★ MapVoteX106y ★ [UPDATED 06/06/2021]

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Que
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★ MapVoteX106y ★ [UPDATED 06/06/2021]

Post by Que » Thu Dec 26, 2019 11:57 pm


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Quickstart Guide
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MapVoteX.

Quick Installation Guide:
=========================
IMPORTANT
Make sure that DM-Tutorial.unr is in /Maps folder.

Point your Server Start Script to load MapVoteX<version>.MapVoteX with the Map = DM-tutorial like so;

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:10
UCC Server DM-tutorial?Game=Botpack.DeathMatchPlus?Mutator=MapVoteX<version>.MapVoteX -lanplay -multihome=192.168.x.x
copy ucc.log servercrash.log
goto 10
or for Linux in ucc.init;

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MYMODS=MapVoteX<version>.MapVoteX
MYMAP=DM-Tutorial
Add to ServerPackages=MapVoteX<Version>

Start Server.

Open MapVote. If it does not open type !v or !vote

MapVoteX is now installed.

* Note Run it then shutdown and 2 files will spawn;

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MapVoteX.ini                    <--- Business end of MVX.
MapVoteXM.ini                   <--- for Customizable Logo's , Splash Screens and DropDown Settings. 
** Study the Sample-MapvoteX.ini
** DO NOT enable bEnableServerPackages=True until you have read Advanced Actor/Packages Loading using MVX. below.
:tu:
Upgrading from previous version of MVX
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* Change your Server Startup Scripts to load Mutator=MapVoteX<Version>.MapVoteX
^ see QuickStart Guide for more info.
Open MapVoteX.ini and MapVoteXM.ini
Rename all instances of [MapVoteX<old_version>.ClassName] with [MapVoteX<new_version>.ClassNAme] ie;

from:

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[MapVoteX106e.MapVoteX]
[MapVoteX106e.MapVoteGameAliases]
[MapVoteX106e.MapVoteRepeatLimits]
[MapVoteX106e.MapVoteDefaultPackages]
[MapVoteX106e.MapVoteDefaultActors]
to:

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[MapVoteX106f.MapVoteX]
[MapVoteX106f.MapVoteGameAliases]
[MapVoteX106f.MapVoteRepeatLimits]
[MapVoteX106f.MapVoteDefaultPackages]
[MapVoteX106f.MapVoteDefaultActors]
Tip: just doing a search/replace using something like Notepad++ for "MapVoteX<version>" should be fine there's about 6 entries in MapVotex.ini & MapVoteXM.ini
*UPDATED*
Default Mutators & Default Settings
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Note: there maybe times where you Do-Not want a Default Mutator to run for a particular GameType.
This can be done in MVX simply by prefixing the Mutator with a "-". For example let's say that CustomGame[x] does not need SmartScoreboard to be running although we have it loaded as as DefaultMutator="SmartSB101e.SmartSB".

All we do for CustomGame[x] is Mutators="-SmartSB101e.SmartSB" and it will not run for this GameType :)

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DefaultMutators=SmartSB101e.SmartSB,UDamageFix.UDamageFixMut,UTCmds2.UTCmds,UP2.NoAlwaysAutoActivate,UP2.WhoPushedMe,QAnnouncerNoLog.QAnnouncerNoLog
DefaultSettings=MinPlayers=4,Difficulty=4,TimeLimit=10,AirControl=0.350000,MaxTeams=2,bTournament=False,bMegaSpeed=False,MaxPlayers=20,bUseTranslocator=False
Settings can be found in your UT.ini under [BotPack.GameType] also from [Botpack.ChallengeBotInfo]
what you see here (above) is Mutators and Settings which run across the board of any/all CustomGameTypes.
for example: SmartSB101e will run on all 30+ GameTypes we have installed.

