UT2Vote52B1

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ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
Regarding the "EndGame Screen"
This screen only appears when a match is completed.
In other words if you click on "End Match" you are aborting the match and the "EndGame Screen" will not appear.
Just clarify again if you clicked the End-Match or not.

Regarding the UniqueID's of the players that left, doing it like you suggest is not a problem, the problem is I'm all out of replication space, as there could have been 10 players that came and left the server.
So each player has 16 characters in his nickname, plus a seperating comma, adds 170 characters to the replication.

I'll see what I can do, but if I can do it then I will have to delete the current editbox we just added - that ok ?
One problem, one cannot have different colors in a Listbox, so all players past and present will be the same color - maybe I can add brackets around the name ?
 
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frogger187

eat. sleep. frag.
May 2, 2003
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writing this from airport... i will be in Abu Dhabi from now until Thursday night..I can post and such, but will not have UT, so i cannot test. I don't have any outstanding issues, but wish i could have tried these last versions. Don't hold the release for me..I am anxious to get these out. I'll check in...
 

tdw-socke

Member
Nov 21, 2003
994
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16
ProAsm said:
Regarding the "EndGame Screen"
This screen only appears when a match is completed.
In other words if you click on "End Match" you are aborting the match and the "EndGame Screen" will not appear.
Just clarify again if you clicked the End-Match or not.
I'm shure about this one, i tried 3 hours yesterday: botmatches, clanmatches, endmatch-button, endmap-button and simply playing till the end (1 up to 5 maps, 1 - 2 minutes each). Only thing is, i was always alone as real player, if that is of interest...

Regarding the UniqueID's of the players that left, doing it like you suggest is not a problem, the problem is I'm all out of replication space, as there could have been 10 players that came and left the server.
So each player has 16 characters in his nickname, plus a seperating comma, adds 170 characters to the replication.

I'll see what I can do, but if I can do it then I will have to delete the current editbox we just added - that ok ?
One problem, one cannot have different colors in a Listbox, so all players past and present will be the same color - maybe I can add brackets around the name ?
for me deleting the edit-box and brackets are ok. Who ever want's to ban players not in the list, still can do it the old fashioned way via webadmin.

Would be very nice, if you could get that working ;)
 

ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
I may well hold it over to next weekend frogger as I have struck quite a serious problem which is going to take a while to correct and I would like the guys to play the final beta for at least 3 or so days bug free before we release.

Socke, what I have done is if there are any players that have left, a Heading will appear in the list of names:

Socke
ProAsm
Pow
--- Players already left ---
Frogger
Assraker

A total of 15 players that have left the game will be recorded.
Error checking has been added so you cannot, Kick or Mute the last 3 items, also you cannot Ban the heading :)
 

tdw-socke

Member
Nov 21, 2003
994
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i rechecked the endgame-screen with 2 real players, and then it's working, so only thing would be the old question: is it possible, not to only show how many maps a team won, but additionaly show their score, and (i know, it's too late...) maybe having an option, wether to calculate the winner by mapwins or by score.

The thing is, that nearly all left leagues count score, not mapwins :(
 

ProAsm

Active Member
Mar 20, 2002
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36
www.proasm.com
Keeping track of the score is not much of a problem, the problem comes in with:

1. Onslaught - when Teams swap.
2. When an Admin selects SwapTeams.

When these items happen it is no longer possible to keep track of scores and incorrect readings will appear.
It is for this reason that I completely avoided it.

There is also another problem like in CTF.
For a Mutator to count Flags is not possible and only the Players Scores can be counted.
The same goes for other games, in ONS I cannot count the "Turrets" and only the player score.
 

ProAsm

Active Member
Mar 20, 2002
2,108
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36
www.proasm.com
Yes I will get Beta 9 out tonight hopefully.
We are all suffering greatly from electricity outages, the Kooberg Nuclear Power plant had one of its reactors go faulty on Sunday and now they shedding the load so that major centers can have electricity, so we all have to suffer country wide for periods while they fix the reactor :(
 

ProAsm

Active Member
Mar 20, 2002
2,108
0
36
www.proasm.com
UT2Vote52 Beta 9

Ok lets hope this is the last.

1. Player Ban
The editbox has now been removed and the Players nickname will display.
Some error checking has been added.

