Donations
|
If you wish to make a donation you can by clicking the image below.
|
|
|
|
|
18th October, 2010, 10:50 AM
|
Holy Shit!!
|
|
Join Date: Mar 2007
Posts: 1,726
|
|
Will you be making an updated bug fix release then?
|
18th October, 2010, 01:29 PM
|
Killing Spree
|
|
Join Date: Aug 2010
Location: on ACE-free servers, friendly welcoming old versions of windows to play old UT
Posts: 42
|
|
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
Quote:
Readme:
ForceMoversKill[0-9]
(default forForceMoversKill[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?
Quote:
##########
## 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/sh...&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
=============================
Last edited by Cruque : 19th October, 2010 at 11:05 AM.
|
23rd October, 2010, 03:07 PM
|
Killing Spree
|
|
Join Date: Aug 2010
Location: on ACE-free servers, friendly welcoming old versions of windows to play old UT
Posts: 42
|
|
BTPlusPlus097r4 release
:::::::::::::::::::::::::::::::::::::::::::::::::: ::::::::::::::
http://www.sendspace.com/file/laptvo
File Name: BTPlusPlus097r4.zip
Size: 116.75KB | Description: BT++ v0.97 release 4
:::::::::::::::::::::::::::::::::::::::::::::::::: ::::::::::::::
Quote:
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/sh...&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
|
|
24th October, 2010, 10:26 AM
|
Killing Spree
|
|
Join Date: Aug 2010
Location: on ACE-free servers, friendly welcoming old versions of windows to play old UT
Posts: 42
|
|
There should be a critical bug on the scoreboard (r4 only), so use r5 instead. Sorry for inconveniences.
Quote:
v0.97r5 by Cruque
- fix: players seeing no captimes on scoreboard
- add: guide for users to keep their records
|
Last edited by Cruque : 24th October, 2010 at 05:24 PM.
|
24th October, 2010, 11:39 AM
|
|
Holy Shit!!
|
|
Join Date: Apr 2003
Location: Texas
Posts: 1,157
|
|
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.
__________________
Last edited by Rush : 24th October, 2010 at 11:48 AM.
|
24th October, 2010, 11:55 AM
|
Killing Spree
|
|
Join Date: Aug 2010
Location: on ACE-free servers, friendly welcoming old versions of windows to play old UT
Posts: 42
|
|
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
Quote:
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/sh...&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
|
Quote:
Originally Posted by Rush
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
|
24th October, 2010, 12:39 PM
|
|
Holy Shit!!
|
|
Join Date: Apr 2003
Location: Texas
Posts: 1,157
|
|
I've updated the README file, fixed naming of the .int file and added the zip to the first post.
__________________
|
25th October, 2010, 07:59 AM
|
|
Holy Shit!!
|
|
Join Date: Apr 2006
Posts: 524
|
|
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.
__________________
|
26th October, 2010, 05:26 AM
|
Killing Spree
|
|
Join Date: Aug 2010
Location: on ACE-free servers, friendly welcoming old versions of windows to play old UT
Posts: 42
|
|
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.
|
26th October, 2010, 12:34 PM
|
|
Holy Shit!!
|
|
Join Date: Apr 2006
Posts: 524
|
|
ok thx we will see.
__________________
|
26th October, 2010, 09:44 PM
|
|
Holy Shit!!
|
|
Join Date: Apr 2003
Posts: 4,029
|
|
Quote:
Originally Posted by luluthefirst
Getting "BTPlusPlus <Mapname>.BTPlusPlus0 (Function BTPlusPlusv097.r6.BTPlusPlus.MutatorTakeDamage:000 B) Accessed None"
It happens when someone get "damaged".
|
Code:
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.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
|
27th October, 2010, 09:32 AM
|
|
Unstoppable
|
|
Join Date: Jul 2010
Location: Roskilde, Denmark.
Posts: 234
|
|
fall damage sets InstigatedBy=None, that's proberly why it rises a accessed none.
Quote:
if ( InstigatedBy != none )
|
should be put in front of what Azura mentioned.
__________________
Finaly .... peace
|
27th October, 2010, 10:02 AM
|
Killing Spree
|
|
Join Date: Aug 2010
Location: on ACE-free servers, friendly welcoming old versions of windows to play old UT
Posts: 42
|
|
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
*************************
Only the serverpackage changed. Precheck for InstigatedBy only as the call in Pawn's TakeDamage goes with Victim = Self != None.
|
28th October, 2010, 12:38 PM
|
|
Holy Shit!!
|
|
Join Date: Apr 2006
Posts: 524
|
|
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.
__________________
|
28th October, 2010, 01:36 PM
|
Killing Spree
|
|
Join Date: Aug 2010
Location: on ACE-free servers, friendly welcoming old versions of windows to play old UT
Posts: 42
|
|
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).
Code:
&& !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
------------------
|
28th October, 2010, 03:41 PM
|
|
Godlike
|
|
Join Date: Sep 2008
Location: Germany
Posts: 488
|
|
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
Code:
&& !aPawn.isA('Spectator')
to make it for sure
|
29th October, 2010, 03:21 AM
|
Killing Spree
|
|
Join Date: Aug 2010
Location: on ACE-free servers, friendly welcoming old versions of windows to play old UT
Posts: 42
|
|
Off the PC I realized that I did raise the bug:
Code:
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?
|
29th October, 2010, 05:30 PM
|
|
Holy Shit!!
|
|
Join Date: Apr 2006
Posts: 524
|
|
Quote:
Originally Posted by Cruque
Off the PC I realized that I did raise the bug:
Code:
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.
__________________
|
30th October, 2010, 07:24 AM
|
Killing Spree
|
|
Join Date: Aug 2010
Location: on ACE-free servers, friendly welcoming old versions of windows to play old UT
Posts: 42
|
|
New release v0.97r7.
OOOOOOOOOOOOOOOOOOOOOOOOOO
File Name: BTPlusPlusv097r7.zip
Size: 118.05KB | Description: BT++ v0.97r7
http://www.sendspace.com/file/7g2sqe
OOOOOOOOOOOOOOOOOOOOOOOOOO
Quote:
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 @#;*+%!..." - 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
----------------
Quote:
Originally Posted by luluthefirst
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)
|
1st November, 2010, 10:36 AM
|
|
Holy Shit!!
|
|
Join Date: Apr 2006
Posts: 524
|
|
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.
__________________
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
|