MapvoteX ~ #source code released#~

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Dr.Flay
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Re: MapvoteX ~ Coming Soon

Post by Dr.Flay »

The accessed-nones and log files may be a mystery to new players, but that does not stop it creating massive log files, adding to drive fragmentation.
"Out-of-sight, out-of-mind" is not a great philosophy :(

I can see why he wants to leave it til later, but he could easily find that stamping on 1 bug creates another.
What happens when it gets used with another mod that spews Accessed-nones ?
Log files can be easily hit over 100MB after 30 mins gaming with several bugged mods.
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Re: MapvoteX ~ Coming Soon

Post by Feralidragon »

Leaving accessed nones to last = first big huge colossal mistake when doing any mod.
It's the equivalent of leaving all the PHP warnings and errors in a web page and only deal with them later on.... when the potential real damage has been done already.

It's not only a problem with exceeding I/O operations causing an hindrance in your system (and the actual game itself, because to keep up those fps it has to write with a faster rate to the drive to not hinder it, and we all know what is the slowest piece of hardware in a computer nowadays...), but it's also a problem in the coding methodology of said person and which will ALWAYS lead to major bugs on even beta and final releases, because that shows that the coder is not even worried about receiving values his code is not expecting, and hopes for the best instead of fixing it right away.

I treat accessed none errors as real problems with my code, I don't want to see a single one in my logs and go to the bottom of them to understand why they are happening in the first place, since they may be the symptoms for something worse, for a flaw in a part of the code and even....in the whole architecture of the mod.
I advice anyone else to treat them in the same regard, and fix them right away and understand why they are there.

The only accessed none errors you generally cannot fix are the ones that come already with the game, but you can't do much about those.
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Re: MapvoteX ~ Coming Soon

Post by Wormbo »

What looks like a simple warning in UnrealScript would crash your program in most other languages. It is Unreal Engine philosophy to try and recover instead by simply assuming a null value when an access to a missing object or invalid array index failed. You should treat "Accessed None", "Accessed null class context", "Attempt to assign through None", "Array index out of bounds" and others like that as serious code problems. Even if nothing else fails, the increased IO activity and disc space requirements are a bug on their own.

And no, suppressing those warnings is not a solution. That's like putting in earplugs because your friend is screaming for help in the next room.
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Re: MapvoteX ~ Coming Soon

Post by Wises »

very interesting indeed. thankyou all.
i did mention to him about these things.. but i think
referring him to this thread would probably explain it better then I :)

I've always wondered about these.. AN's and what causes them.. and its quite enlightening to get input from the coding ninja's and technical experts..

Iam a nub ^_^ when it comes to such things..

in terms of suppression.. that is just for the server .logs.. if the client suppresses them also then we can both get on with the task at hand.. and not worry about the DrillingTeam going at it.

the main objective imo.. is to be able to serve... and play without any.. noticable lag..

simple.

now.. all this info yes agreed.. is highly important and very significant indeed.. however we do with what we have.. or make do as it were.. with the hope that oneday.. they will be gone.. and we may continue our happy journeys..

^_^
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Re: MapvoteX ~ Coming Soon

Post by MrLoathsome »

Wises wrote:in terms of suppression.. that is just for the server .logs.. if the client suppresses them also then we can both get on with the task at hand.. and not worry about the DrillingTeam going at it.
I am sure somebody will correct me if I am wrong, but I believe suppressing the warnings/errors ONLY prevents the info from being written to the log files.
The underlying error will still be happening, and the server will still waste time/bandwidth etc sending the info to the clients regardless.
blarg
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Wises
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Re: MapvoteX ~ Coming Soon

Post by Wises »

hmm.. well put it this way..

i run a vps with 768mb RAM

I have 12 slots because.. the playerbase rarely reaches 10..

our players who are very good come from 6 different countries and ping between 50-500ms.. these are regulars..

and very very very rarely has there been a complaint about ping/packetloss..

soooo... the option is.. (newnet with accessed nones) or.. (oldnet) with 1-2 players from singapore..

i did have servers in newzealand and australia.. but most were ozzies and complained about everything.. so i shut up shop and moved to singapore.. no complaints from 5 other countries and at $20 month.. meh not complaining.

