Zound53B1

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Assraker

New Member
If an admin only zound is set so that it is not hidden, it will be hidden anyway.
It should always show in the list & in chat when triggered if "Hidden=False" even though it is an admin only zound. It does not.

Only an admin can see the zound trigger in the list (using mutate zounds) if he/she is logged in.
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
ProAsm said:
Frogger regarding your multiple triggers, hell I just cannot get that to happen here as B6 works flawlessy here.
Do I need more that 2 players to get this happening or what ?

if you can connect to the server ip i posted i will but b6 back on there.. it must be an interaction with one of my mutators..
 

ProAsm

Active Member
Mar 20, 2002
2,108
0
36
www.proasm.com
Frogger, I can ping your server no problem but I cannot connect to it.
ut2004://72.29.117.208:7777
Assraker I will look into your problem today sometime.

** Edit **
Frogger, does the "Hello" sounds also play twice ?

I have now made it so the same sound cannot be played twice in a row, regardless of who triggers them.
 
Last edited:

ProAsm

Active Member
Mar 20, 2002
2,108
0
36
www.proasm.com
If an admin only zound is set so that it is not hidden, it will be hidden anyway.
It should always show in the list & in chat when triggered if "Hidden=False" even though it is an admin only zound. It does not.

Only an admin can see the zound trigger in the list (using mutate zounds) if he/she is logged in.
Assraker, just thinking about this and it looks 100% correct.
The Admin overrides anything and everything as he has priority 1.
If AdminOnly=True then it means just that, Admin Only, nobody else - period.
Hidden=whatever now becomes totally redundant.

If it had to do what you suggest then what is the point of the AdminOnly.
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
ProAsm said:
** Edit **
Frogger, does the "Hello" sounds also play twice ?

I have now made it so the same sound cannot be played twice in a row, regardless of who triggers them.

actually the hello sound doesn't seem to be playing at all..

and i had messed up when i added b6 back to server..and changed ut2vote's package instead of zound..so server was crashing..should be up now..with new ut2vote (b4)
 
Last edited:

ProAsm

Active Member
Mar 20, 2002
2,108
0
36
www.proasm.com
Frogger, regarding the login sounds.
Maybe you need to extend the LoginDelay= time as its defaulted to 3 seconds, try 5 or 7
I checked on my server here and I have quite a long hello sound:
Hellllllllloooooooooooooooooooooooooooooooo baaaaaaaaaaby and I only hear from about halfway so setting it to 7 seconds worked out cool.
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
login zounds are werking now... i am still having the multiple triggers though. with b6. b3 was the last version that didn't play them multiple times. not sure the code differences. b3 had the issues with triggers being shown to other players.
 
Last edited:

ProAsm

Active Member
Mar 20, 2002
2,108
0
36
www.proasm.com
Well B6 is the way its gonna stay and no doubt you are running a mut, probably UAdmin which uses the old BHandler and because of EL Muerte's actions we have no choice but to switch over as ServerExt is a very popular addition and the ONLY option if you want your server to show up in GameSpy and ASE etc.
I will need to find out what BH UAdmin uses and bypass it the same way as I do if a version of UT2Vote51 or less is running.
I had an idea this would happen and at the end of the day its Epics fault for introducing this new BH so late in the game.
I'll have a look in B7 if there is a way I can either get around the problem or add in a bUADmin=True or something which switches back to the old BH if at all possible.
 

Assraker

New Member
I just tested the new beta with UAdminMod95b. Vanilla server running UAdmin & Zounds only. I found 1 possible bug.

When a user disables zounds, they cannot hear hear any zounds from anyone, including themselves, which is how it shuld be, but other players can hear zounds from them.

Is this by design?

EDIT: The results are the same on a vanilla server running zounds only.
 
Last edited:

ProAsm

Active Member
Mar 20, 2002
2,108
0
36
www.proasm.com
Yeah I'm, going to need a conclusion here as you get what I get, and frogger gets something so different I sit and stare at the code wondering how its possible.
Frogger, I've now tried several times on your server and there is noways that Zound is running.
Also when you say the Zound goes out multiple times, is it only the sound or the whole message like:

Frogger: cool (sound plays)
Frogger: cool (sound plays)
Frogger: cool (sound plays)

Because if it is only the sound and not the actual message then I think I know what the problem is and its not Zounds but I can fix it from Zounds.
However if its the whole message as well then its one of your other muts which probably still uses the old BH, which I can also get around but need the author to send me the BH.

I tired incorporating the old BH tonight but there is just no way it works or is even vaguely compatible with the new BH.

I also have a feeling this new 3369 patch is causing choas somewhere although I just cannot put my finger on it.
If I repatch with 3339 then everything is rock steady, everything works like clockwork, but the moment I put back 3369, everything becomes like, erratic, hard to explain but I strongly suspect a problem with 3369 - time will tell.

