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Ultimate Map Manager (1.2.5.0 - 03/26/15)


Prophet731

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Originally Posted by kmconstable*:

 

You can't switch to a new map list that contains Rush maps with more than 32 players. So basically, you either need to remove the Rush maps from your last two map lists or, if you definitely want Rush maps, design your setup so that the final map list is in place before your server reaches 32 players (like 24-64 RUSH/CQ).

I change the vars for max players on my rush server to 40 which is the max amount of players for my server. The challenge is that it still kicks people after rounds, but apparently only the first time they connect. Do you know why this is happening? UMM has only one map rotation with all maps playing rush with players set from 0 to 40. Vars have been updated to reflect 40 players.

 

Plugin has been great otherwise. Thanks!

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Originally Posted by falcontx*:

 

I change the vars for max players on my rush server to 40 which is the max amount of players for my server. The challenge is that it still kicks people after rounds, but apparently only the first time they connect. Do you know why this is happening? UMM has only one map rotation with all maps playing rush with players set from 0 to 40. Vars have been updated to reflect 40 players.

 

Plugin has been great otherwise. Thanks!

I have no idea based on the details you've provided. And just FYI, the plugin never kicks anyone. If people are being kicked, it's the server's fault.
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Originally Posted by kmconstable*:

 

Thanks I just needed to know if this was plugin or server behavior. I appreciate the quick response. Now I know to look elsewhere for the cause.

 

The server seems to kick people down to the 32 player mark and/or send players into waiting queue after a map change.

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Originally Posted by Tomgun*:

 

Falcontx

 

I gotta say your plugin is basiclly perfect other than 1 minor detail which if you added would be brilliant. You made an Adaptive Ticket Count plugin which works great but not spot on, let me explain.

 

The server I run is on a 3 map cycle 1-7 150 tickets 8-15 500 tickets 16-32 1000 ticket setup. I run 3 maps onit caspian being the first, then Nosh and finally Kharg. When the player amount goes over 15 and the map cycles the Adaptive ticket count plugin sometimes gets confused and puts the tickets over 1500 which ends up being a massive game on 1 map.. more than I would like. So I have made presets for 500 and 1000 tickets and applied them to each map on each maplist (again another feature of the plugin which is brilliant). I noticed on your adaptive ticket count you had 2 options, percentage and actual ticket count, if you added this ability into your ultimate map manager it would be brilliant.

 

Also can I surgest having an empty server feature in your Ultimate map manager, maybe it says if server is empty for however minutes then switch to a certain maplist etc.. if you added all this into it then it truely will live upto its name and really be "Ultimate"

 

Again like ive said before brilliant work so far you truely are thinking about what the public want, well done :biggrin:

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Originally Posted by falcontx*:

 

Falcontx

 

I gotta say your plugin is basiclly perfect other than 1 minor detail which if you added would be brilliant. You made an Adaptive Ticket Count plugin which works great but not spot on, let me explain.

 

The server I run is on a 3 map cycle 1-7 150 tickets 8-15 500 tickets 16-32 1000 ticket setup. I run 3 maps onit caspian being the first, then Nosh and finally Kharg. When the player amount goes over 15 and the map cycles the Adaptive ticket count plugin sometimes gets confused and puts the tickets over 1500 which ends up being a massive game on 1 map.. more than I would like. So I have made presets for 500 and 1000 tickets and applied them to each map on each maplist (again another feature of the plugin which is brilliant). I noticed on your adaptive ticket count you had 2 options, percentage and actual ticket count, if you added this ability into your ultimate map manager it would be brilliant.

