Jump to content

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


Prophet731

Recommended Posts

Originally Posted by Chelrid*:

 

Hi,

 

is it normal that the Ultimate Map Manager to accept the settings takes an eternity?

Hi,

 

I think I've narrowed down the problem: Our Maplist.

 

Our Maplist currently includes 147 cards. If this was loaded into the Ultimate Map Manager, it takes forever to change the settings.

 

If however I create an empty Maplist, the setting changes quickly.

 

My hoster could not detect any errors.

* Restored post. It could be that the author is no longer active.
Link to comment
  • 2 weeks later...

Originally Posted by falcontx*:

 

Hey falcontx,

 

This mod and all your other mods are broken, the paypal info is corrupted ( or maybe my nortons blocking, not sure just demands a certificate to do anything )

 

Attachment 3629

 

Another note I try to set it to use time based settings and the whole setting panel for map manager breaks just a blank screen, maybe i need to set the time for procon layer or something ill have to look....

 

Both these issues started up in the past couple of weeks

 

I'll keep digging,

Thanks

Ghost

Some of the PayPal logos are broken (showing x), but the buttons still work fine. Just tested them.

 

So, nothing changed but the problem started occurring? You might try a fresh install, including clearing all of the saved settings for UMM in the server config file. I just tested it on the latest version of PRoCon and it works fine here.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by eXteR*:

 

Hi guys,

 

new on the forum and admin of a BF4 server for a while.

 

I've been using the plugin without errors, but today i wanted to change some config, and a lot of options are missing, also map presets.

 

Plugin is working fine, because a map preset that it's not showing on config list is indeed being used.

 

I don't get any errors when i select the plugin.

 

Here's a plugin screenshot.

 

Procon_Map_Manager.jpg

 

How can i fix this?

 

I tried to uninstall plugins, reinstall again, reboot procon layer serveral times, etc...

 

Last thing to try is delete config file from FTP and do all configuration from scratch.

 

EDIT:

Here's the current cfg config file.

 

http://pastebin.com/Sx4gkW46

 

EDIT 2:

PROBLEM SOLVED!

 

Deleted one of the visible map list, plugin refreshed and everything is showing as intended.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by EdgarAllan*:

 

Anyone else having the problem of not being able to select Final Stand maps in Ultimate Map manager (they aren't even listed)? The maps appear in every other plugin or in the regular Maplist function in procon.

 

Thanks for any help

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by IAF-SDS*:

 

There's an issue when trying to load Final Stand maplists with UMM.

 

 

Falcon,

 

Why won't the XP4_Wlkrftry - GIANTS OF KARELIA map in ProCon's MapList tab when it is loaded thru UMM (if it loads thru maplist.txt it shows fine in ProCon's Maplist tab)?

 

This is what I posted in the BF4 Server Patches thread:

 

 

 

Hi.

 

If the map can be added to the server side maplist and is shown on a maplist.list command as added the name is correct. But there still is a chance of a server side bug...

 

Does the maplist clear out in case you don't use UMM?

 

Greets

Phil.

Hi Phil.

 

If I don't use UMM and only load the maps with maplist.txt, they show fine. But as soon as I enable UMM and it switches to the Final Stand rotation, the Walker maps disappears entirely from ProCon's MapList tab. If I change XP4_Wlkrftry to XP4_WalkerFactory in the BF4.def file, when UMM loads the Final Stand rotation, the Walker map is now shown in ProCon's MapList tab but it has a blank game mode and common name.

 

This is what my NFO control panel returns when I try to save a maplist with the XP4_Wlkrftry name:

 

This map line in your cycle had an invalid map/mode: "XP4_Wlkrftry ConquestLarge0 1", and it was ignored.

 

However, if I use XP4_WalkerFactory it saves it without an issue.

 

Are you guys sure XP4_Wlkrftry is the correct name?

 

 

 

EBassie has confirmed that XP4_Wlkrftry is correct with his reply at:

showthread....l=1#post112023*

 

Yes, because when adding it as "XP4_WalkerFactory" or even just as "Walker" the server reports it back as "XP4_Wlkrftry".

