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Captain Kewl
30th Jan 2004, 04:16 PM
Been spending most of my Unreal-related time working on the mod itself rather than documenting it, but I realize that things probably won't make much sense without some explanation, so here's some info I threw together real quick (without much proofreading for grammar or accuracy). Questions, comments, bugs -- please let me know. tia.


XMPTEb6 (CBP Final 7 March 2004)

XMPTE is a mutator for Unreal 2 XMP servers which provides additional features designed (and hopefully useful) for competitive play. Please note that this is beta software; there will be bugs, not everything may work, and what you currently see might not reflect the final product.


To install XMPTE, place the .u, .int, and .ini files in the U2XMP/System folder. In MyU2XMP.ini (don't edit U2XMP.ini!) under [Engine.GameEngine], make sure XMPTEb6 is listed as a ServerPackage like so:

[Engine.GameEngine]
ServerPackages=XMPTEb6

You WILL need to rebuild your MD5 table. Simply run the BuildMD5.bat that was installed in your system folder along with the bonus pack. The commands the .bat executes are as follows:

del Packages.md5
del Packages.txt
ucc mastermd5 -c *.u


The following server variables may be configured in XMPTE.ini:

bForceWinners -- Set to true if you want to insure the match ends with one team as the winner. The winning team is the team which has captured the most artifacts. If both teams have the same number of artifacts, the team in control of the most generators and deploy points wins. If both teams have equal amounts of deploy points and generators, then the team with the most energy wins. Finally, in the unlikely event that both teams have the same amount of energy, the team with the highest cumulative player score wins.

bPlayersMustBeReady -- Set to true if you want the match to not begin until all players have either clicked fire or selected a team.

bTournament -- Set to true if you don't want the match to begin until the number of players ready to play is equal to the maximum number of players allowed on the server (MaxPlayers). Additional spectator spots may be alotted by setting MaxSpectators (in WedAdmin).

bOffsetVehicleSpawn -- Set to true if you want the timer on vehicle spawning to start only after the game has begun.

MinNetPlayers -- Minimum number of players necessary for match to begin. Not relevant when bTournament=true. Default: 1

NetWait -- Length of time to wait for additional players (after MinNetPlayers is reached ) before starting match. Not relevant when bTournament=true. Default: 30


XMPTE also offers TeamSay chat macros for players. These are shorthand which players can use in team messages which will be parsed into dynamic data relevant to the player's status. The following TeamSay chat macros are available:

%L -- Location
%C -- Player class type
%H -- Amount of Health
%S -- Amount of Shield
%W -- Current weapon
%A -- Amount of Ammo for Current Weapon
%V -- Current Vehicle/Turret Type
%R -- Artifact Type (if any)
%D -- Time remaining till next deployment from currently selected deploy point


Finally, XMPTE provides in-game AdminLogin. Players authenticated as administrators can execute commands in-game, like kicks and level switches, without having to use the WebAdmin. In your MyU2XMP.ini, set the following:

[Engine.AccessControl]
AdminPassword=MyPassword

Where "MyPassword" is the administrator password of your choice. To log in, when in-game, go to the console by pressing the tilde (~) and then type:

adminlogin MyPassword

A listing of console commands may be located at <http://www.theadminpage.com/ConsoleCommandsUT.htm>, specifically the "Kicking Players" and "Map Levels" sections. Not all commands may be applicable to U2XMP.


Extra goodies: The console command "female" will change the gender of the player, with female voices and gender-correct messages. "male" changes the gender back.

Ðork
30th Jan 2004, 04:48 PM
That's bl00dy amazing if (when) it all works. Great job CK.

QuikShot
30th Jan 2004, 05:22 PM
Great job Captain :)

We'll see if we can get this tested out for the Winter Cup this Sunday!

-A][A-DavianCortez
30th Jan 2004, 05:48 PM
It says that the XMPMusic is configurable in the installation... But, in the readme there is no documentation on how to change the songs for a specific map.... ;)

-A][A-DavianCortez
30th Jan 2004, 05:52 PM
[A-DavianCortez']It says that the XMPMusic is configurable in the installation... But, in the readme there is no documentation on how to change the songs for a specific map.... ;)

Doh... I found it!!! The raptormutators.xmpmusic is where its located.... SORRY!!!! I was getting confused with the suicide raptors .... DUH!!! :o

TMPVenom
31st Jan 2004, 07:15 PM
Yo quick if it work let me know we´ll install it on our server to.


glad to see someone is trying help admins keep a tack on servers,
cant stand asses laming and as you about to kick from web admin they gone

job well done mate hope ya get all ya coding perfect

chipmunk
31st Jan 2004, 10:11 PM
EXCELLENT WORK CAPTAIN KEWL!!!!

