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its a real nice mod for the hud. although its not for me, i prefer the weapon items at bottom.
although that compass at top could be real usefull.
is there a way to get only the compass without changing the normal hud?
oh, and btw, i found a bug with the ID1 hud.
its at the shub fight. for some reason the hud causes that when you go through the last portal to tele-frag shub the cam doesnt move to show shub like it should but it shows the portal instead, or the cam ends up in the middle of shub instead, lol
its a real nice mod for the hud. although its not for me, i prefer the weapon items at bottom.
although that compass at top could be real usefull.
is there a way to get only the compass without changing the normal hud?
oh, and btw, i found a bug with the ID1 hud.
its at the shub fight. for some reason the hud causes that when you go through the last portal to tele-frag shub the cam doesnt move to show shub like it should but it shows the portal instead, or the cam ends up in the middle of shub instead, lol
I will check this!!!
the invasion has begun! hide your children, grab the guns, and pack sandwiches.
Mp2 huds comingalong nice. Noticed its not detecting items2 (the runes) like the Rogue csprogs.dat does. There was a small bug I forgot to say with your first released hud where it was I think the image for the grenade launcher would turn to a checkerboard. I guess that means there was no file found for the image? I forget what exactly made it happen, but so far in this new mp hud, I dont see it happening. Would be neat if you could use the Kleshik stuff and use cvars to let you customize your own stuff. The feral hud has windows you can drag and drop and close out which may be a good idea for a menu where you can configure all the options...as opposed to using cvars. I also learned that in darkplaces with multiplayer if you use curl and put al your model, maps etc files for a mod in a pk3 you could also include any hud files or whatever like some of these csprogs do , and after the pk3 downloads its got the files needed for the hud or the conback image, for example.
Mp2 huds comingalong nice. Noticed its not detecting items2 (the runes) like the Rogue csprogs.dat does. There was a small bug I forgot to say with your first released hud where it was I think the image for the grenade launcher would turn to a checkerboard. I guess that means there was no file found for the image? I forget what exactly made it happen, but so far in this new mp hud, I dont see it happening. Would be neat if you could use the Kleshik stuff and use cvars to let you customize your own stuff. The feral hud has windows you can drag and drop and close out which may be a good idea for a menu where you can configure all the options...as opposed to using cvars. I also learned that in darkplaces with multiplayer if you use curl and put al your model, maps etc files for a mod in a pk3 you could also include any hud files or whatever like some of these csprogs do , and after the pk3 downloads its got the files needed for the hud or the conback image, for example.
Rogue and Hipnotic doesn�t have the runes in the original HUD. I clear the code to do this like the original. If you need the runes in some csqc based in this you need write new STATS, (and change the values) or rewrite the csqc for support of the runes. This Hud detect the item2 but, the values for the runes is not defined. Look this:
so, you are calling the runes but, you can�t call the runes from ROgue because "32, 64, 128 and 256 item2" values are used for the weapons of rogue. If you want to have the runes and item2 weapons from rogue you need rewrite the values from svqc and csqc, and let "32, 64, 128 and 256" for the runes
the invasion has begun! hide your children, grab the guns, and pack sandwiches.
Great Nahuel.
I love the Kleshik features.
Can you add this to the ID1 and MP1 Hud too?
Yeah! Kleshik is great, it�s the simpler use of CSQC that I found. Currently i am making a mixed between kleshik, stealth quake, seven mod and my own stuff (colissions by material, cubemap flashlight, new (modified) monsters and two new weapons). I will release soon
the invasion has begun! hide your children, grab the guns, and pack sandwiches.
I am ill and off work, so I had time to look at the new present you made us.
First of all Thank you very much !
My first question:
Did Dresk release the source of kleshik ?
Or did you decompile its csqc ? Or did you make the new code new from scratch ?
I like the "map name" the most and implemented it into id1 + MP1 HUDs at once.
The "fog in the water" is not my style, but of course a nice feature.
It decreases the view quite a lot, but that can all be adjusted.
@ webangel
Do you remember my tip with the "ogre aiming" mod ?
Please use the same here with the csqc code.
Learning xxqc is done by reading, reading and reading. And of course try to understand what you are reading.
Then you can use the comparing program (which I told you) to see
what the difference is and what the new code is doing.
This way you will learn quickly and get to know all the details.
Nahuels code is always free of warnings, which is a great thing !
So you can be sure, that no param of variable is unused/useless.
In this way you can build you own HUD/style with different effects.
I can only encourage interested people like you to do it.
It is fun and gives you a special feeling, when you managed to create something.
Of course qc is much easier compared to csqc, because of the fact that you have tons and tons of code to learn from.
But now that we have Nahuel, this will change and he will give us good csqc codes
One of those huds worked, I think it was the Hypnotic hud....yes. When a rune is picked up, it comes up on the hud, when lost, it disappears. When the rune's power is being used, it blinks....which is a special feature to my mod. So at least one of those huds works correctly with my mod. Yes, ssqc side, you need to float .items2 in the defs, and players self.items2 to equal those respective numeric values as you stated. My mod is floating items 2 and assigning them the numbers like that in the ssqc. Maybe the code for one of the huds is different in this respect and you used the Rogue src to build your csprogs from?
I am ill and off work, so I had time to look at the new present you made us.
First of all Thank you very much !
My first question:
Did Dresk release the source of kleshik ?
Or did you decompile its csqc ? Or did you make the new code new from scratch ?
I like the "map name" the most and implemented it into id1 + MP1 HUDs at once.
The "fog in the water" is not my style, but of course a nice feature.
It decreases the view quite a lot, but that can all be adjusted.
@ webangel
Do you remember my tip with the "ogre aiming" mod ?
Please use the same here with the csqc code.
Learning xxqc is done by reading, reading and reading. And of course try to understand what you are reading.
Then you can use the comparing program (which I told you) to see
what the difference is and what the new code is doing.
This way you will learn quickly and get to know all the details.
Nahuels code is always free of warnings, which is a great thing !
So you can be sure, that no param of variable is unused/useless.
In this way you can build you own HUD/style with different effects.
I can only encourage interested people like you to do it.
It is fun and gives you a special feeling, when you managed to create something.
Of course qc is much easier compared to csqc, because of the fact that you have tons and tons of code to learn from.
But now that we have Nahuel, this will change and he will give us good csqc codes
Best wishes,
Seven
Hello seven!! i will try to make a csqc menu for your mod to adjust the features easy with a few clicks Otherwise my code is not clear
In my standalone I have
273 warnings
I am sure i can clean the code But now i am making the hard work.
@webangel
Great work!!! it�s very easy, just add some lines to client/main.qc and kelshikstuff.qc
@cobalt, i need look your defs.qc with the definitons of the items
the invasion has begun! hide your children, grab the guns, and pack sandwiches.
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