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Very Hot Topic (More than 25 Replies) Enhanced Deathmatch 6 (Read 473 times)
hlk_Bah
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Re: Enhanced Deathmatch 6
Reply #15 - Jun 20th, 2009 at 7:24pm
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I believe the map was dmdoghouse, I'll try it again and let ya know.  Prolly sumtin on my end lol  Grin
  

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Smartball
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Re: Enhanced Deathmatch 6
Reply #16 - Jun 20th, 2009 at 7:27pm
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I'm actually full of problems today, lol. The "admin clearpassword" command wasn't working properly. If yours doesn't work, please download again, it's already fixed. I'm sorry to drive you nuts like this. I thought the problem was a lot simpler than it really was - I should have stepped back and examined the problem more carefully before posting before.
  

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hlk_Bah
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Re: Enhanced Deathmatch 6
Reply #17 - Jun 20th, 2009 at 7:36pm
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Heh, no problem, $hit happens.  As far as the "b_useedminventory" issue, I tested it on that map, and it's the way it should be.  It was probably a stupid serverpackage issue that I always seem to create.
I did notice something else, too.  I run dm, dm revenge and IG on the server.  I have spawn protect enabled for dm and dm revenge.  When I first start the server, spawn protection doesn't work for dm or dm revenge.  When I vote for a new map with dm or dm revenge, it works.  Does this have something to do with the "last voted mutator" line?
  

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Smartball
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Re: Enhanced Deathmatch 6
Reply #18 - Jun 20th, 2009 at 7:59pm
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hlk_Bah wrote on Jun 20th, 2009 at 7:36pm:
I did notice something else, too.  I run dm, dm revenge and IG on the server.  I have spawn protect enabled for dm and dm revenge.  When I first start the server, spawn protection doesn't work for dm or dm revenge.  When I vote for a new map with dm or dm revenge, it works.  Does this have something to do with the "last voted mutator" line?

It's actually related to the way EDM processes mutator votes, and really something I should have explained in my guide somewhere.

Here's the important part:

EDM never applies the mutators inside of its mutator voting section until it switches levels. This means that if you have spawn protection in your regular dm and dm revenge voting entries, then it will never be applied until a mapswitch for one of those mutators. There are two ways around this:

1) Put spawn protection in your EstablishedMutators section (which I'm assuming you DON'T want to do since that will enable it for insta gib also)

2) Modify your server command line to also have a ?Mutator= entry with the spawn protection mutator in it, so that it will always be applied when the server starts up. In other words:

Unreal.exe -server DmDeck16?Game=EDM6_Client.EnhancedDM?Mutator=EDM6_OldFeatures.EDMOldFeaturesMut



And here's the not so important part about why I made it behave this way, if you're curious:

It seems kind of asinine, and I know it's doesn't provide the admin with the most convenient way to do things, but there is a reason (from a software design perspective) that I have it set up like that. EDM mutators can be incredibly powerful...they can alter everything the game does from a serverside perspective without requiring the client to download anything (and I do mean everything). Because of this, some of the code in EDM6_Base is responsible for loading all of the EDM mutators and figuring out which one will be in charge of what (if you ever wondered why the EstablishedMutators setting in the .ini is under [EDM6_Base.Template_GameInfo] and not [EDM6_Server.EDMServer], that's why!) This has to take place before EDM's serverside half is loaded, and thus before mutator voting is loaded. One of the main goals of EDM6 was to abstract EDM6_Base to the point where it has no dependency on EDM6_Client and EDM6_Server. This means that it would be incredibly poor and flawed design to have EDM's mutator vote entries swing into effect when the server starts up, and I'd probably have to hack together some garbage code to even accomplish it - so for this reason, I've left mutator vote mutators to only come into effect when a map ends.

In retrospect, however, it may have been better design to have simply put the mutator vote entries in EDM6_Base so that they could be processed there. However, I'm not changing a fundamental part of the mod like that at this point.

