Obviously you're not trolling; most people can tell the difference. I will probably allow for a file to be altered, but include something in the GUI for editing it also.
Well, it seems like people use the suggestion "Use datastream by DecoDaMan and Janorkie" has turned into some sort of flame. I'll never understand some people.
Small Update:
menu command added
motd command added
MOTD added -- will load on player join and display the contents of /moocow/motd.txt as an HTML panel; it's basic for now.
Most of the code was adapted from ASSMod, but I will be altering it greatly soon. I will also get around to documentation..... when I feel like it.....
Features that I'm going to add to the MOTD:
1. Turn on/off forced wait time before the mouse becomes available to close the window (and to be able to choose the amount of time)
2. Ability to turn on/off autoloading the MOTD
3. Ability to have up to 4ish (depends on how many fit on the lowest resolution) buttons that will be able to run commands or other special case options -- this could also be used as the common 'yes no' "I agree to the rules" type thing by causing a 'yes' button to do nothing and a 'no' button to kick the player.
4. In-game editing, including adding the buttons
Oh god not this again. Who dragged this back from the depths of the shithole?
I thought we had established that we were not going to be doing any more flaming/trolling here. If you don't like it, that's fine, keep it to yourself.
Have you fixed bugs, that i told you about?
needs more gmod.org /filefront or w/e
@executed rat - oh, right, sorry, didn't see it because it was on page 5, I'll get on some of those some time today:
1. Spectating messages you can configure to show to anyone you like, by default, they don't show to the user that's being spectated.
2. Player grabbing can already be given out to certain groups, but it's grouped under the prop protect admin flag, I forget that flag's exact name, just check the wiki
3. I will look into your issues with ban.
4. I will add some stuff to the code that makes it so that in the GUI all of the words are separate and capitalized.
If I missed any other ideas of yours, lemme know.
@Krej - No, it's SVN because it makes it easier to update. If you can't use SVN, you shouldn't be using the mod, or quite frankly, most of the best mods of gmod. PHX, Wiremod, Life Support/Spacebuild, GCombat, and many more mods use SVN, if they didn't there would be tons of revisions on garrysmod.org, and that leaves n00bs to question which one to get. People still foolishly download wiremod from garrysmod.org....
Idea for your MOTD thing: A text box that does things on on certain values, with an else for anything else. Also, a thing that shows different function controls for different ranks.
Here's what I mean:
I put a phrase somewhere in the middle of my MOTD. There is a text box at the bottom of the screen. They have to type the phrase in the text box (with slight regard for typos, and not case-sensitive, but no copypaste!) to get through.
For example, the phrase is Cheese.
They type Cheese in the box and click OK. It let's them through, and gives them an access level called "Read the Rules". They don't have to type "Cheese" again.
They leave it blank, or type some random gibberish - it bans them for fifteen minutes.
They type "cheetos". They can go through, but since Cheetos aren't really cheese, it doesn't give them the "Read the Rules" level.
Do you understand what I'm trying to say?
I think you're trying to say you want passwords to show different things on the MOTD.... I may be able to cook something up, we'll see.
Kinda.
I mean, everyone gets the same MOTD, but people below a certain level (in this case, Read The Rules) have to type a password to get through it.
Another way is a certain access level wouldn't get the MOTD popup.
Would you be fine with something more like this:
You get a file, separate from motd, and in it you can store a name for it, a pass/access level (by group)/etc, and the text you want to show. Then there'd be a command, maybe 'read' to view it. There would also be a 'write' command to make such files. The GUI would contain a file browser so users could navigate through all files.
Basically, a simple file read/write system that allows for password/group discrimination
I was mainly just throwing a HUGE idea out based on the "Different Buttons Do Different Things" idea given earlier. Your admin mod, you do what you want.
link is dead
Which link? Sourceforge is doing an update so that could've been it.... let me know if it's still happening in a few hours.
Tini-Update:
motd.lua removed for now -- was causing a bug -- I will fix it tomorrow.
I'm also going to start adding more features again tomorrow afternoon... so there should be at least 10 significant updates before Friday. I do plan on finally getting the scoreboard done, but no promises there.
Wow, I just looked at the teams.txt right after downloading and I must say, this Admin mod is teh bomb. I could NEVER understand any other admin mod as much as I do this one. KEEP UP THE GOOD WORK FOR A LONG TIME! CAN'T WAIT TO SEE THAT MOTD! :D
Any progress on this?
Would be, but my week after finals I got bogged down in packing for my new job, and now that I'm here I have almost no free time... so I won't be able to do *anything* for it for another few days... after that I plan on releasing a large package of content.
First of all, this is probably the best admin mod out there. ULX is buggy at best, but the chat commands are immensely helpful, and assmod is a complete fail. There are NO chat commands, which is aweful on an RP server, you need to do stuff in chat. I am a programmer at heart, so typing commands out is much better than using the mouse. But yes, function over fashion. ULX was a bare-minimum GUI, and I liked it, the very few times I used it ;) Assmod was aweful, you had to navigate those terrible menus, and you would loose your place, or if someone rdmed you, you would leave the menu.
+ SUPPORT!!!!
News:
MOOCOW is being revived! I'm now implementing many of the things I said I would, including:
motd (fixing)
alias plugin (add alias' to commands)
second GUI (faster use for the complainers)
reserved slot (almost done)
voting system (for everything, literally)
map change command (done, needs testing)
anti-noclip for prop protect
admin no limits
shank
If anyone here is interested in testing these on their servers, send me a message via steam (revan168). The map command currently needs testing. Also, if you have any other ideas, post, post, POST. As always, [u]constructive criticism[/u] is welcome.