 

Also can I surgest having an empty server feature in your Ultimate map manager, maybe it says if server is empty for however minutes then switch to a certain maplist etc.. if you added all this into it then it truely will live upto its name and really be "Ultimate"

 

Again like ive said before brilliant work so far you truely are thinking about what the public want, well done :biggrin:

The reason Adaptive Ticket Count has an option to calculate the actual number of tickets is because it's a general setting being applied to a large number of maps. You could essentially do this yourself in UMM by applying different presets to different maps, since presets are map-specific. I realize that's a lot of work, but integrating the "actual number of tickets" calculation into UMM would be quite a feat itself, as the plugin would be doing a lot more than just applying the settings directly from the preset. I'm not saying I'll never do it, but I don't think it will be any time soon.

 

I believe your second request can be achieved with the Automatic Round Restarter plugin. It allows you to return to the first map in your list when the server becomes empty, and it does work well with UMM.

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Originally Posted by falcontx*:

 

falcon, you will have to make some changes to the ConquesAssault maps due to the new update tomorrow.

 

www.phogue.net/forumvb/showth...26998)-nearing*

Thanks for the heads up. I'll look into it. I don't think the update will be out until next week, though.
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Originally Posted by Athlon*:

 

Thanks for the heads up. I'll look into it. I don't think the update will be out until next week, though.

Not sure if you meant a Procon update, or the patch. The release date & time for the patch is March 29th at about 6:00am Eastern.
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Originally Posted by falcontx*:

 

Not sure if you meant a Procon update, or the patch. The release date & time for the patch is March 29th at about 6:00am Eastern.

Ahh, I got it. The PRoCon update is probably in preparation for the new map pack or something. Thanks for the clarification.
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Originally Posted by Athlon*:

 

Ahh, I got it. The PRoCon update is probably in preparation for the new map pack or something. Thanks for the clarification.

My guess is that Procon needs an update because some of the map names are changing. DICE is adding new filters (actually already have server side and in Battlelog) for the 'Assault' modes.

 

Not new maps, but a name change.

 

DICE says they wanted to do this now to keep everything consistent going forward. There will be at least 4 new maps released in June, with more to follow this fall and winter.

 

Until now there has been some confusion with what the difference is between Conquest and Conquest Assault. By renaming some of the maps we already have, they hope to eleviate that confusion.

 

My guess is that your plugin will be impacted by this.

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Originally Posted by Panther*:

 

It is just that from March 29th at about 6:00am Eastern a new serverversion will be out where the server makes a diffrence between ConquestLarge0 and ConquestAssaultLarge0. So if somebody has Conquest Assault in their Maplist and rotate it with the current plugin, it will not work i guess.

 

Not the Mapnames, only the mode-names are changing.

Conquest Large - ConquestLarge0

Conquest Large Assault - ConquestAssaultLarge0

 

Not sure if a procon update is nessessary or if the plugin can write this directly into the maplist, but i am sure falon is going to update as fast as possible.

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Originally Posted by LumPenPacK*:

 

I've updated the BF3.def file but I think there is still a bug with map counting. The mapchanger doenst load the whole map list. Here are my logs:

 

[16:35:33] OK

[16:35:33] mapList.clear

[16:35:33] mapList.add XP1_003 RushLarge0 2 15

[16:35:33] OK

[16:35:33] mapList.add MP_011 RushLarge0 2 0

[16:35:33] OK

[16:35:33] mapList.add MP_001 ConquestSmall0 1 1

 

.....

 

