Teamfix 10c mapvote

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BringIt3740
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Teamfix 10c mapvote

Post by BringIt3740 »

Hello
I have decided to to put Teamfix 10C on the Celtic Warriors server, since EDM has a issue with FOV .. and its not being resolved.
I have a question about the MapVote, I did Enable it , and put the maps in the area for maps to vote for, but still it says that mapvote is disabled and I cant get why?
Can someone here explain what I need to do in order to get the map vote to work that comes with the Teamfix 10c
Thanks
BringIt
Please email me at cindyw36@adelphia.net and explain since I dont come to these forums very often.
Thanks for any help
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Post by }TCP{Wolf »

Mapvoting must be enabled for every game mode you want it. So for deathmatch, look at:

Advanced Options -> UTeamFix -> UTeam Game Modes -> DM Unreal Enhancements -> Mapvoting -> bEnabled

and set it to true...

likewise, for TeamGames it is at

Advanced Options -> UTeamFix -> UTeam Game Modes -> Team Game Unreal Enhancements -> Mapvoting -> bEnabled

This was to answer a demand that you could have settings independant from each game mode and not global. Also, some mutators can override these settings with their own, for example Monstermash would be at

Advanced Options -> UTeamFix -> Mutators (UTF) -> MonsterMash Game Unreal Enhancements -> Mapvoting -> bEnabled

In the coming public release (10E), you will be able to enable/disable mapvoting in game as admin for the currently used game type by typing "admin mapvote".
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BringIt3740
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Post by BringIt3740 »

Hi
Right after I wrote this letter , I got with Diehard, and told him that there is something called bEnabled that I dont have for my mapvote, he then sent me this

[UTeamFix.CFGEnhanced]
bAllowMultipleSuits=False
bAllowThrowItem=False
bArmorUndamaged=False
bFirstGunFull=False
bUpgradeWeaponMutator=False
Mapvoting=(bEnabled=True,bAddFullMapList=True,skipPercentage=50,MapVoteTimeAtMapEnd=15)
PersistentInventory=(bEnabled=False,bKeep_Pickups=False,bKeep_Weapons=False,bKeep_CurrentWeapon=False)


That whole section was missing out of my unreal ini , so I added it, and then mapvote worked.
The weird thing is why was this whole section missing from my unreal ini
?????????????????

But anyway once I added this to the bottom of my ini, mapvote worked.
Thanks for your reply though.
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BringIt3740
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Post by BringIt3740 »

if you are going to make a teamfix 10E can I please make a suggestion.

Can you make adding maps more user friendly, like in EDM I can just go into mapvote click on the box and then a little window pops up and says add map.
You can then add a new map ingame for the mapvote list, this would be soooooo helpful to everyone.
Also big please ... dont make the map names case sensitive that is such a pain as well.
Just my two cents thanks for all your help.
BringIt
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Post by }TCP{Wolf »

Will be noted down for later (which does not mean anything will ever be done but I always say that ;))

UTF 10E will not have these included though. The easy enabling/disabling of map voting does work though :)
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Post by DìèHárd»§ÇW§ »

Advanced Options -> UTeamFix -> UTeam Game Modes -> DM Unreal Enhancements -> Mapvoting -> bEnabled

Which is something she cannot do :) Since its a rented server from TNN :)


But i reproduced it by creating a server at home, to see what was the difference.

And thinking of that, i wonder if a tool could be created for Admin that only have a remote controll like BringIt has. By that i mean; if you take an Unreal.ini you can run the toool on it and it will give you all the settings as mentioned above. I don't know how complicated such a tool is, but i can asume that alot of remote admins would love to have something like that.


Another thing is, if the server chrashes, than it will reboot on its own. The logfile that is written for the chrash will automatically be overwritten again. And therefore you will loose the info. Is it possible to have it create something like Unreal.bak by a serverstop/chrash. ( i btw wondered if this should be a feature for 227 )


Greetz, Diehard
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Post by }TCP{Wolf »

There are tools that can auto-restart servers (and DOS tools like DateLog can store away the log before it is overwritten), but a problem with such tools is that you need more control over the server. If you only get a web-interface as controller for your server (and ftp access for files), then that's all there is. If the web-interface has such power as to include ini parameters from an ini file, then good for it... but it is up to the server host how much power (in this case TNN) it wishes to offer its customers.

Yes I am sorry, I should have noticed she was talking about a rented server. I always encourage people who run a rented server to first set up a server at their homecomputer exactly the way they want it, and then copy the inis to their "real" server. Sections in the Unreal.ini remain missing as long as default parameters are not changed, so testing things out at home is more or less mandatory with all the possible settings you have nowadays. Originally map voting was global, but then somebody asked me to have it only enabled for some game modes and not for others... so now you can configure things for each game mode... no, this does NOT make things easier on the admin part, but don't blame for trying to accomodate everyone - which is, as we all know - utterly impossible anyway ;)
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