This is exactly what the competitive community was waiting for. You gave us all that and then some :D :D :D

Nekrataal
4th Feb 2004, 03:41 AM
Hey cool job ... I just tested some features on our server ... this is my ini file

[XMPTEb5.XMPTE]
bForceWinners=false
bRequireReady=true
bTournament=false
NetWait=30
MinNetPlayers=0

I started testing the ingame commands because I want to run XMPTE as a replacement für XMPSummoner. When i change map via e.g. "admin servertravel xmp-rampant" the new map is loaded and iam disconnected. I cannot reconnect. I have to restart XMP to connect ... is it that iam still admin when the map changes ... no idea :confused:

Nekrataal
4th Feb 2004, 04:18 AM
mmh i think i found the error ... after executing buildMD5 everything runs fine ...

what console commands do work ... I tried kick (doesnt work), i tried servertravel (works), i tried switchlevel (doesnt work), i tried setting variables like "admin set Engine.GameInfo Timelimit 10" or "admin set U2.XMPGame Timelimit 10" (doesnt work)

Captain Kewl
4th Feb 2004, 10:02 AM
Set commands are screened out. I'll re-enable them in the next version. Did you try using kick without prepending admin?

Thanks for the comments, all. Keep em coming -- I'm interested in knowing if people are actually finding this useful.

Peter Carlson
4th Feb 2004, 03:42 PM
Captain Kewl, you are a golden god.

Tsylatac
5th Feb 2004, 03:09 AM
The problem with bForceWin acting for the team with the most energy is when both teams have ~1200, because it tends to vary a little between 1198 and 1202 or so... so it's complete pot luck at that point who wins :). Just a point... I know there are several conditions before it. Maybe it doesn't matter so much.

SylverFyre
5th Feb 2004, 07:40 AM
Maybe if the win was decided on energy an both teams are between 1150 and 1210 then it could decide on who had that amount of energy for the longest?

.sl0w.
7th Feb 2004, 04:34 PM
`just rememberd there is a dropflag -command in ut2k3.ctf ( TTM ?? ) which allowes you to drop the flag for you m8s which are better equiped.

imo it would be very usefull to get this ability in XMPTE aswell.

i know you just can suicide and be revived / or respawn - but it would be much better for the gameplay to just drop it...

what do u think ?

Nekrataal
26th Feb 2004, 03:21 AM
Any suggestion when the new version is out ;) ?

.sl0w.
26th Feb 2004, 08:58 AM
Any suggestion when the new version is out ;) ?

When its done :lol: :lol: :lol:

I think we have to wait till the Final CBP is released...dunno when this will be.

Captain Kewl
7th Mar 2004, 01:40 AM
Real soonish. :)

Updated documentation above. New features for b6:

bOffsetVehicleSpawn config variable
Deploy countdown chat macro
Misc code cleanups and bug fixes (hopefully)
Probably more stuff which I can't think of cause it's almost 2 AM here.

TherMight
8th Mar 2004, 04:04 PM
CK, this is fantastic!

The TeamSay variables are what I'm most excited about personally. Makes me think of Q2 LMCTF mod. One of the BEST features of that game which we might add was macros for target and location.

Do we know if it's possible to get info on things we are targetting? I notice the crosshairs change whenever you target something, and if its an enemy you even see their name popup whether its behind a smoke cloud or not.

In Quake 2 Loki's Minions Capture the Flag it was possible to point at someone and use a macro like:
"Escorting artifact carrier %t at %l"
which would result in:
"Escorting artifact carrier CaptainKewl at Stronghold Generator"
for example. Seems like this could be extended for people or vehicles carrying artifacts:
"Enemy artifact carrier %t sited at %l" becomes...
"Enemy artifact carrier Juggernaut Vehicle sited at Sniper's Haven"

I think this would be a very valuable feature and it fits well in the suite you already have going ;)

TherMight

Captain Kewl
9th Mar 2004, 12:47 AM
OMG another Q2CTFer!

Good suggestion! It's going into b7. Thanks! :)