UT2Vote53 Beta

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ProAsm

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Mar 20, 2002
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Do the custom messages that get displayed use up a lot of CPU or is it nothing really?
With UT2Votes Server Messages all happening Clientside its very dependant on the players PC, size, memory etc but generally speaking no as it is purley a screen dump.
Setting the fade on could use up more cpu time but not noticable on a cpu greater than 2 gigs with 512 megs memory.

frogger regarding you random map, this can be a problem because what does the server look for and when does it switch, because the current map playing could be the random map :)
Currently it :
1. Looks to see if no players left on server.
2. Checks the Timeout (3 mins default).
3. Compares the current map to the Default map.
4. If not the same switch to it.

Now check that logic with a Random map, it just cannot work as it will switch to a different map every 3 minutes because there is no constant or reference.

It may be an idea that if bSwitchDefMap=False and bSwitchRandomMap=True then if DefaultSwitch= is less than 30, make it 30 or DefaultSwitch= + 30 and switch to a different map every 30 minutes, as in this way you might attract players with all these different maps coming up :)
 

ProAsm

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Ok what I have done as a test as I dont want to get too involved and screw the logics.

Only added bSwitchRandMap=False (default)

Now bSwitchDefMap= takes precedence and if set to True then bSwitchRandMap= will be completely ignored.

However if bSwitchDefMap=False and bSwitchRandMap=True then when DefaultSwitch= reaches its time the server will switch to a Random map.

The time that DefaultSwitch= is set to is up to the Admin and if he uses the Random facility and leaves this setting as 3 (default) then every 3 minutes his server will switch to a random map if no one is around.
Basically its up to the Admin to set this higher in this case.

If both are set to False or DefaultSwitch=0 then nothing will happen.

Another thing to note also.
If using the Random option, the Random map does NOT look to see if its been Rejected or is under a Limitation - it will just switch.

If this is accepted then I'll release a Beta 3 today or tomorrow.

Your thoughts ?
 

frogger187

eat. sleep. frag.
May 2, 2003
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I think that should work. I like the logic. It will probably drive me to increase my default switch time to 10 or 15, but really I only need it activated at dead times (overnight)..so I don't see any issues with that..


only thing i can think of..any issues if bmaplist=true? will it know to only use those?

*edit.. might be nice to have a random maplist? the random map is chosen from these...i would like this..
 
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Imaginos

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That 30 minute randomizer sounds interesting, but I am a little afraid about the part where it's not checked for rejected maps. Depending on the gametype variables, some maps are not winnable -- or more accurately, they won't end because a tie can't be broken when noone can score.
This might just be limited to Deathball in that there can be practice maps that allow you to hit the goal, but not score. It will just Beep to tell the keeper he blew the save. This lets you play on w/o any pausing or ball resetting.
When this happens, the map usually empties, the clock runs out. People try to join later, but time had expired so they can't get in. Additionally, they can't vote it out for the same reason.
 
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ProAsm

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Ok a few changes has been done.
It now tries 10 times for a Random map that is not Rejected and not under Limitation or the same map that is currently playing.
If however all 10 fail then the 10th one wil be it - regardless.

Yes it knows when UseMapList=True and will use that.

I too thought of a Random List and the only way is to have ONE random map list with all the maps for the different games in one list and then extract all the relavent ones for the current game using the MapPrefix for a Random list.
This I will look at.
One question though, if UseMapList=True, should it still use the Random MapList or the UT2004.ini defined MapList ?

** Edit **
A second question
Can I dump the bUseRandomMap in the current Configs and Admin Menu ?
This I think is permanently left as True by all Admins.
This is when a vote fails, and a Random map is chosen, else if False the current map restarts.
The reason I ask is I want to replace it with the new bSwitchRandMap
 
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Imaginos

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Heh. I use the randommap on my servers. Usually I have the restart disabled, map limiting on, and if they don't wake up and vote, it will pick a random one that meets the size requirements of the current # of people connected.
 

