPackage, what if I expanded my GameMake program to execute a Mutator from within itself.
Especially with the bigger Mutators, instead of you listing it as a Mutator, you create a Game and tell GameMake what Mutator you want it to launch.... mmm... I'll look into that, only problem is that Mutator would be restriced to that game, but on the other hand you just have lotsa games :)
WOW!
Did you ever consider to go to Epic as game-coder? :)
ProAsm
05-01-2003, 02:42 PM
Socke, the voting passing one vote....
I had a look through the code and this is impossible.
I'm not saying it didn't happen, but during the game UT2Vote does not use the RandomVote mode, it switches to the normal Yes/No type voting and that requires a 50% vote.
The only way this can happen is that player knows either you VoteAdmin or ClanAdmin password and used that to force a vote for himself.
Try and duplicate the situation and see if it does it again, as it is possible a bug has crept in.
Btw... What the Invasion bug ?
legacy-TDW-Socke
05-01-2003, 06:59 PM
i'll verify that one...
invasion bug: you have to add a bot, before starting an invasion game, or else it will imidiatly end...
regarding GameMake: If you're taking a view to it: would it be possible, to add all possible options for the commands-line in the gui? i have no probleme, in making the changes in the ini, but some of my fellows want something specific, and so i always have to change things 3 or 4 times, because they forgot something :rolleyes:
legacy-Yakomo
05-01-2003, 07:05 PM
@Socke: plz explain the invasion bug. Invasion running just fine here, without adding any bots or anything.
legacy-TDW-Socke
05-01-2003, 08:02 PM
search in the forum for invasion + bot and you'll find it. without a bot, the invasion countdoun begins and then its dimmilied indefeet (bad english i know) and thats it...
ben, i verified it on our and a ffa server, wich doesn't have random vote: with 8 or 9 players, there had to be 2 ppl voting yes, with 5 players, there had to be 1 guy voting yes.
ProAsm
05-01-2003, 08:09 PM
When you say make changes in the GUI, you refering to UT2Vote and its command line, because if you are 1.7 has already got that.
The whole command line is now set with checkboxes and numeric edits.
You can also select anygame you like to edit, not just the current game.
If you log onto the normal Games voting menu as Admin you will now see an Edit button.
http://www.unrealza.co.za/proasm/ut2vote/images/utv17admingame.jpg
ProAsm
05-01-2003, 08:18 PM
Socke yes that is correct 2/5
I see in 1.5 and 1.6 I set it to 40% vote.
I think in 1.7 I will give the admin the option of what % vote he wants.
This is the votepass table in 1.5 and 1.6:
1 = 1
2 = 2
3 = 2
4 = 2
5 = 2
6 = 3
7 = 3
8 = 4
9 = 4
10 = 4
11 = 5
12 = 5
13 = 5
14 = 6
15 = 6
16 = 6
19 = 7
22 = 8
26 = 9
29 = 10
32 = 11
legacy-TDW-Socke
05-02-2003, 02:21 PM
Wow, you're alway one step ahead :D
Originally posted by ProAsm
Socke yes that is correct 2/5
I see in 1.5 and 1.6 I set it to 40% vote.
I think in 1.7 I will give the admin the option of what % vote he wants.
That would be nice ;)
another question :rolleyes: :
ttm has the option, to start clientside demos in every game. but it doesn't work very well, because it allways uses the same name, so one has to edit the clientside options every time...
ut2-vote has the option to take serverside-demos with autonaming in clan wars. Would it be possible to build a clientside-demorecording in a similar way?
and another (simplier) question:
ttm has a warmup-option, and ut2vote has one too. what happens, if we use both together?
ProAsm
05-02-2003, 02:54 PM
I was going to add a Clientside demo in the Client menu but then I discussed it with the guys and it was decided to leave it out as a Clientside demo is a very boring demo, but I can add it no problem.
Regarding the Warmup sessions.
When UT2Vote is used in the ClanMatch mode and you have TTM installed as well then its best to disbale Mutators in the Setup Menu.
But if both run.... hell I dont know, try it a tell us what happens :)
Oh and btw, UT2Vote does not only do Demo's in Clan Wars but can be done on any game - the button is in the Admin Menu.
It will of course end when the level changes over, not like the Clan Match Demo which will record the whole match regardless of how many maps are set.
legacy-TDW-Socke
05-02-2003, 07:08 PM
the reason, why i asked for the clientside-demo is, that i'd like to make a movie, with lots of those funny and sometimes unbelivable things, happening in normal trains and fun-frags, and i don't want to fill the server with lots of those "useless" demos. ;)
I'll take a look at the warmup, and also at the brightskinns. TTM must be enabled for the most league-games.
legacy-Orion Pax
05-05-2003, 11:19 PM
Hey ProAsm.....how about giving utvote the ability of being configured/accessed via web admin......and how about a chat line in it like mapvote.....yours is way more configurable than his. And is it possible to have utvote display a list of mutators that are available on a server rather than having to add them in the old fashioned way...
legacy-TDW-Socke
05-06-2003, 05:56 AM
I'm not interested in the webadmin, but i'd also like to have a chat-line ;)
and ben, sorry, my biggest wish atm is:
please make UT2vote for UT1 :eek:
there is no comparable tool for it :(
legacy-Hellcat2k3
05-06-2003, 10:51 AM
Originally posted by Orion Pax
Hey ProAsm.....how about giving utvote the ability of being configured/accessed via web admin......and how about a chat line in it like mapvote.....yours is way more configurable than his. And is it possible to have utvote display a list of mutators that are available on a server rather than having to add them in the old fashioned way...
Hmm....
I don't need the webadmin thingy, althought it'd be a nice one....
But for for the chatline: Yes, I 2nd that! :)
And the mutators.... Hmm.... Dunno.... sure it would be nice not to have to add them manually, but as I understood it the amount of text that can be transferred to the client is limited by UT, and therefore you would have to DISABLE unwanted ones - editing again ;)
But what I would like for the muts, is to put them in a list as the gametypes. No seperation between buildin and custom muts, just one scrollable list as it is done for the gametypes.
legacy-Orion Pax
05-06-2003, 04:51 PM
Yeah that would be nice....one scrollable list....would be a lot easier....
legacy-Yakomo
05-06-2003, 05:52 PM
Why exactly would that be easier ? :D
Btw - the way its done right now it can display which mutators are already activated!
And also the way it is right now is possibly the only way to allow the admin to select several mutators at once in a future version (as requested by ppl on this thread)!
ProAsm
05-06-2003, 06:10 PM
Mutators in scrollable list with all in one list.
Yes that is nice but let me explain the reason why I do it like it is currently done.
As you know BDB sends all is stuff down to the client when the game starts, so if there is a 100 mutators you just wait longer to start the game.
UT2Vote works very differently with the way it replicates information to the client.
I can only send a maximum of 460 characters to the client, now as you know some of these Mutator friendly names are pretty long. Its for that reason I made the default ones a seperate issue as being default the names are not transfer as they sit clientside, so if I had to make it one list I would have to include these default Muts which means a waste of around 120 characters - you get my drift :)
UT2Vote replicates everything on demand, where for instance BDB sends his maps at 1 per second (I stand for correction here), as it might be 10, I send 100 maps every second, but it has its limitations.
The WebAdmin, yes I have started on that but WebAdmin modification is not very mod friendly, but I will eventually have a full configurable WebAdmin out but currently its not a priority.
I'm on leave again from July 7 to Aug 15 so I'll do it then.
Regarding the chat thingy.... how do you want that to work, I'm not sure I understand, is it a private one on one chat or what must it do ?
Regarding UT2Vote for UT1.... where do you think UT2Vote originated from... goto my site http://www.unrealza.co.za/proasm click on the UT1 icon, and go check out ProVote6.
legacy-Orion Pax
05-06-2003, 07:56 PM
Just a normal chat area so we can chat during the voting processes.....and leave the vote window still open so you can still read the chats after you submit your vote....
legacy-TDW-Socke
05-07-2003, 03:58 AM
Originally posted by ProAsm
Regarding UT2Vote for UT1.... where do you think UT2Vote originated from... goto my site http://www.unrealza.co.za/proasm click on the UT1 icon, and go check out ProVote6.
wow, that looks quite nice ;)
sometimes, i'm a bit blind... i tested bdb3.03 (and still use it), utcv (also use it) and xmaps, but they are all not 100% that, what i was looking for...
Do you still work on provote6? a chatline would be nice :weird: *OUCH* :bulb: :D
regarding the bdb-speed, i guess our 1200 maps got loaded to the client (only the list of course) in about 2-3 minutes... But he doesn't like the idea of putting some admin-options into it. also the chatline and the "must vote for gametype, before voting a map" is quite usefull. If i would have a 100% ffa-server, i still would use it ;)
i still don't need that webadmin-crap, because its allways the same, another admin or teamleader switches the server to something, and he doesn't ashure, that there is nobody on the server playing, or at least warning them... This would only be usefull, if i have to switch the server (for train or war) and it is full, and i can't connect even as a spectator. In that case, a remote control could be useful imho...
the chat-line: in ut2 you can't see the aftergame chat, because the results are in front of it, so you have to press F1 to get rid of the results (anyone got an idea to have the results only on 3/4 of the screen?) and do your "gg" or "cheater!" or something else ;)
When the vote-window pops up, you can read the messages, but can't write them anymor, therefor a chatline would be quite usefull ;)
keep up that nice work :up:
legacy-TDW-Socke
05-07-2003, 06:38 AM
ehrm, Ben, a bit OT:
Is it possible, to define own gametypes for ProVote6 like it is in UT2Vote?
And is it somehow possible to switch to insta?
sorry for OT
ProAsm
05-07-2003, 07:02 PM
Ok Last things first.
Socke, naw I dont develop for UT1 at all anymore, the code is similar but you kinda get all kixed up. Also it does not have the versitile command structure that UT2k3 has which kinda limits one. In fact I dont even have it installed anymore.
