• Exsto - Modular Administration
    1,837 replies, posted
  • Avatar of foszor
  • [QUOTE=Prefan;21925035]Lets remove the ability to run RCON commands, and removing the ability to bind commands to keys. The console commands are not the only way to run commands with Exsto, they are there for convenience to the user. The menu is still there, plus chat commands. Theres no harm in adding console commands to allow a bigger user base.[/QUOTE] Whoops my bad, edited my post. I meant 'chat'. Since the introduction of VGUI to Garry's Mod, IMO developers should focus less on chat commands and more on interactive menus. I understand chat commands are normally just a proxy for a console command, but flexing the strength of your admin mod with chat command demonstrations doesn't show any strength at all. Powerful, robust menus are always going to be the best way to interact with the game. What would you rather do to launch a game: double-click an icon on your desktop or open the command prompt, type "c:\program files\developer\game.exe". Autocomplete or not, the former is the obvious choice. Its noted that your addon allows for plugins and a plugin could be developed to further enhance the menu system, but thats like saying I can download an app to add a desktop to my console based OS. It should be an integral part of the system and not something tacked on at the end. [editline]12:58PM[/editline] [QUOTE=CapsAdmin;21925212]There has to be something magical about chat commands since a lot of users want them and most admin mods have them. Not because they can't make a GUI, but because people want them. We have made a scoreboard that runs console commands on players. I think this is the quickest way you can execute commands on someone without entering any arguments, with things that require arguments we use chat commands simply because it's much faster than opening some menu, finding the player inside the menu, select the command and write whatever arguments. This would all be easier if I just typed !kick caps, spam You can always have both, chat commands and some other method. So what I'm saying is chat commands are good for commands that require arguments while commands such as slay could be implemented in something like a scoreboard.[/QUOTE] I too have noticed the preferential usage of chat commands over menus, but I don't think its a fundamental problem with the menu system. I strongly believe that no one has developed a menu-based admin mod that does it right.
  • Avatar of Prefan
  • Foszor, I am completely open to suggestions on a type of menu. Me and Spart are still experimenting in ways to have a quick and easy menu. Currently, we are thinking about adding some brief admin controls into the scoreboard, but other than that, I am up to suggestions.
  • Avatar of |FlapJack|
  • [QUOTE=Prefan;21925423]Foszor, I am completely open to suggestions on a type of menu. Me and Spart are still experimenting in ways to have a quick and easy menu. Currently, we are thinking about adding some brief admin controls into the scoreboard, but other than that, I am up to suggestions.[/QUOTE] It's probably better to not integrate a scoreboard. Far too many gamemodes and communities use their own scoreboard, which is designed for their specific uses. Having an optional one might be a good idea, though.
  • Avatar of Prefan
  • [QUOTE=|FlapJack|;21925437]It's probably better to not integrate a scoreboard. Far too many gamemodes and communities use their own scoreboard, which is designed for their specific uses. Having an optional one might be a good idea, though.[/QUOTE] It would be as a plugin, like the chat.
  • Avatar of CapsAdmin
  • Just have a separate scoreboard-like menu that you open with +something Try to make it so you don't have to press more than once (such as opening a collapsed menu or a tab) unless it's something that require arguments. Just like a scoreboard where most is visible. Maybe you could have something like predefined arguments. A button that require arguments could pop up a DermaMenu() (right click menu, context menu or whatever) with something like (for kick) "spam", "asshole" and so on. Kind of like assmod's predefined args.
  • Avatar of yakahughes
  • [opinion] The menu looks kind of pretty, but contrary to what everyone else has been posting, I don't really think this is super-revolutionary or anything. I do think the name is terrible though. [/opinion]
  • Avatar of foszor
  • [QUOTE=yakahughes;21930479][opinion] The menu looks kind of pretty, but contrary to what everyone else has been posting, I don't really think this is super-revolutionary or anything. I do think the name is terrible though. [/opinion][/QUOTE] I agree 100%. The only thing this has that other admin mods don't is a lack of ugly.
  • Avatar of Prefan
  • Thanks for the rants, but before you start judging from pictures and videos, you need to use it to actually make knowledgeable decisions, instead of pulling shit from nowhere.
  • I tried this on my test server and it was awsome, everything worked good except for some stack overflows... [editline]02:41AM[/editline] and you just had to ruin my post...
