1. Post #41

    March 2009
    120 Posts
    The gui is nice,in-game editing is also nice,but I don't think I'll use it.
    even though it has some bugs and whatnot, I prefer moocow :)
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  2. Post #42
    yahan's Avatar
    January 2008
    445 Posts
    I like that you called it Management and now like admin mod
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  3. Post #43
    Gold Member
    o DefcoN o's Avatar
    August 2008
    2,578 Posts
    The gui is nice,in-game editing is also nice,but I don't think I'll use it.
    even though it has some bugs and whatnot, I prefer moocow :)
    I tried the SVN beta of moocow and I really did not like it at all. It is boring and old. I see no "newness". This could be THE first admin mod to do EVERYTHING, and look awesome while it's doing it.
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  4. Post #44

    March 2009
    120 Posts
    EVERYTHING minus chat and console commands,besides I like the fact you can edit what the message is,same with the teams,even though it isn't in game it could be,because of moocow_load you can edit the script outside and load the changes in game without having to restart.
    I don't like having the option of only 1 method,I could do without the console commands,but I NEED chat commands.

    EDIT:when did you try it?
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  5. Post #45
    Gold Member
    thomasfn's Avatar
    July 2008
    2,955 Posts
    There are console commands, just that you don't need to use them. They are styled like:

    'gmanage_sv <command> <playerid>'

    I can add chat commands really easily too, just to keep people happy. I personally hate using chat commands, but I know that alot of people love them so I'll add them.
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  6. Post #46

    March 2009
    120 Posts
    The point of chat commands are to do things quickly,instead of taking 14 seconds on a gui you can spend 3 seconds typing a command.especially for those "fun" commands such as rocket,it would be annoying going to have to go to the menu over and over and over again -.-
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  7. Post #47
    Gold Member
    thomasfn's Avatar
    July 2008
    2,955 Posts
    I know what the point of them are, I just personally hate them. I am planning on adding a Quick Menu too, which would, when binded to a key, be quicker than typing a chat command to do something to a player.
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  8. Post #48
    Creator of Exsto
    Prefan's Avatar
    January 2009
    1,049 Posts
    I know what the point of them are, I just personally hate them. I am planning on adding a Quick Menu too, which would, when binded to a key, be quicker than typing a chat command to do something to a player.
    You should add chat commands as well though, because I think its just piss annoying to have to go through a plethora of menus just to ban a person. And when they are spamming or whatever, or creating mass amounts of FPS lag, navigating those menus are even harder.
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  9. Post #49
    Gold Member
    thomasfn's Avatar
    July 2008
    2,955 Posts
    I already said, I am adding chat commands. Read the thread.
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  10. Post #50
    Creator of Exsto
    Prefan's Avatar
    January 2009
    1,049 Posts
    I already said, I am adding chat commands. Read the thread.
    Oh sorry, I was only reading your post. It sounded like you were implying what you were just doing menus because its quicker.
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  11. Post #51

    March 2009
    120 Posts
    You can't hate something amazing,it goes against the rules I made up D:
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  12. Post #52
    Gold Member
    Deco Da Man's Avatar
    July 2007
    1,015 Posts
    You can't hate something amazing,it goes against the rules I made up D:
    Unless that something happens to be a huge super-duper(-pooper-scooper) laser thing that is aimed at your head, and is about to fire.

    I do believe you would be both amazed and hateful of it...

    Not saying that's how that is with GManage, though :P

    Looks promising, thomas. I do hope it turns out nicely! From the looks of your descriptions and screenshots, I'm sure it will :D
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  13. Post #53
    Nerdboy's Avatar
    July 2007
    891 Posts
    Are you using GLoN?
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  14. Post #54

    March 2009
    120 Posts
    If you had spent as much time on the admin mod as you did with the GUI it would of been done by now :P

    and my special laser is for my eyes only
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  15. Post #55
    Gold Member
    thomasfn's Avatar
    July 2008
    2,955 Posts
    Yes, I'm using glon to save/load data. I'm also using Datastream to send stuff from server to client, and at one instance, client to server (for setting applying limit changes).
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  16. Post #56

