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MapVoteX

Discussion in 'Dev Team' started by ProAsm, Aug 16, 2013.

  1. Wises

    Wises New Member

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    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;

    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] :D

    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. :p

    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] :lol:

    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: Aug 30, 2013
  2. ProAsm

    ProAsm Active Member

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    LOL, have almost completed this lot and have discovered something here.
    Regardless of how you Admins setup the ServerActor/ServerPackage order in the ut.ini file, UT loads all the Serverpackages First, then it loads the ServerActors.
     
  3. Wises

    Wises New Member

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    Realisticly and much preferably , personally I like (North˄˅south) configurations rather then this (East<>West) Crap...

    why ?.. several reasons actually ;

    one it's the way UT does all it's info.. each Part ie;

    Code:
    [B][Engine.GameEngine][/B]
    ServerPackages=
    ServerActors=
    
    as of opposed to ;

    Code:
    Engine.GameEngine=SP1,SP2,SP3,SP55,SA1,SA2,SA3,SA21
    - One Main Reason is that the line.. in All MapVote's cases have very long Line's to look through.. and having it all together leaves room for errors and hours of debugging later.

    - Mutator Conflicts (Bad Coding) no <if Next Mutator !=""> etc.

    - Erorrs when copy/pasting , moving Mutators ie; ",mymutator.mutator,"
    ^ Common error overlooked is leaving the ",," after cutting the 'mymutator.mutator' part out.
    ^ this causes crashes.. which are very hard to track down .. in notepad.

    i.) I religiously do a 'Search and Replace' ",," with "," when manually editing .ini's with this structure and in some instances I get 15 Hit's.. for Example when I go through and Do 'Search and Replace' on '103' to '104' for MapVote.

    - scrolling off the page into space before actually getting to the part I need to edit.. then edit the entry 2 lines down from there. effectively changing a totally different CustomConfig[x] then the one I was supposed to...GRR.

    yes .. so I feel although the .ini's will be longer.. it is 150x's easier to cut n paste a Mutator in (North˄˅south) type configurations;
    Code:
    DefaultMutators="mutator.mutator,mutator2.mutator2[COLOR="Red"][B],,[/B][/COLOR]mutator4.mutator4",CustomMutators="mutator4.mutator4,mutator5.mutator5,mutator6.mutator6[COLOR="Red"][B],,[/B][/COLOR]mutator7.mutator7",CustomPackages="ServerPackages=SP1,ServerPackages=SP2",CustomActors="",Settings=""...
    
    vs
    Code:
    [B][Default.Mutators][/B]
    mutator.mutator
    mutator2.mutator2
    mutator3.mutator3
    
    [B][CustomMutators[0].Mutators][/B]
    mutator4.mutator4
    mutator5.mutator5
    mutator6.mutator6
    mutator7.mutator7
    
    [B][CustomPackages[0].Packages][/B]
    ServerPackages=SP1
    ServerPackages=SP2
    
    [B][CustomActors[0].Actors][/B]
    ServerActors=SA1
    ServerActors=SA2
    
    [B][CustomSettings[0].Settings][/B]
    bMaxPlayers=10
    bMinplayers=2
    bNoCheating=True :lol:
    
    Perhaps this could be further reduced to look like so;

    Code:
    [B][Default.Mutators][/B]
    DefMutator=mutator.mutator
    DefMutator=mutator2.mutator2
    DefMutator=mutator3.mutator3
    
    [B][CustomGame[0].Config][/B]
    CusMutator=mutator4.mutator4
    CusMutator=mutator5.mutator5
    CusMutator=mutator6.mutator6
    [B][COLOR="Red"]c[/COLOR][/B]usMutato[COLOR="Red"]rm[/COLOR]utator7.mutator7
    [COLOR="Green"];[CustomPackages[0].Packages][/COLOR]
    ServerPackages=SP1
    ServerPackages=SP2
    [COLOR="Green"];[CustomActors[0].Actors][/COLOR]
    ServerActors=SA1
    ServerActors=SA2
    [COLOR="Green"];[CustomSettings[0].Settings][/COLOR]
    Settings=bMaxPlayers=10
    Settings=bMinplayers=2
    Settings=bNoCheating=True
    
    [B][CustomGame[1].Config][/B]
    CusMutator=mutator4.mutator4
    CusMutator=mutator5.mutator5
    CusMutator=mutator6.mutator6
    ServerPackages=SP1
    ServerPackages=SP2
    ServerActors=SA1
    ServerActors=SA2
    Settings=bMaxPlayers=10
    Settings=bMinplayers=2
    Settings=bNoCheating=True 
    ...
     
    Last edited: Aug 30, 2013
  4. Wises

    Wises New Member

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    and again lol. much more natural I reckon. and Each CustomGame[x] has it's own space.
     
    Last edited: Aug 30, 2013
  5. ProAsm

    ProAsm Active Member

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    Sorry no can do.
    The only thing UT allows us to do vertically is a MapList.
    The ut.ini file is write via it's C++ Header and not from code which we don't have access to.
    So it's horizontal or it gets dumped period.

    The only way I can do it vertically is have 50 separate TopDefault packages, 30 complete standalone GamePackages and 50 separate standalone BotDefault packages.
    That is an additional 130 totally separate standalone class which is utter bullshit, I refuse point blank to do that.
    130 classes versus 1 class just so you can list things vertically, that will be the day.

    Like I said look at the History classes in LA13, 4 separate classes just to do a small thing and here we need 130 classes, you gotta be out you mind.

    It's 1 class, horizontal or I completely dump the idea.

    Here is my test ini, 1 class, horizontal
    Code:
    [MapVoteX101k.MapVoteServerPackages]
    TopDefaultServerPackages=SoldierSkins,CommandoSkins,FCommandoSkins,SGirlSkins,BossSkins,Botpack,UTLogit,MapVoteX101k,SmartDM105
    CustomGamePackages[0]=(ServerPackages="")
    CustomGamePackages[1]=(ServerPackages="")
    CustomGamePackages[2]=(ServerPackages="")
    CustomGamePackages[3]=(ServerPackages="ZPBasicWeaponsAddOnV210,")
    CustomGamePackages[4]=(ServerPackages="Jopack4,Relics,Relics2")
    CustomGamePackages[5]=(ServerPackages="Relics")
    CustomGamePackages[6]=(ServerPackages="Jopack4")
    CustomGamePackages[7]=(ServerPackages="Jopack4")
    CustomGamePackages[8]=(ServerPackages="Jopack4")
    CustomGamePackages[9]=(ServerPackages="Jopack4")
    CustomGamePackages[10]=(ServerPackages="Jopack4")
    CustomGamePackages[11]=(ServerPackages="Jopack4")
    CustomGamePackages[12]=(ServerPackages="Jopack4")
    CustomGamePackages[13]=(ServerPackages="Jopack4")
    CustomGamePackages[14]=(ServerPackages="Jopack4")
    CustomGamePackages[15]=(ServerPackages="Jopack4")
    CustomGamePackages[16]=(ServerPackages="Jopack4")
    CustomGamePackages[17]=(ServerPackages="Jopack4")
    CustomGamePackages[18]=(ServerPackages="")
    CustomGamePackages[19]=(ServerPackages="")
    CustomGamePackages[20]=(ServerPackages="")
    CustomGamePackages[21]=(ServerPackages="")
    CustomGamePackages[22]=(ServerPackages="")
    CustomGamePackages[23]=(ServerPackages="")
    CustomGamePackages[24]=(ServerPackages="")
    CustomGamePackages[25]=(ServerPackages="")
    CustomGamePackages[26]=(ServerPackages="")
    CustomGamePackages[27]=(ServerPackages="")
    CustomGamePackages[28]=(ServerPackages="")
    CustomGamePackages[29]=(ServerPackages="")
    BotDefaultServerPackages=IpToCountry_AOL,CountryFlags2,UTPureRC7G
    
     
    Last edited: Aug 30, 2013
  6. Wises

    Wises New Member

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    nice looks very nice.. will have to do and like you say less classes and such.

    so we have topdefault then custom then bottom

    that will work
    :)
     
  7. Wises

    Wises New Member

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    just wondering why the same system would fail with Actors as well?

    or is that the next step.. your system looks very cool :)

    I know you not a big fan of eye candy and I guess not SoundCandy as well .. but is their a small possibility to add the CustomSound= which plays on start? .. i know.. pushing it lol.

    bloody.. (shakes head)

    on a good note .. I think this is just about ready to go.. unfortunately something has happened to our servers so I need to sort that ASAP.

    always suspect some 'insect' when this happens lol.
     
