hehe sorry
Re: Actors , have a look at this : http://unrealtournament.99.free.fr/...=ServerSide_Mods/&file=DynamicActorLoader.zip
may offer some Idea's for loading them.... however I think my system below would work flawless.
for This Class.. What I think we do is;
Something like this;
How this should work in theory is as follows..
First Write the [DefaultPackages.Top] Packages into the .ini
Then insert the [CustomGame[x].ExtraPackages] into the .ini (if any)
Then Write the [DefaultPackages.Bottom] into the .ini
Then....
First Write the [DefaultActors.Top] Packages into the .ini
Then insert the [CustomGame[x].ExtraActors] into the .ini (if any)
Then Write the [DefaultActors.Bottom] into the .ini
*would that be a problem or huge coding screw-up lol
for the checks.. Well pretty simple , if there are NO [CustomPackages or Actors] then the .ini will only load in order of execution the [DefaultPackages and Actors]
Having the .ini entries split up columnar is very similar to the UnrealTournament.ini .. yes there could be 30-50 Lists. but each list will be very easy to understand.. and test which mod goes where..
This will also Address Package/Actor conflicts and allow the Admin to setup Each gameType so that the final output .ini is in the Exact order in which it needs to be..
also when Exporting to the .ini use the code to 'offer' the option to exclude ;comments from being picked-up.
that way .. for Debugging Admins can see exactly what is happening as the comments are relayed to the Server.ini.
again the size of the .ini is no problem (also it is totally Serverside).. most of the Actors/Packages will be Empty.. for most server's.. but then on ours and others there will be some pretty Awesome Compilations so if we can get away from some kind of Actor/Package Limit that would be good.
or 30/100 Actors/Packages + Default.
there is one problem which I have catered for in the Sample's above And thats.. ACE (Anti-Cheat-Engine) .. normally to install you only enter.. the NPLoader into the .ini (for the 'dumb admins' as you call em) and then all the relevant Packages are added to the ServerPackages/Actors.
If using this method then it could?.. have an adverse effect on this.. which I catered for in the Sample Default().ini settings above.
Don't be shy to make use of [;comments] in the Default Settings of the Mod.
^ Actually helps Admins to understand the .ini and does not to my knowledge cause any adverse effects.
Regarding The Readme / Advertising and Marketing of this thing ... leave that all upto me.. that will free up time for you to focus on the actual coding of the Mod.
Again all I want is something which caters for everyone from all levels.
also adding in some extra Advanced options makes a Mod Cool imo.
being able to do so much more then anything else is what it's about.
thats why MVLA13 is so popular.. because it allows for a Whole Miriad of options to the Admin.. (most of which are buggy / broke) but for the most part pretty cool.
ie; in mapvote on one of the tabs you can link to an .htm file and do some very basic website type stuff.. or more so html.. imo actually its in the autoload screen which pops up on join.. you can modify it.
as well as have a custom logo inside the mapvote.. in the middle at the top..
etc..
with this mod it would have also been cool to have these.. like I expressed earlier..
However it would appear to be too much work... and/or file size is an issue..
just going to say here that NW3Core is 20MB uncompressed.. and 5MB compressed.. so you think a little 100-500KB MapVote system is going to really annoy anyone? infact the whole NW3 Pack is a little over 80MB's I Believe..
so if I can Break it up into Arena's (Few Weapons from each) and players slowly get sent the whole package by time they get to GameType[50]
finally onto your hobby ... what is that?.. Home Brew/Radio Kit or EMP device lmao..
in any case very cool.
here are a few of my hobbies outside of UT99;
http://www.solidworks.com/
http://www.autodesk.com/products/autodesk-inventor-family/overview
Re: Actors , have a look at this : http://unrealtournament.99.free.fr/...=ServerSide_Mods/&file=DynamicActorLoader.zip
may offer some Idea's for loading them.... however I think my system below would work flawless.
for This Class.. What I think we do is;
Something like this;
Code:
[B][DefaultPackages.Top][/B]
[COLOR="Green"];this is for Any/All GameTypes.
;===================================
;MapVoteX Dynamic Configuration v1.0
;===================================[/COLOR]
ServerPackages=Botpack
ServerPackages=UBrowser
ServerPackages=UTBrowser
ServerPackages=UMenu
ServerPackages=UTMenu
ServerPackages=UWindow
ServerPackages=SoldierSkins
ServerPackages=CommandoSkins
ServerPackages=FCommandoSkins
[COLOR="Green"];Few Extra one's added for my server..[/COLOR]
ServerPackages=SGirlSkins
ServerPackages=BossSkins
ServerPackages=MultiMesh
ServerPackages=EpicCustomModels
ServerPackages=TCowMeshSkins
ServerPackages=TNaliMeshSkins
ServerPackages=TSkMSkins
ServerPackages=SkeletalChars
ServerPackages=2k4Combos
ServerPackages=IpToCountry_AOL
ServerPackages=CountryFlags2
ServerPackages=MapVoteX101j
ServerPackages=AnimPsychoLogo
[B][CustomGame[0].ExtraPackages][/B]
[COLOR="Green"];Load these Packages into the .ini between the
;[DefaultPackages.Top] and [DefaultPackages.Bottom] Sections.[/COLOR]
ServerPackages=(1-50 Skin Packs)
ServerPackages=(1-50 VoicePacks)
[B][CustomGame[1].ExtraPackages][/B]
ServerPackages=RocketArena.Packages
.
[B]
[CustomGame[29].ExtraPackages][/B]
ServerPackages=SLV.Packages
.
