More than 31 maps on a server?

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

(SDS)benmcl

Why not visit us here in the real world.
May 13, 2002
1,897
0
0
Visit site
I have mentioned this back in the 2.86 days and was told it was a bad idea. Probably still is but...

Is the spawning in DTAS based on the path node network for bots. Ie a path node is choosen and your team is spawned around that point.

If so are they numbered in some way or do you just loop through all the path node actors until one is choosen? In other words is it possible to pick what ones not to use or use?

If not possible would making a DTAS map conversion by deleting the path nodes you never want to spawn at.

Actually is it possible to make a mutator to "delete" path nodes you don't want before DTAS chooses the spawn points?

Does any of this makes sense?
 

ant75

aaaaaaaaaaaaaaaaa
Jan 11, 2001
1,050
0
36
Paris
Yes RTS uses pathnodes, and as the name states, it's random, meaning you can't choose which pathnodes are selected. However you can adjust some settings if you don't like how team are spawned, but it can't be per-map settings (at least it never seemed to work for me). So yes, the best solution would be to delete pathnodes where you don't want players to spawn.
 

Crowze

Bird Brain
Feb 6, 2002
3,556
1
38
40
Cambridgeshire, UK
www.dan-roberts.co.uk
TDM or DTAS, it's still random spawn, and you may still start in the open below a falling bomb.

Shan, it's a file included in the zip (InfAdds.u I think), in theory it's easy enough to ignore but still easier to forget about if you're in a rush/absent-minded (i.e. me most of the time).
 

ant75

aaaaaaaaaaaaaaaaa
Jan 11, 2001
1,050
0
36
Paris
Crowze i wanna trust you because you certainly know a lot more than me about coding, but i'm not sure you're right here. I have read the readme of khutan's RTS (perhaps have you modified it for DTAS? in this case forgive my mistake) and i'm pretty sure RTS kinda cut the map into zones, and then uses pathnodes to see if it can spawn players here (sorry for that bad explanation, it's much clearer in khutan's readme). So yes, deleting pathnodes (provided that you delete all pathnodes of a given zone) might prevent players from spawning there. If RTS was totally random i think you'd see a lot more spawning in the skybox.
 
Last edited:

mat69

just fooling around
Dec 9, 2001
849
0
0
Österreich
www.combatmaps.de
But please don't remake all these maps!
It is possible to delate actors (PathNodes are Actors) over mutators, each has a specific number so if you run UnrealED and look for the PathNodes you want to remove you just have to go into its proberties and search the name.
Beppo has mentioned once that he is working/can do such a mutator which removes/adds actors for specific maps, so that you can change the objectives (all actors) over a mutator, I'm working on one map to change the objectives but run into problems :( (I do the objectives note their properties and then send them to Beppo so that he does the ini, that's the plan I have :) and I hope that it will be real once :D )
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
53
Aachen, Germany
infiltration.sentrystudios.net
You cannot delete every object. Objects that have set bNoDelete=True or have set bStatic=True cannot be deleted. So you would only be able to hide them or turn them off if possible.
In the end you would need a way that is 'defined' somewhere so that ie DTAS can react on such objects properly.
Deleting pathnodes or other network points is a big big NO NO. Bots rely on this system and they are referenced by a bunch of things. AND they build an engine internal network... so removing one of them destroys this network and I don't think that this will be a safe procedure.
So, setting ie their Cost value to something that DTAS can check for while searching for spawnpoints would be one possible solution. Or you would need a list of 'allowed' pathnodes per map. Easiest way for this setup would be to use ranges you can include or exclude. Each Pathnode has a number that you can check by grabbing its 'real' object name. So you would be able to compare the ranges with your current pathnodes number. The ranges would all fit into a simple string that you can setup per map then. Or you can setup coords with a radius instead of number ranges. Many possible ways.

To the actual number of maps...
A mutator that is using its own voting system would be able to present a selection of available maplists per gametype for example. You would be able to list all gametypes the server allows to switch to and then a set of allowed maplists per gametype and then followed by the actual maps.
This way you would even be able to group the different maps into categories like ie large, medium, small or based on the number of players.
So, you would let the players vote for the gametype, map-type/size and the actual map to jump to then too... all in one.
 
Last edited:

shan

www.clanterritory.com
Jan 29, 2000
1,011
0
0
53
Portland, OR
www.clanterritory.com
How difficult would it be to put together a mutator that makes the Admin immediately win on a vote? If I am logged in as admin and vote a map, for example, it should not wait for enough votes to switch, it should simply change since an admin told it to.

Anyhow, is there anyone that would sign up to try a mutator that would allow you to have more maps and vote for certain configs, such as pistols only DTAS, etc?
 

- Lich -

New Member
Jul 1, 2004
265
0
0
Talking of Enemy at the gates:

I installed it some days ago and simply not copied the Infadds.u, works perfect (at least offline). So seems like no need to remake it.
 

Cleeus[JgKdo]

because respawns suck
Jun 8, 2002
798
0
0
Germany
www.cleeus.de
@topic:

I played around with some code and tried some methods of extending the mapcycle. Conclusion:
It is possible to make the server cycle between more then 32 maps, BUT:
It would be a dirty hack. I have the following possibilities in my mind:
a) The ingame vote-menu and webstat show the usual 32 maps. These 32 maps have nothing to do wich the actual cycle the server uses, because the server has it's own internal maplist (I'd create a webadmin frontend for setting up this list)
b) The ingame vote-menu and webstat show a sellection of 32 maps out of the bigger internal mapcycle. I'd integrate it with ssk so that the sellection could only show maps that fit to the current number of players. Or it could simply show the first 32 maps.

I'm not happy with any of these two possibilities. What do you think?
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
1,252
3
38
56
Austin Texas
ghostdogs.net
Sound like a good idea [given what you can do]. However, if you could also make it work with Beppo's GameSwitcher mutator I would send you $10 USD via paypal for your coding. ;) It is worth it to me since changing the Map List and the GameSwitcher.ini is a real pain in the ass.
 
Last edited:

Cleeus[JgKdo]

because respawns suck
Jun 8, 2002
798
0
0
Germany
www.cleeus.de
shan said:
If we use Option B does that mean that the server will automatically adjust the map list based on the number of players? That would rock.

You can also put me down for $10.00!

Shan

Heh, that'd be the first money I get for programming, but unfortunatly it will be GPLed ;)

Yes, it does. But this is nothing to be happy about. I already have that functionality in ssk.im (just waiting for it beeing ready for release) which skips big maps if few players are on and small maps if lots of players are on.

The problem i see is that the visible mapcycle doesn't represent the real choice of maps availlable.
 

shan

www.clanterritory.com
Jan 29, 2000
1,011
0
0
53
Portland, OR
www.clanterritory.com
I don't suppose there is a way to have essentially two seperate maps lists, one for smaller and one for larger and you could vote in only one of them or something? Maybe Beppo knows of another way to make it work ot can provide some data that would help out. Either way, it would be great to be able to use a larger map list, even if it meant that not all of them could be voted.
 

mat69

just fooling around
Dec 9, 2001
849
0
0
Österreich
www.combatmaps.de
Beppo takled about that the Bonuspack will enable it to easier add objects to the ingame-menu if I remember it correctly. Maybe it would be possible to add a new "vote menu". And in this menu you could change to long-range maps ... and then the other vote menu would be updated with the correct maps. I'm not sure if this is possible allthough.