Re: Will there be a Mapvote 14XL release?
Posted: Tue Mar 08, 2016 6:42 am
Could put on the home screen maps best played,the 10 but played "top rated maps"....
Great!!! I tested it and it looks now much better!Mar wrote:but you can use a 256x256 texture file with current version
No, you perhaps you better should not. I found a better solution I think. People can make some space in their logo instead, so its up to them how much space they like to have. So please forget that point I mentioned.Mar wrote:I could trim playerlist a little bit more to add a space between them.
This idea has also come to my mind, it would be a nice feature. As you mentioned two ways are possible: a big pack with pre-defined images for each map, but this has the disadvantage that it has to be recreated with every new/removed/changed map name. Furthermore the clients are downloading more than they need really - in most cases only a few images of thousands will be shown. That's why I'd prefer the second way: one image per map name. But how to get them in the moment the user selects a map? There I see several possibilities: Loading images from...Aldebaran wrote:[A picture] which will be shown up in the mapvote by clicking on the map
Already exists.Barbie wrote:... client's map, if available and map has a screenshot.
Code: Select all
class EmptyServerLevelSwitch extends Info;
...
simulated function PreBeginPlay ()
{
Super.PreBeginPlay(); //Calling what ??? PreBeginPlay is called for everyone by default
ServerEmptyTime = 0;
SetTimer(60.00,False);
}
Code: Select all
function PreBeginPlay()
{
ServerEmptyTime = 0;
SetTimer(60.00,False);
}
Dont know if I understood correctly, but if what you mean is that you dont want to save the maplist to client it can be disabled. bClientCache = false. Nobody is forced to use it.sektor2111 wrote:Second I see 1021 maps loaded by client in 3-4 seconds ? DO I need to build files in clients ? Nope...
Yes it can be smoother, I did said I found a way to prevent the "100000 gpf iterations" but it was not the best way. I saw your Mapvote and you have done what I was trying to achieve.sektor2111 wrote:Do I need to see REDFlag lag when "BDBMapvote.IsInState('Loading')" ? No... it might work smoother - it's a STATE dammit.
So you meansektor2111 wrote:Do I need bIsPlayer checks ? Nope it do works without them very well.
Code: Select all
//Players & Specs
foreach AllActors(Class'PlayerPawn',aPawn)
{
if(aPawn != None
&& (aPawn.bIsPlayer //<- This is not needed?
|| (aPawn.IsA('Spectator') && bAllowSpecvote && bSpecAutoOpen))
&& aPawn.PlayerReplicationInfo != None)
{
VoterNum=FindPlayerIndex(aPawn.PlayerReplicationInfo.PlayerID,True);
if ( VoterNum > -1 && PlayerVote[VoterNum] == 0 )
OpenVoteWindow(aPawn,bAllowSpecvote && bSpecAutoOpen);
}
}
Strange I thought I had removed all those useless Super calls in all classes. Looks like I missed that one.sektor2111 wrote: Do I need simulated functions for things which are only server's job ? Nope, client do runs smoother without useless timers loaded.
EmptyserverSwitchCode: Select all
class EmptyServerLevelSwitch extends Info; ... simulated function PreBeginPlay () { Super.PreBeginPlay(); //Calling what ??? PreBeginPlay is called for everyone by default ServerEmptyTime = 0; SetTimer(60.00,False); }
So simulated means it will run in client too? Didnt knew that. , That was in LA13 so I just supposed it was like that.sektor2111 wrote:Simulated because of what ? Server IS EMPTY, and "Level.Game" it's ONLY in SERVER after all.
It runs well like this without simulating stupid timers in client for nothing. The only timers used in clients are UWindow type timers the rest of simulated things from mutator are useless for client.
function PreBeginPlay()
{
ServerEmptyTime = 0;
SetTimer(60.00,False);
}
Sorry here I didnt understand a thing. I am not a native english speaker, so I had a hard time understanding everything.sektor2111 wrote:MapVoteWRI >> NetPriority = 3.00 (SAME as player) NetUpdateFrequency = 20.00000 (my monsters are using this and they don't make troubles - z position bug exist even in default anyway)
WRI > The Same.
