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- Tue Aug 13, 2013 12:56 pm
- Forum: Suggestions
- Topic: Name Colors
- Replies: 113
- Views: 46831
Re: Name Colors
I thought it was changing the ^6 to something completely different which was radical and not the darkening of the color already in place? I'm not against darkening it a bit if it looks good. :) I'll just wait for the poll results and implement what the majority has decided. And it will still be tim...
- Mon Aug 12, 2013 9:42 am
- Forum: Suggestions
- Topic: Name Colors
- Replies: 113
- Views: 46831
Re: Name Colors
The default purple is used for private chat, I think we're all too used to it to change it to something radically different...
- Mon Aug 12, 2013 9:15 am
- Forum: Suggestions
- Topic: Name Colors
- Replies: 113
- Views: 46831
Re: Name Colors
For the moment I only tested Orange and Purple (I can only add two colors). We'll have to make a choice.
- Sun Jul 28, 2013 2:52 pm
- Forum: Suggestions
- Topic: Better /rporigin
- Replies: 7
- Views: 4293
Re: Better /rporigin
What do you want to use these coordinates for?
Just asking in case you forgot there is /rptelemark, which saves your current coordinates for future use with /rptele
Just asking in case you forgot there is /rptelemark, which saves your current coordinates for future use with /rptele
- Sun Jul 28, 2013 2:43 pm
- Forum: Suggestions
- Topic: Name Colors
- Replies: 113
- Views: 46831
Re: Name Colors
Here is how it could look with purple:
- Sun Jul 28, 2013 2:16 pm
- Forum: Suggestions
- Topic: Name Colors
- Replies: 113
- Views: 46831
Re: Name Colors
Sorry for the delay, I had no time to test this before today. Here is how it could look with ^8 for Orange and ^9 for Dark Green: new_text_colors.png Note that I can only add 2 colors, and as you can see above they won't show up properly in the console... but I guess it's still better than nothing. :)
- Wed Jul 17, 2013 1:18 pm
- Forum: ((OOC Discussion))
- Topic: *NEW* Shader Overlays
- Replies: 18
- Views: 8050
Re: *NEW* Shader Overlays
This is a good idea, and there is potential to take it even further... I strongly suggest that you look at the possibilities offered by shaders, particularly the "blendfunc" keyword ( see this doc or search "q3 blendfunc" on Google). I'm not an expert, but you should be able to c...
- Sat Jul 13, 2013 6:55 am
- Forum: Suggestions
- Topic: Drowning in JKA
- Replies: 16
- Views: 9078
Re: Drowning in JKA
Indeed, NPCs are not affected. I could easily add a "rp_disableDrowning" Cvar to the server to disable this BaseJKA feature.
- Fri Jul 12, 2013 6:08 am
- Forum: Suggestions
- Topic: rproll command
- Replies: 30
- Views: 13796
Re: rproll command
The semicolon could be used if contained within a quoted argument ("player1;player2") but a simple comma could be enough (player1,player2). Now that I think of it, this multi-target feature could be applied to pretty much all commands of the mod... As for the display aspects, I'm hesitatin...
- Fri Jul 12, 2013 5:43 am
- Forum: Suggestions
- Topic: rproll command
- Replies: 30
- Views: 13796
Re: rproll command
I think this kind of command would be a useful addition to RPMod. How it is used (or not used) is then a matter of clan policy, like many other features of the mod (e.g. XP, character classes, etc.) Proposed syntax: /rpdice <target> <min> <max> target would allow to share the result with: all : all ...
- Thu Apr 11, 2013 3:47 pm
- Forum: Suggestions
- Topic: Idle/AFK Indication
- Replies: 43
- Views: 17258
Re: Idle/AFK Indication
Creating an /afk command is possible, and showing an unobtrusive icon above the head is possible. It isn't even hard to implement, so feel free to come up with an icon suggestion that will make everyone find the idea genius.
- Tue Mar 26, 2013 10:14 am
- Forum: Bug Reports
- Topic: [CLOSED] emote error on connecting
- Replies: 1
- Views: 9418
Re: [NEW] emote error on connecting
This is due to the vast amount of emotes we have in Amoné's pack, but it doesn't cause any major issue. Command auto-completion will simply not include some of the last emotes.
The weird message you get won't appear anymore with the next release of RPMod (0.5.0).
The weird message you get won't appear anymore with the next release of RPMod (0.5.0).
- Sat Mar 23, 2013 10:38 am
- Forum: Help and Support
- Topic: Bug
- Replies: 5
- Views: 3920
Re: Bug
RPMod should work from within its "rpmod" directory (under GameData), as long as you "Set launch options" in Steam to "+set fs_game rpmod". Putting RPMod files in "base" isn't recommended, as there can be conflicts with other mods. While you're on this, could ...
- Sat Mar 23, 2013 10:31 am
- Forum: Suggestions
- Topic: Holonet/Comport.
- Replies: 8
- Views: 5300
Re: Holonet/Comport.
Oh the joy of timezones and DST.
I hadn't seen this one coming, but I've now made modifications for the switch to happen automatically on the Comport & RPMod Web, as it does on the HoloNet. You should now see the proper time everywhere.
I hadn't seen this one coming, but I've now made modifications for the switch to happen automatically on the Comport & RPMod Web, as it does on the HoloNet. You should now see the proper time everywhere.
- Fri Feb 01, 2013 6:16 pm
- Forum: Suggestions
- Topic: Mobile Forums
- Replies: 12
- Views: 7839
Re: Mobile Forums
Hmm I hadn't registered the forum on Tapatalk's public list, but I guess it brings no harm.. so I just did. It should show up as "JEDI Comport", in the "Games" > "Clan and Guild" category.