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6th February, 2011, 02:43 AM
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Unstoppable
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Join Date: Oct 2010
Posts: 207
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LastManStanding++
Quote:
LastManStanding++ v0.5
LastManStanding++ is an improved version of the LastManStanding gametype.
It will not affect the original lms gameplay in any way.
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What does it improve over the normal lms?
================================================== =====
-Dynamic Bots
The original lms gametype have a big problem relating bots, if there is no human player left the bots will
probably camp forever, don't letting another human players enter in the server. This is the reason why lms
servers normally don't support bots.
Dynamic Bots comes to solve this problem, bots will only play in the server when there's only one player.
This allow this player play a bit with the bots before another humans join the match.
When another human joins the match (there will be 2), the bots automatically leave the server and the first
human have his stats restored (lives, kills, health, inventory).
With this mode active bots will never block the humans join the game again.
-MidGame Join
Another annoying characteristic of the original lms gametype is that players can only join at the very
beginning of the matches. LMS++ was based in Extended LMS by adminthis and allow midgame join until there is
at least some player with more than 1 live.
The new player will join with the same lives of the worst player of the current game, so if the worst have
2 lives the new player will join with 2 lives too. If the worst player have less than 2 lives, the new player
will have to wait until the match ends like in the original lms.
There's one exception that is when the best player and the worst have the same lives, in this case the new
player will join will one live less to increase the fairness of the game.
Example: (p1 lives=2; p2 lives=2; new player lives=1)
-> This also fixes the lame players that rejoin to get 10 lives again at the beggining of the match
-Fully support for NewNet and ZeroPing
The original LMS gametype doesn't fully support NewNet or ZeroPing. There's some bug that prevents the normal
weapons to be assigned to players. LastManStanding++ also does fix this issue providing support for this
weapons. See bellow how to configure normal weapons NewNet and Zero Ping LMS++.
-Improved ScoreBoard
It includes by default, a better scoreboard, with more statistics like efficiency, kills, time played.
================================================== =====
FAQ (Frequently Asked Questions):
================================================== =====
-Does this new gametype is displayed in normal LMS server browser?
Yes players will see your server like a normal LMS server in the ut server browser.
-Is this gametype compatible with the other scoreboards did for original lms?
Yes.
LMS++ Written by iloveut99
Change log:
--------------------------
17-05-2014 v0.5
-Added support for NewNet normal weapons
--------------------------
Credits:
ut99.org - for the support;
WhatAShocker - for his popular KillCountLMS mod which I have based in;
[rev]rato.skt - for testing and suggestions;
Feralidragon - which provided me help to finish the zp integration, thanks mate!
The_Cowboy - which helped me to get both lms++ and his SmartDM fully compatible.
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Download:
http://www.mirrorcreator.com/files/1...us05.zip_links (mod)
http://www.mirrorcreator.com/files/1...urce.zip_links (source code for programmers)
Enjoy.
Last edited by 2399Skillz : 11th June, 2017 at 02:58 AM.
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6th February, 2011, 10:45 PM
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Holy Shit!!
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Join Date: Oct 2008
Location: NextDoor
Posts: 1,908
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awesome fixes IloveUt
Thank you

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7th February, 2011, 02:46 AM
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Unstoppable
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Join Date: Oct 2010
Posts: 207
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eh thanks mate. 
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7th February, 2011, 07:10 AM
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Unstoppable
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Join Date: Jul 2010
Location: Roskilde, Denmark.
Posts: 234
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yeah nice changes, LMS is a good idea, this seems to fix the online issues it has. We never do a LAN at my place without a couple of hours of good ol LMS games
I could think of a little twist to make midgame joining a little more fair. what if say you have 5 players in the game, but the worst have only 1 life left, not a good time to join i'd say? ... let's think about the idea of this equation:
Code:
local int i,
num,
Lives;
for (I=0;I<NumPlayers;I++)
{
Lives += P[i].Lives;
Num++;
}
NewPlayer.Lives = Lives / Num;
That would make the new player spawn as an average player to the game?
