Author Topic: Ideas for ULX v2 ( complete recode )  (Read 23121 times)

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Offline Megiddo

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Ideas for ULX v2 ( complete recode )
« on: February 10, 2006, 07:36:30 AM »
Give me your ideas for a recoded ULX here!

  • Keep similar configure system
  • Database manager ( player "classes" to hold needed information, use metatables )
  • More function-like required download (return true if it's a new entry so the programmer can restart the map if so desired)
  • Maybe design some menus for use by server admins alone and/or normal clients and have them "download" it ( Perhaps just make a function that can send whole menus in their native format? )
  • Black-box all listen functions that can conflict, make them safer
  • Make slap slap people out of vehicles, see it it's workable in mods such as melon race
  • Prop ideas:
    • Make props auto-delete when the user has been gone for a certain amount of time ( ie: 5 minutes after they leave their props self-destruct )
    • Add option so that everyone's own props are protected from users without access?
  • Prop cleanup ( or other cleanups )
  • Don't put any settings in .lua files, move them all to config files ( gimp settings, prop settings, etc )
  • Forcedownload -- Allow entire folders
  • Allow commands to affect all users? ( Seems more of a per-command option though )

EDIT: Some incentive: If your suggestion(s) gets incorporated in ULX v2, you'll be given beta tester access to v2 while it's in development! To protect myself... I won't accept suggestions that are already in ULX v1.1.
« Last Edit: March 13, 2006, 09:57:46 AM by Megiddo »
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Offline Golden-Death

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Re: Ideas for ULX v2 ( complete recode )
« Reply #1 on: February 10, 2006, 03:46:05 PM »
Id like to see more functionality. IE, most scripting systems add tons more commands that are new / easier to use than the long winded alternative. (Cvars)


Offline Megiddo

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Re: Ideas for ULX v2 ( complete recode )
« Reply #2 on: February 10, 2006, 04:13:02 PM »
Id like to see more functionality. IE, most scripting systems add tons more commands that are new / easier to use than the long winded alternative. (Cvars)

What are you suggesting? Please give me a clear idea!
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Offline Golden-Death

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Re: Ideas for ULX v2 ( complete recode )
« Reply #3 on: February 11, 2006, 12:59:17 AM »
Find useful script functions that could be used, but are hard to set up.
(EX [fictional]:

To find player health and add X to it:
-----------------
_LuaFindPlayer(target)
_GetHP(target)
_AddHP(amnt; target)
-----------------
^ Take that and condense it to a useful ULX function:

IE: ulx_addhealth(target, amount)


Offline Golden-Death

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Re: Ideas for ULX v2 ( complete recode )
« Reply #4 on: February 11, 2006, 12:59:52 AM »
so instead of typing 3 lines, we use 1 simple function


Offline darkdeath

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Re: Ideas for ULX v2 ( complete recode )
« Reply #5 on: February 11, 2006, 04:25:25 AM »
ok i think u should add some more functions like this:
1.Client
2.Client limits
1.Balloons 0-------|-------999 (scroll bar)
2.Dynamite 0-------|-------999 (scroll bar)
3.Effects 0-------|-------999 (scroll bar)
4.Emitters 0-------|-------999 (scroll bar)
5.Npcs 0-------|-------999 (scroll bar)
6.Props 0-------|-------999 (scroll bar)
7.key 7 doesnt work. (in gmod+ key 7 doesnt work with many computer systems so leave it blank)
8.Ragdolls 0-------|-------999 (scroll bar)
1.Sprites 0-------|-------999 (scroll bar)
2.Thrusters 0-------|-------999 (scroll bar)
3.Vehicles 0-------|-------999 (scroll bar)
4.Wheels 0-------|-------999 (scroll bar)

3.Admin
4.Maps
5.Weapons
6.Other
1.Gravity 0-------|-------999 (scroll bar)
2.Gravityx 0-------|-------999 (scroll bar)
3.Gravityy 0-------|-------999 (scroll bar)
4.Footsteps Off/On


0.Exit
« Last Edit: February 11, 2006, 04:27:14 AM by darkdeath »

Offline Megiddo

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Re: Ideas for ULX v2 ( complete recode )
« Reply #6 on: February 11, 2006, 09:10:13 AM »
I can't add scroll bars to the menu, sorry. The only place scrollbars can be used is in the context menu.