  8. Wises

    Wises New Member

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    BTw what is jopack4?

    also any idea's what this could be?

    Code:
    DevNet: Welcomed by server: LEVEL=DM-Agony LONE=0
    Log: LoadMap: 138.91.34.2/DM-Agony?Name=Player?Class=BotPack.TMale1?team=255?skin=CommandoSkins.goth?Face=CommandoSkins.Malakai?OverrideClass=?Voice=BotPack.VoiceMaleOne?Checksum=5f621b36982875daed8c749823b7a8ca
    DevAudio: Galaxy SetViewport: WindowsViewport0
    ScriptLog: XC: LevelChange
    Log: Collecting garbage
    Log: Purging garbage
    Log: -0.0ms Unloading: Package Render
    Log: Garbage: objects: 23747->23746; refs: 328317
    Log: Level is Level DM-Agony.MyLevel
    Log: Bringing Level DM-Agony.MyLevel up for play (390)...
    Log: Spawning new actor for Viewport WindowsViewport0
    ScriptLog: Team 255
    ScriptLog: Login: Player
    Log: Possessed PlayerPawn: TMale1 Entry.TMale1
    Init: Initialized moving brush tracker for Level DM-Agony.MyLevel
    DevAudio: Galaxy SetViewport: WindowsViewport0
    Warning: Received invalid actor class
    Warning: Received invalid actor class
    Warning: Received invalid actor class
    Warning: Received invalid actor class
    Warning: Received invalid actor class
    Warning: Received invalid actor class
     
  9. ProAsm

    ProAsm Active Member

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    Your warnings are coming from a mod called XC or something.

    LOL... yes ok, I'll see what I can do.

    Regarding the vertical list, I see I can do the Top and Bot Defaults vertically is I treat them as Maps because UT looks for Maps in the Header.
    the downside is it has no heading and the 2 (Top & Bot) just run into each other so the Admin can easily make a mistake.

    If we do the ServerActors, that will have to be done vertically as maps as some of them of very long.

    Problem is you cannot mix them, you write each and all one shot, same as the Paths=

    I'll see if I can get a beta done for you in the next few hours to test over the weekend.

    Should I do the ServerActors ?
    Maybe test it as is and look at that later as that too will be a different class.
     
  10. Wises

    Wises New Member

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    if you can chuck the actors in would be bonus ;)

    if the beta goes according to plan then awesome.
     
  11. ProAsm

    ProAsm Active Member

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    Ok Actors done also but with a slight difference.
    1. Do you think we need Top/Bot defaults here as well ?
    2. How many do you think we can safely allow, 10, 20, 30, 50 ?
    Remember the Game ServerActors are horizontal.
    I have chosen a max of 20 top, 20 per game and 20 bot ?

