Apparently that confusion extends to color as well, since the atom is red, not orange. :)
Er... well, looking at it now (I have new stuff on my homepage right now) it is indeed red, but has yellow rotating stuff. I blame the fish people. :(
The atom shouldn't become red again though when you visit another page, unless new alerts have in fact appeared. You will see it remain red when you hit the back button on your browser though.
I don't know, but a while back it was going red every time I visited any other page. Even hitting F5 wouldn't help.
The search would actually need considerable modification to handle games without hub entries. The fact that they don't exist in the database means a database search geared around hub entries can't, by definition, find them.
Couldn't you make a small database which contains these entries which is stored on a different page altogether?
That would require privileges the user may not have on their system, and also most users don't have the games structured that way in their file system. But in general, this violates the KISS principle: Anyone you'd want to ban from one game, you'd certainly want to ban from all of them.
Wrong; a player I ban from one game I may not necessarily want banned from all games -- there was a time back when I was hosting a Space Station 13 server on Kalrath's Windows Server. This used terminal services to run the server. If functionality described like above were available, my host wouldn't be complaining to me because Player X was not only banned from my SS13 server but from all servers, including his own.
A lot of 24/7 hosts are hosting games on their Windows machines, and there are also Windows servers out there instead of Linux. I believe a seperate ban control is a must because of the instance where multiple people share a computer.
No. The list of bans stored in Dream Daemon should not be accessible to DM code. This is a potential breach of security and privacy. It also serves to enable game authors whose desire to control all aspects of hosting borders on fascism.
I don't see a breach of security and privacy with this idea. I'm not saying that developers should have the ability to alter the hosts' own ban lists, but rather that the developer should have it's own hub-based ban list which can be modified through the game or perhaps even via the hub entry.
This ban list would be visible in the ban control and the host can choose to disable this altogether or to disable specific bans.
The list can only be used to banish people. It can't be used to magically remove a ban put on the author, and if the author uses this to ban people the host doesn't want banned, the host can simply disable this.
The functionality can be used to make it so when someone with Moderator status in the game bans someone, it gets added to a list in DreamDaemon so the host can maintain it along with the rest of their bans.
Also I'd like to bring up the KISS principle: why make banning functionality in the game which can only be accessed by moderators and potentially locks the host out when you can give the list to DreamDaemon and have it manage it for you? It would save a lot of time!
EDIT: Perhaps the user can specify their favorite banlist? When the "All" tab is selected (which shows all bans, perhaps in a colored list of keys where 'red' would be the color for DEVELOPER, 'green' would be user, 'purple' would be game-only and 'blue' would be parent directory or something) it would use the selected banlist as the one to modify from the All tab.
This eliminates some confusion as by default it could be set to USER and any changes made via the All tab would by default ban from all servers as it is now.
It'd be one thing to store the "Allow this function" question for a trusted .dll and only re-ask whenever the DLL changes due to an upgrade, because that's sensible. But doing this for shell() and run() and such would be a major security breach.
Well the idea for shell() was allow the host to use regexp stuff to allow the developer to perform basic actions on their computer.
The defaults for the shell() exclusion would permit the developer to do something like shell("mkdir savefiles") and shell("copy mysavefile.sav savefiles/mysavefile.sav"): actions taken within the same directory as the game and specific commands allowed.
Obviously this does not seem like much of an advantage at first as the functionality above (creating a directory and moving files into it) is already available through fcopy(), but other commands may be of better use:
shell("xcopy *.sav savefiles/") or shell("cp *.sav savefiles/")
Or UNIX commands: shell("chmod 666 savefiles/*")
I'm not sure I see the utility in this. It's an interesting idea, but it'd be an organizational nightmare internally and would radically alter the skin editor interface. The cost/benefit ratio seems high.
There is a big benefit to be gained by doing this: it would be possible to group windows/panes together so that the final list becomes less cluttered.
items remote_controls tv vcr dvd universal objects generator generator control_panel blackboard main mainwindow mapwindow outputwindow rpane browserwindow infowindow ...
win* commands would need to use [groupids].windowid.elementid instead of windowid.elementid (where [groupids] could be group.anothergroup.window.elem), the .dmf files would need to be adjusted to make use of the new functionality...
I can see the problems with this, but the benefits would be far greater than the cost to implement it in my book.
Alternatively, it could be possible to just leg it by allowing multiple .dmf files; then the same thing can be done with less work, because all you'd need to do is combine the .dmf files at compile-time and complain if there are duplicate names.
How about actually documenting that, then (I didn't see it anywhere before)? Because as it is, if you say that already works, we're going to be left guessing as to what syntax the search supports or not. Any kind of search on the site should have a link that explains its syntax (in case of links being already there like forums' Advanced Search, then it should be documented there, and the advanced search should possibly be updated to support these natively, too).
I disagree. Also, there is the sensible argument of [link].
I see what you mean. But it also seems kind of silly to me to start including libraries and slightly advanced code to implement a banning system, when there is already one built-in into the software. It's just something I've considered could be nice to have, but I guess there's no helping it, though, since I do see your point in keeping the host's and the actual game's banning systems separate.
True. I'm all for keeping safe mode safe. Similarly, if you trust a game enough to allow it to execute commands on your computer, you should be running it in trusted mode. If you have second doubts about the game, run it in safe mode, not [the suggested] half-safe mode.