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Author Topic: More natural language in event logging  (Read 3045 times)

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Offline Megiddo

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More natural language in event logging
« on: September 10, 2009, 07:32:56 PM »
Check it out! Here's the output while at console:
Quote
ulx slap *
(Console) slapped [ULX]Megiddo,Bot37 with 0 damage
[ULX]Megiddo: !slap *
[ULX]Megiddo slapped themself,Bot37 with 0 damage

And here's that same event from the client:
Quote
(Console) slapped You,Bot37 with 0 damage
[ULX]Megiddo: !slap *
You slapped yourself,Bot37 with 0 damage

"You" and "yourself" is also colored in a reserved color. :D
Console is shown as black, other player names are shown in group colors, arguments (0 in this case) are shown in green, everything else is a light blue.

Thanks goes to the local fuzzy spark for this idea. :)
« Last Edit: September 10, 2009, 07:38:15 PM by Megiddo »
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Offline atomicspark

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Re: More natural language in event logging
« Reply #1 on: September 11, 2009, 11:54:32 AM »
Needs a space after the comma!

Offline Dv2236

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Re: More natural language in event logging
« Reply #2 on: September 11, 2009, 02:54:11 PM »
Ya after this svn update I got a server load screen that looks like this.
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//      Ulysses Library      //
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// Loading...                //
//  shared/defines.lua       //
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//  shared/util.lua          //
//  server/upgrade.lua       //
//  server/hook.lua          //
//  server/gamemode_hooks.lua//
//  shared/table.lua         //
//  shared/player.lua        //
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//  shared/sh_ucl.lua        //
//  server/ucl.lua           //
//  server/phys.lua          //
//  server/player_ext.lua    //
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// Load Complete!            //
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//       ULX Admin Mod       //
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// Loading...                //
//  sh_defines.lua           //
//  lib.lua                  //
//  base.lua                 //
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//  MODULE: chat.lua         //
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================================
===  Wire  1621 (exported)   Installed  ===
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==== Advanced Duplicator v.1.85 server module installed! ====
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Executing dedicated server config file
Adding master server 69.28.140.247:27011
Adding master server 72.165.61.189:27011
Connection to Steam servers successful.
   VAC secure mode is activated.

Offline Megiddo

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Re: More natural language in event logging
« Reply #3 on: September 11, 2009, 03:01:12 PM »
Yep. Give me some time, I have to go through each function one by one and change it over.
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Offline JamminR

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Re: More natural language in event logging
« Reply #4 on: September 11, 2009, 03:38:18 PM »
Reminds me of an error I see in older HL2 mods about a worldblend on displacement texture "going away soon".
Fun thing is, I've been seeing that error almost 4 or 5 years now.
Good thing... the mods that were updated even as late as january of this year are still using it :P

Oh, and atomicspark... the thread is 'more natural' ... not "grammatically and punctuationally correct"
:P
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Offline atomicspark

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Re: More natural language in event logging
« Reply #5 on: September 11, 2009, 04:05:14 PM »
It'll be more annoying! :(

Edit: Well, I assume we'll still have a one log entry/echo per target still. So there wouldn't really be a comma. Unless we decided to make logs complicated.
« Last Edit: September 11, 2009, 11:07:10 PM by atomicspark »

Offline Megiddo

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Re: More natural language in event logging
« Reply #6 on: September 12, 2009, 11:02:25 AM »
It'll be more annoying! :(

Edit: Well, I assume we'll still have a one log entry/echo per target still. So there wouldn't really be a comma. Unless we decided to make logs complicated.

I don't see any real reason why they should be separated, do you?
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Offline atomicspark

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Re: More natural language in event logging
« Reply #7 on: September 12, 2009, 12:34:50 PM »
Yes, for neatness and predictability!

Imagine, if you will, if you targeted a 16 slot server. It is more noticeable when it's separated, instead of just a long string of random characters. Having it separated also makes it a lot easier to scan for player names in the logs too.

I just think this is one of those things that shouldn't be changed, just to be changed. There was nothing wrong with the old format. Sure it's kind of weird when you target yourself, but how often does that actually happen? :P