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Map Vote Plugin V1.0.2.0 - 1 August 2010


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Originally Posted by LAB-HeliMagnet*:

 

As suggested here: viewtopic.php_f=13&t=624*

 

Update to 1.0.2.0:

Should be able to see Map Pack 5 maps. I have set it up so you should only need to enable and disable the plugin once if a new map pack comes out (assuming Map Pack 6 are the same maps, just different gametypes). If they actually release new maps, you'll have to download a new version.

 

Map Vote Plugin - Version: 1.0

 

This plugin will give the players on the server the control over the next gametype (and if the vote is successful - the next map as well).

After a defined set time once a new match is started, the players will be prompted to vote on the gametype. A list of choices will display until the player has voted or if enough votes are casted to give a winner.

The vote command is customizable, but by default, a player can vote by: /@vote # , where # is their choice.

 

Please read the README, it contains important information about how to set up the plugin settings, both manually and through the custom drop down list (thanks Phogue :ohmy: ).

 

 

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Originally Posted by pssparkman*:

 

Looks great!

 

A few things though, could you specify in the display of the plugin options how long in time the vote will last, ie: seconds/minutes. I know it might be simple enough to know already, but for those that don't know of might be unsure. Also, how long does the vote prompts appear, every 3 seconds, a minute ,or what?

 

Could you set it so we can decide if we would like it to automatically prompt for a vote or set it so it has to be initiated by a player?

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Originally Posted by LAB-HeliMagnet*:

 

Looks great!

Thanks, but the feedback from others should be acknowledged, couldn't do it without them.

 

could you specify in the display of the plugin options how long in time the vote will last, ie: seconds/minutes.

See (1) in the picture, this is the duration of a vote, in minutes. This means the gametype vote will last for twelve (12) minutes - or anything you want, but I would suggest keeping the number reasonably short, or it may not finish. The map vote will last the same amount of time, so keep that in mind for duration.

Also, how long does the vote prompts appear, every 3 seconds, a minute ,or what?

See (2) in the picture. This is the number of prompts that will occur during a specific vote. There are three (3) prompts set, so at the beginning of the voting, another 4 minutes later, finally another at 8 minutes. At 12 minutes, the final vote is tallied. You will be prompted for the delay in between prompts as you are entering the values.

Could you set it so we can decide if we would like it to automatically prompt for a vote or set it so it has to be initiated by a player?

You want a !rtv command? Sure.

 

Image:

Posted Image

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Originally Posted by pssparkman*:

 

HeliMagnet]

Could you set it so we can decide if we would like it to automatically prompt for a vote or set it so it has to be initiated by a player?

You want a !rtv command? Sure.
That is more for if the server admin doesn't want to have the map vote start automatically, but be dependent on a player in the server to bring up the options and start the vote. Depending on how the server admin would like it to be, either automatic, player started, or both if someone might want to start another vote after the previous one finished if they didn't like what got voted.

 

 

 

You got to love a community, they help with everything! Thanks everyone! :biggrin:

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Originally Posted by HellsBells*:

 

i get this message when disabling the plugin.?

 

CMapVote.DisablePlugin(): Request for the permission of type 'System.Security.Permissions.SecurityPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed.

 

Hells :?

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Originally Posted by Phogue*:

 

HeliMagnet]No idea, never seen it

Had a quick look and couldn't see a cause, however an exception would be occurring when you abort the thread.

 

t.Abort() always throws the exception System.Threading.ThreadAbortException so you should wrap that in a try/catch.

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Originally Posted by ScHrAnZ-DiNgEnS*:

 

OK. Plugin deleted!

Read the first post:

 

Please read the README, it contains important information about how to set up the plugin settings, both manually and through the custom drop down list (thanks Phogue ).

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Originally Posted by Padinn*:

 

Great work on the plugin so far. I had a question though, will this place nicely with the MixedModes v3 plugin, or will all hell break loose? It'd be nice if we could get some interaction with the mixed modes plugin if you can think of a way to do it.

 

For example, I have my server set to play 2 rounds of rush and 1 round of conquest. If we could make this plugin only allow voting for conquest maps during the second round of rush, and only allow voting for rush maps during the conquest rounds, that would be awesome.

 

I agree that an RTV option would be nice, so that automatic voting can be disabled. I'd prefer my normal map rotation to go on, and if enough players decide to vote, then allowing them to do so.

