Urban Terror Forums: Removing this type of messages ?!?...and move these ones to the middle of the HUD ? - Urban Terror Forums

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Removing this type of messages ?!?...and move these ones to the middle of the HUD ? Rate Topic: -----

#1 User is offline   AJSB Icon

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Posted 06 November 2009 - 03:55 AM

Is there a way to remove completely the kind of text messages of the type "player_x killed/was_killed blah blag blah...." ? i consider them very annoying and obtrusive of the HUD....as an alternative, in the case we can't remove them completely , is there a way to move them to the low left corner ?


BTW, is it possible to move the echo messages to the center of screen ?


TIA,
AJSB

#2 User is offline   [Medics]Major_Dan Icon

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Posted 06 November 2009 - 04:10 AM

View PostAJSB, on 06 November 2009 - 07:55 PM, said:

Is there a way to remove completely the kind of text messages of the type "player_x killed/was_killed blah blag blah...." ? i consider them very annoying and obtrusive of the HUD....as an alternative, in the case we can't remove them completely , is there a way to move them to the low left corner ?


BTW, is it possible to move the echo messages to the center of screen ?


TIA,
AJSB

More like; Is there any way to move the minimap because it's blocking the messages.
AJSB, you are in luck! In options there is an option to move the minimap around the screen.
Also you can console command it. Something like /cg_mappos 1 etc

And I don't think you can move the echo messages, and who cares, they flash across the screen anyway.

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#3 User is offline   Yas Icon

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Posted 06 November 2009 - 05:20 AM

is \con_notifytime used in urt?
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#4 User is offline   klabauterman (unas) Icon

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Posted 06 November 2009 - 06:32 AM

use
/cg_msgTime 0 for kill messages
/cg_chatTime 0 for chat
remove hitmessages with /cg_showbullethits 0

you hear the chat tho

you can do cg_standardChat 1 and it'll be all topside


/con_notifytime is weird, smaller console output over the messages :?

#5 User is offline   AJSB Icon

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Posted 06 November 2009 - 07:39 AM

MajorDan,
Yeah, i knew about moving around the minimap but because i can't (AFAIK) move around the other things like the timer (that i don't want to disable ) the default position of the minimap is the best one (if it was possible , i preferred it at the extreme top right corner (ETQW style) but can't actually put in there exactly but only a bit more to the right and i don't like that position at all)

Klabauterman,
Thanks, that was precisely the kind of command(s) that i wanted 8-)
The sound of messages doesn't bother me at all...in fact, i miss the capacity to make sound (still possible of making text) insults to the other team like in ETQW :D
Only the kill and hit messages was really annoying...what a waste of HUD space and distracting of player focus....much better to use the VAR to have sound feedback of when we hit the enemy.

This post has been edited by AJSB: 06 November 2009 - 07:40 AM


#6 User is offline   klabauterman (unas) Icon

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Posted 06 November 2009 - 08:07 AM

AJSB, consider that the enemy may have cg_teamchatsonly 1 8)

#7 User is offline   AJSB Icon

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Posted 06 November 2009 - 05:12 PM

Bummer...;)

#8 User is offline   ObScUrE Icon

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Posted 06 November 2009 - 06:08 PM

here small list for the chat commands:
//COMMUNICATION//
cg_autoRadio                      "2"                                  // 1=Grenade+lol 2=lol,Bomb 0=Disabled
cg_chatHeight                     "4"                                  // Displays "Number" Lines In Chat 4
cg_chatTime                       "8000"                               // Time That A Chat Message Stays On Screen 4000
cg_msgHeight                      "3"                                  // Displays "Number" Lines In DeathMessages 4
cg_msgTime                        "3000"                               // Time Of the DeathMessages On Screen 4000
cg_noTaunt                        "0"                                  // 1=Disables Radio Calls And The Text Of It
cg_noVoiceChats                   "0"                                  // 1=Disables Radio Call Sounds
cg_noVoiceText                    "0"                                  // 1=Disables Text Of Radio Calls
cg_standardChat                   "0"                                  // 0=Seperated Chat and Damage Messages 1=Chat+Damage On The Left Upper Corner
cg_showBulletHits                 "2"                                  // Hit+Damage Messages
cg_teamChatHeight                 "0"                                  // Displays "Number" Lines In Chat 0
cg_teamChatTime                   "8000"                               // Time That A Chat Message From Teammate Stays On Screen 3000
cg_teamChatsOnly                  "0"                                  // 1=Disable Global Chats 0=Enable Global Chats

