Search found 396 matches

by Soh Raun
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...
by Soh Raun
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...
by Soh Raun
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. :)
by Soh Raun
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 :)
by Soh Raun
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:
text_color_purple.png
by Soh Raun
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. :)
by Soh Raun
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...
by Soh Raun
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. :)
by Soh Raun
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...
by Soh Raun
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 ...
by Soh Raun
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. :D
by Soh Raun
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).
by Soh Raun
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 ...
by Soh Raun
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. :roll:

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.
by Soh Raun
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.