 

How many votes need to be cast for the vote to succeed? Is there a way to change this threshold?

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Originally Posted by LAB-HeliMagnet*:

 

HeliMagnet]No idea, never seen it

Had a quick look and couldn't see a cause, however an exception would be occurring when you abort the thread.

 

t.Abort() always throws the exception System.Threading.ThreadAbortException so you should wrap that in a try/catch.

Okay, V1.0.1 will be posted with this in it.
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Originally Posted by LAB-HeliMagnet*:

 

will this place nicely with the MixedModes v3 plugin, or will all hell break loose? It'd be nice if we could get some interaction with the mixed modes plugin if you can think of a way to do it. ?

I'll put in an option (not sure how I'll write it yet) that notifies the plugin what to do if the current gametype is X --> display only Y (and Z) gametypes. If there is only one, go right to the map vote.

 

How many votes need to be cast for the vote to succeed? Is there a way to change this threshold?

Right now, if a vote is casted, the winner is with the most vote (or with a tie, one of these options are randomly picked). You want a percentage of current players to vote?
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Originally Posted by Padinn*:

 

A percentage of players voting would be ideal if you can manage, but a hard number works as well. Basically a minimum number of votes for it to actually change to the selected map. That way one person/clan can't control the entire map rotation.

 

You can probably use an if/then function to get it working with mixed gamemodes. If gamemode=rush, then votemode=conquest...only in real code :smile:

 

Love the plugin though, please don't take this as criticism, just trying to help out. If you need a server to test on, please PM me.

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Originally Posted by Padinn*:

 

Just spoke to one of my admins, he said that when it asks you what map to vote for, it doesn't list the map name, just a number. It's possible I set something up wrong, any idea?

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Originally Posted by LAB-HeliMagnet*:

 

A percentage of players voting would be ideal if you can manage

I love giving admins the freedom to select how many players they feel need to vote, a percentage of the current number of players (it will take the ceiling of the number if it is a decimal) for the vote to pass.

 

You can probably use an if/then function to get it working with mixed gamemodes. If gamemode=rush, then votemode=conquest...only in real code :smile:

I have something better, that will be useful for clans that aren't using the mix mode plugin, but still want a breadth of gametypes.

 

Love the plugin though, please don't take this as criticism, just trying to help out. If you need a server to test on, please PM me.

I may be in touch with you then, my server is always empty.
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Originally Posted by LAB-HeliMagnet*:

 

Just spoke to one of my admins, he said that when it asks you what map to vote for, it doesn't list the map name, just a number. It's possible I set something up wrong, any idea?

A screenshot of the plugin settings area would be helpful
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Originally Posted by Padinn*:

 

You can see my settings here:

http://freebeerandwings.net/mapvotepluginsettings.png

 

I've disabled it temporarily as it wasn't getting along with the mixed modes plugin too well, but like I said it wasn't displaying map names so maybe it's an install issue.

 

My server is pretty popular, usually full for at least a few hours every night. Let me now via PM or email me at [email protected]

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Originally Posted by HelloKitty*:

 

I have the same problem! Here My settings and screenshot:

 

Posted Image

 

Posted Image

 

I don't use any other map-related Plugin.

 

It doesnt display the mapnames. Not in the server chat. Not in the Yess-message. But in the Yell-message I noticed a " Dot (.)" as mapname....

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Originally Posted by LAB-HeliMagnet*:

 

Just released an emergency patch that removes the exception throw and displays the maps. The following features will be worked on and are NOT in this download:

 

-A percentage of players voting required to pass vote

- Control gametype votes based on current gametype

- Option for rock the vote by a player or every map where it is the last round to be played

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Originally Posted by AngelFireDK*:

 

when I try to add some of the new maps from mappack4, then they are blank in the list besides the map number. The maps are in the list you can pick from, but ex levels/mp_012cq for port valdez isn't listed but just blank.

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Originally Posted by LAB-HeliMagnet*:

 

when I try to add some of the new maps from mappack4, then they are blank in the list besides the map number. The maps are in the list you can pick from, but ex levels/mp_012cq for port valdez isn't listed but just blank.

Try it now
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Originally Posted by f0xy0k*:

 

HeliMagnet]

when I try to add some of the new maps from mappack4, then they are blank in the list besides the map number. The maps are in the list you can pick from, but ex levels/mp_012cq for port valdez isn't listed but just blank.

