Zound Feature Request

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frogger187

eat. sleep. frag.
May 2, 2003
632
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okay..the last version was great..so many new features....i have one more thing that would really help us out. The ban/mute feature is great, the only thing i struggle with now is trying to determine who is actually spamming. I never show triggers and don't want to have to. What i am envisioning is part of the zound admin menu...another button "Trigger Log" (or something similar) and would open a new window with the last 25 or xx triggers that have taken place, including the nick of the player that sent it. Is this or something similar possible? I know there are other features to limit players...but really there are usually only one or two that ruin it for the rest of us...it would be nice to quickly see whosent the last six identical triggers and just ban them from zounds.... thanks..
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
another thought... a chat area message.

"HTM|Frogger has used XX triggers this match"

triggermessage=XX <--------- ini entry

this would act as a check at least...
 

ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
The easiest way to do this and probably the most practical is to write it to a log in the Userlog folder but I dont think that is what you are looking for.
As far as displaying triggers to a window this could be a little problematic in that Zound does not have a Replication class and all Menu information is sent via the Menu Text which is a maximum of 420 characters per menu.
Each triggerword and each playername needs to be seperated by a comma and the 420 characters includes the commas as well.
So you can now workout exactly how you want it displayed and if this will be ok.

Did I ever release Zound53B1 as I see I have it here with several fixes done already, like atm some triggers are case sensitive and there was some timing bug also.
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
i've not seen a beta since last release.

i don't need to see the actual trigger being sent, really all i need to know is the player names of the last 20 or so triggers

i.e.

Code:
frogger
proasm
proasm
proasm
frank
proasm
proasm

this would be enough to show me who is spamming... but a log on the server is not what i'm looking for...it needs to be able to accessed while ingame from the menu. If not possible..thats ok..just don't want to spend time on something that doesn't get what we want.. thanks :)
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
would be really nice to have this pop up be accessible with keystrokes...i.e. 'mutate zoundspamlog' so i can bind a key to it..but now i'm getting picky..:)
 

tdw-socke

Member
Nov 21, 2003
994
0
16
how about doing it the other way round, defining a maximum of trigger-uses per map, and giving the player a warning, if he reaches the limit?
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
the only thin about that is i can play a TAM match which can last 30 min or so..and reach my max number of triggers...but i haven't spammed them...someone else spam 10 in a row and need to be banned.. i think it need to have a time variable as well. Assraker talked about this on MSN with me..maybe this is the way to go... 5 triggers/120 second interval (5 and 120 being variables)..and to be ideal..i would liek to be able to turn this ratio limit on and off at endgame. I think ideal set up would be a ratio during play..then at pre and post game..remove the limit..since this is when most send triggers and spamming isn't quite as annoying..
 

ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
I trust that all current spamming options has been tested and exhausted before we go and add further spamming control ?

SoundDelay=5
This is the delay time in which sounds can be activated and should not be less than 5.
It is recommended that SoundDelay is not less than 3 depending on the length of the average sound.

SoundsEach=10
This is the Total number of sounds any one player can trigger during a game.
If set to 0 (zero) then the number is unlimited.

DelaysEach=1
This was introduced to reduce spamming of the various sounds and works as follows:
Lets say you set DelaysEach=10
When a Player triggers a sound, he will have to wait 10 seconds before he can trigger again (1 x 10)
Once he has triggered 2 sounds he will now have to wait 20 seconds to trigger again (2 x 10)
After the 3rd trigger he will have to wait 30 seconds before he can trigger again (3 x 10)
And so the more he triggers a sound the longer he has to wait in between each trigger.
This can now be disabled by setting DelaysEach=0

RepeatDelay=0
Can be from 0 to 600 (seconds)
Number of seconds before triggers can be repeated.
 

ProAsm

Active Member
Mar 20, 2002
2,108
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36
www.proasm.com
Ok your request is in the latest Beta - go get it :)

Frogger, regarding your idea posted on Atari and email.
I'll continue here so maybe we get some inputs.

I spent the whole day looking into means of displaying a texture and this is my findings:

1. To display any form of graphic it needs to be done clientside so as not to cause any lag on the server as pushing textures all over the place is laggy not to mention the amount of code involved.

2. This means a ClientClass needs to be created which is not a problem as Zound does not have one like UT2Vote and UTExtra.

3. A GameReplicationInfo Class also needs to be created for the server to tell the client what texture to display next etc.

Now come the snags I hit.
Firstly I just tried to use the normal character textures like George, Harlequin etc which everyone has and the nickname tied to that which all needed to be replicated.
This replication can become a serious problem especially if the messages are coming fast and furious with many players on the server.
The chances are the pictures will not be seen as they will dissapear for the next picture before anyone recognises what it was.

This is where I got stuck and we need to discuss timings and picture quantity, like maybe have 4 picture slots etc, but eitherway its not an easy task getting things to happen :)

I tried to get something going for Beta 3 but removed everything as we need to look a lot further into the idea.
I seem to remember UT99 had something like this, maybe I should install the CD and see what they did.
 

ProAsm

Active Member
Mar 20, 2002
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www.proasm.com
The original idea was if your type a smilie it will show a smilie etc, but due to scrolling problems it was decided to use a fixed texture representing the player.
 

tdw-socke

Member
Nov 21, 2003
994
0
16
hmm, wormbo has some graphics in the chat area in his tournament-mutator. You know, things like small icons for the kill-messages... skulls, asmd, flag etc, and theese scroll with the text:

TournamentCTFScoreboard.jpg


only the lower left corner is interresting, sorry for the big pic, but i have no imaging-software on my noteboot :(
 

ProAsm

Active Member
Mar 20, 2002
2,108
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36
www.proasm.com
Yes I also have similar in my DuelGame, but that is a Game and not a Mutator and Games have graphics, playerclasses and everything UT2004 can offer.
In Wormbo's case he is using the HudClass which is clientside as pictures can only be added clientside so everything is easy.