Re: [TF2] MGEMod (v1.0.3, 3/19/12)
Lange, could you add a simple matchmaking system? As in, a player can use !add and choose a quickplay option to join the first arena that has only 1 player in it. This will allow people to pair up easily with random partners if many people are connected and remove some unnecessary manual labour (even if it's not very hard work to look for a partner manually).
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Re: [TF2] MGEMod (v1.0.3, 3/19/12)
Hmm, my WebUI has worked properly since I installed it a couple days ago, although it takes a few minutes to load a player's profile for some reason. Other than that the recent duels and players list functions seem to work. I'm just using NFO's webhosting and the built-in database function they provide. Should I still make the changes anyway?
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Re: [TF2] MGEMod (v1.0.3, 3/19/12)
The WebUI would work perfectly if the database is on the same server as the website. Because when it couldn't find the value specified by the variable it would default to localhost. So if you ever move your database to a remote location you will want to make the changes. But if they are on the same server it's a moot point. In any case I believe Lange plans to merge the changes into the WebUI so new downloads should contain the proper code.
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Re: [TF2] MGEMod (v1.0.3, 3/19/12)
Yeah if you run the WebUI off the same server as the MySQL database, then the changes aren't necessary.
Jameless' changes have been committed to the repository, and the downloadable .zip will be updated later tonight after I'm back from class. |
Re: [TF2] MGEMod (v1.0.3, 3/19/12)
Sounds good. Aside from the things I mentioned previously, MGE 1.0.3 + WebUI seems to be working great and players are enjoying it (even more than 0.0.5 I suppose, which I was running until I stumbled upon your repositories as I had no idea there were newer versions). I still need to get my SOAP server going, but I'm glad you are keeping these great mods maintained. Thanks! :3
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Re: [TF2] MGEMod (v1.0.4, 4/10/12)
1.0.4 released. OP has been updated with changelog.
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