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  1. #41

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    Ahhhh. I had assumed that would take me out of the current session, I should have known better.
    Thanks.
    Losing faith in gamers/people, one forum rant at a time...

  2. #42
    MSgt. Shooter Person
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    This mod has made UT3's UI infinitely better for me, and I much prefer the new way of handling maps and characters over vanilla... Props to all your hard work and success.

    However, there is one problem I have encountered. I don't know if anyone else has this problem, but when I use MapMixer 3.00, UT3 no longer updates my achievement progress. For example, I have gotten the "Biohazard" award in several matches, but it remains stuck at 3/10 when it should be around 8/10 or so. Similarly, the deathmatch achievement is stuck at 37/100 when I'm sure it should be around 50...

  3. #43
    Iron Guard
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    Quote Originally Posted by TheFirestorm View Post
    This mod has made UT3's UI infinitely better for me, and I much prefer the new way of handling maps and characters over vanilla... Props to all your hard work and success.

    However, there is one problem I have encountered. I don't know if anyone else has this problem, but when I use MapMixer 3.00, UT3 no longer updates my achievement progress. For example, I have gotten the "Biohazard" award in several matches, but it remains stuck at 3/10 when it should be around 8/10 or so. Similarly, the deathmatch achievement is stuck at 37/100 when I'm sure it should be around 50...
    Whether Awards Progress is enabled or not is up to Epic and is recorded in the log file.

    A quick glance at my log file reveals the following, after the match URL is invoked:

    Code:
    Log: Award progress has now been fully reenabled!
    So according to that, there should be no problem. Although I haven't done any extensive testing on this whole issue, I only play matches using mapmixer and I have awards registered.

    Anyone else care to comment on their experiences?


    Checked your log file?


  4. #44
    Marrow Fiend
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    Had "Paint the town red" unlock during a MM IA game. I think it only counts the first match, though.

    Will investigate.

    Had no mutators on, running through MM Advanced Session, got Top Gun in 2 successive botmatches. Only one counted toward the Ace Award.

    Code:
    Log: >>>>>>>>>>>>>> Initial startup: 11.08s <<<<<<<<<<<<<<<
    ScriptLog: Retrieving Profile Settings for UI PlayerIndex 0
    Log: Changing subtitle setting, new value: 1
    ScriptLog: UTPlayerController - Setting netspeed to 10000
    Log: FSTUNClient resolved stunserver.org (132.177.123.13)
    Log: FSTUNClient starting test 1...
    MapMixer Info: >> Attempting to login with name 'u1849ka' bLocalOnly: False
    Log: GConfig::Find has loaded file:  ..\UTGame\Localization\int\UTGameUI.int
    ScriptLog: Login change...requerying profile data
    ScriptLog: UTPlayerController::OnReadProfileSettingsComplete() - bWasSuccessful: True, ControllerId: 0
    ScriptLog: Retrieving Profile Settings for UI PlayerIndex 0
    Log: Changing subtitle setting, new value: 1
    ScriptLog: UTPlayerController - Setting netspeed to 10000
    Log: Performing DNS lookup for stun.xten.com
    Log: FSTUNClient resolved stun.xten.com (75.101.138.128)
    Log: FSTUNClient starting test 1...
    Log: FSTUNClient starting test 2...
    Log: FSTUNClient test timeout, NAT is strict.
    Log: Browse: vCTF-Suspense?Name=u1849ka?team=0?Class=?Game=UTGameContent.UTVehicleCTFGame_Content?GoalScore=3?TimeLimit=20?MaxLives=0?ForceRespawn=False?SpawnProtectionTime=2?QuickStart=?demo=?Mutator=MapMixer.MapMixer?bAutoNumBots=false?NumPlay=8?MaxPlayers=12?RedNumPlay=4?BlueNumPlay=4?Difficulty=0.0000
    Log: Award progress has now been fully reenabled!
    Log: LoadMap: vCTF-Suspense?Name=u1849ka?team=0?Class=?Game=UTGameContent.UTVehicleCTFGame_Content?GoalScore=3?TimeLimit=20?MaxLives=0?ForceRespawn=False?SpawnProtectionTime=2?QuickStart=?demo=?Mutator=MapMixer.MapMixer?bAutoNumBots=false?NumPlay=8?MaxPlayers=12?RedNumPlay=4?BlueNumPlay=4?Difficulty=0.0000
    ScriptLog: Desc: Vehicle CTF
    Log: Starting memory preloaded movie...UT_loadmovie8 ()
    Log: Waiting for memory preloaded movie to finish loading ...
    Log: Playing movie [UT_loadmovie8]
    Log: Got memory preloaded movie event!!!
    Log: Unmute bink movie
    Log: ClearAllAnimSetLinkupCaches - Took 19.12ms
    ScriptLog: Clearing online delegates for UTEntryPlayerController_0 (Player:LocalPlayer_0)
    Log: Virtual  memory allocation size: 238.98 MByte (250585088 Bytes)
    Log: Physical memory allocation size:   0.00 MByte (0 Bytes)
    Log: Game class is 'UTVehicleCTFGame_Content'
    Log: Primary PhysX scene will be in software.
    Log: Creating Primary PhysX Scene.
    Log: Novodex Terrain Creation (Terrain_1): 17.169680 ms
    
