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[TF2] Annotations


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lyric
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Join Date: Sep 2012
Old 07-15-2014 , 10:33   Re: [TF2] Annotations
Reply With Quote #71

Geit doesnt spend much time here so i think he may have forget this. i see him posting all the time on other boards so who knows if sql will come anytime soon or not
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Last edited by lyric; 07-15-2014 at 10:33.
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Horsedick
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Join Date: Sep 2011
Old 07-15-2014 , 12:14   Re: [TF2] Annotations
Reply With Quote #72

Quote:
Originally Posted by lyric View Post
Geit doesnt spend much time here so i think he may have forget this. i see him posting all the time on other boards so who knows if sql will come anytime soon or not
It would certainly be nice to have or a way for the annotations to remain in place thru map/server resets if you are running a single map.
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OddworldCrash
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Join Date: May 2013
Location: Switzerland
Old 07-18-2014 , 17:49   Re: [TF2] Annotations
Reply With Quote #73

My reaction to this:
https://www.youtube.com/watch?v=xos2MnVxe-c
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lyric
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Join Date: Sep 2012
Old 07-18-2014 , 21:21   Re: [TF2] Annotations
Reply With Quote #74

Quote:
Originally Posted by OddworldCrash View Post
expect its dead
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DarthNinja
SourceMod Plugin Approver
Join Date: Mar 2009
Location: PreThinkHook()
Old 07-19-2014 , 04:04   Re: [TF2] Annotations
Reply With Quote #75

Quote:
Originally Posted by abrandnewday View Post
For a server that specifically runs just one map (such as mine), a config file would be perfect. There wouldn't be that many annotations being displayed.

But hey, you're the Approver and you know more than I do (no sarcasm intended, pure honesty). What do you suggest?
SQLite and/or MySQL would be the easiest to code, and the most useful. You can do with a couple lines what would be a lot more trouble in a keyvalues config.

Steal the code from my pumpkins plugin if you want to.
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DarthNinja
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Join Date: Mar 2009
Location: PreThinkHook()
Old 07-19-2014 , 04:51   Re: [TF2] Annotations
Reply With Quote #76

What features do people want from an SQL version?
  1. Just load messages from a database and display them for the duration of the map
  2. Load messages at map start, and have them last a specific time (or till map end)
  3. Load messages after a specific delay, and have them last a specific time (or till map end)
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404UserNotFound
BANNED
Join Date: Dec 2011
Old 07-19-2014 , 05:20   Re: [TF2] Annotations
Reply With Quote #77

When placing an annotation, have it saved to the database

When deleting, remove it from the database (optional. If it's too hard to code I can live with manually editing my database)

On map start load the annotations and display em

Have them get removed on map end or whenever.
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Horsedick
AlliedModders Donor
Join Date: Sep 2011
Old 07-19-2014 , 09:57   Re: [TF2] Annotations
Reply With Quote #78

Quote:
Originally Posted by DarthNinja View Post
What features do people want from an SQL version?
  1. Just load messages from a database and display them for the duration of the map
  2. Load messages at map start, and have them last a specific time (or till map end)
  3. Load messages after a specific delay, and have them last a specific time (or till map end)

I'd like to see them exactly as the pumpkins plugin you have.. you set them and they stay on a set map name till you manually remove them. I run a few servers with 24/7 maps and that would be nice.
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lyric
Veteran Member
Join Date: Sep 2012
Old 07-22-2014 , 20:19   Re: [TF2] Annotations
Reply With Quote #79

we pay a coder to add mysql support a few days ago, i will see if i can get that copy from the guy that requested it to post here for everybody. not sure if that will be sucess as he paid money for it but i ask anyways
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DarthNinja
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Join Date: Mar 2009
Location: PreThinkHook()
Old 07-23-2014 , 00:09   Re: [TF2] Annotations
Reply With Quote #80

It's extremely simple to splice the code from my pumpkins plugin into this one.
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