  • Avatar of nicatronTg
  • It won't. Chat commands are great for quickly banning annoying players, don't deny that. If your server is being attacked, it's easier to !ban a player, but if you have time to open a menu, that's great for you, you could always bind a key to !menu. If you don't mind me saying, this is the biggest thing from ULX. If you want to see it in action, try it on my server: [img]http://www.game-monitor.com/server-stat-image/69.162.91.34:27015.png[/img] The chatbox is by far a favorite among my players, it doesn't break commands, it just works. I reckon that you'd be hard pressed [b]not[/b] to run this over ULX or AssMod. To top that, Prefan keeps this mod up to date like that. After 2 hours on our server, he fixed [b]all[/b] our major problems. I can't find anything wrong with it, seriously.
  • Avatar of foszor
  • Never said anything was wrong with it or it had any problems, just saying its nothing new. Admin mod, plugins, chatbox, ranks... we've all seen it over and over again.
  • Avatar of nicatronTg
  • But have we seen it done right and released to the public? I've seen custom chat boxes that break chat commands. I've seen rank editors that force you to rejoin for changes to take effect. I've seen admin mods that require a full restart just to install or change one characteristic about it. Would you really run a server with ULX or ASSMod over Exsto after it's been fully released?
  • Avatar of |FlapJack|
  • [QUOTE=nicatronTg;21932396]It won't. Chat commands are great for quickly banning annoying players, don't deny that. If your server is being attacked, it's easier to !ban a player, but if you have time to open a menu, that's great for you, you could always bind a key to !menu. If you don't mind me saying, this is the biggest thing from ULX. If you want to see it in action, try it on my server: [img]http://www.game-monitor.com/server-stat-image/69.162.91.34:27015.png[/img] The chatbox is by far a favorite among my players, it doesn't break commands, it just works. I reckon that you'd be hard pressed [b]not[/b] to run this over ULX or AssMod. To top that, Prefan keeps this mod up to date like that. After 2 hours on our server, he fixed [b]all[/b] our major problems. I can't find anything wrong with it, seriously.[/QUOTE] Sorry to break it to you, but this "awesome" chatbox will break my chatbox, which is specifically designed for my servers. As will the scoreboard. Which is why those things should be optional extras.
  • Avatar of CombineGuru
  • [QUOTE=|FlapJack|;21936944]Sorry to break it to you, but this "awesome" chatbox will break my chatbox, which is specifically designed for my servers. As will the scoreboard. Which is why those things should be optional extras.[/QUOTE] they ARE optional extras plugins
  • Avatar of |FlapJack|
  • [QUOTE=CombineGuru;21936972]they ARE optional extras plugins[/QUOTE] I don't want to change "PLUGIN.Enabled" to false every time I update a SVN.
  • Avatar of nicatronTg
  • He speaks the truth, it's a plugin, which you can *delete*. [img]http://dl.dropbox.com/u/1253613/speaks%20the%20truth.png[/img] Wait, what? If you change a file in SVN, and re run the update command, it doesn't touch the file unless it was committed.
  • Avatar of JamesFoil
  • [QUOTE=|FlapJack|;21937006]I don't want to change "PLUGIN.Enabled" to false every time I update a SVN.[/QUOTE] No. The plugins are stored in a folder, which you can Edit/delte or move in any way you like. EDIT: Nicatron beat me to it :P
  • Avatar of nicatronTg
  • Then edit the file and turn it off, and it's not updated from then on? Didn't I say it, then JamesFoil said it, and now I'm saying it again? I know this, because I edited ULX and updated after they changed the file, and lo and behold, the file didn't get updated. If your not using it, it's not really in need of updates anyhow.
  • Avatar of |FlapJack|
  • [QUOTE=nicatronTg;21937043]He speaks the truth, it's a plugin, which you can *delete*. Wait, what? If you change a file in SVN, and re run the update command, it doesn't touch the file unless it was committed.[/QUOTE] It'll recreate the file if it doesn't exist and is on SVN. Sappin mah automerge
  • Avatar of JamesFoil
  • [QUOTE=|FlapJack|;21937094]Yes, and then when I update the SVN it would magically re-appear.[/QUOTE] If you're that lazy to delete a file, I feel sorry for you. I really do.
  • Avatar of |FlapJack|
  • [QUOTE=JamesFoil;21937103]If you're that lazy to delete a file, I feel sorry for you. I really do.[/QUOTE] Sorry, but I have better things to do with my time than delete files I shouldn't have to delete in the first place. Especially when I would need to delete it around 5 times for each time I update SVN (At least 5 servers) - whenever the file gets updated.
  • Avatar of nicatronTg
  • I feel like I'm being ignored: If I edit a file and don't commit the change, that file is now not affected by svn update. [highlight]This means that if you turn it off, it will not turn back on if the file is still there, but a different version from the server's.[/highlight]
  • Avatar of |FlapJack|
  • You didn't read what I said. As soon as [b]a change is committed[/b], I have to disable it on [b]at least five different servers[/b].