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Repeating MOTD  XML
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v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
Messages: 562
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Hey Druid,

Ever since I upgraded to the new Player Agreement and the new Anti Camper versions, our server shows the Message of the Day about once per wave or some time interval similar to that. Is this feature supposed to be included or are we getting some odd bug we need to track down?
TheDruidXpawX

Wicked Sick!
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Joined: 12/19/2004 18:32:13
Messages: 1946
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v0rTeX wrote:
Hey Druid,

Ever since I upgraded to the new Player Agreement and the new Anti Camper versions, our server shows the Message of the Day about once per wave or some time interval similar to that. Is this feature supposed to be included or are we getting some odd bug we need to track down? 


I'd love to know how to fix it.

Once per wave is bigger than we're getting. I see it every time I finish Ghosting.

I'm fairly sure it's a change because of the HUD, however, I havent changed anything which would cause this to occur. I haven't a clue where this is coming from...

I decided that the HUD was more worthwhile than the motd displaying at the end of a ghost... besides a little reminder for the players isn't a bad thing

Anyway, any help in figuring out if the hud is the problem for sure would be helpful!! It could be easily be one of the other things... something I've overlooked.

Druid

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
Messages: 562
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Alright I will try removing the HUD mutator from our server for a few hours and see if it stops.

The way it happened at certain times like that I wasnt sure what was causing it because like you said I think I saw it when I ghosted sometimes, but other times I would survive a whole wave and see it. It seems like alot of times when I do see it the weapons bar at the bottom of the HUD does that growing thing like when you pick up ammo for all guns at the start of the wave.

I'll do some poking around and get back to you.
v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
Messages: 562
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Yeah I'm pretty sure it is the HUD mutator since I just pulled it off the mutator list and played for a good 20 minutes at least and never saw the MOTD after the initial join.
TheDruidXpawX

Wicked Sick!
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Joined: 12/19/2004 18:32:13
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There's no meaningful reason for it. I've looked in the game source trying to figure it out to no avail.

Are you seeing it more often than after a ghost? If so, when?

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
Messages: 562
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On our server its hard for me to keep track when there are many people on. I will try to keep track of exactly what has happened to me when it does happen. So far just from what I can remember it seemed to do it every time a new wave started. Not 100% of the time but thats usually when I would notice the MOTD is when the wave started.

Sometimes when it would happen I'm fairly certain that I hadn't used ghost during that wave at all. I got the sense that it was occurring on our server at time intervals rather than around events happening but I wasn't try to track it so much as play the game.
TheDruidXpawX

Wicked Sick!
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Joined: 12/19/2004 18:32:13
Messages: 1946
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v0rTeX wrote:
On our server its hard for me to keep track when there are many people on. I will try to keep track of exactly what has happened to me when it does happen. So far just from what I can remember it seemed to do it every time a new wave started. Not 100% of the time but thats usually when I would notice the MOTD is when the wave started.

Sometimes when it would happen I'm fairly certain that I hadn't used ghost during that wave at all. I got the sense that it was occurring on our server at time intervals rather than around events happening but I wasn't try to track it so much as play the game. 


We're not seeing that at all.

Are you using the standard invasion gametype or something else?

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
Messages: 562
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Oh boy the list goes on.

SkaarjPack.Invasion gametype straight from the internals of the retail game.

Mutators we use (straight from server packages lines):
BattleStats_V4
UT2004RPG
DruidsRPG173
v0rTeXsRPG108
InvCleanup
(its supposed to remove unnecessary things from non-DM map types the way Vehicle Invasion does, Flag Bases, BR goals, DOM rings, etc from what I'm told)
DruidsInvasionSpree103
DruidsPlayerAgreement105
DruidsAntiCamper102
satoreMonsterPackv120
satoreMonsterPackMeshes
Evil
Invasion_Kang
Invasion_Parser
WehtamInv
SangHC
PresentsUT2004V10
DeathBombs_V2
Zound52
STV2 (Sticky Translocator)
TeamDamage109v
SantaHat (Temporary)

I know for a fact we never saw this until I upgraded to the new Anti-Camper, Player Agreement, and your DruidsRPG173. So it may possibly be a conflict of a combination of mutators but it was never an issue until one of those three new versions triggered something.
And since removing the RPG HUD mutator earlier tonight I havent seen it happen again.
TheDruidXpawX

Wicked Sick!
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Joined: 12/19/2004 18:32:13
Messages: 1946
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v0rTeX wrote:
Oh boy the list goes on.

SkaarjPack.Invasion gametype straight from the internals of the retail game.

Mutators we use (straight from server packages lines):
BattleStats_V4
UT2004RPG
DruidsRPG173
v0rTeXsRPG108
InvCleanup
(its supposed to remove unnecessary things from non-DM map types the way Vehicle Invasion does, Flag Bases, BR goals, DOM rings, etc from what I'm told)
DruidsInvasionSpree103
DruidsPlayerAgreement105
DruidsAntiCamper102
satoreMonsterPackv120
satoreMonsterPackMeshes
Evil
Invasion_Kang
Invasion_Parser
WehtamInv
SangHC
PresentsUT2004V10
DeathBombs_V2
Zound52
STV2 (Sticky Translocator)
TeamDamage109v
SantaHat (Temporary)

I know for a fact we never saw this until I upgraded to the new Anti-Camper, Player Agreement, and your DruidsRPG173. So it may possibly be a conflict of a combination of mutators but it was never an issue until one of those three new versions triggered something.
 


I've got an idea, but it's going to take some time to find a proper solution if that's the problem.

I think it's because the important method in mu HUD doesn't call super... and really it cant. I'll have to grab more code from the base class I'm guessing...

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
Messages: 562
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I wish I could help you out more but I barely grasp the source code at all from reading it. I still get confused when a function is declared and then there are two values separated by a comma in the parenthesis.

(damage, 255) for example

or that other thing where in the middle of a set of parenthesis there will be three commas a space and then more variables.

(blahblah, blah,,, more stuff)

Maybe if I had studied C++ I might get this stuff.

 
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