• GManage - Server Management System
    439 replies, posted
  • Avatar of Overv
  • [QUOTE=phabeZ;14446774]- An "Alias" command, again not a necessity but players often "minge up" when they know there is no admin in the server, so I think that the alias command (GManage Alias phabeZ/!Alias phabeZ as command examples) should make it so it hides anything showing that the player is an admin.[/QUOTE] I love owning minges like that.
  • Avatar of Ancient
  • This looks like an excellent alternative to most other options out there. I look forward to seeing a release.
  • Very, very nice! If we still ran ULX on my server we probably would have switched over. I do have some questions though; 1. Will it have it's own groups and group coloring system? 2. How much of the settings will be configurable from in-game? 3. The icons are a little bit low detail, are those just placeholders until you get high-detail icons? It's a great menu, but I'm just concerned that it could become an eyesore to certain people. All in all, it's a very nice menu, definitely going to be up there with ULX and ASSMod when it comes out. Don't give up, my friend.
  • Avatar of thomasfn
  • 1) There are two "hard" groups, uneditable undeletable ones. Restricted, and Owner. It is up to you (as the server owner) to setup the rest. But it's really really easy, you can make + setup a new group in the space of 20 seconds from the gui without so much as editing a file or running a console or chat command. As for group colouring, it won't be possible unless I either override the gamemode's teams and create my own coloured ones for each group (NOT a good option) or I edit the scoreboard or something to reflect it. Or, I just wait until Garry releases his new chat hook stuff. If he does, I will almost certainly add group colouring. 2) Everything to do with GManage is configurable ingame, including groups, limits (which save over server restarts), entity/swep/stool restrictions (which also save). I am planning to add way more to the server config tab, such as a way to change many other convars (sv_password, sv_gravity etc) that will save too. 3) The icons are place holders, I have another set ready to vtf-ify and replace them. Also, bear in mind the screeny was taken on my dev laptop which has every single setting that exists set to low. And as for sticking with the project, I have a somewhat irritating trait of 'project hopping'. I'll start on a project, make very good progress, get bored or run against an obstacle, dump the work into my archive, then 'hop' onto another project. My archive folder is probably a gold mine for some people out there, it's so full of unfinished crap. PCMod is the only thing I have properly released in some working state (even PCMod has issues :P) But since this has picked up interest, I suppose I'll get it done sooner or later - especially since I now have a 2 week no-school period of time in which to get loads of stuff done.
  • Avatar of o DefcoN o
  • [QUOTE=thomasfn;14462292] But since this has picked up interest, I suppose I'll get it done sooner or later - especially since I now have a 2 week no-school period of time in which to get loads of stuff done.[/QUOTE] Great news!
  • I hope to see the future of GManage explode in popularity like a Boomer who's clothes are too tight for his boils. I have no idea how the hell I just made up that sentence, but it works.
  • Avatar of thomasfn
  • [QUOTE=gerhard2202;14463368]I hope to see the future of GManage explode in popularity like a Boomer who's clothes are too tight for his boils. I have no idea how the hell I just made up that sentence, but it works.[/QUOTE] Been playing too much Left 4 Dead for you're own good. Hehe.
  • 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 :)
  • Avatar of o DefcoN o
  • [QUOTE=Darastrix;14473909]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 :)[/QUOTE] 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.
  • 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?
  • Avatar of thomasfn
  • There are console commands, just that you don't [i]need[/i] 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.
  • 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 -.-
  • Avatar of thomasfn
  • 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.
  • Avatar of Prefan
  • [QUOTE=thomasfn;14479802]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.[/QUOTE] 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.
  • Avatar of Prefan
  • [QUOTE=thomasfn;14480189]I already said, I [i]am[/i] adding chat commands. Read the thread.[/QUOTE] Oh sorry, I was only reading your post. It sounded like you were implying what you were just doing menus because its quicker.
  • Avatar of Deco Da Man
  • [QUOTE=Darastrix;14480241]You can't hate something amazing,it goes against the rules I made up D:[/QUOTE] 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
  • 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
  • Avatar of thomasfn
  • 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).
  • * 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
  • Avatar of thomasfn
  • 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.
  • Avatar of Nev
  • How do the plugs look like? And are they mountable? So that we can enable/disable them.
  • Avatar of Nev
  • [QUOTE=Darastrix;14480970]Plugs = Plugins they look however you design them to look -.-"[/QUOTE] 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] [code] local function PlayerSpawn(Pl) end gmanage.RegisterPlugHook("PlugName","PlayerSpawn",PlayerSpawn); [/code] Or something different?