    Here is the list the class writes:
    Code:
    [MapVoteX101k.MapVoteServerActors]
    TopDefaultServerActors[0]=
    TopDefaultServerActors[1]=
    TopDefaultServerActors[2]=
    TopDefaultServerActors[3]=
    TopDefaultServerActors[4]=
    TopDefaultServerActors[5]=
    TopDefaultServerActors[6]=
    TopDefaultServerActors[7]=
    TopDefaultServerActors[8]=
    TopDefaultServerActors[9]=
    TopDefaultServerActors[10]=
    TopDefaultServerActors[11]=
    TopDefaultServerActors[12]=
    TopDefaultServerActors[13]=
    TopDefaultServerActors[14]=
    TopDefaultServerActors[15]=
    TopDefaultServerActors[16]=
    TopDefaultServerActors[17]=
    TopDefaultServerActors[18]=
    TopDefaultServerActors[19]=
    CustomGameServerActors[0]=(ServerActors="")
    CustomGameServerActors[1]=(ServerActors="")
    CustomGameServerActors[2]=(ServerActors="")
    CustomGameServerActors[3]=(ServerActors="")
    CustomGameServerActors[4]=(ServerActors="")
    CustomGameServerActors[5]=(ServerActors="")
    CustomGameServerActors[6]=(ServerActors="")
    CustomGameServerActors[7]=(ServerActors="")
    CustomGameServerActors[8]=(ServerActors="")
    CustomGameServerActors[9]=(ServerActors="")
    CustomGameServerActors[10]=(ServerActors="")
    CustomGameServerActors[11]=(ServerActors="")
    CustomGameServerActors[12]=(ServerActors="")
    CustomGameServerActors[13]=(ServerActors="")
    CustomGameServerActors[14]=(ServerActors="")
    CustomGameServerActors[15]=(ServerActors="")
    CustomGameServerActors[16]=(ServerActors="")
    CustomGameServerActors[17]=(ServerActors="")
    CustomGameServerActors[18]=(ServerActors="")
    CustomGameServerActors[19]=(ServerActors="")
    CustomGameServerActors[20]=(ServerActors="")
    CustomGameServerActors[21]=(ServerActors="")
    CustomGameServerActors[22]=(ServerActors="")
    CustomGameServerActors[23]=(ServerActors="")
    CustomGameServerActors[24]=(ServerActors="")
    CustomGameServerActors[25]=(ServerActors="")
    CustomGameServerActors[26]=(ServerActors="")
    CustomGameServerActors[27]=(ServerActors="")
    CustomGameServerActors[28]=(ServerActors="")
    CustomGameServerActors[29]=(ServerActors="")
    BotDefaultServerActors[0]=
    BotDefaultServerActors[1]=
    BotDefaultServerActors[2]=
    BotDefaultServerActors[3]=
    BotDefaultServerActors[4]=
    BotDefaultServerActors[5]=
    BotDefaultServerActors[6]=
    BotDefaultServerActors[7]=
    BotDefaultServerActors[8]=
    BotDefaultServerActors[9]=
    BotDefaultServerActors[10]=
    BotDefaultServerActors[11]=
    BotDefaultServerActors[12]=
    BotDefaultServerActors[13]=
    BotDefaultServerActors[14]=
    BotDefaultServerActors[15]=
    BotDefaultServerActors[16]=
    BotDefaultServerActors[17]=
    BotDefaultServerActors[18]=
    BotDefaultServerActors[19]=
    
    Should I make the ServerPackages the same, ie, the top and bot defaults vertical ?
     
  12. Wises

    Wises New Member

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    just curious.. you always refer to these 'headers' and stuff..

    how / what are these and how are they relevant to our situations?

    also with the running into each other .. and stuff .. can we send comments ?

    ServerPackages=top
    ;comment
    ServerPackages=bottom

    or do you mean run into other customconfig() ServerPackages.. i dont follow sorry.

    also.. Some packages are long also.
     
  13. Wises

    Wises New Member

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    That looks Good the ServerActors part I like it.

    ok in terms of how many .. for Serveractors.. thats Plenty

    however for ServerPackages.. we need about 100:30:50 (max 200) I would say

    100 Default , allow for stock + Nexgen (5) + ACE(5) + Skins and other crap all adds up
    30 Custom , SLV/NW3/etc etc.. 20 if 30 too many
    20-30 for the bottom I guess be adequate.
     
  14. ProAsm

    ProAsm Active Member

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    In the meantime I will make it 50 each for packages and 20 each for actors else I need more functions and routines when they all different sizes.

    C++Headers, these are inside the UCC.EXE or a DLL part of the EXE which we have no access to.

    Running into:

    TopDefaultServerActors[0]=
    BotDefaultServerActors[0]=

    Basically there is no seperation, no title etc.

    Thats why with the Actors list as shown, I put the TopDefaults first then the CustomGame (used as a seperator) then the BotDefaults.
    Else they would all run into each other and the Admin can easily make a mistake.
     
    Last edited: Aug 30, 2013
  15. Wises

    Wises New Member

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    50:20 would be great..

