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Post by FunkySwerve on Dec 29, 2006 16:07:11 GMT
Check your config file, there's a setting there that toggles the ability to use that command. LMK if that doesn't fix it. Funky
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Post by leviathan on Dec 29, 2006 16:28:10 GMT
Ok the List all languages works fine now however the translation of languages and the dm stuff still doesn't work
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Post by FunkySwerve on Dec 29, 2006 16:51:17 GMT
Beg pardon? I thought you said the languages were working. What specifically is happening? Funky
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Post by leviathan on Dec 29, 2006 16:52:12 GMT
sorry I edited it in later on, DM stuff i've fixed seems my rebuild didn't take but when I use the languages the tell that tells you what you entered is never sent to the pc that uses them
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Post by FunkySwerve on Dec 29, 2006 17:00:25 GMT
I take it you selected the SEND_CHANNELS_TO_CHAT_LOG option in the config scrtipt? If so, and the tells aren't being sent, its because the messenger isnt being spawned at the module stating location. Make sure he was imported into the mod, he should be under Special/Custom 1, as a blank name, resref and tag are fky_chat_sender. It's possible I neglected to add him to the erf, checkin that now. If so, you can export him straight from the test module. I'll post back in a moment. Funky
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Post by FunkySwerve on Dec 29, 2006 17:06:29 GMT
Yup, my bad, I left him out of the most recent erf, sorry for the inconvenience. Will have a fixed erf upped to the Vault in a few minutes. Best, Funky
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Post by leviathan on Dec 29, 2006 17:07:18 GMT
Thanks for the help
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Post by FunkySwerve on Dec 29, 2006 17:18:58 GMT
Fixed erf is up on the Vault. Funky
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Post by hunterdm on Jun 7, 2007 10:23:40 GMT
Updated my mod to V3.0, and I am getting some errors that I am having trouble pinning down.
On client enter, I get a TMI from both fky_chat_clenter and my pw_cliententer script (which are merged, and were wroking fine before).
Also, my database is not connecting now. I didnt see anywhere in the scripting where the connection info was changed, so I have no idea why this would be. I am running this on linux, btw.
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Post by hunterdm on Jun 7, 2007 11:10:41 GMT
On client enter, I get a TMI from both fky_chat_clenter and my pw_cliententer script (which are merged, and were wroking fine before). Also, my database is not connecting now. I didnt see anywhere in the scripting where the connection info was changed, so I have no idea why this would be. I am running this on linux, btw. Upon rollback, this error continued to be reported. I went about removing the new plugins, but found that the one that was the problem was the nwnx_odbc.so plugin included with the SimTools 3.0 update. Reverting to the old one I used fixed the TMI and the database connections...was there something changed in that nwnx_odbc.so plugin?
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Post by FunkySwerve on Jun 7, 2007 15:06:26 GMT
You may be using one that allows object storage. I think that odbc may not, I'll replace it with virusman's, or at least note it, it's not critical which odbc is used. Thanks, Funky
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Post by hunterdm on Jun 7, 2007 16:23:47 GMT
I believe I was using virusman's odbc before, so I will just continue. Once again, thanks Funky for your excellent work!
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Post by sensai on Jun 9, 2007 15:02:47 GMT
Greatly appreciate it. Your system is pretty revolutionary, and I intend to use it to the fullest extent in Myth Drannor. I'd like to get with you later as well on having some of my people do some "grunt work" for you on adding a number of FR languages, more emotes, and so forth. I'm not a great coder, so when stuff gets advanced as your code does, I sometimes miss where to plug in data to add features. BioCode does not give me these problems. wow myth drannor is your mod,, nice place been their a couple times,,
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Post by atriumxp on Jun 15, 2007 13:35:33 GMT
Hi, I was wondering about the !setname (and !setnameall) command(s).
We use a socketing system on our server (Shadow Mountain, shameless plug) and most of our socketable gems have a standard description, so the main way to tell similar gems apart is the name (EX: Slashing 1d4, and Slashing 2d10). Rarity levels exist and these gems are heavily traded among players. Currently our Dev team implemented SIMTools and the !setname command is restricted to DMs only. We would like to open this up to players, but one concern was made obvious during testing.
Since the default text on renamed items is white, it makes renamed items indistinguishable from normal versions. In other words, a rude player could easily rename a "Slashing 1d4" gem to "Slashing 2d10" and attempt to trade it to an unsuspecting player. Now, I know we can edit the functions locally, but what I was wondering is if you would consider adding scripted defaul color changing for renamed items as a standard feature. A system where flags and commented-out color codes are used would work great, and you could even leave the default color white so the change is transparent to existing installs who have simply upgraded. However, I'd really like to see this as a base feature since I suspect this issue may exist on many servers.
Another option might be to allow a second parameter passed in (first is original name,@ is the delimiter, second is the new name, so use @ as delimiter again, and then a numeric value or constant to represent a color name as a third parameter).
Thanks for your time and consideration, and for your awesome scriptset. I voted it a solid 10 on The Vault... seriously, no server should be running without this.
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Post by FunkySwerve on Jun 15, 2007 18:54:03 GMT
The problem with this is that other servers use colorized names, so that even a default white color would not be transparent. I actually added to toggle on and off for < and > for someone else, to not 'translate' existing color codes for this reason. I could add a toggle to prefix with a color code, but I'm unsure of the value of doing so. We also have setname for dms only, so that experienced players can't try to pass off junk to newbs as valuable based on the name (we have a rarity system where some very rare items are very valuable). Colorizing WOULD provide some warning, at least, but if they can't look at stats and see the issue, I'm not sure they would read a warning posted somewhere saying that color X items are name changed, buyer beware. Anyway, it's a simple edit. Open fky_chat_inc, find the SetName section in the commands function, around linee 2245. Add this line just before the line that has the actual SetName command in it: if (sCText != "") sCText = COLOR_ORANGE + sCText;
Then, add the same line in the setnameall command, just before this line: sSort = GetName(oCTarget);
You may also want to add an asterisk or something for color-blind people. The check for != "" is so that a blank setname can still reset the name (and color) to default.
And please, if you post more feature suggestions, post them in the feature suggestion thread and not tech support.
Funky
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