Multi-Mod Manager v1.1-release_candidate1.hotfix1 | Last Update: 21.01.2016
3 Attachment(s)
Multi-Mod Manager v1.1-release_candidate1.hotfix1 Release: 10.10.2015 | Last Update: 21.01.2016 Contents' Table
Basic differences between the original Joropito's MultiMod and addons_zz's Multi-Mod Manager addons_zz's Multi-Mod Manager can:
See its current development at: Github http://i.imgur.com/TWUBJiH.png https://github.com/addonszz/MultiMod_Manager (look for the developer and feature branches) The original plugin "multimod.sma" is originally written by JoRoPiTo. This "Multi-Mod Manager" works differently from the original "MultiMod Manager". See Credits for information. This is a release candidate, which is a beta version with potential to be a final product, which is ready to be released unless significant bugs emerge. In this stage of product stabilization, all product features have been designed, coded and tested through one or more beta cycles with no known show stopper-class bug. This plugin is not compatible with the AMXX's very own Map Chooser or "Daily Maps", but yes with its modification "multimod_daily_changer" provided here. The new Galileo which is a different Galileo version, is ready to be used with this Multi-Mod Manager". The "Multi-Mod Daily Maps" is a modified version of "Daily Maps" to work with this "Multi-Mod Manager". This plugin only works with "Multi-Mod Manager", alone the "Multi-Mod Daily Maps" does nothing. Its allows you to specify a different "mapcycles" and "server cfg" files rotation, for every day. These daily mapcycles are only active when you are not using any mod, or your current mod does not specifies a special mapcycle. The "mapcycles" and "server cfg" files respectively, are located at "yourgamemod/mapcycles/day" and "yourgamemod/mapcycles/day/cfg". Click here to see all servers using this plugin. ********************** Introduction Go Top ******************************* This is a multi-mod server manager, that controls which mod is, or will be activated. A mod can be activated by vote (say votemod), or by force (amx_setmod or amx_setmods). There is a list of mods (voting_list.ini) that decides which mods will show up at a mod vote. The vote mod supports a multi-page menu, that display unlimited Mods loaded from “voting_list.ini” file. http://addons.zz.mu/recursos/2015-08...ter-Strike.jpg The "multimod_manager.sma" waits the user choose to activate one mod, by vote menu, or by command line. It saves the current active mod and keep it active forever or until some other mod is activated or your disable the active mod by the "amx_setmod disable 1" command. Features' list: Quote:
from the file "yourgamemod/addons/amxmodx/configs/multimod/voting_list.ini". There is 2 built-in operations beyond mods activation: "amx_setmod help 1" and "amx_setmod disable 1", respectively to shows help and disable any active mod. http://addons.zz.mu/recursos/2015-08...-Strike(2).jpg If enabled (default disabled), when remaining 5 minutes to end current map, this plugins launches a vote to choose which mod will be played at the next map. If less than 30% voted, the game keep the current mod or keep it disabled if there is no mod enabled. Example of "amx_setmod help 1": Code:
amx_setmod help 1 | To show this help. Amx Mod X 1.8.2 or higher only Cvars: Quote:
Quote:
******************************** Installation Go Top ********************** 1. Download the files "multimod_manager.sma", "configuration_files.zip", "galileo.sma" and "multimod_daily_changer.sma"(this is optional), at Downloads section. 2. Then take the contents of "yourgamemod" from "configuration_files.zip", to your gamemod folder. 3. Compile the files and put the compiled files to your plugins folder at "yourgamemod/addons/amxmodx/plugins" folder. 4. Put the next lines to your "plugins.ini" file at "yourgamemod/addons/amxmodx/configs" and disable the original "mapchooser.amxx": Quote:
Quote:
file as follow (the short mod name cannot be longer than 15 characters neither have spaces): --- Example of: yourgamemod/addons/amxmodx/configs/multimod/voting_list.ini ------ Quote:
Quote:
1. The file "yourgamemod/addons/amxmodx/configs/multimod/plugins/gungame.ini", contains the plugins that compose the Mod like: Quote:
contains yours special configuration used at the mod activation, like: Quote:
contains yours special configuration used after the mod deactivation, like: Quote:
commands that are executed when a mod is activated by the command line "amx_setmod". Usually it contains a command to restart the server. Example of "yourgamemod/addons/amxmodx/configs/multimod/msg/gungame.cfg": Quote:
gungame mod is active. ******************************** TODO Go Top *********************************
Code:
