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UT3 MapMixer alpha

Discussion in 'Content Releases' started by Vlad, Jun 21, 2008.

  1. Emmet Otter

    Emmet Otter I miss XMP :(

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    What are the major changes in alpha 7?
     
  2. Larkin

    Larkin Gone

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    From the changelog.txt...

    edit: Basically the biggest change is that almost all custom gametypes are now supported. There is still a few gametypes that are not supported like Attrition or others like Elimination that need to allow the users to select the amount of max lives, as it will always be just one as it is now, or not have force respawn on as default and not be able to change it.

    deleted false duel statement.
    sorry sinx I was just wrong on that, period. I'll explain what the problem is in this Alpha in just moments.
     
    Last edited: Oct 12, 2008
  3. matw

    matw New Member

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    One very important thing to remember about MapMixer is that it is designed in a generic manner to be compatible with any gametype (unless there is something very out of the ordinary with a gametype - no examples yet).

    What this means is that there is no 'hard-coding' in MapMixer to make it compatible with a gametype. All you need to do is make some modifications to the UTMapMixer.ini file to make it aware of a gametypes game rules or there might need to be some additional settings made to the gametype registration in that file.

    What I've done is pre-configured the default UTMapMixer.ini file so it has all this information for the following community gametypes:

    • Standard UT3 Gametypes
    • TDM4
    • UT3Dom
    • Galtanor's Invasion
    • Battle Team Arena

    So if MapMixer doesn't show game rules for a custom gametype that isn't in that list then you don't need me to recompile mapmixer for it. However, I don't expect everyone to know how to make all those changes to the UTMapMixer.ini file, especially when there is currently no documentation on how to do it, so the best thing to do if you are in a situation where mapmixer doesn't show the game rules for a community gametype, then just contact me (details at mapmixer.oceaniaut.com) and request that I do this for you. That way when I make the next distribution of MapMixer, it will be pre-configured for everyone. But let me just re-iterate that I have gone to great pains to make sure that I don't hard-code mapmixer specifically for any gametype and everything is done in a generic manner.

    Thanks for your interest.

    Oh, I forgot to mention re the Dual Gametype. I have made some changes to the UTMapMixer.ini file in alpha 7 that I'd hoped would fix the situation. To be frankly honest, I don't play that gametype so I'm not that familiar with it. I'd really like to get this sorted out, so perhaps those more familiar with that gametype could work with me to make sure it works correctly. Thankyou.
     
    Last edited by a moderator: Oct 11, 2008
  4. Larkin

    Larkin Gone

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    The problem in this Alpha with Duel is not what I just said ealier today and really is just a false. I was trying to say what I will say right now, but my mind must of been on past Alpha's or something as that is just wrong. Wow, I mean that is what was wrong in Alpha 5. Man, sorry about that.

    Anyway, the problem is there is a pool of players that comes into the game whenever someone dies. The way it works with it saying you are next is telling me this is by design, but its not really the way Duel works by default. In default duel there is just two players that are going at it and there is no pool. Saying that though, the pool is cool and should be keep around, but not called Duel.
     
  5. matw

    matw New Member

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    Ok, sounds like simply a matter of player counts. In that case, I'll get you to try something for me, if you could (using MapMixer Alpha 7).

    Open your UTMapMixer.ini file.

    Have a look at the section titled:

    [MapMixer.MapMixer_DataStore_GameTypes]

    Now search under that section for the line that starts:

    GameTypes=(sGameClass="UTGame.UTDuelGame", ...

    Now, follow that line along until you find the two items as follows:

    iCapMin=0,iCapMax=0

    Now make both of those "=2", so they appear as:

    iCapMin=2,iCapMax=2

    Now, very importantly, if you are launching a game using the "Session" launch method (have to think up a better name for that), then make sure your Setup Tab is as follows:

    [​IMG]

    Meaning that the Non-team Minimum Player Cap is set to 2. MapMixer takes this setting into account last of all. So first of all MM will apply the Player Caps of the Gametype (as we set above) and then last of all it makes sure the final Player Caps fall within the range of the settings in the Setup Tab (as in screenshot).

    However, if you are using the Quick Match method then you have specific control over the player counts from the Rules Tab in the Quick Match Menu. I guess then you could argue that MapMixer should detect (via the ini file setting) that the gametype doesn't allow you to set anything other than 2 players, so it shouldn't even allow you to set the player count in the Quick Match menu.
     
  6. Larkin

    Larkin Gone

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    That worked! :D

    The pool window is still there, but it is now empty.
     
  7. matw

    matw New Member

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    Great stuff. BTW, how does the Survival Mutator work with relation to all this? I could check the game code but you know how it goes... Is this going to affect all this?
     
  8. Larkin

    Larkin Gone

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    Hmmm..I have no idea.