Pax yeah ok regarding the Chat line in the MapMenu - yeah ok thats no problem - I've made a note on that.
Regarding the vote for GameType/Map etc... yeah I gave that quite a bit of thought but got shot down in flames by many as it takes longer for a vote to be passed.
In general I have found that most players just want to get on with the game.
Maybe I can make that an option - I'll see what is involved as the Games and Maps use 2 different Replication paths so its possible.
legacy-Orion Pax
05-08-2003, 12:18 AM
I was just looking through this page of this thread and re-checked out the pic of version 1.7..... Great idea....full game configuration in the menu...instead of having to edit the ut2vote16.ini file.....SWEET! That will revolutionize ut2vote by a long shot!
legacy-Orion Pax
05-08-2003, 02:13 AM
I just tried out Game maker and for some reason the game I made from it isnt loaded in when ut2vote resets the server with the settings in the ini file.....i made the U file.....and I copied and pasted the line from gamemake.ini for ut2vote to my ut2vote16.ini file and added serverbots....and demorecorder
I have it setup as a custom game as xgame.xdeathmatch with DM-DRMKitchen as defualt map....usemap list is true and i setup the map list in my server.ini file for my server (yes I have ini=server.ini in my bat file) quad jump, low grav, zoom instant gib, utsecure 211
running the retail version with patch 2225, both epic and DE bonus packs......my cpu and ram and hard drive all exceed the requirements.....uhh.....i cant remember any thing else....my card is well enough for it too...lol....thats about all the info i can gather up....
ProAsm
05-08-2003, 04:11 PM
Pax,
The whole idea of GameMake is so you can have different ClassNames.
You say you have it setup as xgame.xdeathmatch ?
You cannot do that as there is already a XGame,xDeathMatch as that is a UT2003 game.
Whatever you called the game is the GameClass, check what .U file it made, for instance, if it was Whatever.u then your GameClass=Whatever.Whatever.
legacy-rice
05-08-2003, 05:35 PM
i just installed it on my server and so far it works great.
ty for sharing ur good work.
legacy-Orion Pax
05-08-2003, 08:05 PM
ProAsm....I said a CUSTOM game.....when you select custom and continue to create it, it ask you the game type and a default starting map. That was just the game type...the classname is DMZOOMINSTAGIB.DMZOOMINSTAGIB
It doesnt load when ut2vote resets the server the second time. After about 5 mins of sitting it finally resets the server with my game class. I have my game class setup as default in the ut2vote.ini
legacy-TDW-Socke
05-09-2003, 03:29 AM
Ben, forget about my email regarding provote... The link on your HP is guiding to v5.5. by trial and error i managed, to get v6... i hope, this one is ok ;) I'll try it at home, have a nice weekend :up:
-----edit-----
Version 6.0
-----------
This is just 5.5 renamed as it was causing great confusion.
lol, so please do not forget about my email :rolleyes: :cry: :bulb:
-----edit-----
still OT:
Ben i found a vers. 5.7 ? Whats up with that one?
ProAsm
05-09-2003, 11:16 AM
Socke, the 5.7 is a total disaster and will crash your client.
It was a beta test version when I was still making 5.0 and somehow it leaked out to PlanetUnreal and suddenly the whole world had a disaster on their hands so please dump it.
This is the reason I renamed 5.5 to 6.0 as it caused confusion.
Pax, ahhh ok, sorry I misunderstood you.
Just a guide on how UT2Vote starts up.
If your server commandline says ?Game=XGame.CTFGame thats how your server will start, UT2Vote now sees you just started the server, and it will now reload the CURRENT game with its necessary defaults from the CTFGame GameType. It does not load your Default game at this point as it does not know if the game was changed from WebAdmin, a ServerAdmin giving a Console command or your server restarted as it treats all switching the same.
Approx 3 minutes later, if the server is empty or there are not enough players meeting the "RequiredPlayers=" it will see that the CURRENT game is not the Default game and only then will it switch across to the DefaulGame=.
So Basically if you restart your server often, then the Game that is in your UT2Vote16.ini file's DefaultGame= must then also be in your Server Commandline or wait approx 3 minutes.
legacy-TDW-Socke
05-11-2003, 09:32 AM
Ben, thanks again for your great work on ProVote70 ;)
one thing regarding UT2Vote:
Maybe i can't find it: Is a friendlyfire option integrated? especialy in the clanwar-section?
I made a gametype 1on1pro with FF enabled (100%), but i think, it should be adjustable in the clanwar-settings ;) , so the clanwar-admin can simply enable FF for Pro-matches.
Keep up that nice work
:up: :up: :up: :up: :up:
legacy-Orion Pax
05-11-2003, 06:21 PM
Ok thanks pro....I will switch my command line around.....
legacy-PunGenT
05-12-2003, 09:40 PM
We keep having a problem with map switching. A map wins the vote but a different map starts loading and clients get disconnected. We can't connect for a while and when we finally connect it's running a completely different map. We're using version 16 with a non-dedicated server but we've seen the same thing in the previous versions. Any ideas??
ProAsm
05-13-2003, 02:33 PM
Sounds like its possibly because its a non dedicated server.
UT2Vote as far as I know has never been tested on a non dedicated server and was never designed for it anyways.
There are serious replication issues with non dedicated servers and this is probably where the problem lies.
When I get a chance I'll look into this.
Rather than going into UT2003 and starting a Multiplayer game, try starting your non dedicated server from a shortcut on your desktop.
How to do this:
Using Windows Explorer, right click and drag UT2003.exe onto your Desktop, then select 'Create Shortcut'.
Now right click that shortcut and select 'Properties'
In the Target where it says C:\UT2003\System\UT2003.exe add this so it reads:
C:\UT2003\System\UT2003.exe DM-Antalus?Game=XGame.xDeathMatch?Mutator=UT2Vote16.U T2Vote?Listen
This is a far better way than using UT2003 itself and much more efficient also.
Oh and dont forget the ServerPackages=UT2Vote16 in the UT2003.ini file.
legacy-TDW-Socke
05-14-2003, 04:06 AM
Ben, i've got a little problem with UT2vote16 on our second server, wich needs to run with password (the same one, which runs UT1 with provote):
if i ad a "Serverline=?GamePassword=xxx" it doesn't work...
it works, if i add the ?GamePassword=xxx in every Gamesetup to the commands, but then a waradmin can't easyly change the pw, because the pw specified in the gamesetup will always be taken.
wired thing: In the webadmin, there is the gamepassword shown, that i setup in clanwar-setup, and if i specify no password there, also no password is shown in the webadmin, also the password, i setup in the gamesetups is always taken :eek:
i'm a littlebit confused about this, also this wired behaviour of our server with provote71 with the password is keeping me sleepless...
hmm, I'll do some further testing with both and i'll have a look at the logs, maybe i can find something in there...
legacy-TDW-Socke
05-14-2003, 05:49 PM
i just asked botoki of ngz to check that password-thingy, and he told me, that since the 2225 the password isn't loaded from the ut2vote16.ini but from the server.ini.
hmm, if there is no password in the gamesetup, will there also be no password in the server.ini like in provote?
ProAsm
05-14-2003, 06:32 PM
Eish Socke, you really got me confused here now :)
On Saturday I'll do some password tests and see what is cooking with these patches.
I see no reason why the Serverline does not take the password.
Anyway I'll make a thorough investigation on Saturday and email you my findings.
There is GamePassword in the UT2003.ini file but whether it works or not I dont know, I'll check that out.
[Engine.AccessControl]
AdminPassword=
GamePassword=
Means changing your AccessControl to standard Admin though.
legacy-TDW-Socke
05-15-2003, 03:45 AM
Originally posted by ProAsm
Eish Socke, you really got me confused here now :)
[Engine.AccessControl]
AdminPassword=
GamePassword=
Means changing your AccessControl to standard Admin though.
Sorry for confusing you too much ;)
erm, maybee thats the trick, we use the advanced-admin-setting...
but that shouldn't effect the gamepassword-setting, only the admin-passwor, or am i wrong??? :bulb:
ProAsm
05-15-2003, 03:59 PM
The GamePassword here only kicks in when you are normal Admin as you have to point to it.
For instance currently you have:
[Engine.GameInfo]
AccessControlClass=XAdmin.AccessControlIni
That has to change back to:
[Engine.GameInfo]
AccessControlClass=Engine.AccessControl
Now it will point to:
[Engine.AccessControl]
AdminPassword=
GamePassword=
Try it - you got naught to loose ;)
legacy-TDW-Socke
05-15-2003, 06:47 PM
ok. i'll try that, but i need that advanced-admin-stuff, becaus we have 3 kinds of admins with limited rights...
i installed the advanced-admin also for ut1, is that the problem with provote too?
ProAsm
05-15-2003, 07:42 PM
Yes it probably is as UT1 does not have a ?GamePassword like UT2003 which the ClanMatch uses and overrides the setting in the ini file.
ProVote is 100% dependant on whats in the ini file and it reads and writes its information to the ini file all the time.
legacy-TDW-Socke
05-16-2003, 05:29 AM
ok, i'll try that, as soon, as i find time, i guess tomorrow-evening...
Ben, do you have a gamesetting for UT2vote16 for calling your DuelGame4?
and does ProVote work with ProDuel?
I guess, i'm really getting on your nerves, but i also guess, that you are the only one, who can make our servers perfect for ffa/clanmatches/ingameconfiguration/easy voting/administration/etc...
I don't know, why epic won't buy your tools for ut2004 ;)
erm Ben, you don't want to program a nice demomanager with forwind/backwind and some other goodies like videocapturing??? :D *ouch* :bulb:
legacy-m|x.stalker
05-16-2003, 02:29 PM
Two questions for you Ben (or others in-the-know):
1. Is it possible for a clan admin to force a map from his voting screen? I would like to give my clan members the ability to force any map they like without having to setup a clan match. I wouldn't want to give them the full admin access as they can change the server setttings.
