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Hot Topic (More than 10 Replies) Issue #47. Inappropriate game types in the multiplayer configuration menu (Read 582 times)
Masterkent
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Issue #47. Inappropriate game types in the multiplayer configuration menu
Mar 19th, 2017 at 12:42pm
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When we use the game menu to configure a botmatch or a network game, we can select a game type from the suggested variants:



Issue #47.1. The multiplayer configuration menu suggests a lot of non-multiplayer game classes.

The current implementation suggests too many irrelevant game types:

UnrealShare.UnrealGameInfo - base class (intended only for uses as a base class for other game types),
UnrealShare.VRikersGame - single-player game type,
UnrealShare.SinglePlayer - single-player game type,
UnrealShare.EntryGameInfo - background game type,
UPak.CrashSiteGame - single-player game type,
UPak.SinglePlayer - single-player game type,
UPak.TransitionInfo - single-player game type for intermissions,
UPak.DuskFallsGame - single-player game type,
UPak.TestGameInfo - rudimentary single-player game type (probably for testing purposes),
UPak.UPakIntro - single-player intro game type,
UPak.CreditsGame - doesn't look like a useful game type for starting a new multiplayer game.

Finding a desirable game type among all this garbage (which is not even alphabetically sorted) requires an unreasonably high amount of time. We could test at least standard game classes if they represent real multiplayer game types before adding them to the list. Not sure about custom game types - there is no a reliable algorithm that could determine if a game class is intended to be used as a multiplayer game type in general; besides, loading packages for all available custom game types may potentially take a huge amount of time (causing a noticeably long GUI freeze). So, for now I suggest to filter only standard game types - only UnrealShare.CoopGame-based and UnrealShare.DeathMatchGame-based ones should be added to the list.

Issue #47.2. The multiplayer configuration menu shows game types with description in an appropriate format.

The current implementation (UMenu.UMenuStartMatchClientWindow.Created)

Code
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	foreach GetPlayerOwner().IntDescIterator(string(Class'GameInfo'),NextGame,NextDesc,true)
	{
		if( Len(NextGame)>0 )
		{
			Games[MaxGames++] = NextGame;
			if ( !bFoundSavedGameClass && (NextGame ~= BotmatchParent.GameType) )
			{
				bFoundSavedGameClass = true;
				Selection = (MaxGames-1);
				TempClass = Class<GameInfo>(DynamicLoadObject(NextGame, class'class'));
				if ( TempClass != None )
				{
					if( Len(NextDesc)==0 )
						NextDesc=TempClass.default.GameName@"("$TempClass.Name$")";
				}
				else NextGame = "<Failed to load> ("$NextGame$")";
			}
			else if( Len(NextDesc)>0 )
				NextGame = NextDesc@"("$Mid(NextGame,InStr(NextGame,".")+1)$")";

			GameCombo.AddItem(Mid(NextGame,InStr(NextGame,".")+1)$" ("$Mid(NextGame,0,InStr(NextGame,"."))$")");
		}
	} 


uses a nonsensical format for game types that have a description (see the screenshot above):

Description (Class)(Description (Class))

I presume, it was simply never tested on such game types. My questions are:

1. Do you think that game types with description should be indicated differently than game types with no description? If so, how exactly should they be indicated?
2. Do you think that game types should be sorted in alphabetical order?

I'll work on modified implementation after we agree on the details.
« Last Edit: Mar 19th, 2017 at 2:49pm by Masterkent »  
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Leo T_C_K
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Re: Issue #47. Inappropriate game types in the multiplayer configuration menu
Reply #1 - Mar 19th, 2017 at 1:37pm
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I actually found it good and we had with zeur an equivalent of everything listed under 225 with our custom modifications etc and config.

But for regular "normal" players I guess its annoying. For people like us we can live with this. Make it optional then or something and disabled by default?
  

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Masterkent
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Re: Issue #47. Inappropriate game types in the multiplayer configuration menu
Reply #2 - Mar 19th, 2017 at 3:44pm
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Leo T_C_K wrote on Mar 19th, 2017 at 1:37pm:
I actually found it good and we had with zeur an equivalent of everything listed under 225 with our custom modifications etc and config.

What useful can be done with those non-multiplayer game types? Suppose you started a botmatch with UnrealShare.UnrealGameInfo - there will no any bots there. Suppose you started a network game using UnrealShare.UnrealGameInfo - you won't even see who's currently on the server without using special mods or console commands (there will be no any scoreboard). There is literally no point in starting a multiplayer game with such game types (other than maybe for very specific tests).
  
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Re: Issue #47. Inappropriate game types in the multiplayer configuration menu
Reply #3 - Mar 19th, 2017 at 5:04pm
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It has nothing to do with that. It's just a convenient way to select the game and map in the menu, besides having coopgame in botmatch is frankly useless too.

So, why not enable/disable this like "DevGametypes" on, etc.
  

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Masterkent
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Re: Issue #47. Inappropriate game types in the multiplayer configuration menu
Reply #4 - Mar 19th, 2017 at 6:13pm
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Leo T_C_K wrote on Mar 19th, 2017 at 5:04pm:
It's just a convenient way to select the game and map in the menu

It would be more convenient if only relevant game types were listed. People who want to do something unordinary with other game types may always specify the desired game type via the command line parameter.

Note that those menus cover only basic usage and don't offer means for advanced tweaking of the game settings anyway. F.e. if you want to change bClassicDeathmessages or AdminPassword, you have to use console commands/advanced options/manual config edits/special config managers/etc.