    I never really played with the Survival mutator. I did however try it just then with Duel and mapmixer and the only differences where you where force respawned and there was a message whenever you died saying which team you where on. (don't worry it was the same team as before the death)

    What is it supposed to do?

    I hope someone with experience using that mutator can help you more.
     
  9. Al

    Al Reaper

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  10. GreatEmerald

    GreatEmerald Khnumhotep

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    Cool! MapMixer for UT3 :D These types of mutators were always my favourites, going from xMaps (UT99) through MapMixer 1 (UT2003), MapMixer 2 (UT2004) which I use every day to MapMixer 3 for UT3, that I don't have yet and not planning to get until the major expansion is out :) Still, good work, nice job on all the versions. Will be the first download once I get UT3 full :)

    By the way, sinx, do you have MapMixer 1 files these days? It's cool as it supports UT2003, but so far all I've found was 0.10 Beta 1.
     
  11. Al

    Al Reaper

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    Grab it yo. Makes the UI better.
     
  12. G.Lecter

    G.Lecter Registered Tester

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    OMG, this is awesome... :eek: never downloaded this tool because I thought it was an external application, but it's indeed a great UI replacement. You should post a few screenshots to get more people to download it! :D
    - My main problem is the mouse is lagging too much so I can't deal with scrollbars and dropdown buttons with as much ease as I'd like... Yes, my laptop sucks, but I'm not having any mouse problem with the default UI...
    - Player counts and authors are not being displayed in custom maps, so you have to add the bots manually every time you load a custom map... I guess this is something that has not yet been implemented... or is it not supposed to happen?
    - The scrollbars behave a bit like crazy when moving maps from the right list to the left one.
    - Visualization settings of map lists are not saved (You have to switch to Thumbnail mode every time you load the game...).
    - I played a few Duel games after installing this, but the 'welcome, this is the first time you use mapmixer' message was not shown until I switched to DM gametype...
    - The countdown shown when a match ends, I think the zooming out effect looks nice, but it's seeking too much attention... IMO a normal and smaller clock would be fine...
    - The submenu text-effects in the main menu screen should be a little faster, if possible. Also, the portraits look kinda meh (IMO)... I don't see the number of custom chars as such a valuable info to be in the main menu... just personal taste I guess... :)
    I'm definitely keeping this installed, I love the map radomisation feature... Will post again if I notice more bugs... :tup:
     
  13. matw

    matw New Member

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    I did, in the Epic Forums announcement post. :)

    There shouldn't be a huge issue but remember that the MapMixer UI is doing a great deal more than the standard UI!

    Someone didn't read the information in the distribution archive did they! Tsk, tsk. Sounds like you need to lookup 'Map Scanning', which you can also find out about on the mapmixer site here.

    Don't have any problems here. More details required.

    Answer here.

    Hmm, interesting. I'll have to check that one.

    Fair point. I'll look into it.

    The Main Menu screen is totally customisable and defined in the file: UTMapMixerFrontEndUI.ini

    Make sure you check the MapMixer web site and the forums.
     
  14. GreatEmerald

    GreatEmerald Khnumhotep

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    Hey, why am I being ignored lol! Do you have MapMixer 1 anywhere or you no longer have it?
     
  15. Alhanalem

    Alhanalem Teammember on UT3JB Bangaa Bishop

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    This is certainly beyond your responsibility, and maybe beyond technical possibility, but can you support number of teams selection?

    *edit* nevermind, I see from the readme that this is possible, though i'm not exactly clear on what to do. (I'm specifically referring here to UT3DOM.)
     
    Last edited: Nov 2, 2008
  16. matw

    matw New Member

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    Did someone say something?

    I could have sworn someone asked for version 1.x

    ;)
     
  17. matw

    matw New Member

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    MapMixer fully supports UTDOM and there are two possible methods. The first is to use the NumTeams option as a URL option and the second method is to create Custom Gametypes for each team number style. I have pre-configured MapMixer to use the second method, as this might give the most flexibility, however, it is indeed possible to use one standard Gametype called UTDom (or whatever) and simply add a URL option for NumTeams, which could then also use randomisation to set the number of teams.

    When you install UTDom, all the gametype pre-configurations for those gametypes should appear automatically. Let me know if you require any further assistance in this area.

    Edit: Actually, I think the second method is preferred (going from memory) due to automatic player count handling.
     
    Last edited by a moderator: Nov 3, 2008
  18. GreatEmerald

    GreatEmerald Khnumhotep

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    Cool, thanks sinx :) You could put it on your site as well ;)
     
  19. Alhanalem

    Alhanalem Teammember on UT3JB Bangaa Bishop

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    The main downside is your gametype list is almost 3 times longer. :p
     
  20. matw

    matw New Member

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    Yes, I can see the downside to this and it has been something that I think about from time to time. What I would possibly prefer is some sort of method to filter the gametypes in the combo boxes (drop down lists) by team games etc. However, while this is possible, I still have to come up with a target goal in my head before I implement it.
     

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