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Hot Topic (More than 10 Replies) [227h] Multi-Maps server mod (Read 8271 times)
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[227h] Multi-Maps server mod
Oct 3rd, 2010 at 8:31pm
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This is an serverside IpDrv replacement mod for 227h.

What it does is makes coop servers run multiple maps through mapswitches (by hitting the end teleporter in one map), sending the ending player to next map while rest of the players remains on current map.

This mod may not be supported by most of the custom coop game mods (ones which overrides 227's CoopGame.SendPlayer; i.e: JCoop, JCoopZ, xCoop...).

You may also not want to run that massive monster spawner mutators together with this as it can eat up a lot of server performance when doing it in 3-6 maps in same time.

You must run some coop map fix mutator;s together with this (like Zombies mutator) or else players who follow another player in a map with ending lock-down will get locked out in the previous map.

Download: www.klankaos.com/downloads/IpDrvMultiServer.rar
I include installation instructions with the rar file download aswell as original IpDrv files as backup.

Server configurations with this (IpDrv.ini):
CleanupEmptyTime (0 = unlimited) - Amount of seconds a map needs to be empty of players before it gets garbage collected (thus resetting it for the next players).
ClientUncacheTimeHours - Amount of hours before cleaning up client cache entry when left unused (client IP address, currently playing map).
bStopTickingMaps - Stop updating maps with no players in them (in order for server to maintain performance for actively played maps).
RestrictedSA - List of Restricted ServerActors in Child maps (mainly for stuff like webadmin manager which should only be initialized once.
AlwaysLoadedMaps - List of maps that should never be unloaded from memory (ignoring the uncache time).

This mod also gives you new server consolecommands:
IpHelp - Show a list of commands.
IpListMaps - Logs a list of currently loaded maps and their player counts.
IpListPlayers - Get a list of players and their ID's.
IpSendPlayer - Send a given player to a specific map.
IpGetConfig - List current configures in IpDrv.ini.
IpSetConfig - Change a given config entry (not the list values though).
Sockets - Modified this to log only 2 first open channels to stop annoying log spam from that command and work properly with 'Admin sockets' command.

On a note:
Starting map you launch up server with will be the 'Main map' which will be always loaded and always ticked, rest of the maps will be 'Child maps'.
Using console command 'Open'/SwitchLevel will make server close all Child maps and make their active clients reconnect (and join to the newly opened map then).

Credits: Not at all thanks to Shivaxi.
« Last Edit: Jun 4th, 2011 at 5:38pm by .:..: »  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Bleeder91[NL]
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Re: Multi-Maps server mod
Reply #1 - Oct 3rd, 2010 at 9:55pm
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hmm neum (not even unreal music)
lol, NICE IDEA! Can't wait till I get my hands on 227g...
Question: if 2 maps are connected, and you travel to the second, will you be able to travel back to the first map where the other players are or does it make a new child map?
  
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Re: Multi-Maps server mod
Reply #2 - Oct 3rd, 2010 at 11:17pm
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Nice. I thought about an idea like this some time ago too, but I knew it would not be worth the effort to try if not willing to extend beyond the conventional uscript API.

I see that it uses a 227+ GameRules mutator to handle the special traveling. JCoopZ Build 130+ supports GameRules mutators so it actually may work seamlessly with bVoteEndings disabled. If a user running a JCoopZ server tries this out let me know how it goes.


-Zombie
  
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Re: Multi-Maps server mod
Reply #3 - Oct 4th, 2010 at 6:24am
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Bleeder91[NL] wrote on Oct 3rd, 2010 at 9:55pm:
hmm neum (not even unreal music)
lol, NICE IDEA! Can't wait till I get my hands on 227g...
Question: if 2 maps are connected, and you travel to the second, will you be able to travel back to the first map where the other players are or does it make a new child map?

It does travel back to where other players are, although it does (not yet?) support spawning player at the other map setup teleporter spot.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Re: Multi-Maps server mod
Reply #4 - Oct 4th, 2010 at 11:33am
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Updated, added a serveractor you can add to make server add players in other maps to your playing map scoreboard (check Readme.txt).

Also added for IpDrv.ini:
RestrictedSA=UWebAdmin.WebAdminManager
(You can add more of those lines) It will make so server won't spawn those ServerActors in child maps as there should be only one.

Added proper support for 'SwitchLevel'/'SwitchCoopLevel' admin cheat commands in any maps (makes server shut down all child maps and change main map).

And at last, added support for map travel portal spawnpoints (not entirely sure if I should keep this yet though).
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Re: Multi-Maps server mod
Reply #5 - Oct 4th, 2010 at 5:58pm
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And this is how Unreal became an open world game.
  

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Re: Multi-Maps server mod
Reply #6 - Oct 4th, 2010 at 7:35pm
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Pyro wrote on Oct 4th, 2010 at 5:58pm:
And this is how Unreal became an open world game.

This also could make a quick and easy fix to make deus ex coop.. Hmm.....
  
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Re: Multi-Maps server mod
Reply #7 - Oct 4th, 2010 at 7:59pm
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A lounge map that goes to an arena or something would be awesome, too much possibilities Tongue
  
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[]KAOS[]Casey
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Re: Multi-Maps server mod
Reply #8 - Oct 5th, 2010 at 1:17am
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227g could have a dynamically extending lobby map proportionate to how many maps are open using static meshes and a good script base, although i'm going to leave that to the mappers to decide how that's going to look.
  
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Re: Multi-Maps server mod
Reply #9 - Oct 6th, 2010 at 7:54am
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Updated and fixed most of the problems it had. Although it still may not work properly in most of custom game types.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Re: Multi-Maps server mod
Reply #10 - Oct 13th, 2010 at 8:24pm
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.:..: wrote on Oct 3rd, 2010 at 8:31pm:
Credits: Not at all thanks to Shivaxi.


Haha very funny...you know you wouldn't have done this if I didn't give u the idea Roll Eyes Tongue

Seriously awesome work though...I can't believe you actually did it in so short a time.  This is gonna go great with my RLcoop mod ^^
  

 
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Re: Multi-Maps server mod
Reply #11 - Oct 17th, 2010 at 10:08am
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Starting UEd ...


  

UT99.org Community Mappack 2:&&http://www.ut99.org/utr/infopage.html
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[]KAOS[]Casey
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Re: Multi-Maps server mod
Reply #12 - Oct 17th, 2010 at 5:00pm
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yeah I got that too, no idea honestly
  
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Re: [227h] Multi-Maps server mod
Reply #13 - Jun 4th, 2011 at 5:41pm
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Updated this mod to run under latest 227h version (WINDOWS ONLY!).
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Re: [227h] Multi-Maps server mod
Reply #14 - Apr 6th, 2013 at 4:54pm
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Will this be updated for 227I/J?
  
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