ImportBot Posted December 4, 2015 Share Posted December 4, 2015 Originally Posted by kcuestag*: Got it to work, switched maplist without forcing the next round. Thanks a lot! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 7, 2015 Share Posted December 7, 2015 Originally Posted by Po1337iKeR*: Turn on "Switch to new map list immediately_" (with all warnings disabled, of course) and comment out line 2055 of the source code. This should do what you want. Hey falconTX, we've changed the line above and it seemed to work. But after a few days we had players complaining that they can't join. I looked at the plugin console and it seems like the maplist is only changed once in a round. Is it possible, that you have implemented a check for roundend or mapswitch? This wouldn't have attracted attention with the "normal" use of your plugin with a "real" immediate mapswitch. Only now because the map isn't swiched. Unfortunately the plugin doesn't write to the plugin log on every player join/player left event, so i can not really debug this. Can you give any further help? Thx Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 7, 2015 Share Posted December 7, 2015 Originally Posted by eisvogel*: Hi all, we try this also Posted by falcontx Turn on "Switch to new map list immediately_" (with all warnings disabled, of course) and comment out line 2055 of the source code. This should do what you want. and it does not change the maplist everytime, but if you restart the plugin uncheck/check then the maplist will load correctly. Is there a way to reload the plugin sometimes ? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 7, 2015 Share Posted December 7, 2015 Originally Posted by kcuestag*: Yeah it looks like sometimes it doesn't do the maplist change, I think it does it once per round on each maplist, so if it goes to from maplist A to maplist B, but then it needs to go back to maplist A, it won't do it until next round. falcontx, what are the chances of you taking a look into it? Thanks! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 8, 2015 Share Posted December 8, 2015 Originally Posted by falcontx*: There are only a couple reasons why it wouldn't change correctly. First, "Do not switch if more than this number of players are online" needs to be set to 64. Otherwise, if there are more than X number of players online, it won't do anything. Second, the number of players will need to move below the minimum or above the maximum number of players for the current list. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 8, 2015 Share Posted December 8, 2015 Originally Posted by kcuestag*: There are only a couple reasons why it wouldn't change correctly. First, "Do not switch if more than this number of players are online" needs to be set to 64. Otherwise, if there are more than X number of players online, it won't do anything. Second, the number of players will need to move below the minimum or above the maximum number of players for the current list.We had it at 64 already, but I still noticed that it may not switch back to previous maplist if it already loaded it in the past during the same round. That said, it doesn't seem to be a HUGE deal for now, but would be nice if you could look at it whenever you have some free time. Thanks! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 8, 2015 Share Posted December 8, 2015 Originally Posted by Po1337iKeR*: There are only a couple reasons why it wouldn't change correctly. First, "Do not switch if more than this number of players are online" needs to be set to 64. Otherwise, if there are more than X number of players online, it won't do anything. Second, the number of players will need to move below the minimum or above the maximum number of players for the current list.Same here. We have a 32 Slot Server and "Do not switch if more than this number of players are online" is set to 64. Our 3 Maplists are set to Maplist 0: 0-8 Players Maplist 1: 9-18 Players Maplist 2: 19-33 Players But it happens that the server get stuck on Maplist 1. Problem is, new players can't join because here it is set to 20 players max. I've tried to find the function or line in the code where the new maplist is set. I think line 1736 in your original code triggers the command. So I added some "Debug"-Output to see if it is called but i think it isn't. Instead only Line 1740 is executed. Here is "my" code (Line numbers differ cause of Debug) debug.PNG Did some further testing: Maplist 0: 0-1 Players Maplist 1: 2-2 Players Maplist 2: 3-33 Players Only one maplist-change is done in one round. After a new roundstart maplist is changed one time again. [08:49:30 60] UltimateMapManager: Disabled =( [08:49:31 98] UltimateMapManager: Enabled! [08:49:47 81] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 1 player [08:49:47 81] UltimateMapManager: INFO -> 1 players. Detected currently running Map List 0 [0 bis 8 player (10 Slots)]. [08:49:48 79] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 1 player [08:50:18 17] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 1 player [08:50:18 95] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 1 player [08:50:27 59] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [08:50:27 59] UltimateMapManager: TASK -> 2 players. Need to change to Map List 1 [9 bis 18 player (20 Slots)]. [08:50:27 59] UltimateMapManager: WORK -> Changing to Map List 1 [9 bis 18 player (20 Slots)]. [08:50:48 68] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [08:50:49 22] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player ... ... ... [08:57:54 54] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [08:58:23 81] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 3 player [08:58:24 97] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 3 player [08:58:53 94] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 3 player [08:58:55 38] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 3 player Noting happens anymore. Or: [09:24:41 94] UltimateMapManager: Disabled =( [09:24:43 06] UltimateMapManager: Enabled! [09:24:46 86] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 1 player [09:24:46 86] UltimateMapManager: INFO -> 1 players. Detected currently running Map List 0 [0 bis 8 player (10 Slots)]. [09:25:12 98] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 1 player [09:25:17 25] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 1 player [09:25:43 42] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [09:25:43 42] UltimateMapManager: TASK -> 2 players. Need to change to Map List 1 [9 bis 18 player (20 Slots)]. [09:25:43 42] UltimateMapManager: WORK -> Changing to Map List 1 [9 bis 18 player (20 Slots)]. [09:25:47 77] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [09:25:51 44] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [09:26:13 77] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [09:26:18 08] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [09:26:29 05] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 1 player [09:26:44 16] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 1 player [09:26:48 52] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 1 player [09:27:13 52] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [09:27:14 45] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [09:27:18 90] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [09:27:42 90] UltimateMapManager: INFO -> Next round requested. Rounds run on this map list: 0 [09:27:42 93] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [09:27:43 95] UltimateMapManager: INFO -> Level loaded. [09:27:44 95] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [09:27:49 42] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [09:28:15 22] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [09:28:19 76] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [09:28:22 81] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 1 player [09:28:22 81] UltimateMapManager: TASK -> 1 players. Need to change to Map List 0 [0 bis 8 player (10 Slots)]. [09:28:22 81] UltimateMapManager: WORK -> Changing to Map List 0 [0 bis 8 player (10 Slots)]. [09:28:45 63] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 1 player [09:28:50 14] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 1 player [09:29:15 92] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 1 player [09:29:20 50] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 1 player [09:29:44 77] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [09:29:46 33] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player [09:29:50 99] UltimateMapManager: MYDEBUG -> CheckPlayerCount() (L:1743) 2 player Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 8, 2015 Share Posted December 8, 2015 Originally Posted by eisvogel*: Same here. We have a 32 Slot Server and "Do not switch if more than this number of players are online" is set to 64. Our 3 Maplists are set to Maplist 0: 0-8 Players Maplist 1: 9-18 Players Maplist 2: 19-33 Players try this: Maplist 0: 0-8 Players Maplist 1: 7-18 Players Maplist 2: 17-33 Players Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 8, 2015 Share Posted December 8, 2015 Originally Posted by falcontx*: We had it at 64 already, but I still noticed that it may not switch back to previous maplist if it already loaded it in the past during the same round. That said, it doesn't seem to be a HUGE deal for now, but would be nice if you could look at it whenever you have some free time. Thanks! I found it. Change line 2043 from "this.m_iCurrentRoundCount = -1;" to "this.m_iCurrentRoundCount = 0;" After it changes the first time, the round count is set to -1 and that doesn't change back to 0 until the new round is loaded, which is normally immediately. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 8, 2015 Share Posted December 8, 2015 Originally Posted by eisvogel*: I found it. Change line 2043 from "this.m_iCurrentRoundCount = -1;" to "this.m_iCurrentRoundCount = 0;" After it changes the first time, the round count is set to -1 and that doesn't change back to 0 until the new round is loaded, which is normally immediately. working excellent, :thumbs up: thank you falcontx Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 8, 2015 Share Posted December 8, 2015 Originally Posted by Po1337iKeR*: I found it. Change line 2043 from "this.m_iCurrentRoundCount = -1;" to "this.m_iCurrentRoundCount = 0;" After it changes the first time, the round count is set to -1 and that doesn't change back to 0 until the new round is loaded, which is normally immediately. This time it really works. ^^ Thank you so much! Now I only need to adjust the spectator slots automatically to span the gap when 20 players are online and max slot is set to 32 players to stay in the "free slots" 6-10 filter in battlelog.^^ Maybe thats a little over the top. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 8, 2015 Share Posted December 8, 2015 Originally Posted by kcuestag*: AWesome, I'll give it a try, thanks falcontx! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 8, 2015 Share Posted December 8, 2015 Originally Posted by Remi*: Also giving this a test. But does it mean that you have to skip timed rotations and rely on rotations based on server slots, or can you get them to work together? Not sure if I want to create 20 different rotations, but we have vanilla days and DLC days on our server. Btw. do you only have to change line 2043 and not 2055? I edited both lines and with "switch immedi..." + 48 players (server max.) it stopped the currently played map and switched to the new rotation instantly, which annoyed some players. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 8, 2015 Share Posted December 8, 2015 Originally Posted by falcontx*: Also giving this a test. But does it mean that you have to skip timed rotations and rely on rotations based on server slots, or can you get them to work together? Not sure if I want to create 20 different rotations, but we have vanilla days and DLC days on our server. Btw. do you only have to change line 2043 and not 2055? I edited both lines and with "switch immedi..." + 48 players (server max.) it stopped the currently played map and switched to the new rotation instantly, which annoyed some players. You have to edit both lines then completely restart your PRoCon layer server. The changes do not take place until a restart. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 9, 2015 Share Posted December 9, 2015 Originally Posted by madStas*: Hi! I have installed plugin. All seems ok. Craeted 1 maplist, called it "default" and coped all maps from my procon layer. This maplist i madet for backup. Then i created new playlist, copied maps again and choose option "randomise entrie map list", called him "random". I want that plugin work like this: maps from procon layer are shuffled avery time they pleyed by circle. Maplist 0 (default) i turned off, maplist 1 (random i turned on). But maps are still going by default - like in procon layer. What i do wrong? Help plz (( Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 10, 2015 Share Posted December 10, 2015 Originally Posted by madStas*: Any help here plzz? :'(( Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 10, 2015 Share Posted December 10, 2015 Originally Posted by eisvogel*: Any help here plzz? :'((Upload a pic from your UMM plugin settings with the maplists. You have enabled the maplist manager & the plugin was loaded ? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 10, 2015 Share Posted December 10, 2015 Originally Posted by madStas*: Here he is: 28402af3ec6c764aadd2ab6d13ad0b92.png maplist manager enabled, plugin on and loaded Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 10, 2015 Share Posted December 10, 2015 Originally Posted by eisvogel*: Here he is: 28402af3ec6c764aadd2ab6d13ad0b92.png maplist manager enabled, plugin on and loaded Minimum number of rounds to be played : 1 Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 10, 2015 Share Posted December 10, 2015 Originally Posted by madStas*: Oh! Thx! Will try now! Well there was a provlerm =) Solved! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 10, 2015 Share Posted December 10, 2015 Originally Posted by eisvogel*: Oh! Thx! Will try now!and the result was ? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 11, 2015 Share Posted December 11, 2015 Originally Posted by DirtyLittleGoat*: Would it be possible to add a votemaplist change option so that I can run a vanilla server that allows premium members to vote between pre-defined DLC map lists? Thanks in advance. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 15, 2015 Share Posted December 15, 2015 Originally Posted by Antivanity*: I cant get UMM to show Dragon Valley TDM. It does however, show Dragon Valley for Conquest Large. TDM Dragon Valley does show up under the standard Maplist, just not under UMM. Any ideas ? I used the bf4.def from: https://github.com/Myrcon/Procon-1/b...onfigs/BF4.def Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 15, 2015 Share Posted December 15, 2015 Originally Posted by Antivanity*: I cant get UMM to show Dragon Valley TDM. It does however, show Dragon Valley for Conquest Large. TDM Dragon Valley does show up under the standard Maplist, just not under UMM. Any ideas ? I used the bf4.def from: https://github.com/Myrcon/Procon-1/b...onfigs/BF4.def I found the issue, the def has a typo in it: // XP7 (Legacy Operations) procon.protected.teamnames.add "XP7_Valley" 0 "global.tdm.neutral" "" "TeamDeathMatch1" procon.protected.teamnames.add "XP7_Valley" 1 "global.tdm.us" "us.png" "TeamDeathMatch1" procon.protected.teamnames.add "XP7_Valley" 2 "global.tdm.cn" "cn.png" "TeamDeathMatch1" These lines, the TeamDeathMatch1 should be TeamDeathMatch0 Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 16, 2015 Share Posted December 16, 2015 Originally Posted by Proteas*: I change the lines restarted Server & Procon layer still UMM dont see the map... TDbpLsH.png Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 16, 2015 Share Posted December 16, 2015 Originally Posted by EBassie*: I found the issue, the def has a typo in it: // XP7 (Legacy Operations) procon.protected.teamnames.add "XP7_Valley" 0 "global.tdm.neutral" "" "TeamDeathMatch1" procon.protected.teamnames.add "XP7_Valley" 1 "global.tdm.us" "us.png" "TeamDeathMatch1" procon.protected.teamnames.add "XP7_Valley" 2 "global.tdm.cn" "cn.png" "TeamDeathMatch1" These lines, the TeamDeathMatch1 should be TeamDeathMatch0 Thanks for noticing. I've updated the file on github:https://raw.githubusercontent.com/My...onfigs/BF4.def Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 16, 2015 Share Posted December 16, 2015 Originally Posted by Proteas*: So its from my side the problem Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 16, 2015 Share Posted December 16, 2015 Originally Posted by Thommy*: I can not find "Dragon Valley 2015" in ultimate mapmanager plugin. I can select the map in procon "maplist". The map is running on my server, but I can not select it with the plugin. Anyonw knows why? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 16, 2015 Share Posted December 16, 2015 Originally Posted by Rockpommel*: here the same problem. BF4.def is updatet and I disable Autoupdate in Procon Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 17, 2015 Share Posted December 17, 2015 Originally Posted by Antivanity*: Having the same issue with Conquest Large for DV2015, anyone able to fix this ? Quote * Restored post. It could be that the author is no longer active. Link to comment
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.