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cl_chathud 1 will make all the chatter go into a seperate area in the HUD, for easier reading. Optionally, you could add: cl_chathudtime to set the number of seconds a message stays in the chathud cl_chathudlines to set the amount of lines the chathud uses
Here you can see cl_chathud 1 and cl_chathudlines 3 in action in AprQ2. In case you was wondering, the chathud is located in the lower-left corner of the screen.
Changed 14 months ago by jdolan
owner changed from jdolan to wickedshell
status changed from new to assigned
This could actually be implemented rather easily now in the cgame module.
Changed 13 months ago by wickedshell
associated with this should also be a cl_chat_time that dictates how long text stays on the screen, currently scrolls off to rapidly, requiring lots of console checking
Changed 10 months ago by jdolan
I'd like to make this the default (read: only) behavior in the cgame. Basically, we should move the Cl_DrawNotify stuff to the cgame. The notify buffer can be populated via Cl_ParseServerMessage, and then rendered by the cgame. Any cvars that control the visibility or placement of the notify buffer should be cg_*. I'm looking at line 425-ish in cl_parse.c.
The text was updated successfully, but these errors were encountered:
cl_chathud 1 will make all the chatter go into a seperate area in the HUD, for easier reading. Optionally, you could add: cl_chathudtime to set the number of seconds a message stays in the chathud cl_chathudlines to set the amount of lines the chathud uses
Here you can see cl_chathud 1 and cl_chathudlines 3 in action in AprQ2. In case you was wondering, the chathud is located in the lower-left corner of the screen.
Changed 14 months ago by jdolan
This could actually be implemented rather easily now in the cgame module.
Changed 13 months ago by wickedshell
associated with this should also be a cl_chat_time that dictates how long text stays on the screen, currently scrolls off to rapidly, requiring lots of console checking
Changed 10 months ago by jdolan
I'd like to make this the default (read: only) behavior in the cgame. Basically, we should move the Cl_DrawNotify stuff to the cgame. The notify buffer can be populated via Cl_ParseServerMessage, and then rendered by the cgame. Any cvars that control the visibility or placement of the notify buffer should be cg_*. I'm looking at line 425-ish in cl_parse.c.
The text was updated successfully, but these errors were encountered: