UT2Vote52B1

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frogger187

eat. sleep. frag.
May 2, 2003
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i liek the current hitsound...but if you play TAM with it's built in.. you will notice a second hit sound (different tone) if you hit a teammate..i am requesting a second hitsond, not a replacement for the current.

i am running 14..
 

ProAsm

Active Member
Mar 20, 2002
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ahh ok because Playing now I find that its the UTExtra hitsound you can hear and not the TAM one.
When you switch off the UTExtra one bNoHitSounds=True then the TAM one comes through and its so putrid its not worth having (imo)

To give UTExtra an additional sound I will need to shift the sound routines clientside as currently they sit serverside but thats not a problem, just is it worth the trouble and if it is, what sound do you want :)

So at the end of the day, the UTExtra brightskins are being stopped by TAM, but the UTExtra Hitsound is the predominent sound and totally overrides TAM's hitsound unless you disable UTExtra's hitsound :)
 

frogger187

eat. sleep. frag.
May 2, 2003
632
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i dunno if its werth it. Maybe just add something about it in the readme as a known interaction. I don't mind using the TAM skinz and sounds, although i really do prefer UTextra's... TAM is quite popular, so may have people raising it as an issue.
 

tdw-socke

Member
Nov 21, 2003
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you also might have found, that the tam-sounds differ regarding to the dammage you do to your opponent. The deeper the sound, the more damage.

this is very helpful, as you won't know otherwise, if your lightning did a full hit, or if it was just the splash, hitting your opponent. On the other hand, an asmd-user knows always, he does 60dam, if he hears his beep :)

but imho that's all too much for utextra...

btw, tam also doesn't work with utcomp :)

edit:

oh, and there is a beta of tam 3.0, which has lots of things rewritten:
http://www.3spn.com/forums/viewtopic.php?t=541

maybe we could ask wor passing back his stuff to ut2004?
 
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tdw-socke

Member
Nov 21, 2003
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regarding the endmatch, maybe i'm stupid, but i did a test yesterday, i started a clanmatch only 1 map, 5 min to go, the match startetd, and after 1 min i had an urgent phonecall. i hit the sleep-button on my pc and went off...

after i returned several hours later i had a look at my servers and there the clanmatch was still running! i connected to that server and could only spectate (nobody was on it). I had to restart the server. Regarding to clanmatch, the match should have been over...

wired, maybe the whol end-match-function is somehow a bit confused?

my mates are blaming me, for non working servers for weeks (since i installed 5.1) but i never thought of such problemes... :(
 

ProAsm

Active Member
Mar 20, 2002
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Ok for the mean time I'll try and get the UTExtra Brightskins past TAMs xPawn and leave the rest till later as we need to get UT2Vote and Zound released now - it dragging on too long.
Socke I'll have a look at the End Match and see whats up.
 

ProAsm

Active Member
Mar 20, 2002
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Ok Socke, I found the problem with the "End Match"
This problem was introduced with the "Clear All" button added to UT2Vote50.
Basically I forgot to clear the NotClanMatch flag after the match actually had started.
Nice spotting this bug - well done :)

i have a question regarding bans:
it is a bit uncomfortable to manage bans, as they are not present in webadmin and also not in ut2vote (i gues) only in the ini.
Is there something we can do, without disabeling the webadmin-functions of ut2vote in complete?
Socke, Bans are managed pretty well in UT2Vote.
You can Ban a player, list all the banned players and Unban a player - all this in the KickMenu.
What more does an Admin want ?
 
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tdw-socke

Member
Nov 21, 2003
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ah, ok, well if you ask, what an admin wants ;) :
something like the possibility to ban players, who left the server :)
it's very annoying to see players laming around and posting something like "skill sponsored by helios" and imidiately leaving the server...

well i could search the log for his id, but maybe this could be more comfortable ;)
 
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ProAsm

Active Member
Mar 20, 2002
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Ok the best I can do here is to add the banned player to the list from WebAdmin Console.
For instance, in the WebAdmin Console - remove the 'say' and type:
UT2Vote Ban Nickname,4230fjj7a6cafda49fed3f4200fa97kk
Maybe I could add a editbox in the Kickmenu also.