2. What do the different kick levels mean? Can I set each kick level to do something different? I really liked the straight-forward 'ban for hour/day/week/month/year' that the previous UT2Vote had. Where do I configure this stuff?
Thanks!
ProAsm
05-16-2003, 03:54 PM
Regarding the ClanAdmin forcing a map.
Yes he does have this capability but if he has chosen say 10 maps, then it will have to be one of these maps - that is for a clanmatch.
Under normal playing conditions a ClanAdmin can still force a map, a game or a mutator. He basically can do anything except he will not have access to the main Admin Menu.
Regarding the KickMenu, yes in a way I prefered the old way but I had many complaints about it so doing it this way seemed the most requested way.
Basically as a normal player you can select how many levels you want to kickban a person for.
In the ini file the admin has the option of setting minimum and maximum levels.
If an Admin logs onto the kickmenu and sets the value to 0 (zero) that will kick a player permanently.
At game end players are restriced to kicking a person for the minimum value set by the Admin.
erm Ben, you don't want to program a nice demomanager
hehe... now you pushing it :)
Speak to El_Muerte, this is right up his alley ;)
legacy-TDW-Socke
05-17-2003, 09:16 AM
hmm, regarding that password-problem with provote71, it seems, that is was my fault. i took the 70-ini, added the Totalplayers, but didnt change the headline from 70 to 71...
Now it works perfect ;) :up:
the passwort-issue with the advanced admin i will test a bit later, and will report the result. But how do you think about adding a FriendlyFire Slider? For Clanmatches this one ist needed quite often...
Ben, do you have a gamesetting for UT2vote16 for calling your DuelGame4?
and does ProVote work with ProDuel?
any idea?
ProAsm
05-17-2003, 06:19 PM
Yes I can add a slider or something depending on space available.
The reason I have not bothered to date is no one that I know ever changes the FriendlyFire.
Also I see in 2225 there is no recipient information any longer for receiving a FF:00 in the commandline - I may be wrong though.
Regarding the DuelGame4.
DuelGame4 was still very much in the Beta stage and is very difficult to launch from UT2Vote, although if you do you must set the commands as:
?MaxLives=0?MaxPlayers=2?MinPlayers=0?MaxSpectator s=12?PlayersMustbeReady=True?Tournament=1
The rest of the line can be dumped.
DuelGame5 which is very close to release will knock your socks off.
It has been rebuilt from scratch and is 100% UT2003 compatible.
Much easier to use and has many many new features plus a large Admin config Menu. It also uses its own configurations regardless of what the commandline says, it will just ignore the commandline.
DuelGame5 is also UT2Vote, TTM and WCG compatible.
legacy-TDW-Socke
05-18-2003, 07:42 AM
i do the Friendlyfire in the Gameconfig by adding a ?FF=100 to the commands, and it works fine. I added a ?FF=0 to the default and the invasion gametypes, so a clanwaradmin can coose the 10n1pro (with FF=100), switch to CTF, if he wants this with FF enabled, and becaus CTF has no FF-setting, it will stay to 100...
the default is DM, so FF is useless, and at the end of a clan-war, that setting will be taken, so FF is defaulted to off. and ofcause invasion won't ever be played with FF on ;)
Hmm, the v5 of DuelGame is nearly finished? , so i'll wait, and won't install the v4. :up:
and what about the produel? does it somehow work with provote?
Our UT1-Server is more and more going to be a 1on1-Server, because the most people are playing UT2, since i added UT2Vote16 ;)
ProAsm
05-18-2003, 08:35 AM
ProDuel is purley a standalone game and does not work with ProVote.
With UT1 we could not run 2 GUI type Mutators at the same time as the UWindows clash bad.
ProDuel works very well and is 99% bug free but needs a server all to itself with ProVote missing altogether, not even in the folder.
legacy-TDW-Socke
05-18-2003, 12:45 PM
Don't you feel an inner voice, to integrate produel in provote? :D
hehe, ok, thats to much, so i'll leave utcv for that 1on1 thingy on our server, or i must give those guys the waradmin-pw, that they can do there 1on1... :bulb: I really don't like those guys, when tey are leaving the server alone set to 1on1 and an unknown password. Thats fine on UT2Vote, wich switches the server to default, if nobody is on it... ;)
legacy-m|x.stalker
05-19-2003, 04:36 PM
Is anyone having a problem with their server not showing up in the public listing?
I believe this started with UT2Vote16. As a test, I removed UT2Vote16 as a mutator, and my server appeared in the master list. Once I added UT2Vote16 as a mutator, it seemed to work for a couple games, as I saw UT2Vote16's custom server string listed in the master server list. Later that night though, I found my server was nolonger listed (server was up running continuously between then and now, no changes made, but the listing disappeared).
I have tried this with custom strings for each gametype aswell as having the string = "none" in the UT2Vote16.ini file. The only non-standard thing I am doing is launching UT2Vote16 from webadmin instead of the ucc.exe command (my provider makes it difficult to change this).
Any ideas?
ProAsm
05-19-2003, 04:49 PM
I dont see what a Mutator has to do with the server listing but if you are launching it from WebAdmin then anything is possible.
If you do not have FTP access to your server Batchfile then rather than WebAdmin do it this way:
1. Make sure UT2Vote is NOT running.
2. Go into the game.
3. Logon as SeverAdmin - Adminlogin etc etc
4. In the console type the following:
Admin ServerTravel DM-Antalus?Game=XGame.xDeathMatch?Mutator=UT2Vote16.U T2Vote
Try that and see what happens.
legacy-Siq_Puppy
05-19-2003, 04:51 PM
ProAsm,
I have a vote issue with UT2Vote.
We have a private server and run Advanced Web Admin on it. The server must have a pw on it or we'll get charged for a public server.
Without UT2Vote I set a password in Web Admin and all is fine. When I installed UT2Vote I set a password in the
ServerLine=?Translocator=False?GameStats=True?Game Password=xxxxxx
and that works fine. Except when I go to setup a ClanMatch. If I setup a ClanMatch with a password different than the one in the line above it is ignored and the regular password is used. I then tried moving the ?GamePassword=xxxxxx to the individual game lines thinking that the ServerLine affects every game no matter what but ClanMatches should overrule a gametype setting. Not for passwords it doesn't setting up a ClanMatch still ignores what was set via the Setup menu and uses what is set in the gametype lines.
Ever noticed this before?
Siq
ProAsm
05-19-2003, 05:13 PM
Thats odd that it should do that as I have just checked the code and if there is a Clan password it should ignore the ServerLine password and use the Clan one.
Then when the match is finished it should go back to the Serverline password.
Wierd, maybe Socke can shine some light here as this is how it was intended to work.
Have you still got an ini password from WebAdmin, if so get rid of it. Also have you a ?GamePassword=xxxx in your server commandline, if so dump that as well.
Do me a favour and start a ClanMatch with a Clan password, then once the game starts, go look in the UT2Vote16.ini file and search for:
ClanGamePass=
See if the password you set is there.
The other thing you can try is remove the Advanced Admin as I
see in my code I do not address Advanced Admin so maybe this is where the problem lies - I'll fix that in the next version.
[Engine.GameInfo]
AccessControlClass=XAdmin.AccessControlIni
change to read
AccessControlClass=Engine.AccessControl
Let me know what happens so I can fix this.
[EDIT].......................
Ok forget all that, I just checked the code again and yes you are correct, it first loads the ServerLine then the Clan stuff which is it not supposed to do.
This is what you need to do as a temp get around:
Remove the ?GamePassword= from the ServerLine=
Now in the ServerMuts= add at least ONE Mutator anyone, and if you dont have one I'll make you a dummy one, then add your ?GamePassword after that.
ServerMuts=AnyMutator.AnyMutator?GamePassword=xxxx
Now setup a ClanMatch and check the box in the Setup Menu that says "Disable Game Mutators"
That should do the trick.
legacy-TDW-Socke
05-19-2003, 06:39 PM
ah, that should also solve our problem, but what does "disable gamemutator" mean for the game? no mutators allowed, or no mutators taken from the game-definition?
ProAsm
05-20-2003, 06:37 AM
What Disable Mutators does in a ClanMatch.
1. It does not load the ServerMuts=
2. It does not load the Mutators= in the GameTypes that have ClassNames that do not start with UT2Vote16.
In otherwords the 8 supplied games like UT2Vote16.vDeathMatch etc, these Mutators= WILL get loaded.
These games come with the default Mutators=XGame.MutInstagib.
This is so a Clan can have a Instagib match.
legacy-TDW-Socke
05-20-2003, 07:44 AM
hmm, ok, the only mutator i need in almost every clangame is ttm. But not in any. afaik, it doesent wor well with invasion and mutant. maybe it does now with the 2225 and ttm21, but i didn't test it yet. The other ones like no superweapon, noadrenalin etc can be set up in the clansetup-window, only ttm is the problem. so i must make a custom mutator for ttm?
hmm other question: when will v1.7 be done ? *duckandcover* :bulb: :D
ok and last question, we talked about a modification for gamesetup, so that it's possible, to load mutators only for gametypes, where they are needed. Did you get any further on that?
ProAsm
05-20-2003, 04:46 PM
Regarding TTM for Clanmatches, mmm currently there is not much you can do as you cannot add a Mutator to the ServerLine, although you could try but no guarentees.
Just leave out the Mutators= part and add a comma after the qustion mark.
ServerLine=?,ttm2003v21.TTM_MutMain
Of course in this case you must remove it from the ServerMuts=
The only other way out is to use the UT2Vote16.vDeathMatch type games and put TTM in the Mutators= either with InstaGib or remove the InstGib part.
This GamePassword has created quite a problem.