If you change the BF4.def entry to "XP4_WalkerFactory", Procon will not recognize this map in the maplist, as the server reports the map back as "XP4_Wlkrftry"

 

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by falcontx*:

 

There's an issue when trying to load Final Stand maplists with UMM.

 

 

Falcon,

 

Why won't the XP4_Wlkrftry - GIANTS OF KARELIA map in ProCon's MapList tab when it is loaded thru UMM (if it loads thru maplist.txt it shows fine in ProCon's Maplist tab)?

 

This is what I posted in the BF4 Server Patches thread:

 

 

 

 

 

Hi Phil.

 

If I don't use UMM and only load the maps with maplist.txt, they show fine. But as soon as I enable UMM and it switches to the Final Stand rotation, the Walker maps disappears entirely from ProCon's MapList tab. If I change XP4_Wlkrftry to XP4_WalkerFactory in the BF4.def file, when UMM loads the Final Stand rotation, the Walker map is now shown in ProCon's MapList tab but it has a blank game mode and common name.

 

This is what my NFO control panel returns when I try to save a maplist with the XP4_Wlkrftry name:

 

This map line in your cycle had an invalid map/mode: "XP4_Wlkrftry ConquestLarge0 1", and it was ignored.

 

However, if I use XP4_WalkerFactory it saves it without an issue.

 

Are you guys sure XP4_Wlkrftry is the correct name?

 

 

 

EBassie has confirmed that XP4_Wlkrftry is correct with his reply at:

showthread....l=1#post112023*

It's a case-sensitivity issue.

 

The correct name of the map, per the server, is "XP4-WlkrFtry" with a capital F.

 

The BF4.def file uses "XP4_Wlkrftry" with a lowercase f.

 

This is causing a problem in UMM because it's pulling the data from BF4.def and is coded for case-sensitivity, since this has never been an issue in the past. From my standpoint, it's an issue that PRoCon needs to address, but can be corrected manually by updating BF4.def with the proper case. I've attached a file with it corrected.

 

Attached Files:

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by vinnie911*:

 

Hey there,

 

Does your plugin support the use of custom factions for each individual map?

I run a Air Superiority server and i want to set it to run jet maps only and run it in conjunction with xVotemap and let players choose the map (maybe even the factions if possible)

 

EX: silk road = US vs US

atalai range = CN vs CN

dragon pass = RU vs RU

 

Can your plugin do that?

 

Thank you for your time.

I don't think it's possible to choose custom factions at all. If it's supported by the game, UMM can do it, but I'm pretty sure this is not supported.

 

Also, please keep all support issues in the main thread.

vars.teamFactionOverride 1 x

vars.teamFactionOverride 2 x

vars.teamFactionOverride 3 x

vars.teamFactionOverride 4 x

 

The vars above change the default faction, if the plugin can change those vars before loading next map then it would work. Issuing a next round command after changing vars.teamFactionOverride x x changes factions, so im pretty sure it works when map changes as well.

 

Sorry about the pm, i will post this in the main thread later.

UMM can issue any server command before or after the map loads.
For future reference
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by vinnie911*:

 

As i was saying in the above quote.

 

Im trying to change factions on a per map basis on a Air Sup server, but for some reason the plugin doesnt seem to be sending the vars.teamFactionOverride x x command as it should and i don't know why.

 

The faction overrides remain as set in procon, if i change them with a dirrect console command they also change in procon server settings, but the plugin doesnt manage to do that.

 

Any ideas?

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by falcontx*:

 

As i was saying in the above quote.

 

Im trying to change factions on a per map basis on a Air Sup server, but for some reason the plugin doesnt seem to be sending the vars.teamFactionOverride x x command as it should and i don't know why.

 

The faction overrides remain as set in procon, if i change them with a dirrect console command they also change in procon server settings, but the plugin doesnt manage to do that.

 

Any ideas?

Have you looked at your console logs to see what is being sent by the plugin and what response the server is giving?
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by vinnie911*:

 

Have you looked at your console logs to see what is being sent by the plugin and what response the server is giving?

This is it, what it sends and what it gets back, as opposed to what it gets back when issued a console command.

