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Add cl_chathud that puts all chat in a seperate space in the HUD #29

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maci0 opened this issue Apr 26, 2013 · 1 comment
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Add cl_chathud that puts all chat in a seperate space in the HUD #29

maci0 opened this issue Apr 26, 2013 · 1 comment
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@maci0
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maci0 commented Apr 26, 2013

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.

@ghost ghost assigned jdolan Apr 26, 2013
@jdolan jdolan assigned WickedShell and unassigned jdolan Feb 28, 2015
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jdolan commented Dec 20, 2015

This was addressed with the console refactor.

@jdolan jdolan closed this as completed Dec 20, 2015
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