hell i don't even pay for the server.. just admin it.. if thats what its called.. and Iam hardly on it these days anyways.. as well.. this mod and other projects in the BG

not much time for anything else tbh.

anyways 12 players from 6 countries never complaining about ping/packetloss... vs some watever-nones in the .logs... well.

it works and it works well..

in fact the version we run seems to be more stable then the current version.. so.. never throw away your beta's sometimes and especially in case of MVX may have some features removed due to resources being exceeded or just because.

in any case we shall plod on.

cheers.
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Re: MapvoteX ~ Coming Soon

Post by Wormbo »

Whatever floats your boat. Doesn't change the fact though, that leaving Accessed Nones unfixed is sloppy coding style.
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Re: MapvoteX ~ Coming Soon

Post by Wises »

^Well MapVoteX should be bug free even in beta phases..

tbh have not tested.. however i have faith in the dev that these are sorted.
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Re: MapvoteX ~ Coming Soon

Post by UT99.org »

billybill wrote:Why you must restart the server to change gametypes. Or maybe someone else would know what I'm missing here. I could swear the serverpackage list could be shuffled between the maps. Are you relying on using the player's entry to replicate over the maplists? Could you not do this the regular way? Hope this project does eventually go public. Your idea of splitting the server and client parts probably did more to hinder people attitudes but hope you guys can solve this. And I genuinely apologize for what I said. Looks like It spilled over from the other thread of me teasing you about using newnet without permission and then pretending you were an official tester. Glad you didn't take it to heart
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Re: MapvoteX ~ Coming Soon

Post by MrLoathsome »

Got around to doing some testing on your server tonight, for a couple hours. Here is some feedback for you and
the devs. (Are Timtim and ProASM the same guy?)
Wises wrote:....
our players who are very good come from 6 different countries and ping between 50-500ms.. these are regulars..

and very very very rarely has there been a complaint about ping/packetloss..
.......
anyways 12 players from 6 countries never complaining about ping/packetloss... vs some watever-nones in the .logs... well.

it works and it works well..

in fact the version we run seems to be more stable then the current version.. so.. never throw away your beta's sometimes and especially in case of MVX may have some features removed due to resources being exceeded or just because.

in any case we shall plod on.

cheers.
I was averaging pings between 260-285 in testing tonight. No complaints regarding ping or lag. It is working
well in that regard.

At the time your server was running Global Unreal Beta 0_6b and MapvoteX 1.0.1.s Beta.

Ran a few tests to see if I could track down what the problem is with the weapons rendering in openGL.
(Did a test using DirectX, and the weapons issue vanished, but had a lot more lag. Probably due to a stale version
of the DirectX renderer on my client as I never use it generally....)

The weapons rendering problem and the HUGE amount PreRender accessed nones did not change regardless of what the ZRangeHack setting
was in the OpenGL config.

However, something interesting did happen on 1 of the half dozen or so tests I ran.

1 time, there were no PreRender errors.... This and some other things in the log lead me to believe that there is
some initialization code happening in the wrong place. (In PostBeginPlay instead of PreBeginPlay. Or something like that.)

However, having a log without all those in there, made the errors/warnings that are probably the root of the issue readable.
(They were getting lost in the other giant log files.....)

