MapVoteX

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Wises

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Sep 15, 2008
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@Medor AND "Anyone-else" if you have idea's speak up now please I can't relay PM's as Iam busy.
also we are nearing completion of this... so "Speak now or... Forever Hold Your Piece"

Sorry.

*Also Medor presented an idea I posted earlier.. but I would like to emphasize this;

Code:
[B]bSplashLogoMidGame=False
bSplashSoundMidGame=True
bSplashLogoDelay=10
[COLOR="RoyalBlue"]bSplashsoundDelay=10[/COLOR]
bSplashLogoSpec=True
bSplashSoundSpec=False[/B]
[COLOR="Green"];(optional :D)[/COLOR]

like this perhaps;
Code:
[B]ServerSplashSettings[0]=[/B]([B]bSplashLogoMidGame=False,bSplashSoundMidGame=True,bSplashLogoDelay=10,bSplashsoundDelay=10,bSplashLogoSpec=True,bSplashSoundSpec=False[/B])

Cheers.
 
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ProAsm

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Mar 20, 2002
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any idea's where all these Settings="" come from? they just Magically appeared.
They are the first 5 games by default.
There has to be something else when a players starts MapVoteX with no ini it would crash, so the first 5 games are setup in code:
Code:
MVGameName=Tournament DeathMatch
CustomGame[0]=(bUse=True,MapFolder="Maps",DefaultMap="DM-Deck16][",GameName="Tournament DeathMatch",GameClass="Botpack.DeathMatchPlus",Mutators="",Settings="InitialBots=5,Minplayers=6,MaxPlayers=16")
CustomGame[1]=(bUse=True,MapFolder="Maps",DefaultMap="DM-Deck16][",GameName="Tournament Team Game",GameClass="Botpack.TeamGamePlus",Mutators="",Settings="InitialBots=7,Minplayers=8,MaxPlayers=16")
CustomGame[2]=(bUse=True,MapFolder="Maps",DefaultMap="CTF-Face",GameName="Capture the Flag",GameClass="Botpack.CTFGame",Mutators="",Settings="InitialBots=9,MinPlayers=10,MaxPlayers=16")
CustomGame[3]=(bUse=True,MapFolder="Maps",DefaultMap="AS-Frigate",GameName="Assault The Base",GameClass="Botpack.Assault",Mutators="",Settings="InitialBots=7,Minplayers=8,MaxPlayers=16")
CustomGame[4]=(bUse=True,MapFolder="Maps",DefaultMap="DOM-Olden",GameName="Domination",GameClass="Botpack.Domination",Mutators="",Settings="InitialBots=7,Minplayers=8,MaxPlayers=16")

Regarding the splashlogo and time sets and delays etc.
As it is , it just makes it in time.
The instant someone starts the game, UT destroys the window and nothing would look worse than a delay and the logo just vanishes in the middle.
I actually tried to delay it by 2 seconds and it crashed.
No, that's a dumb request.
 

Wises

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Sep 15, 2008
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next beta available?

finally got it ironed out.. SLV was a prick to get right lol.. been a long time since I tried installing it

shall see you tomorrow.. very tired.

gnite.
 
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Wises

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Sep 15, 2008
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b4 I go.. not too sure about the emptyServerSwitch thing , if its working or not.. could you please check later.

ty.
 

ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
b4 I go.. not too sure about the emptyServerSwitch thing , if its working or not.. could you please check later.
It works here fine.
Maybe the version you got which I put together in a hurry I did not complete it, cannot remember.
 

Wises

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Sep 15, 2008
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ok cool :)

hows progress going?..

Re: Splash thing.. atm as soon as you join server it plays sound/image which is great..

however there are a few timings on different servers which makes it a little tricky..

based on netwait and other variables some servers start immediately on change..
others have 5-10 second delay periods.

currently you have the timer for it set.. internally for the period to fade.

that is imo a good delay for my servers :D

few triggers to consider.

- New game start (logo/sound)

- Player enters mid-game (option to turn on/off logo||sound)

- Player enters !spec , (option to turn on/off logo/sound)

> for sound I can delay it by adding an intermission into the actual .uax file

What were you thoughts on the 30 Custom Splash Screens for individual GameTypes in the Actual 'welcome tab'.. ?

Considered.. or bit much?

also wondering.. the Current selected Gametype Green BG / yellow text.

is it possible.. to have it fixed.. like an excel header row, and have the rest scroll.. so players can see always the current gametype being played?

if not through that controller .. perhaps raise it above.. and in the gameTypes Window have it again but greyed out?

like so;

DeathMatch
------------
Deathmatch
Rocketarena
CaptureTheFag


your thoughts here?
 

ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
based on netwait and other variables some servers start immediately on change..
others have 5-10 second delay periods.
What I can do and I'll experiment, is read the server.ini netwait and make it so the logo fades in that time period.
The sound may be a problem if it's too long.