ProAsm

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Ok more changes as follows to make this lot work.

I put the bUseRandomMap= which was in the Config section into the IniOnly section - it has also been removed from the Admin Menu.
The new bSwitchRandMap= is now in this Config section as well as in the Admin Menu.
DefaultSwitch=3 which was in the IniOnly Section, is now in the Configs section and also in the Admin Menu.

To make up for the empty space in the Admin Menu now, the bUseChatIcons= has been transfered from the IniOnly section into the Config section and is now also in the Admin Menu.
 

ProAsm

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Another question....
I have created a
[UT2Vote53B3.UT2VoteRandomMaps]

Now currently you put ALL maps in here, DM, CTF, ONS, etc, the whole lot and UT2Vote will sive out the required ones for the current GameType.
Question: How many Random Maps per game do you think is a reasonable amount ?
10, 20, 50, 100 ?

PS. The voting Random map will now also come from here.
If no Random Maps are defined then it will choose the first x amount from the current MapList.
 
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frogger187

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May 2, 2003
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I would think 10 would be enuff. But I don't understand why you would need more than one gametype here...Won't the switch always be to the default gametype? (maybe im missin sumfin)

All other changes I am ok with to this point..

Can you have a switch of buserandmaplist=true/false? If set to false it will function as it used to..if true it will choose the random map from the list...
 
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ProAsm

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Yes the maps will always be the defaultgame type but you need all game maps here so that it selects the correct maps.
For instance :
Code:
[UT2Vote53B3.UT2VoteRandomMaps]
RandomMap=(Map="DM-Antalus")
RandomMap=(Map="DM-TrainingDay")
RandomMap=(Map="DM-Ancient2004")
RandomMap=(Map="DM-Deck17")
RandomMap=(Map="DM-Gael")
RandomMap=(Map="DM-Insidious")
RandomMap=(Map="DM-Leviathan")
RandomMap=(Map="DM-Morbias2004")
RandomMap=(Map="DM-Morpheus3")
RandomMap=(Map="DM-Taz4_2003")
RandomMap=(Map="BR-DE-ElecFields")
RandomMap=(Map="BR-IceFields")
RandomMap=(Map="BR-Serenity")
RandomMap=(Map="BR-TwinTombs")
RandomMap=(Map="BR-Anubis")
RandomMap=(Map="BR-Bifrost")
RandomMap=(Map="BR-Canyon")
RandomMap=(Map="CTF-December")
RandomMap=(Map="CTF-January")
RandomMap=(Map="CTF-Magma")
RandomMap=(Map="CTF-Maul")
RandomMap=(Map="CTF-1on1-Joust")
RandomMap=(Map="CTF-Avaris")
RandomMap=(Map="CTF-Citadel")
RandomMap=(Map="ONS-Primeval")
RandomMap=(Map="ONS-Severance")
RandomMap=(Map="ONS-Torlan")
RandomMap=(Map="ONS-Adara")
RandomMap=(Map="ONS-Crossfire")
RandomMap=(Map="ONS-Dria")

That would give you a selection of maps for these gametypes should anyone of them be the defaultgametype.
You could just have one type if your defaultgametype never changes but this way you do have that option.
I'll add that switch you mentioned but it will have to be in the INiOnly section.
Beta will be ready in about an hour or so.
 

ProAsm

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Mar 20, 2002
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UT2Vote53 - Beta 3

The Random MapList logics.

DefaultSwitch=3
This can be from 0 (disabled) to 30 minutes.

bSwitchDefMap=
bSwitchRndMap=
bUseRndMapList=

If bSwitchDefMap=True then it takes complete precedence and the bSwitchRndMap and bUseRndMapList is completely ignored.
If bSwitchRndMap=True then bSwitchDefMap= MUST be False, and in this case...
1. If bUseRndMapList=False then the full Game Maplist will be used, ie a random choice of any 250 maps.
2. If bUseRndMapList=True then the maps entered in the [UT2Vote53B3.UT2VoteRandomMaps] will be used.
3. If however UseRndMapList=True and there are NO maps in the MapList then the first 20 maps from the game MapList will be used.