And TickRate stay at 30 when player opens MapVote using the same stupid machine for server and client and Skype and Mozilla and Antivirus, and... .
This would be the best.Barbie wrote:... client's cached map, if available and map has a screenshot.
You must be probably kidding (I'm kidding too some times), you can LOG that function when it do starts working and go figure where are logs located - Authoritative things should not be in Player - like A.I. control. Does player control Level authoritative ? No! If player controls Level then you can blow up server because it's useless - "Server is The Man" (said a doc written by TIM himself not by monkeys like me).Mar wrote:So simulated means it will run in client too? Didnt knew that. , That was in LA13 so I just supposed it was like that.
Code: Select all
foreach AllActors(Class'PlayerPawn',P)
{
//&& P.bIsPlayer
if(P != None && P.PlayerReplicationInfo != None)
{
TeamID=GetTeamID(P);
PID=Right("000" $ string(P.PlayerReplicationInfo.PlayerID),3);
StrTemp=string(TeamID) $ PID $ P.PlayerReplicationInfo.PlayerName;
if ( PlayerVote[FindPlayerIndex(P.PlayerReplicationInfo.PlayerID,True)] > 0 )
StrTemp=StrTemp $ "&?&!&";
MVWRI.PlayerName[PlayerCount++] = StrTemp;
}
}
I just dont understood why you put that info there, Is there something wrong with the way I have it?sektor2111 wrote:You don't know what "NetPriority" is ? I don't need grammar for "defaultproperties" of an Actor - also "NetUpdateFrequency" is not a story, is a "DEFAULTPROPERTIES" section related thing. So I'm sorry but I cannot translate this better in any way.
Hm when I understand you both right, it is the standard at the moment. A map is downloaded and put into cache, then a picture is shown in mapvote when the map has one in its file. But that would mean that ALL maps ever made have to be checked for map pics in it and in many cases to be repacked with selfmade pics. And we still have the problem that no pictures are shown from maps that aren't downloaded. But that was my intend to present pics (for example 3 pics animated) while selected in mapvote (without downloading map first).Mar wrote: Barbie wrote: ... client's cached map, if available and map has a screenshot.
This would be the best.
Code: Select all
if ( ViewPort(PlayerPawn(Other).Player) == none )
Other.Destroy();
... //aka
if ( ViewPort(PlayerPawn(aPawn).Player) == none )
aPawn.Destroy();
The function PreBeginPlay of the parent class is called although it is overridden? Is it declared as Final?sektor2111 wrote:Code: Select all
simulated function PreBeginPlay () { Super.PreBeginPlay(); //Calling what ??? PreBeginPlay is called for everyone by default ... }
See Wiki: An UTServerAdminSpectator is always present in network games, and hence also shows up when traveling the PawnList. Never forget to check for Pawn (UT).bIsPlayer when doing that.Mar wrote:Why does it show this [Ghost Player]?
Sorry for annoying with Wiki links^^. If I've understood that correctly, you should decrease NetUpdateFrequency a lot: the higher NetUpdateFrequency is, the more details of building the Vote Window is shown. If NetUpdateFrequency is low enough, the player should see the full loaded list at once.Mar wrote:NetUpdateFrequency=50.00
Is this wrong? I am just tring to make Maplist get loaded faster
From my experience that's not correct: the map preview picture is only shown if the map is in its MAPS directory.Aldebaran wrote:A map is downloaded and put into cache, then a picture is shown in mapvote when the map has one in its file
Simple bullshitting enough complex.Barbie wrote:See Wiki: An UTServerAdminSpectator is always present in network games, and hence also shows up when traveling the PawnList. Never forget to check for Pawn (UT).bIsPlayer when doing that.