    
    ............
    
    'CurrentGame' DataStoreValue 'ServerName'
    ScriptLog: ProcessServerTravel: vCTF-Sandstorm?Game=UTGameContent.UTVehicleCTFGame_Content?GoalScore=3?TimeLimit=20?MaxLives=0?ForceRespawn=False?SpawnProtectionTime=2?QuickStart=?demo=?Mutator=MapMixer.MapMixer?bAutoNumBots=false?NumPlay=12?MaxPlayers=12?RedNumPlay=6?BlueNumPlay=6?Difficulty=0.0000
    Log: URL: Adding default option Name=u1849ka
    Log: URL: Adding default option team=0
    Log: URL: Adding default option Class=
    Log: SeamlessTravel to: vCTF-Sandstorm
    Log: ClearAllAnimSetLinkupCaches - Took 21.87ms
    Log: Primary PhysX scene will be in software.
    Log: Creating Primary PhysX Scene.
    Log: Bringing World EnvyEntry.TheWorld up for play (0) at 2010.01.03-16.32.36
    Log: Bringing up level for play took: 0.002557
    Log: ClearAllAnimSetLinkupCaches - Took 21.89ms
    Log: Failed to parse modifier data store reference - Source '<CurrentGame:ServerName>' DataStoreTag 'CurrentGame' DataStoreValue 'ServerName'
    Log: A cheat was turned on, so award progress is now disabled
    ScriptWarning: UTVehicleCTFGame_Content EnvyEntry.TheWorld:PersistentLevel.UTVehicleCTFGame_Content_1 (Function UTGame.UTGame:Logout:003F) Accessed None 'HasFlag'
    Log: Game class is 'UTVehicleCTFGame_Content'
    Log: Primary PhysX scene will be in software.
    Log: Creating Primary PhysX Scene.
    Random excerpt from log file where awards were turned on, then turned off again. Will save this log file.

    Match went: Suspense, Sandstorm (where I was not able to get a Top Gun by dogfighting with the other Fury) and then to Suspense Necris where I got it again Raptr v. Fury, but the Awards were turned off before I ever got to Sus. Necris. Normal MM map progression. Set to Distribute Shuffle.

    2nd test:

    Code:
    Log: Performing DNS lookup for stunserver.org
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\UTBlossomMut.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\UTMapMixer.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\UTMapMixerFrontEndUI.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\UTMapMixerUI.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\UTMapMixer_Client.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\UTMapMixer_ListsBots.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\UTMapMixer_ListsFactions.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\UTMapMixer_ListsGameRules.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\UTMapMixer_ListsMaps.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\UTMapMixer_ListsMutators.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\UTMapMixer_MapDatabase.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\UTMapMixer_Session.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\UTMutator_Gibalicious.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\UTMutator_TeamColorControl.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\DLC_MapInfo.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\TitanPack.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\UTCBP3_Pickups.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Config\UTDom.ini
    Log: GConfig::Find has loaded file:  ..\UTGame\Localization\int\UTDom.int
    PlayerManagement: Creating new player with ControllerId 0
    PlayerManagement: Successfully created new player with ControllerId 0: LocalPlayer_0
    Log: Browse: UTFrontEnd_MapMixer?Name=u1849ka?team=0?Class=
    Log: Award progress has now been fully reenabled!
    Log: LoadMap: UTFrontEnd_MapMixer?Name=u1849ka?team=0?Class=
    Log: Virtual  memory allocation size: 185.24 MByte (194240512 Bytes)
    Log: Physical memory allocation size:   0.00 MByte (0 Bytes)
    Log: GConfig::LoadFile associated file:  ..\UTGame\Config\UTMapMixer_ListsMapSources.ini
    Log: GConfig::LoadFile associated file:  ..\UTGame\Config\UTMapMixer_ListsMapDefaults.ini
    Log: Game class is 'UTEntryGame'
    Log: Primary PhysX scene will be in software.
    Log: Creating Primary PhysX Scene.
    Warning: USkeletalMeshComponent::InitArticulated : No PhysicsAsset defined for 
    
