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URS BETA - A Highly Customizeable Restriction System (or will be)

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Aaron113:
Anything higher than 1 or lower than negative 1 in hook priority will not let you return a value.  I have to return a bool on every hook, so simply putting this between the two fixed it.

EDIT:  I'm also going to be changing it to a low priority.  This lets other scripts run first so URS can return true in some situations (returning true stops any other functions that are hooked from running).  An example is Falco's Prop Protection.  I can't return true to overwrite sbox limits, because then FPP will not run and URS will let restricted props be spawned.  If I set the hook to a low priority, it runs after FPP does and just fixes all my problems.

Aaron113:
So update on what I'm working on...

I have almost completely recoded URS.  Entirely new data structure (might tweak more depending on some feedback).  I have made a converter, so you will not have to worry about any lost data.  Almost every command got rewritten because how i was doing them before was completely opposite.  The best new features make URS even more customizable.  I added inverting for restrictions, which basically makes it a whitelist instead of a blacklist.  You will have access to make limits unlimited.  You will have access to make certain limits be able to go over sbox while others not.  The best change is the new GUI I'm working on.  I hate GUI work, so this is taking me some time.  In the front it hasn't changed much, but it isn't going to be half done like the other one was.  It is still very early and will likely get tweaked as i go, but this is it so far...



Eventually, it will have every possible option on it.  You will never have to type in a command again, which is what most users love.

What I really want opinions/feedback on is the possible new data structure I've been working on.  I'm not sure it's the best route, but unsure of any better alternatives.


I plan to release a dev version on github at some point as i don't want to push it out and get screwed in the end.

JamminR:
Looking Nice!
For those of us who visualize the Gmod "matrix" in ascii text without having to tie into the construct's video converters, please make sure that if someone needs to, text commands can be used.
(Non-Matrix-esque translation - make sure those of us who rarely see the actual GUI of the game, albeit through host consoles, or whatever, can still make adjustments. :)

Aaron113:

--- Quote from: JamminR on March 26, 2015, 03:43:40 PM ---Looking Nice!
For those of us who visualize the Gmod "matrix" in ascii text without having to tie into the construct's video converters, please make sure that if someone needs to, text commands can be used.
(Non-Matrix-esque translation - make sure those of us who rarely see the actual GUI of the game, albeit through host consoles, or whatever, can still make adjustments. :)

--- End quote ---
I'm assuming you basically just mean console commands?  That's how everything works in the background, just no easy way to display the table in console at the moment.  You would have to use lua_run.  I'll add something to print to console later.

Also, progress on the GUI is slow between work and school.  I ended up restarting this 3 times so far and am going for a fourth restart tomorrow.  It must be perfect!  I keep changing how I'm doing it and the best thing to do is just restart.  On the bright side, every time I restart the code gets cleaner and cleaner.  So here's the progress until I restart tomorrow....

JamminR:

--- Quote from: Aaron113 on March 29, 2015, 12:24:24 AM ---I'm assuming you basically just mean console commands? 
--- End quote ---
Well, yeah.
I mean, if you figure out some awesome function to have it work telepathically while still securely on the 5th or 6th re-write, that would be great too, but, definitely console commands until then.

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