LastManStanding++

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LastManStanding++

Postby iloveut99 » Sun Feb 06, 2011 2:16 am

LastManStanding++ v0.5

LastManStanding++ is an improved version of the LastManStanding gametype.
It will not affect the original lms gameplay in any way.

================================================== =====
What does it improve over the normal lms?
================================================== =====

-Dynamic Bots
The original lms gametype have a big problem relating bots, if there is no human player left the bots will
probably camp forever, don't letting another human players enter in the server. This is the reason why lms
servers normally don't support bots.

Dynamic Bots comes to solve this problem, bots will only play in the server when there's only one player.
This allow this player play a bit with the bots before another humans join the match.
When another human joins the match (there will be 2), the bots automatically leave the server and the first
human have his stats restored (lives, kills, health, inventory).

With this mode active bots will never block the humans join the game again.

-MidGame Join
Another annoying characteristic of the original lms gametype is that players can only join at the very
beginning of the matches. LMS++ was based in Extended LMS by adminthis and allow midgame join until there is
at least some player with more than 1 live.

The new player will join with the same lives of the worst player of the current game, so if the worst have
2 lives the new player will join with 2 lives too. If the worst player have less than 2 lives, the new player
will have to wait until the match ends like in the original lms.

There's one exception that is when the best player and the worst have the same lives, in this case the new
player will join will one live less to increase the fairness of the game.
Example: (p1 lives=2; p2 lives=2; new player lives=1)

-> This also fixes the lame players that rejoin to get 10 lives again at the beggining of the match

-Fully support for NewNet and ZeroPing
The original LMS gametype doesn't fully support NewNet or ZeroPing. There's some bug that prevents the normal
weapons to be assigned to players. LastManStanding++ also does fix this issue providing support for this
weapons. See bellow how to configure normal weapons NewNet and Zero Ping LMS++.


-Improved ScoreBoard
It includes by default, a better scoreboard, with more statistics like efficiency, kills, time played.

================================================== =====
FAQ (Frequently Asked Questions):
================================================== =====

-Does this new gametype is displayed in normal LMS server browser?

Yes players will see your server like a normal LMS server in the ut server browser.

-Is this gametype compatible with the other scoreboards did for original lms?

Yes.

LMS++ Written by iloveut99

Change log:

--------------------------
17-05-2014 v0.5
-Added support for NewNet normal weapons
--------------------------

Credits:
Credits:
ut99.org - for the support;
WhatAShocker - for his popular KillCountLMS mod which I have based in;
[rev]rato.skt - for testing and suggestions;
Feralidragon - which provided me help to finish the zp integration, thanks mate!
The_Cowboy - which helped me to get both lms++ and his SmartDM fully compatible.


Download:
http://www.mirrorcreator.com/files/1NVZMIH0/lmsplusplus05.zip_links (mod)
http://www.mirrorcreator.com/files/1EWMMXVT/lmsplusplus05source.zip_links (source code for programmers)

Enjoy.
Attachments
lmsplusplus05source.zip
souce code for programmers
(11.87 KiB) Downloaded 37 times
lmsplusplus05.zip
the mod for server administrator and players
(14.19 KiB) Downloaded 138 times
Last edited by iloveut99 on Sun Jun 04, 2017 7:05 pm, edited 18 times in total.
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Re: LastManStanding +

Postby Hook » Mon Feb 07, 2011 5:54 pm

Hey - Good idea!!! :tu: :gj:
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Re: LastManStanding +

Postby iloveut99 » Tue Feb 15, 2011 3:03 pm

I uploaded a new version, this new version will also restore the time of the game when dynamic bots left and add an optional server tag to differentiate the lms+ servers from the normal lms servers.
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Re: LastManStanding +

Postby iloveut99 » Tue Feb 15, 2011 7:16 pm

Restoring level time is not properly working in last version, probably because the player replication of the info. I'll try fix it when I find some time.
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Re: LastManStanding +

Postby iloveut99 » Tue Mar 08, 2011 8:51 pm

I added a new version which fixes up a few things and adds normal weapons zero ping support. :)
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Re: LastManStanding +

Postby iloveut99 » Wed Mar 09, 2011 2:08 am

I have uploaded a new version which fixes a critical gameplay bug. I recommend you to update to this version.
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Re: LastManStanding +

Postby iloveut99 » Sun Apr 03, 2011 6:45 pm

I've uploaded a new version, this one fix a few minor bugs, optimizes a bit and adds a new nice scoreboard:

Image

I am also running a combogib server here for who want to test:
78.46.238.236:7792
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Re: LastManStanding +

Postby iloveut99 » Fri Apr 08, 2011 10:47 pm

Uploaded version 0.3a which includes a minor fix.
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Re: LastManStanding +

Postby iloveut99 » Sun Apr 17, 2011 8:26 pm

New version,
v0.3b
-Delete all weapons dropped while the player was playing with the bots after joining a new human player
-Play a different sound when a new player enter and the another is playing with dynamic bots
-Added lms+ version/credits to serverinfo board (f2)

btw I am ready to add some nice stats/records like smartctf do. I dunno which should I add although, so ideas are welcome.
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Re: LastManStanding++

Postby iloveut99 » Mon Apr 25, 2011 1:00 am

New version,
v0.3c
-Changed the mod name from LastManStandingPlus (lms+) to LastManStandingPlusPlus(lms++),
since it could cause confusion with another mod also called LastManStandingPlus(lms+)
-Fixed player lives bug, when bDynamicBots=False
-Added a message to the players that can't enter in the current game in order to alert them to wait until next match

Included the source for devs (just removed some critical code related with server tag to reduce the risk of bad use).
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Re: LastManStanding++

Postby iloveut99 » Wed Apr 27, 2011 10:54 pm

New version
v0.3d
-Optimized more the code
-Now if the worst player have the same lives of the best player, the new player will join with 1 live less
(p1 lives=2; p2 lives=2; new player lives=1) -> this is to increase the fairness of the game
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Re: LastManStanding++

Postby iloveut99 » Thu Jul 14, 2011 5:42 pm

New version
v0.4
-Added option to force players to respawn with a specified weapon. (ex. start with sniper)
-Reset killing sprees when bots leave the server
-Added support for SmartDM with help of The_Cowboy, players now also get they SmartDM stats
restored when dynamic bots leave the server (works since v.SmartDM0898)

Download:
http://www.mirrorcreator.com/files/1VIK ... .zip_links
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Re: LastManStanding++

Postby iloveut99 » Sat May 17, 2014 11:59 pm

Hi guys! Long time no see.

[rev]rato.skt asked me a few days ago in unrealadmin if I could update this mod to be also compatible with newnet, I thought I could give it a try.

I've uploaded a new version (0.5) which is fully compatible with newnet you can download it at the first post. Let me know if you find any bug.
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Re: LastManStanding++

Postby papercoffee » Sun May 18, 2014 1:03 am

Nice... welcome back ;)
And thanks for the update.
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Re: LastManStanding++

Postby Wises » Sun May 18, 2014 1:56 am

nice work dude very well done ,

perhaps you could help with ComboShock + NewNet as well?
^ medor requested this a while ago and it may bring him back as well lol.
^ also if you could add an extra option to allow for standard damage from Shock Balls.. if possible. (configurable via .ini)

Awesome to see youre still around dude. you always make good quality stuff.

you have my permission to do with CS what you want , also I used some of your code from some of your mods to build it ;)
...
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