Try it now
I to have same problem.

 

i have procon hosted on PHS, now with that plugin you cannot change anything at all it just changes everything to default settings. So i decided to run a test and see if i could edit the plugin with local procon connect to gs. and i am able to add maps via the add or remove map in list feature and change other settings with out it changing back to default plugin settings, however it still does not list Port Valdez "levels/mp_012cq" or Atacama Rush "levels/mp_005GR" just a blank space next to number.

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Originally Posted by f0xy0k*:

 

ok can now edit the plug in however still unable to see Port Valdez cq or atacama ru in plugin list still only blank space.

 

i only have atacama and port valdez running any chance you could add the option to keep current map, say if playing Port Daldez and Atacama was dure to load next, but if enough votes were cast would carry on playing Port Valdez. or vis versa if playing Atacama was playing and Port Valdez was due to load next.

 

help on getting Port valdez to so in votemap plugin would be greatly appriciated.

 

cheers

f0xy0k

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Originally Posted by f0xy0k*:

 

mine still not listing for some reason arrr, i've even deleted procon from system re-downloaded procon and votemap and still not listing ht emaps. The list option.txt doesn't list level/mp012cq or level/mp_005gr maps either.

Posted Image

 

any ideas.

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Originally Posted by IRF-Razor*:

 

Hi, first of all thanks for a great tool. However map names still don't display for me so I edited the code and replaced this Code:

static string translateMapName(string levelString) {
        	string mapName = " ";
        	switch (levelString) {
        		case "cq":
        			mapName = "Conquest";
        			break;
        		case "rush":
        			mapName = "Rush";
        			break;
        		case "sqdm":
        			mapName = "Squad Deathmatch";
        			break;
        		case "sqrush":
        			mapName = "Squad Rush";
        			break;
        		case "Conquest":
        			mapName = "cq";
        			break;
        		case "Rush":
        			mapName = "rush";
        			break;
        		case "Squad Deathmatch":
        			mapName = "sqdm";
        			break;
        		case "Squadrush":
        			mapName = "sqrush";
        			break;
        		case "Conquest - Panama Canal":
        			mapName = "levels/mp_001";
        			break;
        		case "Conquest - Laguna Alta":
        			mapName = "levels/mp_003";
        			break;
        		case "Conquest - Atacama Desert":
        			mapName = "levels/mp_005";
        			break;
        		case "Conquest - Arica Harbor":
        			mapName = "levels/mp_006cq";
        			break;
        		case "Conquest - White Pass":
        			mapName = "levels/mp_007";
        			break;
        		case "Conquest - Laguna Presa":
        			mapName = "levels/mp_009cq";
        			break;
        		case "Conquest - Port Valdez":
        			mapName = "levels/mp_012cq";
        			break;
        		case "Rush - Valparaíso":
        			mapName = "levels/mp_002";
        			break;
        		case "Rush - Isla Inocentes":
        			mapName = "levels/mp_004";
        			break;
        		case "Rush - Atacama Desert":
        			mapName = "levels/mp_005gr";
        			break;
        		case "Rush - Arica Harbor":
        			mapName = "levels/mp_006";
        			break;
        		case "Rush - Nelson Bay":