Same goes for DefaultSettings which can be useful. These settings will be applied to all GameTypes however within each CustomGame[x]
you have another Settings="" ... This "Settings=" over-rides the Default Settings. you could for example only need bUseTranslocator=True for CTF Games
but not other Games.
By setting in DefaultSettings="bUseTranslocator=false" and only setting to true in CTFGames that means that it will remain off for all other GameTypes.
but activate when CTF is being played. same goes for all other settings , if you have alot of separate GameTypes
you may want to have a Default Settings which looks something like this;

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DefaultSettings=GameSpeed=1.000000,MinPlayers=3,Difficulty=4,AirControl=0.350000,MaxTeams=2,bTournament=False,bMegaSpeed=False,MaxPlayers=12,bUseTranslocator=False,bForceRespawn=False,TimeLimit=10,Tickrate=100,FriendlyFireScale=0.000000
now later you may have a gametype which changes one or more of these settings... by using Default Settings they will always be reset back to defaults (for the next GameType being Voted) and not left changed by the Settings in CustomGame[x] for any particular GameType!.. for example;
you may have 2 GameTypes for CTFGame.class , CTFGame[1] & [2]
[1] uses Translocator
[2] uses GrappleHook (only)
if you dont have a DefaultSetting="bUseTranslocator=False" then if/when CTFGame[1] is loaded , it will Set the bUseTranslocator=true to be on in [Botpack.CTFGame]
this will now "Stay on" for all other CTF games including CTFGame[2] which is maybe not what you wanted!.. therefore it pays to Set it as False in DefaultSettings and you dont have to
worry about it being on for all other CTFGame GameTypes!. (hope this is clear).

The Settings that you can set in the DefaultSettings="" and CustomGame[x] Settings="" parameters are from your UT.ini under the following classes;

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[Botpack.ChallengeBotInfo]
Difficulty=1

[Botpack.DeathMatchPlus]
[Botpack.CTFGame]
[Botpack.Domination]
[Botpack.Assault]
[Botpack.TeamGamePlus]


*There is also a new Setting Called Tickrate which can be used to adjust the TickRate of Gametypes.

by using Default Settings you can make changes to CustomGame[x] Settings for individual GameTypes only.
customGame[x] settings over-ride DefaultSettings.
XC_Engine and MVX
if you are running MVX with XC_Engine then ignore the Packages= , Actors= Sections of the CustomGame[x] sections as they will not work.

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CustomGame[1]=(bUse=False,MapFolder="",DefaultMap="",GameName="",GameClass="",mutators="",Settings="",ServerPackages="",ServerActors="",ServerName="")
also you will not be able to use the Advanced Actor/Package Loader below. If using XC_Engine please ensure that bEnableServerPackages=False
Advanced Actor/Package Loading using MVX
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with MapVoteX you can fully control any.all Server Actors/Packages.
simply enable bEnableServerPackages=True for this to take effect.

Start Server.

Any/All Server-Actors/Packages within your UT.ini have now been transferred over to MVX

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[MapVoteX106e.MapVoteDefaultPackages]
DefaultPackage[0]=SoldierSkins
DefaultPackage[1]=CommandoSkins
[code]
[MapVoteX106e.MapVoteDefaultActors]
DefaultActor[0]=;UN1e.NewNetServer
DefaultActor[1]=Nexgen112N.NexgenActor
Now instead of updating UT.ini with future Actors/Packages you do this all through MapVoteX.ini.
note that you can also disable Actors/Packages by preceding them with a semi-colon ";PackageName" or ";ActorName"

what you have just done is enabled Actor/Package Handling.
from here on you can setup MVX to only load specific Actors and/or Packages required for any individual GameTypes.
CustomGame[x] ServerActors="", ServerPackages="" now come into effect.
any Actors or Packages required for any 1 specific GameType can be entered here.
for example SLV (StrangeLove).. this mod has multiple files which total about 10MB's
instead of sending all these files to clients when the server is playing say DeathMatch.
It is better to only send these files to Clients if... the Current GameType being played is SLV right?
This is Where Packages="SLV,SLV1,SLV2" comes in handy.
now only when SLV is being played.. will these files be sent to Clients.
ACE1.1f setup using MVx Actor/Package loading
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NOTE: If Installing Ace1.1f for specific GameTypes then do the following;

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Alias[67]=(Name="<ace1fP>",Details="NPLoader_v18b,NPLoaderLLU_v18b,NPLoaderLLD_v18b,NPLoaderLLS_v18b,NPLoaderLLDL_v18b,ACEv11f_Cdll,IACEv11,ACEv11f_C")
Alias[68]=(Name="<ace1fA>",Details="NPLoader_v18b.NPLActor,ACEv11f_S.ACEActor,ACEv11f_EH.ACEEventActor")
Then in your CustomGame[x]=

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CustomGame[x]=(bUse=True,...,ServerPackages="<ace1fP>",ServerActors="<ace1fA>")
Setting up <Aliases> in MVX
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<aliases> are used instead of "Class.Names" or "Mutator.Names" or even entire groups of Mutators or Settings even Actors and Packages.
<aliases> must be encompassed within <<>>.
<aliases> can be used in DefaultMutators , DefaultSettings , Mutators="", Settings="" , ServerActors="" , ServerPackages="".
They can now be used under DefaultActors or DefaultPackages.

