Map Vote Extended (MVE2c) improvements of MVE2a

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

Post by Deepu »

2 pull request pending in GitHub please approve, yes you can set that to 1.0 by default I will send the generated configs
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_21
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by _21 »

New Version!

MVE2e-v3.zip
(153.12 KiB) Downloaded 34 times

To see it live in action check out the FFN servers: viewtopic.php?f=54&t=13364&p=136741#p136741


Extended countdown until first vote

Sometimes when a match ends people start talking chatting or just need a few seconds of break. Because of this
a lot of time we ended up not voting and getting a random gametype with random map.

In order for players to have extra time the voting time window will now be extended by an extra `VoteTimeLimit` seconds until the first vote is received. When the first vote is received there are `VoteTimeLimit` seconds until the map switch. So if players are decided and vote fast, there is no extra delay.


Reset voting if a voted map failed to load.

I've implemented a check, before loading a map MVE will test if the map can be loaded.
If the map cannot be loaded then the voting will be reset.

Instead of a server crash, players are given a chance to vote for another map.
image.png

Reset assault game on every map switch

Previosly assault game was only reset at the end of the 2nd round of an Assault game,
because of this if mid-game voting was started it was possible to not have a correctly
reset Assault game. This fixes that by applying the assault reset every time MVE switches to a new map.


Fullscan - new admin command

There is as new admin command called fullscan. This is same as a reload but
MapVote will test every map to see if they can be loaded. This can be used
to track down maps that have missing packages. This is meant as a helper
tool for admins to batch verify that the maps have been correctly installed.

Command:

Code: Select all

mutate bdbmapvote fullscan
Check the server logs for output, you'll see a huge list of scanned maps:

Code: Select all

[MVE] Scan `MH-WaterGodTemple.unr`: OK!
[MVE] Scan `MH-Wolf3Dv4.unr`: OK!
[MVE] Scan `MH-ZenithCity.unr`: OK!
Failed to load "MonsterMatch": Can't find file for package "MonsterMatch"..
Failed to load "MM-SpireVillage": Can't find file for package "MonsterMatch"..
Failed to load "PlayerStart unr.PlayerStart0": Can't find file for package "MonsterMatch"..
[MVE] Scan `MM-SpireVillage.unr`: FAILED TO LOAD!!!!!! < check map/packages for errors
[MVE] Scan `Morose.unr`: OK!
...

Restore last voted map

When MapVote starts up it will now perform a check to see what the current map is
and if its not the map that was voted then it will instantly switch to the voted map.

This enhancement aims to ensure that the correct map with the correct gametype and
all the necessary packages are loaded. It also helps a lot when you're testing a setup
since because of this you can tweak the config and when you restart the same server
you get the same map and gametype when it was turned off.

When this feature kicks in it looks like the following:

Code: Select all

[MVE] PostBeginPlay!.
[MVE] ServerPackages are correctly set up!.
[MVE] Current map `DM-NRMC-Trident-v3` does not match the travel map `DM-NRMC-OutreachIV`.
[MVE] Will attempt to switch to `DM-NRMC-OutreachIV`.
[MVE] Goto `DM-NRMC-OutreachIV:54`` TryCount: `1`.
[MVE] -> TravelString: `DM-NRMC-OutreachIV?Game=Botpack.DeathMatchPlus`.
[MVE] -> GameIdx: `54`.
[MVE] 3 map override rules were loaded!.
[MVE] -> ServerPackages: `("SoldierSkins","CommandoSkins","FCommandoSkins","SGirlSkins","BossSkins","Botpack","multimesh","epiccustommodels","tcowmeshskins","tnalimeshskins","tskmskins","SkeletalChars","SkeletalCharsFix313","fnn166","BP1H166","BP4H166","SBU3","UP2","fsb21","UTChat22e","IntroCUT99.uax","FFNLogoTexV3","UTSAccuBeta4_2_9","SendTo_v07c","FastCap","ClassicCrotchshotv1_1","CountryFlags3ffn","MVE2e","cache-mvss-l56ip47a","FFNLogoTexV3")`.
[MVE] -> TickRate: `65`.

In case something goes wrong, the restore will be retried 3 times after which it will stop trying.


Map list summary and error detection on reload

The stats printed at the end of a reload has been improved. From now MVE will print the number
of scanned maps, the number of maps that have been matched by filters and the number
of active gametypes. If any of these values are off, advice is given.

This is meant to help admins have a better understanding of what's happening and to
easier debug if something went wrong.

Code: Select all

mutate bdbmapvote reload

Code: Select all

[MVE] Scanning all map files, this might take a while
[MVE] Remove old + add new maps...
[MVE] Checking premade lists...
[MVE] Matched 0 maps to 0 gametypes from 1 scanned maps.
[MVE]
[MVE] [ERROR] No maps were loaded!
[MVE]
[MVE] [ERROR] No gametypes were detected!
[MVE]
[MVE] -> enabled gametypes with `bEnabled=True`
[MVE] -> make sure the gametype's VotePriority > 0
[MVE] -> the gametype's GameClass, GameName, RuleName must not be empty
[MVE]
[MVE]
[MVE] [WARNING] Unusually low number of maps were found on filesystem!
[MVE]
[MVE] -> make sure you have maps in your map folders
[MVE] -> verify map folders is are to Paths `Paths=../Maps/*.unr`
[MVE]
[MVE] Map list has been reloaded, check results in the `MVE_MapList.ini

