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Bug 145: (John Adams) Finish implementing chat channels

Posted: Sat Mar 21, 2015 11:42 pm
by BugTracker
Bug ID       : 145 - Finish implementing chat channels 
Bug Date     : 2015/03/12 09:11:28
Assigned To  : John Adams
Priority     : Medium

Category     : VGClient
Sub-Category : User Interface: (Default)
Severity     : Standard
Reproducible : Every time
Details:
Just noticed the Chat Channels say in the client that they are defaulting to "help, regionsay, thestra, paladin, New Telon" but the only one it actually loads up is New Telon on channel 3. All the other channels are not really there. I know theFoof set up all the default channels to work (at least, that's what he said he did). Please check the code.
Originated From World: New Telon (1)
Chunk                : New Targonor (141)
Location             : -33648 6332 381

Re: Bug 145: (John Adams) Finish implementing chat channels

Posted: Mon Mar 23, 2015 12:00 pm
by Xinux
The auto join text you are seeing is actually from the VGClient.ini file in the bin folder.

ChatAutojoin=auction,regionsay,NewTelon,warrior,sorcerer,shaman,rogue,ranger,paladin


Right now we are only sending NewTelon on login.

Code: Select all

			auto global_chat = character->GetAvailableChatChannelByName("NewTelon");
			if (global_chat){
				character->JoinChatChannel(global_chat, wclient, true);
			}

Re: Bug 145: (John Adams) Finish implementing chat channels

Posted: Mon Mar 23, 2015 3:02 pm
by Xinux
Ok most of the chat channels should auto join now when you log in based off your list in your vgclient.ini file. If you had custom channels and such those will still kick out a error tho.

Re: Bug 145: (John Adams) Finish implementing chat channels

Posted: Mon Mar 23, 2015 4:31 pm
by John Adams
Nice.

Kinda hoping you prevent it from spitting out every single channel join an appending list

Re: Bug 145: (John Adams) Finish implementing chat channels

Posted: Sun Apr 05, 2015 9:46 am
by John Adams
[quote="John Adams"]Kinda hoping you prevent it from spitting out every single channel join an appending list [/quote]
Remember when I said this ^^? It's because I knew you didn't Please fix this. There's even a shiny new bug with your name all over it.

We need to not shoot out the full list of Join's on every join. Either send them one at a time, or build the list and when done joining, send them once. Or, don't send them at all and let the player do a /listchannels (or whatever the command was).

Re: Bug 145: (John Adams) Finish implementing chat channels

Posted: Sun Apr 05, 2015 10:14 am
by Xinux
I'll look at it and see if i can figure out a way of doing it. I could have swore i saw it happen on live if you looked at your log but you joined the chat channels so soon in the login process you never really saw it.

Re: Bug 145: (John Adams) Finish implementing chat channels

Posted: Sun Apr 05, 2015 2:09 pm
by John Adams
Holy crap, Xinux... you are right. And I am... wr.... wrrrr... wrrrrrrooo.... gah, I just can't say it.

From one of Fallout's logs:

[quote][21:22:24] [21:22:24] List of channels: 3. auctions.
[21:22:24] [21:22:24] List of channels: 3. auctions, 4. goblinx.
[21:22:24] [21:22:24] List of channels: 3. auctions, 4. goblinx, 5. help.[/quote]

There is nothing to fix here Emulated.

(sorry for being a smarty pants)


Edit: See this Linux issue: viewtopic.php?p=12161#p12161