Zound bugs

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ProAsm

Active Member
Mar 20, 2002
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Can someone try and see whats going on here with this Invasion as I dont really have the means.
Next Problem i have is that the ZoundMenu not work on a Invasionserver. All what can do is login as Admin or logout.
With the mutate ZoundMenu no Menu where showed (No Adminmenu and no Clientmenu). I think while on this Screenside,
how the Menu occours, the Radar from the Invasion Game is showed.

The mutators used by the InvasionServer are MonsterManager 1.8, UT2004MMRPG, UnrealGame.MutLowGrav,
JumpAnywhere,UnrealGame.MutGameSpeed and UnrealGame.MutMovmentModifier. The Game is called
MonsterManager_1_8.MMInvasion (ExtremeInvasion). It's not the Standart Skaarj Invasiongame. To check
this is the Problem, i have set the Invasionserver to the normal Skaarjinvasion Game and erase the Mutators
MonsterManager and UT2004MMRPG. But it takes no Effect, the Menu can also not open.

I have testet a few of Configurations, but it takes no Effect.

I have send you all Files you need. But you get Troubble while you have not the MonsterPackages.
To get this Packages go to http://www.ataricommunity.com/forum...did=457137&perpage=30&highlight=&pagenumber=1
Here you find all Links to the Packages you will need. If you found not all Packages, tell me and i send you
the missing Packages.
If have leave the UT2004.ini how i used it here (Without Password and other personal Stuff (like UTAN)).
So you find a lot of Players banned in the UT2004.ini ! I have think should i delete them or not. But then i
have mean it is better when you have the full UT2004.ini. If you need every Thing to make the Server working tell me.

Thanks for Help.
Greets {HCG}Sniper

The files:
http://www.proasm.com/files/other/sniper.zip
 

frogger187

eat. sleep. frag.
May 2, 2003
632
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Originally posted by mdhutson
Just discovered a significant bug.

If you type a capital letter anywhere in a trigger, they will be shown even if you have it set to not show triggers.
 

ProAsm

Active Member
Mar 20, 2002
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Yes I saw that post.
Although I could not get it to happen here, I had a look at the code and what he says is very possible and I have made several corrections in 53B1.
It will need testing though once ready.
 

ProAsm

Active Member
Mar 20, 2002
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0
36
www.proasm.com
I would appreciate if someone could try and duplicate the Invasion problem but not too serious if you cant.
Sniper is a pretty cool guy and has emailed many problems / comments over the past year or so, so normally when he says something is wrong, he's normally right.
In this case though he has me at a loss as I know nothing or very little about Invasion.
 

Assraker

New Member
Here is what I have found so far:

All zound functions work thus far with:

Standard INV
INV with Lowgrav mutator

I'm working on downloading all the packages that sniper has (it's a buttload) to try & determin which one is breaking the zounds, if at all. This will take me a little more time, so bear with me while I gather all the files.

The file he has linked us to is incomplete.
 

ProAsm

Active Member
Mar 20, 2002
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36
www.proasm.com
Basically at the end of the day, we're interested if Zounds works with Invasion as you have already shown that it does.
If there is some other Mutator that breaks Zound then thats his problem and cannot expect us to do his seaching for him.
If however you wish to continue looking through all his Mutators to find the culprit, then that is great, as it can be noted for next time we get a complaint and can just ask, "Are you running such and such" knowing it breaks Zound.
You're doing a great job :)
 

ProAsm

Active Member
Mar 20, 2002
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I see Zound is not on the Whitelist.
Was there a reason for this as looking at some of the muts on the list, money must have changed hands for them to get on there :)
I do remember right in the beginning when Zound was Serverside only but things changed drastically since then.
Zound is like UT2Vote and many other very popular mods that is used on many servers and it can only be to the game's, and Epics advantage to have Zound whitelisted as there would be a lot more servers advertised which can only benifit the game.
 

ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
I have had this complaint bookmarked in my list for quite some time now.
I'm not sure where it came from, whether it was one of you guys or someone else.

1. How significant is this complaint ?
2. Is it a true meaning or is the guy being unreasonable ?

Basically the way I see it he is manipulating the Spam Control options and then complaining that it wont allow spam - maybe I'm wrong.
I say this simply because the SoundDelay= should never exceed the total length of your longest sound and I doubt very much if he has sounds that are as long as 12 seconds.

SoundDelay=12
DelaysEach=5
SoundsEach=10

Here's the scenario.
Joe plays "trigger3", and theres a 12 second sounddelay.
Bob types "trigger9" 6 seconds after Joe typed "trigger3".
Bob's "trigger9" didnt play because of the 12 second sounddelay.
But, after the 12 seconds are up, Bob nor anyone else can play "trigger9" that Bob typed during the 12 second wait.
And now no one can play "trigger9" for 180 seconds due to the repeatdelay.
If the zound doesnt play for time wait reasons, it shouldnt get counted as if it played and therefore the repeat delay shouldnt be kicking in for a zound that never got played.

I hope this made sense to everyone. And I hope it can be counteracted.
I had several players tonight wondering why they couldnt play zounds and the triggers were showing in the console all because they initially tried to use the trigger during the 12 second delay of another zound.

I just re tested and the same thing happens if I were to type a zound under the DelayEach= setting.
It will tell me I have 6 seconds left to next zound and when I wait that out it wont let me play it due to the repeat delay rule.
I know that part never happened in Zound51.