Jump to content

GamingDeluxe Rolling Suggestion Thread


Rizla

Recommended Posts

Thanks VIlayer for the idea :)

 

1) in the game configuration, you can check a box to have it ignored for the count of services for the servers it goes on.

 

For example, something like BEC, mumble, procon, use very little, but count towards the servers max services, having them ignored would then allow other services on that machine

 

2) Global config updates

 

Update a config or variable that gets pushed out to all config files for that game, useful for versioning or parameter name changes

 

3) Add multiple variables at once (self explanatory)

 

4) Name and description should be available on all custom scripts, name is fixed as the name, and description as a text box, maybe a notes section too

 

Currently, description is used in the display list in the admin section, but for custom scripts its used to display under the icon, the name should be used as is for custom icons, but should be available on all scripts and used to display

 

5) OS and engine display on scripts list

 

Again, in the custom scripts list in the game profile, the OS should be a column that can be displayed

 

Also, the script engine column only displays the ID, this should display the name of the engine, not the ID

 

6) Config parameter templates

 

Like can be done with command line variables, we can have templates for config editor variables, for example, if a variable is optional, or needs enabling:

 

Disabled version:

//Whitelist=true

 

Enabled version:

Whitelist=true

 

7) Delete confirmation

 

When delete is pressed in things such as the config editor, a confirmation box should pop up

 

8) Import/partial import

 

Import a game profile over an existing one, or add sections of it from another profile

 

9) Export Mods/Variables

 

As name suggests, you can export entire game profiles, and copy mods, but you can't export variables/individual mods (linked to #8)

 

Example where this would be useful would be sourcemod, BEC, metamod

 

10) Default encoding for config files/variables

 

Config files should be able to get a default encoding when creating the file, in one config file I've got it doesn't always correctly write special characters

 

11) Parent values to have other operators

 

Currently, 'Parent Variable' can only have equal to setting, would be nice to have greater, less than, not equal to, as an option

 

12) Button groups/headers

 

Like with config files, you can group icons/buttons (including default?) under header sections

 

13) Group ordering

 

Order the groups of buttons/config files/links

 

14) Edit default buttons

 

Option to edit the default buttons with descriptions/custom icons etc.

 

15) Server Grouping

The idea is server groups, you could assign servers to different groups, and then assign games to only install on to groups of servers, as opposed to invidual ones.

 

For example, you set up 3 r210 II servers, assign them to a group called r210ii, then you can add or edit a game and assign it to only install on the group r210ii, then it would select a server from one of those 3 to install on in the same way it selects a server now.

 

16) Default/additional/custom items in combobox file/directory lists

 

You can add default items, but they only show if the directory it is scanning doesn't exist, should be able to add default/custom items to list that may be compiled in to the game elsewhere

 

17) Mod variables

 

Linked to #8 and #9, rather than setting the variables for the game profile, they should be set as a mod variable, this would also allow the mod + its config editor to be exported as a whole, for importing in to another service

 

18) Installed by default/install after install

 

An option to install a mod or update after the service has been installed, this would allow file sharing with different profiles

 

19) Compiled installer

 

Include the system prerequisites in the installer (winpcap, .net) - if possible

 

20) Mod/update status

 

If a mod is set to re-installable, it doesn't show a status on the mod manager or updates section, it should show up to clarify if the mod/update is installed

 

21) Compatibility check

 

If MOD A has incompatible mod; MOD B, but MOD B doesn't have the same, MOD B can be installed. MOD B should for incompatibilities set in other mods

 

22) OS Versions

 

Option to set which OS is running, you can set Windows or Linux, but not which version (2008, 2012, centos, debian) - allow an option to set and then have it so that games can be set to certain flavours of that OS, some game servers will only run on deb/ubuntu and not centos for example

 

23) Chained scripts

 

Custom Icons to be able to chain, or call, other scripts, useful if you need to called an IP and Batch/Bash

 

24) Grouped variables

 

Similar to 7/8, group variables under headers/menus

 

25) HDD/Bandwidth Quotas

 

Memory and CPU can be constrained, HDD and bandwidth should be an option as well

 

26) Assign servers to games rather than games to servers

 

Currently you allow games on servers, which can be time consuming when adding a new game, or setting servers to certain games only. It would make more sense (to me anyway) to have the option of which servers the game can be installed on on the game profile

 

27) Batch script run

 

We can batch mod install, and batch update, you can hack it by making a pointless update or mod attached to a script, but it might be easier to have the option to batch run a script instead

 

28) Force config editor

 

Currently if we want users to have to use the config editor we have to deny permission to them via the file system permissions, perhaps a button that either adds it for us, or just forces config editor

 

29) Multi level templating

 

If you select a game can be used a template, it cant use other games, would be useful when multiple templates are for the same game (sometimes required) - or you can template certain resources from that section to share, for example, an update

 

30) Update multi

 

Similar to above, share or do updates simultaneously where games are the same, but require different profiles

Edited by Rizla
added more
Link to comment
Share on other sites

  • 2 weeks later...
  • 3 weeks later...
  • 2 weeks later...
  • 1 month later...

18) Installed by default/install after install

Already possible per mod

 

 

26) Assign servers to games rather than games to servers

ALso already possible, just select which game is allowed to install on a server.

 

 

19) Compiled installer

 

winpcap already included, .net has to be done via server manager.

Although that might be possible via commandline as well.(Pretty sure it is)

So the intaller could execute the command.

 

8) Import/partial import

Also already possible, just check the correct boxes.

Link to comment
Share on other sites

18) Installed by default/install after install

Already possible per mod

 

You can have something set as installed by default, but not something that is installed afterwards by default, the files must already be there

 

26) Assign servers to games rather than games to servers

ALso already possible, just select which game is allowed to install on a server.

 

Yes, but its done based on server, not by game, servers should be assigned to games, not games assigned to servers

 

19) Compiled installer

 

winpcap already included, .net has to be done via server manager.

Although that might be possible via commandline as well.(Pretty sure it is)

So the intaller could execute the command.

 

winpcap isn't, unless its changed recently

 

8) Import/partial import

Also already possible, just check the correct boxes.

 

For entire games, not select parts, lets say you want one mod, not all of them, you can only copy out mods to themselves

Link to comment
Share on other sites

"Yes, but its done based on server, not by game, servers should be assigned to games, not games assigned to servers"

 

Tomato, tomatoe.

Either way has same effect.

 

"You can have something set as installed by default, but not something that is installed afterwards by default, the files must already be there"

 

I keep all my mod install files on a single web server, taking away the need to transfer files to each gameserver. So yes, it works that way for me.

 

"winpcap isn't, unless its changed recently"

I have installed 3-4 remotes recently and never did winpcap by hand on them, bandwidth stats works; I also recall seeing it being installed during installation.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Who's Online   0 Members, 0 Anonymous, 11 Guests (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use