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Rush
28th December, 2006, 11:14 PM
Development is now handled by Cruque, BIG THANKS MAN!

Warning: If you are running a version preceeding BTPlusPlusv097r3,
your server is susceptible to a certain crash danger involving infinite recursion

WHAT THE HECK:
BTPlusPlus stands for BunnyTrack Plus Plus. It is a full blown addon for
servers running BunnyTrack mod and even a pure CTF game type with BT maps.
It tries to prevent n00bs from spoiling a good game while not limiting
the freedom of others. It also adds many useful improvements to the game
while still being compatible with the original BunnyTrack mod.

FEATURES:
- MultiFlags - Only a copy of the flag is given to a player, the original
flag stays on its place allowing multiple players capping at the same time.

- Flag Protection - To avoid cheating, dropped flags immediately disappear.

- Multicap Protection - Multicapping means scoring two or more flags in one
run, the trick can be performed only on some maps, and only with the help
of some other player, also provided that no killing player after cap mod is
enabled(like original BunnyTrack mod). Basically the Multicap Protection
respawns players back on the spawn points just after capping, it tries to
simulate original BunnyTrack's killing behaviour but WITHOUT killing,
killing someone just because he/her capped a flag is IMO stupid, who would
be stupid enough in the real world to score a flag just to be killed. :)

- Timer - On top of the HUD you can see how fast and how well you are doing.
Great for training in achieving World Records! The timer is compatible with
the original BunnyTrack's implementation so the achieved records are
comparable ones to the original BunnyTrack ones.

- Verbose capping - After achieving a cap you will be able to see your
current time, your best time and also a current server record! Also when
someone beats a record, it will be announced to everyone in the same way.

- Record saving - With this feature, your best caps won't disappear.
The config file BTRecords.ini can store about 1500 separate records! Not
only the records are being saved on the server, they are also being saved
client-side so that you can somewhat compare your own records to the ones
on other servers. The records file can easily be parsed and displayed
in a readable form for example on a http server.

- Kill protection - Blocks players from killing members of other team(except
the Enemy Flag Carrier if MultiFlags are off). However, as there are some
maps which must allow killing because of some fancy killing zones, there is
a config var to provide a list of such maps.

- Ghost mode - Players staying for some time in one place become translucent
and one can walk through them, you may also force the ghost mode on
everyone so that nobody interferes with each other.

- Antiboost - n000bs can be reeaaally annoying on a public server, boosting
and pushing others just to interfere! Imagine yourself rushing for a map
record and when you're almost finished, you hear BAH, and you've been
shot straight into the lava pit. Pitiful isn't it ? Here comes Antiboost
into action, every player has control over his/her own Antiboost status and
if you want a boost you can just say 'boost', your friend gives you one,
and then you can disable it by saying 'noboost'. There are also mutate
commands for it, and some global variables for admins.

- Enhanced HUD - The Timer has already been mentioned, it is being displayed
on top of the HUD, but there are also other goodies like current map
records and Antiboost status being displayed.

- Enhanced Scoreboard - BT++ incorporates a custom scoreboard which is
designed specifically for Bunny Track, not only it displays cap times but
also number of deaths, number of caps, efficiency and connection info. All
is shown with a shadowed font and with mixed colors which should make it
pleasant to read. The scoreboard also supports IpToCountry mod which allows
to display a country flag near each player's nickname.

- Auto Disabling - If you owe a clan server and you are playing also other
game types besides BT, this feature is just for you. BT++ can automatically
disable itself when a non-BT map is detected, it can also disable itself
when bTournament mode is detected.

- Possibility to disable most of the features if some are not desired.

- And other useful features that didn't make up to this list.

MORE INFORMATION IN THE README.txt FILE

Cheers!


##########
### UPGRADING:
#
Backup BTPlusPlus.ini for safety.
Rename both headers in BTPlusPlus.ini from the last version used
to [BTPlusPlusv099.BTPlusPlus] and [BTPlusPlusv099.ServerRecords] respectively.


\\\\\\\\\\\\\\\\|////////////////
CHANGES COMING WITH BT++ v0.99
////////////////|\\\\\\\\\\\\\\\\
Q&A:
----
Q: Any edits needed?
A: Not for players as BTPPUser didn't change.

Q: Why is the insta hitting well below the crosshair?
A: This is exactely the way the normal insta/shock does. Don't ask me for reasons.

Q: What about spawnjumping.
A: Well I tried alot and found this:
Spawnjumping only happens on network - games and:
a) happens when die accelerating(-ted?)
b) continues endlessly if you respawn without doing the jump+suicide fix (or some other movement) yourself
c) dodging when dead causes a spawnjump too
At least b+c are gone now. So if you spawnjump you only have to respawn again to be safe on the next run.


FOR Admins:
- bGhostWhenCamping, CampTime, CampRadius, bEverybodyGhosts ARE REMOVED
NOW:
a) bGhosts = False
All players look like normal UT players
b) bGhosts = True + bOnlyABGhosts = False
All players look like ghosts (see-through)
c) bGhosts = True + bOnlyABGhosts = True
All players with antiboost on are ghosts; boostable players look normal

- bFocusBestCapper
If True: after a game ended the player present with the best captime in this game is focused
- FAILING WITH OVERTIME

FOR Players:
- myStart: Normally you spawn at a random start and often some are more advantageous than others.
Instead of respawning 10+ times for every try respawn until you hit a prefered start and then
type 'mutate mystart' or say "mystart" and then it is your start! Before choosing a new one you
have to clear the old one with 'mutate clearstart' or saying "clearstart".

new Cmds
- mutate mystart or say "mystart" - choose last start as yours
- mutate clearstart or say "clearstart" - remove the mystart set


##########
## CHANGELOG:
#
v0.99 by Cruque; contribution by luluthefirst
- new: myStart (= choose one start per side of a map you want to spawn at)
- new: mappername & clock on the scoreboard
- new: teamcolored insta (credit goes to luluthefirst)
- new: no carcasses
- new: restore run-count, cap-count and best cap (+deaths/+score from PRI) IF playername is unchanged
- new: focus best capper
- new: shoot through players with AB on -> no lockdown on dodges
- new: ghost config
- fix: sort by captime
- fix: checkpoint times
- maybe fixed ancient accessed none in scoreboard code
- optimized: collecting spectators

hermachis
4th June, 2008, 04:54 PM
Hi, i'v installed this mutator on my server, but when i go to my webadmin i cant see my bunny track map list, i have to go to default get the maps on the rooster then go back to normal and press switch... after that it goes back to normal again. it means it always go by default to no maps list... a bit hard to understand.. i cant play any bt mutator on my server i dont know why... any sudgestions???

admin
4th June, 2008, 05:32 PM
av you rename yours map names :

CTF-BT-Disortion is bad
BT-Disortion is good

[SwS]Next
4th June, 2008, 07:11 PM
^^ And make that in the mapvotela13.ini file

admin
4th June, 2008, 09:52 PM
CustomGameConfig[1]=(bEnabled=True,GameClass="bunnytrack2.bunnytrackgame",NewPrefix="BT",Mutators="",Settings="")

List1Filter[0]=BT-Disortion

admin
4th June, 2008, 09:53 PM
becarful whis forum who do an error bunnytrackgame and no bunnytrackg ame

Taragon
4th June, 2008, 09:56 PM
It’s possible to use the ctfgame game type as well, so it also could be the other way around (using the CTF-BT prefix instead of the BT one)
Also I personally like to avoid mapvotela13 and use mapvotela12 instead, since it sometimes has some recording difficulties when playing BT.

luluthefirst
29th September, 2009, 07:37 PM
Off topic and old topic lol is there a way to summon any weapon in a map in BT with instagib? I tryed BTInsta mod with serverpackages and with the mutators installed but... it doesn't working..

admin
30th September, 2009, 07:36 AM
Try to turn of insta

bAutoLoadInsta=[B]False

and add weapond by summon or on your CustomGameConfig mapvotela

luluthefirst
30th September, 2009, 08:23 AM
xD my bad, never seen that, thank you alot lol

qwerty
8th November, 2009, 06:29 AM
Hi I have a very weird and annoying issue I hope someone can help with. I'm running the plus plus mod with bunny track game type. The issue is the Hud doesnt work on everymap. only some maps. this sucks because:

1. cant see the timer up top
2. cant see the little bunnies that replace the flags.
3. I also never ever see country flags regardless if the HuD works or not

whats weird is F1 stats work fine in either situation.

Any ideas?

unreal://66.55.155.144:7777 if u wanna test it out.

admin
8th November, 2009, 08:12 AM
UT.ini
mapvotela.ini

qwerty
8th November, 2009, 05:54 PM
[MapVoteLA13.BDBMapVote]
bAutoDetect=False
bDM=False
bLMS=False
bTDM=False
bDOM=False
bCTF=False
bAS=False
bSortWithPreFix=True
ASClass=Botpack.Assault
VoteTimeLimit=60
KickPercent=51
bUseMapList=False
ScoreBoardDelay=10
bAutoOpen=True
bKickVote=True
bShowWhoKicksWho=True
bCheckOtherGameTie=True
RepeatLimit=0
MapListIfNooneVoted=2
MapVoteHistoryType=MapVoteLA13.MapVoteHistory2
ServerInfoURL=
MapInfoURL=
MidGameVotePercent=51
Mode=Majority
MinMapCount=0
bRemoveCrashedMaps=False
bEntryWindows=False
bDebugMode=False
bEnableEmptyServerLevelSwitch=False
EmptyServerLevelSwitchTimeMins=0
MsgTimeOut=10
bLoadScreenShot=True
bReloadMapsOnRequestOnly=True
bFixCTFModifications=True
MapVoteTitle=FUN HOUSE!
LogoTexture=
List1Priority=1.000000
List2Priority=1.000000
List3Priority=1.000000
List4Priority=1.000000
List1Title=Crazy Symbols&Numbers
List2Title=A - I
List3Title=J- Z
List4Title=BunnyTracks
bList1ObeyRepeatLimit=True
bList2ObeyRepeatLimit=True
bList3ObeyRepeatLimit=True
bList4ObeyRepeatLimit=True
bUseExcludeFilter=True
CustomGameConfig[0]=(bEnabled=True,GameClass="Botpack.CTFGame",NewPrefix="CTF",Mutators="ZeroPingPlus103.ZeroPing,-RocketXAEv3--.StrangeMutatRM,Revenge2.RevengeMutator,JetReplaceG.JetReplace,SLV204.SLReplace,Relics2.RelicSpeed,Relics2.RelicDeath,Relics2.RelicRegen,BatThwap.BatThwap,FastCapV3-512.FC_Mutator,disgraced.disgracedMutator,SeCFlags.SeCFlags,SmartCTF_4DPlusPlusv3.SmartCTF",Settings="GoalTeamScore=10.0,AirControl=0.350000,TimeLimit=20,GameSpeed=1.20")
CustomGameConfig[1]=(bEnabled=True,GameClass="Bunnytrack3.BunnyTrackGame",NewPrefix="CTF-BT",Mutators="BTPlusPlusv097.BTPlusPlus",Settings="GameSpeed=1.00,GoalTeamScore=15.0,AirControl=0.350000,TimeLimit=30")
CustomGameConfig[2]=(bEnabled=False,GameClass="Botpack.CTFGame",NewPrefix="iCTF",Mutators="ZPBasicWeaponsAddOnV222.InstaGib,RextendedCTFv2-4.RexCTF,Revenge2.RevengeMutator,FastCap.FC_Mutator",Settings="GameSpeed=1.25,GoalTeamScore=5.0,TimeLimit=12,AirControl=0.550000")
CustomGameConfig[3]=(bEnabled=False,GameClass="Botpack.DeathMatchPlus",NewPrefix="DM",Mutators="ZPBasicWeaponsAddOnV222.ZeroPing,Revenge2.RevengeMutator,JetReplaceG.JetReplace,RextendedCTFv2-2.RexCTF,BatThwap.BatThwap",Settings="AirControl=0.450000,TimeLimit=0,GameSpeed=1.20,FragLimit=30")
CustomGameConfig[4]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[5]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[6]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[7]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[8]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[9]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[10]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[11]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[12]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[13]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[14]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[15]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
DefaultSettings=
List1Filter[0]=CTF-$*
List1Filter[1]=CTF-&*
List1Filter[2]=CTF-(*
List1Filter[3]=CTF-[F-117]*
List1Filter[4]=CTF-)*
List1Filter[5]=CTF-{*
List1Filter[6]=CTF-=*
List1Filter[7]=CTF-[F*
List1Filter[8]=CTF-1*
List1Filter[9]=CTF-2*
List1Filter[10]=CTF-3*
List1Filter[11]=CTF-4*
List1Filter[12]=CTF-5*
List1Filter[13]=CTF-6*
List1Filter[14]=CTF-7*
List1Filter[15]=CTF-8*
List1Filter[16]=CTF-9*
List1Filter[17]=
List1Filter[18]=
List1Filter[19]=
List1Filter[20]=
List1Filter[21]=
List1Filter[22]=
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List1Filter[42]=
List1Filter[43]=
List1Filter[44]=
List1Filter[45]=
List1Filter[46]=
List1Filter[47]=
List2Filter[0]=CTF-a*
List2Filter[1]=CTF-A*
List2Filter[2]=CTF-B3*
List2Filter[3]=CTF-Ba*
List2Filter[4]=CTF-Be*
List2Filter[5]=CTF-Bi*
List2Filter[6]=CTF-Bl*
List2Filter[7]=CTF-Bo*
List2Filter[8]=CTF-Br*
List2Filter[9]=CTF-C*
List2Filter[10]=CTF-D*
List2Filter[11]=CTF-E*
List2Filter[12]=CTF-F*
List2Filter[13]=CTF-G*
List2Filter[14]=CTF-H*
List2Filter[15]=CTF-I*
List2Filter[16]=
List2Filter[17]=
List2Filter[18]=
List2Filter[19]=
List2Filter[20]=
List2Filter[21]=
List2Filter[22]=
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List2Filter[42]=
List2Filter[43]=
List2Filter[44]=
List2Filter[45]=
List2Filter[46]=
List2Filter[47]=
List3Filter[0]=CTF-J*
List3Filter[1]=CTF-K*
List3Filter[2]=CTF-L*
List3Filter[3]=CTF-M*
List3Filter[4]=CTF-N*
List3Filter[5]=CTF-O*
List3Filter[6]=CTF-P*
List3Filter[7]=CTF-Q*
List3Filter[8]=CTF-R*
List3Filter[9]=CTF-S*
List3Filter[10]=CTF-t*
List3Filter[11]=CTF-T*
List3Filter[12]=CTF-U*
List3Filter[13]=CTF-V*
List3Filter[14]=CTF-W*
List3Filter[15]=CTF-X*
List3Filter[16]=CTF-Y*
List3Filter[17]=CTF-Z*
List3Filter[18]=
List3Filter[19]=
List3Filter[20]=
List3Filter[21]=
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List3Filter[41]=
List3Filter[42]=
List3Filter[43]=
List3Filter[44]=
List3Filter[45]=
List3Filter[46]=
List3Filter[47]=
List4Filter[0]=CTF-BT*
List4Filter[1]=
List4Filter[2]=
List4Filter[3]=
List4Filter[4]=
List4Filter[5]=
List4Filter[6]=
List4Filter[7]=
List4Filter[8]=
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List4Filter[46]=


[Engine.GameEngine]
CacheSizeMegs=16
UseSound=False
ServerActors=IpDrv.UdpBeacon
ServerActors=IpServer.UdpServerQuery
ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master0.gamespy.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.qtracker.com MasterServerPort=27900
ServerActors=UWeb.WebServer
/ServerActors=AnthCheckerS_v138.ACActor
ServerActors=ServerCrashFix_v10.SCFActor
/ServerActors=ServerAdds.ServerAdds
ServerActors=NoSLPickup120.ServerActor
ServerActors=VAbeta2.VAServer
ServerActors=AKAv6kLog_X103.ServerActor
ServerActors=IpToCountry.LinkActor
ServerActors=HostnameBan.HostnameBan
ServerActors=Nexgen109.NexgenActor
ServerActors=NexgenX109.NexgenX
ServerActors=NexgenS109PlusPlus.NexgenS
ServerPackages=MapvoteLA13
ServerPackages=SmartCTF_4DPlusPlusv3
ServerPackages=SoldierSkins
ServerPackages=CommandoSkins
ServerPackages=FCommandoSkins
ServerPackages=SGirlSkins
ServerPackages=Abbeyskins
ServerPackages=6Abbey
ServerPackages=relics2
ServerPackages=Botpack
ServerPackages=scarface
ServerPackages=TeamUTPackage
ServerPackages=EpicCustomModels
ServerPackages=Revenge2
ServerPackages=disgraced
ServerPackages=-RocketXAEv3--
serverPackages=SLV204
ServerPackages=SLV2Models
ServerPackages=SLV2Sounds
ServerPackages=SLV2Fonts
ServerPackages=SLV2Textures
ServerPackages=JetReplaceG
ServerPackages=BatThwap
ServerPackages=FastCapV3-512
ServerPackages=ZeroPingPlus103
ServerPackages=VAbeta2
ServerPackages=SeCFlags
/ServerPackages=AnthCheckerC_v138
ServerPackages=BunnyTrack3
ServerPackages=BTPlusPlusv097
ServerPackages=BTPlusPlusv097_C
ServerPackages=NexgenCC
ServerPackages=Nexgen109
ServerPackages=NexgenX109
ServerPackages=NexgenS109PlusPlus

Thank you so much for your quick response. :)

admin
8th November, 2009, 10:30 PM
i have try your server it' ok ??

may be update nexgen

qwerty
9th November, 2009, 12:50 AM
ok yeah its weird i was just on a map where the hud was there. but then i left and came back and it was gone. kinda flaky like smart ctf scoreboard is sometimes. :(

66.55.155.144:7777 bt column is on the right side. let me know if u need anymore info

admin
9th November, 2009, 01:06 AM
ok yeah its weird i was just on a map where the hud was there. but then i left and came back and it was gone. kinda flaky like smart ctf scoreboard is sometimes. :(

66.55.155.144:7777 bt column is on the right side. let me know if u need anymore info


for smart ctf i think remember you must do
[SmartCTF_4DPlusPlusv3.SmartCTF]
SbDelay=0.500000

ca we see your
[BTPlusPlusv097.BTPlusPlus]
bEnabled=True
bBTScoreboard=True
bAutoLoadInsta=True
bMultiFlags=True
bRespawnAfterCap=True
bAntiBoost=True
bBlockBoostForGood=False
AllowBoostOn=
bNoKilling=True
AllowKillingOn=BT-Colors,BT-1point4megs,BT-i4games,BT-Abomination,BT-Allied
bGhostWhenCamping=True
CampTime=10
CampRadius=200
bEverybodyGhosts=False
bForceMoversKill=True
ForceMoversKill[0]=Mover0,Mover1,Mover2,Mover5:BT-Maverick
ForceMoversKill[1]=
ForceMoversKill[2]=
ForceMoversKill[3]=
ForceMoversKill[4]=
ForceMoversKill[5]=
ForceMoversKill[6]=
ForceMoversKill[7]=
ForceMoversKill[8]=
ForceMoversKill[9]=
bSaveRecords=True
bNoCapSuicide=True
RecordsWithoutBoost=2
bDisableInTournament=True
bDisableInNonBTMaps=True
BoardLabel=Bunny Track (BT++)
CountryFlagsPackage=CountryFlags2

qwerty
9th November, 2009, 03:27 PM
SmartCTF isn't enabled on the bunny track side ;) but thanks for the info :)

Is it possible the nexgen Hud Is causing an issue? I'm gonna try to disable the nexgen hud permanently to see if it helps :)

edit: ^^^^ I tried that and still not working. :/

[BTPlusPlusv097.BTPlusPlus]
bEnabled=True
bBTScoreboard=True
bAutoLoadInsta=True
bMultiFlags=True
bRespawnAfterCap=True
bAntiBoost=True
bBlockBoostForGood=False
AllowBoostOn=True
bNoKilling=True
AllowKillingOn=BT-Colors,BT-1point4megs,BT-i4games,BT-Abomination,BT-Allied
bGhostWhenCamping=True
CampTime=10
CampRadius=200
bEverybodyGhosts=True
bForceMoversKill=True
ForceMoversKill[0]=Mover0,Mover1,Mover2,Mover5:BT-Maverick
ForceMoversKill[1]=
ForceMoversKill[2]=
ForceMoversKill[3]=
ForceMoversKill[4]=
ForceMoversKill[5]=
ForceMoversKill[6]=
ForceMoversKill[7]=
ForceMoversKill[8]=
ForceMoversKill[9]=
bSaveRecords=True
bNoCapSuicide=True
RecordsWithoutBoost=2
bDisableInTournament=False
bDisableInNonBTMaps=True
BoardLabel=Qwerty's BunnyTrack Server!
CountryFlagsPackage=CountryFlags2

qwerty
19th November, 2009, 01:44 AM
ok it seems to be an issue nexgen I updated to nexgen 110 and the hud issue disappeared. but now my rocket-x jet hud disappears.. not to worried about that. I'm just curious how/why

luluthefirst
7th July, 2010, 09:43 AM
Is there any release?
I sometimes load the "BTPlusPlusv098A" package or maybe another people resume this project?

Its on 66.55.155.144:7777

qwerty
8th July, 2010, 01:17 AM
Is there any release?
I sometimes load the "BTPlusPlusv098A" package or maybe another people resume this project?

Its on 66.55.155.144:7777

i found this on another server hoping the country flags would work with msulls latest release, but no dice.. this 98a version just gives u a green timer as opposed to white.

thiago.r2
8th July, 2010, 12:44 PM
WHAT THE HECK:
BTPlusPlus stands for BunnyTrack Plus Plus. It is a full blown addon for
servers running BunnyTrack mod and even a pure CTF game type with BT maps.
It tries to prevent n00bs from spoiling a good game while not limiting
the freedom of others. It also adds many useful improvements to the game
while still being compatible with the original BunnyTrack mod.

FEATURES:
- MultiFlags - Only a copy of the flag is given to a player, the original
flag stays on its place allowing multiple players capping at the same time.

- Flag Protection - To avoid cheating, dropped flags immediately disappear.

- Multicap Protection - Multicapping means scoring two or more flags in one
run, the trick can be performed only on some maps, and only with the help
of some other player, also provided that no killing player after cap mod is
enabled(like original BunnyTrack mod). Basically the Multicap Protection
respawns players back on the spawn points just after capping, it tries to
simulate original BunnyTrack's killing behaviour but WITHOUT killing,
killing someone just because he/her capped a flag is IMO stupid, who would
be stupid enough in the real world to score a flag just to be killed. :)

- Timer - On top of the HUD you can see how fast and how well you are doing.
Great for training in achieving World Records! The timer is compatible with
the original BunnyTrack's implementation so the achieved records are
comparable ones to the original BunnyTrack ones.

