11-02-2007, 06:08 PM | #1 |
Join Date: Mar 2007
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Server logs
In the server logs the it shows a bunch of FF specific stuff for each kill
Code:
RL 11/02/2007 - 16:25:08: CMultiplayRules::DeathNotice RL 11/02/2007 - 16:25:08: killer_ID: 244 RL 11/02/2007 - 16:25:08: killer_weapon_name: ff_weapon_rpg RL 11/02/2007 - 16:25:08: begins with ff_, removing RL 11/02/2007 - 16:25:08: userid (victim): 252 RL 11/02/2007 - 16:25:08: attacker: 244 RL 11/02/2007 - 16:25:08: weapon: weapon_rpg RL 11/02/2007 - 16:25:08: "[HoL]Bully<244><STEAM_0:1:XXX><#FF_TEAM_BLUE>" killed "bangclick<252><STEAM_0:0:XXX><#FF_TEAM_RED>" with "weapon_rpg" If not, how do you get rid of them entirely? Cheers |
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11-03-2007, 05:18 PM | #2 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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That does seem to be overkill. I don't see much point of logging the first 6 lines at all.
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11-03-2007, 05:47 PM | #3 |
www.tfcgaschamber.com
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The triggers for flag caps/events still need to be added as well.
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11-05-2007, 07:24 AM | #4 |
Join Date: Mar 2007
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So any idea's on how to disable these lines?
They seem to be FF specific so some dev must know Also, why is it that team names show up as the mapper wants them (Eg. blue orcas) instead of #ff_team_blue, but text replacements in messages (such as locations) don't? I'd much rather have the team names show up as the vars (#ff_team_blue) in the logs and only show the "fancy" name (those set in the map's lua file) on the client playing. It's a pain in the ass when you try to parse the logs now cause of all the different team names. Last edited by Mad_Clog; 11-05-2007 at 09:01 AM. |
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11-05-2007, 05:49 PM | #5 |
Fortress Forever Staff
Join Date: Feb 2005
Location: Los Angeles, CA
Posts Rated Helpful 3 Times
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They are disabled for the next update(which should be very soon).
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11-06-2007, 07:27 AM | #6 |
Join Date: Mar 2007
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Thanks for your reply.
How about the Team "issue" and flag caps and such as Dinosaur Gas said? |
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11-06-2007, 09:27 PM | #7 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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It'll take more work to add those b/c flag caps are controlled completely by Lua. We're hopping to get a small patch out soon to fix the HW, so likely in the patch after that.
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