Map Vote Extended (MVE2c) improvements of MVE2a

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_21
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by _21 » Mon Sep 12, 2022 1:28 pm

giresun27 wrote:
Sat Sep 10, 2022 11:23 pm

Tried with 1 mapfilter league :L made no difference
both are using the same filtercode "league" only specific ctf tagged maps.

I think it is a bug
can you maybe fix it?
its functional but doesnt look clean.
You can share map filters between gametypes. Adding the tagged maps
to the same list can cause it to duplicate. But it's a bug. Each map
should only show up once even if multiple filters match it. I will try
to reproduce and fix it based on your INI configuration. Need to find
time for this.
[rev]rato.skt wrote:
Mon Sep 12, 2022 1:30 am
Hi, friend if you put CustomGame up to 200 causes some kind of problem with or in some compatibility??
Due to a techincal limitation it's not possible to have more than 100
gametypes. Previous limit was 63 because of how replication works
but @Buggie made a few wonderful getters and setters to get past
that limitation.

The limitation of 100 gametypes come from the fact that gametypes
are identified through a 2 letter numeric code. So that's gametypes
00, 01, 02, ... and so on until 99, to get past this limitation
a lot of code needs to be modified or rewritten.
Que wrote:
Mon Sep 12, 2022 2:02 am
@21 perhaps in a future version you could have an exclusion filter system under each gametypes mutators="-mymutator", Actors="-myactor" type thing like we do in MVX.
This is a very cool idea indeed, I've been thinking about something
similar. I'll check with @esnesi to see what exactly would simplify
the configuration the most.
Que wrote:
Mon Sep 12, 2022 2:02 am
Map Statistics? Like most popular? Perhaps add popular Gametypes as well;

Code: Select all

GameType   | Map      | Count
DeathMatch | Deck16][ | 99999
Right now MVE keeps track of which map was voted last so that it can be
put on cooldown, however this feature has some bugs and breaks some stuff.
Needs to be fixed and cleaned up. I'm thinking of storing some pieces of
state for each map. This would enable a few cool things like storing a
counter indeed to see how much a map was played. I don't have any clear
ideas for now, I'd just love to fix the bugs.

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Que
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by Que » Mon Sep 12, 2022 1:40 pm

21 wrote: The limitation of 100 gametypes come from the fact that gametypes
are identified through a 2 letter numeric code. So that's gametypes
00, 01, 02, ... and so on until 99, to get past this limitation
a lot of code needs to be modified or rewritten.
perhaps make it a "3 letter numeric code" and then 001,002,...100,..200 :)

Automatically merged

have released the sources for MVX here if you looking for some inspiration;
viewtopic.php?f=7&t=13690
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by Berserker » Mon Sep 12, 2022 5:24 pm

Thank you for the updates! I have a suggestion when adding new maps or updating your config file, you always have to go and restart your server, then after server is on, you have to connect to it with UT, then log in as admin, then type "mutate bdbmapvote reload" for the new maps and config changes to apply.. Is there a way to skip at least the "mutate bdbmapvote reload" process and do it automatically on server boot? "mutate bdbmapvote reload" also deletes the Cooldown for the current map session, which will force you to also vote another map for it to resume the cooldown maps.
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_21
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by _21 » Mon Sep 12, 2022 9:19 pm

Que wrote:
Mon Sep 12, 2022 1:43 pm
perhaps make it a "3 letter numeric code" and then 001,002,...100,..200 :)
Easier said than done unfortunately. The 2 letter code system is embedded
everywhere. Bunch of random string parsing and counting that assumes
gametypes have a 2 letter code. An easier trick would be to use hexadecimal
that would that would extend the range to 00..FF enabling 256 gametypes.
Berserker wrote:
Mon Sep 12, 2022 5:24 pm
Thank you for the updates! I have a suggestion when adding new maps or updating your config file, you always have to go and restart your server, then after server is on, you have to connect to it with UT, then log in as admin, then type "mutate bdbmapvote reload" for the new maps and config changes to apply.. Is there a way to skip at least the "mutate bdbmapvote reload" process and do it automatically on server boot? "mutate bdbmapvote reload" also deletes the Cooldown for the current map session, which will force you to also vote another map for it to resume the cooldown maps.
Yes that's my pain as well. To circumvent I uncomment a piece of code a
piece of code during development and comment it out before releasing.
So basically I fixed this for myself and I've been hoarding it all along.
I made a test build for you, I've exposed 3 new configurable variables:

Code: Select all

[MVES.MapVote]
bSaveConfigOnNextRun=True
bReloadOnNextRun=True
bFullscanOnNextRun=True
MVES.u
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by Que » Mon Sep 12, 2022 10:41 pm

Will that cause mismatches with servers running previous versions?
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by _21 » Mon Sep 12, 2022 11:11 pm

No mismatch. MVES.u is server side only. Can be patched a million times.
So I made a few small tweaks over the last posts I call these experimental builds
but indeed they are fully working and compatible with the last client from the last
proper release MVE2e-v3.zip

I will make a proper MVE2e-v4 release soon. But I have a few things I want
to finish...