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How do I raise my weapon viewmodel?

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  • How do I raise my weapon viewmodel?

    Hello, I'm playing Quake HD (which uses Darkplaces) and was wondering how I can raise my weapon viewmodel so that when I have the full HUD going (status bar + inventory bar) I can see the full gun like I would if I had no HUD on the screen (I think it's viewsize 120?)

    When I play Quakespasm, it handles this automatically; having a fully opaque HUD makes the viewmodel raise for the status bar, and also the status bar + inventory bar, whereas playing with a slightly translucent or completely invisible HUD background keeps it on the bottom of the screen as if you were playing with no HUD at all.

    Using sbar_alpha_bg doesn't make it raise in darkplaces. Any help would be appreciated, thank you!

  • #2
    Try these

    viewsize 100 (default)
    hud_weapons_offset





    I have also relayed this Question to LH, you'll get served answers sooner rather than later. heh!

    Originally posted by Smith
    This hud mostly worked as intended but was not user friendly, so I revisited it once more.
    In the end this unspectacular update costed me as much work as everything I've done with it before.
    It should be at least more friendly to both: users and someone who will eventually try to modify it further now.
    Old nahuel's sources included, unused stuff from them may be useful to someone.

    Changes:
    Old and new customizations available now via autoexec.cfg and ingame sbar/ibar settings are stored between levels and game sessions.
    Smiths's layout now looks correct with larger then QRP icons. Restored full functionality of dark places hud, DP scorebar.

    @Nahuel: You could add this link and feature description in the opening post of this thread. Otherwise it get burried soon.

    HUD_v4.5_Nahuel_Dresk_Smith.zip

    Hud displays map name after level load. Can display custom inventory layout, compass.
    Optionally can intruduce water fog. ( not compatible with world fog via .ent files )

    Ingame settings:

    keys"+""-" full classic hud - custom inventory layout - status bar only - hide hud
    key "v" show/hide inventory
    Above settings will be stored between levels and game sessions.

    key "c" show/hide compass
    key "tab" hold to show scorebar

    autoexec.cfg settings:

    set hud_ibar 0 - custom inventory layout won't be available
    set hud_ibar 1 - Smith's custom inventory layout == default
    set hud_ibar 2 - Nahuels's custom inventory layout

    set hud_weapons_offset - move up/down custom inventory weapons and ammocounts ( value +/- 40 is about 10% screen height up/down ), 0 == default

    set hud_compass 0/1 - turn on/off compass on level load, 0 == default
    set waterfog 0/1 - turn on/off waterfog, 0 == default

    console:
    sbar_alpha_bg, sbar_alpha_fg DP cvars will now affect all hud graphics

    transparent sbar/ibar texture - if you want fully transparent sbar background, replace ibar/sbar textures with included transparent textures ( from QRP: qrp.quakeone.com )
    __________________
    Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.
    ^ That may or may not has shit to do with what you're needing, but it's atleast something to dig through til LH/some all knowing ventures through here.

    Best of luck,
    Mindz
    Last edited by Mindf!3ldzX; 01-27-2014, 04:55 PM.
    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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    • #3
      Just use pro quake

      Comment


      • #4
        The darkplaces behavior of a fullsize viewport with the hud overlaid on it is pretty fundamentally hardwired in the engine.

        I never liked the crosshair being moved up the screen based on viewsize, I believe it should always be in the dead center of the screen, so this was the result, and I didn't keep the old code for shrinking it.

        You can see the whole gun with a value like viewsize 90 but that will put black borders around the reduced size.

        If your goal is just to see the gun, you could play with a higher fov value.

        Comment


        • #5
          Originally posted by powerzord View Post
          Just use pro quake
          You're about as useful as a poop flavored icecream, you would defeat the entire purpose of even existing. Buns?

          Thanks for the effort though, ready to play CTF?
          Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

          Comment


          • #6
            Originally posted by LordHavoc View Post
            The darkplaces behavior of a fullsize viewport with the hud overlaid on it is pretty fundamentally hardwired in the engine.

            I never liked the crosshair being moved up the screen based on viewsize, I believe it should always be in the dead center of the screen, so this was the result, and I didn't keep the old code for shrinking it.

            You can see the whole gun with a value like viewsize 90 but that will put black borders around the reduced size.

            If your goal is just to see the gun, you could play with a higher fov value.
            I personally think that the transparent HUD / seeing entire weapon model through the HUD, is sweet! I recommend this, as its very aesthetically pleasing IMO.
            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

            Comment


            • #7
              Originally posted by LordHavoc View Post
              The darkplaces behavior of a fullsize viewport with the hud overlaid on it is pretty fundamentally hardwired in the engine.

              I never liked the crosshair being moved up the screen based on viewsize, I believe it should always be in the dead center of the screen, so this was the result, and I didn't keep the old code for shrinking it.

              You can see the whole gun with a value like viewsize 90 but that will put black borders around the reduced size.

              If your goal is just to see the gun, you could play with a higher fov value.
              Damn. That sucks; not a fan of fov.

              But on the bright side, I used weapon offset to align the compact custom inventory along with bg on 0 and it looks great.

              Comment


              • #8
                Some engines like DirectQ or Qrack (I am not sure which one) support cvars to move the view_model.
                That is a cool feature. DP doesnt support it as far as I know.

                Comment


                • #9
                  Originally posted by Seven View Post
                  Some engines like DirectQ or Qrack (I am not sure which one) support cvars to move the view_model.
                  That is a cool feature. DP doesnt support it as far as I know.
                  DirectQ confirmed

                  Under User interface options, Classic HUD style !
                  Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

                  Comment


                  • #10
                    Hello Mindf!3ldzX,

                    It is good to have you here (while MH is temporary away).
                    I also was reading in other threads, that you give valuable tips and support for DirectQ questions.
                    Hoping that MH will be come over the issues he has at the moment and be back soon.

                    Comment


                    • #11
                      So I played with DirectQ (which for some reason wouldn't play music...kind of annoying) and I see the difference. Darkplaces only has the overlay hud, which doesn't raise the weapon. It would be cool to see the classic hud make it into an update in the future.

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