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  #41  
Unread 8th April, 2011, 10:59 PM
iloveut99 iloveut99 is offline
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Here's version 0.3a which include a minor fix:
http://www.mediafire.com/?zycahn99y05w4gx (while it doesn't get approved)
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  #42  
Unread 9th April, 2011, 03:09 PM
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Quote:
Originally Posted by iloveut99 View Post
Here's version 0.3a which include a minor fix:
http://www.mediafire.com/?zycahn99y05w4gx (while it doesn't get approved)

That's what I say, a mutator share for the game and not for the LMS
not animate to making ?

WHAT has been fixed in this version?
I found another bug in the 2
One when you kill the last player the game is not over ...
2 when a player enters Spectator he goes and does not enter until the game ends
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  #43  
Unread 9th April, 2011, 04:19 PM
iloveut99 iloveut99 is offline
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Quote:
Originally Posted by [rev]rato.skt View Post
That's what I say, a mutator share for the game and not for the LMS
not animate to making ?
I will not work in that, please just use a modified sniper rifle there a lot out there.

Quote:
WHAT has been fixed in this version?
You do not need to update to this version if you are running 0.3.
This just resets bot time in the scoreboard when a new player enter and there are bots in the server, so if the bot were camping for a while, lets say 2 days = 2880 minutes, you don't see Time: 2880 (which is weird imo) but Time: 1.

Quote:
I found another bug in the 2
One when you kill the last player the game is not over ...
I have never experienced this. In which circumstances do this happen? Is it random?

Quote:
2 when a player enters Spectator he goes and does not enter until the game ends
This is probably because there are/were already players in the game with 1 live or less. It was intended to be like this.

Last edited by iloveut99 : 9th April, 2011 at 04:21 PM.
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  #44  
Unread 11th April, 2011, 11:31 AM
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ok man thanks
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  #45  
Unread 17th April, 2011, 08:37 PM
iloveut99 iloveut99 is offline
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New version,
v0.3b
-Delete all weapons dropped while the player was playing with the bots after joining a new human player
-Play a different sound when a new player enter and the another is playing with dynamic bots
-Added lms+ version/credits to serverinfo board (f2)

Download: (while it doesn't get approved)
http://www.mediafire.com/?y9y9guxwxwwdfx0

btw I am ready to add some nice stats/records like smartctf do. I dunno which should I add although, so ideas are welcome.

Last edited by iloveut99 : 17th April, 2011 at 08:39 PM.
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  #46  
Unread 18th April, 2011, 08:08 AM
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This mod is getting better and better IloveUT keep up the good works I will put this into our Multi server when I have finished setting up forums.

much appreciated.



@rev , your english is improving mate


UT can teach us many things in life hehe..
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  #47  
Unread 18th April, 2011, 11:33 AM
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I am already using his version on my server BRUTE FULL'll upgrade to this latest!
big thx ...!
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  #48  
Unread 18th April, 2011, 11:36 AM
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Quote:
Originally Posted by back4more View Post
This mod is getting better and better IloveUT keep up the good works I will put this into our Multi server when I have finished setting up forums.

much appreciated.



@rev , your english is improving mate


UT can teach us many things in life hehe..
sometimes I get the courage to use two translators!!

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  #49  
Unread 18th April, 2011, 01:17 PM
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I think the new one is working good friend

wd!

i can actually understand most of what you say now...

if you use small common words in translocator then u may find that more people will understand you
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  #50  
Unread 18th April, 2011, 02:00 PM
iloveut99 iloveut99 is offline
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just found out that there are another mod already with this name. Dunno if I should change:
http://www.moddb.com/mods/last-man-standing-plus
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  #51  
Unread 18th April, 2011, 03:26 PM
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yes change would be good maybe last-man-standing+++
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  #52  
Unread 25th April, 2011, 12:55 AM
iloveut99 iloveut99 is offline
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New version,
v0.3c
-Changed the mod name from LastManStandingPlus (lms+) to LastManStandingPlusPlus(lms++),
since it could cause confusion with another mod also called LastManStandingPlus(lms+)
-Fixed player lives bug, when bDynamicBots=False
-Added a message to the players that can't enter in the current game in order to alert them to wait until next match

Download: (while it doesn't get approved)
http://www.mediafire.com/?kweo8y4171atzyh

Included the source for devs (just removed some critical code related with server tag to reduce the risk of bad use).
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  #53  
Unread 25th April, 2011, 04:55 AM
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Nice features. I see the main class is named LastManStanding. In your experience, can this caused any conflicts? I know that having gametypes with the same names on co-op can cause issues because the server only picks one of the classes (on UT package1.ClassA appears to be the same as package2.ClassA).
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  #54  
Unread 25th April, 2011, 11:05 AM
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Quote:
Originally Posted by iloveut99 View Post
-Changed the mod name from LastManStandingPlus (lms+) to LastManStandingPlusPlus(lms++),
This broke compatibility with UTStats which has the name hardcoded. I think if you go to the admin area > edit gametypes and map "Last Man Standing ++" to Last Man Standing it should fix LMS++ support.
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  #55  
Unread 25th April, 2011, 01:54 PM
iloveut99 iloveut99 is offline
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Quote:
Originally Posted by rork View Post
This broke compatibility with UTStats which has the name hardcoded. I think if you go to the admin area > edit gametypes and map "Last Man Standing ++" to Last Man Standing it should fix LMS++ support.
I am sorry, it was not my intention to break any compatibility, but it was needed so it have an unique name that can't cause majority confusions.

The server admins that are using both mods, should keep version 0.3b for the compatibility until a new version of utstats is released, 0.3c doesn't introduce many news and it is only needed for who is using normal bots instead of dynamic bots.

