FragNewNet

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asosed
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Re: FragNewNet

Post by asosed »

gargul2 wrote: Mon Apr 28, 2025 1:34 pm A bug report:
- on a FNN 291 server (469eRC8), while shooting to friendly bots in a CTF-Game, and when they write back on chat something like: "Hey, same team!" or "I'm in your team idiot", there is a lack of voice/speech
- with hitsounds 0 (off) & teamhitsounds 0 (off), it's still broken
- after disabling FNN, it works fine
- with FNN disabled and QFeedBack_v3 enabled it also works fine
- with both FFN and QFeedBack_v3 enabled it's broken again
(FFN overwrites QFeedBack_v3 regardless of a position in mutators chain)
- I also tried to disable all other mutators, including FNN mutators, leaving only FNN, but the issues was still here

A warning flood report:
- it occurs regardless of a map
- it occurs multiple times/lines (flood)
- I'm pasting only a single instance as an example:

Code: Select all

Warning: Failed to load "Class None.ST_ShockRifleGib": Can't resolve package name..
ScriptWarning: NewNetCG CTF-Face.NewNetCG0 (Function Engine.Mutator.ReplaceWith:0199) Accessed None 'A
A small feature request:
- In SpecIdlers mutator, to add a ini parameter to set warning message interval between repetitions, for example WarningInterval=3, as currently it's unconfigurable and set at 1s by default.
- I don't say that 1s is bad or too fast, maybe its a good value, but it would be good to have it configurable in future in case 1s will turn out to be too fast.

Other than that, FNN is a good job overall. Keep going.
A bug report:
I'll check it out

A warning flood report:
The problem is most likely yours. You have version mismatches in ut ini and mapvote ini. For example, in ut ini it can be fnn290, and in mapvote ini - fnn291. In general, look for discrepancies in the versions.

A small feature request:
I think this can be added
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Re: FragNewNet

Post by gargul2 »

Hello, unfortunately:
- I double checked all my files and it is "fnn291" everywhere
- also I didn't find any other typos - every line related to fnn seems to be correct
- even tried with mapvote disabled - still same
- even tried with older version fnn246 - still same (and the bug with voices/speech as well)
- once I disable "fnn291.NewNetCG" mutator - the flood is gone

Also one more thing (not sure whether it changes anything) - when I pasted the flood log in my previous comment yesterday, I overlooked one additional line at the beginning (with "NULL") - I've updated the log right now in my previous comment so you can take a look: viewtopic.php?p=151412#p151412
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asosed
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Re: FragNewNet

Post by asosed »

gargul2 wrote: Tue Apr 29, 2025 10:13 am Hello, unfortunately:
- I double checked all my files and it is "fnn291" everywhere
- also I didn't find any other typos - every line related to fnn seems to be correct
- even tried with mapvote disabled - still same
- even tried with older version fnn246 - still same (and the bug with voices/speech as well)
- once I disable "fnn291.NewNetCG" mutator - the flood is gone

Also one more thing (not sure whether it changes anything) - when I pasted the flood log in my previous comment yesterday, I overlooked one additional line at the beginning (with "NULL") - I've updated the log right now in my previous comment so you can take a look: viewtopic.php?p=151412#p151412
ok, i'll check it on the test server.
All the fixes/changes will have to wait a bit. I'm busy with another mod now, then I'll get to fnn   
Auto merged new post submitted 8 hours 55 minutes later
   
Auto merged new post submitted 14 hours 44 minutes later
gargul2 wrote: Tue Apr 29, 2025 10:13 am Hello, unfortunately:
- I double checked all my files and it is "fnn291" everywhere
- also I didn't find any other typos - every line related to fnn seems to be correct
- even tried with mapvote disabled - still same
- even tried with older version fnn246 - still same (and the bug with voices/speech as well)
- once I disable "fnn291.NewNetCG" mutator - the flood is gone

Also one more thing (not sure whether it changes anything) - when I pasted the flood log in my previous comment yesterday, I overlooked one additional line at the beginning (with "NULL") - I've updated the log right now in my previous comment so you can take a look: viewtopic.php?p=151412#p151412
@gargul2 I can't replicate this. Send me your NewNetCG settings. Maybe there is a problem somewhere here
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Letylove49
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Re: FragNewNet

Post by Letylove49 »

DsL444 wrote: Sat Mar 15, 2025 5:31 pm The command !go <player name> only works semi-well. Telepathy works, but if you swap places, the message "server protected you for dying" appears in MH.
in nexgen you have some protections : To no get the message " The server prevent you for dying " you must disable it.

