Person8880
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HTTP requests should be threaded. I'm not sure how they've implemented it in engine, but the Lua side takes a callback function to run on success so I assume they are.
Also, there's the Hive stats system which also runs on connect… -
(Quote) This line should be this instead:
"mods": [ "706d242", "c883d45", "c11703b" ]
Slightly confusing perhaps when the startup parameter needs them space separated and this file doesn't.
The starting map is usually dete… -
(Quote) They're not going to do that though. An API for menus would never be complete enough for every possible usage. That's the advantage of being able to run on the client, I can build all kinds of UI elements that better suit what I'm trying …
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(Quote) Server side mods are horribly limited.
Shine needs to be on clients so that they can use the vote menu, see the MotD window and have the chatbox among other things.
Removing the client side part would make the mod … -
Perhaps I should make this page more visible on the wiki:
https://github.com/Person8880/Shine/wiki/Command-syntax
"sh_rr *" moves everyone into the… -
There's a reason why the text rendering is so awkward.
NS2 uses bitmap fonts. Bitmap fonts are fixed at whatever size they were created at, and the only way to resize them is to scale them up or down, which causes blurry/pixelated text. … -
You can override local functions. In fact, there's a premade function in core/lua/Class.lua that does it very easily.
ReplaceLocals( Function, TableOfLocals )
So in your … -
By "keep voting for vote random", do you mean after multiple sortings? The only time it will put players into the ready room is if the AFK plugin's enabled and if their last move time was more than 60 seconds ago.
I would guess that for … -
The delay that prevents you from typing immediately?
If so, then I'm fixing it now. Basically the server you're on is running very badly, because the delay currently uses the time synced between server and client (which I'm changing to a… -
(Quote) sh_banid is intended to be used when a player is not on the server, and will only work with their NS2ID. Use sh_ban if they're on the server, the player argument can be game ID, NS2ID, Steam ID or part or all of their name, and it will en…
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(Quote) Yes that's correct. Unlike GMod where most client files are sent on connect, in NS2 the client has to have matching files already on their computer. Usually it's through workshop mods.
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These servers have other people in it, or are empty? It was last updated 2 days ago so servers should have updated ages ago. Sounds like a weird issue with the mod system to me, which is out of my control.
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If it's such a massive inconvenience to have it, I can add an option to "opt-out" of seeing it everywhere that runs Shine.
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I didn't know that, thanks for the heads up. I'll add that.
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Entry files weren't being consistency checked, so anyone could run Lua directly inside them. Now the server and client have to have the same entry files if it's set to check them.
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(Quote) Of course it does, see the adverts plugin.
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Next update I push out it will work.
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Right now, you'd have to create a group for each badge, as the user data wasn't designed with badges in mind.
I can add reading a badge value from the user entry to it so you can put:
"142588": {
"Group": "SuperAdmin",<… -
Add a "Badge" entry to the group, so for example:
"SuperAdmin": {
"Commands": [],
"IsBlacklist": true,
"Immunity": 100,
"Badge": "heart"
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The built in system basically locks the server at MaxPlayers - ReservedSlots, and at this point, only accepts users that are in the reserved slot list until the server is full.
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It is possible, yes. But I have significant problems with the morals of such a system, and I imagine most people would avoid your server if they knew they could be kicked at any time for a reserved slot.
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That's great, thank you.
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Your mod was very easy to alter before your last update. Now there is practically no way for me to override the server side badge checking to get badges from Shine's user data.
It would be nice if you provided a simple global function th… -
Try something like this:
{ "mode": "order", "maps": [ "ns2_docking", "ns2_mineshaft", "ns2_refinery", "ns2_summit", "ns2_tram", "ns2_veil", "ns2_descent" ], "time"…
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Your map cycle file needs to have the mod in the "mods" list as well as in the launch options for the server. Otherwise it will not load when the map changes.
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Are you telling it to get the NS2 user format? If so then yes, it does not get the badge data from that. I can fix that.
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Compare the lua/shine/extensions/afkkick.lua file to the one on the master branch on GitHub. If it's different then you're not running the latest version.
in Shine Admin Mod? Comment by Person8880 July 2013 -
config_path/shine/DebugLog.txt should have the errors. Otherwise config_path/log.txt, but that gets wiped when the server restarts.
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When you say pre-game to game, you mean when it switches to the game's countdown with the camera moving towards you? Any script errors that occurred would be very helpful to fix it.
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I have both these things fixed already, but thank you for reporting. I just need to upload the update when the Steam servers stop giving me error code 35.