M1 | M2 | 055 | 001
|Component:||Server & Client||Assignee:||Odamex Bug Reporter <odamex-bug-reporter>|
|Severity:||enhancement||CC:||alexmax2742, jkist3, mike|
|Version:||(old) 0.5.0 - 0.5.5|
Description Kyle 2010-03-17 23:28:06 UTC
Allow clients to not receive messages from a specified person.
Comment 1 Mike Lightner 2010-04-03 14:45:22 UTC
How would you propose this would be done? At least how would the player perform this ignore procedure? If you post enhancement bugs (aka "features"), please provide more detail into the execution and/or process, otherwise we will close them. Thanks.
Comment 2 Kyle 2010-04-06 18:21:39 UTC
This would be done server side (like a black/white list). A "voice" style room would use the commands: mute all voice <ip for an exec script or client number for in game> You could always just mute one problematic player: mute <ip for an exec script or client number for in game>
Comment 3 Mike Lightner 2010-04-06 21:33:20 UTC
I'm confused, your initial comment requests allowing CLIENTS to not receive messages from a specified person, but you're suggesting it be implemented as a server feature, where the server operator would have to manage this? It sounds like something, if it were to be considered, that should be done on the client side. One cannot expect a server operator to be around at all times to manage something like this.
Comment 4 Kyle 2010-04-06 23:21:33 UTC
Yes, well second thoughts are that client-side wouldn't be useful at all. Yes, a client could ignore messages that begin with the ignored player's nick. But then the ignored player could just switch nicks. IP ignores might work, but you're the one that knows about the code, not me. (Also, if a voting system is ever implemented, players could vote to mute a player, with mutes resetting after a certain period of time)
Comment 5 Alexander Mayfield 2013-03-17 22:27:44 UTC
A basic muting system has been implemented in r3742. You can mute spectator chat and enemy chat using two separate cvars: mute_enemies and mute_spectators. These cvars are not saved and set to 0 on disconnect.