Code: Select all

spawnProtectionTime=0
teamKillDamageProtectionTime=0
teamKillPushProtectionTime=0

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Re: FragNewNet

Post by gargul2 »

asosed wrote: Wed Apr 30, 2025 10:58 amI can't replicate this.
I am able to replicate it on a fresh installation of 469eRC8 (and on 469eRC4 as well)
Also it doesn't occur on a fresh installation of 469c & 469d.
Means some compatibility is broken between fnn291 & 469eRC8.
One more thing: the errors flood appears after running a server, and then joining as a player
(it doesn't appear after just running a server - must join to it as a player).
Also I found in internet on some other forums two other cases of same message, maybe it will helpful for you:
- https://www.supernature-forum.de/thread ... ost-336437
- https://www.adslclub.ru/forum/topic1602 ... =20#285623

asosed wrote: Wed Apr 30, 2025 10:58 amSend me your NewNetCG settings. Maybe there is a problem somewhere here

Code: Select all

UnrealTorunament.ini:
ServerPackages=BP1H291
ServerPackages=BP4H291
ServerPackages=fnn291
ServerActors=fnn291.NewNetServer

Server script:
Mutator=fnn291.NewNetCG
Last edited by gargul2 on Fri May 09, 2025 1:24 pm, edited 1 time in total.
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Re: FragNewNet

Post by gargul2 »

I've edited my previous comment and updated it with important imformation. (but I'm not sure whether other users will receive a notification, therefore just to be sure, I'm writing another comment for the sake of notification).

UPDATE (10-05-2025): It has turned out to be a bug in FragNewNet: https://github.com/OldUnreal/UnrealTour ... 2868840101
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asosed
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Re: FragNewNet

Post by asosed »

gargul2 wrote: Fri May 09, 2025 1:18 pm I've edited my previous comment and updated it with important imformation. (but I'm not sure whether other users will receive a notification, therefore just to be sure, I'm writing another comment for the sake of notification).

UPDATE (10-05-2025): It has turned out to be a bug in FragNewNet: https://github.com/OldUnreal/UnrealTour ... 2868840101
yes, on server 469eRC8 I can repeat the warning. I use server 469b and there is no such warning.
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asosed
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Re: FragNewNet

Post by asosed »

New version 292
1. Added Quake 3 hitsound: hitsounds 7
2. Fixed flood in log
3. Mutator SpecIdles. Added option WarningInterval (interval between WarningMessage)
4. Voices from bots "Hey, same team!" or "I'm in your team idiot" works now.
Update in first post
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Letylove49
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Re: FragNewNet

Post by Letylove49 »

i would like to know if is possible to make work the Mutator: fnn292.UnlimitedAmmo with custum weapons inclued in a mod ?
i have test and that use original weapons settings .
UseMH2Enforcer=True
UseMH2BioRifle=True
UseMH2ShockRifle=True
UseMH2SuperShockrifle=True
UseMH2Ripper=True
UseMH2PulseGun=True
UseMH2Minigun2=True
UseMH2FlakCannon=True
UseMH2Eightball=True
UseMH2SniperRifle=True
UseAltSniper=True ( MH2Rifle)
each weapon have a config option max ammo.
i use a replacewith function :




if(UseMH2Enforcer)
{
if(Other.Class==Class'Enforcer')
{
ReplaceWith(Other,"MonsterHunt2GoldAKv5.MH2Enforcer");
return false;
}
}


if(UseAltSniper)
{
GiveWeapon(Other,class'MH2Rifle');
else
GiveWeapon(Other,class'MonsterHunt2GoldAKv5.MH2SniperRifle');
}
if no how i can make my ammo unlimited on each custum weapons that i have with a option Unlimitedammo=True ?
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asosed
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Re: FragNewNet

Post by asosed »