    So ultimately 100 serverpackages + 50 custom = 150 ServerPackages. (check)
    40 ServerActors + 20 custom = 60 ServerActors. (check)

    kinda understand this whole headers thing.. you have all the header files I guess?

    http://www.gamefront.com/files/4343267/UT_public_source_code_v432

    those i think are the public headers.. not sure.

    I guess the hard part is tying it all in together with MVX now?

    this is going to be ...

    :eek2:

    I'm excited already :D
     
    Last edited: Aug 30, 2013
  16. Wises

    Wises New Member

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    BTw as suspected the error was caused by this stupid (oops) XConsole.. back to default I think.. its very buggy and I have no time to post bugs to UA atm in respect to it.

    busy over here.. :D
     
  17. ProAsm

    ProAsm Active Member

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    ServerPackages = 50 Top + 30 Game + 30 Bot = 110
    ServerActors = 20 Top + 20 Game + 20 Bot = 60

    Here is my test lists atm:

    ServerPackages:
    Code:
    [MapVoteX101k.MapVoteServerPackages]
    TopDefaultServerPackages[0]=SoldierSkins
    TopDefaultServerPackages[1]=CommandoSkins
    TopDefaultServerPackages[2]=FCommandoSkins
    TopDefaultServerPackages[3]=SGirlSkins
    TopDefaultServerPackages[4]=BossSkins
    TopDefaultServerPackages[5]=Botpack
    TopDefaultServerPackages[6]=UTLogit
    TopDefaultServerPackages[7]=MapVoteX101k
    TopDefaultServerPackages[8]=
    TopDefaultServerPackages[9]=
    TopDefaultServerPackages[10]=
    TopDefaultServerPackages[11]=
    TopDefaultServerPackages[12]=
    TopDefaultServerPackages[13]=
    TopDefaultServerPackages[14]=
    TopDefaultServerPackages[15]=
    TopDefaultServerPackages[16]=
    TopDefaultServerPackages[17]=
    TopDefaultServerPackages[18]=
    TopDefaultServerPackages[19]=
    TopDefaultServerPackages[20]=
    TopDefaultServerPackages[21]=
    TopDefaultServerPackages[22]=
    TopDefaultServerPackages[23]=
    TopDefaultServerPackages[24]=
    TopDefaultServerPackages[25]=
    TopDefaultServerPackages[26]=
    TopDefaultServerPackages[27]=
    TopDefaultServerPackages[28]=
    TopDefaultServerPackages[29]=
    TopDefaultServerPackages[30]=
    TopDefaultServerPackages[31]=
    TopDefaultServerPackages[32]=
    TopDefaultServerPackages[33]=
    TopDefaultServerPackages[34]=
    TopDefaultServerPackages[35]=
    TopDefaultServerPackages[36]=
    TopDefaultServerPackages[37]=
    TopDefaultServerPackages[38]=
    TopDefaultServerPackages[39]=
    TopDefaultServerPackages[40]=
    TopDefaultServerPackages[41]=
    TopDefaultServerPackages[42]=
    TopDefaultServerPackages[43]=
    TopDefaultServerPackages[44]=
    TopDefaultServerPackages[45]=
    TopDefaultServerPackages[46]=
    TopDefaultServerPackages[47]=
    TopDefaultServerPackages[48]=
    TopDefaultServerPackages[49]=
    CustomGamePackages[0]=(ServerPackages="")
    CustomGamePackages[1]=(ServerPackages="")
    CustomGamePackages[2]=(ServerPackages="")
    CustomGamePackages[3]=(ServerPackages="ZPBasicWeaponsAddOnV210,")
    CustomGamePackages[4]=(ServerPackages="Jopack4,Relics,Relics2")
    CustomGamePackages[5]=(ServerPackages="Relics")
    CustomGamePackages[6]=(ServerPackages="Jopack4")
    CustomGamePackages[7]=(ServerPackages="Jopack4")
    CustomGamePackages[8]=(ServerPackages="Jopack4")
    CustomGamePackages[9]=(ServerPackages="Jopack4")
    CustomGamePackages[10]=(ServerPackages="Jopack4")
    CustomGamePackages[11]=(ServerPackages="Jopack4")
    CustomGamePackages[12]=(ServerPackages="Jopack4")
    CustomGamePackages[13]=(ServerPackages="Jopack4")
    CustomGamePackages[14]=(ServerPackages="Jopack4")
    CustomGamePackages[15]=(ServerPackages="Jopack4")
    CustomGamePackages[16]=(ServerPackages="Jopack4")
    CustomGamePackages[17]=(ServerPackages="Jopack4")
    CustomGamePackages[18]=(ServerPackages="")
    CustomGamePackages[19]=(ServerPackages="")
    CustomGamePackages[20]=(ServerPackages="")
    CustomGamePackages[21]=(ServerPackages="")
    CustomGamePackages[22]=(ServerPackages="")
    CustomGamePackages[23]=(ServerPackages="")
    CustomGamePackages[24]=(ServerPackages="")
    CustomGamePackages[25]=(ServerPackages="")
    CustomGamePackages[26]=(ServerPackages="")
    CustomGamePackages[27]=(ServerPackages="")
    CustomGamePackages[28]=(ServerPackages="")
    CustomGamePackages[29]=(ServerPackages="")
    BotDefaultServerPackages[0]=SmartDM105
    BotDefaultServerPackages[1]=IpToCountry_AOL
    BotDefaultServerPackages[2]=CountryFlags2
    BotDefaultServerPackages[3]=UTPureRC7G
    BotDefaultServerPackages[4]=
    BotDefaultServerPackages[5]=
    BotDefaultServerPackages[6]=
    BotDefaultServerPackages[7]=
    BotDefaultServerPackages[8]=
    BotDefaultServerPackages[9]=
    BotDefaultServerPackages[10]=
    BotDefaultServerPackages[11]=
    BotDefaultServerPackages[12]=
    BotDefaultServerPackages[13]=
    BotDefaultServerPackages[14]=
    BotDefaultServerPackages[15]=
    BotDefaultServerPackages[16]=
    BotDefaultServerPackages[17]=
    BotDefaultServerPackages[18]=
    BotDefaultServerPackages[19]=
    BotDefaultServerPackages[20]=
    BotDefaultServerPackages[21]=
    BotDefaultServerPackages[22]=
    BotDefaultServerPackages[23]=
    BotDefaultServerPackages[24]=
    BotDefaultServerPackages[25]=
    BotDefaultServerPackages[26]=
    BotDefaultServerPackages[27]=
    BotDefaultServerPackages[28]=
    BotDefaultServerPackages[29]=
    