I'm sorry if that's overly complex, but I figured I should explain why I chose to make the mod behave that way since from a user perspective it seems kind of silly. Keep in mind, though, EDM5's mutator voting behaved the exact same way so it's not really a "new" issue.
  

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hlk_Bah
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Re: Enhanced Deathmatch 6
Reply #19 - Jun 20th, 2009 at 9:18pm
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Well that makes sense to me.  I'll just modify my batch file.  Thx!   Smiley
  

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Masterman
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Re: Enhanced Deathmatch 6
Reply #20 - Jun 21st, 2009 at 7:56am
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We just upgraded the NxS server to EDM6 and everything is working awesome.  227 users can see the menu, it's great.

Thanks Smartball for doing this to a such a diehard game.  Cool
  
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hLk_Havok
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Re: Enhanced Deathmatch 6
Reply #21 - Jun 21st, 2009 at 3:26pm
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tx for updating EDM!  Upgrading the servers from EDM5 to EDM6 was pretty straight-forward.

1 question so far

For Nephthys, is there a updated EDM6_NPT.u file?  I am currently using EDM5_NPT.u with EDM6 and the latest Nephthys.  This is the file in the .zip but I just wanted to make sure that is correct.
  

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Smartball
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Re: Enhanced Deathmatch 6
Reply #22 - Jun 21st, 2009 at 5:06pm
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hLk_Havok wrote on Jun 21st, 2009 at 3:26pm:
tx for updating EDM!  Upgrading the servers from EDM5 to EDM6 was pretty straight-forward.

I'm really glad to hear that. I was afraid that updating would be the most confusing part for most people since I moved all the settings around lol.

hLk_Havok wrote on Jun 21st, 2009 at 3:26pm:
For Nephthys, is there a updated EDM6_NPT.u file?  I am currently using EDM5_NPT.u with EDM6 and the latest Nephthys.  This is the file in the .zip but I just wanted to make sure that is correct.

No, it's the same exact file as in EDM5. I know the naming is confusing, and I'm sorry about that (it's the same reason EDM3Voice.u hasn't changed its name for the past 3 versions). I like renaming the files for each update to prevent mismatches with previous versions, but if a file has no changes, I leave it with the old name. This is good in some ways, but horribly confusing in other ways lol.
  

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hLk_Havok
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Re: Enhanced Deathmatch 6
Reply #23 - Jun 21st, 2009 at 5:55pm
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ye i missed a couple settings, but I think with simple trial and error people should be able to get EDM6 onto their previously EDM5 servers w/o issue.  Launch the server, play a couple rounds, and u should catch anything u missed.
  

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Masterman
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Re: Enhanced Deathmatch 6
Reply #24 - Jun 21st, 2009 at 6:09pm
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Got a little mystery going on here Smartball.  Very strange:

Log: Bound to Engine.dll
Log: Loading: Package Engine
Log: Loading: Package Core
Log: Executing Class Engine.ServerCommandlet
Init: Unreal engine initialized
Log: Browse: DmDeck16?Name=Red<NxS>?Class=UnrealI.FemaleOne?game=EDM6_Client.EnhancedDM?
Log: LoadMap: DmDeck16?Name=Red<NxS>?Class=UnrealI.FemaleOne?game=EDM6_Client.EnhancedDM?
Log: Loading: Package DmDeck16