[16:35:33] OK

[16:35:33] mapList.add MP_003 RushLarge0 2 13

[16:35:33] OK

[16:35:33] mapList.add MP_012 ConquestLarge0 1 14

[16:35:33] OK

[16:35:33] mapList.add MP_011 ConquestSmall0 1 16

[16:35:33] OK

[16:35:33] mapList.add MP_017 RushLarge0 2 17

[16:35:34] InvalidMapIndex

[16:35:34] mapList.add MP_018 ConquestSmall0 1 18

[16:35:34] InvalidMapIndex

[16:35:34] mapList.add XP1_002 ConquestSmall0 1 19

[16:35:34] InvalidMapIndex

[16:35:34] mapList.add MP_Subway RushLarge0 2 20

[16:35:34] InvalidMapIndex

[16:35:34] mapList.add MP_017 ConquestLarge0 2 21

[16:35:34] InvalidMapIndex

[16:35:34] mapList.add MP_001 ConquestLarge0 1 22

[16:35:34] InvalidMapIndex

[16:35:34] mapList.add MP_Subway ConquestLarge0 1 23

[16:35:34] InvalidMapIndex

[16:35:34] mapList.setNextMapIndex 10

[16:35:34] InvalidMapIndex

[16:35:34] mapList.list

[16:35:34] OK

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Originally Posted by falcontx*:

 

I mailed out version 1.1.2.4 last night, which allows the use of the "ConquestAssaultLarge0" maps. However, it won't solve your problem unless a) PRoCon gets updated or B) you edit your BF3.def file to include the new game mode.

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Originally Posted by Athlon*:

 

I mailed out version 1.1.2.4 last night, which allows the use of the "ConquestAssaultLarge0" maps. However, it won't solve your problem unless a) PRoCon gets updated or B) you edit your BF3.def file to include the new game mode.

I did not receive a copy - what should I do?
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Originally Posted by pyroblood*:

 

Hmm is this a map manager problem or a procon problem ?

 

i have 2 maplist.... on of these maplists have 8 maps (tm/r/CQ mix), but dont work ? i can only see 2 different maps in procon maplist an in xvotemap too. Refresh dont work ? on and off from mapmanager plugin dont work too ? i have the newest versions of both plugins.

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Originally Posted by falcontx*:

 

Hmm is this a map manager problem or a procon problem ?

 

i have 2 maplist.... on of these maplists have 8 maps (tm/r/CQ mix), but dont work ? i can only see 2 different maps in procon maplist an in xvotemap too. Refresh dont work ? on and off from mapmanager plugin dont work too ? i have the newest versions of both plugins.

Have you updated the BF3.def file? If not, that's your problem. You can download it here: http://www.phogue.net/forumvb/showth...ll=1#post45277*
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Originally Posted by falcontx*:

 

i have a layer... i write ticket a ticket and ask support ! and the bf3.def on my procon at home is the newest.

Sounds good. Yeah, the version on the layer server must be updated, as well.
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Originally Posted by elkabong86*:

 

I updated to the new version.

 

I run two map lists. One is set to TDM maps, the other to INFANTRY ONLY conquest.

 

The infantry only conquest map is time based.

 

When the server reaches enough people to switch to IO conquest, the map list is loading tehran highway on TDM and is making the pre-set Infantry Only. The thing is, tehran highway is not in my infantry only conquest map list.

 

Any idea why this would be happening?

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Originally Posted by falcontx*:

 

I updated to the new version.

 

I run two map lists. One is set to TDM maps, the other to INFANTRY ONLY conquest.

 

The infantry only conquest map is time based.

 

When the server reaches enough people to switch to IO conquest, the map list is loading tehran highway on TDM and is making the pre-set Infantry Only. The thing is, tehran highway is not in my infantry only conquest map list.

 

Any idea why this would be happening?

It's probably related to the new server patch. Did you update your PRoCon BF3.def file (also on your layer server if you use one)?
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Originally Posted by nepabigdog*:

 

We have been using your UMM and today I upgraded to the new version. I am having issues with it as its not changing to the appropriate map lists. I have even tried to run debug but do not see anything happening in the logs, I have also tried to restart and its still not changing. Had no issues before the update\patch...

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Originally Posted by falcontx*:

 

We have been using your UMM and today I upgraded to the new version. I am having issues with it as its not changing to the appropriate map lists. I have even tried to run debug but do not see anything happening in the logs, I have also tried to restart and its still not changing. Had no issues before the update\patch...

Have you updated the BF3.def file on your local PRoCon and layer server? If not, that's your problem. You can download it here: http://www.phogue.net/forumvb/showth...ll=1#post45277*
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