- Verbose capping - After achieving a cap you will be able to see your
current time, your best time and also a current server record! Also when
someone beats a record, it will be announced to everyone in the same way.

- Record saving - With this feature, your best caps won't disappear.
The config file BTRecords.ini can store about 1500 separate records! Not
only the records are being saved on the server, they are also being saved
client-side so that you can somewhat compare your own records to the ones
on other servers. The records file can easily be parsed and displayed
in a readable form for example on a http server.

- Kill protection - Blocks players from killing members of other team(except
the Enemy Flag Carrier if MultiFlags are off). However, as there are some
maps which must allow killing because of some fancy killing zones, there is
a config var to provide a list of such maps.

- Ghost mode - Players staying for some time in one place become translucent
and one can walk through them, you may also force the ghost mode on
everyone so that nobody interferes with each other.

- Antiboost - n000bs can be reeaaally annoying on a public server, boosting
and pushing others just to interfere! Imagine yourself rushing for a map
record and when you're almost finished, you hear BAH, and you've been
shot straight into the lava pit. Pitiful isn't it ? Here comes Antiboost
into action, every player has control over his/her own Antiboost status and
if you want a boost you can just say 'boost', your friend gives you one,
and then you can disable it by saying 'noboost'. There are also mutate
commands for it, and some global variables for admins.

- Enhanced HUD - The Timer has already been mentioned, it is being displayed
on top of the HUD, but there are also other goodies like current map
records and Antiboost status being displayed.

- Enhanced Scoreboard - BT++ incorporates a custom scoreboard which is
designed specifically for Bunny Track, not only it displays cap times but
also number of deaths, number of caps, efficiency and connection info. All
is shown with a shadowed font and with mixed colors which should make it
pleasant to read. The scoreboard also supports IpToCountry mod which allows
to display a country flag near each player's nickname.

- Auto Disabling - If you owe a clan server and you are playing also other
game types besides BT, this feature is just for you. BT++ can automatically
disable itself when a non-BT map is detected, it can also disable itself
when bTournament mode is detected.

- Possibility to disable most of the features if some are not desired.

- And other useful features that didn't make up to this list.

MORE INFORMATION IN THE README.txt FILE

Cheers!

this version can not behave well with a server that has several modes only version BTPlusPlusv096 but this version has several bugs could help us with a version BTPlusPlusv098 or any other that works with other modes in the map vote lan13????

admin
9th July, 2010, 12:15 AM
?? the last is 097 http://unrealtournament.99.free.fr/utfiles/index.php?dir=CTF/BunnyTracks/&file=BTPlusPlusv097.zip

2399Skillz
9th July, 2010, 08:10 AM
I think he is asking if someone will make a version 098 that's compatible with MapVoteLA13.

SoNY_scarface
9th July, 2010, 09:38 AM
I run BT with MapVoteLA13 and it's fine :s

thiago.r2
9th July, 2010, 05:30 PM
I run BT with MapVoteLA13 and it's fine :s

You administer any server from bt or have some?
if you can post all mutares your server and what are their functions?
I am looking for the Instagib equal to the i4games this mutator to tidy up this complicated!

face
11th July, 2010, 09:35 AM
BT++97 works fine with mapvoteLA13.

And the i4g insta is private only me and medic use it.

luluthefirst
11th July, 2010, 02:21 PM
no, not want compatibility for mapvote, i still take the lastest version of a software (here is addons/mutator), thats my thing i always do.

qwerty
11th July, 2010, 08:43 PM
BT++97 works fine with mapvoteLA13.

And the i4g insta is private only me and medic use it.

actually a lot of servers use it including mine.

thiago.r2
12th July, 2010, 12:01 AM
MAN's THIS SERVER HAVE INSTAGIB ESPECIAL LOOK

66.55.155.144:7777:7778 | :..** BUNNYTRACK FUNHOUSE **..: | www.werdland.com

face
12th July, 2010, 11:37 AM
actually a lot of servers use it including mine.

Then i would like to know how did you get it?

luluthefirst
12th July, 2010, 07:06 PM
Then i would like to know how did you get it?

I have found it in uz.ut-files.com (just decompress BTPlusPlusv098A.u.uz), but not found it in ut-files.com.

qwerty
12th July, 2010, 08:15 PM
Then i would like to know how did you get it?

the same way everyone else does it was given to me. It should be shared among the community anyway.

face
12th July, 2010, 09:00 PM
the same way everyone else does it was given to me. It should be shared among the community anyway.

I dunno where you get that knowledge from why anyone would share something they make.

Private means private and only me and i4g have it and medic made it.

So i still would like to know how you get your hands on it!!!

1 is for sure medic did not give it he even wanted to know who had it.

Rush
13th July, 2010, 01:51 AM
Wow, I found my old UT directory lurking deep inside my hard drive directory tree in something like /home/rush/old_computer/OldComputer/OldStufff/UTStuff :-)

Please check whether the attached update works with latest IpToCountry by Matthew.
The client package is unchanged so feel free to swap the server-only package.

(my attachment is pending approval, you can download it here as well http://rushbase.net:5580/~rush/BTPlusPlusv097r2.zip )

qwerty
13th July, 2010, 04:07 AM
rush man thank you!! ill try it later!

thiago.r2
13th July, 2010, 12:46 PM
Wow, I found my old UT directory lurking deep inside my hard drive directory tree in something like /home/rush/old_computer/OldComputer/OldStufff/UTStuff :-)

Please check whether the attached update works with latest IpToCountry by Matthew.
The client package is unchanged so feel free to swap the server-only package.

(my attachment is pending approval, you can download it here as well http://rushbase.net:5580/~rush/BTPlusPlusv097r2.zip )

yeahhhhhhhhhhh.............................

this version already has the special Instagib similar to the i4gamess?
and this version works with other mods in jutamente votmap lan13? :thumbup:

Rush
13th July, 2010, 12:51 PM
yeahhhhhhhhhhh.............................

this version already has the special Instagib similar to the i4games?
and this version works with other mods in jutamente votmap lan13? :thumbup:

I have only made very small adjustments supposed to help with the new IpToCountry. I am not aware of why would it make issues regarding MapVote since it can run as an ordinary mutator. I am not up to date with the newest instagib mutators, and not planning to be up to date since I am no longer playing UT but if there are small things I can help with, I am willing to.

luluthefirst
13th July, 2010, 01:21 PM
I dunno where you get that knowledge from why anyone would share something they make.

Private means private and only me and i4g have it and medic made it.

So i still would like to know how you get your hands on it!!!

1 is for sure medic did not give it he even wanted to know who had it.

When downloading a package, it is stored in UnrealTournament\Cache, but there is a tool named UTCacheCleaner or somethigns that allow you to having any package that are downloaded, it reads cache.ini (named files in Cache directory are crypted in MD5, so you just need to read cache.ini to know what are original filenames).

P.S: If someone have the "Package mismatch" with BTPlusPlus, simply rename BTPlusPlusv97(_C) to BTPlusPlusv97r2(_C). Add BTPlusPlusv97r2_C to serverpackages too, because you won't see the HUD nice.

Having this now:
"Failed to load 'BTPlusPlusv097_C': Can't find file for package 'BTPlusPlusv097_C'"
"Failed to load 'BTPlusPlusv097r2': Can't find file for package 'BTPlusPlusv097_C'"
"Failed to load 'Class BTPlusPlusv097r2.BTPlusPlus': Can't find file for package 'BTPlusPlusv097_C'"

But thanks for BTPlusPlusv097r2 ;)

P.S.2: The client package is unchanged so feel free to swap the server-only package.
I don't understand :S

edit: Fixed, don't rename BTPlusPlusv097, just put BTPlusPlusv097_C on ServerPackage and BTPlusPlusv097.BTPlusPlus on ServerActors.

Rush
13th July, 2010, 04:32 PM
Where did you get the idea to rename the files? No renaming, I only changed the server-side package BTPlusPlusv097.u .

thiago.r2
13th July, 2010, 05:31 PM
Where did you get the idea to rename the files? No renaming, I only changed the server-side package BTPlusPlusv097.u .

I will test when I get home because I'm at work after you post talking about the bugs and what could be improved, could help us with this modifier?
to improve it if..

luluthefirst
13th July, 2010, 06:31 PM
Don't try renaming, it won't work, only add ServerPackages=BTPlusPlusv097_C

In readme it says to add BTPlusPlus only in ServerPackages, that's wrong.

face
13th July, 2010, 07:26 PM
does this version not crash anymore?

Did you ask anthrax what was crashing the server in bt++97? He knows BT++97 does make the server crash from time to time because it makes some weird actions or something he said.

I hope that has been fixed, because the crashes can be going from 5 times in a hour to 1 time in a day or 2 days.

Oh yeah it has to do with the ghosting in BT++97 you can make the server crash then too.Its been tested anthrax already knows how. fixed?

And why not call it BTPlusPlusv2 because i have 3 bt servers so on my redirect it has the old version but new version has same name and i want only to update one server to see how it is. So this means i can not put the files on redirect.

thiago.r2
13th July, 2010, 08:31 PM
does this version not crash anymore?

Did you ask anthrax what was crashing the server in bt++97? He knows BT++97 does make the server crash from time to time because it makes some weird actions or something he said.

I hope that has been fixed, because the crashes can be going from 5 times in a hour to 1 time in a day or 2 days.

Oh yeah it has to do with the ghosting in BT++97 you can make the server crash then too.Its been tested anthrax already knows how. fixed?

And why not call it BTPlusPlusv2 because i have 3 bt servers so on my redirect it has the old version but new version has same name and i want only to update one server to see how it is. So this means i can not put the files on redirect.

Hello you have to loose Instagib mutator that the blue ray equal to i4games?
can put to all this mutator ?

face
13th July, 2010, 10:17 PM
Hello you have to loose Instagib mutator that the blue ray equal to i4games?
can put to all this mutator ?


????

Rush
13th July, 2010, 11:48 PM
What's wrong with you people? The client-side package is EXACTLY the same file. No need to change redirects. You can just swap the BTPlusPlusv097.u file for the new one.I would like to know whether it fixed the IpToCountry problem, it was really a very small change.



Did you ask anthrax what was crashing the server in bt++97? He knows BT++97 does make the server crash from time to time because it makes some weird actions or something he said.

I was speaking to Anthrax, yes. Unfortunately this version does not has any additional changes from the one I've described. Maybe something can be arranged, I will keep you posted.

What kind of support for i4games instagib would you like to see? I won't be coding a new instagib mutator for sure.

qwerty
13th July, 2010, 11:58 PM
works great flags now show with msulls new iptocountry :D

qwerty
14th July, 2010, 12:01 AM
Where did you get the idea to rename the files? No renaming, I only changed the server-side package BTPlusPlusv097.u .

i renamed the new u file with an r2 on the end.. we dont want mismatches I left the _c alone and all works fine

Rush
14th July, 2010, 12:07 AM
I see I need to fix the README file. The only file in ServerPackages should be the _C part.

thiago.r2
14th July, 2010, 12:14 AM
I see I need to fix the README file. The only file in ServerPackages should be the _C part.

Hello Look this bug


http://img228.imageshack.us/img228/306/bugbtindm.jpg


AND no have INSTANGIB BLUE = of i4games!!!!!!

thiago.r2
14th July, 2010, 12:20 AM
????

You server bt have Instagib Blue= of i4games?????

face
14th July, 2010, 01:47 AM
What's wrong with you people? The client-side package is EXACTLY the same file. No need to change redirects. You can just swap the BTPlusPlusv097.u file for the new one.I would like to know whether it fixed the IpToCountry problem, it was really a very small change.


I was speaking to Anthrax, yes. Unfortunately this version does not has any additional changes from the one I've described. Maybe something can be arranged, I will keep you posted.

What kind of support for i4games instagib would you like to see? I won't be coding a new instagib mutator for sure.

Ok i misread it then.

Anyway i still would love a new version with some fixes it annoys me badly that the servers crash a lot because of it and that people can make it crash due to that ghostbug.

Nothing needs to be made like the insta requested its already there but was private till some people thought lets ripp it of the cache.

What would be nice tho is a better timer like i4g has is that possible?

SoNY_scarface
14th July, 2010, 07:20 AM
Nothing needs to be made like the insta requested its already there but was private till some people thought lets ripp it of the cache.


Don't worry....he does it alot and then calls his servers unique :thumbup:

Rush
14th July, 2010, 08:21 AM
No need for petty bickering...

face
14th July, 2010, 10:57 AM
No need for petty bickering...

agreed yet asking nicely is the way we admin work with eachother i thought.

luluthefirst
14th July, 2010, 01:02 PM
I saw two peoples on my bt server, and they crash my server by both two crounching and one of them look up and fire with insta.

I didn't remember their name.

face
14th July, 2010, 09:53 PM
I saw two peoples on my bt server, and they crash my server by both two crounching and one of them look up and fire with insta.

I didn't remember their name.

How about you delete this post and i want to thx u from the bottom of my heart.

After you posted this my server has been crashing constantly because they are trying it out and people i had banned and tunnel there way in do it also.


thx u thx u i go on my knee's for you salut you and i think your the best.

Rush
16th July, 2010, 12:40 AM
http://153.19.49.41:5580/~rush/BTPlusPlus_crashfixtest1.zip
Mirror: http://home.rushbase.net/~rush/BTPlusPlus_crashfixtest1.zip
The fix is deployed inside BTPlusPlus's internal instagib. If you use other instagibs the fix won't work. The modification is inside _C package, so it's different than original one. Do not rename.

qwerty
16th July, 2010, 07:15 PM
why aren't the files renamed? people are going to have mismatches?? and the links dont work

qwerty
16th July, 2010, 07:16 PM
agreed yet asking nicely is the way we admin work with eachother i thought.

I sent you a pm the other day check it out :P

Rush
16th July, 2010, 07:54 PM
Apparently my DNS cracked out, check now.

face
16th July, 2010, 11:03 PM
Would be nice if i knew how to install it.

Rush
16th July, 2010, 11:35 PM
Take old working BTPlusPlus setup, take new files, add some intuition and voila!

face
17th July, 2010, 04:50 PM
hmm well if i put the files on
and put this in the ini:

ServerActors=BTPlusPlusv097r3.BTPlusPlus
ServerPackages=BTPlusPlusv097r3_C

Then it does not work.

So its nice to make a fix for which we are waiting for but if we need to sort out ourselves and put ''intuition'' to get it to work then to be honest and frankly do not post it.

Sorry you might think i am rude or whatever but thats the way i see and feel it, because with this kind of support i just might close my servers and call ut ut99 bt bye bye and die.

Its not my life I got 4 kids work 60 hours a week and try to let young people have a fun time on my servers and sofar so good.
But this, this just makes me wanna delete it all.

Rush
17th July, 2010, 05:56 PM
Sorry for being blunt but you were rude. Please do define "it does not work". I am neither paid nor do I have any servers or even play UT for that matter to give me any motivation. I can create a fix with your help but with that kind of feedback I could just (using your words) go the hell with it.

face
17th July, 2010, 06:23 PM
Oh ok then tell me were i was rude before my last post. There is not 1 post up there in which i was rude to you except for the last one because your last comment was some kind of a insult into my eyes.

Anyway not working means not working it become's a ctf server because it does not load the bt mutator.

Here a example and i might do something wrong but what i do not know i can not fix.

Spawning: AKAv20kLog_X103.ServerActor
Spawning: ACLSv210.ChatLogger
Spawning: BTPlusPlusv097r3.BTPlusPlus
Spawning: SuperWebAdmin.SWAServer
Spawning: ServerAdds.ServerAdds
Spawning: UTStatsBeta4_2.UTStatsSA
Spawning: UTSTATS_Trigger.UTSTATS_Trigger
Spawning: ServerCrashFix_v11.SCFActor
Bound to ServerCrashFix_v11.dll
Spawning: OPBan.OPBan
Spawning: AntiMsgHack.AntiMsgHack
Spawning: SemiAdmin.SemiAdminSA
Spawning: Nexgen111.NexgenActor
Spawning: NexgenX111.NexgenX
Spawning: NexgenACE111_08g.NXACEMain
Spawning: ServerAffiliates105.SAMain
Spawning: NPLoader_v16b.NPLActor
Spawning: UniversalUnreal111-Build1.UniversalUnreal
Spawning: ACEv08h_S.ACEActor
Bound to ACEIpDrv.dll
Spawning: ACEv08h_EH.ACEEventActor
Level is Level CTF-BT-ShurCB.MyLevel
Bringing Level CTF-BT-ShurCB.MyLevel up for play (35)...
InitGame: ?Name=I_Am_A_Botter?Class=Botpack.TMale2?team=0?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello?game=Botpack.CTFGame?mutator=MapVoteLA13.BDBMapVote,TeleCrap.TeleCrap,BotPack.InstaGibDM
Base Mutator is CTF-BT-ShurCB.DMMutator0
Mutators MapVoteLA13.BDBMapVote,TeleCrap.TeleCrap,BotPack.InstaGibDM
Add mutator MapVoteLA13.BDBMapVote
Add mutator TeleCrap.TeleCrap
Add mutator BotPack.InstaGibDM
UdpServerQuery(crt): Port 5556 successfully bound.
Resolving unreal.epicgames.com...
Resolving master0.gamespy.com...
+-----------------
| BTPlusPlus v0.97 by [es]Rush*bR
| Status: Disabled
| Reason: BTPlusPlusv097_C is not in ServerPackages!

Rush
17th July, 2010, 07:27 PM
Try this please, the log you posted gave me some idea:
http://153.19.49.41:5580/~rush/BTPlusPlus_crashfixtest2.zip

face
17th July, 2010, 07:39 PM
ill try

Resolving master0.gamespy.com...
+-----------------
| BTPlusPlus v0.97r3 by [es]Rush*bR
| Status: Running
+-----------------


do i need to change the bt.ini? already saw it makes a new one.


thank you very much for the fast reply and fix it works good now.

Rush
17th July, 2010, 07:54 PM
You can change your old config's section (the one enclosed with [ and ]) to match the new package and you will be good to go.

face
17th July, 2010, 08:02 PM
You can change your old config's section (the one enclosed with [ and ]) to match the new package and you will be good to go.

Done it and its running now testing to see if the crash does not appear.

keep you posted.

thx

back4more
17th July, 2010, 11:43 PM
Done it and its running now testing to see if the crash does not appear.

keep you posted.

thx

Hey face , are the FBT your servers? if so could you please help me to setup a BT server similar?..

all I need is the ini files so that I can build one up.

thanks mate.

email = mashype@<hidden>

btw: I enjoy playing on FBt Servers but because of my 300+ ping its not happening for me lol.

face
18th July, 2010, 12:51 AM
Hey face , are the FBT your servers? if so could you please help me to setup a BT server similar?..

all I need is the ini files so that I can build one up.

thanks mate.

email = mashype@<hidden>

btw: I enjoy playing on FBt Servers but because of my 300+ ping its not happening for me lol.

Yes they are mine!

Were do you live because i got a aussie member who wants to start one there!

back4more
18th July, 2010, 12:58 AM
NewZealand south of Australia.the Servers i build are more for offline play or lan games TBH so i doubt I'd be in competition to anyone else.


If theres a prob . ill nut it out. But would rather help from an expert to narrow down the
Time Factor lol.

Cheers

back4more
18th July, 2010, 07:50 AM
yo Rush , really appreciate you dropping in and making the ammendments to BT++

I take it you dont have an old copy of your ut99 in your ../Oldcomputer/Oldercomputers/C: Drive hehe

would you be able to send me your old bt.ini file so that I can setup a Server?

and mapvotela.ini please , would be awesome.

having a bit of grief setting up a working BT server lol. Have asked a few people but they seem to guard it like a treasure in Atlantis or something.

thanks mate , Great to see some of the oldschool popping in from time to time. Have seen some of your movies on youtube (I assume they're yours) Looks Awesome.

Cheers.

mashype@<hidden>

back4more
20th July, 2010, 03:20 AM
Why no flags showing in BT-Scoreboard , Iam using the Latest BTPlusPlus v0.97r3 by [es]Rush*bR

combined with iptocountry1.6 , have also tested with iptocountry1.2 with no success...

:(

thiago.r2
20th July, 2010, 04:11 PM
Yes they are mine!

Were do you live because i got a aussie member who wants to start one there!

MAN POST This mutator for me InstaGibDM PLZ ADD YOUR MUTATOR FOR DOWNLOAD!!!!!!!

back4more
20th July, 2010, 09:49 PM
MAN POST This mutator for me InstaGibDM PLZ ADD YOUR MUTATOR FOR DOWNLOAD!!!!!!!

is this the one m8?

http://www.etc.cmu.edu/projects/coyote210/Docs/undox/Botpack.InstaGibDM.html
:idea:

luluthefirst
21st July, 2010, 10:26 AM
+-----------------
| BTPlusPlus v0.97 by [es]Rush*bR
| Status: Disabled
| Reason: BTPlusPlusv097_C is not in ServerPackages!
+-----------------

I did put BTPlusPlusv097r3_C in ServerPackages and I removed BTPlusPlusv097_C from ServerPackages.

back4more
21st July, 2010, 10:34 AM
rename it in mapvote and/or serverstart line's

remove ;

;ServerPackages=BTPlusPlusv097
;ServerPAckages=BTPlusPlusv097_C

add ;

ServerPackages=BTPlusPlusv097r3
ServerPackages=BTPlusPlusv097r3_C

restart server.

SoNY_scarface
21st July, 2010, 11:53 AM
I just replaced the actor file "BTPlusPlusv097" and it's all been working fine for me. I don't understand the renaming convention....

luluthefirst
21st July, 2010, 01:33 PM
Same problem, I don't understand what's happening, it still stays at this error message :s

hypertone
23rd July, 2010, 03:05 AM
Incoming first timer..

I copied ALL 4 files into my system directory (src,BTPlusPlusv097_C.u, BTPlusPlus097.u, and BTPlusPlus097.int).

Then I added 'ServerPackages=BTPlusPlusv097_C' to my INI file.

I don't see this on my mutators list in web admin :(


If it helps, this is what my INI looks like:


[Engine.GameEngine]
CacheSizeMegs=777
UseSound=True
MinClientVersion=432
ServerPackages=SoldierSkins
ServerPackages=CommandoSkins
ServerPackages=FCommandoSkins
ServerPackages=SGirlSkins
ServerPackages=BossSkins
ServerPackages=SmartCTF_4D
ServerPackages=BTPlusPlusv097_C
ServerPackages=MapVoteLA13
ServerActors=IpDrv.UdpBeacon
ServerActors=IpServer.UdpServerQuery
ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master0.gamespy.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.mplayer.com MasterServerPort=27900
ServerActors=UWeb.WebServer
ServerActors=SmartCTF_4D.SmartCTFServerActor


I appreciate any help!

thiago.r2
23rd July, 2010, 03:34 PM
is this the one m8?

http://www.etc.cmu.edu/projects/coyote210/Docs/undox/Botpack.InstaGibDM.html
:idea:

Man i no programing :( you no have this mutator ??????????

luluthefirst
23rd July, 2010, 04:59 PM
http://153.19.49.41:5580/~rush/BTPlusPlus_crashfixtest2.zip

Read messages on page 4 l o l

face
23rd July, 2010, 11:43 PM
ServerPackages=BTPlusPlusv097r3_C
ServerActors=ServerPackages=BTPlusPlusv097r3.BTPlusPlus

back4more
24th July, 2010, 12:34 AM
Man i no programing :( you no have this mutator ??????????

