For those Maps

Mod development and tools for UE1 game titles here.
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Nelsona
Posts: 447
Joined: Sat Sep 30, 2017 5:03 am

For those Maps

Post by Nelsona » Fri Mar 01, 2019 11:25 pm

There is a sort of work-in-progress toward a map-vote which in theory should be capable of loading 8191 maps (not really 8192) on purpose to develop options for those multi-mods-servers. It's not like players are playing more than their default around 50 maps but...
Such a MapVote it's in style MapVoteLA13 - based on a decompiled code NOT ORIGINAL LA13 code.
For the record and refreshing memories, primary attempt to 2048 maps was a failure doesn't matter who thinks what. Iterations boundary specific to UE1 aka UnrealEngine1 has developed a crash around 1500 - 1700 maps sorted, coming with a default lag which was even dropping players outta server. Due to changes in sorting maps using a STATE code with sleep timers (everyone needs to sleep at moment) this MapVote type could be developed (even crapped) at more than 2048 maps. Of course this is not a must-have - it has long arrays, memory consuming, some CPU used, for these reasons I will go for testing it on weak machines. In primary stage after passing over some unexpected limitations (it did not load more than 9 columns) which I worked 4-5 hours to figure WTF was going on (I even sleep as well during this time), I could do some small but important code polish and tiny changes. Result ON-LINE it's like here - using 12 columns with maps - here some labels are removed until everything will be finished:
MVU3.png
MVU3.png (418.23 KiB) Viewed 156 times
I do not have here a million of maps, neither so much free HDD space for loading a lot of maps on testing purpose, but... it works properly in a decent load in a not very powerful machine used as server and client in the same time. If other problems are not going to be encountered it will go public somewhere announced.
At this moment Admin Control part is under (re)construction - Deepak O V is working there, because it will require new options added, including client's "rainbow".
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

medor
Posts: 50
Joined: Sat Sep 30, 2017 4:14 pm

Re: For those Maps

Post by medor » Sat Mar 02, 2019 9:25 am

Beast with wright "search" near the search zone on the mapvote :)

Nelsona
Posts: 447
Joined: Sat Sep 30, 2017 5:03 am

Re: For those Maps

Post by Nelsona » Sat Mar 02, 2019 7:06 pm

I see Deepu wanting to add a mapping package feature. There... can be a problem if admin is moron. Strings in UE1 aka UnrealEngine1 seems to have a deal at 1024 characters, a bad configuration means... a crapped server.

Point 2 - I see people unable to bind a stupid key for map-vote, they use "!v" message. In some of these MapVote types this was a feature but... limited against spamming. I took that and I have modified anti-spamming stuff based on a Level.TimeSeconds limitation allowing all player to use the same command after 3 seconds, because I did not liked how was done.

For now more testing is required, including admin things... else if player is moron voting None stuff it's up on his brain problems...
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 447
Joined: Sat Sep 30, 2017 5:03 am

Re: For those Maps

Post by Nelsona » Tue Mar 05, 2019 11:26 am

Progress done:
Deepu:
- reconfiguring AdminWindow;
- setting up some credits;
- wrapping a bit voting things;
- reconfiguring MainVote Window.

Me:
- adding messaging !v !vote and setting up antispam;
- adding mapping packages feature and... self mapping - this mapVote in XC servers will go itself in ServerPackages;
- small adjustments to some arrays;
- sorting map state a bit adjusted - need testing with a few thousands of maps - which I don't have... because I deleted junk UNR files floating with no purpose.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 447
Joined: Sat Sep 30, 2017 5:03 am

Re: For those Maps

Post by Nelsona » Sun Mar 10, 2019 11:47 am

MapVote MVU3 has been released
http://forum.ultimateut.tk/viewtopic.php?f=9&t=971
Deepu made the last move before releasing it. He computed voting Window's resolution for fitting into 4:3 and 16:9 screens having a minimal screen resolution of 1024×768 and 1280×720.
Filers used are 64, columns 12 pieces, games&options 60, history somewhere inside 1023 - here should be tested because this task needs time for figuring problems - if exist. Sorting maps in alphabetic order takes time. It is used a state code for not crashing server when more than 1500-1700 maps are loaded like some old predecessor called LAV2. In theory this MapVote should load 8191 maps - position 0 is not in account since LA13 for some reason which I did not bother to track.
As a note, it should always use MapsList file because loading&sorting so many maps takes time.
In XC_Engine servers this mod is self adding as ServerPackage no Server.ini should be edited in such environment - minimum XCv15 required.
MapVote also might add packages for custom mods requiring such things. Do not expect to load 4GB of packages - yes, read this well UT has 20 years old not 3 months.

Mod was stripped by Deepu - if you want source-code ask him about it because he did latest changes before releasing it.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

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