Don't get you, most commands being stored in one file isn't really an
issue. Unreal Tournament and following series have nice webadmin
interfaces, just set most things from there, sure you do if update it
by hand, but most people are using a webinterface, which one is the
way to go? Remembering every command, or having it as a webpage where
you can even explain things if wanted? Set map rotations from there,
most standard server settings, ban people etc, change mods, mutators,
all from the web (how do you change mods from cs?). Which is easier?
Regarding rcon, pretty much most games do, and I'd say have more
options than CS, Every Id based game (which is pretty much most of
them as hl/cs was based on the Q1 engine has them, in fact its only a
very few that I can think of that don't have rcon if not a webadmin
interface. And which game has decent documentation for all of its
cvars (I don't mean a third party documentation), where's the valve
one for its games, where's the one for cs:source? Even punkbuster has
a webinterface so you can ban people from it etc.

Your argument seems to be that you have autocompletion on commands oO.
Go that leap further where you don't even need to know the commands or
what the letter the command starts with.

Seems like you should be arguing the opposite, why live in the past
when you can have things improved?


On Mon, 29 Nov 2004 00:18:40 +1000, Bruce Bahamut Andrews
<[EMAIL PROTECTED]> wrote:
> Try the Unreal engine.  Absolutely everything is stored in the one
> file.  Period.  As far as I'm aware (trust me, there's NO DOCUMENTATION
> whatsoever) you need to restart the server every time you update the
> configuration file, that means if you have a system that adds bans to
> all servers, you'll have to restart them all to update that.
> The Battlefield engine.  Admin.enableremoteadmin <rconpass> < I mean
> really, that's just one command, who wants to type an essay at their
> console to ban someone?
>
> And I fail to see any other 'popular' game that gives you the
> interactive console that steam has, or the auto-completion of commands,
> even the cvarlist/cmdlist isn't implemented in a lot of newer games.
> They're far beyond a lot of developers (don't get me started on EA's
> choice of developers)
>
>
>
> - Bruce "Bahamut" Andrews
>
> Ian mu wrote:
>
> >p.s not sure what you mean by the rcon/variables part can you give
> >some exampls of which ones you mean? Pretty much every game on the
> >market has them, and some games have a lot better intuitive web
> >interface for it all with a console through that, but ability to do
> >map lists, bans, admin groups, all that stuff all inbuilt into the
> >game, so I'd say if anything Valves is lagging really and leaving more
> >up to third partys to resolve (as to most games, not pointing that one
> >solely at Valve).
> >
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