    UTFrontEnd_MapMixer.TheWorld:PersistentLevel.UTCustomChar_Preview_1.SkeletalMeshComponent_11 with 
    
    skeletalmesh CH_IronGuard_Male.Mesh.SK_CH_IronGuard_MaleA
    PerfWarning: InstanceGeom: 2.186287 ms - 166 Convex, Terrain 0.000000 ms, PerTriSM 0.000000 ms, 
    
    InitArticulated 0.029277 ms, BodyInst Alloc 3.181331 ms, InitBody 35.013039 ms
    PerfWarning: NxActor Creation: 24.985243 ms
    Log: Bringing World UTFrontEnd_MapMixer.TheWorld up for play (0) at 2010.01.03-17.15.50
    Log: Bringing up level for play took: 0.147449
    ScriptLog: UTPlayerController::OnReadProfileSettingsComplete() - bWasSuccessful: True, ControllerId: 0
    Log: UTEntryPlayerController_0 got player LocalPlayer_0
    ScriptLog: UTPlayerController::ClientSetOnlineStatus() - Setting online status for ControllerId: 0
    Log: ########### Finished loading level: 1.449155 seconds
    Init: Game engine initialized
    Upon entering MM, awards work fine.

    Code:
    Log: Performing DNS lookup for stun.xten.com
    Log: FSTUNClient resolved stun.xten.com (75.101.138.128)
    Log: FSTUNClient starting test 1...
    Log: FSTUNClient starting test 2...
    Log: FSTUNClient test timeout, NAT is strict.
    Log: Browse: vCTF-Rails?Name=u1849ka?team=0?Class=?Game=UTGameContent.UTVehicleCTFGame_Content?
    
    GoalScore=3?TimeLimit=20?MaxLives=0?ForceRespawn=False?SpawnProtectionTime=2?QuickStart=?demo=?
    
    Mutator=MapMixer.MapMixer?bAutoNumBots=false?NumPlay=14?MaxPlayers=14?RedNumPlay=7?BlueNumPlay=7?
    
    Difficulty=0.0000
    Log: Award progress has now been fully reenabled!
    Log: LoadMap: vCTF-Rails?Name=u1849ka?team=0?Class=?Game=UTGameContent.UTVehicleCTFGame_Content?
    
    GoalScore=3?TimeLimit=20?MaxLives=0?ForceRespawn=False?SpawnProtectionTime=2?QuickStart=?demo=?
    
    Mutator=MapMixer.MapMixer?bAutoNumBots=false?NumPlay=14?MaxPlayers=14?RedNumPlay=7?BlueNumPlay=7?
    
    Difficulty=0.0000
    ScriptLog: Desc: Vehicle CTF
    Log: Starting memory preloaded movie...UT_loadmovie6 ()
    Log: Waiting for memory preloaded movie to finish loading ...
    Log: Playing movie [UT_loadmovie6]
    Log: Got memory preloaded movie event!!!
    Log: Unmute bink movie
    Log: ClearAllAnimSetLinkupCaches - Took 18.79ms
    ScriptLog: Clearing online delegates for UTEntryPlayerController_0 (Player:LocalPlayer_0)
    Log: Virtual  memory allocation size: 236.86 MByte (248360960 Bytes)
    Log: Physical memory allocation size:   0.00 MByte (0 Bytes)
    Log: Game class is 'UTVehicleCTFGame_Content'
    Log: Primary PhysX scene will be in software.
    Log: Creating Primary PhysX Scene.
    Log: Novodex Terrain Creation (Terrain_2): 3.123123 ms
    Log: Novodex Terrain Creation (Terrain_0): 2.996601 ms
    Upon loading into first map (VCTF-Rails), Awards are fine. Earned another tik toward Ace with this match.

