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IDProjectCategoryView StatusDate SubmittedLast Update
0000036Zandronum[All Projects] Suggestionpublic2010-09-19 15:302024-01-01 01:47
ReporterAlexMax 
Assigned ToKaminsky 
PrioritynormalSeverityminorReproducibilityN/A
StatusresolvedResolutionfixed 
PlatformOSOS Version
Product Version 
Target Version3.2Fixed in Version3.2 
Summary0000036: CHAT -> TEAMCHAT in server console
DescriptionIt would be nice to differentiate between normal chat and teamchat in the server console/logfile. For example, for my IRC tunnel, it would be nice to be able to filter out teamchat from being posted to the IRC channel, so people can't cheat by having an IRC window open.

It would also be nice if the team name/number were somehow incorporated into the string somehow, so you can tell the difference between red and blue team chat...or any other team for that matter.
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User avatar (0022424)
WaTaKiD (updater)
2022-10-02 19:51

reopened after brief discussion, ill copy paste a bit

"to me it just kinda makes sense when looking at the good ol windows server console for the different team chats to be correctly marked

like this is 3 players using team chat in the 3.2 beta:
[12:09:22] CHAT [12:09:22] Player 3845: red team chat
[12:09:27] CHAT [12:09:27] Player 2435: spec team chat
[12:09:31] CHAT [12:09:31] WaTaKiD: blue team chat"


while zan currently only supports 4 teams, not including spectators, eventually there could be much more atleast according to 'https://zdoom.org/wiki/TEAMINFO [^]'

so i guess future proofing would be something to keep in mind
User avatar (0022428)
Kaminsky (developer)
2022-10-02 23:03

To summarize what we just discussed in the dev meeting, having some way of differentiating global and team chat messages in the server console and logfile sounds reasonable. It's possible that we can also implement a new CVar (e.g. "sv_logfileteamappend") that controls how team chat messages are displayed:

0: Show the team's name (e.g. CHAT<BLUE>).
1: Show the team's index (e.g. CHAT<TEAM #1>).

Server hosts will then have the option to choose how to display these kinds of messages as they wish.
User avatar (0022534)
Kaminsky (developer)
2022-12-18 17:15

This commit adds the "sv_distinguishteamchatlines" CVar:'https://osdn.net/projects/zandronum/scm/hg/zandronum-stable/commits/8836885fd4326030f5113b39a2f41918620e6e8f [^]'

- If 0 (by default), team chat messages appear like normal chat messages.
- If set to 1, it shows the player's team (e.g. "<BLUE> Player: Hi.").
- If greater than 1, it shows the team's number starting from 1 (e.g. "<TEAM #1> Player: Hi."). This is a useful option in case team's have incredibly long names.

This also works independently from sv_markchatlines, so team chat messages can always be distinguished even when chat lines aren't marked in the console/logfile.
User avatar (0022948)
Ru5tK1ng (updater)
2024-01-01 01:46

Tested with r231220. Ran a server with sv_distinguishteamchatlines set to 0, 1, and 2 at various times. The logfile reflected the cvar change properly and appended the team info without issue.

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: ZzZombo WaTaKiD
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2010-09-19 15:30 AlexMax New Issue
2014-06-08 22:05 Watermelon Status new => closed
2014-06-08 22:05 Watermelon Resolution open => fixed
2022-10-02 19:51 WaTaKiD Note Added: 0022424
2022-10-02 19:51 WaTaKiD Status closed => feedback
2022-10-02 19:51 WaTaKiD Resolution fixed => reopened
2022-10-02 19:55 WaTaKiD Status feedback => new
2022-10-02 23:03 Kaminsky Note Added: 0022428
2022-10-02 23:04 Kaminsky Status new => acknowledged
2022-12-15 14:23 Kaminsky Target Version => 3.2
2022-12-15 19:05 Kaminsky Assigned To => Kaminsky
2022-12-15 19:05 Kaminsky Status acknowledged => assigned
2022-12-18 17:15 Kaminsky Note Added: 0022534
2022-12-18 17:15 Kaminsky Status assigned => needs testing
2024-01-01 01:46 Ru5tK1ng Note Added: 0022948
2024-01-01 01:47 Ru5tK1ng Status needs testing => resolved
2024-01-01 01:47 Ru5tK1ng Resolution reopened => fixed
2024-01-01 01:47 Ru5tK1ng Fixed in Version => 3.2






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