[RELEASE] DXMapVote103 [UPDATED] v1.1.0

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[RELEASE] DXMapVote103 [UPDATED] v1.1.0

Postby Ayleth » Tue Jun 12, 07 1:54 am

Hello all! Here is a new version of DXMapvote, based off of the 101 release, with some fixes and new functionality.
New functions:
-Ability to remove current Map from the vote list (a config option)
-Admins can now post a vote to switch maps immediatly.

Thx to Smuggler for a great mod (and then TRM for Modding it), ~[A]llan~ and [A]Jon for testing, and [A]Jon for asking for the modification.

Enjoy!
-Ayleth
Attachments
DXMapVote110.zip
DXMapVote110 components, readme, and source.
(29.39 KiB) Downloaded 716 times
Last edited by Ayleth on Thu Jun 14, 07 11:26 pm, edited 3 times in total.
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Postby Aidan » Tue Jun 12, 07 3:09 am

Great Job! I'm putting this on my server :D
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Postby Ayleth » Tue Jun 12, 07 3:11 am

thx! Hope you enjoy it!

EDIT: Small error: when Mapvote window pops up it says v1.02. Small error, and will not be fixed this time around.
Last edited by Ayleth on Tue Jun 12, 07 7:56 am, edited 1 time in total.
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Postby ~ô¿ô~Nobody~ » Tue Jun 12, 07 2:27 pm

Oh.. wasn't the Mapvote mutator protected? :shock:
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Postby Dae » Tue Jun 12, 07 2:43 pm

Nope, it wasnt and moreover, Smuggler has included a source code of it.
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Postby Ayleth » Tue Jun 12, 07 3:02 pm

This was made by Smuggler? :S Whoops my bad. Editing credits in 1st post.
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Postby Dae » Tue Jun 12, 07 3:12 pm

Tbh no idea.
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Postby Magus » Tue Jun 12, 07 4:41 pm

I certainly liked the 1.02 release on DXMS. No more vicious Iceworld circles, yeaaaaaaaaaaaa.
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Postby Aidan » Tue Jun 12, 07 9:26 pm

I think a next project should be to create an option for mapvote that changes the map on a users server after the player count remains at zero for a certain amount of time (customizable of course).

That would make my day :D
Last edited by Aidan on Tue Jun 12, 07 9:26 pm, edited 1 time in total.
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Postby Ayleth » Wed Jun 13, 07 2:57 am

hmmm.... Psycho, that shouldn't be too hard. I'll consider it. Im gunna redo the version scheme to make it easier to release bugfixes (ie 111 will be a bugfix to version 110, 120 will be new features added from 111, 200 will be major rewrite from 120 etc. thus the next version will be 110.
Magus, lol that was my first experiment with MapVote :P extremely easy but does the job.

Once again, Psycho... i'll think about it. I have another mod im working on at the same time as well. Lol.

While were at it, any other ideas for upcoming Mapvote110? i think i will add an option for serverhosters for if they want the window popping up right aways, or just the regular 2 line message.

LOL, Sorry Jon, I may run with this mod a little.
Last edited by Ayleth on Wed Jun 13, 07 7:12 am, edited 1 time in total.
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Postby synthetic » Wed Jun 13, 07 6:44 pm

how about same map cant be played twice in a row, instead of just giving an option to remove it.

or perhaps even that it also cant be third map again, so if iceworld is on you cant vote for it until next TWO maps. That would create nice 3 map rotation if people really keep spamming votes on few maps.

Would be nice if the disallowed map is removed from mapvote mutator, but perhaps you did it already.
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Postby Spiderbot01 » Wed Jun 13, 07 6:57 pm

Magus wrote:I certainly liked the 1.02 release on DXMS. No more vicious Iceworld circles, yeaaaaaaaaaaaa.


Unless I'm the admin at the time, yeaaaaaaaaaa.
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Postby Mastakilla » Wed Jun 13, 07 7:03 pm

HAHAHA

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Postby Jon » Wed Jun 13, 07 7:05 pm

)P(sHyCo)(K!//3R wrote:I think a next project should be to create an option for mapvote that changes the map on a users server after the player count remains at zero for a certain amount of time (customizable of course).