Code: Select all
class Pw expands Actor;
event PostBeginPlay()
{
SetTimer(5.00,False);
}
event Timer()
{
ScanBullshitPawns();
}
function ScanBullshitPawns()
{
local Pawn P;
Log (Self.Name@"Logging bullshit Pawns from Level");
foreach Level.AllActors (class'Pawn',P)
{
Log("--------------");
log (P@"is"@P.Name);
log (P.Name@"has bIsPlayer"@P.bIsPlayer);
if ( P.PlayerReplicationInfo != None )
{
log (P.Name@"has PlayerReplicationInfo.Team"@P.PlayerReplicationInfo.Team);
log (P.Name@"has PlayerReplicationInfo.PlayerID"@P.PlayerReplicationInfo.PlayerID);
}
else log (P.Name@"doesn't use PlayerReplicationInfo.");
log ("-------------");
}
}
Code: Select all
XC_Engine: Altered octree box to (-64,-1088,-320)(1216,1088,656)
ScriptLog: Ignited TickSpy... Attempt to get Configured TickRate...
ScriptLog: UT-Logo-Map.Ticker0 > Detected TickRate set at 30
ScriptLog: UT-Logo-Map.Ticker0 > Ideal Tick Interval has been computed at 36
ScriptLog: Player has new score.
ScriptLog: pW0 Logging bullshit Pawns from Level
ScriptLog: --------------
ScriptLog: UT-Logo-Map.UTServerAdminSpectator0 is UTServerAdminSpectator0
ScriptLog: UTServerAdminSpectator0 has bIsPlayer False
ScriptLog: UTServerAdminSpectator0 has PlayerReplicationInfo.Team 255
ScriptLog: UTServerAdminSpectator0 has PlayerReplicationInfo.PlayerID 0
ScriptLog: -------------
ScriptLog: --------------
ScriptLog: UT-Logo-Map.MTMale1Bot0 is MTMale1Bot0
ScriptLog: MTMale1Bot0 has bIsPlayer True
ScriptLog: MTMale1Bot0 has PlayerReplicationInfo.Team 255
ScriptLog: MTMale1Bot0 has PlayerReplicationInfo.PlayerID 0
ScriptLog: UT-Logo-Map.MTMale1Bot1 is MTMale1Bot1
ScriptLog: MTMale1Bot1 has bIsPlayer True
ScriptLog: MTMale1Bot1 has PlayerReplicationInfo.Team 255
ScriptLog: MTMale1Bot1 has PlayerReplicationInfo.PlayerID 1
ScriptLog: -------------
ScriptLog: --------------
ScriptLog: UT-Logo-Map.MTFemale2Bot0 is MTFemale2Bot0
ScriptLog: MTFemale2Bot0 has bIsPlayer True
ScriptLog: MTFemale2Bot0 has PlayerReplicationInfo.Team 2
ScriptLog: MTFemale2Bot0 has PlayerReplicationInfo.PlayerID 2
ScriptLog: -------------
ScriptLog: Game ended at 10.685700
ScriptLog: !!!!!!!!!!!!!!! CALC END STATS
ScriptLog: GARB signal: Game has been ended during this hit, quiting...
Hm I won't believe first but you are right, With one exception: the map just playing also shows a picture although it is not in maps folder.Barbie wrote:From my experience that's not correct: the map preview picture is only shown if the map is in its MAPS directory.
FixedMar wrote:[appError called:
BDBMapVote DM-Deck16][.BDBMapVote0 (Function MapVoteULv2_1.BDBMapVote.SortMapList:0086) Runaway loop detected (over 10000000 iterations)
Executing UObject::StaticShutdownAfterError
FFrame::Serialize
AActor::ProcessState
Object BDBMapVote DM-Deck16][.BDBMapVote0, Old State State MapVoteULv2_1.BDBMapVote.Loading, New State State MapVoteULv2_1.BDBMapVote.Loading
AActor::Tick
TickAllActors
ULevel::Tick
(NetMode=1)
TickLevel
UGameEngine::Tick
UpdateWorld
UServerCommandlet::Main
BDBMapVote DM-Deck16][.BDBMapVote0 (Function MapVoteULv2_1.BDBMapVote.SortMapList:0086) Runaway loop detected (over 10000000 iterations)
History: FFrame::Serialize <- AActor::ProcessState <- Object BDBMapVote DM-Deck16][.BDBMapVote0, Old State State MapVoteULv2_1.BDBMapVote.Loading, New State State MapVoteULv2_1.BDBMapVote.Loading <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=1) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- UServerCommandlet::Main
Exiting due to error
Exiting.
Name subsystem shut down.