Quote:
Nice features. I see the main class is named LastManStanding. In your experience, can this caused any conflicts?
Until now I didn't had any problem, except in UnrealED which the engine don't know which mutator should pick for editing scripts, it does however always pick the botpack one.

Provided that you start the server with the command line "lmsplusplus03c.LastManStanding" it will pick the correct class.
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  #56  
Unread 25th April, 2011, 03:16 PM
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Don't code in Ued. It's nothing but constricting and problematic. Here:
Coding School
This will get you set up nicely with good tools.
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  #57  
Unread 25th April, 2011, 03:26 PM
iloveut99 iloveut99 is offline
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I don't code with UnrealED, I just use notepad++. Thanks for that btw.

Last edited by iloveut99 : 25th April, 2011 at 03:35 PM.
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  #58  
Unread 28th April, 2011, 11:10 AM
iloveut99 iloveut99 is offline
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New version
v0.3d
-Optimized more the code
-Now if the worst player have the same lives of the best player, the new player will join with 1 live less
(p1 lives=2; p2 lives=2; new player lives=1) -> this is to increase the fairness of the game

Download: (while it doesn't get approved)
http://www.mediafire.com/?e1c4cc2xvx819cl
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  #59  
Unread 1st July, 2011, 03:45 AM
nogginBasher nogginBasher is offline
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Really like the mid-game join feature, and the option to add ZeroPing. Currently tweaking my FixWeaponBalance mutator so the zp sniper isn't too strong.

But I got a few things to ask:

1) NASTY BUG! Playing lmsplusplus03d with a friend, we were down to 1 life each. Then some guy joined as a spectator, and my friend was set to 0 lives - game over!! I'm guessing that's related to the mid-game join and spectator detection. Could possibly be a conflict with AutoTeamBalance though. Logs probably aren't helpful, but here they are:

Code:
Level server received: LOGIN RESPONSE=-90288272 URL=Index.unr?Name=CoBrA-MaN?Class=Botpack.TMale2?Team=0?skin=SoldierSkins.sldr?Face=SoldierSkins.
Login request: Index.unr?Name=CoBrA-MaN?Class=Botpack.TMale2?Team=0?skin=SoldierSkins.sldr?Face=SoldierSkins.Brock?Voice=BotPack.VoiceMaleTwo
ImpactHammer DM-Clawfist5.ImpactHammer1019 (Function Botpack.ImpactHammer.TraceAltFire:0147) Accessed None
Level server received: HAVE GUID=FD6597E211D38A65E0006BA2D2321081 GEN=1
...
Game ended at 746.956360
!!!!!!!!!!!!!!! CALC END STATS
Level server received: HAVE GUID=A3B94EE511D1ED674544E58A00005453 GEN=1
...
Level server received: JOIN 
Join request: Index.unr?Name=CoBrA-MaN?Class=Botpack.TMale2?Team=0?skin=SoldierSkins.sldr?Face=SoldierSkins.Brock?Voice=BotPack.VoiceMaleTwo
Team 0
If this bug is recurring, it's a bitch and we must fix it! Will certainly bug you if I see it again!

2) We always spawn with rockets in hand. I would like to set another weapon as default to hold. Is there any way to do that? (I think I was managing that with FairLMS mutator in normal LMS game, but it's not working with LMS++.) (Reasons: If people spawn holding rockets, the game becomes sixpack spam dominated, which makes Nin cry! And he was right, it's more fun if people use other weapons too. Also it can avoid people hurting themselves if they click-to-spawn, unless you already solved that issue.)

3) Not a big problem, but since the gametype doesn't extend the default LMS class, I had to change my detection code in FairLMS from:
Code:
LastManStanding(Level.Game)!=None
to
Code:
(LastManStanding(Level.Game)!=None || InStr(String(Level.Game.Class),"LastManStanding")>=0)
before I got True back! IMHO it might have been neater to extend Epic's LMS class, to work smoother with other mods.

Well sorry for all the requests. The mod is great!
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  #60  
Unread 1st July, 2011, 08:10 PM
iloveut99 iloveut99 is offline
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Hi thanks for the feedback.

Quote:
Originally Posted by nogginBasher View Post
1) NASTY BUG! Playing lmsplusplus03d with a friend, we were down to 1 life each. Then some guy joined as a spectator, and my friend was set to 0 lives - game over!!
Tried replicate this but I couldn't when the spectator joins seems the others players still with 1 lives with no change at all in game.
Maybe it's some mutator which is changing this behavior. Can you try again in the server? (rename Ut.exe 2 times and join 3 times in the server in order to replicate it)

Quote:
2) We always spawn with rockets in hand. I would like to set another weapon as default to hold. Is there any way to do that? (I think I was managing that with FairLMS mutator in normal LMS game, but it's not working with LMS++.) (Reasons: If people spawn holding rockets, the game becomes sixpack spam dominated, which makes Nin cry! And he was right, it's more fun if people use other weapons too. Also it can avoid people hurting themselves if they click-to-spawn, unless you already solved that issue.)
You only spawn with the rocket if it's your more priority weapon. (utmenu->weapons->priority)

I can however make an option to you force people to begin with a specified weapon.

Quote:
3) Not a big problem, but since the gametype doesn't extend the default LMS class, I had to change my detection code in FairLMS from:
...
before I got True back! IMHO it might have been neater to extend Epic's LMS class, to work smoother with other mods.
It does not extend lms because in that way it will not appear in the lms browser, if any of you know a better way to do this I will be glad to implement it.

Just use this:
Code:
if(Level.Game.IsA('LastManStanding'))
Works for everything, subclasses and even for lms++.

Last edited by iloveut99 : 1st July, 2011 at 08:13 PM.
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