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UT2Vote57

Discussion in 'General Discussion' started by ProAsm, Feb 1, 2008.

  1. ProAsm

    ProAsm Active Member

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    Due to a forum crash this is a duplicate posting.

    UT2Vote 57 - Released September 2007

    Name: UT2Vote
    Version: 5.7
    Compatibility: 3369+/-
    Description: A Voting mutator for UT2004
    Comments: Over 50 Games can be configured and over 50 odd Mutators. Clan Match and Warmup options also available with Game Setup options. Extensive Admin options also available to configure each Game seperately.
    Credits: ProAsm & Team - Socke, [PHX]Big_Deal, Assraker, PoW, Imaginos, frogger, sh0V3l, hmishima, Mephisto, tuco, CvRoy, Nikki, De$tiNy, Yakomo
    UT2Vote Website: http://www.proasm.com
    UT2Vote57 Download: http://www.proasm.com/files/UT2Vote57.zip
    UT2Vote Team Support Forum: http://forums.beyondunreal.com/forumdisplay.php?f=501

    Changes and Fixes in UT2Vote57

    1. Map Count
    Fixed the problem where the last map (250) was left out.

    2. Clan Maps
    Fixed problem with Clan Map sorting.
    Fixed problem with ClanSetup menu monitoring paused game.
    Fixed problem where clan map download timer expired prematurely.

    3. Admin Game Settings
    Fixed the problem where the Admin could not correctly set the options in the AdminGame Menu.

    4. Admin Leaving Server
    Fixed the problem where the Admin was not removed from the Admin list when leaving a Server.

    5. Tickrate
    Added ?Tickrate= option to each GameType string to adjust server tickrate.

    6. Top 10 Maps
    Increased to a maximum of 30 maps depending on mapname length.

    7. WaitForLevel
    This option has been put back in the IniOnly section and is used for slower servers that tend to dump their players if the level takes to long to changeover. Default is 60, but if difficulties are experienced, this should be increased to 90.

    8. Spectator Spying
    This is a new feature which has been added both Serverside and Clientside.
    When enabled on both sides and a Spectator is viewing a player, that Player will be notified via a message on his/her screen that they are being viewed. When the Spectator switches their view to another player, the previous player will also be notified that he/she is no longer being viewed by that particular player.
    Settings
    [UT2Vote57.UT2VoteIniOnly]
    bSpectatorSpy=True
    If the Admin sets this serverside setting as False all Spectator Spying will be disabled regardless of the Clientside settings.
    ClientMenu
    Allow Spy Messages
    Here the player has the option of checking or unchecking this option. If unchecked no messages will appear should a spectator be viewing this player.

    UTExtra16 is included in this release.
     
    Last edited: Feb 1, 2008
  2. Wormbo

    Wormbo Administrator Staff Member

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  3. tdw-socke

    tdw-socke New Member

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    Hi Wormbo ;)
    ProAsm just codes some small changes and fixes for UT2Vote 5.8. So chances are good, that he will look at that console-thing too :)
     
  4. [PHX]Big_Deal

    [PHX]Big_Deal Member

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    Yes i can confirm this.
     
  5. ProAsm

    ProAsm Active Member

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    Hi Wormbo,

    This is what UT2Vote does with the InteractionMaster.

    First the UT2Vote Mutator spawns a seperate (standalone) replication class for the client.

    Code:
    function SetClientClass(PlayerController PC)
    {
    local UT2VoteSpawn UTVS;
    
        UTVS = Spawn(class'UT2Vote58B1.UT2VoteSpawn',PC);
    }
    
    This UT2VoteSpawn replication class then spawns a UT2VoteClient when it sees a client.

    Code:
    replication
    {
        reliable if (bNetInitial && (Role==ROLE_Authority) && bNetOwner)
                     PLC, bDuel;
    }
    
    simulated function SetInteraction()
    {
        if (PLC == None)
            PLC = PlayerController(Owner);
        if (PLC == None)
            return;
        UTVC = UT2VoteClient(PLC.Player.InteractionMaster.AddInteraction("UT2Vote58B1.UT2VoteClient",PLC.Player));
    }
    
    Something that happens in the Client class which I cannot remember why anymore.
    Code:
    simulated function Begin()
    {
        local PlayerController PLC;
    
        PLC = ViewportOwner.Actor;
    
        if (PLC != None)
            PLC.ConsoleCommand("Set Engine.GameEngine DisconnectMenuClass GUI2K4.UT2K4DisconnectOptionPage");
    }
    
    This client class does the logon logo, the end game sequences, the keybinds, the voting voices and several other clientside menu stuff.

    The 2 classes in question:
    http://www.proasm.com/files/other/ut2vcc.zip
     
  6. Wormbo

    Wormbo Administrator Staff Member

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    The problem isn't UT2Vote accessing the IM to create interactions. The admin menu page calls Console(Controller.Master.Console).DelayedConsoleCommand("...") in various places, which will fail since that's the old (temporarily disabled) console. Using PlayerOwner().Player.Console.DelayedConsoleCommand("...") there should do the trick. Or maybe even call PlayerOwner().Mutate(...) directly.
     
  7. ProAsm

    ProAsm Active Member

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    mmm... yes you are correct, that is old is it not :D
    Changed 92 of them in 13 files ;)
    In the beginning I used the direct command but people with slower connections had problems so I changed it.
     
  8. [PHX]Big_Deal

    [PHX]Big_Deal Member

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    @Wormbo
    We had test the new beta from UT2Vote and it works fine with your new Antitcc, but i found 1 Problem. When switching to other gametypes all is working fine, only when switch to Invasion people will kicked for this:
    (Bad yyServerReceiveClasses parameter)
    Maybe you can check this.

    Thx
     
  9. Carpe Diem

    Carpe Diem New Member

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    Maybe I'm missing something, but if not.. something we'd like to see in #58 if possible: played maps being showed as "grayed" out if they are out of sequence (as in standard UT2K4 mapvoting menu.

    sorry if I've posted this in the wrong place.


    thanks.
     
    Last edited: Feb 4, 2009
  10. ProAsm

    ProAsm Active Member

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    Currently if the admin has set the MapLimits the map will be removed from the list after being played.
    There is no point in displaying it as greyed out if it cannot be selected.
    UT2Vote uses that space in the replication train to do other things.
     
  11. Zravis

    Zravis New Member

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    Hello, maybe someone can help me out. We're using UT2Vote57 on our private lan server and we have about a dozen or so custom maps installed and I was wondering if there is a setting somewhere I need to change on the server side to save everyones screen shots of custom maps. Every time we start the server up and play, the screenshot preview says unavailable or not map not downloaded. Everyone has downloaded the maps buy the screenshot is gone until we play the map again. This isn't a big deal but just a bit confusing when we're trying to remember which map is which. Any suggestions will be appreciated, thanks.
     
  12. Wormbo

    Wormbo Administrator Staff Member

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    That's an engine limitation: The screenshot is part ofthe map package and as such only available if the map package is known on the client. Yes, it may be downloaded to the cache, but packages there are only really "known" if the server requires them. In other words, you need to actually install the maps clientsidely to see their screenshots all the time.
     
  13. Zravis

    Zravis New Member

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    Ok, thanks for the information.
     

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