It must be the Nickname then a comma then the UniqueID.
The player can then only be unbanned from the Kickmenu as his Nickname will appear in the Banned List when called.

Would that be ok ?
 
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tdw-socke

Member
Nov 21, 2003
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hmm, if banning and unbanning in the kickmenu is possible, that's enough and no need for webadmin-stuff. I wasn't aware of the unbanning-possibility, sorry...

but what about banning players who already left? would that be possible?
 

frogger187

eat. sleep. frag.
May 2, 2003
632
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if you want to ban after the fact, i would think you would need/want to make a player join log, similar to what severext has, and basically do the same as UTAN does. Pull up this list and pass it to the ut2004.ini ban section. I'll use UTAN for this, as it passes these bans to all servers. I do see a small benefit of UT2Vote being able to do this..but not a lot. I use UT2Vote in conjuction with UTAN. I will use UT2Vote to kick the player for a few levels..then when play gets to a map change..i'll jump out and add the UTAN ban...
 

tdw-socke

Member
Nov 21, 2003
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i do it in a similar way, without utan, but as i said, that's not very comfortable and to make it somehow a bit comfortable, you need additional tools...
 

frogger187

eat. sleep. frag.
May 2, 2003
632
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so..what you are looking for is a running join log within the ut2vote menu interface? That you would be able to select any player from and apply a ban to..? This would be very useful if possible and lag free..
 

frogger187

eat. sleep. frag.
May 2, 2003
632
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new feature request: Can there be an entry in the ini that allows me to change the text of 'NEW MAPS' button. This would be great. I have tons of maps on my server, but want to have a smaller list of, for example, the most popular TAM maps..say 10-15..instead of the 100+ I have available in the main window. I have a uadmin message now saying 'FAV TAM maps found on 'NEW MAPS' button'

i'd like a string in the ini that defaults to 'mapbuttontext=new maps' and is able to be anything, up to XX characters.

no idea if possible. Thanks:)
 

ProAsm

Active Member
Mar 20, 2002
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Firstly regarding the "join log" to UT2Vote.
To what must it join, UT2004.ini ?
If so this is possible although it would mean another class.
We need to start dumping stuff to make way for these new idea's.

Secondly, regarding the NewMaps button, I think the max characters are 32 and I would have to replicate the name if there is room left.
I'll see what I can do.
 

ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
UT2Vote52 Beta 8

Ok hopefully this is the last beta as we MUST get a release this weekend.
Just a few items but they need testing.

1. End Match
Fixed the bug where the End match did not work during a Clan Match.

2. Player Ban
Added an additional editbox to the KickMenu when the Admin logs in.
This box is for a player that is NOT on the server and this Nickname and ID will be taken as gospel and no error checking will be done.
Nickname,UniqueID - then click on Ban.

3. NewMaps Button
In the IniOnly section there are now 2 new options:
NewMapButnText
Whatever goes here will be displayed on the Button of the NewMaps.
Be carefull of how many characters you use.
NewMapMenuText
This is for when you click on the NewMaps button and this is the heading in the NewMaps menu.
Again dont overrun the timer at gameend.
The final release I may restrict these 2 items to 16 and 20 characters max.

http://www.proasm.com/files/beta/ut2v52b8.zip
 

tdw-socke

Member
Nov 21, 2003
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1. End Match
working

2. Player Ban
working

3. NewMaps Button
working

But...
I remember, there was some kind of an endgame-screen, showing how many points which team got in clanmatch, i guess you remember. We had a diskussion if it's possible, to show how many maps a team won, and if it's possible to show additionaly, how many points they got...

Well, this screen is missing, there is no endgame-screen anymore, just the adminmessage that clanmatch is over and map will be restarted (which normaly noone sees, as the scoreboard is open, as the game ends).

The other thing regarding the banning of the left player: It works, but it's still uncomfortable... If you have no additional tools like savegame or utan, you need to open the server-log to get the IDs of the players.
Isn't it possible, to keep the players on the list, until the map ends, even if they left the server (maybe in red color)? So it would be as simple as banning players, wo are still on the server...

Nice work, I'm glad, the clanmatch is usable again ;)