I had no idea so many Admins used the GamePassword for normal games, hence I did not put much emphisis on it at all.
Anyways I'l rectify that in 1.7
On the subject of 1.7 - I may just release it soon with only a few additions and mainly 1.6 bug fixes and then to a 1.8 with all the zillions of requests I have had to date.
Regarding the mod for launching a Mutator without a ServerPackage.. yes this can be done but is pretty long winded.
The reason I say that is you can only do one Mutator for one game. This will restrict you very much should you want that Mutator over serveral games. Ok we say you just have several more games, but if there is say 10 Mutators you want over 10 different games, means you will need 100 extra games to spread the 10 Mutators across for maximum flexibility, this kinda gets out of hand and at the end of the day, its just easier to have a ServerPackage :(
legacy-TDW-Socke
05-21-2003, 06:26 AM
huh, now i'm a bit confused...
atm i have ttm in the gametypes added like this:
---------------------------
GameType=(GameName="DeathMatch Game",AllowVote=True,RequiredPlayers=1,MapLimits=0,Serv erName="None",UseMapList=False,DefaultMap="DM-Antalus",MapPrefix="DM",GameClass="XGame.xDeathMatch",Mutators="ttm2003v21.TTM_MutMain,AltRedeemer.AltRedeemerMut",Commands="?MaxLives=0?GoalScore=0?TimeLimit=10?MinPlayers=2? MaxPlayers=12?MaxSpectators=2?Translocator=False?W eaponstay=True?BalanceTeams=False?ForceRespawn=Tru e?PlayersMustBeReady=False?Difficulty=5?GameStats= False?NumBots=1?Tournament=0?FF=0")
------------------------------
will it still work this way, if i check the "noGameMutators-Tab"?
As i said, i don't know, if invasion and mutant work with ttm right now, else i would try to add it as a serveractor...
the other way would be, to make a custom-mutator for ttm and make it default voted=true, and only devote it for invasion and mutant.
I could live with it, because it's only our second train-server, wich needs the password-thing...
and regarding game-setup:
1 mutator would be enough for me, if i understand it right.
Mutators like nodoubledam, ttm and utsecure everybody has to load, no way, because they are needed always. its only important for special mutators like sniperarena (with old-style-sniper), exessive, taken from behind, matrix the one and other fun-mods, wich will never be mixed up together.
So if you could implent it that way, that only one special-mutator per gametype could be loaded (plus the normal mutators, wich are in the serverpackages), i would say: That's it :D
ProAsm
05-21-2003, 05:34 PM
Your above game will not work with TTM in a ClanMatch if it were say XGame.xCTFGame or any Team based game.
In a Clan Match the only games that will work with TTM are the games that start with the classname UT2Vote16.vWhatever
All other games the Mutators= gets dumped in a ClanMatch with Mutators Disabled.
I'll do some Game+Muts tests here soon and see what the implications are and if and how well it works.
legacy-TDW-Socke
05-22-2003, 04:55 AM
so i simply could remake the standart-mods as ut2vote16 mods and it would take the mutators= again (with gammutators disabled)?
Hmm, will this be "fixed" in 1.7?
we have a clanmatch in insta-ctf today. will that one work with ttm on our passworded-server?
for now, i find it easyer, to add a ?gamepassword=xyz in the gamesetup, but other admins could completely mix things up there...
ProAsm
05-22-2003, 05:42 PM
Yes all this will get fixed in 1.7, the only problem here is that I made it that clanmatches load the ServerLine= which was a mistake because as I said I had no idea Admins password protected their games this much.
Anyway we learn everyday :)
At the moment, only use the UT2Vote16.vGames for clan matches if you want TTM and password protection etc. The Mutators in these games do not get disabled when Disabled is on.
legacy-TDW-Socke
05-25-2003, 01:02 PM
ben, i just had a discussion with some friends, what mode we should set our ffa-server to have as standart-mode, and i thought, that it would be nice, if we could define serveral modes (eg Standartmodes=1,2,5,7,8 where each number stands for a specific gamemode) and let ut2vote switch them timebased! for example we define a variable StandartModeSwitchTime=x hours, so we could say, dm-cls is standart from 14-16 oclock, the next two hours it is ctf-insta, followed by ut2duel etc...
Hmm, ok it could be easyer to define the start and stoptime in the gamemode, but i guess you know, what i'm talking about :bulb:
would that make sense to you???
ProAsm
05-25-2003, 01:27 PM
Socke, yes thats not a problem its just that what happens when switch time comes and there are players on the server.
Means more timers, more checks etc which swells the size of the code very quick. UT2Vote is already too big and I'm going to have to start dumping stuff soon.
legacy-TDW-Socke
05-25-2003, 02:02 PM
hmm, i didn't think of switching the server, if players are on it. just switching the standart mode, ut2vote switches to, if there are NO players on the server ;)
maybe this could be done by an extra serverside-mutator, which writes to the ut2vote1x.ini every serveral hours?
legacy-teddabod
05-26-2003, 09:42 PM
ProAsm,
Hello. question.
Is there a limit to the amount of maps that will be shown in the list for voting?
I notice about 25% of the maps I have in my maps folder for a DM gametype don't show.
legacy-TDW-Socke
05-27-2003, 03:46 AM
did you set "UseMapList=False" ?
legacy-teddabod
05-27-2003, 07:23 AM
Originally posted by TDW-Socke
did you set "UseMapList=False" ?
I've tried both.
Either way, it will only show a percentage of the maps.
ProAsm
05-27-2003, 06:22 PM
UT2Vote will show a maximum of 255 maps.
legacy-teddabod
05-27-2003, 06:29 PM
Originally posted by ProAsm
UT2Vote will show a maximum of 255 maps.
Ah.
Is there any work around to this?
legacy-teddabod
05-27-2003, 06:54 PM
Originally posted by teddabod
Ah.
Is there any work around to this?
[EDIT] Ben, I got your email. Thanks for replying.
[EDIT] sorry, I hit the quote button.
legacy-TDW-Socke
05-28-2003, 04:34 AM
Ben, did you think about this?
hmm, i didn't think of switching the server, if players are on it. just switching the standart mode, ut2vote switches to, if there are NO players on the server
maybe this could be done by an extra serverside-mutator, which writes to the ut2vote1x.ini every serveral hours?
This would really be usefull for our server ;)
ProAsm
05-28-2003, 04:08 PM
mmm you will have to refresh my memory as I do not recall that as I only have a 3 day memory :)
legacy-TDW-Socke
05-28-2003, 08:16 PM
hehe it's always funny with thos oldstyle 8bit brains ;)
mine is an old ZX81 with 16 kb expanden memory :D
ok reminder:
ben, i just had a discussion with some friends, what mode we should set our ffa-server to have as standart-mode, and i thought, that it would be nice, if we could define serveral modes (eg Standartmodes=1,2,5,7,8 where each number stands for a specific gamemode) and let ut2vote switch them timebased! for example we define a variable StandartModeSwitchTime=x hours, so we could say, dm-cls is standart from 14-16 oclock, the next two hours it is ctf-insta, followed by ut2duel etc...
Hmm, ok it could be easyer to define the start and stoptime in the gamemode, but i guess you know, what i'm talking about
would that make sense to you???
Socke, yes thats not a problem its just that what happens when switch time comes and there are players on the server.
Means more timers, more checks etc which swells the size of the code very quick. UT2Vote is already too big and I'm going to have to start dumping stuff soon.
hmm, i didn't think of switching the server, if players are on it. just switching the standart mode, ut2vote switches to, if there are NO players on the server
maybe this could be done by an extra serverside-mutator, which writes to the ut2vote1x.ini every serveral hours?
it should work that way:
example:
0-6 o clock: DM cls
6-10: ctf insta
10-12: tdm Pro
12-14: DuelGame
...
or
switching every 2 hours from one mode to the next and the next...
legacy-Yakomo
05-29-2003, 12:26 AM
Originally posted by TDW-Socke
... maybe this could be done by an extra serverside-mutator, which writes to the ut2vote1x.ini every serveral hours?
ProAsm
05-29-2003, 06:02 PM
Ok firstly it cannot be an extra serverside mutator as:
1. A mutator can only write to its own ini file or to the standard UT2003.ini file, it cannot write to the UT2Vote ini file
2. If anyone switches the GameType from outside UT2Vote, whether its another Mutator, the ServerAdmin or WebAdmin, 2 minutes later UT2Vote will reset it back to the DefaultGame stipulated in UT2Vote ini file.
The Only simple way of doing this hourly gameswitch is for UT2Vote to change the DefaultGame= in its ini file on that hour.
So lets say its currently a TeamGame and 10:00 comes and its time to switch to CTFGame.
UT2Vote now sets DefaultGame=XGame.xCTFGame
Now the normal routines which are already there takes over and checks the server for how many players there are according to what you have set in the TeamGames RequiredPlayers= and once there is less than that number, it switches to CTFGame as the new default game.
Thats about all I can offer which should do the trick.
legacy-TDW-Socke
05-30-2003, 11:56 AM
that sounds perfect ;) where can i download it? :bulb: :D
hehe, and btw, provote71 is still running perfect too ;) Maybe you should offer it on your homepage :up:
ProAsm
05-30-2003, 05:42 PM
btw, provote71 is still running perfect too Maybe you should offer it on your homepage
Good idea - I'll do that first thing tomorrow.
legacy-Nexxxus
05-31-2003, 07:03 AM
I fianlly got around to rebuilding a new ded-server using the new 2225 download package. I made all the neccessary (I think so anyway) changes and additions to get ut2vote16 up and running with it and have found that the ChatLog no longer functions... it doesnt auto-create the log file like it used to and wont write to one that I place there manually. Is this an incompatability with the new 2225 or did I hjust miss something?
legacy-Yakomo
05-31-2003, 08:12 AM
Did you check the "UserLogs" folder ? I think that one was introduced in 2225.