EDIT: But you could use UGM's server context menu, and just prepend ulx_rcon to all of them
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Offline PersonalJihad

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Re: Ideas for ULX v2 ( complete recode )
« Reply #7 on: February 11, 2006, 11:31:56 AM »
Add a setting that allows you to have the same map reload every hour or whatever. ulx_reloadmap 1
ulx_reloadmaptime 40
40 would mean it would reload the map every 40 minutes
ulx_reloadmap 1 would means it turns on the reload map feature

Offline darkdeath

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Re: Ideas for ULX v2 ( complete recode )
« Reply #8 on: February 11, 2006, 03:07:48 PM »
ADD:
- THE INVISIBLE PLUGIN !
- make it compitable with GMOD+ that means clear every key 7 in your menu or just say u can only use 6 buttons !
- Weapon restrictor !
« Last Edit: February 12, 2006, 10:43:42 PM by darkdeath »

Offline Jesusaurus-Rex

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Re: Ideas for ULX v2 ( complete recode )
« Reply #9 on: February 12, 2006, 08:31:54 PM »
I say somehow implement a weapon restrictor, I am tired of rpgs and pulse guns, I think there should be ways to limit individual guns, not just gm_allweapons 0 or whatever that command is. But I only want it to affect what you spawn with, if that gun is in the map, like an RP map, I want them to be able to pick it up.  Also, I don't want to have to choose each play to make the restriction on. I want no rpg and no pulse for EVERYBODY, all the time, so the restriction would start with the server. I have been trying to get mani's weapon restrictor working for ages, but it seems to only work with CS:S.
« Last Edit: February 12, 2006, 08:35:06 PM by Jesusaurus-Rex »

Offline Golden-Death

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Re: Ideas for ULX v2 ( complete recode )
« Reply #10 on: February 12, 2006, 09:48:35 PM »
Dunno, perhaps by running a check on map initialization for weapon_ar2s and if found, setting ulx_allowar2 1, setting it to 0 otherwise - which would remove all ar2s spawned on the map every second. The con is that if it IS found on the map, players wpuld still get it on spawn.. unless the allweps cvar was off.


Offline darkdeath

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Re: Ideas for ULX v2 ( complete recode )
« Reply #11 on: February 12, 2006, 10:43:08 PM »
I say somehow implement a weapon restrictor, I am tired of rpgs and pulse guns, I think there should be ways to limit individual guns, not just gm_allweapons 0 or whatever that command is. But I only want it to affect what you spawn with, if that gun is in the map, like an RP map, I want them to be able to pick it up.  Also, I don't want to have to choose each play to make the restriction on. I want no rpg and no pulse for EVERYBODY, all the time, so the restriction would start with the server. I have been trying to get mani's weapon restrictor working for ages, but it seems to only work with CS:S.

YES !!! plz make a weapon restricter !
maby on/off then all off all on
OR
do what Jesusaurus-Rex said i like that to !

Offline jesus

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Re: Ideas for ULX v2 ( complete recode )
« Reply #12 on: February 13, 2006, 08:09:39 AM »
Reserved slots that work better, don't let them join, kick before they connect.
Make protected props work.
Add public votemap including extend timelimit and a votelist.

Offline Jesusaurus-Rex

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Re: Ideas for ULX v2 ( complete recode )
« Reply #13 on: February 13, 2006, 10:16:03 AM »
A few more ideas:
  • A limit on duplicated props from the duplicate gun.
  • More options in server.ini, like disable weapon system, because I think 1.1 causes my server to crash from the new weapon system  >:( (Edit: Megiddo has fixed this in 1.1 final, I was useing a beta), I have a better weapon system anyways that is in the spawn menu, and I don't have to flip through 20 pages to find the gun I want.
  • More team settings, like admins on an admin team
  • Go back to bug free. ULX 1.1 is crashing my server way too much. (Edit: Megiddo has fixed this in 1.1 final, I was useing a beta)

EDIT by Megiddo: Remember, v2 will be a recode, mentioning 1.1 is pointless, as well as mentioning your personal problems with 1.1
« Last Edit: February 18, 2006, 12:45:43 PM by Jesusaurus-Rex »

Offline Golden-Death

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Re: Ideas for ULX v2 ( complete recode )
« Reply #14 on: February 13, 2006, 03:26:19 PM »

  • Go back to bug free. ULX 1.1 is crashing my server way too much.

'tis why its a beta  ;)