Letylove49 wrote: Wed May 21, 2025 4:22 pm i would like to know if is possible to make work the Mutator: fnn292.UnlimitedAmmo with custum weapons inclued in a mod ?
i have test and that use original weapons settings .
UseMH2Enforcer=True
UseMH2BioRifle=True
UseMH2ShockRifle=True
UseMH2SuperShockrifle=True
UseMH2Ripper=True
UseMH2PulseGun=True
UseMH2Minigun2=True
UseMH2FlakCannon=True
UseMH2Eightball=True
UseMH2SniperRifle=True
UseAltSniper=True ( MH2Rifle)
each weapon have a config option max ammo.
i use a replacewith function :




if(UseMH2Enforcer)
{
if(Other.Class==Class'Enforcer')
{
ReplaceWith(Other,"MonsterHunt2GoldAKv5.MH2Enforcer");
return false;
}
}


if(UseAltSniper)
{
GiveWeapon(Other,class'MH2Rifle');
else
GiveWeapon(Other,class'MonsterHunt2GoldAKv5.MH2SniperRifle');
}
if no how i can make my ammo unlimited on each custum weapons that i have with a option Unlimitedammo=True ?
Here is the source code of the mutator. Compile and use it separately from fnn
You do not have the required permissions to view the files attached to this post.
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DsL444
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Re: FragNewNet

Post by DsL444 »

Hey Asosed,

It seens so that fnn292.GiveWeapons and .NoItemsMap not work on MonsterHunt.
Maybe you can check this.

Items and Weapons will be not removed out from MH Maps.
:sniper1:
=============
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asosed
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Re: FragNewNet

Post by asosed »

DsL444 wrote: Thu May 22, 2025 8:21 am Hey Asosed,

It seens so that fnn292.GiveWeapons and .NoItemsMap not work on MonsterHunt.
Maybe you can check this.

Items and Weapons will be not removed out from MH Maps.
I checked. Everything works fine. I have all weapons and no pickups on the map. Send me your settings for these mods and I'll try with them.
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Letylove49
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Re: FragNewNet

Post by Letylove49 »

asosed wrote: Thu May 22, 2025 7:22 am

Here is the source code of the mutator. Compile and use it separately from fnn
thanks you for sharing the code.
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DsL444
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Re: FragNewNet

Post by DsL444 »

asosed wrote: Thu May 22, 2025 12:20 pm
DsL444 wrote: Thu May 22, 2025 8:21 am Hey Asosed,

It seens so that fnn292.GiveWeapons and .NoItemsMap not work on MonsterHunt.
Maybe you can check this.

Items and Weapons will be not removed out from MH Maps.
I checked. Everything works fine. I have all weapons and no pickups on the map. Send me your settings for these mods and I'll try with them.
Hello Asosed,

Im using mh2gold and it seens not to work. Dont know what MH you use.

Here my FNN.ini
[fnn292.TeleportToPoint]
bCmdInform=True
CmdFormatting=!
bCmdFormattingMutate=True
MaxCPs=3
bTeleportEffect=False
bDisallowCaps=True
TeleportMonsProtectTime=5

[fnn292.NoItemsMap]
bNoAllWeapons=True
bNoRedeemer=True
bNoAmmo=True
bNoInvisibility=True
bNoAmplifier=True
bNoShieldBelt=True
bNoArmor=True
bNoThighPads=True
bNoBigKegOHealth=True
bNoMedBoxes=True
bNoVials=True
bNoJumpBoots=True

[fnn292.GiveWeapons]
bDoubleEnforcer=True
bGiveAllWeapons=True
bGiveRedeemer=False
bGiveTranslocator=False
GiveMaxAmmo=199
bNoWeaponsOnMap=True
bNoRedeemerOnMap=True
bNoAmmoOnMap=True
:sniper1:
=============
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Letylove49
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Re: FragNewNet

Post by Letylove49 »

i have test the mutator and i got the same issue.

i have try to do that :
// Miniammo.
//=============================================================================
class MH2MiniAmmo extends MiniAmmo config(MonsterHunt2GoldAKv6);

var config int AmmoAmount;
var config int MaxAmmo;
var config bool MH2MiniAmmoUnlimited;

event PreBeginPlay()
{
Super.PreBeginPlay();
saveconfig();
SetTimer(Level.TimeDilation, true);
}

function Timer()
{
local Ammo A;
ForEach AllActors(class'Ammo', A)
{
if (!MH2MiniAmmoUnlimited && A.IsA('MH2MiniAmmo'))
continue;
A.AmmoAmount = 1990;
A.MaxAmmo = 1990;
}
}

defaultproperties
{
AmmoAmount=50
MaxAmmo=1990
MH2MiniAmmoUnlimited=False
PickupMessage="You picked up 50 MH2 bullets."
if i set on MH2Gold : bUseRegenAmmo=True i get the ammo max but no at the spawn. the ammo regen until to get the maxammo value. for exemple for the enforcer the ammo increase until 1990.

i wish to have 1990 ammo at the spawn without to have to use utspawninvotory because sometime i don't have any weapons if i use custum weapons. settings : "MH2MiniAmmoUnlimited=True "
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