Console spam protection suppresses command output.
The suppression of duplicate messages affects also the output of user supplied commands, such as Unvanquished's entityList:
]/entityList
0: PLAYER/player
64: GENERAL/pos_player_intermission
65: BUILDABLE/team_human_spawn
66: BUILDABLE/team_alien_overmind
67: BUILDABLE/team_alien_spawn
68: BUILDABLE/team_human_spawn
69: MOVER/func_door
70: MOVER/func_door
71: BUILDABLE/team_human_mgturret
72: BUILDABLE/team_human_mgturret [further messages like this will be suppressed]
A total of 46 entities are currently in use.
]/entityList
A total of 46 entities are currently in use.
]/logs.suppression.enabled 0
]/entityList
0: PLAYER/player
64: GENERAL/pos_player_intermission
65: BUILDABLE/team_human_spawn
…
106: BEACON/beacon
107: BEACON/beacon
108: BEACON/beacon
A total of 46 entities are currently in use.
Ideally, suppression should not affect messages that the user has asked for.
The new-style commands (Cmd::StaticCmd etc.) have a Print function which bypasses suppression, but old ones just use Log::Notice so there's no way to distinguish them from logging.
Log::CommandInteractionMessage() can be used to print a command output bypassing suppression.
Good to know, so this issue should be transfered to Unvanquished?
I'm not sure whether new-style commands have actually been implemented for the gamelogic. If not that's a job for the Daemon side...
New-style commands do work in the gamelogic, albeit for only for the sort of command that is entered from a local console. However the other types of commands are sent over the network, so they necessarily have to use networked printing for their output and are not affected by this log suppression problem. So this issue is "merely" a matter of migrating all engine commands, all cgame commands, and all sgame console-only (sv_svcmds.cpp) commands.