ProAsm
05-31-2003, 12:53 PM
Yes as from 2225 it now saves it as a .log file in the C:\UT2003Server\UserLogs folder.
Just check if that folder exists.
legacy-Nexxxus
05-31-2003, 04:39 PM
voila...there it is. thanks a mill guys.
BTW Ben, there is a new mod out there called Superbots that allows bots to lift-jump, dodgejump, walljump etc. added to serverbots and BS man this ai is getting unbelievable haha
legacy-m|x.stalker
06-02-2003, 06:59 PM
Request: :D
Allow spectators who login as admin/clan admin to access the full mapvote interface. After we got the option to join a game from being a spectator, it has made my life more difficult as an admin. I cannot login to my server and take control via mapvote if the server is full. This is especially the case with my popular 1v1 mode. Often times I find people in a 1v1 before I have a practice. If the players do not listen to my requests of leaving the server or voting a standard CTF game mode, I am essentially left powerless. My only recourse is to log into webadmin and attempt to kick them from there. I would rather not go through all that. It would make things much easier to be able to setup clan matches/kick players as a spectator.
Thanks!
ProAsm
06-02-2003, 08:16 PM
Thats very strange because the facility is already there.
As a Spectator you should be able to log on as a UT2Vote Admin:
Mutate UT2VoteLogin password as that is more powerfull than a Server Admin - then you can do as you please.
legacy-TDW-Socke
06-06-2003, 03:56 AM
Hi Ben, i just want to get on your nerves again ;)
hehe, 2 questions:
- Did you get any further with gamesetup regarding the ability to add one mutator in it?
- how far have your works on ut2vote17 gone? And do you think, you will or can integrate the "timebased standart-mode switch" in the 1.7 or a later one?
Sorry, for my curiosity ;)
legacy-Teddie
06-06-2003, 08:43 AM
Originally posted by ProAsm
Good idea - I'll do that first thing tomorrow.
are you posting 1.7 for download?
legacy-TDW-Socke
06-06-2003, 11:38 AM
Teddie, that one was regarding provote7.1 for UT1. Ben made some enhances for pw- and max-players-settings controlling, which i needed for our server, which may not run with more than 12 players enabled, and which must run with password.
btw teddie, i really love your maps, and i'd like to see some tips and tricks for intermidiate-advanced mappers on your HP ;) they are eye-candy and also fast and well playable :D :up:
ProAsm
06-06-2003, 05:11 PM
I am slowly working on 1.7 but have a zillion other stuff I'm busy with, also at TeamOrbit we are busy getting things ready.
I also with help from UTroll created a mod called Zound and this is keeping me very busy as I'm getting many requests for it as it has to be on an individual basis.
Socke the Timed Game switch will be in 1.7
Regarding the GameMake with a built in Mutator, yes I had a look at that and its not possible as the Mutator has its own Classname which will differ from the Classname of your game.
legacy-TDW-Socke
06-07-2003, 09:35 AM
Originally posted by ProAsm
I am slowly working on 1.7 but have a zillion other stuff I'm busy with, also at TeamOrbit we are busy getting things ready.
I also with help from UTroll created a mod called Zound and this is keeping me very busy as I'm getting many requests for it as it has to be on an individual basis.
Socke the Timed Game switch will be in 1.7
Great thing ;) Can you see, how long it will take? is it days, weeks or months? If it's only days, i won't do the pw-changes on ut2vote16, but if it takes longer, i have to work on it.
Regarding the GameMake with a built in Mutator, yes I had a look at that and its not possible as the Mutator has its own Classname which will differ from the Classname of your game.
Sorry, i'm no coder.
Is there only one Classname allowed?
Isn't it possible to rename the name of the Gameclass to fit to the mutator?
I know that some maps automaticaly load the bootsofjumping-mutator, how do they do the trick?
you know, this thing is the worst for the modding comunity, because no admin will force the players to download lots of mutators, if the only need one of them... I don't understand, why epic did this mess again...
ok, another question: why must the gametypes not be added to the serverpackages? is it, because there is nothing needed for them to work on the clients? What would happen, if we would replace "class 1on1 extends XGame.xTeamGame;" by "class 1on1 extends Excessive.ExcessiveDM;". Would this one work, if the clients have exessive installed?
I'm thinking of some gametypes, where mutators/mods are needed but not pushed by the server. so if that would work, a client, which doesn't have that mut/mod would get an error or crash i guess.
another idea would be, integrating the mutator in the map, so that only a few maps would be possible to play with those mutators. maybe that would be an idea for conversions like UT2D, Speed and MarbleMadness, which need their own maps...
You see, i really don't like to put this thing down, because it would really be great stuff, if we (the community) could get rid of the serverpackages... ;)
ProAsm
06-07-2003, 01:09 PM
Regarding 1.7 - tell you what, it has reached almost a stage where it needs testing in its current state so I'll send it to you to Beta Test for me.
You can test and see if the password problem is fixed and also check the Hourly Game switching.
Stuff done so far:
Fixed Voted mutators not releasing when switching to a new Game
Fixed Maplimits not working
Fixed (hopefully) PlayersMustBeReady not resetting after Clanmatch
Fixed ClanGamePass being ignored due to GamePass in ServerLine
Fixed Chatlog map title appearing at the end and not start
Added New Admin Game Menu
Added Command to switch chatlog off for downloading - UT2VoteChatOff
Added Chatline in MapMenu
Added Clientside demo in Client Menu
Added All mutators in one scroll list
Added Admin multi mututator selection
Added ClanMaplist now can select 20 maps
Added Hourly Game switching
Regarding Mutators and ServerPackages, yes there is not much that can be done here. The problem is UT2003 only loads the Serverpackages when the server first starts then never looks at them again.
If however Epic made it so the ServerPackages are only loaded when the Mutator is required it would solve all problems. In this way we as modders could modify the ServerPackages during a game by adding it and removing it when not required.
The reason a Game does not have a Serverpackage is because it is not a package of anything but a game. If the Player does not have the game it will download to him. On the other hand a Mutator is a package that belongs to a game.
Regarding Mappers adding a Mutator to their maps, yes this can be done but 99% of mappers do not know how to do that as they are not coders.
Every map has a myLevel and in that myLevel you can load tons of stuff, like textures, staticmeshes, basically everything but mappers dont know how to do that.
Thats why when you download a map, it often has a Staticmesh, a utx file and various other stuf which just clutters up your UT2003 installation, whereas everything could go in the myLevel and they end up with only the Map.ut2 but............
GameMake cannot add a mutator as it has a different classname and you cannot just rename a classname.
You have to extract all the classes out the Mutator then add them to the game you making and thats just far too much work, also you need to get permission from the Mutator author to use his classes in your game.
I'll see if I can get UT2VoteBeta170 out to you tomorrow some time.
legacy-TDW-Socke
06-07-2003, 02:59 PM
regarding the 1.7 beta: great! i will put it on our pw-server and you can be shure, it will be tested under all normal circumstances, a clan uses the server ;)
regarding the mutators: well i don't understand, why a map can have it's mylevel (yes i also used it, to put screenshots and textures in it), and why we can't use the same technique for the gametypes, but as i said, i'm no coder...
so, last thing about that, before i go and get on epics nerves ;) :
if i look at the log-files, i see, that all serverpackages are loaded and unloaded on each servertravel. So maybe there is still some chance to get it going.. Don't know, maybe by a serverside mutator...
i'll send you emails, as soon as i get ut2vot217 up and running.
legacy-m|x.stalker
06-09-2003, 05:47 PM
If you need help beta-testing you can email me at mixblast_stalker@sbcglobal.net. I've have a passworded server that's currently running 1.6. (I now start UT2Vote16 from the command line)
Other than that, I'm having trouble with your recommendation to workaround the "always-on password" trumping the clan match password. I installed Kickidlers with a password in the servermut line in UT2Vote16.ini (and the game password removed from UT2003.ini), but it didn't seem to help. The password I assigned on the servermut line was in effect for standard games as well as clan matches (clan match password didn't take hold).
I am still having trouble with accessing the admin screen while spectating. If I am spectating a game, log in as either clan admin or ut2vote server admin, after hitting the scroll-lock key, all I get is the "Join Game" button. Has anybody gotten this to work?
I am launching UT2vote16 from the ucc command line, so I'm not sure what I can do here.
legacy-Teddie
06-09-2003, 05:54 PM
Originally posted by TDW-Socke
Teddie, that one was regarding provote7.1 for UT1. Ben made some enhances for pw- and max-players-settings controlling, which i needed for our server, which may not run with more than 12 players enabled, and which must run with password.
btw teddie, i really love your maps, and i'd like to see some tips and tricks for intermidiate-advanced mappers on your HP ;) they are eye-candy and also fast and well playable :D :up:
TDW-Socke,
Thanks for the info. I was getting the voter mut versions confused apparently.
Also, thanks for the kind words. Hopefully I'll have some time to put some tips on my HP... still learning myself.
ProAsm
06-09-2003, 06:09 PM
stalker
Both the problems you speak of has been fixed in 1.7 so just hang on for a while.
Once I'm done with the next Beta which should be by this weekend sometime, I'll send you a copy to test and you can check it out for me.
legacy-Siq_Puppy
06-09-2003, 06:19 PM
The only reason I am not using UT2Vote on my private server is because of the password issue. I will be looking forward to the release of 1.7!!
Siq
legacy-TDW-Socke
06-10-2003, 04:05 AM
Ben, one thing i forgot in the mail: Did you ever test ut2vote with modosutils3.2-Splashlogo? i guess it worked some times, but now it doesn't... I'll have a closer look at it, if it works, if ut2vote is not loaded, to ashure, that that's the issue.
oh, and a question regarding the hourly switching:
what exactly do the values mean?
is 09 9 o'clock, or is it 9 hours after the last server restart (or ut2vote restart)?
