Map Vote Extended (MVE2c) improvements of MVE2a

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Buggie
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Map Vote Extended (MVE2c) improvements of MVE2a

Post by Buggie »

There MVE2a with few improvements.

I take as base already improved version by 21.
Spoiler
January 2022
MapOverrides

Map overrides feature can be used to configure map specific rules, currently the only supported property is Song, it can be used to override the song played on the map.

To enable this feature you need to set bEnableMapOverrides to true in the [MVES.MapVote] section of MVE_Config.ini

bOverrideServerPackages should be enabled to allow ServerPackages to be automatically populated with the referenced song packages. Otherwise you need to manually add all used packages to ServerPackages in the [Engine.GameEngine] section of UnrealTournament.ini

Configuration Example:

[MVES.MapOverridesConfig]
MapOverridesVersion=1
MapOverrides[0]=DM-Deck16][?Song=Organic.Organic
MapOverrides[1]=DM-Gothic?Song=Mannodermaus-20200222.20200222
MapOverrides[2]=Song==Phantom.Phantom?Song=X-void_b.X-void_b

Fast Player Detection

I've added a fast player detection that triggers on the same tick when the player joins the server, instead of waiting for the imter interval to pass.

The timer interval is still there as a safety net for gametypes that have custom player ID assignment.
December 2021
Improved PlayerPawn filtering

Mapvote needs to discrimate between bots and players of variou sorts. Previosely the mapvote logic allowed non real human players to join mapvote, and vote on map. Since these were not real players there would be no way for them to actually vote.

The logic improvement improves calculation of vote percentages as it should now only consider real human players. (sorry bots)
Don't broadcast already voted map

Players voting the same map twice won't broadcast to all players. This was previosely abused by players to spam the chat. Instead of broadcast the voter gets a message that they already voted so they know their vote was already registered.
November 2021
Improved Assault compatibility

The 2 parts of assault matches now work. Part 1 red team attacks blue team defends and part 2 the attack defend roles as swapped.

This is done by letting the assault gametype control the ending of the match. Mapvote will then reset the assault properties so the next match can start cleanly.

warning If assault game is interrupted, the next assault game will not be properly reset and a dummy game must be played for assault to work properly again.

Subclasses of Botpack.Assault (such ass league assault) are supported.
Always handle MonsterHunt end

Fixed a bug where was a bug where MapVote interface would never show up at the end of MonsterHunt games. The issue here was MapVote wrongly checking for tie between players in monster hunt games.
October 2021
Improved JailBreak compatibility

Players that rejoined during a JailBreak could not vote because of how the player detection was implemented. This is now fixed by having player detection run in a timer loop, so at fixed intervals the server checks and adds players to the mapvote who were previosely not added. This ensures that all players can vote.
Configurable Shutdown on travel

When the match ends and the next match is being set up by MapVote, there is now an option for MapVote to exit the server process. This can be used for more advanced server control script to essentially have 1 process per match and allows logs to be separated by match.
What done:
1. GameConfigs count raised to 512 from 63. Unfortunately there many hardcode about two digits, so really usable only first 99 of it. Possible need reduce limit to it.
Possible issue:
1) Admin tab blowed up with 512 items on it.
2. Add option Tickrate for each GameConfig. And DefaultTickRate globally. But not sure if change on fly tickrate applied on map change. Anyway be request of it.
3. Add option ServerActors for each GameConfig, which allow spawn some actors, without try add it to Mutator list, as do option Mutators.
4. Add option bAvoidRandom for each GameConfig. Done in really dumb way. Random still same, but if pick game mode which forbidden random restart. Up to 1024 times. :loool:
5. Map vote track found maps (list of 16384 maps) and use this for determine which maps add last. After that 32 of last map appear on list, visible by default. So if add some new maps on server, it is good promoted.
Possible this stuff bugged. Known possible issues:
1) if you use some filtration of map list, wrong list of new maps.
2) If you turn this option on, map vote not able know what maps is last, so you need reorder M array manually if you want proper order for previous data.
3) Config files really huge.
scr_1648967491.png
MVE2c_v2.zip
(313.89 KiB) Downloaded 82 times
Github: https://github.com/peterekepeter/ut99-mves

Automatically merged

Name changed to MVE2c for client pacjage.

Also found we lost some improvemnt. Work on restore it.

Automatically merged

Finally able fix rename and published version at least work.

