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Galileo 1.1.290 (a feature rich map voting plugin)


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mpasd
Junior Member
Join Date: Dec 2010
Old 03-17-2015 , 18:23   Re: Galileo 1.1.290 (a feature rich map voting plugin)
Reply With Quote #1511

I guess we'll have to wait and see if Brad figures it out...
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hN!
Junior Member
Join Date: Apr 2008
Old 03-20-2015 , 09:02   Re: Galileo 1.1.290 (a feature rich map voting plugin)
Reply With Quote #1512

https://forums.alliedmods.net/showthread.php?t=225418 Yet to try it looks like the same prob.
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Ejziponken
AlliedModders Donor
Join Date: Apr 2008
Old 03-20-2015 , 13:03   Re: Galileo 1.1.290 (a feature rich map voting plugin)
Reply With Quote #1513

// Indicates when a map should end when time runs out.
// 0 - end immediately when time runs out
// 1 - when time runs out, end after the current round
gal_endonround 1

Bugged. Does not change map when round is ended.
And if 0, it changes 15 sec before the maptime is out..

Last edited by Ejziponken; 03-20-2015 at 13:10.
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mpasd
Junior Member
Join Date: Dec 2010
Old 03-20-2015 , 16:24   Re: Galileo 1.1.290 (a feature rich map voting plugin)
Reply With Quote #1514

Quote:
Originally Posted by hN! View Post
https://forums.alliedmods.net/showthread.php?t=225418 Yet to try it looks like the same prob.
Please let us know if that works.


Quote:
Originally Posted by Ejziponken View Post
// Indicates when a map should end when time runs out.
// 0 - end immediately when time runs out
// 1 - when time runs out, end after the current round
gal_endonround 1

Bugged. Does not change map when round is ended.
And if 0, it changes 15 sec before the maptime is out..
I haven't tested the map change on round end, and with the time limit it does change the map a couple of seconds earlier than it actually has to end, but that is not such a big bug ...
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Ejziponken
AlliedModders Donor
Join Date: Apr 2008
Old 03-20-2015 , 16:41   Re: Galileo 1.1.290 (a feature rich map voting plugin)
Reply With Quote #1515

Quote:
Originally Posted by mpasd View Post
Please let us know if that works.




I haven't tested the map change on round end, and with the time limit it does change the map a couple of seconds earlier than it actually has to end, but that is not such a big bug ...
Yeah I agree, when set to 0, its not a big deal if it changes a bit to early. But if set to 1 its a major bug to a feature that is very much needed and wanted by the players.
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mpasd
Junior Member
Join Date: Dec 2010
Old 03-20-2015 , 16:43   Re: Galileo 1.1.290 (a feature rich map voting plugin)
Reply With Quote #1516

I'm running a kreedz server that needs the 0 option. So maybe later i'll test the other one, to see if works or not .. I will edit this post later ..

EDIT: i disabled all the custom plugins, except galileo, and tried to set the map time to 2.5 minutes and round time to 9 minutes. And after the vote it changes the map immediately. I'm not sure if i forgot to disable something, because my lan has been heavily modified. You should check if the server is loading cvars , type amx_cvar gal_endonround , maybe it's not even changing to 1 ... Then i think you should put it on top in the plugins.ini ...

Last edited by mpasd; 03-20-2015 at 17:01.
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Ejziponken
AlliedModders Donor
Join Date: Apr 2008
Old 03-20-2015 , 17:03   Re: Galileo 1.1.290 (a feature rich map voting plugin)
Reply With Quote #1517

Quote:
Originally Posted by mpasd View Post
I'm running a kreedz server that needs the 0 option. So maybe later i'll test the other one, to see if works or not .. I will edit this post later ..

EDIT: i disabled all the custom plugins, except galileo, and tried to set the map time to 2.5 minutes and round time to 9 minutes. And after the vote it changes the map immediately. I'm not sure if i forgot to disable something, because my lan has been heavily modified. You should check if the server is loading cvars , type amx_cvar gal_endonround , maybe it's not even changing to 1 ... Then i think you should put it on top in the plugins.ini ...
You cant be alone on the server because then it switches directly after the vote. Need 2 players.
I did check, its gal_endonround 1 in console.

Last edited by Ejziponken; 03-20-2015 at 17:05.
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mpasd
Junior Member
Join Date: Dec 2010
Old 03-20-2015 , 17:07   Re: Galileo 1.1.290 (a feature rich map voting plugin)
Reply With Quote #1518

Oh, right...
Still, you should try putting galileo on top in plugins.ini ...
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GhostMan
Senior Member
Join Date: Jun 2012
Old 03-20-2015 , 17:51   Re: Galileo 1.1.290 (a feature rich map voting plugin)
Reply With Quote #1519

Would bea great if this plugin had function like this:
If server has <10 players use mapcycle_smallmaps.txt, else use mapcycel.txt (standart)
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pizzahut
Senior Member
Join Date: Oct 2004
Old 03-23-2015 , 16:05   Re: Galileo 1.1.290 (a feature rich map voting plugin)
Reply With Quote #1520

Listmaps

Could Galileo handle saying listmaps in the next release? Because most players use chat for this command and have no idea it works in console only. E.g. list the maps (in console) as if the player had typed gal_listmaps in console, and tell him (in chat) to check the console.

Bug: % sign

There's a bug with the double % sign. Instead of "over 50%% of the votes cast" it says "over 504305834095830458034f the votes cast." - "%% o" turns into some high random number.

From these, test 5 worked:

Code:
	client_print(id, print_chat, "Test 1: 50%% of")
	client_print(id, print_chat, "Test 2: 50% of")
	client_print(id, print_chat, "Test 3: 50^% of")
	client_print(id, print_chat, "Test 4: 50\% of")
	client_print(id, print_chat, "Test 5: 50%s of", "%%")
	client_print(id, print_chat, "Test 6: 50%s of", "%")
	client_print(id, print_chat, "Test 7: 50%s of", "^%")
	client_print(id, print_chat, "Test 8: 50%s of", "\%")
Code:
GAL_RUNOFF_REQUIRED = Runoff voting is required because the top choice didn't receive over 50%s of the votes cast.
client_print(0, print_chat, "%L", LANG_PLAYER, "GAL_RUNOFF_REQUIRED", "%%");
Conflicting keys for voting and weapon change

In TFC weapons get changed frequently by using the number keys 1 to 5. As a result, it's quite common that someone votes for the wrong map. For Deag's Map Manager I tweaked the source code to use the right half of the number keys (5 to 0) for the voting menu. This reduced the number of map choices to 4 though, and the 5 still had a double use for weapon changing and for the votes, so it didn't completely eliminate accidental votes. Perhaps reserving a number key to cancel the own vote would help, allowing a player to vote again or abstain.

Last edited by pizzahut; 04-07-2015 at 08:19. Reason: Removed listmaps code.
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