PlaneShift

  • Status Unconfirmed
  • Percent Complete
    0%
  • Task Type Bug Report
  • Category Engine → User Interface
  • Assigned To No-one
  • Operating System
  • Severity Medium
  • Priority
  • Reported Version
  • Due in Version Undecided
  • Due Date Undecided
  • Votes
  • Private
Attached to Project: PlaneShift
Opened by Rii Rii - 21.09.2012

FS#5778 - /join /leave don't match

Accorind to the /help menu, " should be able to say "/join 0" and then "/leave 0", but /leave does not leave "0". Intead it says, "Please specify a chennel hotkey number to leave". Am I supposed to know what a chennel hotkey is?

Aiwendil commented on 22.09.2012 19:43

Not sure..but I think 0 is an invalid channel number..they start with 1. But no clue..I have to admit that I didn't try out the channel commands when writing about them. Might be also that you have to give the channel name with /leave.

bonifarz commented on 23.09.2012 06:50

I think /join uses a channel name (e.g. gossip, SmallTalkwithRii …), and numbers are assigned automatically and client side. They are needed to address/leave a channel if several are joined (/1 bye gossip people, /leave 1). In your case you created a channel named 0 on slot 1.

Aiwendil commented on 25.09.2012 09:38

Aww, thx Bonifarz, that makes a lot more sense and is actually how i describe it in the help.xml

"/join [channel-name]
(Joins the channel with the name [channel-name]. If there isn't a channel with this name already it is created. If you are in more than one chat-channel you have to specify the number of the channel with /1, /2../[Chat-Channel-number] at the start of your text to send it to the corresponding channel.)"

vs

"/leave [channel-number]
Leaves the channel specified by the number [channel-number].)"

I just have no idea if that is the offical version in the binary client…might be that part of my version was "optimzied" out as well.

Nireath commented on 30.01.2025 20:48

As of PSUnreal 0.7.47 chat channels are not yet implemented. This was discussed in Discord and the general feeling was that it's a good idea to reimplement custom channels in the future.

As the implementation is likely a port of the old system, this issue may still manifest. Normally I would request closure for PSLegacy bugs but in this case I think it better to leave the report here.

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