Forums Index >> Modding >> Warfare's Chatlogger Version 2.0



Page : 1 : <2> : 3


New Thread HERE

 

 

 

 

Last edited: Tuesday, November 01, 2005 at 6:06:47 PM

Sunday, July 10, 2005 at 9:16:39 PM

Uh-oh. I can chat, but look what I get in the chatlog.cs:

Terminal (console) is fine.

Thursday, August 11, 2005 at 8:45:07 AM

Hmm, thx Art Crazy! I didnt know that. I assumed torque was like java (which is multiplatform as well for those who dont know) and you could compile anything on one platform and send it to another and it would work perfectly fine...
well, the current download is compiled by windows, so if chilled could make a new zip with everything in it with the dso replaced by the one for mac
and put it on scriptline
everything should be good to go!

Napalm, it is already ported to mac, it is just compiled in a way that mac does not understand...

BTW: can someone please fix up the SL page about it, it still says version 1.0 and does not work for macs (which is true for now, but once chilled gets the new zip up for the mac version it will work fine)
also the functions have been updated so....
the page is just a little out of date :P

 

 

 

 

Thursday, August 11, 2005 at 8:46:59 AM

Do you want me to implement my version of chatlogging into your script? Or do you wanna try to fix your method?

Thursday, August 11, 2005 at 8:49:22 AM

Lol chilled
it would probably be best of me to check these things....
I put in a %message instead of a %a2
you are getting the windows zip file and the source so you can compile it again...

My way is fine, its just I had the wrong varible being logged as the player's chat when I added in the mac functions

Thx for pointing it out

 

 

 

 

Last edited: Thursday, August 11, 2005 at 10:46:50 AM

Thursday, August 11, 2005 at 8:50:12 AM

Check your e-mail chilled! :P

For windows Users...
I know this script works cause for the past few days I have been testing it in my server over and over again
all known bugs are fixed so if you have an old version, wait until art or chilled updates SL with the chatlogger... Then download it :P

 

 

 

 

Last edited: Thursday, August 11, 2005 at 9:26:35 AM

Thursday, August 11, 2005 at 9:20:10 AM

Right now I am working on getting all of the chat to look "pretty and organized" in the log because it isnt right now
so far it logs all in one place and its hard to read so I am going to add line spaces between "important events" like joining, leaving, etc...
chatlog works now, once chilled updates SL
now it is time to clean it up and make it look nice....
*sigh*
:P
when I do this and you have this version you can just replace the chatlogger.cs.dso file, you dont have to replace every file over again

 

 

 

 

Thursday, August 11, 2005 at 9:51:55 AM

Warfare, I'd think it'd be better for you to use another way of approaching dash's admin script functions then overwrite them... The best way begins with a P


Thursday, August 11, 2005 at 10:49:37 AM

Enlighten me art..... What do you mean?
I know overwritting them is sort of hack programming, but that is what I know how to do at this stage of my scripting knowledge....
please inform me

 

 

 

 

Thursday, August 11, 2005 at 11:11:26 AM

@ Warfare

I just wanted to say I have used your chatlogger since you released it and I have had no problems with it. You have done a great job on it and I love it!!

Windows XP

Thursday, August 11, 2005 at 11:15:30 AM

^ Imposter?
If not, typo in sight!

@Warfare
P - a - c - k - a - g - e - s
Best way to overwrite a function without overwriting it... You can call the old function when you want from the function you wrote, but any calls from other functions will be directed to your function... So you can mess around with variables and then call the old function to do what TT normally does... One example in Last Second Info script and 56k's client side word filter function...


Thursday, August 11, 2005 at 11:19:28 AM

@ art
thx, I am reading up on that right now!

 

Imposter?
If not, typo in sight!

 

Is it so surprising that I have made a script that works without problems? :P
it doesnt overwrite many functions in dash codes....
I didnt intend to write this script as a dash script add-on, it is supposed to be more like an expansion pack
the only things it really edits is the things people that dont know what they are doing shouldent mess with anyway

 

 

 

 

Last edited: Thursday, August 11, 2005 at 11:51:57 AM

Thursday, August 11, 2005 at 11:29:36 AM

Man now that's cool, sharing the wealth!

 

Thursday, August 11, 2005 at 11:32:38 AM

I was talking about Pharamceuticals - typo in the name... Lol
And what'd you mean napalm?


Thursday, August 11, 2005 at 12:29:59 PM

Oh, lol art!..sry

Anyway so far so good, I have the admins see private chat thing all done as a package... Moving on!

 

 

 

 

Thursday, August 11, 2005 at 12:39:20 PM

It doesnt work for me!!!

Thursday, August 11, 2005 at 3:01:06 PM

@ Art

Thanks for the heads up XD

Pharmaceuticals

Thursday, August 11, 2005 at 4:08:44 PM

@ UFO -CC- (Pbx)
I am sorry, it doesnt work for me is not specific enough....
tell me step by step what you are doing...
it is probably an old version you have downloaded...

 

 

 

 

Thursday, August 11, 2005 at 7:38:11 PM

OK :[ :[ :[

Thursday, August 11, 2005 at 8:18:58 PM

VERSION 3.0 RELEASED!!!!

With arts idea of using packages I have now left the functions in dash codes involving chat editable!
it is now a whole lot neater than the last set of codes
and you get the GameConnection::onConnectRequest source in the admin.cs file (I figured some might want to edit that to their own preferences...)

Now if someone would update SL.... That would be great.... Walagata isnt very reliable

 

 

 

 

Last edited: Thursday, August 11, 2005 at 9:17:35 PM

Thursday, August 11, 2005 at 9:17:16 PM

Gj!
I was gonna rewrite my GameConnection.cs file to be almost packages-only when I returned from packages, but figured you needed that too, as yours is in.dso, while mine will be open-sourced...
I'll still rewrite mine tough!

Oh and do you know you can use packages to fix that Bot Not Coming Back problem? Just package the function giving the problem! XD

And I'll suggest you to clean up your script.. Too much complicated... Like these 2 lines in admin.cs:

 

                                        
%ip = scrub_ip(%netAddress);
%client.ip = %ip;

 


Could be shortened into 1!
You're just tiring up the computer memory by using many variables that mean the same... This would be simplified:

 

                                        
%client.ip = scrub_ip(%netAddress);

 


I havent seen you using %client.ip in your script.. Just %netaddress... I guess you shoulduse only the variable IP or, if you want it to be easier, set the %client.ip variable when the player joins, and then whenever you want to use something that looks for the IP, use %client.ip!
I'd also suggest to you to check for player name and password when entering the server... Imagin some guy from a network is hosting and another one goes play inside, that one will have the password and be an admin! Unless he wanted the password he will not imposter the other player because he could not know about it being name- and ip-based


Last edited: Friday, August 12, 2005 at 2:41:30 AM

Friday, August 12, 2005 at 2:32:15 AM

Well art, I use the %client.ip for the centerprint at the beginning of the game for admins, since getaddress() gives you an error in the console yet still works (weird).... I figure since I already had it defined in another function I might as well just assign a sub-variable
I use %ip throughout the gameconnection junk and %client.ip elswhere (like in the packeges and the place above!)

Yes I agree with you that the script should be cleaned up a bit, it is a little messy, but it still works, so it isnt too high on my list of prioritys (but its up there)

I think the name matching would be good, but a pain in the neck, if you want to be informed of the new password you have to be under certain names in the file
what if you are under an alias?
I think I will put a on-off switch on the name matching part when I put it in there...

Also art, I could not figure out how to make a package of a function with two :: in it already, since you need them with Parent:: it gave me an error because I had an extra set in GameConnection::OnDrop.....hmmm

I like the idea of packages, this way people can still have whatever they have edited still in effect when they have my script

BTW I already fixed the bot problem.....

 

 

 

 

Last edited: Friday, August 12, 2005 at 10:54:12 AM

Friday, August 12, 2005 at 6:47:36 AM

Warfare, I'll have you a perfect mac version by Monday... I'm going off on a 2 day holiday now... I'll upload on Monday...

Friday, August 12, 2005 at 10:26:19 AM

@ chilled
I know you want to help and granted I may need some
but doing it for me is not helping me learn
If you are going to do that I need to send you the new version....
and if you would please send me the source when you are thru

 

 

 

 

Last edited: Friday, August 12, 2005 at 10:49:21 AM

Friday, August 12, 2005 at 10:42:53 AM

Sent

 

 

 

 

Friday, August 12, 2005 at 10:45:22 AM

UPDATE:
private message bug fixed..... Like not working
it is fixed in the windows version, I am waiting for a friend to compile the mac version

 

 

 

 

Friday, August 12, 2005 at 12:32:19 PM

Alright, mac version updated

 

 

 

 

Friday, August 12, 2005 at 8:28:47 PM

Heh warfare... Package the function with the ::, then to call it, when you do Parent:: it'll automatically call the other :: :)


Saturday, August 13, 2005 at 2:21:01 PM

..... Doh!
thx art lol

 

 

 

 

Saturday, August 13, 2005 at 2:52:39 PM

Windows & Linux Version updated

Using art's amazing genius I have incorporated one more package
the more the merrier right?

Waiting on a friend to compile the mac version...

If you have the chatlogger you will need to download it again.... Sry
this is the pace of the future!

Also.... No one has given me ideas for things to add to this... There has got to be something you want to be able to do along these lines...

 

 

 

 

Saturday, August 13, 2005 at 3:39:43 PM

Hehe... I have shown my true genious again! Hehehe (maybe -z- and I are distant brothers... I'll have to check :P lol)
I will only be back tomorrow! Now be a good boy, and remember client groups dont have %!


