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ExtendedComm v3.0.8b (Updated: 4/17/11)


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away000
Veteran Member
Join Date: Sep 2010
Old 09-06-2011 , 20:22   Re: [Any] Extended Comm (v2.2.4)
Reply With Quote #121

Twisted the databom plugin seems to be broken X.X
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Gippo
AlliedModders Donor
Join Date: Oct 2008
Old 09-10-2011 , 12:36   Re: [Any] Extended Comm (v2.2.4)
Reply With Quote #122

I keep getting this error and it keeps looking for storage-local when I already changed the database name in the config.

Quote:
L 09/10/2011 - 117:44: [SM] Plugin encountered error 4: Invalid parameter or parameter type
L 09/10/2011 - 117:44: [SM] Native "Format" reported: Language phrase "ExtendedComm: " not found
L 09/10/2011 - 117:44: [SM] Displaying call stack trace for plugin "sm_extendedcomm.smx":
L 09/10/2011 - 117:44: [SM] [0] Line 1902, sm_extendedcomm.sp::Command_Update()
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Bytez
Junior Member
Join Date: Aug 2011
Old 09-10-2011 , 16:44   Re: [Any] Extended Comm (v2.2.4)
Reply With Quote #123

Why cant it write special charatchers?
Some times if someone got a name like "hello㋛"
then if he says "hello" then it types "h: Hello"

Anyway to fix?
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Fearts
ferts of daeth
Join Date: Oct 2008
Old 09-13-2011 , 21:04   Re: [Any] Extended Comm (v2.2.4)
Reply With Quote #124

Would it be possible to add:

sm_unmute/ungag <player name | steamid |IP>

This way we can unmute players that are not on server.

Or if you feeling generous add a unmute/gag tab to admin menu so we can see who has been muted or gaged and remove them from the list by name.

EDIT:

Oh I now see you have sm_status command which list punishments for player who are on the server. If you could make that command list people who are not on the server but are punished this would also work. And maybe a way to unmute/gag them from that popup.
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Last edited by Fearts; 09-13-2011 at 21:50.
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SmackDaddy
Veteran Member
Join Date: Oct 2009
Old 09-18-2011 , 15:10   Re: [Any] Extended Comm (v2.2.4)
Reply With Quote #125

Quote:
Originally Posted by thetwistedpanda View Post
There's another voice plugin by databomb that you can look into using in the mean time. I have no issues with this plugin running on my server, but that doesn't mean it doesn't need a rewrite to fix a lot of bad coding practices.
Yeah, I hear the databomb plugin is broken.... *sigh* ....any other suggestions on how best to perma-mute?
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daleGEND
AlliedModders Donor
Join Date: Feb 2005
Location: USA
Old 10-11-2011 , 16:23   Re: [Any] Extended Comm (v2.2.4)
Reply With Quote #126

If anyone would like to work on an interface for this plugin with me let me know. I'm very proficient in web development, particularly UI work. Just need someone with the PHP/MySQL knowledge to make it happen .
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SmackDaddy
Veteran Member
Join Date: Oct 2009
Old 10-15-2011 , 16:35   Re: [Any] Extended Comm (v2.2.4)
Reply With Quote #127

Don't understand why this is still "approved" as a plugin when it's broken and the author hasn't been on in a while to fix it.........
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thetwistedpanda
Good Little Panda
Join Date: Sep 2008
Old 10-15-2011 , 16:38   Re: [Any] Extended Comm (v2.2.4)
Reply With Quote #128

The plugin runs fine using a MySQL connection; I haven't had any issues with it on my personal servers so I haven't had a need to push an update. There may be a few bugs using a few features (sqlite wasn't fully tested, modifying configuration files from their default status wasn't fully tested), but it runs and does what it is supposed to do.
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Last edited by thetwistedpanda; 10-15-2011 at 16:40.
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Drixevel
AlliedModders Donor
Join Date: Sep 2009
Location: Somewhere headbangin'
Old 10-15-2011 , 18:02   Re: [Any] Extended Comm (v2.2.4)
Reply With Quote #129

Works fine for me.
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Tezi
Member
Join Date: Jul 2011
Old 10-18-2011 , 15:12   Re: [Any] Extended Comm (v2.2.4)
Reply With Quote #130

After new update:
When a dead player talks, the alive players see it twice.
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