UT2Vote49

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hmishima

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Sep 10, 2004
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OK, just to correct my mistake in this posting...when all 4 values are set to tue, we get only blank logs in 95% of the cases, but when bUseChatIDs is set to false, everything is ok. Unique IDs is set to true at all times. I had it reversed in my original post.

Maybe you can't use ChatID's and UniqueID's together?
 

ProAsm

Active Member
Mar 20, 2002
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UniqueID and ChatID is exactly the same thing.
bUseUniqueID=True will convert the Players CD-Key to a UniqueID only relavent to that CD-Key, that now gets stored next to his LogonID.
Now if you have UseChatID=True then all you are doing is displaying the Players UniqueID in the chatlog.
With UseChatIDs=False then you choose to log the Players IP Address instead of his UniqueID.
Code:
2005/02/02 - 21:21 - 192.168.0.2      - ProAsm           : this is chatting with UseChatIDs=False
2005/02/02 - 21:21 - 192.168.0.2      - ProAsm           : I am now going to set it to True
2005/02/02 - 21:22 - af74f0006002d8bab15b034d5613eaad - ProAsm           : ok this is chatting with UseChatIDs=True
2005/02/02 - 21:22 - af74f0006002d8bab15b034d5613eaad - ProAsm           : Currently on my server with UT2Vote49, Zound48B5, UTExtra14B3 and all is well

*** Edit ***

Code:
2005/02/02 - 21:30 - af74f0006002d8bab15b034d5613eaad - ProAsm           : ok now I have UseChatIDs=True and bUseUniqueIDs=False
 
Last edited:

ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
OK, just to correct my mistake in this posting...when all 4 values are set to tue, we get only blank logs in 95% of the cases, but when bUseChatIDs is set to false, everything is ok. Unique IDs is set to true at all times. I had it reversed in my original post.

Maybe you can't use ChatID's and UniqueID's together?
Download the Serverlogs and have a look at the UniqueIDs that are displayed for each player when they logon, and you will probably find many the same - (keygens).

Search for "ScriptLog: New Player"
ScriptLog: New Player ProAsm id=af74f0006002d8bab15b034d5613eaad
 

hmishima

New Member
Sep 10, 2004
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:instagib: The fog is lifting. I suppose if I got more than 5 hours of sleep a night, I'd be a lot more apt to understand pretty much anything:) a 1year old will do that to you;)

I am curious what happens for you when both are set to true.

So, to sum up for myself, bUniqueID=True in conjunction with DoUplink=True will kick players that have no MasterServer authentication, track votes and allow chats, but, bUseChatIDs=True will only display the GUID in the chatlog. Correct?

If I'm even remotely close, just say yes and I'll let it die;)
 

ProAsm

Active Member
Mar 20, 2002
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Yes you are starting to get the picture :)
bUseUniqueIDs has absolutely nothing whatsoever to do with Chatlogs, ChatIDs, chatting or what have you.
bUseUniqueIDs is directly attached to DoUplink=True in the UT2004.ini file and anything to do with Voting, kicking or banning uses the bUseUniqueIDs.
If DoUplink=False and bUseUniqueIDs=True then UT2Vote will get very confused when players join the game with the same CD-keys.
It will allow it but when a player votes for instance, everyone using the same CD-Key will now be seen as voted and will also loose the option to change a vote.
So in other words, if there are 6 players and they all using the same CD-Key, only one person will be allowed to vote and the vote will have to go to timeout.
It is for this reason that DoUplink= and bUseUniqueIDs= should always be the same.
Like I say, the only problem now is a player thats been banned or kicked just has to disconnect and come back again so playing with DoUplink=False on a public server is not advisable.
We do mainly on ClanServers where you know cheaters wont appear as the server is password protected.

Just looking at the code, the only way you can get no chatlogs or very little is if UseChatIDs=False and several players are using the same IP Address also.
Here is where UT2Vote gets its PlayerID's from:
Code:
function string GetPlayerIDType(PlayerController Sender)
{
    if (bUseUniqueID)
        return Sender.GetPlayerIDHash();
    else
        return string(Sender.PlayerReplicationInfo.PlayerID);
}
 

ProAsm

Active Member
Mar 20, 2002
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why does this change based on player load?
Sorry frogger I did not see your question.
This is something I did back in UT99 still with ProVote when I was stil a very active player.
Basically at the end of each game everyone says 'gg' or 'kewl' etc and I timed it to see how long these 'gg's take to display with differing number of players + 5 seconds for a breather - so thats where that lot came in :)
 

frogger187

eat. sleep. frag.
May 2, 2003
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ProAsm said:
Sorry frogger I did not see your question.
This is something I did back in UT99 still with ProVote when I was stil a very active player.
Basically at the end of each game everyone says 'gg' or 'kewl' etc and I timed it to see how long these 'gg's take to display with differing number of players + 5 seconds for a breather - so thats where that lot came in :)

that's what i assumed.. makes sense..