2. AirControl
The option ?AirControl=0.35 has been added to the GameType string as default and will adjust acordingly.

NewMapButnText
When setting this buttons text, it has been restricted to 10 characters.

3. NewMapMenuText
If this text exceeds 16 characters then the menu will switch to smaller font allowing up to 32 characters.

4. About
This button will become the "QuitGame" button at game end.

http://www.proasm.com/files/beta/ut2v52b9.zip
 

tdw-socke

Member
Nov 21, 2003
994
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16
will test this evening.
Just installed it, the lix-file is ok, but the ?AirControl is missing in the ini.

Could you set Translocator=False for InstagibCTF? Nobody plays iCTF with XLoc :)
 

ProAsm

Active Member
Mar 20, 2002
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36
www.proasm.com
If you go into the AdminGame menu and submit anything new it will add the ?AirControl=0.35 to the string.
I'll have a look at the Xloc in Instagib.

** Edit **
Just had a quick look at the code and if you set ?Translocator=False in the GameType string it should disable it, whether an Instagib Game or not ?
 
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tdw-socke

Member
Nov 21, 2003
994
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InstabibCTF is an own standard gametype. Of course i can set it in the string, but i thought of setting it on false for that gametype by default. The same with the aircontrol ;)
 

ProAsm

Active Member
Mar 20, 2002
2,108
0
36
www.proasm.com
The default setting for the Translocator is set in the UT2004.ini file:

[XGame.MutInstaGib]
bAllowTranslocator=True

However the ?Translocator= in the startup string will override this setting.

I see the Pawn has a different AirControl to the rest of the game.
This was a single request I had, so to keep the game even I have removed the AirControl and should an Admin require to change the AirControl he can use the conventional way by using the UnrealGame.MutMovementModifier and setting the aircontrol in the UT2004.ini file:
[UnrealGame.MutMovementModifier]
AirControl=0.35
 

tdw-socke

Member
Nov 21, 2003
994
0
16
ProAsm said:
UT2Vote52 Beta 9

Ok lets hope this is the last.

1. Player Ban
The editbox has now been removed and the Players nickname will display.
Some error checking has been added.

2. AirControl
The option ?AirControl=0.35 has been added to the GameType string as default and will adjust acordingly.

NewMapButnText
When setting this buttons text, it has been restricted to 10 characters.

3. NewMapMenuText
If this text exceeds 16 characters then the menu will switch to smaller font allowing up to 32 characters.

4. About
This button will become the "QuitGame" button at game end.

1. Works partwise:

players who left the server appear correct in the list, banning them adds them to the banlist, unbanning is possible too, but they still can connect again, means, the ban has no effect. A map restart makes no difference.

the ini shows the ban-entry as
BanPlayer=(NickName="TDW-Player",UniqueID=,IPaddrs=,Levels=111)
Nothing edited there but the name... So UID and IP are missing, i guess.

2. Works (didn't know it should be something like a hidden option)

3. i tried for NewMapMenuText a sentence with 29 chars. It is cut of at char 23. I have a resolution of 1024x786.

4. Works.

I hope i can have a look at the readme tomorrow at work...
 
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tdw-socke

Member
Nov 21, 2003
994
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16
these Gametype-settings could need a bit more explanation:

HideVote=False,
If set to true, only voteadmins and clanadmins will see this gametype

Clan=True,
If set to false, This gametype won't be available in clanmatch-setup

RequiredPlayers=2,
The number of players actual on the server, to be able to vote for the gametype. Not to be confound with minplayers

MapLimits=0,
The number of maps to be played, to vote the actual map again. RestartMap won't be affected by this

ServerName="None",
This setting overrides the DefServername, set in the [UT2Vote52.UT2VoteConfigs]

UseMapList=False,
If set to true, the Maplist will be taken from the ut2004.ini. False shows all maps matching the MapPrefix and AltMapPrefix

and i see no explanation for the clanmatch-buttons?

this is taken from my manual:

Start Match: The ClanMatch gets started. Befor this button is used, all settings must be saved with Submit Game Info !

Set Match: The ClanMatch get’s prepared. It will start after the current map has ended. Befor this button is used, all settings must be saved with Submit Game Info !

ClearAll (???): If no clanmatch is running, this will clear the actual setup. This button becomes the EndMatch-Button as soon as a match is in progress.

Pause and Close need no further words i guess...
 
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