That would make my day :D


What does that have to do with a voting mutator?!
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Postby Magus » Wed Jun 13, 07 7:13 pm

Jon it's for shit servers that work by kill count. Basically, if a server has a crap map and nobody plays it, it would never switch. Thus, there needs to be a way to switch it.
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Postby Ayleth » Thu Jun 14, 07 2:33 am

[REN]UNDEAD wrote:Would be nice if the disallowed map is removed from mapvote mutator, but perhaps you did it already.


as in the option is not there? yea, did that already. how else would i enforce it :P
hmm, and the 3 map rotation isn't a bad idea either. i'll think on that one as well.
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Postby Ayleth » Thu Jun 14, 07 11:28 pm

New version! v1.1.0 now has a setting to display the vote window immediatly or on the players death. Also fixed the version string in the Mapvote window, and added 2 lines to when you close the window regarding the two new commands StartVote (only shows if your an admin) and Vote.
Enjoy!
-Ayleth
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Postby [FGS]ShadowRunner » Wed Jun 27, 07 3:17 pm

I'm going to install this on my server now... so thanks to everyone involved.

yeah I saw what you are talking about yesterday... a Kill Count server sitting there empty with a questionable map playing, while some real goldies sat on the maplist... One player (me) was sitting in the server, hoping someone would come and get 20 kills quickly so we could see the other maps...

Umm someone told me to just install Mapvote 110, but it's not working, I'll try installing the old one first and updating?
Last edited by [FGS]ShadowRunner on Wed Jun 27, 07 7:15 pm, edited 2 times in total.
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Postby [FGS]ShadowRunner » Wed Jun 27, 07 7:31 pm

ShadowRunner wrote:I'm going to install this on my server now... so thanks to everyone involved.

yeah I saw what you are talking about yesterday... a Kill Count server sitting there empty with a questionable map playing, while some real goldies sat on the maplist... One player (me) was sitting in the server, hoping someone would come and get 20 kills quickly so we could see the other maps...

Umm someone told me to just install Mapvote 110, but it's not working, I'll try installing the old one first and updating?


OK so I done part 1 and part 2 of mapvote 100...

now:
<map_name>?Game=<game_type>?Mutator=DXMapVote100.MVMutator?-server?log=server.log

I'm running a server hosted by someone else, somewhere else, how can I do part 3 and add this to the mutator list etc... sorry first time I ever added a mod to a server...
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Postby Jon » Wed Jun 27, 07 9:35 pm

Ayleth also removed the need to include the mutator in your command line server shortcut.
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Postby ~ô¿ô~Nobody~ » Wed Jun 27, 07 10:31 pm

If it's a self adding mutator, you can add it to ServerActors.
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Postby [FGS]ShadowRunner » Thu Jun 28, 07 1:06 pm

Thx guys, sorry dunno how a double-post occured there.

According to hoster, it tells him the mapvote is running, but I couldn't see it as a player, do I need to initiate it somehow?
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Postby Jon » Thu Jun 28, 07 1:09 pm

Try placing the serveractor at the top of the list; some mutators don't 'pass on' variables after use.
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Postby Alex » Thu Jun 28, 07 1:11 pm

Also add it in ServerPackages.
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Postby Jon » Thu Jun 28, 07 4:36 pm

Alex wrote:Also add it in ServerPackages.


It wouldn't show up in the log to show it was working if it didn't, so that won't be the problem anyway
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Postby MainMan » Thu Jun 28, 07 5:22 pm

Jon wrote:
Alex wrote:Also add it in ServerPackages.


It wouldn't show up in the log to show it was working if it didn't, so that won't be the problem anyway

No, the log is serverside. Adding it in serverpackages makes sure that the clients download it too.
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Postby [FGS]ShadowRunner » Fri Jun 29, 07 3:07 pm

the original mod has only one line for actors, but the update has server packages line too... I'll add to the top and re-add the server packages line...

thx again guys...
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Postby ~ô¿ô~Nobody~ » Sat Jun 30, 07 12:05 pm

In the [DeusEx.DeusExGameEngine] section, you can actually add as much ServerActors and ServerPackages as you want. It's a dynamic array. (That's why the entries don't have indices)
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Postby Imperial » Wed Jul 04, 07 11:05 am

Ayleth, can you pm me all your mods please?

I want to add it to a collection of the newest ones

Thanks
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Postby Osiris » Tue Nov 13, 07 10:45 am

has there been any bugs noticed in this mod? I AM Ayleth, just returned, and really don't care about hiding myself anymore. If their are bugs, please let me know.
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