    ServerActors:
    Code:
    [MapVoteX101k.MapVoteServerActors]
    TopDefaultServerActors[0]=IpServer.UdpServerQuery
    TopDefaultServerActors[1]=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900
    TopDefaultServerActors[2]=IpServer.UdpServerUplink MasterServerAddress=master0.gamespy.com MasterServerPort=27900
    TopDefaultServerActors[3]=IpServer.UdpServerUplink MasterServerAddress=master.mplayer.com MasterServerPort=27900
    TopDefaultServerActors[4]=UWeb.WebServer
    TopDefaultServerActors[5]=IpDrv.UdpBeacon
    TopDefaultServerActors[6]=
    TopDefaultServerActors[7]=
    TopDefaultServerActors[8]=
    TopDefaultServerActors[9]=
    TopDefaultServerActors[10]=
    TopDefaultServerActors[11]=
    TopDefaultServerActors[12]=
    TopDefaultServerActors[13]=
    TopDefaultServerActors[14]=
    TopDefaultServerActors[15]=
    TopDefaultServerActors[16]=
    TopDefaultServerActors[17]=
    TopDefaultServerActors[18]=
    TopDefaultServerActors[19]=
    CustomGameServerActors[0]=(ServerActors="")
    CustomGameServerActors[1]=(ServerActors="")
    CustomGameServerActors[2]=(ServerActors="")
    CustomGameServerActors[3]=(ServerActors="")
    CustomGameServerActors[4]=(ServerActors="")
    CustomGameServerActors[5]=(ServerActors="")
    CustomGameServerActors[6]=(ServerActors="")
    CustomGameServerActors[7]=(ServerActors="")
    CustomGameServerActors[8]=(ServerActors="")
    CustomGameServerActors[9]=(ServerActors="")
    CustomGameServerActors[10]=(ServerActors="")
    CustomGameServerActors[11]=(ServerActors="")
    CustomGameServerActors[12]=(ServerActors="")
    CustomGameServerActors[13]=(ServerActors="")
    CustomGameServerActors[14]=(ServerActors="")
    CustomGameServerActors[15]=(ServerActors="")
    CustomGameServerActors[16]=(ServerActors="")
    CustomGameServerActors[17]=(ServerActors="")
    CustomGameServerActors[18]=(ServerActors="")
    CustomGameServerActors[19]=(ServerActors="")
    CustomGameServerActors[20]=(ServerActors="")
    CustomGameServerActors[21]=(ServerActors="")
    CustomGameServerActors[22]=(ServerActors="")
    CustomGameServerActors[23]=(ServerActors="")
    CustomGameServerActors[24]=(ServerActors="")
    CustomGameServerActors[25]=(ServerActors="")
    CustomGameServerActors[26]=(ServerActors="")
    CustomGameServerActors[27]=(ServerActors="")
    CustomGameServerActors[28]=(ServerActors="")
    CustomGameServerActors[29]=(ServerActors="")
    BotDefaultServerActors[0]=ipToCountry.LinkActor
    BotDefaultServerActors[1]=UTPureRC7G.UTPureSA
    BotDefaultServerActors[2]=
    BotDefaultServerActors[3]=
    BotDefaultServerActors[4]=
    BotDefaultServerActors[5]=
    BotDefaultServerActors[6]=
    BotDefaultServerActors[7]=
    BotDefaultServerActors[8]=
    BotDefaultServerActors[9]=
    BotDefaultServerActors[10]=
    BotDefaultServerActors[11]=
    BotDefaultServerActors[12]=
    BotDefaultServerActors[13]=
    BotDefaultServerActors[14]=
    BotDefaultServerActors[15]=
    BotDefaultServerActors[16]=
    BotDefaultServerActors[17]=
    BotDefaultServerActors[18]=
    BotDefaultServerActors[19]=
    