    March 2009
    120 Posts
    * The 'plugs' can be used clientside, meaning you can code your own extensions to GManage that you can use without the server needing the plugs! (As long as there is no script enforce)

    Don't you think that's overdoing it a bit...I mean...A clientside command that you can use and edit without the serving having it?Imagine how many servers would be under attack by that feature :S
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  17. Post #57
    Gold Member
    thomasfn's Avatar
    July 2008
    2,955 Posts
    The only thing clientside plugs can do is manipulate the menu, and stuff like the HUD. You can't add any serverside stuff using it. The only thing malicious you could do with it is code stuff like aimbots, wallhacks etc. But those only work if script enforce is disabled.
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  18. Post #58
    Gold Member
    Nevec's Avatar
    June 2008
    1,091 Posts
    How do the plugs look like? And are they mountable? So that we can enable/disable them.
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  19. Post #59

    March 2009
    120 Posts
    Plugs = Plugins

    they look however you design them to look -.-"
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  20. Post #60
    Gold Member
    Nevec's Avatar
    June 2008
    1,091 Posts
    Plugs = Plugins

    they look however you design them to look -.-"
    I know what he means by plugs. What I'm asking is how the plugins work(or look like in this case). They can work by just including files or, in a more advanced way, work like entities, sweps or tools in gmod.

    Code:
    local PLUG = {};
    
    PLUG.Name = "Plug name";
    PLUG.Author = "Author";
    
    function PLUG:PlayerSpawn(Pl)
    
    end
    
    gmanage.RegisterPlug(PLUG);
    Code:
    local function PlayerSpawn(Pl)
    
    end
    gmanage.RegisterPlugHook("PlugName","PlayerSpawn",PlayerSpawn);
    Or something different?
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  21. Post #61
    Gold Member
    thomasfn's Avatar
    July 2008
    2,955 Posts
    I haven't added the ability to mount/unmount plugs as of yet, but because of the structure, it is really easy to do. Here is the prop protection plug:

    PLUG.Platform = true
    PLUG.AddCSLuaFile = true
    
    PLUG.ClassName = "sh_pprotect"
    PLUG.PrintName = "GManage Prop Protection"
    
    function PLUG:Init()
    
    end
    
    function PLUG:AddHooks()
    	plugs.Hook( SERVER, "PlayerSpawnedProp" )
    	plugs.Hook( SERVER, "PlayerSpawnedNPC" )
    	plugs.Hook( SERVER, "PlayerSpawnedSENT" )
    	plugs.Hook( SERVER, "PlayerSpawnedVehicle" )
    	plugs.Hook( SERVER, "PlayerSpawnedEffect" )
    	plugs.Hook( SERVER, "PlayerSpawnedRagdoll" )
    	plugs.Hook( SERVER, "CanPlayerUnfreeze" )
    	plugs.Hook( SERVER, "CanTool" )
    	plugs.Hook( true, "PhysgunPickup" )
    	plugs.Hook( CLIENT, "HUDPaint" )
    end
    
    function PLUG:PlayerSpawnedProp( ply, mdl, ent )
    	ent:G_SetOwner( ply )
    end
    
    function PLUG:PlayerSpawnedRagdoll( ply, mdl, ent )
    	ent:G_SetOwner( ply )
    end
    
    function PLUG:PlayerSpawnedEffect( ply, mdl, ent )
    	ent:G_SetOwner( ply )
    end
    
    function PLUG:PlayerSpawnedNPC( ply, ent )
    	ent:G_SetOwner( ply )
    end
    
    function PLUG:PlayerSpawnedSENT( ply, ent )
    	ent:G_SetOwner( ply )
    end
    
    function PLUG:PlayerSpawnedVehicle( ply, ent )
    	ent:G_SetOwner( ply )
    end
    
    function PLUG:CanPlayerUnfreeze( ply, ent, physobj )
    	return self:CanAffectObject( ply, ent, "physgun" )
    end
    