Player enters mid-game (option to turn on/off logo||sound)
- Player enters !spec , (option to turn on/off logo/sound)
Ok, after you mentioned the sound being played when !s and !p all I could do is make it so if it is a spectator, no logo and no sound which is what I have done.
However when he goes back to play !p, he again will get logo and sound.
So now regarding this logo/sound, when a player joins a server he gets his own MapVoteX and all the stuff that goes with it.
To the player this is his first time joining, even if he only left 1 second ago.
Unfortunately there is no way of knowing at this time whether its the beginning, the middle or the end of the game, simply because everthing has only just right now this instant being spawned.

What were you thoughts on the 30 Custom Splash Screens for individual GameTypes in the Actual 'welcome tab'.. ?
That's done already although I don't know what the welcome tab has to do with it :)
Code:
SplashLogo[0]=(bUse=True,bTransparent=True,ServerLogoName="Gamezone.gzone1",LogoSoundName="Announcer.takenlead")
.
.
.
SplashLogo[29]=(bUse=False,bTransparent=False,ServerLogoName="",LogoSoundName="")

also wondering.. the Current selected Gametype Green BG / yellow text.
is it possible.. to have it fixed.. like an excel header row, and have the rest scroll.. so players can see always the current gametype being played?

The best I can do here, is gray it out as you say, but add it to the very top where it currently says 'Maps' so it reads:
Maps for: Rocket Arena Deathmatch
How would that do ?
 

Wises

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Sep 15, 2008
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nice..

re: splashlogo's , the settings you have shown are for the in game hud splash logo's

what iam wondering , is... how we can set custom 'Welcome' Screen logo .. is it possible to have [30] of them also?. one for each GameType..

so.. if for example the current gametype is DeathMatch..
player opens MapVote and if the Admin set the Welcome Page to be Default. It will show.. a Custom Background / animation or static image relating to DM..

if they then switch to CTF , a different splashpage background comes up... with images for that.. :D

this is where I/We Admins can Advertise and Display various goodies.. like tournaments and top players and stuff.. adds the creative aspect to it..

in short if I have 3 gametypes and no splashpage and (mapvoteX > Welcome tab) is set, then your 'Gamezone default logo' loads up.. on all 3 gametypes.

now later if an admin adds his own logo to say customgame[0]=logo, etc

then when that gametype is active .. and players open mapvote.. wala custom DM background.. etc.

would that be ok? sorry..

also.. as for 1000's of files etc.. DPAL :D

Re: grey it out and display at top of Maplist be Awesome..

no need for the 'Maps for:" as everyone already knows what they are.

perhaps just the GameType Title would suffice for this?

EDIT-----

or <GameType> MapList ... perhaps?

cheers.
 
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ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
so.. if for example the current gametype is DeathMatch..
player opens MapVote and if the Admin set the Welcome Page to be Default. It will show.. a Custom Background / animation or static image relating to DM..
mmm this could be a little awkward, because we have to load the pics in a numerical order which rules out any form of animation.
So you would need 30 textures labeled game0 to game29 for instance and all admin would use the same names (fixed) but the utx must be differnt names of course.
I'll have to give this some thought.
 

Wises

New Member
Sep 15, 2008
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re: Player joins MidGame Trigger..

So.. there is no way of telling if the game ;

- is about to start (in wait mode)
- has already started (in play mode)
- has ended (round end mode)

?

based on those triggers yes/no/maybe?

ie;

Server in wait mode.. play everything splash/sounds (bells and whistles)

server in Play mode.. (based on settings below) hide logo and only play sound
bShowLogo=False
bPlaySound=True

Round Ended ..
bShowLogo=false
bPlaySound=False

something like that.. or auto for Round End at least.

no biggy if not possible. just curious.
 

Wises

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Sep 15, 2008
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mmm this could be a little awkward, because we have to load the pics in a numerical order which rules out any form of animation.
So you would need 30 textures labeled game0 to game29 for instance and all admin would use the same names (fixed) but the utx must be differnt names of course.
I'll have to give this some thought.

no no.. same principle with custom 'Splash Screens' , basically the Admin picks the .utx file and frame number. if the image is static (AnimNext="") in UED then it just displays that image.. on the Welcome Page.

however .. if the .UTX contains (more then one frame) with (AnimNext"frame2") then it becomes Dynamic. Just let the engine work with the .utx files uploaded by admins.

ie; If I have 3 static logo's in one .utx package called "WelcomeLogo.utx"

inside this .utx the 3 Frames are

WelcomeLogo.DeathMatch
WelcomeLogo.CapturetheFlag
WelcomeLogo.LastManStanding

now if I wanted to use animation (rotating SplashImages) , I would do the following;

either have a separate .utx package for each one.. easier to update later.
like so..

WelcomeLogo.DeathMatch1

^ that would start the animation Sequence.. for the logo to be displayed.