    Now to go do those sounds...
     
    Last edited: Aug 30, 2013
  18. ProAsm

    ProAsm Active Member

    Joined:
    Mar 20, 2002
    Messages:
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    Oh Btw, that UT public source code v432, I have 451b but you don't need to get it from there, you can just extract all the UT classes using UnrealED much easier :)
     
  19. Wises

    Wises New Member

    Joined:
    Sep 15, 2008
    Messages:
    377
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    Code:
    [COLOR="Green"];TDPackages[x]= "Top Default Packages"
    ;CGPackages[x]= "Custom Game Packages"
    ;BDPackages[x]= "Bottom Default Packages"[/COLOR]
    
    [B]TDPackages[x]=
    CGPackages[x]=(CGPackages="1,2,3")
    BDPackages[x]=[/B]
    
    [COLOR="Green"];TDActors[x]= "Top Default Actors"
    ;CGActors[x]= "Custom Game Actors"
    ;BDActors[x]= "Bottom Default Actors"[/COLOR]
    
    [B]TDActors[x]=
    CGActors[x]=(CGActors="1,2,3")
    BDActors[x]=[/B]
    
    ?..

    Also is there any chance to extend the Packages a bit.. like add extra 20 to the bottom.. 50:30:50?

    and thats about it I guess.. i'll go line up some mods and see what happens.
     
    Last edited: Aug 30, 2013
  20. ProAsm

    ProAsm Active Member

    Joined:
    Mar 20, 2002
    Messages:
    2,106
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    0
    I've hit a major snag.....
    The code refuses to write the ServerActors to the ut.ini file.
    Because I can only write it as a Map, it sees the '.' (dot) in the ServerActor and bombs at that point.
    I'll see if there is another way around, else we may have to dump the ServerActors.

    The same would happen if an Admin put a dot in a Serverpackage as I've seen them do that, especially on utx packages etc.
     

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