    Code:
    'CurrentGame' DataStoreValue 'ServerName'
    ScriptLog: ProcessServerTravel: vCTF-Suspense?Game=UTGameContent.UTVehicleCTFGame_Content?GoalScore=3?
    
    TimeLimit=20?MaxLives=0?ForceRespawn=False?SpawnProtectionTime=2?QuickStart=?demo=?
    
    Mutator=MapMixer.MapMixer?bAutoNumBots=false?NumPlay=10?MaxPlayers=12?RedNumPlay=5?BlueNumPlay=5?
    
    Difficulty=0.0000
    Log: URL: Adding default option Name=u1849ka
    Log: URL: Adding default option team=0
    Log: URL: Adding default option Class=
    Log: SeamlessTravel to: vCTF-Suspense
    Log: ClearAllAnimSetLinkupCaches - Took 22.68ms
    Log: Primary PhysX scene will be in software.
    Log: Creating Primary PhysX Scene.
    Log: Bringing World EnvyEntry.TheWorld up for play (0) at 2010.01.03-17.37.50
    Log: Bringing up level for play took: 0.002356
    Log: ClearAllAnimSetLinkupCaches - Took 20.97ms
    Log: Failed to parse modifier data store reference - Source '<CurrentGame:ServerName>' DataStoreTag 
    
    'CurrentGame' DataStoreValue 'ServerName'
    Log: A cheat was turned on, so award progress is now disabled
    Log: Game class is 'UTVehicleCTFGame_Content'
    Log: Primary PhysX scene will be in software.
    Log: Creating Primary PhysX Scene.
    Log: Novodex Terrain Creation (Terrain_1): 17.122041 ms
    PerfWarning: InstanceGeom: 16.361456 ms - 1237 Convex, Terrain 17.088205 ms, PerTriSM 0.000000 ms, 
    
    InitArticulated 0.000000 ms, BodyInst Alloc 10.405798 ms, InitBody 76.648995 ms
    PerfWarning: NxActor Creation: 63.343085 ms
    Log: Fixing up vCTF-Suspense...
    Log: Bringing World vCTF-Suspense.TheWorld up for play (0) at 2010.01.03-17.37.57
    ScriptLog: Mutators MapMixer.MapMixer
    ScriptLog: bAutoNumBots: False
    ScriptLog: Current map was not found within the active map list
    ScriptLog: Destroying WebServer
    Log: Bringing up level for play took: 0.810359
    SeamlessTravel: >> GameInfo::HandleSeamlessTravelPlayer: UTPlayerController_2
    ScriptLog: UTPlayerController::OnReadProfileSettingsComplete() - bWasSuccessful: True, ControllerId: 0
    ScriptLog: UTPlayerController::ClientSetOnlineStatus() - Setting online status for ControllerId: 0
    SeamlessTravel: << GameInfo::HandleSeamlessTravelPlayer: UTPlayerController_2
    ScriptLog: Retrieving Profile Settings for UI PlayerIndex 0
    Upon progressing into the next map (VCTF-Suspense) Awards are turned off. Got Top Gun but did not count toward Ace.

    Standard Map Progression this time.
    Last edited by Shadow Dancer; 01-03-2010 at 08:51 PM.
    MAP MIXER 3.00 Final! UT ain't complete without it.
    Does any one know where the love of God goes When the waves turn the minutes to hours?
    The searchers all say they'd have made Whitefish Bay If they'd put fifteen more miles behind 'er.
    They might have split up or they might have capsized; They may have broke deep and took water.
    And all that remains is the faces and the names Of the wives and the sons and the daughters.

  5. #45
    MSgt. Shooter Person
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    Interesting... so it's not just me then. I played more of UT3, and it worked the same way. Awards counted for only the first match, but if I tried to replay a map or something in Quick Launch, awards did not count. If I did this, awards didn't count for any other match I played even after exiting to the menu, so I had to restart the game completely.

    But yeah, it seems like only the first matches count towards the achievements. It's too bad, since exiting to the menu after each map tends to get a little tedious.

    I don't really know how to pull the logs out like Shadow did, but hopefully this is helpful feedback anyway.