ProAsm
06-10-2003, 04:28 PM
Socke, if this modosutils3.2-Splashlogo gives problem and its not too long, mail it to me with an explaination on what it does and not do as I have never heard of it.
The 9 in the time switch represent 9 am ie.. 0 - 23
legacy-TDW-Socke
06-11-2003, 04:09 AM
ben, sorry, forget about the modosutils, i've been on the hunt for errors and when reinstalling everything, i forgot one serveractor :rolleyes:
and thx for the description of the timer, so the timer is independant of the starttime of ut2, right?
I just read throu this thread again and found 3 question:
- we talked about the ability to change the needed amount of votes, to do an ingame mapswitch.
- we also talked about a switch, to disable ut2vote-warmup, if ttm is installed
- what about integrating a friendlyfire slider/switch?
Till now, ut2vote17beta works perfect on the pw-server and on the ffa-server :up:
legacy-TDW-Socke
06-11-2003, 08:06 AM
hmm, i just had a look at the server.log, and i see, that if noone is on the server, it restarts every 2 mins. and gives me the following:
---------------------------
ScriptLog: Mutators UT2VoteBeta170.UT2Vote,ttm2003v21.TTM_MutMain,AltR edeemer.AltRedeemerMut
ScriptLog: Add mutator UT2VoteBeta170.UT2Vote
UT2Vote: ---------------- Starting UT2Vote ----------------
Log: Opening user log ..\UserLogs\UT2VoteChatLog.log
Warning: UT2VoteGameSwitch DM-Compressed.UT2VoteGameSwitch (Function UT2VoteBeta170.UT2VoteGameSwitch.LoadTimes:00C6) Accessed None
Warning: UT2VoteGameSwitch DM-Compressed.UT2VoteGameSwitch (Function UT2VoteBeta170.UT2VoteGameSwitch.LoadTimes:00CE) Attempt to assign variable through None
----------------------------
and so timed-switching doesn't work.
i know, you told me something, that the ut2vote checks every 2 minutes, but i forgot, what it was (you know, ZX81 with 16kb expansion RAM ;) )
legacy-Yakomo
06-11-2003, 10:40 AM
For future reference:
UT2Vote16 has been throroughly tested and found compatible with the following server addons:
- UTSecure211 (Cheat Protection)
- ModosUtils302 SplashLogo (Displays Server Splash Logo)
- ModosUtils302 Scoreboard (Enhances Game Scoreboard)
- ServerAdsSE 102 (Displays Server Advertisements)
- TTM v2.1 (Changes the game in dubious ways :D )
- labalaba V1.2b (IRC livereporter)
- ServQuery 115 (extends the GameSpy Protocol)
All those were and are running together with UT2Vote16 on 24/7 server's without any problems. In fact on my server they all run together at the same time.
So far the UT2Vote17 beta seems to have no probs also.
legacy-TDW-Socke
06-11-2003, 11:00 AM
Originally posted by Yakomo
- TTM v2.1 (Changes the game in dubious ways :D )
lol, ok, it's dubious, but its a must in most leagues :(
and there is a problem with the ttm-warmup and the ttm-mapvote.
we disabled ttm-mapvote and we never use the ut2vote-warmup because of the map-restart after the warmup, which ttm doesn't need, and which our players are hapy about, because it doesn't kill the gameflow... :weird:
legacy-Yakomo
06-11-2003, 11:34 AM
Originally posted by TDW-Socke
... but its a must in most leaguesWell, we are playing a lot of league games happily without it and without anyone missing it. But I'm very well aware of its popularity, and that's why its good that UT2Vote works fine with it. Just disable the inferior voting of TTM and use UT2Vote's voting.
About the UT2Vote warmup: Well, if a map reload disturbs your gameflow then just don't use it. But come on, how long does a map reload take?
In fact we always have the server set to "PlayersMustBeReady" in Clan matches and most ppl want it like that to have a minute or two after warmup to make a final visit to the toilet or get something to drink. For us WarmUp is merely to get used to the Server's Ping and Tickrate and get in the mood.
But hey, we play CTF and you DM I take it. Maybe that's the difference ;)
Btw: I sincerely hope disabling UT2Vote's WarmUp in general if TTM is running is not an option, cause there are ppl out there that do not have any problem with a map reload between WarmUp and Match and prefer the UT2Vote's to the TTM's WarmUp. So maybe an .ini-file option will do, so the server admin can decide?
ProAsm
06-11-2003, 04:19 PM
Ok lets see........
- we talked about the ability to change the needed amount of votes, to do an ingame mapswitch.
Yes I forgot - I will add that as an ini option.
- we also talked about a switch, to disable ut2vote-warmup, if ttm is installed
Ok - I will add an ini option as most clans do not prefer TTM's warmup.
I'll see what I can do about a warm restart, although it creates other problems. I had it like that for 1.6 but took it out at the last minute, simply because you cannot reset PlayersMustBeReady and Tournament mode "on the fly".
- what about integrating a friendlyfire slider/switch
Simply because there is no room left, and its a hell of a lot of work as I have to modify many classes to do this which 90% of players do not use anyway.
For the next version I intend re-writing the whole thing so as to compact the code and make room for lots more Admin stuff then FF can be added.
Thanks for the logs on the Gameswitch - I'll look into that.
legacy-Nexxxus
06-11-2003, 09:42 PM
Hey Ben - is it your intention to have the "good-bad" vote idea introduced in 17 or is that something youd rather sit on til a later version?
legacy-TDW-Socke
06-12-2003, 07:35 AM
Ben, yesterday we had a problem with the 170:
when a clan-match ended, the server still needed a password, on the no-pw-server. We tried settig the default mode multiple times, but no go.
.:vVv:.Fluffy
06-12-2003, 11:01 AM
Simple Question ( I hope)
We're running 16 on our server, and it seems to be overriding my trying to set a password in web admin.
Is there something i can utilize in 16 that will allow a password for the server, but keep the full voting/mutator ability going?
I'm aware of the password set-up for clan matches...but EVERY time we change game type or mutator, the server goes back to normal status while i set up the new game or mutator.
thanks
legacy-TDW-Socke
06-12-2003, 11:35 AM
just read this thread on this side, and maybe the one before, we talked about that pw-problem in 1.6. 1.7 won't have that problem anymore, so if you can wait some more days (?) i think you should not do the changes to your 1.6-config.
ProAsm
06-12-2003, 05:49 PM
Nex - regarding the good / bad vote - not sure what you mean.
I'm looking at putting a VotePercent= in the ini file for Admins to set what percentage vote is needed for a pass.
Currently 1.6 is set for 40% and if more than 15 players that drops to 30% and if over 24 players it drops to 25%
Socke - regarding the password - ok thanks, I think I know what that is.
.:vVv:.F£UFF¥ - regarding the password problem, yes we know about that and it will be fixed in 1.7
We did figure out a work around but I forgot. Page back on this topic and you'll find it.
[Edit]
ahhhh Nexx........ you mean this :)
http://www.unrealza.co.za/proasm/images/utv17maps.jpg
Yip - its in ;)
Once a player has submitted an opinion the bottom section closes up for that player for the rest of the game.
legacy-Nexxxus
06-13-2003, 01:43 AM
thats genius.... :D
nothing like wetting our appetites before a release eh?
how do you display those "results" for the user that is trying to choose the next map??
.:vVv:.Fluffy
06-13-2003, 08:52 AM
Originally posted by ProAsm
UT2Vote will show a maximum of 255 maps.
That's per map type, right?
255 DM maps
255 CTF maps
etc.....
Or are you saying that 255 maps are the maximum number of maps we can have on a server, while using UT2Vote, regardless of what type they are?
And yes, i'm a "map ho!" LOL :D
ProAsm
06-13-2003, 06:25 PM
255 per Gametype.
255 CTF - 255 DM - 255 DOM - 255 BR - 255 etc etc.....
legacy-TDW-Socke
06-19-2003, 03:59 AM
i have another mad idea:
in some leagues, it is not alowed, to play sudden death. But it's difficult to say in a 5on5 insta tdm, if a frag was already in suddendeath or before... So would it be possible, to add an option in the waradmin-part, to disable sudden death?
hmm, and if sudden death is disabled, there should be an option, to define an aditional map as sudden death map, wich will be played with sudden death enabled... but only, if the waradmin wants it.
and another thing:
would it be possible, to give the waradmin the option to calculate the overall winner either by mapwins or by frags/caps?
maybe we have a 2 maps match, and the first map was 10:3 and the second 1:4.
So if count by maps is enabled, the result would be 1:1 DRAWN (and a sudden death map would be played, if that option was enabled).
But if count by Caps is enabled, the result would be 11:7. Winner is the first team.
The overall score should be displayed in a corresponding way.
I hope, this wasn't too confusing ;)
ProAsm
06-19-2003, 03:12 PM
Well firstly what do you mean by Sudden Death ?
Why I ask is I have had requests to ADD a SuddenDeath option because as from what I understand UT2003 dies NOT have a Sudden Death option at all.
Regarding the rest, yes that could be done but that means I need to create a PlayerController class for UT2Vote which I dont want to do as that would make it TTM incompatible.
legacy-TDW-Socke
06-19-2003, 06:23 PM
well, if a team plays against another, and after the defined time, both have the same score, sudden death starts. thats the normal behaviour. but in some leagues, sudden death is not allowed. if a map is drawn, then thats the result... no winner, no loser, just drawn...
regarding the rest: hmm thats very disapointing i think :(
maybe you realy should get in contact with the ttm-guys to sort some things out...
legacy--|BC|-Abed'nego
06-23-2003, 03:49 PM
I apologize for breaking in on this thread, but I'm having some trouble with UTVote and I'd appreciate some help.
I have enabled the mutator selection by setting this line in the INI file:
bAllowMuts=True
However, after selecting a mutator and the vote passing (there's only one player, me) when the game comes back up the mutator has not taken effect. For example, I select 'quad jump'. When the game restarts, quad jump is not enabled.