UEngine will see when opening Welcomelogo.DeathMatch1 the settings to wait for 'xx' seconds before switching to .DeathMatch2 upto DeathMatch[x] which has a loop in it and says go back to .DeathMatch1

in theory if Admins Wanted too, and Only had 2-3 Fixed GameTypes they could create easily [1] .utx package combining both static/animation sequences by referencing (calling) what ever Frame / image is within the .utx file.

:D

well thats how I assume it all works :lol:
 
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Wises

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Sep 15, 2008
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Appreciated M8 , sorry for adding more to the work load.. :\

See how she goes.. or as you say .. plod Along lol.
 

Wises

New Member
Sep 15, 2008
377
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They are the first 5 games by default.
There has to be something else when a players starts MapVoteX with no ini it would crash, so the first 5 games are setup in code:
Code:
MVGameName=Tournament DeathMatch
CustomGame[0]=(bUse=True,MapFolder="Maps",DefaultMap="DM-Deck16][",GameName="Tournament DeathMatch",GameClass="Botpack.DeathMatchPlus",Mutators="",Settings="InitialBots=5,Minplayers=6,MaxPlayers=16")
CustomGame[1]=(bUse=True,MapFolder="Maps",DefaultMap="DM-Deck16][",GameName="Tournament Team Game",GameClass="Botpack.TeamGamePlus",Mutators="",Settings="InitialBots=7,Minplayers=8,MaxPlayers=16")
CustomGame[2]=(bUse=True,MapFolder="Maps",DefaultMap="CTF-Face",GameName="Capture the Flag",GameClass="Botpack.CTFGame",Mutators="",Settings="InitialBots=9,MinPlayers=10,MaxPlayers=16")
CustomGame[3]=(bUse=True,MapFolder="Maps",DefaultMap="AS-Frigate",GameName="Assault The Base",GameClass="Botpack.Assault",Mutators="",Settings="InitialBots=7,Minplayers=8,MaxPlayers=16")
CustomGame[4]=(bUse=True,MapFolder="Maps",DefaultMap="DOM-Olden",GameName="Domination",GameClass="Botpack.Domination",Mutators="",Settings="InitialBots=7,Minplayers=8,MaxPlayers=16")

Regarding the splashlogo and time sets and delays etc.

just do some tests re ^ above , I think its being caused by either;

Invalid MVGameName=not in list
MVGameName""

should be an easy fix.. to do some checks for these things?

and eliminate any problems happening later..

like on the version I have.. soemtimes it adds Maxplayers=16 to the Server which I think comes from this.
 

ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
The MVGameName should not be touched and should not be "" but I will put a check it for that.
The first 5 games, maybe I should reduce it to 3, DM, TDM and CTF are the default games and have to be there.
I'll remove the Settings= stuff though.
What I will do if MVGameName="" or is not found (admin has been fiddling) then it will restart the DefaultCustomGameNum.

Ok what I have done for the Welcome Menu is as follows:
Code:
WelcomeLogo[0]=(bUse=False,LogoName="",SoundName="")
.
.
WelcomeLogo[29]=(bUse=False,LogoName="",SoundName="")
We cannot have a bTransparent here because you don't want to see the crappy blueish background and NO you cannot make a UWindow transparent in UT.
All this url's you looking at for transparency are Consoles which can be transparent but a UWindow Form cannot.
 

Wises

New Member
Sep 15, 2008
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ok :) gotcha..

Wicked stuff mate that there is impressive stuff on its own :)

can you send me the tan-ish backgrond colour so I can have a play please ?

cheers.

appreciated.
 

Wises

New Member
Sep 15, 2008
377
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think I'll goto bed early tonight lol been working on this (and other things) all day ..

cya's in teh Morning :)
 

Wises

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Sep 15, 2008
377
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you didn't just 'K' me.. did you .. :lol:

ok I stay awake for a bit , Mrs alseep now anyways..

hmm let me see if I can remember the important points..

lets start with the arrangement of the tabs ;

1st [Welcome]
2nd [MapVoteX] or [vote]
3rd [info]

if not to big a problem

Also remove the bottom [close] button from the [Splash Page] as there is a close button on [Vote] and [info] Pages/Tabs

on the bottom of the Splash Page in a Row have;

[Website][Contact][etc][etc]

if these buttons can be dynamically centered and spaced would be great.

ie;

CustomButton1=Website
CustomButton1=Contact
CustomButton1=Etc
CustomButton1=etc
CustomButton1=etc

CustomBttn1URL=http://
.
.
.

Start CustomBttn1URL blah.

if they can be dynamically arranged somehow would be bonus but I don;t think UE1 Engine can do this kind of stuff.. btw do you have a link to some resources for these uWindows etc so I can look up what can/can't be done

Cheers..

will add more as I remember..
 

Wises

New Member
Sep 15, 2008
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btw how did you get all the lines into that tan-texture?

you like spaced it perfectly.. 150+ times..