 

Or if you prefer to see it for yourself http://www.twitch.tv/vinnie911/b/591104796

 

 

 

[09:03:46] procon.updated vars.teamFactionOverride 1 2

[09:03:46] OK

[09:03:46] procon.updated vars.teamFactionOverride 2 2

[09:03:46] OK

[09:03:50] server.onLevelLoaded XP1_004 AirSuperiority0 0 1

[09:03:50] vars.teamFactionOverride (automatic)

[09:03:50] OK

[09:03:50] procon.plugin.onConsole -8587850534590819799 UltimateMapManager: INFO -> Level loaded.

[09:03:50] OK

[09:03:51] OK 1 1 0 2 (reply for vars.teamFactionOverride with no parameters, those are the values for each team)

[09:04:56] vars.teamFactionOverride 1 1 (manual)

[09:04:56] OK

[09:04:57] procon.updated A7CFF51871CD0CE8A84E5635A240EFCD vars.teamFactionOverride 1 1

[09:04:57] OK

[09:05:03] vars.teamFactionOverride 2 1 (manual)

[09:05:03] OK

[09:05:03] procon.updated A7CFF51871CD0CE8A84E5635A240EFCD vars.teamFactionOverride 2 1

[09:05:03] OK

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by falcontx*:

 

This is it, what it sends and what it gets back, as opposed to what it gets back when issued a console command.

 

Or if you prefer to see it for yourself http://www.twitch.tv/vinnie911/b/591104796

 

 

 

[09:03:46] procon.updated vars.teamFactionOverride 1 2

[09:03:46] OK

[09:03:46] procon.updated vars.teamFactionOverride 2 2

[09:03:46] OK

[09:03:50] server.onLevelLoaded XP1_004 AirSuperiority0 0 1

[09:03:50] vars.teamFactionOverride (automatic)

[09:03:50] OK

[09:03:50] procon.plugin.onConsole -8587850534590819799 UltimateMapManager: INFO -> Level loaded.

[09:03:50] OK

[09:03:51] OK 1 1 0 2 (reply for vars.teamFactionOverride with no parameters, those are the values for each team)

[09:04:56] vars.teamFactionOverride 1 1 (manual)

[09:04:56] OK

[09:04:57] procon.updated A7CFF51871CD0CE8A84E5635A240EFCD vars.teamFactionOverride 1 1

[09:04:57] OK

[09:05:03] vars.teamFactionOverride 2 1 (manual)

[09:05:03] OK

[09:05:03] procon.updated A7CFF51871CD0CE8A84E5635A240EFCD vars.teamFactionOverride 2 1

[09:05:03] OK

I see the problem. UMM is only coded to send the command followed by one option, as no server settings up until this one have had more than one. I'll try to find some time to figure out how to fix it.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Mark_A16*:

 

Hi falcontx,

 

I donated ages ago and the last update I had was the 1.2.0.2. I don't know why but I haven't received any updates since then though.

 

You can see my post where I donated here: myrcon.net/...ultimate-map-manager#entry21062

 

I'm just setting up a server again and I'd like to use the latest update rather than the 1.2.0.2 that I currently have. any chance you can send it on to me please?

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by vinnie911*:

 

I see the problem. UMM is only coded to send the command followed by one option, as no server settings up until this one have had more than one. I'll try to find some time to figure out how to fix it.

Basically it is one option still (i think) but the commands are vars.teamFactionOverride 1 through 4 and options are 0 through 2, i believe the old commands were vars.team1FactionOverride, vars.team2FactionOverride, vars.team3FactionOverride and vars.team4FactionOverride followed by the option, now there's that space in the command.

 

If i issue a vars.teamFactionOverride 1-4 with no argument/option this is what happens

 

[22:38:41] vars.teamFactionOverride 1

[22:38:41] InvalidArguments

[22:38:42] procon.updated 86F3FF5EA8A722C31F46ED5AB7565895 vars.teamFactionOverride 1

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by staazvaind*:

 

Hi falcontx,

 

I donated ages ago and the last update I had was the 1.2.0.2. I don't know why but I haven't received any updates since then though.