Log: Loading: Package DecayedS
Log: Loading: Package Detail
Log: Bound to Fire.dll
Log: Loading: Package Fire
Log: Loading: Package Mine
Log: Loading: Package UnrealI
Log: Loading: Package UnrealShare
Log: Loading: Package Ambancient
Log: Loading: Package AlfaFX
Log: Loading: Package Doorsmod
Log: Loading: Package HubEffects
Log: Loading: Package genfluid
Log: Loading: Package GenFX
Log: Loading: Package AmbModern
Log: Collecting garbage
Log: Purging garbage
Log: Loading: Package EDM6_Client
Log: Loading: Package UWindow
Log: Loading: Package EDM6_Base
Log: Loading: Package UBrowser
Log: Bound to IpDrv.dll
Log: Bound to Nephthys.dll
Log: Loading: Package IpDrv
Log: Loading: Package EDM3Voice
Log: Game class is 'EnhancedDM'
Nephthys: 2009/06/21 02:03:35: ********************************************************************************
***************
Nephthys: 2009/06/21 02:03:35: ***   Nephthys V1.3 is now Mistress of the House
Nephthys: 2009/06/21 02:03:35: ***   (C) 2004-2006 by Zora & Winged Unicorn Smiley
Nephthys: 2009/06/21 02:03:35: ********************************************************************************
***************
Init: WinSock: version 2.2 (2.2), MaxSocks=0, MaxUdp=0
Init: WinSock: Socket queue 131072 / 131072
DevNet: TcpNetDriver on port 7777
Log: Server Package: Female1skins
Log: Loading: Package Female1skins
Log: Server Package: Female1Vernal
Log: Loading: Package Female1Vernal
Log: Server Package: Female2skins
Log: Loading: Package Female2skins
Log: Server Package: Female2dsh
Log: Loading: Package Female2dsh
Log: Server Package: Female2RasTard
Log: Loading: Package Female2RasTard
Log: Server Package: male1T-Rex
Log: Loading: Package male1T-Rex
Log: Server Package: Male2skins
Log: Loading: Package Male2skins
Log: Server Package: Male2skull
Log: Loading: Package Male2skull
Log: Server Package: Male3skins
Log: Loading: Package Male3skins
Log: Server Package: Male3SkinsSBR
Log: Loading: Package Male3SkinsSBR
Log: Server Package: Male3SkinsJeb
Log: Loading: Package Male3SkinsJeb
Log: Server Package: male3spincookie
Log: Loading: Package male3spincookie
Log: Server Package: male3cm
Log: Loading: Package male3cm
Log: Server Package: Male3SkinsBud
Log: Loading: Package Male3SkinsBud
Log: Server Package: FEMALE1MAD
Log: Loading: Package FEMALE1MAD
Log: Server Package: SkTrooperskins
Log: Loading: Package SkTrooperskins
Log: Server Package: EDM_Inventory
Log: Loading: Package EDM_Inventory
Log: Server Package: EDM6_DualMags
Log: Loading: Package EDM6_DualMags
Log: Server Package: FryingPan
Log: Loading: Package FryingPan
Log: Server Package: jTool
Log: Loading: Package jTool
Log: Server Package: EDMNaliSkins
Log: Loading: Package EDMNaliSkins
Log: Server Package: EDMSkaarjSkins
Log: Loading: Package EDMSkaarjSkins
Log: Spawning: IpDrv.UdpBeacon
Log: Spawning: Nephthys.NptServerQuery
Log: Loading: Package Nephthys
Log: Loading: Package IpServer
Log: Spawning: Nephthys.NptServerUplink
Log: Spawning: Nephthys.NptServerUplink
Log: Spawning: Nephthys.NptServerUplink
Log: Bringing Level DmDeck16.MyLevel up for play...
Log: Loading: Package EDM6_Server
EDM: Base Mutator is DmDeck16.EDMBaseMut0 - Huh?
ScriptLog: Adding Mutator: EDM6_OldFeatures.EDMOldFeaturesMut
Log: Loading: Package EDM6_OldFeatures
ScriptLog: Adding Mutator: EDM6_DualMags.EDMDualMags
ScriptLog: Adding Mutator: EDM6_WeaponDrop.EDMWeaponDropMut
Log: Loading: Package EDM6_WeaponDrop
ScriptLog: Adding Mutator: EDM6_Revenge.EDMRevengeMut
Log: Loading: Package EDM6_Revenge
EDM: --------------------------------------------------------------------------------
----------
EDM:     ENHANCED DEATHMATCH v6.0 BY SMARTBALL   
EDM:           PUBLIC RELEASE: 06/03/09         
EDM: --------------------------------------------------------------------------------
----------
Log: Loading: Package EDM5_NPT
EDM: Base Interpreter is DmDeck16.EDMServer0
ScriptLog: InitGame: ?Name=Red<NxS>?Class=UnrealI.FemaleOne?game=EDM6_Client.EnhancedDM?
ScriptLog: Difficulty 1