Examine this log file fragment:
Spoiler
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function GlobalWeaponsv0_6d.O0OO00O000OO0.yModInit:0053) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:0025) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:003A) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:00C0) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:00E9) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:011C) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function GlobalWeaponsv0_6d.O0OO00O000OO0.yModInit:0053) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:0025) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:003A) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:00C0) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:00E9) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:011C) Accessed None
.
.
. the above groups repeat a bit, then these errors
.
.
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O0 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:006E) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O0 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:00F6) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O0 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:0161) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O0 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:0169) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O1 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:006E) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O1 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:00F6) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O1 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:0161) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O1 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:0169) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO0 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.Explosion:007C) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO0 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.BlowUp:0016) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO0 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.BlowUp:00DC) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO1 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.Explosion:007C) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO1 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.BlowUp:0016) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO1 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.BlowUp:00DC) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O2 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:006E) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O2 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:00F6) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O2 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:0161) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O2 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:0169) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO2 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.Explosion:007C) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO2 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.BlowUp:0016) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO2 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.BlowUp:00DC) Accessed None
ScriptWarning: OO0O0O00OO00O DM-Agony.OO0O0O00OO00O0 (Function GlobalWeaponsv0_6d.OO0O0O00OO00O.Flying.BlowUp:0016) Accessed None
ScriptWarning: OO0O0O00OO00O DM-Agony.OO0O0O00OO00O0 (Function GlobalWeaponsv0_6d.OO0O0O00OO00O.Flying.BlowUp:00DA) Accessed None
ScriptWarning: OOOO0OO00OO00 DM-Agony.OOOO0OO00OO0 (Function GlobalWeaponsv0_6d.OOOO0OO00OO00.Flying.Setup:0132) Accessed None
ScriptWarning: OOOO0OO00OO00 DM-Agony.OOOO0OO00OO0 (Function GlobalWeaponsv0_6d.OOOO0OO00OO00.Flying.Setup:013A) Accessed None
ScriptWarning: OOOO0OO00OO00 DM-Agony.OOOO0OO00OO1 (Function GlobalWeaponsv0_6d.OOOO0OO00OO00.Flying.Setup:0132) Accessed None
ScriptWarning: OOOO0OO00OO00 DM-Agony.OOOO0OO00OO1 (Function GlobalWeaponsv0_6d.OOOO0OO00OO00.Flying.Setup:013A) Accessed None
ScriptWarning: O0OOO0OO00OOO DM-Agony.O0OOO0OO00OOO0 (Function GlobalWeaponsv0_6d.O0OOO0OO00OOO.Flying.BlowUp:0016) Accessed None
ScriptWarning: O0OOO0OO00OOO DM-Agony.O0OOO0OO00OOO0 (Function GlobalWeaponsv0_6d.O0OOO0OO00OOO.Flying.BlowUp:00DA) Accessed None
ScriptWarning: OOOOOO00000O0 DM-Agony.OOOOOO00000O0 (Function GlobalWeaponsv0_6d.OOOOOO00000O0.Flying.Setup:0132) Accessed None
ScriptWarning: OOOOOO00000O0 DM-Agony.OOOOOO00000O0 (Function GlobalWeaponsv0_6d.OOOOOO00000O0.Flying.Setup:013A) Accessed None
ScriptWarning: OOOO0OO00OO00 DM-Agony.OOOO0OO00OO2 (Function GlobalWeaponsv0_6d.OOOO0OO00OO00.Flying.Setup:0132) Accessed None
ScriptWarning: OOOO0OO00OO00 DM-Agony.OOOO0OO00OO2 (Function GlobalWeaponsv0_6d.OOOO0OO00OO00.Flying.Setup:013A) Accessed None
If all those warnings were tracked down, I bet that problem would vanish. Function yModInit in the GlobalWeaponsv0_6d code is the
first place I would look.

One other issue I noticed, was with the bots. Sometimes they would just not shoot, although they would follow you around and aim
at you.

Other times they would shoot. But some guns, (Mini-gun, PulseRifle, Enforcer), just did no damage to the player at all.
I was able to kill bots fine with all the weapons, and had no issues shooting myself.
Some weapons, the bots were able to kill or damage me with, on the occasions where they actually decided to shoot at me.
(Impact Hammer, Alt-Flak, Alt-Ripper)

Consider these lines from the same log file:
Spoiler
Log: Possessed PlayerPawn: O0OO00O000000 DM-Barricade.O0OO00O1
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.O0OO000OOOOOO:0007) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.O0OO000OOOOOO:000F) Attempt to assigned variable through None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.O0OO000OOOOOO:001B) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.O0OO000OOOOOO:0023) Attempt to assigned variable through None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot:0071) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot:0071) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot:0071) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot:0071) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot:0071) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot:0071) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot:0071) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot:0071) Accessed None
These would correspond with the time I was interacting with the bot.

Looking at that, my guess is that there is some code being called on both players and bots, when it needs to differentiate between them
and process differently. A couple problems going on there I think, but a check for if the player is a bot or not is missing I think.
That would be the first thing I would look for there.

As mentioned, I had no problems shooting or anything when this was happening, but the bots were sure confused.

Perhaps this info is old news now for you and the devs, but thought I would share my observations from tonights tests.