  6. #46
    Marrow Fiend
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    My Docs > My Games > Unreal Tournament 3 > UTGame > Logs > Launch.txt
    ..........................


    the error:
    Code:
    Log: Failed to parse modifier data store reference - Source '<CurrentGame:ServerName>' DataStoreTag 'CurrentGame' DataStoreValue 'ServerName'
    seems to precede any time the awards get disabled, but is not present when they're allowed...
    Last edited by Shadow Dancer; 01-04-2010 at 12:03 AM.
    MAP MIXER 3.00 Final! UT ain't complete without it.
    Does any one know where the love of God goes When the waves turn the minutes to hours?
    The searchers all say they'd have made Whitefish Bay If they'd put fifteen more miles behind 'er.
    They might have split up or they might have capsized; They may have broke deep and took water.
    And all that remains is the faces and the names Of the wives and the sons and the daughters.

  7. #47
    Iron Guard
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    Quote Originally Posted by Shadow Dancer View Post
    My Docs > My Games > Unreal Tournament 3 > UTGame > Logs > Launch.txt
    ..........................


    the error:
    Code:
    Log: Failed to parse modifier data store reference - Source '<CurrentGame:ServerName>' DataStoreTag 'CurrentGame' DataStoreValue 'ServerName'
    seems to precede any time the awards get disabled, but is not present when they're allowed...
    Thanks for that. I'll have a look when I get some time. It could be a trigger.

    I've been working casually on a couple of fixes for mm 3.0 (will release 3.01) and I'll spend some time looking at this one.

    Edit: Yeah, looks like it does trigger the Cheat Detection after the first map. That's a real bummer but I'll see if there is anything that can be done, though it may be totally out of my hands.
    Last edited by sinx; 01-04-2010 at 04:31 AM.


    Checked your log file?


  8. #48
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    In the default UT3 interface my map preview pic shows up fine, but not in mapmixer, wtf?

  9. #49
    Iron Guard
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    Quote Originally Posted by »TheHitMan« View Post
    In the default UT3 interface my map preview pic shows up fine, but not in mapmixer, wtf?
    Most often this occurs because map authors are using a Material as their Preview Image. MapMixer only supports Textures. Materials are often use to create 'slideshows'.

    If that isn't the case then you need to:

    1. Check your Log file and you'll see a warning message for the failed texture load.
    2. Check the reference is correct for you map in UTMapMixer_MapDatabase.ini. You shouldn't edit this by hand - but it's just a point to check.


    Checked your log file?


  10. #50
    MSgt. Shooter Person
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    Quote Originally Posted by sinx View Post
    Most often this occurs because map authors are using a Material as their Preview Image. MapMixer only supports Textures. Materials are often use to create 'slideshows'.
    Yes, I do that too in my maps. Is it possible to implement this in mapmixer ?
    My stuff reuploaded (most of them) to FileFront (again): http://www.filefront.com/user/HO0815XX

  11. #51
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    Quote Originally Posted by sinx View Post
    Most often this occurs because map authors are using a Material as their Preview Image. MapMixer only supports Textures. Materials are often use to create 'slideshows'.
    Any plans of fixing it? Some maps, like the MSUC Phase 2 (I think) "Best Graphics in Map" winner "Araja ][" deserve it.

  12. #52
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    I'm using a texture for the preview. Like I said it shows up fine in the default UT3 menu, but not mapmixer. I'm not doing anything different than the maps which previews do show up.
    Last edited by »TheHitMan«; 01-09-2010 at 03:28 PM.

  13. #53
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    Speechless. Installing. Going to play UT3 until I throw up.
    I want to play Unreal for a living.

  14. #54
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    Quote Originally Posted by Fuzz2k7 View Post
    Speechless. Installing. Going to play UT3 until I throw up.
    Dude that's hazardous to your health!

  15. #55
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    Funny, I always feel better after throwing up a good meal.

    This was great thou. So many options. Best part is being able to save all kinds of configurations.
    I want to play Unreal for a living.

  16. #56
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    Quote Originally Posted by Whom massacre you View Post
    Any plans of fixing it? Some maps, like the MSUC Phase 2 (I think) "Best Graphics in Map" winner "Araja ][" deserve it.
    MapMixer is internally designed to cache and draw Texture2D classes. I originally made this decision due to 2 things. [A] All Epic maps used Textures; and [B] I had some issues drawing a Material to the Canvas (which I have now worked out).

