VoteSys

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Buggie
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Re: VoteSys

Post by Buggie »

Some map votes equipped with reports:
scr_1675057594.png
scr_1675057606.png
Not order, but allow choose some name and later vote by find in list, via search function.
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Deaod
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Re: VoteSys

Post by Deaod »

VoteSys v8
  • Improved proxy handling
    • Clients will always connect to ServerAddress if it has been specified
  • Use ACE HWID for banning players, if available
  • MinimumMapRepeatDistance is now preset-specific
  • Added setting PresetProbeDepth
    • Controls how many presets need to be empty before probing for more presets stops
  • Added setting MidGameVoteThreshold
    • Controls how many players need to have voted before mid-game voting starts
  • Added setting MidGameVoteTimeLimit
    • If positive, controls how long mid-game voting lasts
  • Added setting DefaultMap
    • If specified, VoteSys will switch to this map when switching to DefaultPreset
  • Added setting VoteEndCondition
    • Controls how votes can end, e.g. purely based on time, or when all players have voted, or when the result cant change with remaining votes anymore
  • Added setting IdleTimeout
    • Seconds before an empty server switches to the default preset
    • Disabled if its value is 1 or less
  • Admins can now ignore restrictions on map repetitions
  • VoteSys will no longer switch to maps that are broken and pick another random map for the voted preset
Refer to the ReadMe for more information.
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Que
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Re: VoteSys

Post by Que »

nice additions..

would it be complicated to implement a random vote system where by if the last game was CTF and no0ne voted then votesys would select a random CTF map?
instead of going full on exotic and voting for a totally random GameType?
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Berserker
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Re: VoteSys

Post by Berserker »

Que wrote: Wed Mar 15, 2023 2:29 pm nice additions..

would it be complicated to implement a random vote system where by if the last game was CTF and no0ne voted then votesys would select a random CTF map?
instead of going full on exotic and voting for a totally random GameType?
This could be in conflict with DefaultPreset in VoteSys ini. The way it functions right now is by setting DefaultPreset=Category/PresetName. And if nobody votes, VoteSys will switch to that preset.

It could be possibly implemented by Deaod if you've set DefaultPreset empty. This is just an idea, but the scenario would be like this: When CTF map from Preset #3 ends and nobody votes, if DefaultPreset empty, it will remember the last map and what preset it was on, then it will auto-switch to a random map from Preset #3.
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Deaod
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Re: VoteSys

Post by Deaod »

Berserker wrote: Wed Mar 15, 2023 3:51 pm It could be possibly implemented by Deaod if you've set DefaultPreset empty. This is just an idea, but the scenario would be like this: When CTF map from Preset #3 ends and nobody votes, if DefaultPreset empty, it will remember the last map and what preset it was on, then it will auto-switch to a random map from Preset #3.
Ill do this for the next version.
Deaod
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Re: VoteSys

Post by Deaod »

VoteSys v9
  • Added setting bChangeGameNameForPresets
  • Added setting bAlwaysUseDefaultMap
  • Changed behavior of DefaultPreset. If empty, use whatever preset is currently running on the server
  • Fixed players getting disconnected when many mutators are being used
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Que
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Re: VoteSys

Post by Que »

10/10 This thing is fast and versatile.
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Deaod
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Re: VoteSys

Post by Deaod »

VoteSys v10
  • Added "Random" button
    Votes for a random map for the currently selected preset
  • Added setting bAlwaysUseDefaultPreset
    If false and nobody voted, the current preset is maintained and a random map is selected
  • Added setting GameNameMode
    Replaces setting bChangeGameNameForPresets
  • Presets in drop-down list are sorted now
  • Fixed ACE HWID detection when playing on maps with [ and ] in the name
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Que
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Re: VoteSys

Post by Que »

for mac users if menu does not show then;
deaod wrote:ah, macs tend to have weird scaling
[9:57 PM]
tell him to look in VoteSys.ini in his System folder
[9:58 PM]
under [ClientSettings] there should be a location for the menu (edited)
[9:58 PM]
in X and Y
[9:58 PM]
setting those to 0 might help
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Deaod
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Re: VoteSys

Post by Deaod »

Ive added a section with frequently reported issues in the first post.
Deaod
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Re: VoteSys

Post by Deaod »

VoteSys v11
  • Add IgnoreMap and IgnoreList options to Map List Config [by PhasecoreX]
    • Added setting IncludeList to MapLists
    • Added setting IgnoreMap to MapLists
    • Added setting IgnoreMapsWithPrefix to MapLists
    • Added setting IgnoreList to MapLists
  • Added setting Packages to Presets
    • Allows adding arbitrary packages to the list of ServerPackages
    • Requires server setting bManageServerPackages to be enabled
    • Packages containing classes listed in Mutators do not need to be specified again, they are picked up automatically
  • Added setting bRetainCandidates
    • If true, candidates stay in the list of candidates when they reach 0 votes
    • Defaults to false
  • Added a settings menu
    • Can be opened through the Vote Menu or using the console command mutate votesys settings
  • Added a Dark theme to UI
  • Fixed MinimumMapRepeatDistance preventing voting for any map of a preset unexpectedly
  • Reworked how information about players and vote candidates gets replicated to clients, solving multiple bugs in the process
  • Fixed multiple bugs with how MapLists were sorted [by PhasecoreX]
  • Fixed map preview window overlapping preset selection list
  • Fixed Tutorial maps being unexpectedly included in lists of maps for gamemodes or unexpectedly excluded from lists generated from prefixes
  • Spectators can now open the vote menu and will also show up in the list of players
  • You can now inherit from presets defined after the current preset, removing the ordering requirements
Dark Theme UI
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Psychomorph
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Re: VoteSys

Post by Psychomorph »

Can I use this to vote maps in the Infiltration (v2.9) mod, so that it loads maps properly within the mod and not just opens it as UT?

Is there a key bind to open VoteSys in-game?
Deaod
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Re: VoteSys

Post by Deaod »

I dont know the Infiltration mod, so i cant answer your first question.

VoteSys does not automatically rebind your keys. You can use the console commands mutate votemenu or mutate bdbmapvote votemenu to open it. If you bind either of those commands to a key you have a keybind. The latter console command is there for compatibility with other mapvote mutators. I suggest binding that one to a key.

UTCmds also has a !v text command that in turn executes mutate bdbmapvote votemenu.
Deaod
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Re: VoteSys

Post by Deaod »

VoteSys v12
  • Added Black theme
  • Random button no longer immediately votes for a specific map, creates a placeholder candidate instead
  • Added SortPriority setting to presets to allow controlling the order of presets inside the drop-down box
  • Fixed spectators being counted as voters
  • Fixed spectators being able to vote
  • Fixed random map selection, no longer ignores MinimumMapRepeatDistance setting
  • Added server-side settings to the interface
Black Theme UI
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Server-Side Settings Interface
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Deaod
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Re: VoteSys

Post by Deaod »

VoteSys v13
  • VoteMenu no longer automatically opens for spectators at the end of the match
  • Fix 436 clients not being able to join servers with VoteSys
  • Added player limits
  • Allow clients to sort the map list
  • Support Assault
  • Make the behavior of MidGameVoteThreshold more intuitive
  • Added the option of replacing the chat interface with a logo
    • Shown to players the first time they open the VoteMenu per match
    • Optionally has buttons with links along the bottom edge
  • Split server settings UI into three parts to make more space
Logo Example
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Admin Settings
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