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Custom HUD with CSQC

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  • #61
    . ooh i understand!! do not worry, in the future releases i will fix the code

    Originally posted by TR2N View Post
    No, not the stats onscreen (health, ammo..). If you finish a map, a stat is showing up with kills, needed time and so on. That is not working anymore.
    the invasion has begun! hide your children, grab the guns, and pack sandwiches.

    syluxman2803

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    • #62
      Originally posted by nahuel View Post
      . ooh i understand!! do not worry, in the future releases i will fix the code
      Then go ahead my friend!
      Last edited by TR2N; 10-10-2011, 05:57 AM.

      Comment


      • #63
        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

        Last edited by talisa; 10-10-2011, 08:53 AM.
        .
        are you curious about what all there is out there in terms of HD content for quake?
        > then make sure to check out my 'definitive' HD replacement content thread! <
        everything that is out there for quake and both mission-packs, compiled into one massive thread

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        • #64
          Mp2 Hud with some addons from kleshik, (underwater fog and name of the maps in the screen )Download
          the invasion has begun! hide your children, grab the guns, and pack sandwiches.

          syluxman2803

          Comment


          • #65
            Originally posted by splitterface View Post
            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.

            syluxman2803

            Comment


            • #66
              Nahuel, do you have fixed the "game stats not showing up"-problem in the end of the maps?

              Will check the MP2-Hud, thanks!!

              Comment


              • #67
                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.

                Comment


                • #68
                  Originally posted by Cobalt View Post
                  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:
                  float IT_AXE = 2048.000;
                  float IT_SHOTGUN = 1.000;
                  float IT_SUPER_SHOTGUN = 2.000;
                  float IT_NAILGUN = 4.000;
                  float IT_SUPER_NAILGUN = 8.000;
                  float IT_GRENADE_LAUNCHER = 16.000;
                  float IT_ROCKET_LAUNCHER = 32.000;
                  float IT_LIGHTNING = 64.000;
                  float IT_SHELLS = 128.000;
                  float IT_NAILS = 256.000;
                  float IT_ROCKETS = 512.000;
                  float IT_CELLS = 1024.000;
                  float IT_LAVA_NAILGUN = 4096.000;
                  float IT_LAVA_SUPER_NAILGUN = 8192.000;
                  float IT_MULTI_GRENADE = 16384.000;
                  float IT_MULTI_ROCKET = 32768.000;
                  float IT_PLASMA_GUN = 65536.000;
                  float IT_KEY1 = 131072.000;
                  float IT_KEY2 = 262144.000;
                  float IT_INVISIBILITY = 524288.000;
                  float IT_INVULNERABILITY = 1048576.000;
                  float IT_SUIT = 2097152.000;
                  float IT_QUAD = 4194304.000;
                  float IT_GRAPPLE = 8388608.000;
                  float IT2_ARMOR1 = 1.000;
                  float IT2_ARMOR2 = 2.000;
                  float IT2_ARMOR3 = 4.000;
                  float IT2_LAVA_NAILS = 8.000;
                  float IT2_PLASMA_AMMO = 16.000;
                  float IT2_MULTI_ROCKETS = 32.000;
                  float IT2_SHIELD = 64.000;
                  float IT2_ANTIGRAV = 128.000;
                  float IT2_SUPERHEALTH = 256.000;
                  float IT2_EARTHQUAKE = 512.000;
                  float IT2_V_SPHERE = 1024.000;

                  In the original HUD you have this
                  MeasureInventory("gfx/sb_sigil1", 0, 32);
                  MeasureInventory("gfx/sb_sigil2", 0, 64);
                  MeasureInventory("gfx/sb_sigil3", 0, 12;
                  MeasureInventory("gfx/sb_sigil4", 0, 256);
                  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.

                  syluxman2803

                  Comment


                  • #69
                    Great Nahuel.
                    I love the Kleshik features.
                    Can you add this to the ID1 and MP1 Hud too?

                    Comment


                    • #70
                      Originally posted by webangel View Post
                      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.

                      syluxman2803

                      Comment


                      • #71
                        Hello Nahuel,

                        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

                        Comment


                        • #72
                          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?

                          Originally posted by nahuel View Post
                          Rogue and Hipnotic doesn�t have the runes in the original HUD.

                          "32, 64, 128 and 256 item2" values are used for the weapons of rogue.

                          Comment


                          • #73
                            @Seven



                            I did it!

                            Comment


                            • #74
                              Originally posted by Seven View Post
                              Hello Nahuel,

                              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.

                              syluxman2803

                              Comment


                              • #75
                                Originally posted by Seven View Post
                                Then you can use the comparing program (which I told you) to see
                                what the difference is and what the new code is doing.
                                I do not know soft like that. I just read line for line
                                Where can i find the program???
                                the invasion has begun! hide your children, grab the guns, and pack sandwiches.

                                syluxman2803

                                Comment

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