    To support Materials would require some re-working of some internals of mapmixer, such as my image cache class, which means a little bit of work :C. I've just spent 120 hours playing Dragon Age and along with Mass Effect 2 coming out, and my list of other games, I don't have a lot of free time lately. Though I do currently have a MapMixer 3.01b, which contains a couple of fixes.

    Quote Originally Posted by »TheHitMan« View Post
    I'm using a texture for the preview. Like I said it shows up fine in the default UT3 menu, but not mapmixer. I'm not doing anything different than the maps which previews do show up.
    I know this is becoming very clichéd and I really need to think up something more original but 'Check your log file'. :P

    Quote Originally Posted by Fuzz2k7 View Post
    Funny, I always feel better after throwing up a good meal.
    I just love random.


    Checked your log file?


  17. #57
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    I did check the log file, I did not recieve any errors of any kind after loading the map, so I dont know what to tell ya.

  18. #58
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    Quote Originally Posted by »TheHitMan« View Post
    I did check the log file, I did not recieve any errors of any kind after loading the map, so I dont know what to tell ya.
    Did you go through a process of changing the name or location of the preview image at any point? If so, MapMixer's own cache of map info (ie UTMapMixer_MapDatabase.ini) will need to be refreshed. Do the following:

    1. Select the map in either the maps tab of the Quick Session Menu or the Available Maps list (right) in the Map List editor in the Advanced Session Menu.
    2. Press F5.
    3. Select 'Basic' from the Dialog that then appears.
    4. You may need to close and re-open the current menu to see the change.


    Checked your log file?


  19. #59
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    Okay well deleting the mapmixer map database ini helped. Shows up now.
    Last edited by »TheHitMan«; 01-10-2010 at 01:42 AM.

  20. #60
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    Quote Originally Posted by »TheHitMan« View Post
    Okay well deleting the mapmixer map database ini helped. Shows up now.
    You didn't have to delete the whole file - just follow my instructions above.


    Checked your log file?


  21. #61
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    Yes I tried your instructions as followed exactly, it did not help.

  22. #62
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    Quote Originally Posted by »TheHitMan« View Post
    Yes I tried your instructions as followed exactly, it did not help.
    Not quite sure what to say. I just tested this myself by opening the UTMapMixer_MapDatabase.ini and deliberately breaking an image preview and then running the game and selecting the map from the Quick Session Menu (which was blank obviously) and then hit F5 (and selected 'Basic') and then closed and re-opened the menu and it worked correctly.

    A direct examination of the Log file would have to be performed, if for some reason that didn't work. You'd also want to check the actual image reference for the map entry in the UTMapMixer_MapDatabase.ini file to make sure that is correct.


    Checked your log file?


  23. #63
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    I've made a small number of fixes available as a partial release - 3.01b, which can be found at the mapmixer site. Keep in mind that it requires the original 3.00 Release to be installed first.

    Changelog included in the beta release.

    You'll note that the MapMixer Client has been updated to version 3.01, which has the side-effect of removing all your Client-side customisations. These can be re-instated by opening your Config/UTMapMixer_Client.ini file and replacing all occurrances of "MapMixerClient-300" with "MapMixerClient-301" - just make sure you do this before you run the game, or 301 items for this file will be added automatically and performing the search and replace will result in duplicate sections.

    I'll release a final 3.01 version when this beta has been tested more.


    Checked your log file?


  24. #64

    Default

    I can't say I have experienced any of the problems listed in the 3.01b version. But I have one small issue to report. Both of us are using 3.00. One person creates a password prrotected listen server (using MM), I try and join and right before it should ask me for the password, it goes back to the main menu (in MM). I have to go to the default menu to join the server.

  25. #65
    Iron Guard
    Join Date
    Sep 2007
    Location
    Adelaide, South Australia
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    550

    Default

    Quote Originally Posted by Odedge View Post
    I can't say I have experienced any of the problems listed in the 3.01b version. But I have one small issue to report. Both of us are using 3.00. One person creates a password prrotected listen server (using MM), I try and join and right before it should ask me for the password, it goes back to the main menu (in MM). I have to go to the default menu to join the server.
    To be honest, I don't have a lot of experience with password protected servers, however I will say the following:

    1. The password protection (ie ?GamePassword=xxx?) is not a function of MapMixer but a function of UT3.
    2. The Server Browser is supplied by UT3 and MapMixer simply links to that menu, so MapMixer provides no extended functionality with the Server Browser or joining matches.
    3. Joining of matches is a function of UT3, not MapMixer. MapMixer simply sets up the Server URL and UT3 launches the match - MapMixer then does nothing until the first map has loaded.
    4. I also find that a lot of people confuse the Game Password with the Admin Password option (not saying you are but just simply mentioning it).