Automatically merged

- Fix issues for build new maps list.
- add script (windows) for make list of maps by modified date. For first use in Ini file.
Last edited by Buggie on Sun Apr 03, 2022 7:49 pm, edited 1 time in total.
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Ubir4
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by Ubir4 »

Cool I was wondering what this server MH would be. Thank U. :tu:
Buggie
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by Buggie »

v2

- fix issues.
- finally return lost changes.
- clear defaults.

Add link to github on first post.
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Berserker
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by Berserker »

Sounds very nice, ServerActors for each GameConfig is amazing! I will try it soon.

One question, how to enable red maps for a GameConfig (Cooldown)?
Example with Higor's mapvote (CacusMapVote) where you have "bNoCoolDown":
Image

CustomGame[0]=(bEnabled=False,GameName="",RuleName="",GameClass="",FilterCode="",bHasRandom=False,bNoCooldown=False,VotePriority=1.000000,MutatorList="",Settings="",Packages="")
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_21
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by _21 »

Hi @Berserker, from what I can tell, it can be enabled with by configuring 2 properties in the ini file

Code: Select all

MapCostAddPerLoad=3
MapCostMaxAllow=1
But we don't use this feature, I'm not sure if it works properly. I tried to get it working now but couldn't manage to. Maybe you have better luck.

Edit:
Managed to get it working but only by patching a piece of faulty code.
Untitled.png
I've created a patched new version that should help with it. Though I did not get to the root of the problems, this is just a band-aid over it. However it might allow this map cooldown feature to partially work for now.
MVE2c_v3.zip
(221.06 KiB) Downloaded 35 times
Also:

I've done some testing of this latest version of MVE, I can confirm that 100 gametypes are working, but I couldn't get anything above that working. Just something to note in case you're planning to set up a lot of gametypes, you might run into MVE breaking after the 100th gametype.
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Berserker
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by Berserker »

_21 wrote: Sun May 22, 2022 11:24 am Managed to get it working but only by patching a piece of faulty code.
Wow tnx a lot for the fix!
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Deepu
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by Deepu »

FPS drops after opening the MapVoteClientWindow
Buggie
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by Buggie »

Not really related to mapvote. UT very bad at render text, and there a lot of texts. So it can not be fixed from mapvote side anyway.
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[rev]rato.skt
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by [rev]rato.skt »

hey guy next update cold add LogoTexture= ? thx!
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Classic - madruga.utbr.cf:7777
Duel - x1.utbr.cf:6666
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Deepu
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by Deepu »

But this is not happening to MVE2 and MVE2a.
Buggie
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by Buggie »

Hm. Then it is reason of increase limits.
Possible better limt count game types to 99.
Anyway usable only first 99 from 512.
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by Deepu »

Make it 128 or something you said like 99, who going to use 512 with heavy loading .inf file
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_21
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by _21 »

New version!
MVE2d_v1.zip
(144.9 KiB) Downloaded 28 times
Reduced gametype count to 100

- this improves peformance
- this was the supported count in MVE2c as well, using gametypes 100-511 broke MVES
- I manually tested gametype slot 99 and works just fine!\

Simplified New Maps list

- only shows each new map once! this way it's indeed a map list and it's easier to understand what it is
- voting it will vote the first gametype the map is used in
- if you want another gametype you'll have to search for the map under that specific gametype
- text only shows mapname without the gametype prefix
Untitled.png
[rev]rato.skt wrote: Tue May 24, 2022 4:00 am hey guy next update cold add LogoTexture= ? thx!
What's the purpose of the logo?
Deepu wrote: Mon May 23, 2022 7:00 am FPS drops after opening the MapVoteClientWindow
Will investigate this, I noticed it too now, there are some bad array accesses in client mapvote cache.
Deepu wrote: Tue May 24, 2022 3:07 pm Make it 128 or something you said like 99, who going to use 512 with heavy loading .inf file
Hah, you're underestimating us. We might actually reach 512 some day.
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esnesi
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by esnesi »

[rev]rato.skt wrote: Tue May 24, 2022 4:00 am hey guy next update cold add LogoTexture= ? thx!
Does this suit your needs?
http://medor.no-ip.org/ServerSide_Mods/ ... lashV3.zip
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[rev]rato.skt
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by [rev]rato.skt »

esnesi wrote: Thu May 26, 2022 9:30 pm
[rev]rato.skt wrote: Tue May 24, 2022 4:00 am hey guy next update cold add LogoTexture= ? thx!
Does this suit your needs?
http://medor.no-ip.org/ServerSide_Mods/ ... lashV3.zip
this feature has on almost all vote maps, just to show a photo when opening votemap...

Image
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Classic - madruga.utbr.cf:7777
Duel - x1.utbr.cf:6666
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