[B][DefaultPackages.Bottom][/B]
[COLOR="Green"];Load these Packages to the .ini Last
;These settings should be in the Default().ini
;----------------------------------------------------------------------
;these are for ACE Version 8H or the current Anticheat System.
;----------------------------------------------------------------------
;ServerPackages=NPLoader_v16c
;ServerPackages=NPLoaderLLU_v16c
;ServerPackages=NPLoaderLLD_v16c
;ServerPackages=NPLoaderLLS_v16c
;ServerPackages=ACEv08h_Cdll
;ServerPackages=IACEv08c
;ServerPackages=ACEv08h_C[/COLOR]
[B][DefaultActors.Top][/B]
[COLOR="Green"];these Actors are loaded first but inserted after the
;[DefaultPackages.Bottom] Entries,
; same way they are presented in the ut.ini;
[/COLOR]ServerActors=IpDrv.UdpBeacon
ServerActors=XServerQuery.UdpXServerQuery
[COLOR="Green"];^ BTW we use a different Server Query and Xtra MasterServers.[/COLOR]
ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master0.gamespy.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.telefragged.com MasterServerPort=27500
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.333networks.com MasterServerPort=27900
ServerActors=UWeb.WebServer
ServerActors=ipToCountry.LinkActor
[B][CustomGame[0].ExtraActors][/B]
[COLOR="Green"];these actors are loaded after the [DefaultActors.Top]
;and before the [DefaultActors.Bottom] Sections.
[/COLOR]ServerActors=SomeUniqueActor.Actor
.
[B][CustomGame[1].Actors][/B]
ServerActors=UTPure.Pure7G,Purestats.Pure7g
.
[B][DefaultActors.Bottom][/B]
[COLOR="Green"];These Actors are loaded last
;These settings should be in the Default().ini
;----------------------------------------------------------------------
;these are for ACE Version 8H or the current Anticheat System.
;----------------------------------------------------------------------
;ServerActors=NPLoader_v16c.NPLActor
;ServerActors=ACEv08h_S.ACEActor
;ServerActors=ACEv08h_EH.ACEEventActor[/COLOR]
;THE END
How this should work in theory is as follows..
First Write the [DefaultPackages.Top] Packages into the .ini
Then insert the [CustomGame[x].ExtraPackages] into the .ini (if any)
Then Write the [DefaultPackages.Bottom] into the .ini
Then....
First Write the [DefaultActors.Top] Packages into the .ini
Then insert the [CustomGame[x].ExtraActors] into the .ini (if any)
Then Write the [DefaultActors.Bottom] into the .ini
*would that be a problem or huge coding screw-up lol
for the checks.. Well pretty simple , if there are NO [CustomPackages or Actors] then the .ini will only load in order of execution the [DefaultPackages and Actors]
Having the .ini entries split up columnar is very similar to the UnrealTournament.ini .. yes there could be 30-50 Lists. but each list will be very easy to understand.. and test which mod goes where..
This will also Address Package/Actor conflicts and allow the Admin to setup Each gameType so that the final output .ini is in the Exact order in which it needs to be..
also when Exporting to the .ini use the code to 'offer' the option to exclude ;comments from being picked-up.
Code:
bCopyComments=true
that way .. for Debugging Admins can see exactly what is happening as the comments are relayed to the Server.ini.
again the size of the .ini is no problem (also it is totally Serverside).. most of the Actors/Packages will be Empty.. for most server's.. but then on ours and others there will be some pretty Awesome Compilations so if we can get away from some kind of Actor/Package Limit that would be good.
or 30/100 Actors/Packages + Default.
there is one problem which I have catered for in the Sample's above And thats.. ACE (Anti-Cheat-Engine) .. normally to install you only enter.. the NPLoader into the .ini (for the 'dumb admins' as you call em) and then all the relevant Packages are added to the ServerPackages/Actors.
If using this method then it could?.. have an adverse effect on this.. which I catered for in the Sample Default().ini settings above.
Don't be shy to make use of [;comments] in the Default Settings of the Mod.
^ Actually helps Admins to understand the .ini and does not to my knowledge cause any adverse effects.
Regarding The Readme / Advertising and Marketing of this thing ... leave that all upto me.. that will free up time for you to focus on the actual coding of the Mod.
Again all I want is something which caters for everyone from all levels.
also adding in some extra Advanced options makes a Mod Cool imo.
being able to do so much more then anything else is what it's about.
thats why MVLA13 is so popular.. because it allows for a Whole Miriad of options to the Admin.. (most of which are buggy / broke) but for the most part pretty cool.
ie; in mapvote on one of the tabs you can link to an .htm file and do some very basic website type stuff.. or more so html.. imo actually its in the autoload screen which pops up on join.. you can modify it.
as well as have a custom logo inside the mapvote.. in the middle at the top..
etc..
with this mod it would have also been cool to have these.. like I expressed earlier..
However it would appear to be too much work... and/or file size is an issue..
just going to say here that NW3Core is 20MB uncompressed.. and 5MB compressed.. so you think a little 100-500KB MapVote system is going to really annoy anyone? infact the whole NW3 Pack is a little over 80MB's I Believe..
so if I can Break it up into Arena's (Few Weapons from each) and players slowly get sent the whole package by time they get to GameType[50]
finally onto your hobby ... what is that?.. Home Brew/Radio Kit or EMP device lmao..
in any case very cool.
here are a few of my hobbies outside of UT99;
http://www.solidworks.com/
http://www.autodesk.com/products/autodesk-inventor-family/overview
Last edited: