Ragonz Posted November 17, 2015 Share Posted November 17, 2015 (edited) Ability to "Group" games Within each server you can choose what games to allow to be installed onto that server, however going through and clicking each game individually for each server is very time consuming. A way to group games together (for example "Low Cpu games") would be excellent as they you can select the group rather than every game that would be in that group individually Custom email templates + triggers A section of the game panel that you can configure to email Administrators when the servers cpu is above x% for x amount of time would be one example of a custom trigger A mass update button for a user A button that will send a command to all game servers under that user to update via steam (really useful if you have a test account or a developer on board) A Mass reboot button for a user (ability to choose what game if user has multiple different games under account) A button that will send a command to all game servers under that user to reboot (really useful if you have a test account or a developer on board) Implemented through scripts. A way to schedule steam updates at a certain time that will only occur when there are no players on the server Implemented A method of creating scheduled tasks for a group of users/a game For example say I wanted to create a scheuled reboot for every single CoD4 server we have, a way of doing this without having to go to each server individually would be nice. There would also need to be some way to make that scheduled task create for new services as well (Perhaps a scheduled tasks section in the game profile) The ability to filter by datacenter in the scheduled tasks section The ability to filter out user created tasks in the scheduled tasks section (for example if you wanted to find a service being created that had been submitted by the billing system) Ability to set fast download space per user A start/stop/restart button next to TS3 servers as TCAdmin (in my experience anyway) usually does not start them automatically. Implemented A way for tcadmin to round robin between windows and linux servers rather than requiring 2 separate game configs A button in which we can hide the game port from the user control panel when the game needs the game port and query port but the game port is not needed by customers at all (IE. Ark/Conan) Granular permissions so we can pick who has access to what Partially Implemented Rule detection direct messages, set tcadmin to put a message to the user as a "must be viewed" message within tcadmin rather than an email Implemented Ability to delete multiple mods at the same time rather than having to go into each one and delete individually. (also tie deletion permissions into new granular system) Config editor "Restores" (ie. A way a client can go back to a prior version of their config file after they have inevitably messed it up) Edited September 4, 2020 by Ragonz 1 Link to comment Share on other sites More sharing options...
Ragonz Posted February 27, 2016 Author Share Posted February 27, 2016 (edited) A method of informing users that there is an update available for a mod they use. - This is obviously already in for steam workshop mods but what about manually added mods? For example The game panel can already work out that there are new base files when installing then will download them from the content server, what about that for mods. Mod 1 imported 20/02/2016 - game panel knows this Mod 1 files updated 27/02/2016 - game panel 'sees' the changed file date and send a game panel message to anyone with the mod installed that matches the original imported date Edited January 5, 2023 by Ragonz Link to comment Share on other sites More sharing options...
poppin-fresh Posted February 28, 2016 Share Posted February 28, 2016 +1 Link to comment Share on other sites More sharing options...
Dennis Posted February 28, 2016 Share Posted February 28, 2016 I don't know about your last suggestion. Mods are 3rd party files, and sometimes a mod requires to run a never version of the game server, called Update X. Some games, Minecraft for instance, allows you to run whatever version of the game you'd want to. If the Mod requires you to run the newest Update X, instead of Update Y, and the client doesn't know this, he could potentially break the server and has to reinstall everything. Link to comment Share on other sites More sharing options...
Ragonz Posted April 11, 2016 Author Share Posted April 11, 2016 I don't know about your last suggestion. Mods are 3rd party files, and sometimes a mod requires to run a never version of the game server, called Update X. Some games, Minecraft for instance, allows you to run whatever version of the game you'd want to. If the Mod requires you to run the newest Update X, instead of Update Y, and the client doesn't know this, he could potentially break the server and has to reinstall everything. That is a good point however there is already a method to select what version of a game the mod requires to run on. If the new version of the mod requires a newer version of the game we would create another mod So lets say the mod is called Pingperfect Pingperfect v1 requires version 5 of the game An update comes out for it that requires version 6 of the game, we would create another mod called Pingperfect v2 that is restricted to version 6 of the game. That would negate the problem you have mentioned whilst still providing the functionality for games that dont have versions like Minecraft Link to comment Share on other sites More sharing options...