        			mapName = "levels/mp_008";
        			break;
        		case "Rush - Laguna Presa":
        			mapName = "levels/mp_009gr";
        			break;
        		case "Rush - Port Valdez":
        			mapName = "levels/mp_012gr";
        			break;
        		case "Squadrush - Panama Canal":
        			mapName = "levels/mp_001sr";
        			break;
        		case "Squadrush - Valparaíso":
        			mapName = "levels/mp_002sr";
        			break;
        		case "Squadrush - Laguna Alta":
        			mapName = "levels/mp_003sr";
        			break;
        		case "Squadrush - Atacama Desert":
        			mapName = "levels/mp_005sr";
        			break;
        		case "Squadrush - Port Valdez":
        			mapName = "levels/mp_012sr";
        			break;
        		case "Squad Deathmatch - Isla Inocentes":
        			mapName = "levels/mp_004sdm";
        			break;
        		case "Squad Deathmatch - Arica Harbor":
        			mapName = "levels/mp_006sdm";
        			break;
        		case "Squad Deathmatch - White Pass":
        			mapName = "levels/mp_007sdm";
        			break;
        		case "Squad Deathmatch - Laguna Presa":
        			mapName = "levels/mp_009sdm";
        			break;
        		case "Squad Deathmatch - Nelson Bay":
        			mapName = "levels/mp_008sdm";
        			break;
        		case "levels/mp_001":
        		case "levels/mp_001cq":
        		case "levels/mp_001sdm":
        		case "levels/mp_001gr":
        		case "levels/mp_001sr":
        			mapName = "Panama Canal";
        			break;
        		case "levels/mp_002":
        		case "levels/mp_002cq":
        		case "levels/mp_002sdm":
        		case "levels/mp_002sr":
        		case "levels/mp_002gr":
        			mapName = "Valparaiso";
        			break;
        		case "levels/mp_003":
        		case "levels/mp_003cq":
        		case "levels/mp_003sdm":
        		case "levels/mp_003gr":
        		case "levels/mp_003sr":
        			mapName = "Laguna Alta";
        			break;
        		case "levels/mp_004":
        		case "levels/mp_004cq":
        		case "levels/mp_004gr":
        		case "levels/mp_004sr":
        		case "levels/mp_004sdm":
        			mapName = "Isla Inocentes";
        			break;
        		case "levels/mp_005":
        		case "levels/mp_005cq":
        		case "levels/mp_005sdm":
        		case "levels/mp_005gr":
        		case "levels/mp_005sr":
        			mapName = "Atacama Desert";
        			break;
        		case "levels/mp_006":
        		case "levels/mp_006gr":
        		case "levels/mp_006cq":
        		case "levels/mp_006sdm":
        		case "levels/mp_006sr":
        			mapName = "Arica Harbor";
        			break;
        		case "levels/mp_007":
        		case "levels/mp_007cq":
        		case "levels/mp_007gr":
        		case "levels/mp_007sr":
        		case "levels/mp_007sdm":
        			mapName = "White Pass";
        			break;
        		case "levels/mp_008":
        		case "levels/mp_008cq":
        		case "levels/mp_008sdm":
        		case "levels/mp_008gr":
        		case "levels/mp_008sr":
        			mapName = "Nelson Bay";
        			break;
        		case "levels/mp_009":
        		case "levels/mp_009sr":
        		case "levels/mp_009cq":
        		case "levels/mp_009gr":
        		case "levels/mp_009sdm":
        			mapName = "Laguna Presa";
        			break;
        		case "levels/mp_012":
        		case "levels/mp_012cq":
        		case "levels/mp_012sdm":
        		case "levels/mp_012gr":
        		case "levels/mp_012sr":
        			mapName = "Port Valdez";
        			break;
        	}
        	return mapName;
with this