2015-10-10 | v1.0-release_candidate1 fysiks: The first to realize the idea of "multimod.sma" and various code improvements. joropito: The idea/program developer of "multimod.sma". crazyeffect: Colaborate with multilangual support of "multimod.sma". dark vador 008: Time and server for testing under czero "multimod.sma". Brad: The original Galileo developer. Th3822: For find a error from map_nominate. Addons zz: This plugin developer. ConnorMcLeod: For the [Dyn Native] ColorChat v0.3.2 (04 jul 2013) functions. JustinHoMi & JGHG: For the "Daily Maps" plugin. HamletEagle: For some code improvements as unlimited mods number. ******************************** Source Code and Support Go Top *** For any problems with this plugin visit this own page for support: https://forums.alliedmods.net/showthread.php?t=273020 If you are posting because the plugin or a feature of the plugin isn't working for you, please do all of the following, so we can more efficiently figure out what's going on: Quote:
|
Re: Multi-Mod Manager v1.0-release_candidate2.hotfix2
Nice Plugin! :)
|
Re: Multi-Mod Manager v1.0-release_candidate2.hotfix2
Quote:
explain a more simple way to have the plugin configured. The problem is that I develop a lot of features, but at short term you can just create a 'txt' file of the mod name plugins file at ./configs/plugins/mymod.txt Then to active the mod just type at server console: Quote:
Quote:
Quote:
|
Re: Multi-Mod Manager v1.0-release_candidate2.hotfix2
I'm sure there is more but I am done for now. Quote:
|
Re: Multi-Mod Manager v1.0-release_candidate2.hotfix2
Thank you for you time.
Quote:
Quote:
Quote:
It will be fixed. And I forgot, this will be modification ALL, but it is not currently modification ALL. It will be correct at threads page until it is definitely modification all. Quote:
hence such thing would not be a problem, and some similar english variables names at a fully documented code, is a much way better than a zero documented code. But, no worries, I will do a replace. Quote:
Quote:
I must limit the output number as "adminhelp.sma", receiving a page list number to show and limit each page to show only a big string supported. Quote:
Quote:
Quote:
You both can update your's threads with this information. Hence sorry, I forgot to elaborate a basics diferences table. Then this cannot be just a sort of things, it took me a lot time effort's to develop, as its code now seen, my goal is to develop maintainable code, for example, it is completely documented. Nowadays prefer to do adaptive maintenance modifying the system to scope with changes in the software environment. |
Re: Multi-Mod Manager v1.0-release_candidate2.hotfix2
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
Re: Multi-Mod Manager v1.0-release_candidate2.hotfix2
Quote:
I mean, what does you know, that he doesn't know, at the time he wrote the code. Quote:
This is what is supposed to mean the rule, everything must be in english, i.e., English readers must to understand without consulting those ambiguous translators. Because if it is not english, they should consult the translator, and translators are bad interpreters. But of course, very well named english variables became easier to the native english readers to understand the code without learning/consulting all the time, its documentation. Those variables were not english because the I written the code originally at another language, and at the translation process they were forgotten. Quote:
Quote:
Quote:
Quote:
register_concmd("amx_coolcommand", "receiveCommand", ADMIN_CFG, g_help_coolcommand ) And type "amx_coolcommand argument1", it shows help, even if the command uses only one argument. Quote:
and as you said, it has documentation. I did not said: -"It is all you need to develop maintainable code". However, thank you for this thread completeness. |
Re: Multi-Mod Manager v1.0-release_candidate2.hotfix2
Quote:
It's also beneficial when you need to search for all strings that are passed by-ref because there should always be a charsmax() used in these cases. If you only had sizeof - 1, you would also get ALL uses of sizeof and not just strings. Note that the performance remains unchanged because sizeof and charsmax are evaluated when you compile. |
Re: Multi-Mod Manager v1.0-release_candidate2.hotfix2
Quote:
|
Re: Multi-Mod Manager | Last Update: 30.10.2015
:cry: Can't configure how to change MODs and Maps. How to do that to the people playing on the server could vote (/rtv) and would get called in the start menu, select MODs, and then Maps mod which was voted. At the end of maps as well.
And is there a possibility of extending the map without changing the MOD and Maps |
All times are GMT -4. The time now is 08:15. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.