Quote:
besides having coopgame in botmatch is frankly useless too.

Agreed (I thought about that, but forgot to mention).

Quote:
So, why not enable/disable this like "DevGametypes" on, etc.

What's the point? Bloating the amount of options leads to the similar problem - you have to spend a lot of time trying to find the one you actually need if you don't know/forgot the exact name of the corresponding variable.
  
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Re: Issue #47. Inappropriate game types in the multiplayer configuration menu
Reply #5 - Mar 19th, 2017 at 8:44pm
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I kinda like the freedom to have all the gametypes in the botmatch menu. I agree with Leo here, that there should be a setting for having the inappropriate gametypes, preferably disabled by default, and in Unreal.ini/advanced options.
  


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Re: Issue #47. Inappropriate game types in the multiplayer configuration menu
Reply #6 - Mar 20th, 2017 at 4:00pm
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Why at all was the 226 menu replaced with the current mess?
  
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Re: Issue #47. Inappropriate game types in the multiplayer configuration menu
Reply #7 - Mar 20th, 2017 at 5:16pm
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yrex wrote on Mar 20th, 2017 at 4:00pm:
Why at all was the 226 menu replaced with the current mess?

The standard ubrowser menu is still avaiable just the browser part and the console is different..and you still can't run while typing...

(unless you're talking about the 227j and because I use ugold for that I didn't check if the regular menu is unchanged)
  

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Re: Issue #47. Inappropriate game types in the multiplayer configuration menu
Reply #8 - Mar 20th, 2017 at 5:21pm
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:|
  
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Re: Issue #47. Inappropriate game types in the multiplayer configuration menu
Reply #9 - Mar 20th, 2017 at 7:33pm
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Leo T_C_K wrote on Mar 20th, 2017 at 5:16pm:
yrex wrote on Mar 20th, 2017 at 4:00pm:
Why at all was the 226 menu replaced with the current mess?

The standard ubrowser menu is still avaiable just the browser part and the console is different..and you still can't run while typing...

(unless you're talking about the 227j and because I use ugold for that I didn't check if the regular menu is unchanged)

I'm just talking about the gametype list.

https://sites.google.com/site/mojunreal/gametypecomparsion.JPG

What's the reason it got changed in 227? Was it intentional or is it just a result of some INT mess up?
  
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Re: Issue #47. Inappropriate game types in the multiplayer configuration menu
Reply #10 - Mar 21st, 2017 at 6:00am
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I wouldn't describe that as a mess. I'd say 'is cool, man, cool!'
  

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Masterkent
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Re: Issue #47. Inappropriate game types in the multiplayer configuration menu
Reply #11 - Mar 25th, 2017 at 7:03pm
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yrex wrote on Mar 20th, 2017 at 7:33pm:
What's the reason it got changed in 227? Was it intentional or is it just a result of some INT mess up?

Those game types definitely appear due to changes in the localization files, but the way of how the list is formed in 226b is far from fine. First, it should be noted that different game classes may correspond to the same game type (or "game name" - a game class names its game type through GameName). E.g. UnrealShare.CoopGame and UPak.UPakCoopGame both correspond to the game type named "Coop Game" (226b does not show UPakCoopGame in the list because of missing entry in UPak.int). Custom Coop game classes may also use default.GameName == "Coop Game", because the server browser distinguishes game types by GameName.

So, having the 226b algorithm, we could see several "Coop Game" entries, several "DeathMatch" entries, and so on, without any hint what actual game classes they designate.

The second problem is GUI freeze when opening the multiplayer menu for the first time. Retrieving GameName of every found game class needs loading every package that contains the corresponding class, all packages that are statically used by packages that have to be loaded (recursively), and every such a class itself. Loading all that stuff may take several seconds in presence of custom game types (such as, for example, olextras.tvcoop).

So, suggesting a list of game classes instead of game types seems to be quite reasonable: a user can uniquely identify every separate game class and the GUI freeze can be noticeably reduced, because loading some classes becomes unnecessary.

The game type matching the currently chosen game class can be indicated in a separate control:

  
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Re: Issue #47. Inappropriate game types in the multiplayer configuration menu
Reply #12 - Mar 26th, 2017 at 8:52am
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looks like a quite convincing solution to me.
  

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Leo T_C_K
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Re: Issue #47. Inappropriate game types in the multiplayer configuration menu
Reply #13 - Mar 26th, 2017 at 9:13am
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You know what I get reminded of when I hear "Inappropriate Gametypes?"
This: link

Cheesy
sorry
  

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Masterkent
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Re: Issue #47. Inappropriate game types in the multiplayer configuration menu
Reply #14 - Mar 26th, 2017 at 12:30pm
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Leo T_C_K wrote on Mar 26th, 2017 at 9:13am:
You know what I get reminded of when I hear "Inappropriate Gametypes?"
This: link

Looks like Mr Wormbo knows what to do with that issue Cool

Filtering out irrelevant configurations is not something new. F.e., when we choose DeathMatchGame, only maps prefixed by "dm" can appear in the map list. If you want to play DM game on a map like DOM-Olden.unr, you have to choose it in a different way, e.g. by using a console command like "relaunch DOM-Olden.unr?game=UnrealShare.DeathMatchGame -server". An ergonomic menu is supposed to be maximally convenient for the most common use cases, this is why it's designed so. Probably, auxiliary and single-player game types were not speicified in *.int files of 226b for the same reason.
  
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