I also have these settings:
ServerMuts=
ServerLine=
The game is set up from the GameTypes, there's only one, Bombing Run, set to 135% speed, Instagib, Low Gravity, HeadshotNZ mutator.
Any help is appreciated!
I have a thread for this if this is not a good place to discuss:
http://www.ina-community.com/forums/showthread.php?threadid=302725
Thanks in advance!
ProAsm
06-23-2003, 04:05 PM
Apologies not needed, you are at the right place :)
Sounds like you have something set wrong somewhere.
Send me your UT2Vote16.ini file and let me look through it.
proasm@stormnet.co.za
legacy-TDW-Socke
06-24-2003, 11:21 AM
ben, another great idea :D
could you add a command for taking the result-screenshot, before all maps are played, something like mutate ut2voteresult (maybe with also ending the clanmatch)?
if so, and if you get it on with disabling overtime (suddendeath was the name in ut1), than i could define 3 maps (1 by enemy, 1 by home and a decision-map), and if the 3rd map isn't neccessary, i take the result-screeny, and thats it, so no calculation must be done by ut2vote.
ProAsm
06-24-2003, 03:18 PM
Depending how you setup a ClanMatch, if you disable Voting then it keeps track of the score etc and displays the status at the end of a ClanMatch and does a screenshot for everyone - its like that in 1.6 already.
I will not be doing a SuddenDeath in 1.7 at this stage as I want to get it out now.
Question I asked Yakomo, but hes gone on holiday for 2 weeks.
Why play with TimeLimit only ?
Why do clans not play with scorelimits rather, in that way its impossible to go overtime.
legacy-TDW-Socke
06-24-2003, 06:32 PM
because it's not up to the clans, to decide, how they play it, it's up to the leagues, and i don't know any leage, where they use scorelimit.
and yes, ut2vote takes the screenshot, but if i have to play 2 maps, and a third, if the first two give me a 1:1 result, but only then, i'm in trouble, because ut2vote doesn't know, if we have to play a third map ;) that's why i had the idea, to stop the clanmatch and do the result manually...
anoteher thing would be, taking the result-score not by color, but by team (better teamname) because in all leagues i know, it's possible, that on the first map, team a is red, and on the second it's blue. That's because one team decides wich map to play, and the other one decides, wich color they want... that's to keep teams from voting for an unsymetric map and also taking the better color (eg gauntlet and blue on ut1). in tdm it's afaik not important...
legacy--|BC|-Abed'nego
06-26-2003, 11:54 PM
For some reason it's only taking one vote for something to pass. I had three people connected to the server, I voted for a map, and by my one vote it passed when the other two guys did not vote.
Is this right? If people don't vote does that remove them from the equation? If not, where is the setting to control the % of Yes votes to pass a called vote?
Thanks in advance,
legacy-TDW-Socke
06-27-2003, 04:46 AM
roll up this mega-thread a few pages, and you will find the reason. it's right...
the next version has a configurable percentage for the vote, to take pass. it works fine btw ;)
hmm ben, another stupid question (and i got no answer to the last one ;) ):
is it possible, to do the chatlogging not ijn one big file, but in a file for each map played, like localstats does? so the logs could be accessed, while the server is up and without shuting down the logging.
legacy--|BC|-Abed'nego
06-27-2003, 03:46 PM
Originally posted by TDW-Socke
roll up this mega-thread a few pages, and you will find the reason. it's right...
the next version has a configurable percentage for the vote, to take pass. it works fine btw ;)
I checked back through the thread and read that the max % to see would be 40%. I had 1/3, so that's 33%, and the vote passed. I saw the table that ProSam posted. I'll check one more time but I am positive that this happened.
/patiently waiting for 1.7
Were it not for this particular "feature" UTVote would be running on my server right now, but until I can jack the percentage up I can't put it on there. Too many nooblars would vote and we'd have constant map switching. 51% is the minimum, in my opinion, for a mutator or map switch.
Also, what exactly does the "bRandomVote" switch do? I've tested this with it set to both true and false and I can't detect a difference. Or perhaps I'm a nooblar as well. ;)
I really REALLY like this voting system, if I could just jack up the percentages...
How can I assist in getting 1.7 up and out the door? I will do anything I can to help. Need a computer? Need some food? Need a beta tester? Need a couple bucks? And by the way, you ought to set up PayPal. I'm sure lots of people would send a couple bucks your way to help support this free tool. I know *I* would. :)
Socke, why not just *use* localstats for the chat logging? Combined with StatsDB it's a wonderful system.
ProAsm
06-27-2003, 03:48 PM
Regarding the voting
No it should not accept 1 out 3 for a pass.
The only time it will do this is:
1. You are logged on as Admin, therefore you get preference.
2. The other 2 players did not vote in the prescribed time.
In Random voting it only takes into account the number of players that have voted in the prescribed time.
Lets say you have set that time for 30 seconds and you have 20 players on your server.
At game end the menu pops up to vote, after 30 seconds only 10 players have voted. All it needs now is 4 same votes for a pass.
This is currently the vote acceptance table for 1.6
1 = 1
2 = 2
3 = 2
4 = 2
5 = 2
6 = 2
7 = 3
8 = 3
9 = 3
10 = 4
11 = 4
12 = 4
13 = 4
14 = 5
15 = 5
16 = 6
18 = 7
20 = 8
24 = 9
28> = 10
Version 1.7 has an Percentage option which can be set by the Admin.
Regarding a Chatlog for each map - wow, mmm ok, I'll look into that. Only problems I can see is if a map is restarted or played a second time, the current chat will just continue of that maplog as I cannot delete files from code.
Eish, this could get messy, but maybe I put an option in the ini file for this.
Regarding Clan changes.
At this stage I'm not touching that code, it took Yakomo and I a very long time to get it right as it is now, and is very tricky and I dont wanna go muck it up at this stage.
Maybe a later version.
legacy--|BC|-Abed'nego
06-27-2003, 04:45 PM
ahhh, I see. The other two players *did not* vote. That's what I was afraid of.
I think the tendency of most players is to ignore a vote in mid-game if its something they don't want. I disabled the pop up menu because in certain types of games, if you are in mid-air over a chasm you will most definitely fall and die while you are scrambling to click the vote menu. You basically lose control of your player when the menu pops up.
I'm very very new to this voting mechanism, so I'm probably missing something. I would personally not want the vote system to discount players that do not vote. I would assume that a non-vote is a NO vote. Furthermore, what would be outstanding is that if the game *paused* if a vote was called for a new map or mutator and the in game menu popped up. It would protect people from falling and dying or heading into an undesired area.
So what I'm hearing is that I need to set bRandomVote to "False" and UTVote will count non-votes as NO votes?
And again, if there's any way I can help out, I'd love to. I'm not a *complete* newbie, and perhaps a newbie point of view might help...
ProAsm
06-27-2003, 05:10 PM
Yes, if you want all votes to count out of total players, then set bRandomVote=False
The menu auto popup only happens at game end and it should be set on.
bNoVotePopup=False
bDoGamePopup=False
The bDoGamePopup is the one that effects popups ingame.
In mid game, the menu will not popup automatically, instead a message will appear in the middle of the screen saying something like < Vote was made - Mutate UT2VoteMenu > then as a player hits his ScrolLock key or what ever key he uses, the Yes/No window will appear for him to vote. After the timeout it will just say <Vote has failed> if a vote was not passed.
legacy--|BC|-Abed'nego
06-27-2003, 05:15 PM
Yup, I'd turned off the ingame popup.
That's great! I'm glad to hear of that setting!
Now the last thing is to figure out how to set the default VoteMenu key to the 'Home' key. I got so many complaints that people couldn't find the menu key. People are so used to crummy MapVote that they don't notice the different welcome screen when they join a server.
What I'll do is set up ServerAds to inform people that they can switch the menu key and that if they haven't, the default key is on Scrollock.
Loving 1.6 now, can't wait for 1.7... :)
ProAsm
06-27-2003, 05:40 PM
Well there is 2 ways to set it on the Home key.
1. In the User.ini file look for Home= then set it as:
Home=Mutate UT2Votemenu
2. While ingame, bringup the VoteMenu (Mutate UT2VoteMenu or hit the ScrollLock) then click on Client.
There you will see a place to set the keybind. Click on the key and press Home.
legacy-TDW-Socke
06-27-2003, 07:08 PM
i wouldn't say, brians mapvote is "crummy" whatever that means... he has another intention for the votesystem. but it is also very nice, and i used it until ben offered the 1.6. the reason i changed to ut2vote was, that it has lots of admin-features, wich brian don't want's to integreate in mapvote, but for 100% ffa servers, i think mapvote is as good as ut2vote.
I like brians desing more than bens (sorry to say so), but thats not important for me. the 1.7 is great stuff. one would need lots of tools, to replace it...
if you want to have a look at it, join our public server, where it is already installed, and give us some feedback ;)
unreal://213.202.202.64:7777
and yes, i use localstats and ut2003statsdb, but i raed something, that the chatlog doesn't work with 2225. if it does, there is no need for splitting the ut2vote chatlog ;)
legacy--|BC|-Abed'nego
06-27-2003, 07:20 PM
Dang, I meant to delete the word 'crummy'. That was quite rude of me. I looked at that and told myself not to say it, but then forgot to delete it. My apologies.
I still have the problem where one vote will pass when three people are connected to the server and two do not vote at all. I sent ProAsm my INI files in the hopes that he'd look at them. I know he's very very busy, so Ben, if you don't have time I understand.
I REALLY want to use this but I cannot figure out what I'm doing wrong...
I'll check out the new version! Thanks for the IP!
legacy-Siq_Puppy
07-02-2003, 01:42 PM
Any news on 1.7 being released?