That is just the standard IG which comes shipped with Ut. Under Gametype= add that to the end then start.

Gametype=Botpack.InstaGibDM

sorted.

back4more
30th July, 2010, 09:46 AM
just an observation made by a player , but the timer starts from when you die , not when you spawn... any reason y this is.

Cheers.

Rush
30th July, 2010, 11:07 PM
It is for compatibility with the original BunnyTrack mod timer.

back4more
30th July, 2010, 11:42 PM
ok cheers.

Rambo_FD
6th August, 2010, 01:02 AM
Hi everyone, I'm gonna try and add bunny tracks to my server with mapvotela13. Ive been trying to get bunny tracks going but have never installed a single version of it and don't know which is the newest version. Right now I have the BTplusplusv097 mod with the BtPlusPlusv097r3_C.u and the BtPlusPlusv097r3.u since that is the newest version right? Shouldn't there be a BtPlusPlusv097.int? I don't see any .int as a matter of fact. Does it create one?

I also have a BTctfV5a mod. Is that an earlier version of bunny tracks or different version? I have no Idea, just trying to get some BT History. Thanks for any answers in the near future as I'm sure I'll be back. Hopefully from all the earlier posts I will be able to figure it out.

I'm sure the mapvotela13 is going to be fun to set up bunny tracks and zp instagib.

Rush
6th August, 2010, 12:18 PM
The r3 version is an unofficial release, hence the lack of announcement, README or an .int file - I have not yet received a clear statement whether it fixes the crash problem. If you need an .int file for the r3 version, please use the file from v097 release and modify all version references accordingly (filename and by editing the file in text editor).

thiago.r2
6th August, 2010, 12:40 PM
rename it in mapvote and/or serverstart line's

remove ;

;ServerPackages=BTPlusPlusv097
;ServerPAckages=BTPlusPlusv097_C

add ;

ServerPackages=BTPlusPlusv097r3
ServerPackages=BTPlusPlusv097r3_C

restart server.

Somebody can post ipcontry compatible with BTPlusPlus97r3?

Rambo_FD
6th August, 2010, 01:36 PM
The r3 version is an unofficial release, hence the lack of announcement, README or an .int file - I have not yet received a clear statement whether it fixes the crash problem. If you need an .int file for the r3 version, please use the file from v097 release and modify all version references accordingly (filename and by editing the file in text editor).


Thanks for the info Rush,

The btplusplusv097 I found didnt have a .ini or a .int file in it. Just btplusplusv097.u and btplusplusv097_C.u and a Source folder.

However I did find a btplusplusv096 which had everything in it except a readme. After 4 hours of testing (mapvote also) renaming the int and the ini to match the newer file names it now says its running in the Unrealtournament.log I also see the bunnytracks logo when the map starts so wooohooo. Now I have to figure out the mapvotela13 and getting the gametype right. I cant get mapvote to see any of the CTF-BT- maps. I'm gonna go over to that forum and see what I'm doing wrong next.

I dont seem to see any timers or special hud for btplusplus though. Do I have to activate it?

kLeptO*
6th August, 2010, 09:35 PM
Thanks for these updates Rush... The test2 version you've posted, "http://153.19.49.41:5580/~rush/BTPlusPlus_crashfixtest2.zip" does indeed fix the InstaGib crash (that luluthefirst described people doing). I didn't try the other versions but this one seems to prevent it fully.

face
6th August, 2010, 10:14 PM
yep the insta crash is over.

And what you mean with the timer thing?

back4more
7th August, 2010, 02:34 AM
Shouldn't there be a BtPlusPlusv097.int? I don't see any .int as a matter of fact. Does it create one?

BTPlusPlusv097r3.int

[public]
Object=(Name=BTPlusPlusv097r3.BTPlusPlus,Class=Class,MetaClass=Engine.Mutator,Description="BTPlusPlusv097r3")

I have not yet received a clear statement whether it fixes the crash problem.

the server I have released with this mod (click Sig for Download) in it appears fine. Only problem I can see is it not showing up in the CTF Browser and not recognizing the Bt-<map name> Prefix.

Somebody can post ipcontry compatible with BTPlusPlus97r3?

IpToCountry 1.6 (http://ut-files.com/index.php?dir=Admin/IpToCountry/&file=ipToCountry-1.6.zip) works with mod.

be sure set the ServerActor & ServerPackages to Load First before Other Packages/Actors.

Now I have to figure out the mapvotela13 and getting the gametype right.

You will need the Original BunnyTrack as well , as I believe that this mod builds upon it.I think you can download it from here;

Planet Bunnytrack (http://www.planetbunnytrack.com/downloads.php?view=detail&df_id=297)

here is my Mapvote CustomGameConfig line below:


CustomGameConfig[0]=(bEnabled=True,GameClass="BunnyTrack3.BunnyTrackGame",NewPrefix="CTF-BT",mutators="ZeroPingPlus103.ColorAccuGib,CTFDoTheRightThing2.CTFDoTheRightThingMutator",Settings="GameSpeed=1.00,GoalTeamScore=15.0,AirControl=0.350000,TimeLimit=30")

Thanks for these updates Rush... The test2 version you've posted, "http://153.19.49.41:5580/~rush/BTPlusPlus_crashfixtest2.zip" does indeed fix the InstaGib crash (that luluthefirst described people doing). I didn't try the other versions but this one seems to prevent it fully.

Now Iam unsure as to weather this version blocks this crash ... how would I test?... can you post link to Crash BT Post please?

in saying that ... Iam using zeroPing Plus and not the inbuilt IG . would this also Prevent this Problem?

Cheers.

[BFM]

:thumbup:

admin
7th August, 2010, 07:47 AM
updated BTPlusPlusv097r2 with the .int http://unrealtournament.99.free.fr/utfiles/index.php?dir=CTF/BunnyTracks/&file=BTPlusPlusv097r2.zip

Rush
7th August, 2010, 10:16 AM
r2 fixes only IpToCountry issues. r3 is the crash fix. Cheers.

Also .. Original BT mod is not at all needed. The game will behave exactly the same way without it, since BTPlusPlus overrides stuff anyway. The only purpose for the mod is searchability in the server browser and the shorter BT- prefix instead of CTF-BT-.

Rambo_FD
9th August, 2010, 01:36 PM
Hey guys, I ALMOST had it, I had ctf mode running correct, I had BT running correctly also, but all my DM maps would show the btplusplus logo, and the scoring hud looked like Team DM instead of DM, and no matter who you killed, you wouldnt get any points. So I temporarily had to disable everything until it gets figured out. Here is my section of my ini

Is it because btplusplus is loading as a actor?

[Engine.GameEngine]
CacheSizeMegs=4
UseSound=True
ServerActors=IpDrv.UdpBeacon
ServerActors=IpServer.UdpServerQuery
ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master0.gamespy.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.mplayer.com MasterServerPort=27900
ServerActors=UWeb.WebServer
ServerActors=NPLoader_v16b.NPLActor
ServerActors=ACEv08g_S.ACEActor
ServerActors=ACEv08g_EH.ACEEventActor
ServerActors=BtPlusPlusV097r3.BtPlusPlus
ServerPackages=SoldierSkins
ServerPackages=CommandoSkins
ServerPackages=FCommandoSkins
ServerPackages=SGirlSkins
ServerPackages=BossSkins
ServerPackages=Botpack
ServerPackages=ZeroPingPlus103
ServerPackages=CTFDoTheRightThing
ServerPackages=MapVoteLA13
ServerPackages=SmartCTF_4D
ServerPackages=NPLoader_v16b
ServerPackages=NPLoaderLLU_v16b
ServerPackages=NPLoaderLLD_v16b
ServerPackages=NPLoaderLLS_v16b
ServerPackages=ACEv08g_Cdll
ServerPackages=IACEv08c
ServerPackages=ACEv08g_C
ServerPackages=BunnyTrack3
ServerPackages=BTPlusPlusV097r3_C
MinClientVersion=432


Mapvote ini

[MapVoteLA13.BDBMapVote]
bAutoDetect=False
bDM=False
bLMS=False
bTDM=False
bDOM=False
bCTF=False
bAS=False
bSortWithPreFix=True
ASClass=Botpack.Assault
VoteTimeLimit=50
KickPercent=51
bUseMapList=False
ScoreBoardDelay=10
bAutoOpen=True
bKickVote=True
bShowWhoKicksWho=True
bCheckOtherGameTie=True
RepeatLimit=0
MapListIfNooneVoted=1
MapVoteHistoryType=MapVoteLA13.MapVoteHistory1
ServerInfoURL=
MapInfoURL=
MidGameVotePercent=51
Mode=Majority
MinMapCount=2
bRemoveCrashedMaps=False
bEntryWindows=False
bDebugMode=False
bEnableEmptyServerLevelSwitch=False
EmptyServerLevelSwitchTimeMins=15
MsgTimeOut=10
bLoadScreenShot=True
bReloadMapsOnRequestOnly=False
bFixCTFModifications=True
MapVoteTitle=Welcome
LogoTexture=
List1Priority=1.000000
List2Priority=1.000000
List3Priority=1.000000
List4Priority=1.000000
List1Title=
List2Title=Death Match
List3Title=Capture the Flag
List4Title=Bunny Tracks
bList1ObeyRepeatLimit=True
bList2ObeyRepeatLimit=True
bList3ObeyRepeatLimit=True
bList4ObeyRepeatLimit=True
bUseExcludeFilter=True
CustomGameConfig[0]=(bEnabled=True,GameClass="Botpack.DeathMatchPlus",NewPrefix="DM",Mutators="ZeroPingPlus103.AccuGib,MapVoteLA13.BDBMapVote,",Settings="MinPlayers=2")
CustomGameConfig[1]=(bEnabled=True,GameClass="BunnyTrack3.BunnyTrackGame",NewPrefix="BT",Mutators="BTPlusPlusv097r3_C,MapVoteLA13.BDBMapVote,ZeroPingPlus103.ColorAccuGib,",Settings="MaxPlayers=10,MinPlayers=0,GameSpeed=1.00,GoalTeamScore=10.0,AirControl=0.350000,TimeLimit=30")
CustomGameConfig[2]=(bEnabled=True,GameClass="BotPack.CTFGame",NewPrefix="CTF",Mutators="ZeroPingPlus103.AccuGib,CTFDoTheRightThing.CTFDoTheRightThingMutator,SmartCTF_4D.SmartCTF,MapVoteLA13.BDBMapVote,",Settings="MinPlayers=4")
CustomGameConfig[3]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[4]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[5]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[6]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[7]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[8]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[9]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[10]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[11]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[12]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[13]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[14]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[15]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
DefaultSettings=
List1Filter[0]=sDM-*
List1Filter[1]=
List1Filter[2]=
List1Filter[3]=
List1Filter[4]=
List1Filter[5]=
List1Filter[6]=
List1Filter[7]=
List1Filter[8]=
List1Filter[9]=
List1Filter[10]=
List1Filter[11]=
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List1Filter[24]=
List1Filter[25]=
List1Filter[26]=
List1Filter[27]=
List1Filter[28]=
List1Filter[29]=
List1Filter[30]=
List1Filter[31]=
List1Filter[32]=
List1Filter[33]=
List1Filter[34]=
List1Filter[35]=
List1Filter[36]=
List1Filter[37]=
List1Filter[38]=
List1Filter[39]=
List1Filter[40]=
List1Filter[41]=
List1Filter[42]=
List1Filter[43]=
List1Filter[44]=
List1Filter[45]=
List1Filter[46]=
List1Filter[47]=
List2Filter[0]=DM-*
List2Filter[1]=
List2Filter[2]=
List2Filter[3]=
List2Filter[4]=
List2Filter[5]=
List2Filter[6]=
List2Filter[7]=
List2Filter[8]=
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List2Filter[40]=
List2Filter[41]=
List2Filter[42]=
List2Filter[43]=
List2Filter[44]=
List2Filter[45]=
List2Filter[46]=
List2Filter[47]=
List3Filter[0]=CTF-*
List3Filter[1]=
List3Filter[2]=
List3Filter[3]=
List3Filter[4]=
List3Filter[5]=
List3Filter[6]=
List3Filter[7]=
List3Filter[8]=
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List3Filter[35]=
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List3Filter[37]=
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List3Filter[39]=
List3Filter[40]=
List3Filter[41]=
List3Filter[42]=
List3Filter[43]=
List3Filter[44]=
List3Filter[45]=
List3Filter[46]=
List3Filter[47]=
List4Filter[0]=BT-*
List4Filter[1]=
List4Filter[2]=
List4Filter[3]=
List4Filter[4]=
List4Filter[5]=
List4Filter[6]=
List4Filter[7]=
List4Filter[8]=
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List4Filter[27]=
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List4Filter[32]=
List4Filter[33]=
List4Filter[34]=
List4Filter[35]=
List4Filter[36]=
List4Filter[37]=
List4Filter[38]=
List4Filter[39]=
List4Filter[40]=
List4Filter[41]=
List4Filter[42]=
List4Filter[43]=
List4Filter[44]=
List4Filter[45]=
List4Filter[46]=
List4Filter[47]=
ExcludeFilter[0]=
ExcludeFilter[1]=
ExcludeFilter[2]=
ExcludeFilter[3]=
ExcludeFilter[4]=
ExcludeFilter[5]=
ExcludeFilter[6]=
ExcludeFilter[7]=
ExcludeFilter[8]=
ExcludeFilter[9]=
ExcludeFilter[10]=
ExcludeFilter[11]=
ExcludeFilter[12]=
ExcludeFilter[13]=
ExcludeFilter[14]=
ExcludeFilter[15]=
CrashedMaps[0]=
CrashedMaps[1]=
CrashedMaps[2]=
CrashedMaps[3]=
CrashedMaps[4]=
CrashedMaps[5]=
CrashedMaps[6]=
CrashedMaps[7]=
CrashedMaps[8]=
CrashedMaps[9]=
CrashedMaps[10]=
CrashedMaps[11]=
CrashedMaps[12]=
CrashedMaps[13]=
CrashedMaps[14]=
CrashedMaps[15]=
CrashedMaps[16]=
CrashedMaps[17]=
CrashedMaps[18]=
CrashedMaps[19]=
CrashedMaps[20]=
CrashedMaps[21]=
CrashedMaps[22]=
CrashedMaps[23]=
CrashedMaps[24]=
CrashedMaps[25]=
CrashedMaps[26]=
CrashedMaps[27]=
CrashedMaps[28]=
CrashedMaps[29]=
CrashedMaps[30]=
CrashedMaps[31]=
AccName[0]=
AccName[1]=
AccName[2]=
AccName[3]=
AccName[4]=
AccName[5]=
AccName[6]=
AccName[7]=
AccName[8]=
AccName[9]=
AccName[10]=
AccName[11]=
AccName[12]=
AccName[13]=
AccName[14]=
AccName[15]=
AccName[16]=
AccName[17]=
AccName[18]=
AccName[19]=
AccName[20]=
AccName[21]=
AccName[22]=
AccName[23]=
AccName[24]=
AccName[25]=
AccName[26]=
AccName[27]=
AccName[28]=
AccName[29]=
AccName[30]=
AccName[31]=
AccVotes[0]=0
AccVotes[1]=0
AccVotes[2]=0
AccVotes[3]=0
AccVotes[4]=0
AccVotes[5]=0
AccVotes[6]=0
AccVotes[7]=0
AccVotes[8]=0
AccVotes[9]=0
AccVotes[10]=0
AccVotes[11]=0
AccVotes[12]=0
AccVotes[13]=0
AccVotes[14]=0
AccVotes[15]=0
AccVotes[16]=0
AccVotes[17]=0
AccVotes[18]=0
AccVotes[19]=0
AccVotes[20]=0
AccVotes[21]=0
AccVotes[22]=0
AccVotes[23]=0
AccVotes[24]=0
AccVotes[25]=0
AccVotes[26]=0
AccVotes[27]=0
AccVotes[28]=0
AccVotes[29]=0
AccVotes[30]=0
AccVotes[31]=0
TmpNextVirtualPrefix=BT
TmpNextRealPrefix=CTF-BT
bUseMsgTimeout=True

BtPlusplus.ini

[BTPlusPlusv097r3.BTPlusPlus]
bEnabled=True
bAutoLoadInsta=False
bMultiFlags=True
bNoMultiCap=True
bInfoAfterCap=True
bAntiBoost=True
bBlockBoostForGood=False
bDefaultAllowBoost=False
bBlockKilling=True
bCheckCamping=True
CampTime=10
CampRadius=200
bEverybodyGhosts=False
bForceMoversKill=True
ForceMoversKill[0]=Mover0, Mover1, Mover2, Mover5:BT-Maverick,CTF-BT-Maverick
ForceMoversKill[1]=
ForceMoversKill[2]=
ForceMoversKill[3]=
ForceMoversKill[4]=
ForceMoversKill[5]=
ForceMoversKill[6]=
ForceMoversKill[7]=
ForceMoversKill[8]=
ForceMoversKill[9]=
bSaveRecords=True
bRecordsWithoutBoost=True
bDisableInTournament=True
bDisableInNonBTMaps=True
DisableBlockKillingOn=BT-Colors,CTF-BT-Colors,BT-1point4megs,CTF-BT-1point4megs
bBTScoreboard=True
bRespawnAfterCap=True
AllowBoostOn=
bNoKilling=True
AllowKillingOn=BT-Colors,BT-1point4megs,BT-i4games,BT-Abomination,BT-Allied
bGhostWhenCamping=True
bNoCapSuicide=True
RecordsWithoutBoost=2
BoardLabel=Bunny Track (BT++)
CountryFlagsPackage=CountryFlags2

So I guess since the bunnytrack3 mod isnt needed, I would put CTFGame as the Game Type? and BTPlusPlusV0997r3.BtPlusPlus as the Mutator? Also, I dont see online timer or player timer. Is that a different mod?


Can someone tell me what the difference between BT and CTF-BT other then the Prefix? Anyone know what mod adds the !Vote !B !R

Thanks for any info.

thiago.r2
9th August, 2010, 02:08 PM
Hey guys, I ALMOST had it, I had ctf mode running correct, I had BT running correctly also, but all my DM maps would show the btplusplus logo, and the scoring hud looked like Team DM instead of DM, and no matter who you killed, you wouldnt get any points. So I temporarily had to disable everything until it gets figured out. Here is my section of my ini

Is it because btplusplus is loading as a actor?

[Engine.GameEngine]
CacheSizeMegs=4
UseSound=True
ServerActors=IpDrv.UdpBeacon
ServerActors=IpServer.UdpServerQuery
ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master0.gamespy.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.mplayer.com MasterServerPort=27900
ServerActors=UWeb.WebServer
ServerActors=NPLoader_v16b.NPLActor
ServerActors=ACEv08g_S.ACEActor
ServerActors=ACEv08g_EH.ACEEventActor
ServerActors=BtPlusPlusV097r3.BtPlusPlus
ServerPackages=SoldierSkins
ServerPackages=CommandoSkins
ServerPackages=FCommandoSkins
ServerPackages=SGirlSkins
ServerPackages=BossSkins
ServerPackages=Botpack
ServerPackages=ZeroPingPlus103
ServerPackages=CTFDoTheRightThing
ServerPackages=MapVoteLA13
ServerPackages=SmartCTF_4D
ServerPackages=NPLoader_v16b
ServerPackages=NPLoaderLLU_v16b
ServerPackages=NPLoaderLLD_v16b
ServerPackages=NPLoaderLLS_v16b
ServerPackages=ACEv08g_Cdll
ServerPackages=IACEv08c
ServerPackages=ACEv08g_C
ServerPackages=BunnyTrack3
ServerPackages=BTPlusPlusV097r3_C
MinClientVersion=432


Mapvote ini

[MapVoteLA13.BDBMapVote]
bAutoDetect=False
bDM=False
bLMS=False
bTDM=False
bDOM=False
bCTF=False
bAS=False
bSortWithPreFix=True
ASClass=Botpack.Assault
VoteTimeLimit=50
KickPercent=51
bUseMapList=False
ScoreBoardDelay=10
bAutoOpen=True
bKickVote=True
bShowWhoKicksWho=True
bCheckOtherGameTie=True
RepeatLimit=0
MapListIfNooneVoted=1
MapVoteHistoryType=MapVoteLA13.MapVoteHistory1
ServerInfoURL=
MapInfoURL=
MidGameVotePercent=51
Mode=Majority
MinMapCount=2
bRemoveCrashedMaps=False
bEntryWindows=False
bDebugMode=False
bEnableEmptyServerLevelSwitch=False
EmptyServerLevelSwitchTimeMins=15
MsgTimeOut=10
bLoadScreenShot=True
bReloadMapsOnRequestOnly=False
bFixCTFModifications=True
MapVoteTitle=Welcome
LogoTexture=
List1Priority=1.000000
List2Priority=1.000000
List3Priority=1.000000
List4Priority=1.000000
List1Title=
List2Title=Death Match
List3Title=Capture the Flag
List4Title=Bunny Tracks
bList1ObeyRepeatLimit=True
bList2ObeyRepeatLimit=True
bList3ObeyRepeatLimit=True
bList4ObeyRepeatLimit=True
bUseExcludeFilter=True
CustomGameConfig[0]=(bEnabled=True,GameClass="Botpack.DeathMatchPlus",NewPrefix="DM",Mutators="ZeroPingPlus103.AccuGib,MapVoteLA13.BDBMapVote,",Settings="MinPlayers=2")
CustomGameConfig[1]=(bEnabled=True,GameClass="BunnyTrack3.BunnyTrackGame",NewPrefix="BT",Mutators="BTPlusPlusv097r3_C,MapVoteLA13.BDBMapVote,ZeroPingPlus103.ColorAccuGib,",Settings="MaxPlayers=10,MinPlayers=0,GameSpeed=1.00,GoalTeamScore=10.0,AirControl=0.350000,TimeLimit=30")
CustomGameConfig[2]=(bEnabled=True,GameClass="BotPack.CTFGame",NewPrefix="CTF",Mutators="ZeroPingPlus103.AccuGib,CTFDoTheRightThing.CTFDoTheRightThingMutator,SmartCTF_4D.SmartCTF,MapVoteLA13.BDBMapVote,",Settings="MinPlayers=4")
CustomGameConfig[3]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[4]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[5]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[6]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[7]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[8]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[9]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[10]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[11]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[12]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[13]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[14]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[15]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
DefaultSettings=
List1Filter[0]=sDM-*
List1Filter[1]=
List1Filter[2]=
List1Filter[3]=
List1Filter[4]=
List1Filter[5]=
List1Filter[6]=
List1Filter[7]=
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List1Filter[41]=
List1Filter[42]=
List1Filter[43]=
List1Filter[44]=
List1Filter[45]=
List1Filter[46]=
List1Filter[47]=
List2Filter[0]=DM-*
List2Filter[1]=
List2Filter[2]=
List2Filter[3]=
List2Filter[4]=
List2Filter[5]=
List2Filter[6]=
List2Filter[7]=
List2Filter[8]=
List2Filter[9]=
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List2Filter[11]=
List2Filter[12]=
List2Filter[13]=
List2Filter[14]=
List2Filter[15]=
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List2Filter[17]=
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List2Filter[46]=
List2Filter[47]=
List3Filter[0]=CTF-*
List3Filter[1]=
List3Filter[2]=
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List4Filter[0]=BT-*
List4Filter[1]=
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AccVotes[0]=0
AccVotes[1]=0
AccVotes[2]=0
AccVotes[3]=0
AccVotes[4]=0
AccVotes[5]=0
AccVotes[6]=0
AccVotes[7]=0
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AccVotes[30]=0
AccVotes[31]=0
TmpNextVirtualPrefix=BT
TmpNextRealPrefix=CTF-BT
bUseMsgTimeout=True

BtPlusplus.ini

[BTPlusPlusv097r3.BTPlusPlus]
bEnabled=True
bAutoLoadInsta=False
bMultiFlags=True
bNoMultiCap=True
bInfoAfterCap=True
bAntiBoost=True
bBlockBoostForGood=False
bDefaultAllowBoost=False
bBlockKilling=True
bCheckCamping=True
CampTime=10
CampRadius=200
bEverybodyGhosts=False
bForceMoversKill=True
ForceMoversKill[0]=Mover0, Mover1, Mover2, Mover5:BT-Maverick,CTF-BT-Maverick
ForceMoversKill[1]=
ForceMoversKill[2]=
ForceMoversKill[3]=
ForceMoversKill[4]=
ForceMoversKill[5]=
ForceMoversKill[6]=
ForceMoversKill[7]=
ForceMoversKill[8]=
ForceMoversKill[9]=
bSaveRecords=True
bRecordsWithoutBoost=True
bDisableInTournament=True
bDisableInNonBTMaps=True
DisableBlockKillingOn=BT-Colors,CTF-BT-Colors,BT-1point4megs,CTF-BT-1point4megs
bBTScoreboard=True
bRespawnAfterCap=True
AllowBoostOn=
bNoKilling=True
AllowKillingOn=BT-Colors,BT-1point4megs,BT-i4games,BT-Abomination,BT-Allied
bGhostWhenCamping=True
bNoCapSuicide=True
RecordsWithoutBoost=2
BoardLabel=Bunny Track (BT++)
CountryFlagsPackage=CountryFlags2

So I guess since the bunnytrack3 mod isnt needed, I would put CTFGame as the Game Type? and BTPlusPlusV0997r3.BtPlusPlus as the Mutator? Also, I dont see online timer or player timer. Is that a different mod?