__________________
Finaly .... peace
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7th February, 2011, 10:11 PM
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Unstoppable
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Join Date: Oct 2010
Posts: 207
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Quote:
Originally Posted by TheDane
I could think of a little twist to make midgame joining a little more fair. what if say you have 5 players in the game, but the worst have only 1 life left, not a good time to join i'd say? ... let's think about the idea of this equation:
Code:
local int i,
num,
Lives;
for (I=0;I<NumPlayers;I++)
{
Lives += P[i].Lives;
Num++;
}
NewPlayer.Lives = Lives / Num;
That would make the new player spawn as an average player to the game?
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Hey dane thanks for suggestion.
Well it may be fair for who is enter, but not fair for the player that have just been eliminated (or that have only 1 live).
Also for that I will need to record players ips in a array in order to the worst player don't rejoin just to get more lives, actually I don't save any player identification and just record the worst live since this method in my opinion is fair for everyone and don't harm the players with same ips like extended lms do.
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15th February, 2011, 03:06 PM
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Unstoppable
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Join Date: Oct 2010
Posts: 207
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I uploaded a new version (which hopefully should be approved soon), this new version will also restore the time of the game when dynamic bots left and add an optional server tag to differentiate the lms+ servers from the normal lms servers.
Last edited by iloveut99 : 15th February, 2011 at 03:15 PM.
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15th February, 2011, 07:25 PM
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Unstoppable
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Join Date: Oct 2010
Posts: 207
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Restoring level time is not properly working in last version, probably because the player replication of the info. I'll try fix it when I find some time.
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16th February, 2011, 04:21 PM
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![[rev]rato.skt's Avatar](image.php?s=53cf9a8c4fa5b21fa915087295aab3d0&u=21061&dateline=1728919373) |
Godlike
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Join Date: Aug 2010
Location: Brazil
Posts: 371
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lms with zp would be great!
congratulations even without being compatible to ZP this mod was improved 
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16th February, 2011, 07:48 PM
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Unstoppable
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Join Date: Oct 2010
Posts: 207
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Thanks mate.
Yeah I have planned to fix the zp support in lms. I will see what I can do when I get some free time to work on this.
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8th March, 2011, 09:02 PM
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Join Date: Oct 2010
Posts: 207
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I added a new version which fixes up a few things and adds normal weapons zero ping support. 
Last edited by iloveut99 : 8th March, 2011 at 09:04 PM.
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8th March, 2011, 10:46 PM
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Holy Shit!!
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Join Date: Oct 2008
Location: NextDoor
Posts: 1,908
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ill try this one mate
it should work ok via multi server configurations ?.. mapvote etc?
good work. Thanks for helping to keep this place alive and kicking
just a thought ... would this work with rorks utstats.. or ut stats in general I wonder...
installing now.
Last edited by back4more : 8th March, 2011 at 10:53 PM.
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8th March, 2011, 10:52 PM
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Join Date: Oct 2010
Posts: 207
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Yes should work fine with multi server configurations.
Quote:
just a thought ... would this work with rorks utstats.. or ut stats in general I wonder...
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I'm not sure, it may exists incompatibilities in both mods. You need to test.
Last edited by iloveut99 : 8th March, 2011 at 11:19 PM.
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8th March, 2011, 11:28 PM
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Holy Shit!!
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Join Date: Mar 2007
Posts: 1,726
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Can I not load DynamicLoadObject or add on mods? I get lines of Could not DynamicLoadObject modname
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8th March, 2011, 11:37 PM
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Holy Shit!!
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Join Date: Oct 2008
Location: NextDoor
Posts: 1,908
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not seeming to work with mapvote la for some reason;
Code:
CustomGameConfig[7]=(bEnabled=True,GameClass="LastManStanding +",NewPrefix="LMS+",Mutators="ZPPure7G.ZeroPing,UDamageFix.UDamageFixMut,WhoPushedMe.WhoPushedMe",Settings="")
Tried with "LastManStanding +" and "LastManStanding+" nothing.
well server loads... but the maps don't show.
also this is a serverside package? no ServerPackages= "needed?"
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8th March, 2011, 11:44 PM
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Holy Shit!!
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Join Date: Mar 2007
Posts: 1,726
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BFM....you should know better than what you have written as gameclass.