Siq
ProAsm
07-02-2003, 03:16 PM
I am hoping to release 1.7 by next weekend - just waiting for Yakomo to get back from his vacation.
From what started as a minor update has now ended in a major update :)
.:vVv:.Fluffy
07-03-2003, 12:32 PM
Can't wait! Has continued to be one of the things we get good comments on with our clan's servers!
legacy-Yakomo
07-03-2003, 03:16 PM
Hi everybody !!!!
I'm back from a very sunny and relaxing holiday on Fuerteventura. :cool:
I just got back one hour ago and will mail you very soon Ben! Just give me some time to recover from the stressfull trip back (11-hours).
ProAsm
07-06-2003, 06:46 PM
Yo Yakomo, how many days do you need to recover :D
Either your mail box has blown up or something or maybe you just gone on another vacation :)
legacy-Siq_Puppy
07-06-2003, 06:50 PM
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Like little kids in the car to Disneyland cept we are server admins waiting for UT2Vote17.
Is It done yet?
Is It done yet?
Is It done yet?
Is It done yet?
LOL
Siq
legacy-m|x.stalker
07-06-2003, 09:35 PM
Count me in as one of those little kids in the back seat! :cry: :haha:
legacy-TDW-Socke
07-07-2003, 04:30 AM
two weeks :D
legacy-Siq_Puppy
07-08-2003, 12:44 PM
BUMP this mutha up ...
and let ProAsm know I am still in the back seat wondering, "Are we there yet?"
:D
Siq
legacy-|GG|Absolut_X
07-10-2003, 09:06 AM
Anticipation is killing me.....
UT2vote16 is the best by far voting system......
legacy-TDW-Socke
07-10-2003, 10:24 AM
hehe, ut2vote1.7 is imho much better ;)
just imagine hourly switching of the standart-mode... no more discussionw, if you run a ctf or tdm or insta wharever server, you can run all automaticly ;) i really love it :D
btw, the 1.7 beta is also running on our ffa-server, if you want to have a quick look at it:
unreal://213.202.202.64:7777
but ProAsm mentioned somewhere, that the final 1.7 will be out soon, and /me is already collecting new ideas for the 1.8 :bulb: :D
legacy-|GG|Absolut_X
07-10-2003, 10:38 AM
yup be sure i will chec it out i use utvote on my T1 server all the time....
Dunno if any1 else has asked this but is there any known bug of ut2vote16 with invasion coz as far as i know if i go on the server alone and start an invasion game it worx fine but if more there are more ppl on the ready and we start the game it just ends
u have a link to utvote website any1?
legacy-TDW-Socke
07-10-2003, 11:04 AM
that invasion bug is nothing with ut2vote. look here... (http://www.unrealadmin.org/modules.php?name=Forums&file=viewforum&f=12)
if that's your problem, i can send you the corresponding part of my ini...
proasms homepage: http://www.unrealza.co.za/proasm
legacy-|GG|Absolut_X
07-10-2003, 02:04 PM
Thnx socke u cannot believe how many months ive tried to solve that problem thinkin of mutator incompatiblity to anything you can imagine glad thats fixed though a big thnx :D :D
Although |GG| is a CTF clan i find that insta improves ur aim quite a bit and its well fun with the right mutators.
legacy-Siq_Puppy
07-16-2003, 02:51 PM
ProAsm,
Are we there yet? My back teeth are floating, I'm hungry and I have a huge hemmaroid from sitting in the back seat too long!
:D
Siq Puppy
ProAsm
07-16-2003, 08:50 PM
I have struck a few problems and to correct it I have to re-write a whole bunch of stuff and move things around a bit then one last beta test and it should be out.
Hopefully aiming at sunday all going well.
legacy-TDW-Socke
07-17-2003, 03:58 AM
I'd say: 2 weeks :D
ben, is it that ttm thing, why you have to redo things, or did you find something else?
ProAsm
07-17-2003, 07:03 PM
Yip, its the TTM thing.
I have not started on it yet but will do so tomorrow as I've been busy setting up my new PC and stuff but thats all done now.
legacy-Fisch
07-21-2003, 04:57 PM
Hi!
I wanti use the line Commands="" to have different .ini for every game.
e.g.
GameType=(GameName="Conquest Marines",AllowVote=True,RequiredPlayers=1,MapLimits=0,Serv erName="None",UseMapList=False,DefaultMap="CMAS-ArcForce",MapPrefix="CMAS",GameClass="CMGame.CMAssault",Mutators="",Commands="?ini=CM2003.ini")
But when i add this and vote for this game the standard ut2003.ini file is used.
What's wrong?
Thanks for your replys!
ProAsm
07-21-2003, 05:47 PM
The Ini file is a Server file and not a Game file and is only loaded when the server starts up.
What you can try though, no guarentees is this.
Instead of what you have as:
......,Commands="?ini=CM2003.ini")
try:
......,Commands=" -ini=CM2003.ini")
Note the space between the " and the -ini=
Let me know what happens ;)
legacy-Fisch
07-21-2003, 06:07 PM
Hi!
Thanks for your reply!
When i use this and vote for CM2003 then ut2vote switch fom DM-Antalus (my standard map) to the first CM map. But after the mapchange the server is still running DM-Antalus. When i click on the "Game" Button in the ut2vote menu nothing happens.
I have to use the cm2003.ini file because when i try to vote for the game without this ini every CM- weapons are missing.
ProAsm
07-21-2003, 07:08 PM
Ok - well there is nothing you can do about getting the ini file to load on the fly so to speak.
These authors think they are smart when they make a dedicated UT2003 ini file, but if they only knew how it screwed the Server Admin up as most servers have a Voting mutator running these days to switch games - pity :(
Anyways there is a way out for you but you will have to be on the server unless you give someone else the UT2Vote Password.
This is what you do.
Create yourself a new Server startup batch file with 2 command lines like this:
loop:
ucc.exe server ..... the stuff for a normal DeathMatch Game also add UT2Vote.... ?Mutator=UT2Vote16.UT2Vote -ini=UT2003.ini
ucc.exe server ..... the stuff for CMGame.CMAssault?Mutator=UT2Vote16.UT2Vote -ini=CM2003.ini
goto loop
Now while you are playing and and want to switch games, logon on as a UT2Vote Admin.
Bring down the Console and type: (beware this is case sensitive)
Mutate UT2VoteExitServer
The server will now restart and your CMAssault game will start.
When you want to switch back to normal games just logon as Admin and send the command again.
A bit of a pain but that will work :)
legacy-|GG|Absolut_X
07-21-2003, 08:22 PM
utvote17 :cry: :cry: :cry:
getting any closer ProAsm to a definate release date? sorry to bug ya anticipation is givin me twitches, i sleep at night and i wake up screaming utvote17!!!!
NOT!!! :D :D
getting any closer ?
legacy-Fisch
07-22-2003, 05:30 PM
Originally posted by ProAsm
These authors think they are smart when they make a dedicated UT2003 ini file, but if they only knew how it screwed the Server Admin up as most servers have a Voting mutator running these days to switch games - pity :(
Sad, but true
Originally posted by ProAsm
Anyways there is a way out for you but you will have to be on the server unless you give someone else the UT2Vote Password.
This is what you do.
Create yourself a new Server startup batch file with 2 command lines like this:
loop:
ucc.exe server ..... the stuff for a normal DeathMatch Game also add UT2Vote.... ?Mutator=UT2Vote16.UT2Vote -ini=UT2003.ini
ucc.exe server ..... the stuff for CMGame.CMAssault?Mutator=UT2Vote16.UT2Vote -ini=CM2003.ini
goto loop
Now while you are playing and and want to switch games, logon on as a UT2Vote Admin.
Bring down the Console and type: (beware this is case sensitive)
Mutate UT2VoteExitServer
The server will now restart and your CMAssault game will start.
When you want to switch back to normal games just logon as Admin and send the command again.
A bit of a pain but that will work :)
Ok, thanks for this hint. I will test this tomorrow.
legacy-TDW-Socke
07-23-2003, 07:02 AM
hmm, sadly, we can't change the server-startup-batch :(
exessive has done it right, you can define it as gametype, so you don't have to add serverpackages, and only, if exessive starts, you must download the mutator...
I'd also like to add faceoff, marblemania and unrealspeed, just to mention some, but no go...
regarding the 1.7: we are at beta 176 now...
You know, just 2 more weeks :lol: haven't we already heard that one ?
legacy-Fisch
07-23-2003, 09:25 AM
Originally posted by TDW-Socke
I'd also like to add faceoff, marblemania and unrealspeed, just to mention some, but no go...
Hi!
I can run the faceoff mod at my server. You have to add this lines to your ut2003.ini:
[Core.System]
Paths=../Faceoff/System/*.u
Paths=../Faceoff/Maps/*.ut2
Paths=../Faceoff/Textures/*.utx
Paths=../Faceoff/Sounds/*.uax
Paths=../Faceoff/StaticMeshes/*.usx
Paths=../Faceoff/Animations/*.ukx
Paths=../Faceoff/Saves/*.uvx
Then it works.
legacy-TDW-Socke
07-23-2003, 02:57 PM
but you also have to add the serverpackages, right?
so everybody has to download it, even if he doesn't care about FO.
ProAsm
07-23-2003, 03:05 PM
Being a Game it does not need a ServerPackage.
DuelGame does not need ServerPackages for instance.
legacy-Fisch
07-23-2003, 03:08 PM
Hi
I can run Faceoff without the serverpackages variable but then the clients must have the mod installed.
ProAsm
07-23-2003, 03:22 PM
I dont have FaceOff yet so I cannot comment on itself but a Game will auto download all the necessary files to the Client without a ServerPackages=
There is no harm done by adding a ServerPackage to a game, the only problem is some Mods send out a HUGE Music file which is useless on the server, but most Admin just install the mod, Music file and all, and then the poor client ends up getting a 100 meg music file which he did not need in the first place.
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