Can someone tell me what the difference between BT and CTF-BT other then the Prefix? Anyone know what mod adds the !Vote !B !R

Thanks for any info.

LOOK MY CONFIGS

CustomGameConfig[12]=(bEnabled=True,GameClass="BTctfV5.BTctf",NewPrefi x="BT",Mutators="BTPlusPlusv097r3.BTPlusPlus,Disin tegration.Disintegration,BotPack.InstaGibDM",Setti ngs="")

Now it gave certain I only I added the line first and in the INI second actors I left disactivated =)


ServerPackages=BTPlusPlusv097r3_C
;ServerActors=BTPlusPlusv097r3.BTPlusPlus (disactivated)

Now For !r !b !vote Use Nexgen And you Pluguin.

http://www.ut-files.com/index.php?dir=Admin/Nexgen/&file=Nexgen111.zip MUTATOR
http://www.ut-files.com/index.php?dir=Admin/Nexgen/Plugins/&file=NexgenX111.zip PLUGUIN

it is not necessary to renomear its maps for BT can use normally as CTF-BT

thiago.r2
9th August, 2010, 02:18 PM
r2 fixes only IpToCountry issues. r3 is the crash fix. Cheers.

Also .. Original BT mod is not at all needed. The game will behave exactly the same way without it, since BTPlusPlus overrides stuff anyway. The only purpose for the mod is searchability in the server browser and the shorter BT- prefix instead of CTF-BT-.

Rush

the version ipToCountry-1.6 is not compatible To version r3 and r2!!!
e which the version best and that it exempts of bugs and crash r2 or r3 ?

which the correct version of ipToCountry the one for r3???????????

[rev]rato.skt
9th August, 2010, 05:37 PM
r2 fixes only IpToCountry issues. r3 is the crash fix. Cheers.

Also .. Original BT mod is not at all needed. The game will behave exactly the same way without it, since BTPlusPlus overrides stuff anyway. The only purpose for the mod is searchability in the server browser and the shorter BT- prefix instead of CTF-BT-.

Rush

the version ipToCountry-1.6 is not compatible To version r3 and r2!!!
e which the version best and that it exempts of bugs and crash r2 or r3 ?

which the correct version of ipToCountry the one for r3??

kLeptO*
9th August, 2010, 08:29 PM
@<hidden> Rambo

Assuming your BT maps are titled "BT-MapName", not "CTF-BT-MapName"

Delete this: ServerActors=BtPlusPlusV097r3.BtPlusPlus

This Master Server has been down for years, delete it: ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.mplayer.com MasterServerPort=27900

Change to this:
CustomGameConfig[1]=(bEnabled=True,GameClass="BunnyTrack3.BunnyTrackGame",NewPrefix="BT",Mutators="BTPlusPlusv097r3.BTPlusPlus,ZeroPingPlus103.ColorAccuGib,",Settings="MaxPlayers=10,MinPlayers=0,GameSpeed=1.00,GoalTeamScore=10.0,AirControl=0.350000,TimeLimit=30")

Remove: MapVoteLA13.BDBMapVote from the other CustomGameConfig[x] lines. The Mapvote will reload itself anyway.

This should say:
TmpNextRealPrefix=BT

The differences between BT & CTF-BT are minimal nowdays with BTPlusPlus being used. The BT- prefix is used in tournaments & matches on ClanBase. BTPlusPlus is not allowed there. BunnyTrackGame, being it's own gametype, makes sure you "die" after capping, unlike CTFGame. It was created prior to BTPlusPlus.

The mod that adds "!Vote !B !R" is called Nexgen.

Remove the space in "Settings="MaxPlaye rs", it just shows this way when posting 1 continuous line of text.

Using that ZP Color AccuGib won't protect your server against the InstaGib crash either.

gl

Rambo_FD
10th August, 2010, 02:06 AM
@<hidden> Rambo

Assuming your BT maps are titled "BT-MapName", not "CTF-BT-MapName"

Delete this: ServerActors=BtPlusPlusV097r3.BtPlusPlus

This Master Server has been down for years, delete it: ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.mplayer.com MasterServerPort=27900

Change to this:
CustomGameConfig[1]=(bEnabled=True,GameClass="BunnyTrack3.BunnyTrackGame",NewPrefix="BT",Mutators="BTPlusPlusv097r3.BTPlusPlus,ZeroPingPlus103.ColorAccuGib,",Settings="MaxPlayers=10,MinPlayers=0,GameSpeed=1.00,GoalTeamScore=10.0,AirControl=0.350000,TimeLimit=30")

Remove: MapVoteLA13.BDBMapVote from the other CustomGameConfig[x] lines. The Mapvote will reload itself anyway.

This should say:
TmpNextRealPrefix=BT

The differences between BT & CTF-BT are minimal nowdays with BTPlusPlus being used. The BT- prefix is used in tournaments & matches on ClanBase. BTPlusPlus is not allowed there. BunnyTrackGame, being it's own gametype, makes sure you "die" after capping, unlike CTFGame. It was created prior to BTPlusPlus.

The mod that adds "!Vote !B !R" is called Nexgen.

Remove the space in "Settings="MaxPlaye rs", it just shows this way when posting 1 continuous line of text.

Using that ZP Color AccuGib won't protect your server against the InstaGib crash either.

gl


Thanks for the info Klepto, I will set it up and see how it comes out. I have one more question. Our server starts up with this command line. Will this have any effect between running 4 game modes? BT, zpDM, zpCTF,Zpsniperarena ?

Oh, and my maps are CTF-BT- but was willing to change them all to BT so I could use the bDisableInNonBTMaps=True

./ucc-bin server CTF-EspritLE105?game=Botpack.CTFGame?mutator=CTFDoTheRightThing.CTFDoTheRightThingMutator,MapVoteLA13.BDBMapVote,ZeroPingPlus103.AccuGib,MaxPlayers=20 ini=UnrealTournament.ini multihome=68.232.168.237 port=7777 -nohomedir

Rambo_FD
10th August, 2010, 02:11 AM
LOOK MY CONFIGS

CustomGameConfig[12]=(bEnabled=True,GameClass="BTctfV5.BTctf",NewPrefi x="BT",Mutators="BTPlusPlusv097r3.BTPlusPlus,Disin tegration.Disintegration,BotPack.InstaGibDM",Setti ngs="")

Now it gave certain I only I added the line first and in the INI second actors I left disactivated =)


ServerPackages=BTPlusPlusv097r3_C
;ServerActors=BTPlusPlusv097r3.BTPlusPlus (disactivated)

Now For !r !b !vote Use Nexgen And you Pluguin.

http://www.ut-files.com/index.php?dir=Admin/Nexgen/&file=Nexgen111.zip MUTATOR
http://www.ut-files.com/index.php?dir=Admin/Nexgen/Plugins/&file=NexgenX111.zip PLUGUIN

it is not necessary to renomear its maps for BT can use normally as CTF-BT

Thanks for the links Thiago. I will install it.

kLeptO*
10th August, 2010, 07:17 AM
Our server starts up with this command line. Will this have any effect between running 4 game modes?
./ucc-bin server CTF-EspritLE105?game=Botpack.CTFGame?mutator=CTFDoTheRightThing.CTFDoTheRightThingMutator,MapVoteLA13.BDBMapVote,ZeroPingPlus103.AccuGib,MaxPlayers=20 ini=UnrealTournament.ini multihome=68.232.168.237 port=7777 -nohomedir

Since you have multiple gametypes. Naming BunnyTrack maps BT- instead of CTF-BT- would be good.

On that startup line, the only mutator you really need here is the Mapvote. It will then take over and load the settings in your CustomGameConfig[2] for CTF- maps, since your default map Espirit is CTF. So like this:

./ucc-bin server CTF-EspritLE105?game=Botpack.CTFGame?mutator=MapVoteLA13.BDBMapVote,MaxPlayers=20 ini=UnrealTournament.ini multihome=68.232.168.237

Just gotta remove this space, if you copy paste it "mutator=MapVoteLA 13.BDBMapVote"

kLeptO*
10th August, 2010, 07:36 AM
Now Iam unsure as to weather this version blocks this crash ... how would I test?... can you post link to Crash BT Post please?

Post #55 of this thread.


in saying that ... Iam using zeroPing Plus and not the inbuilt IG . would this also Prevent this Problem?

I believe the crash fix only works if you use the built-in IG.

Rambo_FD
11th August, 2010, 07:45 PM
Thanks Klepto and Thiago, the server seems to be running correctly. I'm using the bTinsta for bt. Thanks again.

face
14th August, 2010, 12:16 PM
Rush i have a question for you.

A clanmember of mine made a tool from which i can log into the server and edit the BTRecords page on my server.

Now the tricky thing is the BTRecords will only get updated after a reboot of the server which is just to much to do and its anoying for the players to be playing and during play the server restarts.

Is there a possibility you can add that tool in the bt++ mutator?

http://img707.imageshack.us/img707/8706/btrecordseditfunctiontr.th.png (http://img707.imageshack.us/i/btrecordseditfunctiontr.png/)

Uploaded with ImageShack.us (http://imageshack.us)


look at the tumbnail you will see i can select the record i want to delete incase someone cheatreced it.Then modify it will mak a backup of the old records page and make a new one with the changes but then theserver needs to restart and it would be so cool if this could be done without a restart.

Bloeb
25th August, 2010, 05:38 PM
Hello Rush,

First of all I'de like to thank you, BT++ has made BT on publics a lot more pleasant.
Secondly I got a change-request; I've recently made a mutator (NWBT) which allows mappers to use normal weapons in BT. The mutator unloads the instagib-mutator and allows the mapper to configure the normal weapons. This works great, but there's one little problem. The antiboost-feature in BT++ and AntiBoost dissallows self-boosting when the player is using a shockrifle (or other weapons with damage-type=="jolted") and boosting is disabled. I think the antiboost-feature is primarily meant for dissallowing boosts by other players, not dissallowing boosts by yourself. I'm trying to circumvent this in my mutator, but it would be great if you could change it as well in both BT++ and AntiBoost.


In the MutatorTakeDamage-function in BT++:
if(string(DamageType)=="jolted" && InstigatedBy.IsA('PlayerPawn') && Victim.IsA('PlayerPawn'))
{
... more code
}

In the MutatorTakeDamage-function in AntiBoost:
if(string(DamageType)=="jolted" && bEnabled)
{
... more code
}

How it could probably be fixed:

if(InstigatedBy.IsA('PlayerPawn') && Victim.IsA('PlayerPawn') && Victim!=InstigatedBy)
{
... more code
}

Rush
25th August, 2010, 10:33 PM
I uploaded a new official .zip attachment - r3 version with this self-boosting exception. Waiting for approval.

Rush
25th August, 2010, 10:35 PM
face: Deleting records would require some "mutate" command for this purpose. Would this be all right?

back4more
25th August, 2010, 11:25 PM
awesome Rush that you are making these adjustments :) could I request that the little best player mesage be dropped down a bit so it doesn't cover the Text above it?.

Cheers.

Rush
25th August, 2010, 11:34 PM
awesome Rush that you are making these adjustments :) could I request that the little best player mesage be dropped down a bit so it doesn't cover the Text above it?.

Cheers.

Since I removed the r3 because of one other little issue I remembered - can you elaborate on this? Maybe some screenshot.

face
26th August, 2010, 12:17 AM
face: Deleting records would require some "mutate" command for this purpose. Would this be all right?


That would be just great.Anything better then nothing at all.

back4more
26th August, 2010, 11:37 AM
Since I removed the r3 because of one other little issue I remembered - can you elaborate on this? Maybe some screenshot.

sure thing m8 this is how BT++ F1 Screen looks on my servers , not sure bout anyone elses though.

http://i36.tinypic.com/p4zr6.jpg

Notice the cap record is overlapped :\

thanks for your help
much appreciated.

[BFM]
:thumbup:

[rev]rato.skt
26th August, 2010, 03:04 PM
the cap record is overlapped :\


would have as to correct this user Rush in the version 97r3?

kLeptO*
27th August, 2010, 07:05 PM
Also have this little problem.. When spectating, the ping, time, packet loss, efficiency get jumbled together.

http://i33.tinypic.com/mt2jpz.jpg

back4more
27th August, 2010, 11:17 PM
@<hidden> Rambo

Assuming your BT maps are titled "BT-MapName", not "CTF-BT-MapName"

Delete this: ServerActors=BtPlusPlusV097r3.BtPlusPlus

This Master Server has been down for years, delete it: ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.mplayer.com MasterServerPort=27900

Change to this:
CustomGameConfig[1]=(bEnabled=True,GameClass="BunnyTrack3.BunnyTrackGame",NewPrefix="BT",Mutators="BTPlusPlusv097r3.BTPlusPlus,ZeroPingPlus103.ColorAccuGib,",Settings="MaxPlayers=10,MinPlayers=0,GameSpeed=1.00,GoalTeamScore=10.0,AirControl=0.350000,TimeLimit=30")

Remove: MapVoteLA13.BDBMapVote from the other CustomGameConfig[x] lines. The Mapvote will reload itself anyway.

This should say:
TmpNextRealPrefix=BT

The differences between BT & CTF-BT are minimal nowdays with BTPlusPlus being used. The BT- prefix is used in tournaments & matches on ClanBase. BTPlusPlus is not allowed there. BunnyTrackGame, being it's own gametype, makes sure you "die" after capping, unlike CTFGame. It was created prior to BTPlusPlus.

The mod that adds "!Vote !B !R" is called Nexgen.

Remove the space in "Settings="MaxPlaye rs", it just shows this way when posting 1 continuous line of text.

Using that ZP Color AccuGib won't protect your server against the InstaGib crash either.

gl

THANX KLEPTO , you have also answered several of my own questions / problems with the Mashype BT++ Servers. (http://mashype.ut-files.com) :thumbup:

will make amends to Website / upgrades etc next few days.

cheers

ps: as for the space in the fourms lol I have worked it out the it will 'space out' after every 50 Chars lol ;)

back4more
27th August, 2010, 11:23 PM
Also have this little problem.. When spectating, the ping, time, packet loss, efficiency get jumbled together.



wonder if Rush would be able to make a scoreboard similar to EUT or SmartCTF for BT++ , as this gametype is very Popular ^_^

it would most certainly be a good release BTPlusPlus98-100 :thumbup:

Rush
28th August, 2010, 10:04 AM
Also have this little problem.. When spectating, the ping, time, packet loss, efficiency get jumbled together.
[/IMG]
Is this some recent issue or what? I don't recall this problem at all and BTPlusPlus has been around a looooong time.

Also don't count on any bigger changes. I am not interested in commiting myself to it BUT I encourage everybody to TAKE OVER. I think it would be a very interesting journey to embark and also very rewarding as many people are using BTPlusPlus and ones work can become very quickly useful. See compiling instructions in the README and start playing with the code. :p

face
28th August, 2010, 02:34 PM
Is this some recent issue or what? I don't recall this problem at all and BTPlusPlus has been around a looooong time.

Also don't count on any bigger changes. I am not interested in commiting myself to it BUT I encourage everybody to TAKE OVER. I think it would be a very interesting journey to embark and also very rewarding as many people are using BTPlusPlus and ones work can become very quickly useful. See compiling instructions in the README and start playing with the code. :p

I understand what you mean.The issue's they are posting here are there since the beginning.

I hope you still put in the effort to fix the record deleting issue that would be awesome.

As to the scoreboard yeah that would be great if someone could pick it up.If i had the knowledge i would have done it myself.

back4more
29th August, 2010, 05:09 AM
I would have thought that you'd only adjust 2 lines of code to push the score holder down by 10px's lol. no worries if it requires copious amounts of time to fix lol.

ps: so you have released the source I thought I heard you say... this would indeed be interesting to study... after I get the [UBC] sorted perhaps.

which Package contains the source? I'll have a look at it .. might be something simple.

Take care.

Bloeb
29th August, 2010, 02:07 PM
It's awesome that you're still fixing small issues. I'm currently occupied with multiple other projects, but I'm definitely interested in forking the project when I got some more time on my hands.

Rush
29th August, 2010, 04:10 PM
I would have thought that you'd only adjust 2 lines of code to push the score holder down by 10px's lol. no worries if it requires copious amounts of time to fix lol.

I just got a LASIK and I am adapting to my new eyes, avoiding computer as much as possible. Sorry for the inconvenience. :P

back4more
29th August, 2010, 11:51 PM
^_^ Ahh Sorry dude.. hope the LASIK works out for you ... tsktsk to much reading big fat computer manuals in the dark aye?.. jokes.

face
6th September, 2010, 12:01 AM
Rush there is another issue.

It seems the timer gets reset while the players doing a run.The time they rec is normal but its weird that if you run 20sec it starts all of the sudden at 0 again.

Rush
6th September, 2010, 12:16 AM
Rush there is another issue.

It seems the timer gets reset while the players doing a run.The time they rec is normal but its weird that if you run 20sec it starts all of the sudden at 0 again.

I can't imagine this issue would be introduced recently.... there were no changes to this part of BTPlusPlus - and you are the first in many years to report it. Truly weird. :-)

face
6th September, 2010, 12:45 AM
I can't imagine this issue would be introduced recently.... there were no changes to this part of BTPlusPlus - and you are the first in many years to report it. Truly weird. :-)


Well just played 2 maps and it happend again the timer resets itself.

2 years ago i had the same issue and if i remember correctly it had to do with another mod.

This is since the nexgen ban hwid thingy.So prob that will be the thing interfearing with the timer. Or another mod called forced suicide made by a member of my clan.

It makes you suicide when your in for 2 sec this because ace lets you cheat recs for the long logging time.

Ill try to work something out. Thx anyway.

Cruque
12th October, 2010, 09:22 AM
Found and probably fixed a bug:

The bForceMoversKill option didn't work properly on the BT-Maverick example. I found that


BTPlusPlusv097r3\Classes\BTPlusPlus.uc

//#########################################################################
//### TEXT FUNCTIONS - used all over the place :)
//#########################################################################
//====================================
// ElementsNum - Counts a specified character in a string(and thus elements) and returns the countresult-1;
//====================================
static final function int ElementsNum(string Str, optional string Char)
{
local int count, pos;

if(Char=="")
Char=":"; // this is a default separator
(....)



the last line should be Char=","; // this is a default separator looking at the example. The bug should also affect CheckBlockKilling() and CheckAllowBoost() by processing only the first entry always. All calls of ElementsNum() in the server package are made without Char and count on comma separated lists.

--------------------------------

Another bug, I don't know a fix is:
a) you got a PB on the map and play it now
b) you improve your PB
c) later on that game you cap worse than the new but better than the old PB
-> scoreboard shows the best one but the worse on that game is saved as your PB and is directly shown as PB on the HUD (left - centered)

Cruque
14th October, 2010, 09:12 PM
A simple try to fix the polycap / 0:01 - record bug:

BTPlusPlusv097r3\Classes\BTPlusPlus.uc
//====================================
// ModifyPlayer - Checks for new player and sets some variables
//====================================
function ModifyPlayer(Pawn Other)
{
local int ID;
if ( NextMutator != None )
NextMutator.ModifyPlayer(Other);

if(!Other.IsA('PlayerPawn'))
return;


CheckForNewPlayer(); // sometimes modifyplayer is being called faster than a tick where usual new player detection is done thus we have to search for new players also here

if(bEverybodyGhosts)
SetGhost(Other, True);

ID=FindPlayer(Other);

PI[ID].RI.bBoosted = False;

Other.AttitudeToPlayer = ATTITUDE_Hate;
(...)



BTPlusPlusv097r3\Classes\FlagDisposer.uc
function Touch(Actor Other)
{
local CTFFlag aFlag;
local Pawn aPawn;
local NavigationPoint StartSpot;
local int i, ID;
local CTFFlag F;
local int BestTime, BestTimeClient;
local int NewTime;
local Pawn Temp;
local int OldScore;


aPawn = Pawn(Other);

if ( (aPawn != None) && aPawn.bIsPlayer && (aPawn.Health > 0) )
{
// check if scored capture
if ( aPawn.PlayerReplicationInfo.Team == Team )
{
if ( aPawn.PlayerReplicationInfo.HasFlag != None)
{
aPawn.AttitudeToPlayer = ATTITUDE_Follow;



(...)