Log: Resolving master0.gamespy.com...
Log: Resolving www.epicgames.com...
Log: Resolving master.telefragged.com...
ScriptLog: ServerBeacon listening on port 7775
ScriptLog: Broadcasting Beacon
Init: Game engine initialized
Log: Resolved www.epicgames.com (216.27.56.3)




He hasnt been on in awhile, so I can't confirm if it's causing issues on his client.  Any ideas?
  
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Smartball
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Re: Enhanced Deathmatch 6
Reply #25 - Jun 21st, 2009 at 7:02pm
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Masterman wrote on Jun 21st, 2009 at 6:09pm:
Got a little mystery going on here Smartball.

I'm a little puzzled - what is the mystery? I don't see anything unusual in that log.

Masterman wrote on Jun 21st, 2009 at 6:09pm:
EDM: Base Mutator is DmDeck16.EDMBaseMut0 - Huh?

Every gametype has a base mutator. That's EDM's base mutator that begins the chain of mutators on the server. EDM5's log had the same message in it, so this isn't something new with EDM6.

I also noticed this in your log:

Masterman wrote on Jun 21st, 2009 at 6:09pm:
EDM: --------------------------------------------------------------------------------
----------
EDM:     ENHANCED DEATHMATCH v6.0 BY SMARTBALL    
EDM:           PUBLIC RELEASE: 06/03/09          
EDM: --------------------------------------------------------------------------------
----------


The one dated 06/03 is the original one I had posted for download. I had to release a quick fix for an issue with using a game password on the server (as previous posts in this thread discussed). Please visit:

http://smartball-unreal.com/EDM/downloadEDM.html

And download the fixed server file from 6/20. It's just a modified EDM6_Server.u - you should replace the one on your server with that one.

I'm not sure why you highlighted the lines that you did or what's confusing you - would you mind explaining why you're questioning the highlighted lines?
  

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Masterman
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Re: Enhanced Deathmatch 6
Reply #26 - Jun 22nd, 2009 at 2:56am
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Ok, musta missed the info about the fixed version.

The reason why I have those lines highlighted is because they were never present in EDM5, at least from my experience.  It's also wierd that the member is not an admin, nor has he been around for a few weeks.  Just something strange that I picked up on reviewing the logs, and wanting to make sure that it's not causing problem on his client.
  
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Smartball
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Re: Enhanced Deathmatch 6
Reply #27 - Jun 22nd, 2009 at 3:56am
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The lines about the base mutator and base interpreter definitely existed in EDM5. The reason someone's name is showing up is because that is the name inside of the user.ini file on your server. That's not related to EDM (and isn't related to any clients with that name), it's standard log output for an Unreal server.
  

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Masterman
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Re: Enhanced Deathmatch 6
Reply #28 - Jun 30th, 2009 at 1:57pm
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Just want to say thanks again Smartball.  So far, EDM6 has been flawless and our 227 clients really appreciate it Wink
  
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Smartball
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Re: Enhanced Deathmatch 6
Reply #29 - Jun 30th, 2009 at 5:43pm
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Masterman wrote on Jun 30th, 2009 at 1:57pm:
Just want to say thanks again Smartball.  So far, EDM6 has been flawless and our 227 clients really appreciate it Wink

Wonderful Smiley I'm really happy to hear that. Hopefully an EDM7 will never be required..lol
  

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