Code:

static string translateMapName(string levelString) {
        	string mapName = " ";
        	switch (levelString) {
        		case "cq":
        			mapName = "Conquest";
        			break;
        		case "rush":
        			mapName = "Rush";
        			break;
        		case "sqdm":
        			mapName = "Squad Deathmatch";
        			break;
        		case "sqrush":
        			mapName = "Squad Rush";
        			break;
        		case "Conquest":
        			mapName = "cq";
        			break;
        		case "Rush":
        			mapName = "rush";
        			break;
        		case "Squad Deathmatch":
        			mapName = "sqdm";
        			break;
        		case "Squadrush":
        			mapName = "sqrush";
        			break;
        		case "levels/mp_001":
        			mapName = "Conquest - Panama Canal";
        			break;
        		case "levels/mp_003":
        			mapName = "Conquest - Laguna Alta";
        			break;
        		case "levels/mp_005":
        			mapName = "Conquest - Atacama Desert";
        			break;
        		case "levels/mp_006cq":
        			mapName = "Conquest - Arica Harbor";
        			break;
        		case "levels/mp_007":
        			mapName = "Conquest - White Pass";
        			break;
        		case "levels/mp_009cq":
        			mapName = "Conquest - Laguna Presa";
        			break;
        		case "levels/mp_012cq":
        			mapName = "Conquest - Port Valdez";
        			break;
        		case "levels/mp_002":
        			mapName = "Rush - Valparaíso";
        			break;
        		case "levels/mp_004":
        			mapName = "Rush - Isla Inocentes";
        			break;
        		case "levels/mp_005gr":
        			mapName = "Rush - Atacama Desert";
        			break;
        		case "levels/mp_006":
        			mapName = "Rush - Arica Harbor";
        			break;
        		case "levels/mp_008":
        			mapName = "Rush - Nelson Bay";
        			break;
        		case "levels/mp_009gr":
        			mapName = "Rush - Laguna Presa";
        			break;
        		case "levels/mp_012gr":
        			mapName = "Rush - Port Valdez";
        			break;
        		case "levels/mp_001sr":
        			mapName = "Squadrush - Panama Canal";
        			break;
        		case "levels/mp_002sr":
        			mapName = "Squadrush - Valparaíso";
        			break;
        		case "levels/mp_003sr":
        			mapName = "Squadrush - Laguna Alta";
        			break;
        		case "levels/mp_005sr":
        			mapName = "Squadrush - Atacama Desert";
        			break;
        		case "levels/mp_012sr":
        			mapName = "Squadrush - Port Valdez";
        			break;
        		case "levels/mp_004sdm":
        			mapName = "Squad Deathmatch - Isla Inocentes";
        			break;
        		case "levels/mp_006sdm":
        			mapName = "Squad Deathmatch - Arica Harbor";
        			break;
        		case "levels/mp_007sdm":
        			mapName = "Squad Deathmatch - White Pass";
        			break;
        		case "levels/mp_009sdm":
        			mapName = "Squad Deathmatch - Laguna Presa";
        			break;
        		case "levels/mp_008sdm":
        			mapName = "Squad Deathmatch - Nelson Bay";
        			break;
				case "Conquest - Panama Canal":
        			mapName = "levels/mp_001";
        			break;
        		case "Conquest - Laguna Alta":
        			mapName = "levels/mp_003";
        			break;
        		case "Conquest - Atacama Desert":
        			mapName = "levels/mp_005";
        			break;
        		case "Conquest - Arica Harbor":
        			mapName = "levels/mp_006cq";
        			break;
        		case "Conquest - White Pass":
        			mapName = "levels/mp_007";
        			break;
        		case "Conquest - Laguna Presa":
        			mapName = "levels/mp_009cq";
        			break;
        		case "Conquest - Port Valdez":
        			mapName = "levels/mp_012cq";
        			break;
        		case "Rush - Valparaíso":
        			mapName = "levels/mp_002";
        			break;
        		case "Rush - Isla Inocentes":
        			mapName = "levels/mp_004";
        			break;
        		case "Rush - Atacama Desert":
        			mapName = "levels/mp_005gr";
        			break;
        		case "Rush - Arica Harbor":
        			mapName = "levels/mp_006";
        			break;
        		case "Rush - Nelson Bay":
        			mapName = "levels/mp_008";
        			break;
        		case "Rush - Laguna Presa":
        			mapName = "levels/mp_009gr";
        			break;
        		case "Rush - Port Valdez":
        			mapName = "levels/mp_012gr";
        			break;
        		case "Squadrush - Panama Canal":
        			mapName = "levels/mp_001sr";
        			break;
        		case "Squadrush - Valparaíso":
        			mapName = "levels/mp_002sr";
        			break;
        		case "Squadrush - Laguna Alta":
        			mapName = "levels/mp_003sr";
        			break;
        		case "Squadrush - Atacama Desert":
        			mapName = "levels/mp_005sr";
        			break;
        		case "Squadrush - Port Valdez":
        			mapName = "levels/mp_012sr";
        			break;
        		case "Squad Deathmatch - Isla Inocentes":
        			mapName = "levels/mp_004sdm";
        			break;
        		case "Squad Deathmatch - Arica Harbor":
        			mapName = "levels/mp_006sdm";
        			break;
        		case "Squad Deathmatch - White Pass":
        			mapName = "levels/mp_007sdm";
        			break;
        		case "Squad Deathmatch - Laguna Presa":
        			mapName = "levels/mp_009sdm";
        			break;
        		case "Squad Deathmatch - Nelson Bay":
        			mapName = "levels/mp_008sdm";
        			break;
        		
        	}
        	return mapName;
and now everything is working perfectly. I have not added the new maps yet but will still do it.

Ps. I run mixed gamemodes v3 with all rush and conquest maps in rotation and all is working perfectly.

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Originally Posted by IRF-Razor*:

 

mine still not listing for some reason arrr, i've even deleted procon from system re-downloaded procon and votemap and still not listing ht emaps. The list option.txt doesn't list level/mp012cq or level/mp_005gr maps either.

any ideas.

