Jump to content

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


Prophet731

Recommended Posts

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

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 It could be that the author is no longer active.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

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 ?

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 It could be that the author is no longer active.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

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!

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 It could be that the author is no longer active.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

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.

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 It could be that the author is no longer active.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

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!

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 It could be that the author is no longer active.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

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

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 It could be that the author is no longer active.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

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

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 It could be that the author is no longer active.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

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.

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 It could be that the author is no longer active.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

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

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 It could be that the author is no longer active.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

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.:tongue:

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 It could be that the author is no longer active.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

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.

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 It could be that the author is no longer active.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

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 It could be that the author is no longer active.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

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 ((

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 It could be that the author is no longer active.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

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

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 It could be that the author is no longer active.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

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

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 It could be that the author is no longer active.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

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

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 It could be that the author is no longer active.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

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? :sad:

* 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.