
peace
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Everything posted by peace
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Maybe you forgot to fix as you have a lot more serious bugs but still there's no cancel button.
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Its not a bug actually. When login and password fileds are already filled and user change Theme: than password field become blank. Maybe the same with changing language.
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Hello. On one server there were no free disk space and we added one more raid1 array. For all new game servers we changed "User Files Path:" and now part of servers are installed on disk D and second part on disk F. The idea is to make ability for admins to set a few drives for "User Files Path:". And options such as "Create new servers on disk 2 when there's 10Gb left on disk 1" ...
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I think he wants to set 50 slots so user can manually install 3 servers with 50 slots limit on all serves (f.e. 20+20+5).
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Hi. Users can ban and unban IPs and subnets on OS through panel interface. Ban only works for IP:port of their game server but not for all server. Sometimes game servers are under attacks, usually it's simple UDP flood that can be blocked only on OS or firewall.
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It would be really nice.
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What about maps? Map control did't make big steps since v1. 1) Instal by click on picture. Multiply install. 2) Place in panel where user can see what maps are installed with ability to delete them. 3) FTP synchronization. F.e.: user manually uploads on FTP de_dust_2x2 map and by name of bsp file panel shows that this map is installed (in case this map name is already customized in panel by admins). 4) File check and md5. It goes close together with item 3. If user uploads map that is already in panel "database" than system automatically checks if the file size and all other files that goes with map are not corrupted and missing. If we're talking about source or hl1 engine maps lets imagine map de_tca2.bsp that has 1 additional file 123.wad. This map can be installed through panel but user uploads it manually on FTP but forgets to upload 123.wad. This map wont work as well as server. What panel should do? Panel runs special check through maps folder, it finds de_tca2 map by .bsp file extension, panel checks file size by md5 and for additional files (123.wad). In case that 123.wad is missing panel suggest that map is missing file and can be updated by simple click. It's not all that i have.
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To be honest there's a lot of things that can be done to Game Mods. Just few that comes in my mind: 1) File check to determine whether all files of mod are actually on server. It is very usefull in case that a lot of clients sometimes delete files from FTP that should not be deleted for mod to working right. 2) To first item we could easily add md5 check for mod files (file can be corrupted or different version or whatever). 3) Some mods doesn't need configs but have few cvars that should be put in config file (f.e. amxx.cfg). How user knows that this cvars was added and even exist? The third item is about an ability for users to see and edit cvars right from the mod page. It was shown on "visualization": http://clientforums.tcadmin.com/attachment.php?attachmentid=738&d=1278707423 (High Ping Kicker) If we are talking about coolest control panel than why not to do it?
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I hoped to see map installation with pictures, file and config check and synchronization, more advanced Game Mods installation and settings.
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I've been thinking a lot about that feature. Idea is to check game mods and map files for being actually on server. Now it works like that. User installs mod or map and its shown Installed. But he can easily delete few files with FTP and mod or map wont work. With File Synchronization and MD5 check panel can show to user different type of information: files are corrupted or missing, different version and so on.
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Few more options: restart with players on a server, wait till no players on a server, ignore restart.
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It's not what my question was about. I mean templates like in WHMCS but not themes.
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Are you going to release templates support like in WHMCS? As for now, design looks specific.
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This module doesn't have Cancel button in Configure. You have to reload page to view main module content again. EDIT: All modules don't have Cancel button.
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Great Job. I have just installed that update and didn't get much in details but I have suggestion to not show all mods in list if they cannot be installed at this moment. F.e. we have 100 mods that have dependence on AMX Mod X installation and in this case I believe is better to hide this mods before AMX Mod X is actually installed. Or make a special box in system settings that determines that feature.
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God dammit I have been waiting for this release for so long.
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Any information about when Game Mods will be added and what features and functions will be included?
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Steve-TGM, no, i mean to being able to put knowledge base article links in game mod section to each plugins. I have attached picture where i summarized most of features i posted above. Im not web-designer .
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Added to the first post. 8. Allow or disallow (hide game mod in list) installation of the game mod according to what game patch is installed. F.e. many of call of duty 4 mods work fine with one version of the game and don't work with other versions. 9. As far as many GSPs use knowledge base to post there articles about settings and customizations for plugins it would be nice to add hyper links to each game mod in panel (not Comments/Instructions). Little bit later i can provide you with some plan-pictures to summarize all the features to graphic layout.
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Hello. In current v1 servers are being disabled automatically without any notifications for slot increasing and putting off private password. V2 suggestions: 1. Set for how long user can put off private password before server is stopped and disabled. F.e. user can run his server without password for 5 (setting) minutes in one time but not more than 5 minutes in hour. Something like this is requested by 15-20% of our clients. 2. Email notifications before server is stopped so users have time to put back password. 3. Set how many times server is being stopped before getting disabled. Or make ability for users to start their servers from disabled status but not more than X times in hour.
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Hello. One of the big things i hope and want to be changed in TC2 is Game Mods feature. In V1 it was simple: you choose archive that is being extracted to specified folder, can create 1 config file and new command line. There are some ideas i'd like to share and see in new version. 1. Setting to restart server or not with Game Mod install. 2. Dependence on plugins. F.e. user cant install AMX Mod X additional plugins before AMX Mod X isn't installed. 3. Add\remove new line in config files (.cfg .txt etc). F.e. AMX Mod X aditional plugins require "plugin name" line to be added in plugins.ini. ES plugins require es_load plugin name line to be put in autoexec.cfg. 4. As you may know plugins add new cvars that should be put in some config file. It can be server.cfg or amxx.cfg, autoexec.cgf and so on. So the idea is to make for each Game Mod variety of cvars it use and add them as aditional lines to specific config file and easily change the values throug some editor (Like config editor in V1 but for Game Mods cvars). 5. Ability to create more than one configuration file and put them on default configs so users have fast access. 6. Execute rcon command on game mod install\uinstall. F.e. changemap for plugin load (in that case restarts are not necessary). 7. Game Mod can be deleted with all files, config and text lines. 8. Allow or disallow (hide game mod in list) installation of the game mod according to what game patch is installed. F.e. many of call of duty 4 mods work fine with one version of the game and don't work with other versions. 9. As far as many GSPs use knowledge base to post there articles about settings and customizations for plugins it would be nice to add hyper links to each game mod in panel (not Comments/Instructions).
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Hello. Cant set CS 1.6 port in Create a Game or Voice Service, only 27015 can be used. In game configuration using of all ports is allowed. Have tried in Opera 10.x and IE8.