Edit the maps in on the source code, then when you reload the plugin it will show by default.
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  • Our picks

    • Game Server Hosting:

      We're happy to announce that EZRCON will branch out into the game server provider scene. This is a big step for us so please having patience if something doesn't go right in this area. Now, what makes us different compared to other providers? Well, we're going with the idea of having a scaleable server hosting and providing more control in how you set up your server. For example, in Minecraft, you have the ability to control how many CPU cores you wish your server to have access to, how much RAM you want to use, how much disk space you want to use. This type of control can't be offered in a single service package so you're able to configure a custom package the way you want it.

      You can see all the available games here. Currently, we have the following games available.

      Valheim (From $1.50 USD)


      Rust (From $3.20 USD)


      Minecraft (Basic) (From $4.00 USD)


      Call of Duty 4X (From $7.00 USD)


      OpenTTD (From $4.00 USD)


      Squad (From $9.00 USD)


      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

      Starting in January 2022, we will be moving to a different provider that has better support, better infrastructure, and better connectivity. We've noticed that the connection/routes to this location are not ideal and it's been hard getting support to correct this. Our contract for our two servers ends in March/April respectively. If you currently have servers in this location you will be migrated over to the new provider. We'll have more details when the time comes closer to January. The new location for this change will be based out of Atlanta, GA. If you have any questions/concerns please open a ticket and we'll do our best to answer them.
      • 5 replies
    • Hello All,

      I wanted to give an update to how EZRCON is doing. As of today we have 56 active customers using the services offered. I'm glad its doing so well and it hasn't been 1 year yet. To those that have services with EZRCON, I hope the service is doing well and if not please let us know so that we can improve it where possible. We've done quite a few changes behind the scenes to improve the performance hopefully. 

      We'll be launching a new location for hosting procon layers in either Los Angeles, USA or Chicago, IL. Still being decided on where the placement should be but these two locations are not set in stone yet. We would like to get feedback on where we should have a new location for hosting the Procon Layers, which you can do by replying to this topic. A poll will be created where people can vote on which location they would like to see.

      We're also looking for some suggestions on what else you would like to see for hosting provider options. So please let us know your thoughts on this matter.
      • 4 replies
    • Added ability to disable the new API check for player country info


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



      If you are upgrading then you may need to add these two lines to your existing installation in the file procon.cfg. To enable these options just change False to True.

      procon.private.options.UseGeoIpFileOnly False
      procon.private.options.BlockRssFeedNews False



       
      • 2 replies
    • I wanted I let you know that I am starting to build out the foundation for the hosting services that I talked about here. The pricing model I was originally going for wasn't going to be suitable for how I want to build it. So instead I decided to offer each service as it's own product instead of a package deal. In the future, hopefully, I will be able to do this and offer discounts to those that choose it.

      Here is how the pricing is laid out for each service as well as information about each. This is as of 7/12/2020.

      Single MySQL database (up to 30 GB) is $10 USD per month.



      If you go over the 30 GB usage for the database then each additional gigabyte is charged at $0.10 USD each billing cycle. If you're under 30GB you don't need to worry about this.


      Databases are replicated across 3 zones (regions) for redundancy. One (1) on the east coast of the USA, One (1) in Frankfurt, and One (1) in Singapore. Depending on the demand, this would grow to more regions.


      Databases will also be backed up daily and retained for 7 days.




      Procon Layer will be $2 USD per month.


      Each layer will only allow one (1) game server connection. The reason behind this is for performance.


      Each layer will also come with all available plugins installed by default. This is to help facilitate faster deployments and get you up and running quickly.


      Each layer will automatically restart if Procon crashes. 


      Each layer will also automatically restart daily at midnight to make sure it stays in tip-top shape.


      Custom plugins can be installed by submitting a support ticket.




      Battlefield Admin Control Panel (BFACP) will be $5 USD per month


      As I am still working on building version 3 of the software, I will be installing the last version I did. Once I complete version 3 it will automatically be upgraded for you.





      All these services will be managed by me so you don't have to worry about the technical side of things to get up and going.

      If you would like to see how much it would cost for the services, I made a calculator that you can use. It can be found here https://ezrcon.com/calculator.html

       
      • 11 replies
    • I have pushed out a new minor release which updates the geodata pull (flags in the playerlisting). This should be way more accurate now. As always, please let me know if any problems show up.

       
      • 9 replies
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