// no flag ? please take one :)
else if(aPawn.AttitudeToPlayer != ATTITUDE_Follow && aPawn.PlayerReplicationInfo.HasFlag == None && Controller.bMultiFlags)


Never made a polycap before but on a testmap no 0:01 cap was possible any longer, only sometimes more than one cap was scored...
AttitudeToPlayer is just some unused Pawn variable.

Cruque
17th October, 2010, 07:10 PM
remove not needed noneFlag implementations

BTPlusPlusv097r3\Classes\FlagDisposer.uc -> Touch()

this and the implementations in BTPlusPlus.uc and
..._C\Classes\BTPPReplicationInfo.uc (function + replication)
Controller.SetNoneFlag(aPawn); // in case the original replication won't work

...
if(aPawn.PlayerReplicationInfo.HasFlag != None) // dunno why but sometimes the flag still remains at this point :F
aPawn.PlayerReplicationInfo.HasFlag.Destroy();



set antiboost for beginners

BTPlusPlusv097r3_C\Classes\UserConfig.uc
defaultproperties{
...
bAntiBoost=True
...
}



fix for the PB-bug (always last cap better than the PB saved before this game is saved and displayed on several places)

//====================================
// SetBestTime - Saves a new record, in clientside if needed, in serverside. It also informs other players about new record.
// Triggered in: class'FlagDisposer'.Touch()
//====================================
function SetBestTime(Pawn P, int Time)
{
local int i, j;
local string Nick;

i = FindPlayer(P);

if(Time > PI[i].Config.BestTime)
{
// save the time clientside
PI[i].Config.AddRecord(Time, CurTimestamp());
PI[i].Config.BestTime = Time;
}




------------------
instead of
// save the time clientside
if(Time > PI[i].Config.BestTime)
PI[i].Config.AddRecord(Time, CurTimestamp());




replace

FormatScore(Controller.MapBestTime) in FlagDisposer.uc
with
Controller.GRI.MapBestTime

and
FormatScore(MapBestTime) in BTPlusPlus.uc
with
GRI.MapBestTime

SoNY_scarface
18th October, 2010, 10:50 AM
Will you be making an updated bug fix release then?

Cruque
18th October, 2010, 01:29 PM
Here is a new package containing all 097r3-fixes I found plus mine ready for testing.

Please test
-BT-Maverick: mover at start and after maze crush now
Readme:
ForceMoversKill[0-9]
(default for:)ForceMoversKill[0]=Mover0,Mover1,Mover2,Mover5:BT-Maverick
- Forces specified movers to kill players encrouching/blocking them.
Format=%Mover%,%Mover%,... :%Map%,%Map%
Up to ten movers and maps in one setting.
Note: You get mover names from UnrealEd. Edit the map, find a mover, right
click on it, Object -> Name.
Note2: When map is set to BT-Maverick it will work for CTF-BT-MaverickCB
also cause it checks for the inclusion of one string in another, it is also
case insensitive.


-BT-i4games/BT-Allied -> killing in the arena should work
-try 0:01 recs (turn multiflags on)
-check if
your record is shown/saved correctly;
is compared to the actually previous one -> bug test: edit a record on an easy map to worse; play; improve; cap in between -> best time shown everywhere and saved?



##########
## CHANGELOG:
#
v0.97r4 by Cruque; based on BTPlusPlusv097r2.zip
- adding Rush's Crashfix from BTPlusPlus_crashfixtest2.zip (SuperShockRifleBT.uc)
- adding Bloeb's self-boosting exception (http://www.unrealadmin.org/forums/showpost.php?p=157293&postcount=109)
- fix: polycap / 0:01 recs (ONLY with mulitflags)
- fix: bug with personal records
- fix: ForceMoversKill, AllowKillingOn and AllowBoostOn processing all elements
- change: AntiBoost on by default
- small changes


=============================
File Name: BTPlusPlus097r4.zip
Size: 116.22KB | Description: BTPlusPlus version 0.97 release 4
http://www.sendspace.com/file/s44ugs
=============================

Cruque
23rd October, 2010, 03:07 PM
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
http://www.sendspace.com/file/laptvo
File Name: BTPlusPlus097r4.zip
Size: 116.75KB | Description: BT++ v0.97 release 4
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

v0.97r4 by Cruque; based on BTPlusPlusv097r2.zip
- adding Rush's Crashfix from BTPlusPlus_crashfixtest2.zip (SuperShockRifleBT.uc)
- adding Bloeb's self-boosting exception (http://www.unrealadmin.org/forums/showpost.php?p=157293&postcount=109)
- fix: polycap / 0:01 recs
- fix: bug with personal records
- fix: ForceMoversKill, AllowKillingOn and AllowBoostOn processing all elements
- fix: handling malplaced flags
- fix: BTPlusPlus not seeing single-flag caps
- change: AntiBoost on by default
- only one timestamp per cap generated and used
- small changes

Cruque
24th October, 2010, 10:26 AM
There should be a critical bug on the scoreboard (r4 only), so use r5 instead. Sorry for inconveniences.

v0.97r5 by Cruque
- fix: players seeing no captimes on scoreboard
- add: guide for users to keep their records

Rush
24th October, 2010, 11:39 AM
Thanks Cruque, you are the man. I actually did apply your changes, but did not have time to test them, so they work now, right? :) I will update the original topic if so.
edit: updated the topic, attachment waiting for approval.

Cruque
24th October, 2010, 05:55 PM
Fail. 097r5 contained code I was playing on, so you can't shoot a trigger.

--------------------------------
File Name: BTPlusPlusv097r6.zip
Size: 117.20KB | Description: BT++ v0.97r6
http://www.sendspace.com/file/10q77f
--------------------------------
complete changelog


v0.97r6 by Cruque; based on BTPlusPlusv097r2.zip
- adding Rush's Crashfix from BTPlusPlus_crashfixtest2.zip (SuperShockRifleBT.uc)
- adding Bloeb's self-boosting exception (http://www.unrealadmin.org/forums/showpost.php?p=157293&postcount=109)
- fix: polycap / 0:01 recs (except polycaps with singleflag)
- fix: bug with personal records
- fix: ForceMoversKill, AllowKillingOn and AllowBoostOn processing all elements
- fix: handling malplaced flags
- fix: BTPlusPlus not seeing single-flag caps
- change: AntiBoost on by default
- only one timestamp per cap generated and used
- fix: players seeing no captimes on scoreboard
- add: guide for users to keep their records
- small changes

v0.97r5 and v0.97r4 by Cruque
bugged


Thanks Cruque, you are the man. I actually did apply your changes, but did not have time to test them, so they work now, right? :) I will update the original topic if so.
edit: updated the topic, attachment waiting for approval.
Tested alot on standalone/non-dedi, but this may be different from real server-client and also sometimes shows strange behavior. Only doublecap (2 scores for 1 run) with singleflag is possible on my testmap, but no 0:01 caps any more. But as testing showed that you never carry a flag at spawn you can't 0:01-rec online?

please post if old functionability is broken or new one not working

Rush
24th October, 2010, 06:39 PM
I've updated the README file, fixed naming of the .int file and added the zip to the first post.

face
25th October, 2010, 01:59 PM
1 Question i updated my servers they run fine.

So is the 0:01 recs fixed too?

I mean there are maps who got the flags so close to eachother that when you rec it and your there at lets say 2:13 it will cap in 0:01.

If not then ill continue with fixing these maps with putting the flags further from eachother.

Cruque
26th October, 2010, 11:26 AM
Multiflags should be safe:
Now a player get check-marked after a cap(1st action) that he/she can't get another flag/make another cap BEFORE respawn.
As far as I tested (and remember) there was never ever a 0:01 cap and no flag carry after spawn and the polycaps(only +1 CTF cap with singleflags) that come with it were ruled out beside strange offline bug on a slow machine. My testmap has 30uu and 1uu distant flags and with the old version I had all: polycap/0:01 rec at first run (any move towards) and respawns with flag occasionally.
So please let people try.

luluthefirst
26th October, 2010, 11:54 AM
Getting "BTPlusPlus <Mapname>.BTPlusPlus0 (Function BTPlusPlusv097.r6.BTPlusPlus.MutatorTakeDamage:000B) Accessed None"

It happens when someone get "damaged".

face
26th October, 2010, 06:34 PM
ok thx we will see.

Azura
27th October, 2010, 03:44 AM
Getting "BTPlusPlus <Mapname>.BTPlusPlus0 (Function BTPlusPlusv097.r6.BTPlusPlus.MutatorTakeDamage:000B) Accessed None"

It happens when someone get "damaged".

if ( instigatedBy.IsA('PlayerPawn') && Victim.IsA('PlayerPawn') && (Victim != instigatedBy) ) // 0x00000015 : 0x0000
{
VictimID = FindPlayer(Victim); // 0x0000003E : 0x003B

Some none checks are probably needed on Victim and instigatedBy.

luluthefirst
27th October, 2010, 10:09 AM
It happens when someone have got a pain (like someone fall down).

I tried that and got an accessed none.

TheDane
27th October, 2010, 03:32 PM
fall damage sets InstigatedBy=None, that's proberly why it rises a accessed none.

if ( InstigatedBy != none )

should be put in front of what Azura mentioned.

Cruque
27th October, 2010, 04:02 PM
Quick fix for the access none warnings. Thanks to Azura, TheDane and luluthefirst.
*************************
File Name: BTPlusPlusv097r6_fixed.zip
Size: 117.66KB | Description: fixed version of BT++ 0.97r6
http://www.sendspace.com/file/j3redi
*************************

v0.97r6_fixed by Cruque
- fix: Accessed Nones with self-boosting exception;
fix by Azura/TheDane
report by luluthefirst http://www.unrealadmin.org/forums/showpost.php?p=158683&postcount=141


Only the serverpackage changed. Precheck for InstigatedBy only as the call in Pawn's TakeDamage goes with Victim = Self != None.

face
28th October, 2010, 06:38 PM
I got an issue.

Ok since i updated my servers with this version ill bet some things have been fixed.

But a new one is happening now.

I had to close the spectators spots because you could rec a map in 5 sec as spectator.

Normaly you can not pickup a flag as spec but now you can and cap the map in super record time.

Cruque
28th October, 2010, 07:36 PM
I doubt that it is a BT++ bug. I tested offline and looking at your forum (it is flymode before / after game not spectator slot - isn't it ?) it is only on your server and normally UT does not let players touch flags before/after the game and all I did so far is adding restrictions to fix polycaps.

To give you a quick fix I added 2 conditions to the pickup (multiflags) and cap (single- and multiflags) so no BT++ caps may happen(and none at all with multiflags).
&& !aPawn.PlayerReplicationInfo.bWaitingPlayer && !Level.Game.bGameEnded

with new server package:
------------------
File Name: BTPlusPlusv097r6_fixed2.zip
Size: 117.61KB | Description: BT++ v0.97r6 fix2
http://www.sendspace.com/file/q3b2jf
------------------

Sp0ngeb0b
28th October, 2010, 09:41 PM
This could be a problem with Nexgen. Your fix only seems to handle players at gamestart, if it doesn't work as it should just use
&& !aPawn.isA('Spectator')

to make it for sure :)

Cruque
29th October, 2010, 09:21 AM
Off the PC I realized that I did raise the bug:


ModifyPlayer:
if(Other.AttitudeToPlayer == ATTITUDE_Follow) <- missing; reset if protection was set before
{
Other.AttitudeToPlayer = ATTITUDE_Hate;//new run -> ready to take the enemy's flag
Other.SetCollision(Other.Default.bCollideActors); <- this should be the source
}


Did the BT++ v0.97r6 fix2 solve it face? Did it really not appear on other servers with 097r4-097r6_fixed?

luluthefirst
29th October, 2010, 11:19 AM
What the code do?

It's not really a bug but at start of the map I see "The blue flag was returned!" or "The red flag was returned!" message.

face
29th October, 2010, 11:30 PM
Off the PC I realized that I did raise the bug:


ModifyPlayer:
if(Other.AttitudeToPlayer == ATTITUDE_Follow) <- missing; reset if protection was set before
{
Other.AttitudeToPlayer = ATTITUDE_Hate;//new run -> ready to take the enemy's flag
Other.SetCollision(Other.Default.bCollideActors); <- this should be the source
}


Did the BT++ v0.97r6 fix2 solve it face? Did it really not appear on other servers with 097r4-097r6_fixed?

Not tested yet because i have a lot of work in real life but i will test it this weekend and will post it here.

Cruque
30th October, 2010, 01:24 PM
New release v0.97r7.
OOOOOOOOOOOOOOOOOOOOOOOOOO
File Name: BTPlusPlusv097r7.zip
Size: 118.05KB | Description: BT++ v0.97r7
http://www.sendspace.com/file/7g2sqe
OOOOOOOOOOOOOOOOOOOOOOOOOO


v0.97r7 by Cruque
- fix: bug addressed in v0.97r6_fixed2 detected and fixed inside BT++
- fix: 50 % chance that timers show a 1 second lower time than the correct BunnyTrack-Time / Timer jumping towards captime ("WTF it was X:YZ @<hidden>#;*+%!..." - no it wasn't)
- small changes


Please test and report:
- cap before/after the game
- Captime back on scoreboard/used for comparison after reconnecting a game (only with NexgenX)
- ACE-plugin - / Reconnect - Timer bugs are affected by this release

----------------
What the code do?

It's not really a bug but at start of the map I see "The blue flag was returned!" or "The red flag was returned!" message.

The code is part of the 0:01 - rec fix. After the cap the player can't touch flags; at spawn this is reversed. Bug is, that this happened also if you join before / after the game in flymode.

The flag returned messages - quick testing: it is from CTF (maybe inital flag spawn + positioning)

face
1st November, 2010, 03:36 PM
Seems the spectate capping is not possible anymore.

Yet there are some other issue's With BT++ which some of us asked for.

1: Possibility to edit the records without restarting server.
2: The overlapping of the maprecord with timer section as posted with screenshot earlier in this topic.


thx for the good work sofar.

luluthefirst
2nd November, 2010, 02:38 PM
Need a better timer, when I respawn it starts by 2, 3 or 4 seconds, need a fix for this: when we press the fire button to respawn, it musts reset the timer to 0 seconds, and better thing is to show a milliseconds :P; I don't know if you can do it. So if peoples have problem with their mouse they don't need to kill theirselves to reset the timer. You understand what I mean?

Short sentence: Reset the timer when the player respawn instead when the player is dying.

Cruque
2nd November, 2010, 04:59 PM
Seems the spectate capping is not possible anymore.

Thanks, good to know. Did you test ace-plugin and the general reconnect bug?


1: Possibility to edit the records without restarting server.
edit or delete?


2: The overlapping of the maprecord with timer section as posted with screenshot earlier in this topic.
On my list - low priority.


thx for the good work sofar.
You are welcome.


Need a better timer, when I respawn it starts by 2, 3 or 4 seconds, need a fix for this: when we press the fire button to respawn, it musts reset the timer to 0 seconds, and better thing is to show a milliseconds :P; I don't know if you can do it. So if peoples have problem with their mouse they don't need to kill theirselves to reset the timer. You understand what I mean?

Short sentence: Reset the timer when the player respawn instead when the player is dying.

You know what I'm coding on? "they don't need to kill theirselves to reset the timer" -> they wouldn't have to suicide if they idled after death/cap.

All I want say is this:

Everybody has to accept that BunnyTrack-Time will be dropped and that all BunnyTrack-Times are unreliable. Reason: BTTime is no correct time measure and not fair.

Example: On FBT-forum there is a thread about a suspicious 1:11 BT-Time cap on ReadyForBunnytrack saying that it is impossible because best official i4G Time in BunnyTrack-Time is 1:12. That is not correct. There is a chance of around 30% that the i4G time is 1:11 in BunnyTrack-Time, else 1:12, so 1:11 is no impossible BunnyTrack-Time and you are puzzled 100% now. Or compare BTTime with the same time-taking rounded to whole seconds: either it is the same or +1 second or -1 second.

face
2nd November, 2010, 06:51 PM
the reconnect bug still works,so our forced suicide mod stays on the server.

About the times. We all know BT timer is about 3 sec away from real time.Yet we do not compare with i4g timer. What we do is look at wr made with BTTimer and if a map has a wr 1:16 and you take 5 sec off and all the best players say that can not be done then i trust them. So that time has to be made with or a bug or a big shortcut.

Anyway would be nice if the BTTimer would be build new lets say i4g standerd so we do not need to recalculate or whatever. In BT++ when you resoawn you actualy lose 3 to 4 sec before you even start to play.

Any fix for that?

luluthefirst
2nd November, 2010, 07:59 PM
You know what I'm coding on? "they don't need to kill theirselves to reset the timer" -> they wouldn't have to suicide if they idled after death/cap.

I'm sorry, I mean that if a player respawn, then the player's timer is reset.

luluthefirst
6th November, 2010, 11:27 AM
You could use this function:

function bool RestartPlayer( pawn aPlayer )

I found it on Engine.GameInfo, this function is called after the player respawns. Or you could use the ModifyPlayer (this function is called to when the player respawns), but this won't work normally if a player reconnect I think.

TheDane
6th November, 2010, 06:52 PM
ModifyPlayer works on all pawns that has bIsPlayer=True (PlayerPawn and Bot), it will work each time the player is spawned into the map, so it will also work on reconnect.

TheDane
6th November, 2010, 06:56 PM
what's the story of : v0.97r7 name?

I honestly find these version names impossibly to remember or keep track of. how about doing a v1 .. then change something and call it v2? man it's so simple even i can keep track of it :)

luluthefirst
6th November, 2010, 06:56 PM
ModifyPlayer works on all pawns that has bIsPlayer=True (PlayerPawn and Bot), it will work each time the player is spawned into the map, so it will also work on reconnect.

I tried reconnect but it won't work, I think that's a Nexgen problem.

And in ModifyPlayer function, just put "player.timer = 0" or somethings like that instead of Killed function ;)

Remove this line from ScoreKill function and add this line to ModifyPlayer function:

ID=FindPlayer(Other);
PI[ID].RI.Runs++;
PI[ID].RI.SetStartTime();

Tested, and work after the player respawns.

luluthefirst
6th November, 2010, 08:45 PM
Cruque, are you still working on it?

I made changes:

Fix: The timer now reset when the player respawns.
Small fix: Player doesn't move anymore when he did cap.
Added: bInstantRespawnAfterCap in BTPlusPlus.ini, this parameter will respawn the player directly after cap. Default: False
Added: New InstaGib style.
Added: bOnlyInsta option in BTPlusPlus.ini, this parameter allow weapon other than InstaGib in the map. Default: True

Rush
7th November, 2010, 10:59 AM
Fix: The timer now reset when the player respawns.
Added: bInstantRespawnAfterCap, this function respawn the player directly after cap.
Small fix: Player doesn't move anymore when he did cap.

And in conjuction all these guarantee the same respawn as after capping in original bunny track?

luluthefirst
7th November, 2010, 11:39 AM
And in conjuction all these guarantee the same respawn as after capping in original bunny track?

Read again my post, I made other changes.

What do you mean?
You can change bInstantRespawnAfterCap parameter if you want, default is set to False ;) It depends on bRespawnAfterCap.

Sp0ngeb0b
7th November, 2010, 02:53 PM
All the original BT times will be corrupt, at the moment you start your run with ~3 secs delay, you cant say that exactly, but with your fix you can no longer compare the times with older versions.

luluthefirst
7th November, 2010, 03:52 PM
All the original BT times will be corrupt, at the moment you start your run with ~3 secs delay, you cant say that exactly, but with your fix you can no longer compare the times with older versions.

I already put the timer to 2 seconds at respawn (it starts with 3 seconds).
I can set the timer to 1 second at respawn, but I can't put 0 second.

Rush
7th November, 2010, 04:12 PM
It's totally wrong. 0:01 start time comes from rounding-up. 0:00:1 will get rounded to 0:01. Artificially raising the time up is stupid.

luluthefirst
7th November, 2010, 05:03 PM
Wait, what you guys mean?

Cruque
7th November, 2010, 05:09 PM
I am working on it but next release is ready when it is ready.

luluthefirst: new release will bring a new timer starting from spawn. What new insta did you make?






====================================================================
====================================================================
Why BunnyTrack-Times is not correct and not fair
================================================

What you gonno see on the charts next is:
x = timestamp at cap
y = timestamp at start(death here like in BTTime)
z = resulting TIME

a) how it should be
http://img211.imagevenue.com/loc961/th_42032_floor_122_961lo.jpg
You see a section of something like an infinite staircase where one step = all runs resulting in the same time. For practice you choose one spot - you can't sit on the walls - and move parallel to the edges = start the run later(up) or earlier(down).
What you see is simple: you allways stay on the same step/time.

b) BunnyTrack-Time
http://img108.imagevenue.com/loc82/th_42033_bttime_122_82lo.jpg
Now look at the chart produced by BunnyTrack-Time. Choose a spot and start the run earlier/later. What you see now is that you either move up or down(except the lines touching corners like the left one) so depending on when you start the very same run, you may get two different BunnyTrack-Times. EDIT: Or in some cases you may do a run almost 1 seconds slower, but starting some other time and get a 1 second improvement.


Further the spawn ain't BT-related and I measured volatile times on it so you can easily loose 0.1 seconds or more and get a higher BTTime through this.

====================================================================
====================================================================


What's needed now is consens on what time follows BT-Time:

I) call it BT++Time - already implemented -
-same speed as BT-Time
-starting at spawn
-rounded to centiseconds
-similar size as BTTime; on average lower by the duration of spawning (~1 second)

II) i4G time


I don't want i4G - Time because: http://www.i4games.eu/forum/p62744-the-difference-between-real-time-%28i4games-time%29-and-bt-time#62744
==============

- i4G recs are important to very few
- fake accuracy
- showing captime in realtime (use=?; info of gamespeed = 110% absolutely needed) instead of gametime which is a a general UT-size
- it will be easy and accurate for i4G site to convert to the new BT++ time
- players get an option to show i4G-like captime in the chatarea and console if they need it

Old recs are not very useful because BT-Time is not correct. E.g. BT-Time compared to BT++-Time is this:
EDIT: general problem as moving to more accurate timer

http://img273.imagevenue.com/loc29/th_48298_bttimevsbttime_122_29lo.jpg
With spawning time = 1 second new time is always lower so keeping old recs and using new BT++Time works and all recs are possible, but breakable with slower runs(furher to the right).

http://img5.imagevenue.com/loc502/th_48299_delta_122_502lo.jpg
And the same run measured with BT++Time gets up to 2 seconds lower time then.

==> so you want I) or II) / old recs YES/NO ?

luluthefirst
7th November, 2010, 05:16 PM
In InstaGib, I just made blue laser like shockrifle for blue team, red laser (like SuperShockRifle, but just a blue thing at center) for red team.