Ragonz Posted March 23, 2017 Author Share Posted March 23, 2017 New addition: A button in which we can hide the game port from the user control panel when the game needs the game port and query port but the game port is not needed by customers at all (IE. Ark/Conan) Link to comment Share on other sites More sharing options...
Dennis Posted March 24, 2017 Share Posted March 24, 2017 I see why you'd want it, but it's not a very good idea afterall. The game port is the port that you would use to connect from the game. When/if the mentioned games implement a server browser where you can search for an IP (or direct connect), or even just a console with a command to joining an IP, customers would have trouble connecting using the IP shown in TCAdmin because it's just the query port. Link to comment Share on other sites More sharing options...
Ragonz Posted March 24, 2017 Author Share Posted March 24, 2017 at which point we would un-hide the game port in the game config files, but until that happens it would still be useful. Link to comment Share on other sites More sharing options...
mouseymars Posted March 27, 2017 Share Posted March 27, 2017 +1 Being able to hide the connection IP/Port would be nice, especially for ARK/Conan, confuses a lot of customers. Link to comment Share on other sites More sharing options...
Ragonz Posted May 17, 2017 Author Share Posted May 17, 2017 New Additions: Granular permissions so we can pick who has access to what Rule detection direct messages, set tcadmin to put a message to the user as a "must be viewed" message within tcadmin rather than an email Link to comment Share on other sites More sharing options...
Ragonz Posted February 27, 2019 Author Share Posted February 27, 2019 New Addition: Ability to delete multiple mods at the same time rather than having to go into each one and delete individually. (also tie deletion permissions into new granular system) Link to comment Share on other sites More sharing options...
Ragonz Posted March 25, 2020 Author Share Posted March 25, 2020 New addition: Ability to copy custom commandlines so that users with complex commandlines can copy a previously made one then make edits to it rather than having to re-create their settings in a new custom commandline. Link to comment Share on other sites More sharing options...
Alexr03 Posted July 23, 2020 Share Posted July 23, 2020 On 11/17/2015 at 7:29 PM, Ragonz said: A mass update button for a user A button that will send a command to all game servers under that user to update via steam (really useful if you have a test account or a developer on board) Implemented with if you use MVC. Link to comment Share on other sites More sharing options...
Ragonz Posted September 4, 2020 Author Share Posted September 4, 2020 we won't be using MVC until more has been converted to it and out testing instances work better than what we have currently but we are looking forward to plugins. Link to comment Share on other sites More sharing options...
Ragonz Posted September 4, 2020 Author Share Posted September 4, 2020 Annoyingly I can no longer edit the original post New addition - Config editor "Restores" (ie. A way a client can go back to a prior version of their config file after they have inevitably messed it up) Link to comment Share on other sites More sharing options...
Alexr03 Posted September 4, 2020 Share Posted September 4, 2020 A few plugins have been made (check out the plugin repository on your testing instance) Currently working on SSO/OAuth plugin. @DennisHermannsenAny idea why he can't edit the post? Link to comment Share on other sites More sharing options...
M0RG4N Posted September 4, 2020 Share Posted September 4, 2020 14 minutes ago, Ragonz said: Annoyingly I can no longer edit the original post New addition - Config editor "Restores" (ie. A way a client can go back to a prior version of their config file after they have inevitably messed it up) Hey, can you try edit now I've changed a specific permission: to > Unlimited Link to comment Share on other sites More sharing options...
Ragonz Posted September 4, 2020 Author Share Posted September 4, 2020 yep fixed, cheers Link to comment Share on other sites More sharing options...
Ragonz Posted January 5, 2023 Author Share Posted January 5, 2023 A suggestion for the new MVC workshop A selection of views, condensed (like the old ASPX one), expanded (the current MVC one) and a list. We have some customers who very much dislike the new MVC workshop. Link to comment Share on other sites More sharing options...
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