Log, A_Log to active player

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Re: Log, A_Log to active player

by Graf Zahl » Fri Jan 13, 2017 4:44 am

Easy enough for DECORATE/ZSCRIPT, but for ACS it'd require a new PCode and a compiler update, I'm not sure I want to do that.

Re: Log, A_Log to active player

by Kinsie » Wed Aug 31, 2016 4:29 am

Gonna have to ask for something like this too. I like using A_Log for messages that cleanly interact with every other player message (ala quake), having them always broadcast to every player is a pain.

Re: Log, A_Log to active player

by Matt » Wed May 04, 2016 6:26 pm

Given this I had assumed "not perfect" implied some minor side effects or glitches, rather than fundamentally not doing what was required.

Re: Log, A_Log to active player

by The Zombie Killer » Wed May 04, 2016 4:05 am

Yeah, that's what I meant by "not perfect" (I was on my phone, away from home at the time, hence why I didn't type out all the reasons)

Re: Log, A_Log to active player

by Matt » Tue May 03, 2016 9:11 pm

Problems with HudMessage so far:

- really painful to remember format.
- mandatory parameters mean extra bloat.
- ACS only, you'll have to define a new script every time you want DECORATE access.
- still surrounds the message with hard rules like print.
- logging to console does not mean it appears in the usual place, but the logged message is hidden until you bring up the console, while the ingame displayed text is on its usual distinct HudMessage layer.

Definitely not an acceptable replacement. As far as I can tell it's impossible to replicate equivalent "local log" function with this (though the logging does, in fact, appear restricted to the calling player).

Re: Log, A_Log to active player

by Matt » Tue May 03, 2016 7:23 pm

The Zombie Killer wrote:I'm pretty sure you can get similar functionality with HudMessage with a certain flag, but it's not perfect. I'd certainly like to have this feature as well
Now that I take a look at the wiki...
HUDMSG_LOG
I'll have to give this a try! (though even if it works it would be nice to have an A_Log so you don't need to define an ACS script for literally every message you want for this that might be called in ACS. Not sure what other limitations or weirdness might distinguish this from a log...) EDIT: see below

Re: Log, A_Log to active player

by Xaser » Tue May 03, 2016 8:54 am

I made a similar suggestion ages ago, so +1 for sure. Psychic's quickbuy messages currently spam all players across a network game and it'd be great to make it less so.

Re: Log, A_Log to active player

by NeuralStunner » Mon May 02, 2016 11:22 pm

There ought to be [wiki=Print#Colors]color codes[/wiki] for the other message types, though. That would allow you to make messages configuration-friendly without weird hacks.

Re: Log, A_Log to active player

by The Zombie Killer » Mon May 02, 2016 10:53 pm

I'm pretty sure you can get similar functionality with HudMessage with a certain flag, but it's not perfect. I'd certainly like to have this feature as well

Re: Log, A_Log to active player

by arookas » Mon May 02, 2016 8:17 pm

This would be awesome to have. It could also be used to make dynamic pickup messages for items.

Re: Log, A_Log to active player

by Matt » Mon May 02, 2016 6:09 pm

I would love to have this. (Glad I searched "log" as well as "a_log" or there'd be 2 threads about this by now)

Sometimes you just want to give the player a hint or reminder that works aesthetically much better as a low-key text message in your console than a big, hard-ruled print popping up in the middle of your screen (and potentially interrupting the shooty stuff).

Re: Log, A_Log to active player

by Hetdegon » Fri Apr 04, 2014 3:47 pm

Yeah just double checked and Log() and A_Log() can be colorized the same way as Print(), including TEXTCOLO definitions, so not too sure what you mean.
For the sake of clarity, though, and please take no offense, it'd be better to file that as a separate suggestion, to not detract from the original request. Which is having Log() and A_Log() so they can be targeted to activator instead of all players, aesthetics can definitely be left to implementation with existing capabilities.

Re: Log, A_Log to active player

by NeuralStunner » Wed Apr 02, 2014 8:44 pm

I believe colorization is possible, yes, but not really practical (since you have to manually check the relevant CVar and interpret that number into a color code).

Re: Log, A_Log to active player

by Hetdegon » Wed Apr 02, 2014 2:31 pm

Yes, that sounds good to me as well. The "server only" has limited uses but I can already think of a few things, so it's also a good idea. I think a simple integer flag should be able to cover those 3 cases (0 for default behavior, 1 for local only, 2 for server only, etc).
I recall it's possible to colorize log() output now, since a few git revisions ago (must double-check, not too sure, but can't do it from here), in that case it could be left to user implementation rather than adding more code to it.

Re: Log, A_Log to active player

by NeuralStunner » Wed Apr 02, 2014 10:21 am

It may not be necessary to make a new function, if a flags parameter can be added.

In addition to a "local" (activator only) flag, a "server only" flag could help with debug/administration for Client-Server ports. (In ZDoom, it could possibly log to the arbitrator.)

While this in mind, I would also like to see options to colorize the message based on user settings for pickups, obituaries, &c. Whether a flags field would be appropriate for that, I'm hesitant. (Since only one will apply at a time.) Once we have an idea where the function is going parameter-wise, I can post a new suggestion for that.

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