Saturday, August 13, 2005 at 4:44:27 PM

Mac version Updated

 

 

 

 

Sunday, August 14, 2005 at 2:14:49 PM

Wow! You got a Mac version! I LOVE WHOEVER MADE IT ! ;)

 

 

 

 

Sunday, August 14, 2005 at 7:28:22 PM

Uh....... I did :)
I just got someone else to compile it thats all

 

 

 

 

Sunday, August 14, 2005 at 7:33:31 PM

Warfare, I installed the chat logger last night and I have to say. I'm pretty happy with it. Great job! Nice to see you're making a complete working product and not focusing on just one platform.

Shows depth my friend.
Good show
Napalm :)

 

Monday, August 15, 2005 at 7:58:50 AM

MAC, MAC, MAC.

Monday, August 15, 2005 at 9:24:34 AM

Uh neva....
fetch!
Mac Version (up to date) (the first post!)

Thx napalm

 

 

 

 

Last edited: Monday, August 15, 2005 at 10:04:06 AM

Monday, August 15, 2005 at 10:03:28 AM

Tee-hee XD

Monday, August 15, 2005 at 10:02:48 PM

Mac!
Finally.
BTW, I'm Back!! XD

Monday, August 15, 2005 at 11:28:18 PM

Um... Warfare...
Your explination of how to get extra features is confusing...
I can log chat, but I'm not sure what you meen by:

 

4. Put anyone in the adminjoin.cs file in the same format as the example for extra functions described below

Features:
-------------
1. With a dedicated server, type

Chat("message");

In the console and a message will appear in your server as the name specified in the Admin.cs file

2. Logs all chat, including the use of codes
3. Admins see all private chat
4. Logs the entering and leaving of players as well as the starting and ending of your games
5. Displays all chat in the dedicated server window
6. Allows people to join a full server via IP address match in the adminjoin.cs file
7. (mac users) it fixes the userlog error in dash codes
8. Everyone in the AdminJoin.cs file can be displayed the current admin password when they join the game

 

Does that meen... Hhhmmm... It makes no sense to me... ;)

Tuesday, August 16, 2005 at 12:14:39 PM

Open adminjoins.cs file there will be an example on how to enter someone in the list. If and when you do enter someone in correctly they will see a message pop up when enter the game what the latest admin pass is. So they can be an admin. They can also join a server when it is full.

Tuesday, August 16, 2005 at 1:22:57 PM

Thx.
I just figured it out right before I saw this post, lol

Tuesday, August 16, 2005 at 2:21:58 PM

"described below"
sorta explains itself right?
:P

 

 

 

 

Tuesday, August 16, 2005 at 3:00:16 PM

Warfare, question for you. I'm also using Art's Author script. Since I installed the chat logger I no longer see the "
Welome to: Siberia, Author: napalm"

I'm wondering if both scripta are calling for a centerprint message at the same time?

Any ideas?

 

Tuesday, August 16, 2005 at 8:47:04 PM

Not a centerprint, but the same function...
the two scripts are calling the same function in admin.cs
I thought things like this might happen so I put that function in admin.cs so anyone can edit it

I assume art made his script open source right?
well just add in there the line that outputs the wonderful message you want from it to the function in admin.cs
I suppose I should have made that function a package....sigh...man I got alot to do :P

 

 

 

 

Last edited: Wednesday, August 17, 2005 at 8:27:31 AM

Wednesday, August 17, 2005 at 8:22:02 AM

Um, Greek to me buddy XD. What's that mean? How can we get the two to function together? LOL

 

Last edited: Wednesday, August 17, 2005 at 8:25:26 AM

Wednesday, August 17, 2005 at 8:25:09 AM

Just wait, I am going to put the function in a package so you can do whatever you want

 

 

 

 

Last edited: Wednesday, August 17, 2005 at 11:54:21 AM

Wednesday, August 17, 2005 at 8:28:52 AM

Bumpage

 

Monday, August 22, 2005 at 8:55:47 AM

Napalm, what Warfare said is that because Admin.cs requires the function to CenterPrint to people, and so does the Author script, the system can't allow to functions of the same type to be called at the same point.

Monday, August 22, 2005 at 9:02:38 AM

^ close but wrong....
it uses the TankData::OnAdd function so either the one will work or the other
if you can you can just fix up the one I gave you in the admin.cs file
there is nothing wrong with it... It just uses the same function another thing does

 

 

 

 

Monday, August 22, 2005 at 3:35:34 PM

100! It works great Warfare, thanks.

Monday, August 22, 2005 at 3:56:41 PM

Page : 1 : <2> : 3

insert quote insert url insert email insert image bold italic underline superscript subscript horizontal rule : : Help on using forum codes

Add comment:

HTML is disabled within comments, but ZBB Code is enabled.

Back to the top

Web site designed, maintained and funded by -z- and Dan MacDonald