Groups Implementation (Split)

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LethalEncounter
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Groups Implementation (Split)

Post by LethalEncounter » Fri May 15, 2009 2:34 pm

Hey JA (or Scatman), you think you will be around tomorrow night to help me test the group code? I have it mostly finished now, and I figure that I'll be able to finish it up by then.

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Scatman
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Re: New "cl_*" feature not working

Post by Scatman » Fri May 15, 2009 2:37 pm

I should be. Let me know when and I'll hop on.

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John Adams
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Re: New "cl_*" feature not working

Post by John Adams » Fri May 15, 2009 8:05 pm

Yepper, definitely will make myself available for this. :)

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Re: New "cl_*" feature not working

Post by LethalEncounter » Sat May 16, 2009 3:17 pm

John Adams wrote:Yepper, definitely will make myself available for this. :)
Unfortunately I ran into some issues with the group stuff that I hadn't considered so it won't be done tonight. Hopefully I can get it done by tomorrow night after I get back from the lake. After I get finished for tonight I'll leave the server up so you can play with what works as of right now. However, it will still be a work in progress. :/

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John Adams
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Re: New "cl_*" feature not working

Post by John Adams » Sat May 16, 2009 3:19 pm

Ahh ok, I keep trying to connect and get the boot. :) So I guess I'll just stop!

I am suffering some massive hardware failures in the home today... not sure wtf is up. Everything from PC's to Stereo equip, just clicking off for no apparent reason. I need to move, before all my shit is ruined. I hate Queen Creek - worst run city in the universe.

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Re: New "cl_*" feature not working

Post by LethalEncounter » Sat May 16, 2009 5:41 pm

John Adams wrote: I am suffering some massive hardware failures in the home today... not sure wtf is up. Everything from PC's to Stereo equip, just clicking off for no apparent reason.

Heh, tell me about it. I had to buy a new car battery today after my car wouldn't start when I was trying to head home from the grocery store. Apparently the battery was on it's last leg because the terminals were covered with the corrosion stuff and it was preventing any remaining charge from turning over the starter :/

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Re: New "cl_*" feature not working

Post by Scatman » Sat May 16, 2009 7:03 pm

LE, John said his logs had 3 clients in them for the grouping.

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Re: New "cl_*" feature not working

Post by LethalEncounter » Sat May 16, 2009 7:06 pm

Yah I remember him uploading some, I just hadn't checked it out because I had my hands full implementing the stuff from your logs :P

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John Adams
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Re: New "cl_*" feature not working

Post by John Adams » Sat May 16, 2009 7:12 pm

LE, is your server crashing, or am I? :D

Figured out why my PC is shutting off. The CPU is about 90 degrees C ;)

Fan busted. Think that'll do it?

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Re: New "cl_*" feature not working

Post by LethalEncounter » Sat May 16, 2009 7:29 pm

I was screwing around with the group commands that still need a lot of work, so it was crashing :P

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John Adams
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Re: New "cl_*" feature not working

Post by John Adams » Sat May 16, 2009 7:31 pm

Ok, let is know if you still need us logged in.

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Re: New "cl_*" feature not working

Post by LethalEncounter » Sat May 16, 2009 7:43 pm

Nah, I think I know of most of the issues still remaining. Hopefully I'll get them fixed tomorrow. I'll leave it up tonight if you want to play around with it. Just keep in mind that it is just as likely to crash at this point as it is to work correctly :P

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Re: New "cl_*" feature not working

Post by Zcoretri » Sun May 17, 2009 6:28 am

John Adams wrote: Figured out why my PC is shutting off. The CPU is about 90 degrees C ;)

Fan busted. Think that'll do it?
Are you sure that is not just your outside air temp? :shock:

hehe...j/k. you have a spare fan lying around?

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Re: New "cl_*" feature not working

Post by LethalEncounter » Sun May 17, 2009 1:28 pm

When someone goes linkdead, is that person immediately removed from the group or are they given a couple of minutes to log back in before they are removed?

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Re: New "cl_*" feature not working

Post by LethalEncounter » Sun May 17, 2009 1:37 pm

Here is how I was implementing it, let me know if this is wrong:

1. If a player gets disconnected, they are given 2 minutes after their client is removed from the game during which if they come back they will rejoin the same group.
2. If a player does not return during the two minutes they are removed from the group.
3. The 2 minute timer also applies if the player is zoning and gets disconnected.
4. The group leader can still kick the client with the standard /kickfromgroup command during the timer.

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