Update defaults and examples

The game config defaults and examples were updated to have VotePriority defaulted to 1.0
Having VotePriority set to 0.0 disables the gametype. This can be super confusing and frustrating to debug
if you don't know about the VotePriority.
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by Que »

Nice fixes. Am thinking if currently playing ComboGib and no0ne votes at end of game it would be good idea to auto-vote for some other map in current Gametype instead of random Gametype/map

Therefore in this instance a different ComboGib map?
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by Deepu »

MVE_Config.ini.zip
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a9902957@nepwk.com
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by a9902957@nepwk.com »

Can anyone explain for dummies how to use this to have ServerPackages dynamically adjusted so that clients do not have to download
everything the server could potentially run upon their first connection attempt?

I guess much of that is in viewtopic.php?t=6265
(MVLA but maybe that forked early enough [or this one late enough, dunno this one says MVE after all] for that still to apply)
however I am already confused by the short descriptions for
bResetServerPackages
and
MainServerPackages

With 469c we do not currently have XC_Engine so the explanation should do without requiring that.
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by esnesi »

a9902957@nepwk.com wrote: Sun Jul 24, 2022 9:51 am Can anyone explain for dummies how to use this to have ServerPackages dynamically adjusted so that clients do not have to download
everything the server could potentially run upon their first connection attempt?
To enable dynamic loading of the serverpackages, verify the following:
bResetServerPackages=False
bOverrideServerPackages=True
MainServerPackages=Filled with your default ServerPackages. example >MainServerPackages=("SoldierSkins","CommandoSkins","FCommandoSkins") etc
*verify the quotes comma and separation.

For example: When you now got custom serverpackages in a CustomGame, you will notice on voting it'll write those packages from MVE, into your server ini under [Engine.GameEngine].
After voting another, it'll unload those packages and inject the new ones.
If this succeeds > from now on you need to manage your newly added serverpackages from MVE_config.ini, instead of your server ini.
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by bearbeardut99 »

why do i get this when trying to open mv ?
mve.png
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by _21 »

@bearbeardut99:

That's a very strange message you got, looks like a bug. You should only get that when MapVote does not identify you as a human player, which should never happen.

It could be an incompatibility with another mod or mutator or something. Are you using something that changes the player class? If you send me a list of what you're running on the sever I can try to reproduce it. If I can't reproduce it, I won't be able to properly fix it.

We had issues before where the MapVote added some non-player actors to the vote list so I did make the check strict-er.

Watch the server logs for `[MVE] PlayerJoined:` messages logged, normally there should be one for each player that joins the server. If there isn't they won't receive the map list and won't be able to vote.

I've made a special build for you of the server package, it's still not optimal but it has a fallback for players not on the voters list.
MVES.zip
server package with fallback for players not on voters list
(62.95 KiB) Downloaded 9 times
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by bearbeardut99 »

_21 wrote: Mon Aug 08, 2022 7:24 pm @bearbeardut99:

That's a very strange message you got, looks like a bug. You should only get that when MapVote does not identify you as a human player, which should never happen.

It could be an incompatibility with another mod or mutator or something. Are you using something that changes the player class? If you send me a list of what you're running on the sever I can try to reproduce it. If I can't reproduce it, I won't be able to properly fix it.

We had issues before where the MapVote added some non-player actors to the vote list so I did make the check strict-er.

Watch the server logs for `[MVE] PlayerJoined:` messages logged, normally there should be one for each player that joins the server. If there isn't they won't receive the map list and won't be able to vote.

I've made a special build for you of the server package, it's still not optimal but it has a fallback for players not on the voters list.

MVES.zip
ok that solved the problem
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by [rev]rato.skt »

hello,

Looks like you're not part of the voter list. I'll try to fix that now.

[MVE] [ERROR] Player 'vw!((RT))' was not part of watchlist but requested to vote.!!!

i am getting this message many times when i try to open votemap...
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by _21 »

@[rev]rato.skt:

Yes, that's a fallback mechanism, basically mapvote failed to detect the player. What mods/mutators are you running? Is there something that changes how players are handled? There might be a compatibility issue. You can send me a private message. Can test mapvote with those mutators and try to reproduce.

@bearbeardut99:

Can you also give me list of mods/mutators you're running? You seem to have the same problem as @[rev]rato.skt here. If you can send a list in a PM that would be great!

Edit: Are you guys using nexgen?
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by [rev]rato.skt »

I use nexgen👍
Brazilian Server:
Alma Negra - 34.95.189.187:7777
Classic - madruga.utbr.cf:7777
Duel - x1.utbr.cf:6666
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by _21 »

@[rev]rato.skt:

I made a special build for you with a tweak and some extra debug logs. The tweak may or may not fix your problem, but if you can send me the log lines that start with `[MVEDEBUG]` that would help me alot.
Attachments
MVES.u
debug logs for player detection and disabled a check
(197.13 KiB) Downloaded 10 times
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by [rev]rato.skt »

thanks I'll test again if it gives error I'll save the log to post here
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Re: Map Vote Extended (MVE2c) improvements of MVE2a

Post by giresun27 »

how can I use specific ctf maps for a gametype and not see all maps?
I have
CTF leaguemaps
and normal ctf maps
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