    So, the Game Password option is something handled by UT3 - but I'm not sure of the specifics.


    Checked your log file?


  26. #66

    Default

    Quote Originally Posted by sinx View Post
    4. I also find that a lot of people confuse the Game Password with the Admin Password option (not saying you are but just simply mentioning it).

    So, the Game Password option is something handled by UT3 - but I'm not sure of the specifics.
    Just to be clear, I am not confusing the two. In fact, I gain admin access once I have connected to the server. While it's not really a big deal, it's just a little pain to use the default browser.

    IF MM just links directly to the default MP browser, is there something that could be messing it up anyways?

  27. #67
    Iron Guard
    Join Date
    Sep 2007
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    Adelaide, South Australia
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    550

    Default

    Quote Originally Posted by Odedge View Post
    Just to be clear, I am not confusing the two. In fact, I gain admin access once I have connected to the server. While it's not really a big deal, it's just a little pain to use the default browser.

    IF MM just links directly to the default MP browser, is there something that could be messing it up anyways?
    MapMixer does use the default MP Browser - although I'm not sure the word 'use' is even relevant because all MapMixer does is tell UT3 to open the MP Browser, it doesn't 'use it' as such. I'm not sure how UT3 handles the GamePassword option. All MapMixer does is add it to the game URL when launching the server - UT3 handles everything else. I had a feeling the client had to set it manually in one of their UT3 ini files but I really have no idea on this as I've never used the option with UT3.

    I guess my question to people experienced with the GamePassword URL option is: What is the standard behaviour? I mean if you simply ignore MM for the moment, what happens when you launch a server via the command line with the GamePassword URL option? - As in, what happens when joining this server? I say this because all MapMixer does is construct the Server URL and let UT3 handle the rest.


    Checked your log file?


  28. #68
    Prisoner 849
    Join Date
    Aug 2009
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    Hobart, Tasmania, Australia
    Posts
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    Default

    Sinx m8 can you override the 16 bots/humans you can play or do need to make a new mutator for that stuff?
    Intel Quad Core i7 860 2.80-3.20Ghz, Gigabyte GA-P55-UD3, 8GB 1333 DDR3 Zeppelin Ram, Navida GTX 460 1GB, Windows 7 64.

    Deinonychus the Raptor

  29. #69
    Iron Guard
    Join Date
    Sep 2007
    Location
    Adelaide, South Australia
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    550

    Default

    Quote Originally Posted by Zerglings View Post
    Sinx m8 can you override the 16 bots/humans you can play or do need to make a new mutator for that stuff?
    I haven't purposely defined a 32 player limit, although I have use the MaxPlayersAllowed value from the engine.GameInfo class. On retrospect, I should have use the UTGame.UTGame MaxPlayersAllowed value, which is hard coded to 64, which as you know is the engines current updated limit.

    I'll make the small adjustment necessary for MapMixer to reflect this higher value.


    Checked your log file?


  30. #70
    Prisoner 849
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    Default

    Should have added CTF, VCTF, Greed and War style.

    eg: 14v18 With help from your faction AI controls the small teams AI is tweeked more then other for balances issues.
    Intel Quad Core i7 860 2.80-3.20Ghz, Gigabyte GA-P55-UD3, 8GB 1333 DDR3 Zeppelin Ram, Navida GTX 460 1GB, Windows 7 64.

    Deinonychus the Raptor

  31. #71
    Iron Guard
    Join Date
    Sep 2007
    Location
    Adelaide, South Australia
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    Default

    Quote Originally Posted by Zerglings View Post
    Should have added CTF, VCTF, Greed and War style.

    eg: 14v18 With help from your faction AI controls the small teams AI is tweeked more then other for balances issues.
    I mentioned UTGame.UTGame as it is the base for UT3 gametypes and it's just a spot to get the number from. It bares no relationship to any limitation for all gametypes.


    Checked your log file?