Sample aliases:

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[MapVoteX106e.MapVoteGameAliases]
Alias[0]=(Name="<Relics2>",Details="Relics2.RelicAffinity,Relics2.RelicEquilibrium,Relics2.RelicEvasion,Relics2.RelicIllusion,Relics2.RelicImmunity")
Alias[1]=(Name="<RelicsTeam2>",Details="Relics2.TeamRelicHumanity,Relics2.TeamRelicUnity")
Alias[2]=(Name="<Relics>",Details="Relics.RelicRegen,Relics.RelicDefense,Relics.RelicSpeed,Relics.RelicStrength,Relics.RelicRedemption,Relics.RelicDeath")
Alias[3]=(Name="<SLVP>",Details="SLV2Models,SLV2Sounds,SLV2Textures,SLVU3")
Alias[4]=(Name="<ace1fP>",Details="NPLoader_v18b,NPLoaderLLU_v18b,NPLoaderLLD_v18b,NPLoaderLLS_v18b,NPLoaderLLDL_v18b,ACEv11f_Cdll,IACEv11,ACEv11f_C")
Alias[5]=(Name="<ace1fA>",Details="NPLoader_v18b.NPLActor,ACEv11f_S.ACEActor,ACEv11f_EH.ACEEventActor")
Alias[6]=(Name="<newnet>",Details="UN1e.NewNetServer")
Alias[7]=(Name="<pureA>",Details="UTPureRC7G.UTPureSA")
Alias[8]=(Name="<pureBP4P>",Details="UTPureRC7G,BP1Handler7G,BP4Handler7G")
Alias[9]=(Name="<pureVP>",Details="UTPureRC7G,VAHandler7G")
Ability to disable Default Mutators/Actors/Packages through CustomGame(x)
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Another thing I have done with Mvx is sometimes you have a DefaultMutator that a particular game does not want to run.

For instance if you prefer the "ABC_Scoreboard.Scoreboard" mutator to be used with a CustomGame[x] and not the DefaultMutator SmartSB101.SmartSB then you add the SmartSB101.SmartSB to the CustomGame[x] Mutators= with a minus sign '-' infront, like:
Mutators="ABC_Scoreboard.Scoreboard,-SmartSB101.SmartSB"
Now when Mvx executes the DefaultMutators= and it comes across the SmartSB101.SmartSB, it will not execute it.

Also added this option to the CustomGame[x] ServerActors=
So if you have a DefaultActor=SmartSB101?.SmartSBServerActor and a particular CustomGame[x] requires SSB not to execute it's ServerActor, then in the CostomGame[x] you set ServerActors="-SmartSB101?.SmartSBServerActor"

Ok what you can do now also to make life easier is you can create an Alias of the Actors you don't want to have executed and add that Alias to the CustomGames[x] ServerActors=

For instance CustomGame[20] I do not want SSB or Newnet to run.
Alias[1]=(Name="Act1",Details="-UN1e.NewNetServer,-UN1e.DoubleJump,-SmartSB101k.SmartSBServerActor")

CustomGames[20]................... ServerActors="<Act1>"
Ok, added ServerPackages to the above "-" also including Alias

Alias[2]=(Name="Mut1",Details="-SmartSB101k.SmartSB101k,JumpX.SmartJump")
Alias[3]=(Name="Pack1",Details="-SmartSB101k,-UN1e,-VAH1e,-VAData")

CustomGames[20]................... Mutators="<Mut1>",ServerPackages="<Pack1>", ServerActors="<Act1>"
*New MapVote Features*
Server Name Control Functionality
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MVX Can take control of the ServerNames simply by Setting;

