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Summary 0001236: Suggestions for client console notify lines
Revision 2013-06-23 14:49 by Dusk
Description 1]
The number of console notify lines is hardcoded to 4 in c_console.cpp:204.
I imagine that it originates from the old Doom days when it was sufficient for the few players Doom had supported + monitor resolutions were low, but today we have 64 players support and a lot more stuff is printed in the console, and we have monitors with huge resolutions.
Personally I've doubled the number of notify lines, and I thought it would be a blast if this value was user-configurable via some con_notifylines CVAR, just like there is con_notifytime for adjusting the time for the messages to stay on screen.
I would have provided a patch, but I don't know how I would go about changing that constant to CVAR variable since it's used in arrays :(.
Revision 2013-06-23 14:49 by Dusk
Description 1]
The number of console notify lines is hardcoded to 4 in c_console.cpp:204.
I imagine that it originates from the old Doom days when it was sufficient for the few players Doom had supported + monitor resolutions were low, but today we have 64 players support and a lot more stuff is printed in the console, and we have monitors with huge resolutions.
Personally I've doubled the number of notify lines, and I thought it would be a blast if this value was user-configurable via some con_notifylines CVAR, just like there is con_notifytime for adjusting the time for the messages to stay on screen.
I would have provided a patch, but I don't know how I would go about changing that constant to CVAR variable since it's used in arrays :(.


2]
Why is C_FlushDisplay() called in g_level.cpp:1022 and g_level.cpp:1579 (ie. on level finished and level start)?
This prevents players from seeing essential stuff without manually checking it in console, such as who exited the level, any last-second chat, the new level name...
I very much like the notify buffer not being interrupted and was thinking that others might find keeping the buffer useful too.
Note: other ports (ZDaemon and Odamex) don't flush the notify buffer on level finished.






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