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-   -   RC: Only load scripts/classes/dbnps for which you have access (https://forums.graalonline.com/forums/showthread.php?t=134258302)

benpoke103 03-08-2010 07:23 AM

RC: Only load scripts/classes/dbnps for which you have access
 
This may not be implemented however,

When accessing any of the aforementioned, would it be possible to load only the necessary things for which you actually have rights for, so normal developers don't get cluttered with scripts they can not actually utilize?

By this, I mean in the actual Class/Weapon/DBNpc windows

cbk1994 03-08-2010 07:32 AM

This would be great for testbed (though I feel like it should be an RC option— there are times when you need to see the weapon list).

DustyPorViva 03-08-2010 07:52 AM

Sadly I imagine this would require an update to the RC. However, shoot it towards Skyld. Sure, the scripted RC isn't really loved, but good additions like this will only work to help it in the end. Especially if GUI's and such ever get fixed.

cbk1994 03-08-2010 08:04 AM

Quote:

Originally Posted by DustyPorViva (Post 1561176)
Sadly I imagine this would require an update to the RC. However, shoot it towards Skyld. Sure, the scripted RC isn't really loved, but good additions like this will only work to help it in the end. Especially if GUI's and such ever get fixed.

I think Tig is managing the scripted RC now. Either way, I wouldn't bother. No one uses it.

Cubical 03-08-2010 08:05 AM

That would be awesome seeing as how I can only use Scripted RC. I spend half my time scrolling around trying not to miss what I have access to on testbed.

cbk1994 03-08-2010 08:18 AM

Quote:

Originally Posted by Cubical (Post 1561180)
I can only use Scripted RC

Why?

DustyPorViva 03-08-2010 08:28 AM

Quote:

Originally Posted by cbk1994 (Post 1561179)
I think Tig is managing the scripted RC now. Either way, I wouldn't bother. No one uses it.

It would be halfway worth it if GUI's were fixed. Hence most of my original post mentioning that very thing :P

Changes like this that can't even be made to the external RC may as well be added to the scripted one. Eventually the additions may just make it worth converting. Better than letting the ideas stagnate in dead threads and never being implemented anywhere.

Cubical 03-08-2010 09:42 AM

Quote:

Originally Posted by cbk1994 (Post 1561181)
Why?

I have no clue, it wont start up and the process doesn't show up in task manager. I have tried RC for 1.2.7, 1.3.9, 1.4.1 and they work but I just can't use those. Would anyone happen to have an older copy of RC that is still usable?

Edit: Couldn't you do something similar to what jerret did and just make an addon that removes anything you don't have rights to from the tree.

Crow 03-08-2010 01:58 PM

I don't think this would need an actual RC update. Just needs a minor change on the server to not send the full list(s) to the RC client.

fowlplay4 03-08-2010 04:45 PM

Being able to categorize scripts into collapsible tree-lists would also be great for NC, and that would require an update to RC.

WhiteDragon 03-08-2010 05:13 PM

Quote:

Originally Posted by fowlplay4 (Post 1561233)
Being able to categorize scripts into collapsible tree-lists would also be great for NC, and that would require an update to RC.

Depending on the structure of how people store scripts on their server, that could certainly create a lot more clicking for little reason; it'd only be helpful in places with an extremely large and hierarchical structure like Testbed, where you'd often only be working in one subtree.

fowlplay4 03-08-2010 05:30 PM

Quote:

Originally Posted by WhiteDragon (Post 1561237)
Depending on the structure of how people store scripts on their server, that could certainly create a lot more clicking for little reason; it'd only be helpful in places with an extremely large and hierarchical structure like Testbed, where you'd often only be working in one subtree.

Which is why we'll probably have to wait for V6 RC so we can make these modifications on our own since it only affects a couple servers.

Tigairius 03-08-2010 08:25 PM

Quote:

Originally Posted by cbk1994 (Post 1561179)
I think Tig is managing the scripted RC now. Either way, I wouldn't bother. No one uses it.

I make a few updates here or there on it, but I think it's still primarily Skyld's project. My main project is GK and the playerlist.

WhiteDragon 03-08-2010 08:28 PM

Quote:

Originally Posted by fowlplay4 (Post 1561238)
Which is why we'll probably have to wait for V6 RC so we can make these modifications on our own since it only affects a couple servers.

Wouldn't it be protected or so? Because otherwise someone could modify the RC of an administrator through script and change "open player attributes" to "grant all rights to EvilScripterBob" or something similar.

benpoke103 03-08-2010 08:35 PM

Quote:

Originally Posted by fowlplay4 (Post 1561233)
Being able to categorize scripts into collapsible tree-lists would also be great for NC, and that would require an update to RC.

Tabs were on my mind as well, too.

fowlplay4 03-08-2010 08:37 PM

Quote:

Originally Posted by WhiteDragon (Post 1561250)
Wouldn't it be protected or so? Because otherwise someone could modify the RC of an administrator through script and change "open player attributes" to "grant all rights to EvilScripterBob" or something similar.

If EvilScripterBob already had the rights to do that it would be too late :P

WhiteDragon 03-08-2010 10:02 PM

Quote:

Originally Posted by fowlplay4 (Post 1561253)
If EvilScripterBob already had the rights to do that it would be too late :P

Well, not really.

If EvilBob has access to a) modify a weapon, and b) add that weapon to an administrator, then if scripted RC were to be modifiable by any non-protected script (i.e., not added during a login server) they could alter the RC of AdminJoe to "change rights" or "restart gserver" etc.

While previously they could do damage, they could do far worse if they could trick a server owner into doing something.

cbk1994 03-08-2010 11:49 PM

Quote:

Originally Posted by fowlplay4 (Post 1561233)
Being able to categorize scripts into collapsible tree-lists would also be great for NC, and that would require an update to RC.

Based on "folder" or..?

(by folder I mean similar to the classic inventory sorting for weapons with "/" in the name)

fowlplay4 03-08-2010 11:54 PM

Quote:

Originally Posted by cbk1994 (Post 1561293)
Based on "folder" or..?

(by folder I mean similar to the classic inventory sorting for weapons with "/" in the name)

Based on whatever you want, I'd personally like to be able to create a folder in the weapons list and drag all the weapon scripts that belong in that folder into it.

TSAdmin 03-10-2010 03:14 AM

Quote:

Originally Posted by fowlplay4 (Post 1561296)
Based on whatever you want, I'd personally like to be able to create a folder in the weapons list and drag all the weapon scripts that belong in that folder into it.

I wouldn't mind this either. EG: On Era, guns are prefixed with "Guns/", however, perhaps by naming something that's preceding a "/" could be considered a new folder depth and when expanding or opening (Whichever you so choose, whether Tree or whathaveyou) the "Folder" you only see the name of the weapons, without the "Guns/" prefix. Obviously though, to avoid breaking scripts, addWeapon() would still require using the full folder path of "Guns/LolGun".


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