  32. #72
    MSgt. Shooter Person
    Join Date
    Mar 2009
    Posts
    50

    Default

    good job, thx!!!!
    [http://unreales.forumcommunity.net/] [Foro UDK en Español]
    [www.MasterPlayer.com.ar] Servidor Latino Argentino]


    I recommend Malcolm for UT3: Click Here by The_Slaughter.
    I recomment DM-Hear of the mountain Click Here
    I recommend The Ball Click Here.

  33. #73
    MSgt. Shooter Person
    Join Date
    Apr 2009
    Posts
    165

    Default

    Found a large problem.

    Since i play offline and cant log into ut3 with MM it isnt saving my preferances!!

    vanilla ut3 did?

    what should i do.


    i did register on your forum but it was taking to long to activate!

  34. #74
    MSgt. Shooter Person
    Join Date
    Jul 2009
    Posts
    37

    Default

    I've been using 3.01 for a short time, and so far I can say that it performs similarly to 3.00.

    However, that is both good and bad. Good because nothing goes wrong (I honestly couldn't tell what was different). Bad because the same problems haven't been fixed yet. I know it was addressed earlier, but only the first match counts towards an achievement's progress. It gets somewhat bothersome having to return to the main menu so often. :x

    Also, an unrelated problem but troublesome nonetheless: After a current match, it is supposed to display the scoreboard for a set amount of time (if enabled, I have it disabled) then it is supposed to display the map preview, right? For me, it takes forever for the map preview to show up, if at all. It just stays that at the freeze frame as I rotate around my character; it doesn't do anything. Any idea what causes this?

  35. #75

    Default

    While there are some things about MapMixer that I find aggravating, I think we can all agree that it's hands-down a million times better and more flexible than that garbage UI that Epic stuck in UT3. I really am disappointed in how the UI in there seems like an afterthought, especially considering all the detail that went into the game engine and the tools.

    Anyway - many many thanks to the developer of MapMixer. Your labor of love is a gift to all of us. I couldn't setup my LAN game weekends without it.

  36. #76
    MSgt. Shooter Person
    Join Date
    Apr 2009
    Posts
    165

    Default

    Quote Originally Posted by mrkcr84 View Post
    While there are some things about MapMixer that I find aggravating, I think we can all agree that it's hands-down a million times better and more flexible than that garbage UI that Epic stuck in UT3. I really am disappointed in how the UI in there seems like an afterthought, especially considering all the detail that went into the game engine and the tools.
    not when you have to bind all your keys and preferences every time you log on

  37. #77

    Default

    TurdDrive - on that note, yes, I agree with you. It pisses me off too. But I've just resigned myself to doing it every time when I start. Honestly, I think maybe the only reason that works for me is because I rarely play UT3 except on planned well-in-advance weekends when I'm doing a LAN party with friends. In those cases, I'm only setting everything up for that all day session. But if I were playing a lot of the time, I guess I would be getting more annoyed because I have NO patience. Hope maybe the author will fix this one for you.

  38. #78
    MSgt. Shooter Person
    Join Date
    Mar 2008
    Location
    UK
    Posts
    178

    Default

    yo, thank yo, i'd make bigger chatacters in mine menu
    Last edited by djposse-e; 02-12-2010 at 11:53 AM.

  39. #79

    Default



    I'm unable to take screenshots of the character menu. F9 doesn't work and "print screen" while in fullscreen mode gives just a black screen. Don't know if that part is windows 7 related?

    One way to take a screenshot is to type in screenshot in the console, which takes a screeny of the console mostly and the legs...So it's kinda ineffective

    The only way to take one atm that works is running the game windowed mode and pressing print screen. This works best as it hides most of the mapmixer options for some reason except the accept and cancel button.
    But it limits the resolution and quality I can take the screenshot at.

    PS. I modified the character screen to be white only, but it the problem was there beforehand.

  40. #80
    Marrow Fiend
    Join Date
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    Gamertag: U1 849 K A

    Default

    To take screenshots in the character menu: F10 --> Tab --> type: shot
    MAP MIXER 3.00 Final! UT ain't complete without it.
    Does any one know where the love of God goes When the waves turn the minutes to hours?
    The searchers all say they'd have made Whitefish Bay If they'd put fifteen more miles behind 'er.
    They might have split up or they might have capsized; They may have broke deep and took water.
    And all that remains is the faces and the names Of the wives and the sons and the daughters.


 
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