 

You can see my post where I donated here: myrcon.net/...ultimate-map-manager#entry21062

 

I'm just setting up a server again and I'd like to use the latest update rather than the 1.2.0.2 that I currently have. any chance you can send it on to me please?

hmmm i m only on 1.1.3.0 .... hmmmmm

 

yes, check me as well plz.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by falcontx*:

 

Hope you had a great Thanksgiving and aren't going too insane this Black Friday! :smile:

 

UMM is now available for FREE! Download is available in the first post.

 

I've been so busy with work and other facets of life that I haven't had much chance to dedicate to BF4 or UMM. Support requests have been slow and although there isn't really a need for too many changes, I haven't had time to even implement the couple that I had wanted to add. So, I decided that this was the best path to take.

 

I'll still be around to help out as time allows, but development has effectively ceased. Of course, it's a very stable platform, as the last release was in February, so that shouldn't be an issue unless DICE throws us a curveball.

 

Enjoy! Happy Holidays!

* Restored post. It could be that the author is no longer active.
Link to comment
  • 2 weeks later...

Originally Posted by NWGadmin*:

 

Falcon,

 

I hope all is well, sir. One question for you.

 

The little issue we are having, is keeping the voted map between map list changes (BF4). We use a staggered set-up for UMM (based on server population), and noticed that the voted map won't stick once the threshold is hit, and the new map list is populated. At that point, it will put the first map of the new list, as the map to be played, instead of what was voted.

 

Could you please help us? Thank you in advance for your time!

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by NWGadmin*:

 

If you are using xVotemap and the voted map exists in the new map list, it should start the new list with that map. If the voted map is not in the new list, it will not, of course.

Falcon, first and foremost, thank you for responding. I know your time is very valuable, so we thank you for the feedback.

 

Unfortunately, this is not what is happening. Basically, our set-up is this:

 

Map List 1 consists of the 4 final stand conquest maps (0-35 Players)

 

Map List 2 consists of All Maps, All DLC, with fan favorite mixed modes (35-64).

 

Let's say we start a round at 30 players, and the map is Giants of Karelia. During that round, the votemap starts, and lets say Hangar 21 is the next map voted on. At the end of that round, we may have 50+ players, causing the full list to open at the start of the next round.

 

Instead of going to Hangar 21, like it was voted, it will start with the First map on the 2nd map List (35-64 players). In this case, the first map on the 2nd map list, is Operation Whiteout. If there is any more information I can provide to help mitigate this issue, please let me know.

 

Once again, thank you for your help.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by NWGadmin*:

 

Unfortunately, in order to do any further investigation, I would need everything posted here:

showthread.p...a-plugin-issue*

Thank you again for the response. I will take care of this in the next day or so that I am off.

 

Once it is completed I will update.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by swats73*:

 

Hi I am having problems with server able to switch to "CUSTOM" for RUSH with the following:-

 

# Custom Preset: Rush1

vars.preset "NORMAL" false

vars.vehicleSpawnAllowed false

vars.vehicleSpawnDelay 100

 

but on loading a CQ map I am running the following but server is still showing as "CUSTOM" and procon still has the vehicle tick box unticked:-

 

# Custom Preset: CQ

vars.preset normal

vars.vehicleSpawnAllowed true

vars.vehicleSpawnDelay 100

vars.preset "NORMAL" true

 

as soon as I tick the box in procon server shows as "NORMAL"

is there any way to force it to show "NORMAL" in browser when on a CQ map?

* Restored post. It could be that the author is no longer active.
Link to comment
  • 3 weeks later...

Originally Posted by 397Seth*:

 

Hi,

 

I have a rather strange issue:

I use the newest version of procon and the UMM. My GSP is Nitrado and I have a 32 slot server.

I have 2 mapcyles active: 1 till 20 players and 1 above.

When playing Rush it sometimes occures that UMM reloads the maplist thus restarting the rush round counter and therefore playing three rounds of rush.

This is not always the case but often.

 

I have attached the requested files as a zip attachment:files.zip

* Restored post. It could be that the author is no longer active.
Link to comment

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.




  • 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
×
×
  • Create New...

Important Information

Please review our Terms of Use and Privacy Policy. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.