    function PLUG:CanTool( ply, tr, mode )
    	local ent = tr.Entity
    	if (ent && ent:IsValid()) then
    		return self:CanAffectObject( ply, ent, "toolgun" )
    	end
    end
    
    function PLUG:PhysgunPickup( ply, ent )
    	return self:CanAffectObject( ply, ent, "physgun" )
    end
    
    function PLUG:CanAffectObject( ply, ent, priv )
    	if (ent:GetClass() == "player") then
    		if (CLIENT) then return false end
    		if (SERVER) then return ply:HasPriv( priv .. "_players" ) end
    	end
    	local owner = ent:G_GetOwner()
    	if (owner && owner:IsValid()) then
    		return (owner == ply) || (ply:HasPriv( priv .. "_all" ))
    	end
    	return false
    end
    
    local red = Color( 200, 0, 0 )
    function PLUG:HUDPaint()
    	local tr = LocalPlayer():GetEyeTrace()
    	if (tr.Entity && tr.Entity:IsValid()) then
    		local owner = tr.Entity:G_GetOwner()
    		if (owner && owner:IsValid()) then
    			surface.SetFont( "ScoreboardText" )
    			local t = "Owned by: " .. owner:Nick()
    			local tw, th = surface.GetTextSize( t )
    			draw.SimpleText( t, "ScoreboardText", ScrW()-tw, ScrH()-th, red, TEXT_ALIGN_LEFT, TEXT_ALIGN_TOP )
    		end
    	end
    end
    
    function PLUG:EntityExtend( meta )
    	if (SERVER) then
    		function meta:G_SetOwner( ply )
    			self._OWNER = ply
    			self:SetNWEntity( "G_Owner", ply )
    		end
    	end
    	function meta:G_GetOwner()
    		if (SERVER) then
    			return self._OWNER
    		end
    		if (CLIENT) then
    			return self:GetNWEntity( "G_Owner" )
    		end
    	end
    end

    (It's shared)
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  22. Post #62
    Gold Member
    thomasfn's Avatar
    July 2008
    2,955 Posts
    plugs.Hook hooks the gamemode hook into the entire plug system. If the hook already exists, it will skip it. It means that to disable a plug, all I need to do is remove it's instance from the plug instance list and it will unhook itself. (Well, technically, it will just stop calling all functions on the targeted plugs.)
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  23. Post #63

    March 2009
    120 Posts
    Oooh that looks really easy :O
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  24. Post #64
    Gold Member
    thomasfn's Avatar
    July 2008
    2,955 Posts
    Yep, that's the idea. It means adding chat commands will be INCREDIBLY easy too, I would say under 80 lines for basic player action.
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  25. Post #65

    March 2009
    120 Posts
    I bet even I could make a basic Plug(I have little to none Lua knowledge FYI)

    EDIT:could we have a current and future command list?
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  26. Post #66
    Gold Member
    thomasfn's Avatar
    July 2008
    2,955 Posts
    Uhh, well, not really. The con commands are designed for backend use, ie, for the gui to run rather than the user. And I can't be bothered to fish out all the concommand names from the code.

    For chat commands, you will see all the standard ones (!kick, !ban, !blind etc) and maybe group related ones, but maybe not - I prefer people to use the gui to setup and do stuff with groups.
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  27. Post #67

    March 2009
    120 Posts
    Honestly the only group chat we need is to set someones group,anything else is easier done in the GUI

    Mmm why aren't respected allowed to use the igniter tool while clients can?(I'm refering to you're picture)
    Do you have a server which you test GManage on?
    Well instead of naming all of them,name the ones that aren't in other admin mods(if there are any commands that aren't in any admin mods)
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  28. Post #68
    Gold Member
    thomasfn's Avatar
    July 2008
    2,955 Posts
    Chat commands, or console commands?

    And yes, GManage is installed on my build server (details below).