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bUseServerNames=True
By doing this you tell MVX to use its inbuilt ServerName Controller Function (which overrides Nexgens inbuilt ServerName Function) as well!.
Once this is Set you should Set the Default Server Name in MVX.ini;

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ServerNameTitle=Gibblets.com | ( ( (  PSYCHO-SERVERS AUS ) ) )
This is the default ServerName as Displayed in the Server Browser. However , there is another reason for using this.
note in CustomGame[x] at the end of the line the following;

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ServerName=""
basically what we want to do here is put in a descriptor for what GameType we are playing for each CustomGame[x] ServerName="".
for example;

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ServerName=" | DeathMatch"
Now , which ever specific Game Type is Being played we have a ServerName like this;
Image

Which describes each of your <=100 pre-configured gametypes that is being played at this moment in time.
This helps players to know what is being played on your Server being a "MultiServer" this is imo a good way of letting them know.
No End Game Voting System
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New Function introduced in MVX106y where you can dissallow voting at end of game for some/all GameTypes.
how this works is in MVX.ini you will now have a new option at the end of CustomGame[x] called;

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bNoEndGameVoting=False
if set to True then the MapVote Window will not load up at the end of the round , but the server will automatically
load a random map after the Countdown Timer has elapsed. This is the setting in MVX.ini. ;

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NoEndGameVotingDelay=40
So there's a little talking space at end of round before random map is selected.
Note that players can vote for other GameTypes/Maps during a Match so if the random map ends up being the same map
last played for example , then players can vote for a new Map or entirely new GameType.
New !KillBots Command added
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from MVXy we have includes a new !KillBots function whereby 2 or more Players need to Type !KillBots to remove any bots from the game.
This is for servers which set MinPlayers=3 or more & 2 Players want to play 1on1. to use simply type !KillBots into Chat and Botz will be removed.
*note that both players need to enter this command before bots are removed.
Changelog
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Changes to 106y
---------------
Removed auto menu scaling.
Fixed bNoEndGameVoting.

Changes to 106x
---------------
Added bEndGameVoting to CustomGames Settings.
Added horiz scrollbar to messages.
Added Autoscale to menus.
Added !KillBots by 2 players in chat kills all bots.
Fixed 436/451 map switch crash.

Changes to 106w
---------------
Added bAddToFavorites at game end.

Changes to 106v
---------------
Fixed Splashlogo not working.

Changes to 106u
---------------
Fixed Customgame sorting issue. you can login to MVX as an Admin and click "info tab" > [Sort custom Games]
this will sort any/all custom games inside MapVoteX.ini into AlphaNumeric order.
Removed all MapVoteClientSplash except one. see {MapVoteXM.ini}
Removed all MapVoteClientWelcome except one. {MapVoteXM.ini}
Removed AdminLogins (created UTLogins). {this will be moved to a StandAlone Mod freeing up system resources}

Changes to 106t
---------------
Added ServerNameTitle as prefix.
Added admin option to set games active on/off.
Added CustomGame ini sorting option in Info menu.
Added extra info to UserLogin tab including , ut version , renderer , sound driver etc.

Changes to 106s
---------------
Added MaxPlayers to settings.

Changes to 106r
---------------
Removed Pause from config window.
Fixed bWeaponStay
Fixed Repeat Limits.

Changes to 106q
---------------
Added bDisableMvxLogo to disables the MapVoteX logo.
Added Mvx start text if bDisableMvxLogo=True.

Changes to 106p
---------------
Added DM-MapvoteX.unr for Mod menu startup.
Added local practice session no longer needs tutorial map.
Added bUseServerNames which effects all server names.

Changes to 106o
---------------
Experimental
----------------
Changes to 106n
---------------
Added TDM maxteams=4 if Dom = 4.
Stopped MVGRI = None in Logins.
Fixed double iptocountry reports.
Fixed double Ace console reports.
----------------------------------------
Changes to 106m
---------------
Removed TotalMapsPerGame.
MaxNumMaps fixed at 500.
No server packages or actors if standalone.
Added ';' remark out in game package actors.
Adjusted to 300 ServerPackages / 200 ServerActors.
Use DM-Tutorial to initialize MVX.

