News UnrealEd Files Mods FragBU Liandri Archives
BeyondUnreal Forums

Go Back   BeyondUnreal Forums > Mods > UT2Vote > General Discussion

Reply
 
Thread Tools Display Modes
Old 14th May 2009, 08:07 AM   #1
rdy2bz
Registered User
 
rdy2bz's Avatar
 
Join Date: May. 10th, 2009
Posts: 27
[feature request] Voted list

Hi Proasm,
maybe you are interested in adding a feature for me. I found out that it's impossible to do a regular endgame vote. Usually I have more than a dozen clients, and you'll always find at least one person who is not able to vote correctly.

Maybe it could help if you have a message of some kind showing in the Vote menu which says if you have or not already voted.

For the admin it would be a great help to have a clear list of the persons who did not vote in the log or on the screen. Maybe it can be refreshed every time someone submits his vote.
rdy2bz is offline   Reply With Quote
Old 14th May 2009, 05:42 PM   #2
ProAsm
Registered User
 
ProAsm's Avatar
 
Join Date: Mar. 20th, 2002
Posts: 2,106
If you have 12 players and already 7 voted for a map then UT2Vote is no longer interested in any other votes.
Then there is a changed vote situation also so it is very possible that 10% of voters will not get a chance to vote.
But yes, I see your point about seeing who has voted and who has not, only problem is producing the list because things often go pretty quick at the end so dumping this info to the log may work ok but a visible list in the menu may be several seconds out of date which is not much good to you.
Eitherway, I'll have look see what can be done but I must add that I no longer have any means of testing changes and would need you do to the necessary testing etc should I make any changes.
ProAsm is offline   Reply With Quote
Old 15th May 2009, 01:26 PM   #3
Wormbo
 
Wormbo's Avatar
 
Join Date: Jun. 4th, 2001
Location: Germany
Posts: 5,774
You should be able to force replicated variable updates by setting "NetUpdateTime = Level.TimeSeconds - 1"
__________________
Wormbo's UT/UT2004/UT3 mods | YouTube channel | PlanetJailbreak/JDN | Unreal Wiki | Liandri Archives
Everything you ever wanted to know about replication| UnrealScript security considerations
<elmuerte> you shouldn't do all-nighters, it's a waste of time and effort
<TNSe> nono
<TNSe> its always funny to find code a week later you dont even remember writing
<Pfhoenix> what's worse is when you have a Star Wars moment
<Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!"
Wormbo is offline   Reply With Quote
Old 15th May 2009, 04:25 PM   #4
ProAsm
Registered User
 
ProAsm's Avatar
 
Join Date: Mar. 20th, 2002
Posts: 2,106
Quote:
Originally Posted by Wormbo View Post
You should be able to force replicated variable updates by setting "NetUpdateTime = Level.TimeSeconds - 1"
If my memory servers me well, thats default is it not ?
ProAsm is offline   Reply With Quote
Old 16th May 2009, 11:29 AM   #5
rdy2bz
Registered User
 
rdy2bz's Avatar
 
Join Date: May. 10th, 2009
Posts: 27
I neither have the means to test it myself excessively. But I will use it the next LAN (probably mid to end of June) and see if it works properly.

Some seconds delay won't be a problem. I have a voting time of 2 to 3 minutes. That's because we often have people who are not very familiar with UT2k4. They have to look at each single map before they choose one.

But it would be very helpful if each client is displayed wheter he already has voted or not.
rdy2bz is offline   Reply With Quote
Old 16th May 2009, 03:14 PM   #6
Wormbo
 
Wormbo's Avatar
 
Join Date: Jun. 4th, 2001
Location: Germany
Posts: 5,774
Quote:
Originally Posted by ProAsm View Post
If my memory servers me well, thats default is it not ?
No, I think NetUpdateTime is only automatically updated when it becomes lower than Level.TimeSeconds and is set to something like "Level.TimeSeconds + 1/NetUpdateFrequency", along with a check for any changed variable values.
__________________
Wormbo's UT/UT2004/UT3 mods | YouTube channel | PlanetJailbreak/JDN | Unreal Wiki | Liandri Archives
Everything you ever wanted to know about replication| UnrealScript security considerations
<elmuerte> you shouldn't do all-nighters, it's a waste of time and effort
<TNSe> nono
<TNSe> its always funny to find code a week later you dont even remember writing
<Pfhoenix> what's worse is when you have a Star Wars moment
<Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!"
Wormbo is offline   Reply With Quote
Old 16th May 2009, 05:34 PM   #7
ProAsm
Registered User
 
ProAsm's Avatar
 
Join Date: Mar. 20th, 2002
Posts: 2,106
Ok, I'll give that lot a shot then and see what its like
ProAsm is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:27 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.

Copyright ©1998 - 2012, BeyondUnreal, Inc.
Privacy Policy | Terms of Use
Bandwidth provided by AtomicGamer