You need GameClass="LastManStandingPlus02a.LastManStanding"
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8th March, 2011, 11:58 PM
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![[rev]rato.skt's Avatar](image.php?s=53cf9a8c4fa5b21fa915087295aab3d0&u=21061&dateline=1728919373) |
Godlike
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Join Date: Aug 2010
Location: Brazil
Posts: 371
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-It did not function with ZeroPingPlus103 =(
-it could add the amounts of deaths in the showscores!!
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9th March, 2011, 12:14 AM
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Unstoppable
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Join Date: Oct 2010
Posts: 207
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Quote:
Can I not load DynamicLoadObject or add on mods? I get lines of Could not DynamicLoadObject modname
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Hm I did not understand your question. What are you trying to do?
Quote:
Originally Posted by back4more
not seeming to work with mapvote la for some reason;
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Code:
CustomGameConfig[7]=(bEnabled=True,GameClass="LastManStandingPlus02a.LastManStanding",NewPrefix="LMS+",Mutators="ZPPure7G.ZeroPing,UDamageFix.UDamageFixMut,WhoPushedMe.WhoPushedMe",Settings="")
Like SoNY said you should use the game class, you can use the code above, should work.
Quote:
also this is a serverside package? no ServerPackages= "needed?"
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There's no need for that, ut99 seems to be smart and detect it is a new mod, forcing the client to download it.
Quote:
-It did not function with ZeroPingPlus103 =(
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Please read the guide in the readme, you need to change a few things in the server ini, zp plus works just fine, because I tested with it.
Quote:
-it could add the amounts of deaths in the showscores!!
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Yeah, that should be easy to do... I will maybe provide this scoreboard option in next release. For now just use the regular killcount mutator with it:
http://unrealtournament.99.free.fr/u...llcountLMS.rar
Last edited by iloveut99 : 9th March, 2011 at 12:28 AM.
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9th March, 2011, 12:24 AM
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Holy Shit!!
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Join Date: Oct 2008
Location: NextDoor
Posts: 1,908
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Quote:
Originally Posted by SoNY_scarface
BFM....you should know better than what you have written as gameclass.
You need GameClass="LastManStandingPlus02a.LastManStanding"
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hehe  , *doh!... please forgive me for being total nub today.
too many things happening and not enough time. Hastily composing things and not looking properly  .
my bad.
I know whats going to happen though , Iam going to have problems with EUT for sure lmao.
thanks guys !
hehe yup , the infamous EUT  ... not like this gametype. Looks awesome though. perhaps a separate server just for this one would be the way to go.. Thanks I<3UT99
btw: on my old LMs server I combined this mutator which added some fun to the game if anyone-else would like to try;
http://ut-files.com/index.php?dir=Mo...0_UTRetail.zip
ohh and which hud would be best suited to this gametype , preferably one that shows flags etc...
Last edited by back4more : 9th March, 2011 at 12:34 AM.
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9th March, 2011, 12:37 AM
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Unstoppable
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Join Date: Oct 2010
Posts: 207
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I dunno but have you checked if EUT have any conf to allow/ignore custom mods? In ini or something.
Quote:
ohh and which hud would be best suited to this gametype , preferably one that shows flags etc...
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I'm using the killcount that I posted above, but I know that there are more complex huds out there.
Thanks for the feedback. 
Last edited by iloveut99 : 9th March, 2011 at 12:40 AM.
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9th March, 2011, 01:27 AM
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Holy Shit!!
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Join Date: Oct 2008
Location: NextDoor
Posts: 1,908
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Quote:
Originally Posted by iloveut99
I dunno but have you checked if EUT have any conf to allow/ignore custom mods? In ini or something.
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yer  I added the following to the EUTServer.ini;
Code:
Allowedmods[18]=LastManStandingPlus02a.LastManStanding
what happens is it does the blinky blink thing and you seem to be spawned close to the ground... its weird and happens with a lot of non EUT Gametypes.
which is just about all of them  .
I did try std EUTDeathMatchPlus Gametype and tried running the LMs+ as a Mutator but the EUT one took charge. (no LMS)
but that's no biggy we have enough space to host a sep server at some stage. And I'll revisit this one for sure 
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