Cruque, what do you think if I set start timer to 2 seconds or 3 when the player respawns? Or I can switch back, reset the timer when the player get killed.

Edit:

Added: AllowOtherWeaponsOn parameter in BTPlusPlus.ini, you guys will understand what it stands for.

Bloeb
11th November, 2010, 11:08 PM
Cruque, first off all, I think it's great that you've taken over the project. I'm wondering though, since I've never seen you on a BT-server, are you a BT-player yourself or just helping out?

Now, about your timing-mechanisms, do you really want to introduce a third timer-system? From a players-perspective I don't think anyone is interested in a completely new timer-system. It would be more interesting to simply implement the i4g-timer, because it allows players to compare times easily. At the moment the i4g-recs seem to replace the BT-Match-recs. Even better; you could give the server-admins the possiblity to choose between the old BT-timer or the i4g-timer.

Also, I'd like to point out that the BT-community is trying to create a BT3-mod based on previous versions and BT++. I think it would be a good idea to collaborate. Check this topic on BT-Match (http://bt-match.net/forum/viewtopic.php?f=3&t=213)

2ndsB4
12th November, 2010, 09:46 AM
respect!
old recs should be converted automatically. the holders will improve them or hunters will beat them if theyre eager enough xD
i find it pretty good of Cruque to try to get away from the i4g timer and i totally support his to do list for the mod!
what would be great to add is to improve the compatibility to the CTF-BT prefix since it attracts the most people to public servers^^

[rev]rato.skt
12th November, 2010, 10:48 AM
The correct would be the accountant of time of the BT was thus:
minute, second and hundredth
http://img403.imageshack.us/img403/4871/cronometro.png

a new compatible project for bt without bugs with ipcontry would be well better and a mutator of votemap that it could searching the map typing the full name or incomplete would be beim more organized and would be very good of if playing
Mapvote Equal to the MapvoteLA13 only added the system of could searching the map typing the full name or incomplete..


If somebody will have courage to face this challenge knows that all community of bt would go to adore!!!!!

OBS: BTPlusPlusv097r7 IS BUG Dont is compatible for Botpack.CTFGame

Cruque
15th November, 2010, 02:08 PM
Hope everyone did read this before posting: http://www.unrealadmin.org/forums/showpost.php?p=158844&postcount=170
And please OBS: BTPlusPlusv097r7 IS BUG Dont is compatible for Botpack.CTFGame is that a bug-report???

-----------------------
BT++ ain't a new time. It is
-BT-Time fixed
-starting at spawn
-as accurate as possible (see below)
=> so just what BT++ players wish for and just a bit lower while i4G is nearly 10% lower

all other get this feature: (textarea + console)
http://img214.imagevenue.com/loc979/th_28341_Shot0044_122_979lo.jpg
-----------------------
now on i4G time
Now here comes the big assumption:
I got to assume that i4G Time is as simple and plain as described on the forum http://www.i4games.eu/forum/p62744-the-difference-between-real-time-%28i4games-time%29-and-bt-time#62744.
If so: the only difference between BT++Time and i4G Time is the time dilation (speed of the timer = a simple division/multiplication).

As BT++ was built on BT-Time now moving to i4G time would be at least doubtable.

After asking i4G vs. BT++ time one week ago I'm no way convinced that BT++ players want to see i4G time.
You got to proof that quickly or BT++ time is the new time.

In any case you get a time with centiseconds(this is btw 1 hundreth of a second) - not more and not less - and no option to choose between different times.
And yes it looks good:
http://img20.imagevenue.com/img.php?image=29601_example_122_384lo.jpg


WHY MILLISECONDS ARE FAKE: (correct me if I'm wrong)
====================================
Level.TimeSeconds is updated every tick, server measures time.
Servers run at 20 ticks per second by default. This means on average every 0.05 seconds real time Level.TimeSeconds increases.
for simplicity take captime in realtime like i4G Time:
-> 20 consecutive ticks for you to make a cap resulting in the same seconds
-> 2 consecutive ticks for you to make a cap resulting in the same deciseconds
Up to this it is all correct to display.
On the scale of centiseconds you skip 4 possible values. But the significant change happens here so it is not all bad to show them.
Adding that ticks ain't all of the same length this opens a new playground for rec-hunters: lucking on centiseconds instead of seconds as it happend with BT-Time.
Moving further down is useless as you move to scales where you skip whole bunches (49/499/...) of possible times and it is fake to display what you can't measure (pretend you can see differences in captimes where you can't).
====================================

A preview on how BT-Time records (seconds; left) would be converted (not yet implemented) to BT++Time/i4G-Time(centiseconds; right)
For all BT-Times it is assumed that they were made with the slowest possible run. The i4G time is rounded up so the time is beatable with the same run.
Don't be confused: if you (correctly) transform the i4G-Time back to BT-Time you get BT-Time + 1 for technical reasons.

i4GT = ceiling(BTT*100/1.1)
BT++T = BTT
e.g 58 seconds BT-Time-> 5273 = 52.73 seconds i4G-Time | 58 BT++Time
„ 0 0 ?*
¦ 1 91 ¦
¦ 2 182 ¦
¦ 3 273 ¦
¦ 4 364 ¦
¦ 5 455 ¦
¦ 6 546 ¦
¦ 7 637 ¦
¦ 8 728 ¦
¦ 9 819 ¦
¦ 10 910 ¦
¦ 11 1000 ¦
¦ 12 1091 ¦
¦ 13 1182 ¦
¦ 14 1273 ¦
¦ 15 1364 ¦
¦ 16 1455 ¦
¦ 17 1546 ¦
¦ 18 1637 ¦
¦ 19 1728 ¦
¦ 20 1819 ¦
¦ 21 1910 ¦
¦ 22 2000 ¦
¦ 23 2091 ¦
¦ 24 2182 ¦
¦ 25 2273 ¦
¦ 26 2364 ¦
¦ 27 2455 ¦
¦ 28 2546 ¦
¦ 29 2637 ¦
¦ 30 2728 ¦
¦ 31 2819 ¦
¦ 32 2910 ¦
¦ 33 3000 ¦
¦ 34 3091 ¦
¦ 35 3182 ¦
¦ 36 3273 ¦
¦ 37 3364 ¦
¦ 38 3455 ¦
¦ 39 3546 ¦
¦ 40 3637 ¦
¦ 41 3728 ¦
¦ 42 3819 ¦
¦ 43 3910 ¦
¦ 44 4000 ¦
¦ 45 4091 ¦
¦ 46 4182 ¦
¦ 47 4273 ¦
¦ 48 4364 ¦
¦ 49 4455 ¦
¦ 50 4546 ¦
¦ 51 4637 ¦
¦ 52 4728 ¦
¦ 53 4819 ¦
¦ 54 4910 ¦
¦ 55 5000 ¦
¦ 56 5091 ¦
¦ 57 5182 ¦
¦ 58 5273 ¦
¦ 59 5364 ¦
¦ 60 5455 ¦
¦ 61 5546 ¦
¦ 62 5637 ¦
¦ 63 5728 ¦
¦ 64 5819 ¦
¦ 65 5910 ¦
¦ 66 6000 ¦
¦ 67 6091 ¦
¦ 68 6182 ¦
¦ 69 6273 ¦
¦ 70 6364 ¦
¦ 71 6455 ¦
¦ 72 6546 ¦
¦ 73 6637 ¦
¦ 74 6728 ¦
¦ 75 6819 ¦
¦ 76 6910 ¦
¦ 77 7000 ¦
¦ 78 7091 ¦
¦ 79 7182 ¦
¦ 80 7273 ¦
¦ 81 7364 ¦
¦ 82 7455 ¦
¦ 83 7546 ¦
¦ 84 7637 ¦
¦ 85 7728 ¦
¦ 86 7819 ¦
¦ 87 7910 ¦
¦ 88 8000 ¦
¦ 89 8091 ¦
¦ 90 8182 ¦
¦ 91 8273 ¦
¦ 92 8364 ¦
¦ 93 8455 ¦
¦ 94 8546 ¦
¦ 95 8637 ¦
¦ 96 8728 ¦
¦ 97 8819 ¦
¦ 98 8910 ¦
¦ 99 9000 ¦
… 100 9091 ‡



Old Accessed None bug(jamming players UT.log):

ScriptWarning: BTScoreBoard HardcoreMap.BTScoreBoard0 (Function BTPlusPlusv097r7_C.BTScoreBoard.DrawNameAndPing:0A63) Accessed None
ScriptWarning: BTScoreBoard HardcoreMap.BTScoreBoard0 (Function BTPlusPlusv097r7_C.BTScoreBoard.DrawNameAndPing:0AF4) Accessed None

Can someone point the line and/or explain how to read the addresses?

TheDane
15th November, 2010, 03:09 PM
I don't understand this time measurement with so many digits? how can there be so many digits while the tickrate of the server is WAY slower and therefore the game WILL not update within these many digits? 6 digits of a second ... ?? please enlighten me on the game update frequencies, because the is surely something i missed?

EDIT: And how do you compensate for the players ping if time is controlled each tick? many ticks can pass before the server gets the players input?

[rev]rato.skt
16th November, 2010, 05:15 PM
Cruque :

You could to arrange to be compatible with Botpack.CTFGame and added the chronometers it of the i4games?

face
16th November, 2010, 06:11 PM
After asking i4G vs. BT++ time one week ago I'm no way convinced that BT++ players want to see i4G time.
You got to proof that quickly or BT++ time is the new time.


I dunno who you asked but as far as i know at BT match and after asking most of the players on my server.

They do not look at the old BT++ world records anymore.

They look at the I4G time and recalculate that back to BT++.

So they new standard for most players if it comes to world record times is the I4G time because they say and think its more accurate.

Correct them if you think they are wrong.

[rev]rato.skt
17th November, 2010, 01:34 AM
Then it could only put compatible with Botpack.CTFGame ???

TheDane
17th November, 2010, 06:42 AM
They look at the I4G time and recalculate that back to BT++.

So they new standard for most players if it comes to world record times is the I4G time because they say and think its more accurate.

Correct them if you think they are wrong.

unless you post the code that does the time calculation i'll have to go for : BS, they are wrong. :thumbup:

fastest operation will be function Tick(), but it cannot produce measurements below 0.05 second, and that's with ZERO lag from the players = ping 0. Speaking of "World Record" makes me laugh ... i gotta see the code to be convinced of any measurement done more exact than 0.05 * player ping.

face
17th November, 2010, 09:16 AM
unless you post the code that does the time calculation i'll have to go for : BS, they are wrong. :thumbup:

fastest operation will be function Tick(), but it cannot produce measurements below 0.05 second, and that's with ZERO lag from the players = ping 0. Speaking of "World Record" makes me laugh ... i gotta see the code to be convinced of any measurement done more exact than 0.05 * player ping.

I think they posted it on i4g how to recalculate from i4g time to bt++ and vice versa. Or google it!

Rush
17th November, 2010, 09:55 AM
Just a random idea .. couldn't calculating speed vectors and location of players make it possible to calculate the "real time" needed to travel between the ticks?

For example we check that in next tick the cap will occur but given the speed vector of the player, the cap could be theoretically done in half the time to the next tick (if the tickrate was 2 times faster) - then we simply scrap the last tick measurement and add 0.025 to the record.

I don't know if i4g does that - but sounds doable.

TheDane
17th November, 2010, 12:11 PM
except it's based upon the same assumptions that Intel uses for their prcessors to compute: nothing changes ...... say a player decide to change it's movement? what calculation would you recommend to use to predict in what direction and when?

you can only be 100% accurate if you use current location and check for when the player actualy touches the flag.

but again ... IF i could see the code i will be convinced .. but since your dealing with human i bet there is nothing you can code to predict it 100%?

luluthefirst
17th November, 2010, 12:38 PM
var float ChangeTime;

function Tick(float DeltaTime)
{
ChangeTime += DeltaTime;
if(ChangeTime >= <seconds>)
{
ChangeTime = 0;
// Put your code
}
}


It's like a Timer function (SetTimer(<seconds>,<bLoop>);) but more complex and usefull. This can be usefull to show milliseconds :P

Rush
17th November, 2010, 12:46 PM
var float ChangeTime;

function Tick(float DeltaTime)
{
ChangeTime += DeltaTime;
if(ChangeTime >= <seconds>)
{
ChangeTime = 0;
// Put your code
}
}


It's like a Timer function (SetTimer(<seconds>,<bLoop>);) but more complex and usefull. This can be usefull to show milliseconds :P
It's not exactly rocket science you know ... no news in this field. :)

TheDane
17th November, 2010, 02:50 PM
var float ChangeTime;

function Tick(float DeltaTime)
{
ChangeTime += DeltaTime;
if(ChangeTime >= <seconds>)
{
ChangeTime = 0;
// Put your code
}
}


It's like a Timer function (SetTimer(<seconds>,<bLoop>);) but more complex and usefull. This can be usefull to show milliseconds :P

ehm actualy not, the Timer function you can control how fast it runs, but you can't with the Tick ... it runs ..... yup, every tick :) In each and every tutorial I've come across the Tick function is defined as the fastest you can control things, hence I fail to understand a "world record" with 6 digits of a second like in the previous picture shown in the topic. I understand what Rush thinks about "knowing" the next step, but that does not leave the base as a solid proof of correct time, and it comes nowhere near the 6 digits of a second anyway. Leave the time with hours/minutes/seconds/ thats the only thing you can trust 100%, with a digits of a second you'll get a pretty exact time but still * ping, with two digits of a second you cant trust that digit one bit.

AnthraX
17th November, 2010, 03:22 PM
var float ChangeTime;

function Tick(float DeltaTime)
{
ChangeTime += DeltaTime;
if(ChangeTime >= <seconds>)
{
ChangeTime = 0;
// Put your code
}
}


It's like a Timer function (SetTimer(<seconds>,<bLoop>);) but more complex and usefull. This can be usefull to show milliseconds :P

That code and SetTimer(<seconds>, true) will do EXACTLY the same. Only difference being that in the tick example you're wasting some execution time because of the extra uscript code you're executing. The engine keeps track of timers (and fires them when needed) inside the native ::Tick() function.

TheDane
17th November, 2010, 03:36 PM
it's not the same, the Tick() function is still carried out each tick regardless of what code you put into it, the Timer() function is controlable .... the end result is the same, but in programming it's different, and using this Tick() funtion demands more CPU power than countdown to a Timer execution ... you know that.

EDIT: let's not debate if this is the same or not, what are your opinion about this BT time? what is the minimum time you can measure correctly?

Cruque
18th November, 2010, 01:30 PM
I dunno who you asked but as far as i know at BT match and after asking most of the players on my server.

They do not look at the old BT++ world records anymore.

They look at the I4G time and recalculate that back to BT++.

So they new standard for most players if it comes to world record times is the I4G time because they say and think its more accurate.

Correct them if you think they are wrong.

Face, you did the right thing.

Giving no credit to old BT-Time records is correct.

Question is new BT++ time vs. i4G (realtime captimes). This is not about correctness or accuracy.
I see admins and good players do prefer i4G. Did you ask casual gamers too (those that only play on servers with BT++ like yours?)

For those players choice is:

BT++ time
---------
-> captimes on average 1 second lower than with BT-Time before
-> records may be on average 0.7 seconds lower than with BT-Time before

realtime/i4G time
-----------------
-> learn new times
-> get captimes in realtime

If you can confirm that those players got no problem with changing to realtime/i4G, choice is clear (I will call it real time anyways).

Just a random idea .. couldn't calculating speed vectors and location of players make it possible to calculate the "real time" needed to travel between the ticks?

For example we check that in next tick the cap will occur but given the speed vector of the player, the cap could be theoretically done in half the time to the next tick (if the tickrate was 2 times faster) - then we simply scrap the last tick measurement and add 0.025 to the record.

I don't know if i4g does that - but sounds doable.
Thought about the very same thing to increase accuracy. But as i4G is certainly not doing this and
comparing to i4GT/reproducing it is desired, this is currently no topic.

About the impact of ping:
I don't know how this plays. But again, i4G is not dealing with this, so I stick to centiseconds.
Up to what digits record hunters will compare their times is secondary.

TheDane
18th November, 2010, 03:07 PM
please find another name than "real time", just call it i4G time.

luluthefirst
18th November, 2010, 03:31 PM
It's not their time, why always their things? It's not private, I know that i4games was the first to make real time but real time can be made by everyone, it's not their time, it can be made by every programmers, it's not the death :P

TheDane
18th November, 2010, 05:43 PM
i mean change the name "real time" as in that fact that is has NOTHING to do with real time at all. 6 digits of a second is not measurable PERIOD!! pretending it is is foolish and makes me look at them like amateurs.

Cruque
25th November, 2010, 02:29 PM
New BT++ v0.98
-----------------------------
File Name: BTPlusPlusv098.zip
Size: 146.40KB | Description: BT++ v0.98
http://www.sendspace.com/file/92gggz
-----------------------------


v0.98 by Cruque; input and testing by luluthefirst
- new: adopting time introduced by the i4G BT mod
- new: separate client-setup & record package -> less editing on updates of BT++
- new: checkpoint times
- new: show captimes on scoreboard as long as the player does not respawn/empty time if idle after death
- new: deciseconds for the HUD-timer (on caps: runs on and jumps back a bit due to network delay)
- new: compare captime with personal record/show improvement of maprecord
- new: admin command for editing/deleting server-records
- new: browsing own records too
- new: player command deleting record/checkpoint-times on current map
- temp feature: transform BT-time records to new time for server and players
- fix: sort players by captime (now alwo with gametype=CTFGame) + fix: without messing up fragcount
- fix: on scoreboard: server-record-text overlapping with rules/data around playername messing up(?)
- removed: bSaveRecords -> always TRUE now
- removed: bBTScoreboard -> always TRUE now
- changed: accepting records up to 99:59.99 (capping beyond that is possible but no records/also checkpoint-times don't go with that)
- changed: if players are not allowed to rec due to boosting, now they not allowed to even cap






CHANGES COMING WITH BT++ v0.98

FOR PLAYERS:
- Old BT-Time is dead. There was chance involved that could get you +1 second or -1 second for the same run.
BT++ adopted the time introduced by the i4G BT mod, which runs as fast as clocks in RL.
Thus this is currently THE TIME representing BunnyTracking captures.

- Checkpoints: 098 takes the zones of the map to give you checkpoint-times; you see your current time if you got no
complete run on on that side of the map. Else you get the difference to your best run there.
Turn this off with "mutate cp_off" (only the output; your times are still recorded) and back on with "mutate cp_on"
in the console. The times are saved and when you load a map and you capped atleast one side you get an
info into your console about the captimes per side you can chase (recall it with "mutate cp_on").
[default = on]

- deciseconds on the HUD: time may jump back a bit towards captime as timer runs on until server confirmed and submitted capture.

- search personal records: open console and enter 'mutate myrecs' to see all personal records
or e.g. 'mutate myrecs rush' to see all your records made on maps named something with 'rush'.

- search records you didn't improve for a long time. E.g. 'mutate myOldRecs 90' to see all your
records that are 90 days or older.

- 'mutate deleteThisRec': delete your record on this map - only on your side. Server records are not affected.
E.g. get rid of a helped rec.

- 'mutate deleteTheseCP': clear your checkpoint-times on the current map.

- on the scoreboard: if you see no timer but -:-- in grey, the player is dead but did not respawn yet.
If there is a static time shown, this is the last captime of that player. It is visible as long as repawn
of that player is missing.

- no need to edit headers in BTRecords.ini if BT++ is not changing something on client setup/records.
IF you want to get your old BT-time records transformed, do this:
-> shutdown UT
-> open UnrealTournament\System\BTRecords.ini
-> find your records under and edit to [BTPlusPlusv098_C.UserConfig]
-> save and start UT
-> enter BT server with 098
-> enter 'mutate keepmyrecs' in console

FOR ADMINS
- edit server-records: enter 'mutate btpp editrec MAPNAME?CAPTIME?PLAYERNAME?TIMESTAMP' into
console; use the same format for MAPNAME, CAPTIME and TIMESTAMP as it is used in the BTPlusPlus.ini (@<hidden> [BTPlusPlus.ServerRecords]).
don't use ? for anything but separation; '?TIMESTAMP' is optional - if not given, the current timestamp is used.
!!! use a text editor and compose there carefully !!! - or search "new server-record; old one:" in the LOG to find the
string representing the replaced record ready for copying right when it happened.
Example: "mutate btpp editRec CTF-BT-Blahblahblah-v2?592969?bestPlayer?1289018995"
or "mutate btpp editRec CTF-BT-Blahblahblah-v2?592969?bestPlayer"

- delete server-record: 'mutate btpp deleteRec MAPNAME'. MAPNAME is the complete mapname as it is
saved inside BTPlusPlus.ini. Search for it with 'mutate records map SUBSTRING'.

- second client package: new entry
ServerPackages=BTPPUser <<<<---- NEW
ServerPackages=BTPlusPlusv098_C

- transform server records to new time:
-> rename header of the old recs in BTRecords.ini to [BTPlusPlus.RecordData]
-> login as admin
-> type 'mutate btpp transformRecs'

- server setup AND server records are saved in BTPlusPlus.ini

FOR Rec-Editing:
- new format of the captimes in BTRecords/Logs/EventListening(cap):
You still get an int, but now you use "600000 - Value" and you get full centiseconds (10^(-2) seconds).




If you used to import BT-game logs into UTStats you got to stop this after updating. Wait for UTStats to update too.

Note:
I did make a mistake on calculating BT-time. Thus the records are transformed to lower/better times than I posted before.
(Also the difference to BT++time would have been 2 seconds and 1.5 for hunted records on average.)

Just for the record:

(new) time -> BT-time:

ceiling(1.1 * time + st + m_SD)

where
-st = spawning time >= 1
-m_SD = Level.TimeSeconds_at_death/[b]previous_cap % 1; unknown -> like frand()
-----------------------------
BT-time record -> (new) time

time = ((BT-time - 1)/1.1 -> ceiled to centiseconds)

[rev]rato.skt
25th November, 2010, 03:04 PM
CRUQUE Very good this modification that you only made I lack a thing!!!
This mutator was imcompativel map the GameType CTFGame (Botpack.CTFGame) standard of the game, already with the GameType Bunny track ctf v5 (BTctfV5.BTctf) functions normally but this gametype is not standard. Could colocalo compatible for the GameType CTFGame (Botpack.CTFGame) standard of the game?

another thing this of congratulations for the initiative, the propramadores is very stopped hj in day… thanks a lot for the new mutator!

kLeptO*
25th November, 2010, 03:53 PM
It does work with Botpack.CTFGame.