Changes to 106k
---------------
1. Double clicking a Vote now works if bDoubleClickVoting=True (default)
2. Decreased CustomGame ServerPackages from 175 to 150
3. Decreased CustomGame ServerActors from 175 to 150
4. Increased DefaultPackages from 75 to 100
5. Increased DefaultActors from 75 to 100
6. Loads default mutators last
7. Added -Mutator to CustomGame Mutators= to remove mutator from DefaultMutators
8. Added -ServerActor to CustomGame ServerActors= to remove ServerActor from DefaultActors
9. Added -ServerPackages to CustomGame ServerPackages= to remove ServerPackage from Defaultpackages
10. Added -Mutator, - ServerPackage and -ServerActor to Alias

Changes to 106a to 106j
-----------------------
1. Added server restart button.
2. Updated to UT patch 469.
3. Fixed ] character in menu caching options.
4. Enlarged menu to 405 x 390 to fit stretched textures nicely.
5. Put stretch back in welcome.
6. Added imagebox to welcome.
7. Added splash extra fade.
8. Seperate submit buttons for defgame and caching.
9. Worked a lot on setting up the Welcome image for 469.
10. Added Tickrate to settings.
11. Menu logins now display last in at top.
12. Revamped client windows GPF crashing.
13. Revert back to use map prefixes.
14. Removed votemenu file counter.
15. Added back servername per game.
16. Removed MvxServerName.
17. Removed MaxCachingSpeed.
18. Added maxplayers to vote menu.
19. Add random Game option.

Added Setting for Tickrate=x
*changes
Removed Caching Methods maps load faster now.


**Any Questions please feel free to ask.
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Last edited by Que on Thu Jun 10, 2021 2:28 am, edited 125 times in total.
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sektor2111
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Re: MapVoteX

Post by sektor2111 » Sat Dec 28, 2019 5:31 am

I've been firing a LAN server using XC_Engine 21. By using a few maps and not many things loaded it was operational. An older MapvoteX did not really work with XC_Engine.

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Re: MapVoteX

Post by Que » Sat Dec 28, 2019 7:41 am

yeah the way the maps were sent through was complicated.. we have changed this now to use Prefixes for MapNames.
only problem I can see is with ServerActors/Packages not being sent to [XC_Engine.XC_GameEngine]
so the XC_Engine Package Loader will fail unless you manually put the ServerPackages in there.
Glad it works for you :tu:
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Re: MapVoteX

Post by sektor2111 » Sat Dec 28, 2019 7:57 am

Typos ?
Section's name is [XC_Engine.XC_GameEngine] underline is not optional. Else worth a try with two sections:
Engine.GameEngine for packages and the rest and XC_Engine.XC_GameEngine for variables used by this extension.
For my case I left things simple without declaring packages, these are doable in a XC server separate without any mapvote. So to speak mutator declared in map-vote will take care about packages required based on game-type, else it's doable even for certain mutators, if mutator X is found and it has to be packaged will go there.
I see that things required by XC_Engine/XC_IpDrv if are not declared properly might head to some lousy things happening.

Edit:
Nope... in XC_Engine server v24 (my private testing one) this map-vote could not handle adding packages task. Actually XC_Engine has functions for mapping ServerPackages which MVU3 used by me has handled with no single issue:

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class BDBMapVote expands Mutator Config(MVU_Config);
..
..
..
//XC_GameEngine and Unreal 227 interface
native(1718) final function bool AddToPackageMap( optional string PkgName);
native(1719) final function bool IsInPackageMap( optional string PkgName, optional bool bServerPackagesOnly );
..
function HuntAClock()
{
	local int XCC;

	XCC=int(ConsoleCommand("GET INI:ENGINE.ENGINE.GAMEENGINE XC_VERSION"));
	if (XCC >= 15)
	{
		log (Self.Name@">> has detected XC_Engine V"@XCC@"and will use it for clocking.");
		bXCLoaded=True;
	}
}
...
...
if ( bXCLoaded )
				{
					if ( CustomGameConfig[i].Packages != "" )
					{
						Packages=CustomGameConfig[i].Packages;
						log ("Found Extra Packages ->"@Packages,'MVU3Packages');
						Packages=Packages$",";
						log ("-----------------------",'MVU3Packages');
JL020G:
						if ( Len(Packages) > 0 )
						{
							pos=InStr(Packages,",");
							if ( pos > 0 )
							{
//								Log ("Remaining to add ->"@Packages,'MVU3Remaining');
								tmp = Left(Packages,pos);
								log ("Adding as Server-Package ->"@tmp,'MVU3Package');
								AddToPackageMap(tmp);
								Packages = Right( Packages, (Len(Packages) - (Len(tmp)+1)) );
							}
							goto JL020G;
						}
						log ("-------------------------------",'MVU3Packages');
						log ("Finished adding packages.",'MVU3PacksDone');
					}
					else
					log ("No extra packages defined have been found. See config for add-ons.",'MVU3Packages');
				}

