What happens (in this instance) is that using Firefox the chat doesn't load at all, just displaying the message entering box, the tick icon, and "Default room: main". But it works fine using Chrome.
In Firefox the dd=1 version thing doesn't even show the "Default room: main", by the way.
Ah, I know what's causing that. If you are using Firefox, you have a really old version, just so you know.
Anyway, I was using a modern web technology thing, which isn't supported in old browsers and IE, and I've just added a library that implements it, so could you check if it works now.
... You should really update your system when you can. If only for the security things... It isn't like Skype where newer versions are universally crap.
It's fine for me in FF, too. Are you on the newest version, do you have any plugins that might affect the display, is it plugged in, have you tried turning it off and on again?
This happens to me too, and I think it's somehow due to internet speed or something, since this hasn't happened before today. I can send some messages, sometimes, after refreshing but they take a while to go through if they do at all. I would perhaps conjecture that it's due to the socket approach SavageWolf uses, rather than AJAX which could mean that if your connection isn't good enough to keep the socket open then nothing will work at all. While with AJAX some requests would go through with slower connections. The problem could also be server side, maybe.
In fact, he cares so little about his communities in general that the settings changing script on soultome contains a syntax error. It's been there for a week or so now, so yeah, if he isn't even fixing soultome he's never going to fix fighunter. [Hooray for responsive site admins!]
Did he ever fix that thing on his site where requesting any of his "update profile" pages with GET (or otherwise without enough POST data) would cause your profile data to be erased? So basically your profile could be erased by any website on the internet that wanted to, hell, I think your browser is technically allowed to make a GET request to it as well for any reason...
Look, Pseudo never really was an amazing site host, to be honest. He didn't really engage with his audience outside a few polls he didn't respond to, and generally shunned the demographic he was attracting (which he's trying so hard to alter!). FH's life is over; time to move on, sadly. I mean, we've still got here (right, Savage? D:), and everywhere else that we're fragmentarily conglomerated around! :D
About the linky glitch: you can. You just need to put the 'www.' in the URL. ;3
[abuses Savage for his inability to spell "likely" and also for the way that putting square brackets around this sentence rather than asterisks creates a link despite the fact that "abuses" is clearly not a URL]
[subsequently abuses self because Savage was right]
Some sort of cutscene system, where cutscenes can be triggered by many different events such as talking to an NPC, walking over a square, and other things which I can totally think of. During a cutscene there should be lots of different options you can have, like dialogue, moving the players about, giving a player an item, and plot dependent actions. You could use some sort of scripting language like XML or maybe Lua. It would also be nice to save and load levels as XML, then you could have a level editor which generates a file which you can share with others. But I suggest you encrypt the XML file first then decrypt it when you come to use it, so it just looks like binary code to most people.
I am going to add more ideas that I have in separate paragraphs. You could encrypt the XML files with a password, if the user so desires, so that one can only play the game with the password. Or you could have an option to just use a default password, so anyone could play it.
At the moment I have a system (which I am going to recode, when/if I get back to coding the engine) where events are specified as just an array. I'm going to change it so that it's still an array, but elements in that array are "actions". For example, the room manager thing will have a "changeRoom" method that returned an action. The actions would then play out in order, with the next one occurring after the previous and all that. This should handle a lot of things like menus and stuff as well, with the ability to cancel.
So basically, the "scripts" will be a JS file, basically. Maps are also JS file, but really they are just a single function call with an object, so maybe in the future I could change it to JSON. I don't really intend to encrypt it though, since it probably isn't that hard to decrypt it.