[rev]rato.skt
25th November, 2010, 03:55 PM
Look this erro im multiplayer:
http://img827.imageshack.us/img827/5157/errobtplus.png
Look My ini:
[Engine.GameEngine]
CacheSizeMegs=100
UseSound=True
;ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.mplayer.com MasterServerPort=27900
;ServerActors=UWeb.WebServer
ServerPackages=NexgenX111
ServerPackages=NexgenCC
ServerPackages=Nexgen111
ServerPackages=IpToCountry_AOL
ServerPackages=CountryFlags2
ServerPackages=2k4Combos
ServerPackages=SoldierSkins
ServerPackages=CommandoSkins
ServerPackages=FCommandoSkins
ServerPackages=SGirlSkins
ServerPackages=BossSkins
ServerPackages=Botpack
ServerPackages=De
ServerPackages=RocketArena
ServerPackages=RocketArenaMedia
ServerPackages=RocketArenaMultiMesh
ServerPackages=SkeletalChars
ServerPackages=MultiMesh
ServerPackages=Relics
ServerPackages=EpicCustomModels
ServerPackages=TCowMeshSkins
ServerPackages=TNaliMeshSkins
ServerPackages=MapvoteLA13
ServerPackages=Brasil_voice_v1
ServerPackages=ZeroPingPlus103
ServerPackages=SiegeXtremeLiteRC2
ServerPackages=sgMedia
ServerPackages=sgMedia2
;ServerPackages=SmartCTF_4E
ServerPackages=NPLoader_v16b
ServerPackages=NPLoaderLLU_v16b
ServerPackages=NPLoaderLLD_v16b
ServerPackages=NPLoaderLLS_v16b
ServerPackages=ACEv08h_Cdll
ServerPackages=IACEv08c
ServerPackages=ACEv08h_C
ServerPackages=BTPPUser
ServerPackages=BTPlusPlusv098_C
ServerActors=ipToCountry.LinkActor
ServerActors=BTPlusPlus.BTPlusPlus
;ServerActors=SmartCTF_4E.SmartCTFServerActor
ServerActors=NPLoader_v16b.NPLActor
ServerActors=IpDrv.UdpBeacon
ServerActors=IpServer.UdpServerQuery
ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master0.gamespy.com MasterServerPort=27900
ServerActors=MonsterAnnouncer.MA_ServerActor
ServerActors=2k4Combos.CombosSA
ServerActors=Nexgen111.NexgenActor
ServerActors=NexgenX111.NexgenX
ServerActors=ACEv08h_S.ACEActor
ServerActors=ACEv08h_EH.ACEEventActor

luluthefirst
25th November, 2010, 04:16 PM
There are still no new instagib, I have already sent to you this new one, but I think you missed it.

Sp0ngeb0b
25th November, 2010, 04:23 PM
rato.skt;159066']Look this erro im multiplayer:
http://img827.imageshack.us/img827/5157/errobtplus.png


Make sure the file 'BTPlusPlus' is in your System folder.

kLeptO*
25th November, 2010, 04:25 PM
rato.skt;159066']Look this erro im multiplayer:
http://img827.imageshack.us/img827/5157/errobtplus.png
Look My ini:
ServerPackages=BTPPUser
ServerPackages=BTPlusPlusv098_C
ServerActors=BTPlusPlus.BTPlusPlus


Remove ServerActors=BTPlusPlus.BTPlusPlus, add ServerActors=BTPlusPlusv098.BTPlusPlus

[rev]rato.skt
25th November, 2010, 05:41 PM
Thx...

[rev]rato.skt
26th November, 2010, 12:04 AM
luluthefirst
Plz Post to download you unrealtournament.ini and MapVoteLA13.ini of server 178.170.2.30:7777

[rev]rato.skt
26th November, 2010, 02:16 PM
Could repair this mutator to function in a server multi mod for example with siege, RA, TLMS and BT?

face
26th November, 2010, 06:09 PM
Ok i got it running on my server but i have a little problem.

It does not create a new section in the records page. Did i miss something?

Ok found it they are saved in the BT++ ini.

Can it be made like it used to be in the BTRecords.ini?

Otherwise my recsystem does not work anymore.

nospamforme9
27th November, 2010, 10:13 PM
Very nice update! Nice contribution.

I've tested it on fbt3. It looks like sometimes the checkpoint times don't show. Other players experience thesame.

Another request. Would it be possible to disable spawnjumping? Can be quite anoying for rushers.

Another request. When a person boosts another person, even when antiboost is enabled, that person cannot dodge at that time. Quite anoying. A fix would be very nice.

Ty

face
28th November, 2010, 09:46 AM
Very nice update! Nice contribution.

I've tested it on fbt3. It looks like sometimes the checkpoint times don't show. Other players experience thesame.

Another request. Would it be possible to disable spawnjumping? Can be quite anoying for rushers.

Another request. When a person boosts another person, even when antiboost is enabled, that person cannot dodge at that time. Quite anoying. A fix would be very nice.

Ty

If you would have read our forum on FBT then you would have had a answer to the checkpoint issue.

It has to do with the map and how many zones a map is made of.

Take Rush that map is 1 zone so checkpoint time and captime are the same.
Take a map with lava or some other thing then that will be a checkpoint because its another zone.

Safester has tested this and he made a nice explenation about that.




As far as i can see v98 runs fine smooth and people like it.

UTStats has been updated for my by rork at this moment a few little bugs it still has but it looks already nice.

http://www.fragnesscity.nl/UTstats/?p=match&mid=15496

http://www.fragnesscity.nl/UTstats/?p=minfo&map=CTF-BT-%28SAFe%29Pacey-v4


I still wonder tho howcome v98 does not create a new BTRecords ini but puts the records in the BTPlusPlus.ini were the settings are.

nospamforme9
28th November, 2010, 12:46 PM
OK

Cruque
28th November, 2010, 03:59 PM
Thank you all. It is very nice that people like 098.

@<hidden>[rev]rato.skt
Can you run BT++ with CTFGame now? So was it the server setup?

Very nice update! Nice contribution.

I've tested it on fbt3. It looks like sometimes the checkpoint times don't show. Other players experience thesame.

Another request. Would it be possible to disable spawnjumping? Can be quite anoying for rushers.

Another request. When a person boosts another person, even when antiboost is enabled, that person cannot dodge at that time. Quite anoying. A fix would be very nice.

Ty
No checkpoint-times is a bug:
If you set up a new best run on one side (this is independent from usual personal best) it is saved and clears checkpoint-times you might have set previously running on the other side. Should be fixed on next release.

on restart-jumping: can you provide conditions so I can easily reproduce for testing?
on no-dodge-when-hit: I look at it. Maybe I simply prevent shooting when s.o. is in line.


@<hidden>:
I did move server records to BTPlusPlus.ini so server data is there, while everything related to players is in BTRecords.ini.
Please note that the format changed too. So check if it is possible to process out of BTPlusPlus.ini.

And face, could you run another test on the timer bugs? (curious)

face
28th November, 2010, 07:16 PM
Thank you all. It is very nice that people like 098.

@<hidden>[rev]rato.skt
Can you run BT++ with CTFGame now? So was it the server setup?


No checkpoint-times is a bug:
If you set up a new best run on one side (this is independent from usual personal best) it is saved and clears checkpoint-times you might have set previously running on the other side. Should be fixed on next release.

on restart-jumping: can you provide conditions so I can easily reproduce for testing?
on no-dodge-when-hit: I look at it. Maybe I simply prevent shooting when s.o. is in line.


@<hidden>:
I did move server records to BTPlusPlus.ini so server data is there, while everything related to players is in BTRecords.ini.
Please note that the format changed too. So check if it is possible to process out of BTPlusPlus.ini.

And face, could you run another test on the timer bugs? (curious)

As far as i can see there are no timer issue's and none has been reported sofar.

nospamforme9
28th November, 2010, 10:12 PM
Jumping at spawn happens about half of the time.

You're also more likely to spawnjump when you die while side dodging.
If you die while for example jumping, there's less chance to spawnjump after the death.

FYI: It is possible to implement this, because the i4games bt mod prevents spawnjumping.

Ty for your time

edit:
Ppl say it also when happens when you die on a mover.

face
29th November, 2010, 01:19 AM
Jumping at spawn happens about half of the time.

You're also more likely to spawnjump when you die while side dodging.
If you die while for example jumping, there's less chance to spawnjump after the death.

FYI: It is possible to implement this, because the i4games bt mod prevents spawnjumping.

Ty for your time

He is right i4g has no spawnjump and also they dead body's are gone when you die.

[rev]rato.skt
29th November, 2010, 10:15 AM
Somebody could make one .zip for I, with unrealtournament.ini, MapVoteLA.ini and the mutator BTPlusPlusv098 already configured to I test!

I did not obtain to twirl this mutator
whenever dumb the map this disactivate the mutator.

I did not obtain to place pra to function so far help-me.

CustomGameConfig[0]=(bEnabled=True,GameClass="Botpack.CTFGame",NewPrefix="CTF-BT",Mutators="BTPlusPlusv098.BTPlusPlus,BotPack.InstaGibDM",Settings="")

List1Filter[0]=CTF-BT-*

it did not function thus....

Cruque
30th November, 2010, 02:39 PM
@<hidden>[rev]rato.skt
So you want to set up a server with mapvote and different gametypes?
And currently after a mapchange BT++ is not loading again?

Post the [Engine.GameEngine] section out of UnrealTournament.ini and MapVoteLA.ini ->admins look at it!

@<hidden> So the reconnect bug and its amplification through the ace-nexgen-plugin are really gone? You should see up to one(limited) ScriptWarning "TimerBug triggered [1]/[2]" in the logs. Then it is time to hunt down the bug where it originates (it is not BT++).

face
30th November, 2010, 03:58 PM
Well when i joined my server with old btplus after logging timer resetted.Now with this new one it does not anymore :)

[rev]rato.skt
1st December, 2010, 03:51 PM
It would like to ask for the aid of all, I am not obtaining to configure the server with this bt98 can pass me its 2 inis (unrealtournament.ini and MapVoteLA.ini) it does not appear in votemap when I place CTF-BT-* helps me!

back4more
1st December, 2010, 09:30 PM
I think the good reverand would like assistance in setting up a Bt server which loads maps based on the CTF-BT Prefix.

for Memory I think you need to be sure that your map names actually have CTF-BT-<MapName>.unr

can-not remember which mod does both BT-<MapName> / CTF-BT-<MapName>

Rush
2nd December, 2010, 12:38 AM
The new release looks great Cruque. I updated the topic with the new version, the attachment should be soon approved. Cheers.

AnthraX
2nd December, 2010, 12:42 AM
approved

qwerty
14th December, 2010, 03:11 AM
great update!!! thanks!!!

back4more
14th December, 2010, 04:16 AM
works a treat excellent job :)

[rev]rato.skt
15th December, 2010, 02:56 PM
Cruque :
some new design??

Foxit
15th December, 2010, 04:33 PM
there should be fix in readme.txt

NOW:

- Running as a ServerActor:
Copy all files EXCEPT BTPlusPlusv098.int to your System directory and add the below lines to the [Engine.GameEngine] section of UnrealTournament.ini
ServerActors=BTPlusPlus.BTPlusPlus
ServerPackages=BTPPUser
ServerPackages=BTPlusPlusv098_C

HOW IT SHOULD BE:

- Running as a ServerActor:
Copy all files EXCEPT BTPlusPlusv098.int to your System directory and add the below lines to the [Engine.GameEngine] section of UnrealTournament.ini
ServerActors=BTPlusPlusv098.BTPlusPlus
ServerPackages=BTPPUser
ServerPackages=BTPlusPlusv098_C


Some ppl might have problem with installing this actor.

qwerty
15th December, 2010, 06:13 PM
there should be fix in readme.txt

NOW:


HOW IT SHOULD BE:




Some ppl might have problem with installing this actor.


POST

[rev]rato.skt
16th December, 2010, 12:46 AM
POST

hello man, post you MapVoteLA.ini and plz!
Thnx

Foxit
16th December, 2010, 02:16 PM
This checkpoints times works only on maps with zones? If yes, it will be nice when player could add his own checkpoint spot to measure time because not all maps have zones. Also would be nice if player can set some A-B point for measure time, to check which way is faster.


I saw BTcheckpointsBETA on FBT server it's very nice mutator, if author agree that will be nice to see it integrated with BT++.


Another proposition is to make the smaller size of hundredth in rec time near nick on scoreboard to make it more readable.

But that's only my opinion :)

Sp0ngeb0b
16th December, 2010, 03:07 PM
I saw BTcheckpointsBETA on FBT server it's very nice mutator, if author agree that will be nice to see it integrated with BT++.


It's still in BETA phase, I will release it in the next days. I don't see a reason why it should be integrated in BTPlusPlus, because it's also designed to run on non-BTPlusPlus servers plus it comes with a cooperative mode so it runs perfectly together with BTPP as a stand-alone mutator ;)

qwerty
16th December, 2010, 11:41 PM
It's still in BETA phase, I will release it in the next days. I don't see a reason why it should be integrated in BTPlusPlus, because it's also designed to run on non-BTPlusPlus servers plus it comes with a cooperative mode so it runs perfectly together with BTPP as a stand-alone mutator ;)

I look forward to this :)

face
17th December, 2010, 12:13 AM
It's still in BETA phase, I will release it in the next days. I don't see a reason why it should be integrated in BTPlusPlus, because it's also designed to run on non-BTPlusPlus servers plus it comes with a cooperative mode so it runs perfectly together with BTPP as a stand-alone mutator ;)

Did not test last version yet.Because i am busy at my work so sunday ill put it on my servers then 1 week test periode should do the trick.

[rev]rato.skt
17th December, 2010, 01:31 AM
I look forward to this (2)

qwerty
17th December, 2010, 04:02 AM
rato.skt;159400']hello man, post you MapVoteLA.ini and plz!
Thnx

what do you want to know how to set up?

[MapvoteLA13.BDBMapVote]
bAutoDetect=False
bDM=False
bLMS=False
bTDM=False
bDOM=False
bCTF=False
bAS=False
bSortWithPreFix=True
ASClass=Botpack.Assault
VoteTimeLimit=50
KickPercent=51
bUseMapList=False
ScoreBoardDelay=10
bAutoOpen=True
bKickVote=True
bShowWhoKicksWho=False
bCheckOtherGameTie=True
RepeatLimit=75
MapListIfNooneVoted=3
MapVoteHistoryType=MapVoteLA13.MapVoteHistory1
ServerInfoURL=
MapInfoURL=
MidGameVotePercent=51
Mode=Majority
MinMapCount=200
bRemoveCrashedMaps=False
bEntryWindows=False
bDebugMode=False
bEnableEmptyServerLevelSwitch=False
EmptyServerLevelSwitchTimeMins=15
MsgTimeOut=8
bLoadScreenShot=True
bUseMsgTimeout=False
bReloadMapsOnRequestOnly=True
bFixCTFModifications=False
MapVoteTitle=Welcome
LogoTexture=
List1Priority=1.000000
List2Priority=1.000000
List3Priority=1.000000
List4Priority=1.000000
List1Title=Symbols & Numbers
List2Title=A - E
List3Title=F - R
List4Title=S - Z
bList1ObeyRepeatLimit=True
bList2ObeyRepeatLimit=True
bList3ObeyRepeatLimit=True
bList4ObeyRepeatLimit=True
bUseExcludeFilter=False
CustomGameConfig[0]=(bEnabled=True,GameClass="Botpack.CTFGame",NewPrefix="CTF",Mutators="Disintegration.Disintegration",Settings="GoalTeamScore=15.0,AirControl=0.450000,TimeLimit=45,GameSpeed=1.00")
CustomGameConfig[1]=(bEnabled=False,GameClass="Botpack.CTFGame",NewPrefix="CTF",Mutators="",Settings="")
CustomGameConfig[2]=(bEnabled=False,GameClass="Botpack.CTFGame",NewPrefix="iCTF",Mutators="",Settings="")
CustomGameConfig[3]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[4]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[5]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[6]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[7]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[8]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[9]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[10]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[11]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[12]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[13]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[14]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
CustomGameConfig[15]=(bEnabled=False,GameClass="",NewPrefix="",Mutators="",Settings="")
DefaultSettings=
List1Filter[0]=CTF-BT-$*
List1Filter[1]=CTF-BT-(*
List1Filter[2]=CTF-BT-)*
List1Filter[3]=CTF-BT-=*
List1Filter[4]=CTF-BT-&*
List1Filter[5]=CTF-BT-{*
List1Filter[6]=CTF-BT-1*
List1Filter[7]=CTF-BT-2*
List1Filter[8]=CTF-BT-3*
List1Filter[9]=CTF-BT-4*
List1Filter[10]=CTF-BT-5*
List1Filter[11]=CTF-BT-6*
List1Filter[12]=CTF-BT-8*
List1Filter[13]=
List1Filter[14]=
List1Filter[15]=
List1Filter[16]=
List1Filter[17]=
List1Filter[18]=
List1Filter[19]=
List1Filter[20]=
List1Filter[21]=
List1Filter[22]=
List1Filter[23]=
List1Filter[24]=
List1Filter[25]=
List1Filter[26]=
List1Filter[27]=
List1Filter[28]=
List1Filter[29]=
List1Filter[30]=
List1Filter[31]=
List1Filter[32]=
List1Filter[33]=
List1Filter[34]=
List1Filter[35]=
List1Filter[36]=
List1Filter[37]=
List1Filter[38]=
List1Filter[39]=
List1Filter[40]=
List1Filter[41]=
List1Filter[42]=
List1Filter[43]=
List1Filter[44]=
List1Filter[45]=
List1Filter[46]=
List1Filter[47]=
List2Filter[0]=CTF-BT-A*
List2Filter[1]=CTF-BT-B*
List2Filter[2]=CTF-BT-C*
List2Filter[3]=CTF-BT-D*
List2Filter[4]=CTF-BT-E*
List2Filter[5]=
List2Filter[6]=
List2Filter[7]=
List2Filter[8]=
List2Filter[9]=
List2Filter[10]=
List2Filter[11]=
List2Filter[12]=
List2Filter[13]=
List2Filter[14]=
List2Filter[15]=
List2Filter[16]=
List2Filter[17]=
List2Filter[18]=
List2Filter[19]=
List2Filter[20]=
List2Filter[21]=
List2Filter[22]=
List2Filter[23]=
List2Filter[24]=
List2Filter[25]=
List2Filter[26]=
List2Filter[27]=
List2Filter[28]=
List2Filter[29]=
List2Filter[30]=
List2Filter[31]=
List2Filter[32]=
List2Filter[33]=
List2Filter[34]=
List2Filter[35]=
List2Filter[36]=
List2Filter[37]=
List2Filter[38]=
List2Filter[39]=
List2Filter[40]=
List2Filter[41]=
List2Filter[42]=
List2Filter[43]=
List2Filter[44]=
List2Filter[45]=
List2Filter[46]=
List2Filter[47]=
List3Filter[0]=CTF-BT-F*
List3Filter[1]=CTF-BT-G*
List3Filter[2]=CTF-BT-H*
List3Filter[3]=CTF-BT-I*
List3Filter[4]=CTF-BT-J*
List3Filter[5]=CTF-BT-K*
List3Filter[6]=CTF-BT-L*
List3Filter[7]=CTF-BT-M*
List3Filter[8]=CTF-BT-N*
List3Filter[9]=CTF-BT-O*
List3Filter[10]=CTF-BT-P*
List3Filter[11]=CTF-BT-Q*
List3Filter[12]=CTF-BT-R*
List3Filter[13]=
List3Filter[14]=
List3Filter[15]=
List3Filter[16]=
List3Filter[17]=
List3Filter[18]=
List3Filter[19]=
List3Filter[20]=
List3Filter[21]=
List3Filter[22]=
List3Filter[23]=
List3Filter[24]=
List3Filter[25]=
List3Filter[26]=
List3Filter[27]=
List3Filter[28]=
List3Filter[29]=
List3Filter[30]=
List3Filter[31]=
List3Filter[32]=
List3Filter[33]=
List3Filter[34]=
List3Filter[35]=
List3Filter[36]=
List3Filter[37]=
List3Filter[38]=
List3Filter[39]=
List3Filter[40]=
List3Filter[41]=
List3Filter[42]=
List3Filter[43]=
List3Filter[44]=
List3Filter[45]=
List3Filter[46]=
List3Filter[47]=
List4Filter[0]=CTF-BT-S*
List4Filter[1]=CTF-BT-T*
List4Filter[2]=CTF-BT-U*
List4Filter[3]=CTF-BT-V*
List4Filter[4]=CTF-BT-W*
List4Filter[5]=CTF-BT-X*
List4Filter[6]=CTF-BT-Y*
List4Filter[7]=CTF-BT-Z*
List4Filter[8]=
List4Filter[9]=
List4Filter[10]=
List4Filter[11]=
List4Filter[12]=
List4Filter[13]=
List4Filter[14]=
List4Filter[15]=
List4Filter[16]=
List4Filter[17]=
List4Filter[18]=
List4Filter[19]=
List4Filter[20]=
List4Filter[21]=
List4Filter[22]=
List4Filter[23]=
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List4Filter[26]=
List4Filter[27]=
List4Filter[28]=
List4Filter[29]=
List4Filter[30]=
List4Filter[31]=
List4Filter[32]=
List4Filter[33]=
List4Filter[34]=
List4Filter[35]=
List4Filter[36]=
List4Filter[37]=
List4Filter[38]=
List4Filter[39]=
List4Filter[40]=
List4Filter[41]=
List4Filter[42]=
List4Filter[43]=
List4Filter[44]=
List4Filter[45]=
List4Filter[46]=
List4Filter[47]=
ExcludeFilter[0]=
ExcludeFilter[1]=
ExcludeFilter[2]=
ExcludeFilter[3]=
ExcludeFilter[4]=
ExcludeFilter[5]=
ExcludeFilter[6]=
ExcludeFilter[7]=
ExcludeFilter[8]=
ExcludeFilter[9]=
ExcludeFilter[10]=
ExcludeFilter[11]=
ExcludeFilter[12]=
ExcludeFilter[13]=
ExcludeFilter[14]=
ExcludeFilter[15]=
CrashedMaps[0]=
CrashedMaps[1]=
CrashedMaps[2]=
CrashedMaps[3]=
CrashedMaps[4]=
CrashedMaps[5]=
CrashedMaps[6]=
CrashedMaps[7]=
CrashedMaps[8]=
CrashedMaps[9]=
CrashedMaps[10]=
CrashedMaps[11]=
CrashedMaps[12]=
CrashedMaps[13]=
CrashedMaps[14]=
CrashedMaps[15]=
CrashedMaps[16]=
CrashedMaps[17]=
CrashedMaps[18]=
CrashedMaps[19]=
CrashedMaps[20]=
CrashedMaps[21]=
CrashedMaps[22]=
CrashedMaps[23]=
CrashedMaps[24]=
CrashedMaps[25]=
CrashedMaps[26]=
CrashedMaps[27]=
CrashedMaps[28]=
CrashedMaps[29]=
CrashedMaps[30]=
CrashedMaps[31]=
AccName[0]=
AccName[1]=
AccName[2]=
AccName[3]=
AccName[4]=
AccName[5]=
AccName[6]=
AccName[7]=
AccName[8]=
AccName[9]=
AccName[10]=
AccName[11]=
AccName[12]=
AccName[13]=
AccName[14]=
AccName[15]=
AccName[16]=
AccName[17]=
AccName[18]=
AccName[19]=
AccName[20]=
AccName[21]=
AccName[22]=
AccName[23]=
AccName[24]=
AccName[25]=
AccName[26]=
AccName[27]=
AccName[28]=
AccName[29]=
AccName[30]=
AccName[31]=
AccVotes[0]=0
AccVotes[1]=0
AccVotes[2]=0
AccVotes[3]=0
AccVotes[4]=0
AccVotes[5]=0
AccVotes[6]=0
AccVotes[7]=0
AccVotes[8]=0
AccVotes[9]=0
AccVotes[10]=0
AccVotes[11]=0
AccVotes[12]=0
AccVotes[13]=0
AccVotes[14]=0
AccVotes[15]=0
AccVotes[16]=0
AccVotes[17]=0
AccVotes[18]=0
AccVotes[19]=0
AccVotes[20]=0
AccVotes[21]=0
AccVotes[22]=0
AccVotes[23]=0
AccVotes[24]=0
AccVotes[25]=0
AccVotes[26]=0
AccVotes[27]=0
AccVotes[28]=0
AccVotes[29]=0
AccVotes[30]=0
AccVotes[31]=0
TmpNextVirtualPrefix=CTF-BT
TmpNextRealPrefix=CTF-BT

luluthefirst
17th December, 2010, 07:00 AM
@<hidden>[rev]rato.skt: noooooo it's not a mapvote problem why do we need to post mapvotela13.ini? it's only for showing all maps, btplusplus is all in unrealtournament.ini and btplusplus.ini, it's easy to setup if you read the ReadMe.txt, it's all stored in!!

[rev]rato.skt
17th December, 2010, 10:45 AM
guess its because it's bug in my post ut it did not work with the mapvotela13 Botpack.CTFGame

Obs: Thanks qwerty !!! you have the mutator of votemap of i4games?

http://img802.imageshack.us/img802/3306/i4gamsmapvote.png (http://img802.imageshack.us/i/i4gamsmapvote.png/)

Uploaded with ImageShack.us (http://imageshack.us)

luluthefirst
17th December, 2010, 02:53 PM
Getting an accessed none:

BTPlusPlus <mapname>.BTPlusPlus0 (Function BTPlusPlusv098.BTPlusPlus.Timer:039A) Accessed None

face
17th December, 2010, 07:36 PM
rato.skt;159419']guess its because it's bug in my post ut it did not work with the mapvotela13 Botpack.CTFGame

Obs: Thanks qwerty !!! you have the mutator of votemap of i4games?

http://img802.imageshack.us/img802/3306/i4gamsmapvote.png (http://img802.imageshack.us/i/i4gamsmapvote.png/)

Uploaded with ImageShack.us (http://imageshack.us)

There no mutator for that i wsh it was but this is made on a database out of ut.

Most who have played there know what it shows and its not a simple thing to do.

luluthefirst
17th December, 2010, 08:00 PM
It's still in BETA phase, I will release it in the next days. I don't see a reason why it should be integrated in BTPlusPlus, because it's also designed to run on non-BTPlusPlus servers plus it comes with a cooperative mode so it runs perfectly together with BTPP as a stand-alone mutator ;)

I have it on my server, while I disabled capping with checkpoint, the player is evil, he places the checkpoint at the center of the flag, he kill hisself to respawn to the checkpoint he placed and he got the flag, like in Maverick, I did this bug, placing the checkpoint at top of the flag where you going on the kicker to go at the high top to take the flag, I did it and got the flag, isn't there any code to drop the flag from the player?

Aslo, in water zone, when you enable player from placing checkpoints in water zone, they respawn at the checkpoint, but they can't go up or down in the waterzone, they are stuck.

Sp0ngeb0b
17th December, 2010, 09:14 PM
One question - how did you get the BETA version? I only gave it out to a
few people, and I think this is also the main reason for your problems.

I have it on my server, while I disabled capping with checkpoint, the player is evil, he places the checkpoint at the center of the flag, he kill hisself to respawn to the checkpoint he placed and he got the flag, like in Maverick, I did this bug, placing the checkpoint at top of the flag where you going on the kicker to go at the high top to take the flag, I did it and got the flag, isn't there any code to drop the flag from the player?


It isn't possible to take the flag and capture after using a checkpoint if bDisallowCaps is set to true. This must be a missconfiguered .ini

Also, you shouldn't be able to set checkpoints while beeing in air, again missconfiguered.


Aslo, in water zone, when you enable player from placing checkpoints in water zone, they respawn at the checkpoint, but they can't go up or down in the waterzone, they are stuck.

Again, missconfiguered. There are predefined settings in the .ini which prevent all these bugs, I only made it configuable for people who really know what they want.


I recommend you to wait until the public release, it will have a detailed readme which should make everything clear ;)

luluthefirst
17th December, 2010, 09:25 PM
One question - how did you get the BETA version? I only gave it out to a
few people, and I think this is also the main reason for your problems.

I'm sorry, I got it from my cache folder :|

I really like it but shoud I delete it from my server and wait for the public release? This mutator is very nice :)

It isn't possible to take the flag and capture after using a checkpoint if bDisallowCaps is set to true. This must be a missconfiguered .ini

Just some trick, near the flag :P or just set PlayerReplicationInfo.HasFlag = none in the Function Tick(float deltatime) when bDisallowCaps is set to true
I have already set bDisallowCaps to true, I will never let it to false, I don't want the recs to be cheated ;)

Also, you shouldn't be able to set checkpoints while beeing in air, again missconfiguered.

I know, I just enabled it, for those who like to be "in air" :P

Again, missconfiguered. There are predefined settings in the .ini which prevent all these bugs, I only made it configuable for people who really know what they want.

I enabled checkpoint in water for players who are in water and want to place their own checkpoint :D

Sp0ngeb0b
17th December, 2010, 09:28 PM
I really like it but shoud I delete it from my server and wait for the public release? This mutator is very nice :)


Wait for the public release and I promise everything will be fine ;)

face
17th December, 2010, 11:32 PM
i really do not understand why people can not wait and try to rip it all out of there cache to see if they can make it run and use.

nospamforme9
17th December, 2010, 11:39 PM
Because it's in the nature of humans to get something prereleased.

How about anti spawnjumping? Anything new on that problem?

BnT^
20th December, 2010, 03:09 PM
i really do not understand why people can not wait and try to rip it all out of there cache to see if they can make it run and use.

Well,

First off..

BTChecpoints has been attempted to be "ripped" many times before sp0ngeb0b.

1) Full credits for the "idea" on a 'Checkpoint'system for BT are granted for [i4g]Med!c; Spongeb0b also based/ripped his code/source on that part.
2) But since the Checkpoints-code was a part of the [i4g]-system and very hard to be untangled..yeah..Med!c did a splendid job to keep his code/mod untwistable...
=> It is part of their marketing these last few years..
=> As is also why their Mapvote system is also hiden because it is very well coded etc .. (you get the drill?)

i4Games will always function like that and who are we to blame them? Jealousy... 8-)..

3) Another reason is, the checkpoint sp0ngeb0b made/changed is indeed very buggy and in betaphase..but still, nice to see somebody untangling the code as far as it goes! And you can say sp0ngeb0b is probably 1st brick which lures other people.. (There you have your answer Face ;-) )

I made a ut-codewriter look into it (2nd Brick), just to tweak my own curiousity (3rd Brick) as why this still is in beta-phase and why it is hooked with Nexgen & BT++ inside the code itself (Perhaps that is why sp0ngeb0b now pledged to make it more "stand-alone").
Then again the hooks turned out pretty easy for my codewriterbuddy and he reverted/untangled it, unhooked it and made it a stand-alone modification with all the features.
## Tbh, that's how it always should be and perhaps that will lead to much less "Ripping Off.."; simply make a mutator/add-on, make it stand-alone and most of all, compatible with every BT mod out there (BT++,BT,BT2,etc..) & simply share and people will recognize your work and give you credit for it and so on..

And yeah, I know sp0ngeb0b never had a chance to release his work into public..but what can I say..my own buddy codewriter didn't need as long to make it stand-alone and fully functional on standard BT/BT2 servers without all the hooking and dreaful stuff needed for Nexgen and such. :X .. sorry on that matter but speed does matter sometimes..

The only 'bug' we've encountered is that the "respawnglare" appears at the 'playerstart'-position and not where you respawn at your checkpoint..but that's a tiny detail we are happy to live with, we couldn't be bothered anymore at that point.

For the anti-jumpspawn, it is a bug inside unreal tournament itself I guess (or at least in the mapping through UnrealED (?)), as are so many things..because Unreal Tournament itself is fairly old and edited beyond compare towards any other game.
Just jump and suicide on your next spawn and be done with it, every decent BT-Player should know that fact or at least be informed by it. I'd hate it to keep modding/mutating for those bugs, some people do.. but it will all stack up too much at a certain point and turn out like nexgen and comparable things... don't get me wrong, it's all nicely done and took a lot of work but it's so laggy when it starts etc etc.. and it will never be perfect or bugfree..nobody's perfect, neither is a game or a mutator/mod, just live with it ;-)...simplicity owns it all!

Anyways.. just wanted to type this here.. it's not really helpful..it's just my opinion & view on certain stuff, not here to unleash a debate or any kind of.

Cheers,
BnT^ (An official BunnyTrack-Cupserver owner/admin @<hidden> clanbase.com)

face
20th December, 2010, 04:08 PM
Well,

First off..

it has been attempted to be "ripped" many times before.

Full credits for the "idea" on a 'Checkpoint'system for BT are granted for Med!c. Spongeb0b also based/ripped his code/source on that part.

Another reason is, the checkpoint sp0ngeb0b made/changed is indeed very buggy afaik (refering to his former release).

I made a ut-codewriter look into it, just to tweak my own curiousity as why this still is in beta-phase and why it is hooked with Nexgen & BT++ inside the code itself. Then the hooks turned out pretty easy and the ut-codewriter reverted it, unhooked it and made it a stand-alone mutator with all the features. Tbh, that's how it should be, make a mutator, make it stand-alone and most of all, compatible with every BT mod out there (BT++,BT,BT2,etc..)

The only 'bug' we've encountered is that the "respawnglare" appears at the 'playerstart'-position and not where you respawn at your checkpoint..but that's a tiny detail we are happy to live with.

For the anti-jumpspawn, it is a bug inside ut itself, as are so many things..because it's fairly old and edited beyond compare towards any-game. Just jump and suicide on your next spawn and be done with it, every decent BT-Player should know that fact or at least be informed by it. I'd hate it to keep modding/mutating for those bugs, it will all stack up too much at a certain point and turn out like nexgen...don't get me wrong, it's all nicely done and took a lot of work but it's so laggy when it starts etc etc.. and it will never be perfect or bugfree..nobody's perfect, neither is a game or a mutator/mod, just live with it ;-)..

Anyways.. just wanted to type this here.. it's not really helpful..it's just my opinion..

Cheers,
BnT^ (An official BunnyTrack-Cupserver owner/admin @<hidden> clanbase.com)
Nice opnion and i got one for you too.

Nexgen aint laggy its ace that turns out to be laggy for a lot of players at start.Its because they do not look in the help section of ace to tweak it for there old or new pc.

bragmode Head admin/owner FBTSite owner/admin of several servers @<hidden> FBT and all that sort of shit

BnT^
20th December, 2010, 04:34 PM
Not here to debate mate...

ACE seems a bit useless on BT-Servers, perhaps for some "suspicious files" yeah.
But it sure doesn't block the one and only hack ever-useful on BunnyTrack..the speedhack/cpuspeed. Perhaps Anthrax will ever code that into his ACE one day, that's why Niko wanted to talk with him to make something stand-alone for BT and patch those things up, but Anthrax is far too busy (and logically he should be) than to work on something for only 200 players left worldwide?

Anyways, to everybody here, keep up the good work :thumbup:.

BnT^ out o: (No admintags this time, seems to make certain people jealous :E)

Sp0ngeb0b
20th December, 2010, 05:20 PM
1) Full credits for the "idea" on a 'Checkpoint'system for BT are granted for [i4g]Med!c; Spongeb0b also based/ripped his code/source on that part.

At this point, I would like to make this really clear:

No code of him has been viewed/copied, BTCheckPoints has been totally written from scratch.

I only oriented on Medic's idea. But there's no law that disallows you to do that.
You decry my work, that's not appropriated. I made this mutator for the BT Community and for UT in general.


3) Another reason is, the checkpoint sp0ngeb0b made/changed is indeed very buggy and in betaphase..but still, nice to see somebody untangling the code as far as it goes!


The reason why there's a BETA phase is to elimate all remaining bugs I couldn't find on my testserver. First BETA had no bugs at all, and at the moment I'm only fixing bugs which usually wouldn't occur, but I want the public release to be as good as possible.


sorry on that matter but speed does matter sometimes.

Very funny. I4games Checkpoint mutator has been out for TWO years, there were no signs anybody taking the project on open source base. Now I decided to make that and created in from scratch in 2 weeks plus 3 weeks beta phase. And now you wanna tell me that's not fast enough. But ofcourse, why should you, Sir, - An official BunnyTrack-Cupserver owner/admin @<hidden> clanbase.com - wait. I can really understand that you deserve way better that all these other peole and I can totally understand your desicion to create your own "mutator".. Really, what a person are you?


To be honest, I feel offended by your totally inappropriate behaviour regarding my work. It took me hours to take on this project, I created it only - yes only, for the UT-Community.

I hope you other guys will understand that.

kLeptO*
20th December, 2010, 05:55 PM
Just keep up the good work Sp0ngeb0b. We appreciate it and the vast majority of players will also. Glad someone is finally willing to share it with others.

qwerty
20th December, 2010, 07:29 PM
Just keep up the good work Sp0ngeb0b. We appreciate it and the vast majority of players will also. Glad someone is finally willing to share it with others.

post!

face
20th December, 2010, 07:31 PM
I could not agree more. We got this saying here in holland which says those with the best idea's and advice are always standing along the side.


@<hidden> BNT nah m8 i aint jalous i am also gold star admin on steam and main admin for gaspowered games on there network but don't feel attacked in anyway. ;)

ps i do not know were you get that figure 200 max worldwide m8 my utstats says something differently.

luluthefirst
21st December, 2010, 02:23 AM
i4games, why every days i4games? every things we make is from i4games, it's like UT has been made from i4games, nooo it's wrong it has been made by Epic Games! Where we are guys? i4games i4games i4games, every days, we shouldn't know, it's frustrating and stupid to hear that, I really love Sp0ngeb0b's Checkpoints, why someone is coming and going says "it's the idea of i4games"? Making a mod like that is doing an effort, i4games or not, we don't need to know if they made checkpoints, I never known that i4games has made checkpoints mutator since 2 years, I never seen a server having it, why do you guys always say "it has been made from i4games", we are not from i4games, that's all, we don't need to know, why do we need to know that i4games got the idea, that's idiot.

@<hidden>, keep working at BTCheckpoints, just ignore everybody that is saying "i4games", they just love i4games, and I have to say that every maps from i4games have very stupid annoying dodge, very frustrating (I'm not very good at BT but I saw alot of i4games having it). And kLeptO* said all. Since I had put BTCheckpoints on my server and removed it, I liked it alot :thumbup: I hope this version will have alot of adds and bugfixes :)

Now you guys stop fighting with each other, I don't want to ruin this thread.

face
21st December, 2010, 11:47 AM
i4games, why every days i4games? every things we make is from i4games, it's like UT has been made from i4games, nooo it's wrong it has been made by Epic Games! Where we are guys? i4games i4games i4games, every days, we shouldn't know, it's frustrating and stupid to hear that, I really love Sp0ngeb0b's Checkpoints, why someone is coming and going says "it's the idea of i4games"? Making a mod like that is doing an effort, i4games or not, we don't need to know if they made checkpoints, I never known that i4games has made checkpoints mutator since 2 years, I never seen a server having it, why do you guys always say "it has been made from i4games", we are not from i4games, that's all, we don't need to know, why do we need to know that i4games got the idea, that's idiot.

@<hidden>, keep working at BTCheckpoints, just ignore everybody that is saying "i4games", they just love i4games, and I have to say that every maps from i4games have very stupid annoying dodge, very frustrating (I'm not very good at BT but I saw alot of i4games having it). And kLeptO* said all. Since I had put BTCheckpoints on my server and removed it, I liked it alot :thumbup: I hope this version will have alot of adds and bugfixes :)

Now you guys stop fighting with each other, I don't want to ruin this thread.

I can not agree more.

You know its funny i like medic a lot we even talk on msn from time to time.
He is a excelant coder and has made a lot of things for BT sad to see almost all is private while i agree more in sharing because it keeps this alive a bit longer.

About checkpoints.Beta version 2 is running fine we have a few options more and i think it runs great.

So i think the release will be here very soon.

nospamforme9
21st December, 2010, 06:00 PM
i4games, why every days i4games? every things we make is from i4games, it's like UT has been made from i4games, nooo it's wrong it has been made by Epic Games! Where we are guys? i4games i4games i4games, every days, we shouldn't know, it's frustrating and stupid to hear that, I really love Sp0ngeb0b's Checkpoints, why someone is coming and going says "it's the idea of i4games"? Making a mod like that is doing an effort, i4games or not, we don't need to know if they made checkpoints, I never known that i4games has made checkpoints mutator since 2 years, I never seen a server having it, why do you guys always say "it has been made from i4games", we are not from i4games, that's all, we don't need to know, why do we need to know that i4games got the idea, that's idiot.

@<hidden>, keep working at BTCheckpoints, just ignore everybody that is saying "i4games", they just love i4games, and I have to say that every maps from i4games have very stupid annoying dodge, very frustrating (I'm not very good at BT but I saw alot of i4games having it). And kLeptO* said all. Since I had put BTCheckpoints on my server and removed it, I liked it alot :thumbup: I hope this version will have alot of adds and bugfixes :)

Now you guys stop fighting with each other, I don't want to ruin this thread.
Lolz...

BnT^
21st December, 2010, 09:45 PM
At this point, I would like to make this really clear:

No code of him has been viewed/copied, BTCheckPoints has been totally written from scratch.

I only oriented on Medic's idea. But there's no law that disallows you to do that.
You decry my work, that's not appropriated. I made this mutator for the BT Community and for UT in general.


Niko (Person who looked into your code) did found partials of codes that were pretty much copied and used in your own code. But as you said, you oriented/based yourself on Med!c's idea, perhaps that's why it partially looks the same and looks suspiciously like the ehmn.. 'original?'. Benifit of the doubt.

The reason why there's a BETA phase is to elimate all remaining bugs I couldn't find on my testserver. First BETA had no bugs at all, and at the moment I'm only fixing bugs which usually wouldn't occur, but I want the public release to be as good as possible.

Eliminating bugs is needed, yes. As is why I said (purely for "your information") the glare when you return at your checkpoint shows up at the "playerstart" area - it ain't a bug - , it's just a visual, but it is not threatening in anyway for the gameplay, again f.y.i only..

Very funny. I4games Checkpoint mutator has been out for TWO years, there were no signs anybody taking the project on open source base. Now I decided to make that and created in from scratch in 2 weeks plus 3 weeks beta phase. And now you wanna tell me that's not fast enough. But ofcourse, why should you, Sir, - An official BunnyTrack-Cupserver owner/admin @<hidden> clanbase.com - wait. I can really understand that you deserve way better that all these other peole and I can totally understand your desicion to create your own "mutator".. Really, what a person are you?

Created or re-created, whatever floats your boat. I did not say it was not fast enough, I only stated that Niko made it stand-alone within 1 hour and re-posted it to me on msn and gave you credits for it in his readme and he just edited it to run with everything (BT++, BT, BT2) but without the hooks and stuff that Face probably wanted for the BT++ Mod (or that you created from the beginning) where his servers run on...but not everything runs on BT++, now does it? :E ..

To be honest, I feel offended by your totally inappropriate behaviour regarding my work. It took me hours to take on this project, I created it only - yes only, for the UT-Community. I hope you other guys will understand that.

On another note, do NOT feel offended, I never meant it that way, why is every post being viewed by people as "personal attacks" ..?
We all work/give/create for the UT-Community, thank god the game is so flexible for most of us. Why else would I be volunteering as a Cupadmin for the last 3 BunnyTrack Open Cups (via Clanbase) and have most reports for clanbattles/reviews/reports behind my name on the pages and am greatly appreciated by the community there?
It is my own -free time- (Mostly evenings for the match, 2 hours in front to preperate stuff in the warchannel, help broadcast matches since last season, afterwards write a report within 24h is mostly appreciated etc etc..Don't you think I ain't got a social life also? :E) that I happily share with other people for their entertainment, for this game, for the mod BunnyTrack, for the teamwork, just as you and everybody else here does.


Now read this before -replying-, but read it fully please, understand the story behind it to fully grasp the concept of the mistakes! Thank You! :

The main point I meant in my first post was that - The Checkpoints mutator - was unhappily hooked togheter with nexgen and BT++ and I went sad on that fact...but, at that point I did NOT knew you'd be planning on making/adjusting it to a stand-alone version also...(And yeah, I might should have been come informing towards you, but I did not took the effort as I, as many others, have been rejected/ignored for so many reasons that at one point, you give up hope..thank you society on that fact..etc..)
However, at that point it felt like i4Games again, creating something but not sharing..so I went sticking my nose outside the window and Niko came with the answer on my own request within 1 hour and also removed some occuring bugs and we tested it every way around for a whole evening and days beyond, but he did give credits in his release/adjustment towards you and also Med!c for the basic code/idea (however you want it), He just was a bit faster in writing/editing it than you. However, it could not be done without your previous release, thus credits granted towards you.

and @<hidden> Face :

We got a history togheter, I suspiciously took one of your prime-members into my own clan and we played in that clan for years togheter in Cups on Clanbase,and we still do.
You still seem happily pissed on that fact.
It was his own choice however and we are good friends in-game and in real life as we meet up togheter or with the clan on occasions.
Also, on a small note : Yes, you have more, yes, you offer more, yes, you are bigger than me, yes, you are the biggest..brag (?)..thank you for contributing so much towards the BunnyTrack-community, I feel no hatred towards you anymore and actually like a lot of players in your clan (SaFeSTeR,Raylen, Most of the NL members, Furry, and so on..). A true greatness takes pride into being modest rather than bragging, so I'm sorry we both tripped into that trap..only God may judge us, no? Peace.

Too bad you all think I'm a bad person.. I probably did phrase my words in a faulty order but do not judge people the next time on their first appearance. It takes a lot more to reveal a persons' true identity and how each of us ticks and lives for a game and tries to contribute to a game/their 'runaway' from the every day we live and how we bend ourselves into society.

BnT^ out.

You may return on-topic, I hope this post made some people reconsider flaming..