    And the igniter tool thing, I wasn't actually setting up a proper server - I was in singleplayer, testing the system.

    http://www.fortfn.co.uk/forum/forumdisplay.php?fid=11 << Info for my server
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  29. Post #69

    March 2009
    120 Posts
    does it really matter?a command is a command ,whether its run in chat,a gui or in the console,as long as it effects the/a player

    EDIT: I just noticed how many mods you have on you're server, so I don't think i'll be joining it :P
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  30. Post #70
    Gold Member
    thomasfn's Avatar
    July 2008
    2,955 Posts
    Hehe, there aren't that many mods installed. If I had enough money, I would get myself a dev server which I use just for testing my own stuff.

    And in terms of commands, console commands tend to be more backend. For example, here is a command that kicks the target player:

    Console: gmanage_sv ply_kick 16 Noob
    (Where 16 is the player's GID)

    Chat: !kick persontokick Noob

    Big difference.
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  31. Post #71

    March 2009
    120 Posts
    chat or gui then

    and yes there are alot of mods,3/4 sweps,phx3 + wire(good,you should have that :P) pc mod(It's you'res so I understand why its there,but I personally find it useless) stargate mod(its big,its annoying,its useless) the stools are fine(but there should be more considering how small they are,glad to see smart weld and stacker,but weight should also be there)and to top it off those sweps are admin only
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  32. Post #72
    Gold Member
    thomasfn's Avatar
    July 2008
    2,955 Posts
    I deleted stargate some time ago, although maybe I missed something if people still have to download stuff. And all the admin sweps put together add up to about 5 lua files and a few models/materials.
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  33. Post #73

    March 2009
    120 Posts
    oh,well without the stargate mod I probably will join,just need to download PC mod
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  34. Post #74
    Gold Member
    thomasfn's Avatar
    July 2008
    2,955 Posts
    You won't be able to see/do anything unless I am there to promote you to a group which has access to the menu.
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  35. Post #75

    March 2009
    120 Posts
    I don't really mind/care, there seems to be 0 people on the server and I have to download 374 or something files..I'm using PC mod 2.0.4 latest phx3 and wire,I got the stools,I suppose the admin mod takes up MAYBE 100 files,probably less,so whats up with the other 200 or so files?

    EDIT:it seemed to go quickly,maybe I have my multiplayer settings for don't download any custom files,if it is on I'll download everything

    EDIT:yeah I did have it on,*sigh*

    EDIT:its downloading PC mod as if I don't even have it in my addon folder -.-?

    EDIT:done,I'll probably come back when there's more then 1 person though
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  36. Post #76
    Gold Member
    thomasfn's Avatar
    July 2008
    2,955 Posts
    Since the updates, the server likes to force everyone to download everything again, even if they already have them. In fact, I think it did it before the updates. But oh well.

    And the admin mod is <10 files.
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  37. Post #77

    March 2009
    120 Posts
    how can a admin mod be less then 10 files?does it work properly?
    EDIT: by that I mean can it actually do something(do all the gui features work or are the pictures just for show and you haven't done anything to it yet)
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  38. Post #78
    Gold Member
    thomasfn's Avatar
    July 2008
    2,955 Posts
    It works fine. 3 files make up the basic structure, ie, loading and doing stuff with the plugs. The whole of the admin mod is contained within the plugs. There's a serverside structure plug, clientside structure plug, serverside usergroup plug, shared prop protect plug and something else - can't remember. That adds up to 7, minus the something else I can't remember.

    It's made up for in file size though :P

    Just shows how versatile the system is.
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  39. Post #79

    March 2009
    120 Posts
    File size < # of files

    Having a low amount of files is better then file size,because in gmod it doesn't take long to actually download a lua file,but it gets annoying having to download 50+ of them and it increases the chances there going to leave because of the amount of files they don't have.

    so when do you think this is going to be ready?a month?or 2?
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  40. Post #80
    Gold Member
    thomasfn's Avatar
    July 2008
    2,955 Posts
    Not sure, depends on how well my other projects pan out. I am planning on entering for the gamemode contest this time, and progress is good on that (will announce officially tommorow). I have 2 weeks of no-school time to work on stuff, which means it will be before the end of the 2 week holiday. (Probably)
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