Full log from that 1 session where the PreRender warnings were not showing up is attached.

**Edit

All of the above is related to the Global Unreal stuff.

The MapvoteX stuff itself seems to be working fine.
Did test out the Add to Favorites button, and it works fine.
As mentioned previously, having the option there is great.

Only suggestion I would have for the MapvoteX would be to add a bit of text or something
on the buttons that launch a webpage that makes it more clear to the user that clicking
will cause a browser window to launch.

In a quick comparison of the User and UT ini files before and after the test, didn't see anything
being added or changed in a way that should cause any alarm.
1 small section added to each of the ini files, but nothing seemed out of the ordinary there, and if any other settings
were changed I did not notice them. Nothing seemed to be a problem in the 3 new ini files created either.
Just some client options, and stats data. (Not sure why the stats data is saved on clients, but perhaps there is a reason....)
Attachments
UnrealTournament-GU_Test1.zip
Global Unreal clientside test
(6.54 KiB) Downloaded 136 times
blarg
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Re: MapvoteX ~ Coming Soon

Post by Chamberly »

TimTim & ProASM aren't the same guy...

Note added. ;)
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Re: MapvoteX ~ Coming Soon

Post by UTDeath »

Well, I tried this thing but I don't really know how to use it or what it is supposed to do. Like I said, I am a total newbie when it comes to servers, online play and all that kind of stuff. :l
You cannot kill what is already dead.
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Re: MapvoteX ~ Coming Soon

Post by Wises »

@MrL

Thanks for the extensive feedback much appreciated.

have spoken to ProASM and we will probably release a Public Better this weekend.

lol and yes they are 2 different guy's , Timtim > www.globalunreal.com , ProASM > www.proasm.com

@ UTDeath.. this is a MapVoteSystem which allows for a bit more then any onther system available ie; MapvoteLA13 , BdbMapVote , 3dfxMapVote etc..

here are some tutorials for you.. which I assume you have already seen .. http://www.youtube.com/channel/UCtEs4bt ... ture=watch

that's the setup of the system.. which I just made public yesterday.

There is a tutorial missing , which requires the DefaultMap="whatever" to be present in your main Maps Folder.

sorry been real busy in RL.. and may be absent for some time... Have let ProASM know to release it when he's ready.

Cheers.

If someone has a copy of 'P' as I can't find it .. then you may upload the link here if you wish for anyone to try.

The Public release will be 'T' and will support more Map's and a new maploading system.. superior to 'P'

;)
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MapVoteX - Public Beta released.

Post by Wises »

Finally a Public Beta .. See how you get on , sorry I have not had more time to make up any more big Flashy Advertisements or anything of this Nature.

http://www.unrealadmin.org/forums/showt ... post168659

enjoy.

it may seem tricky to setup .. but once you get the hang of it you should be fine.
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Re: MapvoteX ~ Coming Soon

Post by ProAsm »

There are a few bugs that have come to light in this beta.

1. It is of paramount importance that the Paths=../System/*.u is the 1st Path in your server.ini file under [Core.System] else UT refuses point blank to write to the ini.
I sat the whole day yesterday trying to figure why it does this but cannot find a solution, so before you start just make sure you do not have any other Paths= before the system one in your ini file.

2. The map for the 1st custom game would not appear in the vote list if bSortCustomGameList=True (default), this has now been corrected.

It has also been brought to my attention that it's a pain switching between using the Paths system (default) and the CustomGameMapLists as the map folders would not be seen in the Maplist mode.
This has now been corrected and it will list all the MapFolders from all games in the [Core.System] when switching to bUseCustomGameMapLists=True

The current beta is also available here:

http://www.proasm.com/files/ut/beta/mvx101t.zip

Do not forget the TestCode=MVX99994
I was going to remove it on this beta but forgot - silver moment :)

The best way to start the mod is as follows:
1. Copy the MapVoteX101t.u into yor System folder.
2. Add ServerPackages=MapVoteX101t to the server.ini file
3. Start the server and login as Admin
4. Bring down the console and type Mutate MapVoteX SpawnFiles
5. Stop the server.

Now you will see all the necessary .ini files that you will need, so fill out what is relavent to your needs.
Restart the server.
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