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Re: MapVoteX

Post by Que » Sun Dec 29, 2019 8:29 am

Hi @Sector2111

We are looking at implementation currently. Iam not sure how things will work when 469Patch comes out though as there may not be a need for XC_Engine Package handling. :noidea
@Higor perhaps you can let us know if this will be the case?
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Re: MapVoteX

Post by sektor2111 » Sun Dec 29, 2019 10:37 am

Yeah, I'm extremely curious if that UT469 will even start on a machine without SSE2 instructions as default UT, and if it will work with current M$ libs, and if will have backward compatibility and... :???:

Aside, since XCGEv22 compilations are not that fascinating when game-errors are reported showing some stupid M$ message instead of what was causing issue. Not a single time I went back to v21 for figuring why a compilation failed or a game has crashed. Example: recently I forgot to put back PlayerStarts in a map - They were moved for preventing adding reachspecs but keeping them into NavPointList. I could not see why map was slapping down UT until I disabled XCGE24 or going to v21. This way of dealing with errors means support for Zero Development and this it's what I did last time: Zero Development. I have to admit that sleeping was useful for me... :) .

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Re: MapVoteX

Post by Que » Mon Jan 06, 2020 5:11 am

Small Update in first post. :)
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Re: >>> MapVoteX[z]

Post by Que » Mon Apr 06, 2020 7:54 am

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Re: >>> MapVoteX[z]

Post by [rev]rato.skt » Mon Apr 06, 2020 8:08 pm

Thx i go to test!
Brazilian Server:
Classic madruga.utbr.tk:7777
Duel x1.utbr.tk:6666
UT2004 2004.utbr.tk:5555

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Re: >>> MapVoteX[z]

Post by [rev]rato.skt » Sun Apr 26, 2020 8:22 pm

hi que,

i see you update you votemap to 106, what changes?

could make a change in the next version, could increase the game list size, where are the names of the maps, and where is the votes...

it would look better for game names bigger list, for names of big maps and to appear more game modes...

and I wouldn’t need to increase much it already helps....

it would be cool when clicking on the rule you don't need to vote to open the list of maps...

when you click show maps instantly, in the current version this is not possible, right?
Brazilian Server:
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Duel x1.utbr.tk:6666
UT2004 2004.utbr.tk:5555

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Re: >>> MapVoteX[z]

Post by Deepu » Sun Apr 26, 2020 8:33 pm

I just integrated XC_Engine to MVX, i don't know you removed xc engine lines MVX? for me xc_engine work with MVX before, but now i don't know 😛

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Re: >>> MapVoteX[z]

Post by Que » Mon Apr 27, 2020 6:30 am

@rev , larger window for displaying map titles perhaps not bad idea.

clicking the GameType will load the maps for that Gametype.
that is why not instant as you say,
all maps are cached when you install MVX. to an .ini file.
then when called (Gametype is voted) the Maps from that Cached-List are sent to all clients.

@deepu.. we were having problems with the load order of mutators/actors and had to remove.
XC and MVX have problems working together.
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Re: >>> MapVoteX[z]

Post by Deepu » Mon Apr 27, 2020 12:31 pm

Okay

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Re: >>> MapVoteX106i <<<

Post by Que » Mon Jun 15, 2020 7:01 am

have updated MVX and removed problematic caching system.
Maps now load quickly without the need for caching.
//Updated original post//
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asosed
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Posts: 95
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: >>> MapVoteX106i <<<

Post by asosed » Mon Jun 15, 2020 10:11 am

There are a few inconveniences IMHO
1. No list of players + spectators
2. You can’t vote for a card with a double click
3. Small window. Watch attachment: 1.png - "font size - normal", 2.png - "font size - double"
4. Ability to create a tab where to add a description of maps
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