It should also be noted that the RandomMap taken when a Vote fails, is now also taken from this Random Map choice regardless whether bSwitchDefMap is True or False.

In all cases, Rejected and Limited Maps will be checked for for 5 'spins' at each Random Map selection.
If after 5 times, all maps were either Rejects or Limits, then the 5th map will be chosen regardless.

http://www.proasm.com/files/beta/ut2v53b3.zip

Beware the ini file - there are several changes.
 
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frogger187

eat. sleep. frag.
May 2, 2003
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[UT2Vote53B3.UT2VoteIniOnly]
bUseRandomMap=True this is if vote fails?

random maplist is limited to 20 then?
 
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frogger187

eat. sleep. frag.
May 2, 2003
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it is fine..just wanted to make sure i understood all the settings..personally i'd like it to choose that map from the random list as well, but some may not..i hate to suggest another switch...brandvoteuselist=true/false...


i have only been able to start up the server and watch it through web...it is making the random switch as i had hoped..using only maps from the list.. will test more this evening.. looking good..:)
 

frogger187

eat. sleep. frag.
May 2, 2003
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ProAsm said:
The chat Messages are approx 0.6% in so I put them in 0.7% - is that ok ?

is much better now...but .6% makes more sense..it seems a tad indented now..is better now than original though..

how did you get the colors? using the same RGB in uadmin gives a dif color for 'frogwood'...is fine..just wondering why it owuld be different...

i see no issues as of yet functionally...
 
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ProAsm

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Ok, messages are now set at .6%
I find the colors in UT2004 are evry different to what they are in a numerical format and totally different to Photoshop or PaintShop so I had to juggle them a bit.
In fact in in UT2004 they are BRG and not RGB as in all other purposes which makes it more difficult.
Probably a thing of Direct3D because OpenGL in Duke3d etc its standard RGB and the colors are logic.

I'll have another look at the numerical format as it would solve looking up colors in a table.
 

ProAsm

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Mar 20, 2002
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Ok regarding the R G B A format.
Just a few queries here.
I have changed it so that you can now make any color you like using the R G B A format.
Now there are some rules to abide from and I cannot make it any other way.
Instead of TextColor="(R=100,G=150,B=200,A=255)" the only way I can do it is: TextColor="100.150.200.255"
This is so it can easily be loaded into the Menu, can easily be replicated and I only have to look for dots.
The other issue with using this format is I have to reduce the total number of messages from 30 (current) down to 20.

1. Would 20 messages be ok ?
2. Would this way of setting the color not confuse most Admin ?
3. Depending on (2) should we not just stick with what we got and maybe look at this again in the next release ?

Unfortunately we cannot have it both ways, its one or the other.

The other problem comes in that in the Menu if the Admin does not enter it correctly as 200.200.200.255 there is no error checking here and it could crash his server which is also one of the reasons I previously did it with fixed colors.
One can error check an ini file when loading the messages but when directly editing or adding a new message from the Menu it becomes almost impossible to error check what the Admin has done.

Your thoughts here ?

** Edit **
If you like I can make a Beta 4 for you with these changes to see.
I have kept a backup of Beta 3 incase.

It is now actually quite nice as I've made it that as the Admin changes the colors in the Menu by typing in the different numbers, so the Message label at the top changes at the same time.
In this way he can make the exact color he wants - pretty cool :)
I have added some error checking and if anything seems wrong, it will default to 200.200.200.255
 
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frogger187

eat. sleep. frag.
May 2, 2003
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i like the idea of versatility...i am not sure how important it is to admins..but i'm all for giving them the power...if you have the error checking (that prevents crash) then I think it is werth using. We'll just need to add a paragraph in the readme about the syntax. 20 messages I think should be plenty.

it is RGB, then? and not RBG?

does b4 change the random map functions?(when vote fails)
 
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