I will get a final B7 out with a few 'multiple play' traps in it and see how that goes.

When a user disables zounds, they cannot hear hear any zounds from anyone, including themselves, which is how it shuld be, but other players can hear zounds from them.
That is correct.
When a player disables his Zound, he can not hear anything, but it is still possible that he can trigger so other players can hear.
This feature was put in as Zound irritates some people.
I'll see if I can disable it both ways but I seem to remember there was a problem doing that.
 
Last edited:

Assraker

New Member
I just tried beta 4 of UT2vote with zounds & UAdminMod95b. Everything works (except what was noted in my above post) except the mute function of UT2Vote.

UT2Vote settings:

bUseChatLog=False
bUseChatMap=False
bUseChatIDs=False

Zound settings:

InGameZound=True
UseChatLog=True
UseChatFilter=True
 
Last edited:

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
my server is 3339 fwiw.
chat log is only showing one entry for the triggers so if showtrigger were true you would only see it once. The sound is being played 3 times though.

Frogger: cool (sound plays)
(sound plays)
(sound plays)

not sure which mut would be breaking as Assraker is getting good results with uadmin..
 
Last edited:

ProAsm

Active Member
Mar 20, 2002
2,108
0
36
www.proasm.com
mmm this forum is loosing posts or I'm going crazy as I made a reply last night and now its gone!

Assraker, check the bNoPlayerMute= in UT2Vote as that is now defaulted as True whereas before it was False.

not sure which mut would be breaking as Assraker is getting good results with uadmin..
mmm good point.
I have put a trap in B7 for this but it should not be necessary as what you get should not happen and I cannot for the life of me see why its happening because the 'Sound' part of the BH has been the same since B1, its only the actual triggers that we have worked with.
In fact the way the sound is played has not been touched since 50 when we changed from 199 sounds to 32000.

Maybe try that bNoCenterMessage in UT2Vote because that also goes directly to the BH now.
 

ProAsm

Active Member
Mar 20, 2002
2,108
0
36
www.proasm.com
Frogger, please set your RepeatDelay=10 or thereabouts.
That is exactly what this is for and that is the problem you are having.
Some time back some servers had this MultiSound problem and this was added specific for that.
10 seconds is a good start, maybe 20.
Give it a whirl asap and let me know how it goes.
 

frogger187

eat. sleep. frag.
May 2, 2003
632
0
0
repeatdelay=10 fixed this. but something else cropped up (of course).. randomly...triggers are begin shown. showtrigger=false, so none should show..but if i trigger some more than once they will show..sometimes it activates the sound sometimes not..(because of repeat dealy)
 
Last edited:

ProAsm

Active Member
Mar 20, 2002
2,108
0
36
www.proasm.com
Studying this new BroadcastHandler code I can see how all this is quite possible.
I cannot for the life of me see why Epic did things this way and why the hell EL Meurte went this route, but then he's so far up Epics butts.
Anyways let me explain the difference between the 2 BH's

The Original BroadcastHandler which came with DVD on release.
This BH was identical to the BH of UT2003 except for a few minor changes.
Everthing to do with the text messaging to players is handled by the BH and is the only way a Mutator can get to the messages.
In UT1 and UT99 a Mutator had direct access to the Broadcast GameInfo but this is where the "hackers" and cheaters got in so the loophole was closed in UT2003.
With the original BH, you could get to everything and by that I mean the routines where the original author typed the message, to the error checking routine, all the way down to where the message is distributed to all the other players and finally you also get to the point where it actually displays on the clients screen clientside.
To access the BH, you would save the current BH's Handle as 'OldHandle' and replace its Handle with whatever your current Mods Handle is, then once all the routines are executed in your 'Handle', your Mod would now pass the game onto the "OldHandle", in otherwords all the BH's are chained together in series.
In this way all Mutators could share all the info in the BH and just pass it on to the next Handler and so on and everyone was happy.
However, it did have one very major flaw which was excessively used by TTM2003 (the sole reason modders hated these authors so much) in that you could not pass it on to the next "Handle" or pass it on but in several functions, leave out some vital information which would "starve" other Mutators further up the chain.
Many people complained to Epic about this, including me, but I for one never ever expected they would fix the problem in such a drastic manner.

The "Fixed" BroadcastHandler introduced in the 2nd Patch for UT2004.

This BH (current) the Mutator author is very limited to which function he can get his hands on.
These functions are limited to the Error routines and the final routine which sends the message out to everyone.
So the 2 functions that Zound so desperately need, the ones where the original author of the message types his/her message is now no longer available and Zound has to find its way through the garbled mess where all the messages are sent out to all players.
The actual way in which Mutators hook into this new BH is excellent in that we now "Register" our BH with the games "Main" BH and it now inturn passes the game out to all the BH like in a Star format and it too works very well, PROVIDED someone does not come along and use the old style as it wont be seen anymore.

Anyways hopefully we conquer this beast soon :)