I think /cg_msgHeight 0 is the better way to do it.
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#9 User is offline   AJSB Icon

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Posted 16 November 2009 - 04:02 AM

I tried msgheight but it also cuts ut_echo messages (i use them to inform me if i selected the right weapon/items combo), any ideias of how to preserve ut_echo messages or other way to me have instant feedback of my "class" choice key press ?

TIA.
AJSB

#10 User is offline   ObScUrE Icon

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Posted 16 November 2009 - 11:35 AM

This is not possible but you can use the echo command for console output. :/
or disable the hit messages to see only the death messages of players.
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#11 User is offline   AJSB Icon

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Posted 16 November 2009 - 03:38 PM

Thanks for your help, in the end i had to find a compromise:

set cg_msgTime "4000"
set cg_msgHeight "1"
set cg_showbullethits "0"
set cg_mappos "9"
set cg_mapsize "100"
set cg_mapalpha "0.35"
set cg_maparrowscale "2.5"
set cg_teamChatTime "3000"
set cg_teamChatHeight "3"
set cg_standardChat "0"
set cg_teamchatsonly "0"
set cg_novoicechats "0"

Reduced minimap size, made it more transparent, placed it at position 9, reduced arrow size, showbulletits to 0 and reduced msgheight to a minimum....it's now acceptable 8-)

FWIW, I also made

set cg_gunsize "1"
set cg_hitsound "1"

because in normal firing position the G36 was using too much HUD space, and also used hitsound to have audio feedback when i hit a enemy.

#12 User is offline   ObScUrE Icon

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Posted 16 November 2009 - 05:57 PM

it's possible to add sounds to commands with scripts so you don't need ut_echo messages.

easy example:
//SCREENSHOT//
set sfx1                          "play sound\misc\kcaction"
set screenshot                    "vstr sfx1;screenshotjpeg"
bind KEY                          "vstr screenshot"

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#13 User is offline   AJSB Icon

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Posted 17 November 2009 - 04:14 AM

That's a very interesting option but what audio format should i record my messages ?!? WAV, MP3 or something else ?!?
From your example it's not clear and i googled and all but trying to get any hit for the word "play" it's tricky because it triggers all kinds of answers...


I tried both WAV and MP3 with full path to file and with the extension and didn't played....it's another format or what i'm doing wrong ?

PS: it says that doesn't recognize file extension (both for mp3 and wav)

TIA,
AJSB

This post has been edited by AJSB: 17 November 2009 - 04:22 AM


#14 User is offline   AJSB Icon

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Posted 17 November 2009 - 08:06 AM

OK, i figured it out....

Your sound example works (FWIW, is a WAV file), but what i was trying to do was using my own sounds....but i just now understood that it seems that i'm limited to the sounds *inside* the zpack000_assets.pk3...and maybe also to the sounds inside of the custom maps .pk3 files ?

Is there a way to circumnavigate this ? a way to use external WAV files ?
if not, how about to "hack" the main pk3 file previously mentioned and add more WAV files to hit ? i guess it will not work because there should be a checksum check to avoid tampering with the file because of cheating....


In the meanwhile, i gonna listen all WAV files in the pk3 to see what i can do with them ...

TIA,
AJSB

#15 User is offline   ObScUrE Icon

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Posted 17 November 2009 - 10:51 AM

You can create your own *.pk3 with the wave files in it in 16bit. 8)
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