PS: As a heads up, could be a while before most of these get done, I have little free time these days soooo
[QUOTE=turck3;16167832]News:
MOOCOW is being revived! I'm now implementing many of the things I said I would, including:
motd (fixing)
alias plugin (add alias' to commands)
second GUI (faster use for the complainers)
reserved slot (almost done)
voting system (for everything, literally)
map change command (done, needs testing)
anti-noclip for prop protect
admin no limits
shank
If anyone here is interested in testing these on their servers, send me a message via steam (revan168). The map command currently needs testing. Also, if you have any other ideas, post, post, POST. As always, [u]constructive criticism[/u] is welcome.
PS: As a heads up, could be a while before most of these get done, I have little free time these days soooo[/QUOTE]
I'm glad you started working on it again.
Well hope yo can finish this cause i really like the mod
Hi I am Moo
[QUOTE=Moo;16225339]Hi I am Moo[/QUOTE]
:gonchar:
Committed the map command today. I'd have done it sooner but my job is rather taxing. I'll be heading home in about a week, so the rest of the items on my list will be done then.
I don't see why people can't use [url=http://www.facepunch.com/showthread.php?t=241247]andyvincent's MySQL module[/url] for their mods. If not then at least make compatibility for it. Text is a SHITTY way to store info and settings. Citrus experienced this itself (though I do love citrus; it has a sexy gui and it works). It wrote to one single players.txt file and every 90 seconds (I think?) saved it again, so when you got enough players to take up more than a megabyte or so, lag spikes would occur.
Anyway, I think that this:
[code]
Infos = mysql.query(MYDB, "select * from teams");
for k, v in pairs(Infos) do
team.SetUp(v[1], v[2], Color(v[3], v[4], v[5]))
end[/code]
would work better than this:
[code]
if file.Exists("myteams.txt") then
local txt = string.Explode(":", file.Read("myteams.txt"))
for k, v in pairs(txt) do
txt[k] = string.Explode("-", v)
if txt[k][5] then
team.SetUp(txt[k][1], txt[k][2], Color(txt[k][3], txt[k][4], txt[k][5])
end
end
end[/code]
Please note that I have not looked at your admin mod and I do not know if this is its exact way of working.
I'm also not saying that the latter of these methods would lag, I'm just giving an example.
[QUOTE=KingofBeast;16369825]I don't see why people can't use [url=http://www.facepunch.com/showthread.php?t=241247]andyvincent's MySQL module[/url] for their mods. If not then at least make compatibility for it. Text is a SHITTY way to store info and settings. Citrus experienced this itself (though I do love citrus; it has a sexy gui and it works). It wrote to one single players.txt file and every 90 seconds (I think?) saved it again, so when you got enough players to take up more than a megabyte or so, lag spikes would occur.
Anyway, I think that this:
Please note that I have not looked at your admin mod and I do not know if this is its exact way of working.
I'm also not saying that the latter of these methods would lag, I'm just giving an example.[/QUOTE]
Citrus was doing something wrong if it saved everything to one file. In general, there's no problem with saving data to text files. You don't see Windows connecting to a mysql database to save your crap.
[QUOTE=KingofBeast;16369825]I don't see why people can't use [url=http://www.facepunch.com/showthread.php?t=241247]andyvincent's MySQL module[/url] for their mods. If not then at least make compatibility for it. Text is a SHITTY way to store info and settings. Citrus experienced this itself (though I do love citrus; it has a sexy gui and it works). It wrote to one single players.txt file and every 90 seconds (I think?) saved it again, so when you got enough players to take up more than a megabyte or so, lag spikes would occur.
Anyway, I think that this:
[code]
Infos = mysql.query(MYDB, "select * from teams");
for k, v in pairs(Infos) do
team.SetUp(v[1], v[2], Color(v[3], v[4], v[5]))
end[/code]
would work better than this:
[code]
if file.Exists("myteams.txt") then
local txt = string.Explode(":", file.Read("myteams.txt"))
for k, v in pairs(txt) do
txt[k] = string.Explode("-", v)
if txt[k][5] then
team.SetUp(txt[k][1], txt[k][2], Color(txt[k][3], txt[k][4], txt[k][5])
end
end
end[/code]
Please note that I have not looked at your admin mod and I do not know if this is its exact way of working.
I'm also not saying that the latter of these methods would lag, I'm just giving an example.[/QUOTE]
There are quite a few reasons but I'll stick with the first two that come to mind:
1. Haven't bothered learning SQL and what advantages it may have.
2. Don't want to include a .dll with my code, dlls can be sizable and can also contain malicious code.
[QUOTE=Nevec;16371864]Citrus was doing something wrong if it saved everything to one file. In general, there's no problem with saving data to text files. You don't see Windows connecting to a mysql database to save your crap.[/QUOTE]
No, you see it save and load from the registry, which is, in theory, a database. It's not text files.
EDIT: And I can also understand those reasons, turck3. I'm just saying how things may get.
EXAMPLE: The admin mod I made in use on the D3 servers (not released), uses MySQL. In the table that saves the users' datas, there are 4,650 rows. If your admin mod uses a different file for each player, I'd find it annoying (if manually editing these files for some reason) to go into a folder with 4.6 thousand text files.
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