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DZMapMv2.0 (Mutator) Released :)
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Thu Feb 23, 2006 11:23 pm    Post subject: Reply with quote

To make custom pawns drop something you have to edit them an AttributePawn entry. You can make pawns drop inventory that way or drop other pawns if you use DZMapM's obscure customizable 'psInventory' classes.

Hyper, I will probably add another spawn tester size to find spots for even larger pawns, but I most likely won't go over 250 units because anything passed that point is ridiculous and CPU intensive for unreal's outdated collision system.

Hyper wrote:
And one more thing. During the development and testing period I requested an advanced map voting option for JCoopZ, mainly to stop the 'ending without asking' problem forever. I know you passed this feature for inclusion in a next future version of JCoopZ. Do you have any news about this one one?

I want to focus on one mod at a time. I already have some tiny bug fixes for the next serverside build done, but I haven't started on any voting support yet. Besides that, I wouldn't be certain voting support will be the ultimate solution just yet. It is always possible that such features can have an opposite negative reaction in which players learn to abuse them. Plus, they have to be thought out in high detail and pilot tested (to see if it actually works well) or else they can actually become a hindrance to good players. It has to work well to stop fast-enders BUT also be 'new-player ignorant' friendly.


-Zombie
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GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11)
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Fri Feb 24, 2006 3:30 pm    Post subject: Reply with quote

Zombie wrote:
[...]

Hyper, I will probably add another spawn tester size to find spots for even larger pawns, but I most likely won't go over 250 units because anything passed that point is ridiculous and CPU intensive for unreal's outdated collision system.


What are units and how do they affect the spawning of large monster like the Watertitan and Galyoth? About the CPU usage: My Unreal server is blessed with a powerful 3.0 GHz P4 processor and the Unreal server use only a fraction of the processing capacity. CPU usage is by far not a problem, except for a hung server. Of course, not everyone runs their server on a P4, but when I see that Unreal server usually takes anly a few % it should be not a big problem.

Quote:

Hyper wrote:
And one more thing. During the development and testing period I requested an advanced map voting option for JCoopZ, mainly to stop the 'ending without asking' problem forever. I know you passed this feature for inclusion in a next future version of JCoopZ. Do you have any news about this one one?

I want to focus on one mod at a time.


I understand. That's usually the best way to work and actually the way I like to work as well. I just wanted to remind you to it mainly, because I had not heared anything of it during the last months.

Quote:

I already have some tiny bug fixes for the next serverside build done, but I haven't started on any voting support yet. Besides that, I wouldn't be certain voting support will be the ultimate solution just yet. It is always possible that such features can have an opposite negative reaction in which players learn to abuse them. Plus, they have to be thought out in high detail and pilot tested (to see if it actually works well) or else they can actually become a hindrance to good players. It has to work well to stop fast-enders BUT also be 'new-player ignorant' friendly.


-Zombie


I'm open to any other solid solution to the ender problem. If you think of something better than my idea, let me know.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Fri Feb 24, 2006 9:15 pm    Post subject: Reply with quote

Hyper wrote:
What are units and how do they affect the spawning of large monster like the Watertitan and Galyoth? About the CPU usage: My Unreal server is blessed with a powerful 3.0 GHz P4 processor and the Unreal server use only a fraction of the processing capacity. CPU usage is by far not a problem, except for a hung server. Of course, not everyone runs their server on a P4, but when I see that Unreal server usually takes anly a few % it should be not a big problem.

I was referring to the unreal units (UU) for in-game measurement. This applies to the collision cylinder of pawns too. I think 250 collision size will still be fine even if a pawn exceeds that. Most maps are either under 250 or wide open enough to spawn 500+ size monsters in pathways.

Now the voting concept is good and makes sense (majority rules). The mapvote concept is not of concern because the goal with that is to give the majority freedom to choose the 'next' map. Voting on ending is what I have to think about so new-players don't hold up gameplay from lack of knowledge on vote commands or ending.

Currently there are two ways to go about end voting. First method, I'm thinking that maybe all players should be 'ready' to end a map by default. In way new-players who don't know much about the control system can't possibly hold up gameplay. Players who can become irritated by fast-enders can take time to learn the commands to force a wait. Also, if a player crosses the end a 10-15 second timer can start with a notice message to give players a chance to use the vote commands. The problem with this method is that if only one or two wanted to wait and there are 5+ players then 'majority-rules' might not work as well (not all players are actually command voting). Second method, is that a majority of players must actually command vote to allow the end to be enabled. The drawback of this method is it requires knowledge to either find the ending or learn use the vote commands. An explaination message notice might not always work, and some new-players may just have no clue how to use their console command-line.

It might even be better if a 'lessthen-majority' was to be used such as 1/3 out of total players for either method. I know that would still require coop player politeness to ask to end, which isn't neccessarly bad. If anyone has an idea or has an opinion on what should be done with end voting I'd like to see it.


-Zombie
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GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11)
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Fri Feb 24, 2006 9:55 pm    Post subject: Reply with quote

In the JCoopZ I originally told you my idea that in the new situation, players who hit the end automatically do a vote to skip the current map and vote for the next map. This together with a command based voting system and a configurable percentage required might be a good overall solution.

What do you think about this? Is this makable and do you think it solves the problem?
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Fri Feb 24, 2006 10:27 pm    Post subject: Reply with quote

Ah right. Forgot about a configurable vote percentage for ending. I will have that added and this would allow admins determine how many need to vote in favor. I already planned to have enders automatically be ready to end since that act in itself is like a vote. Anyway, maybe I'm just over anylizing this whole vote end system. I will use that method and configurable percentage options for the next build. There will also be a configuration options to turn both vote systems on (they will be off by default).


-Zombie
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Mutator: DZMapM - 2.34 (12/15/11)
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