Was lobby_20 always present, even when no users were in it? Just wondering if I need to set it to create that channel by default (the original PXO doesn't seem to indicate that it was permanent, which is why I ask).
Anyway, this info is exactly what I was looking for, thanks!
I've already added code to handle filtering for the server list so that it only gets the servers on that chat channel, and I'm modifying the chat server to allow for zero users right now (the game itself will still filter those out unless they are lobby_# channels though). The other other main todo list item is to make sure that standalone will actually create chat channels properly (right now it doesn't do anything with the chat server).
I think that all that will be left after that is handling mods properly. I know that we talked a little about that via PM, but getting more input would be useful when it comes to figuring out the best way to present this to the user. Right now what I'm leaning towards on the mod front is to filter the chat channels so that only special mod prefixed channels show up for mods. So if you are on the "tbp" daemon, the chat server will prefix all channel requests with "tbp_". This will be transparent, the "tbp_" wouldn't show up, but would allow the chat server to have multiple lobby_20's, one for each mod, and they would all be named "lobby_20" as far as the user is concerned. And that would apply to all channels when playing via a mod, of course. This way everyone can keep separate, and instructions on lobby use can be generalized since in-game it will be the same for everyone (only users logging in via standard IRC chat client would see all of the channels). Does that sound acceptable to everyone?