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  • #91
    I have noticed the same cosmetical problem.. Nahuel, is there a way to get the "old" stats from QRP back? It is fitting better to the menu etc.

    Nico

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    • #92
      Dresk says its an engine problem...but not sure. Typical QC called when the level ends is such as:

      Code:
      void() execute_changelevel =
      {
      	local entity	pos;
      
      	intermission_running = 1;
      	
      // enforce a wait time before allowing changelevel
      	if (deathmatch)
      		intermission_exittime = time + 5;
      	else
      		intermission_exittime = time + 2;
      
      	WriteByte (MSG_ALL, SVC_CDTRACK);
      	WriteByte (MSG_ALL, 3);
      	WriteByte (MSG_ALL, 3);
      	
      	pos = FindIntermission ();
      
      	other = find (world, classname, "player");
      	while (other != world)
      	{
      		other.view_ofs = '0 0 0';
      		other.angles = other.v_angle = pos.mangle;
      		other.fixangle = TRUE;		// turn this way immediately
      		other.nextthink = time + 0.5;
      		other.takedamage = DAMAGE_NO;
      		other.solid = SOLID_NOT;
      		other.movetype = MOVETYPE_NONE;
      		other.modelindex = 0;
      		setorigin (other, pos.origin);
      		other = find (other, classname, "player");
      	}	
      
      	WriteByte (MSG_ALL, SVC_INTERMISSION);
      };
      So all its doing is setting the player origin to the info_intermission entities origin, and altering their angles for view. Usually the scoreboard is displayed when the svc_intermission writebyte is called, but the csqc seems to be overriding the setorigin as well as the legacy intermission commands. Perhaps unloading the csprogs.dat will clear this...but it would need to be reloaded next map. The global float called:

      INTERMISSION_RUNNING

      will = 1 if the intermission session is active, so that may be a means to alter the code to change whatever need be changed to overcome this problem.





      Originally posted by _Smith_ View Post
      I've managed to get original score bar through switching to engine hud when in intermission.
      Is there any way to get proper level external camera view as a background instead of the last frame before intermission ? I miss that

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      • #93
        Thanks Cobalt for a clue !

        edit: ***deleted imperfect solution***

        TR2N: As I said I've already solved that part. I'll release update to Nahuel's hud soon ( maybe tomorrow ), be patient.
        Last edited by _Smith_; 11-03-2011, 06:33 PM.
        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.

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        • #94
          HUD_v4_nahuel *link removed*

          Automatic switch to engine HUD during intermission

          toggle "h" to cycle: engineHUD -> customHUD -> sbar_onlyHUD
          I didn't know how to implement autocvar in csqc so compiled two versions instead: one with engineHUD default, and one with customHUD default

          toggle "c" to switch compass on/off

          sbar background - if you want fully transparent sbar replace texture with dummy transparent sbar texture ( included in the download )
          Adjusted armor icon position to fit into sbar texture.


          Changes in client.qc are required, for intermission screen to show random level view ( like it should be ) instead of last position before intermission - code in readme.

          These changes are already implemented in v1.08 ogre aiming mod.
          Last edited by _Smith_; 11-04-2011, 12:26 PM.
          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.

          Comment


          • #95
            *link removed*

            Inventory icons smaller, moved into the corner above fps counter, first row runes, second row items.

            Previous version also included in the download. Read about other features in the post above.

            Edit:
            Added new special version for QRP HUD that displays lg icons correctly: wide in classic hud, and short in custom hud.
            I think I've finished with it. Seems perfect to me now.
            Last edited by _Smith_; 11-05-2011, 10:25 AM.
            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.

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            • #96
              Edit: Found the error.. It seems that my config file was some sort of corrupted. It wotrks perfect, thank you!

              Hi _Smith_,

              thank you for posting your HUD-packs, it works perfectly. But i have found a glitch in the menu of Quake, have a look at the screenshots i have attached.

              Regards,
              Nico
              Attached Files
              Last edited by TR2N; 11-05-2011, 03:25 AM.

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              • #97
                This screenshots are from start time demo. If I understand correctly CSQC code is not working there yet, so I doubt that this HUDs are source of the problem. Do you have the same with Nahuel's v3 ?
                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.

                Comment


                • #98
                  Originally posted by _Smith_ View Post
                  This screenshots are from start time demo. If I understand correctly CSQC code is not working there yet, so I doubt that this HUDs are source of the problem. Do you have the same with Nahuel's v3 ?
                  Yes, i have found it out too. The QSQC-code is not working in the menu demo. Ingame it works perfect! Thanks for your work!

                  Comment


                  • #99
                    Hello Smith,

                    first of all Thank you for developing Nahuels work further.
                    It is a good improvement to have the end map statistics like in original Quake.

                    Unfortunately you deleted the "+showscores" keybinding in your releases.
                    Did you do it on purpose ?
                    You should bring it back in (maybe in V4.2 ?).

                    Regards,
                    Seven

                    Comment


                    • @ Seven:
                      It was written in a comment that it is not used, and I edited my key switches from it. When I think about it now, I have no idea why I didn't left it untouched I've put it back.

                      *link removed*

                      Final ( probably ) HUD redesign, takes less space on the screen - since the point of this HUD is to unclutter your screen can handle both wide and short lg icons.



                      sbar texture - if you want fully transparent sbar replace ibar/sbar textures with included transparent textures ( from QRP: qrp.quakeone.com )

                      key "h" switch item bar layout
                      key "f" show/hide item bar
                      key "c" show/hide compass

                      To change default settings aplied after level load:
                      open in fteqccgui.exe -> client.src -> client\vars.qc , change variables ( values 0/1 ), save, compile,
                      put generated csprogs.dat in quake\id1\ or replace one in HUD_v4.2_nahuel.pk3

                      ***
                      Changes in client.qc are required ( at least in DP build I am using ), for intermission screen to show random level view, instead of last position before intermission ( code in the readme ) This change is already implemented in my ogre aim v1.08 mod.
                      Last edited by _Smith_; 11-05-2011, 12:33 PM.
                      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.

                      Comment


                      • Hello Smith,

                        I think we need V4.3
                        Please doublecheck your releases before posting them.
                        Your showscore code doesnt work as it should.

                        The info text is printed behind the textures when in "engine HUD" mode.
                        --> Not readable
                        The info text is printed over the textures when in "nahuel HUD" mode.


                        In both cases, the HUD textures should be deleted as long as you push the TAB key and shall be visible again when you release it.
                        This is like original Quake behaviour.
                        This behaviour was in Nahuels V2 (and got lost in V3 I know).

                        You can get it back by using this code before
                        Sbar_DrawPic call in Sbar_Draw function in sbar.qc
                        Code:
                        if (showscores)
                        	{
                        		return;
                        	}

                        Your new positioning of the weapon and powerup icons is of course a matter of personal liking.
                        It looks really too much squeezed for me.
                        But that is fine. Everybody can reposition them if they want.


                        You remember your first releases of the ogre aiming mod ?
                        We are not in a hurry Smith. You should check your code before release in-game.

                        Best wishes,
                        Seven

                        Comment


                        • @Seven: Thanks for trying it and a feedback. Should be ok now I've added also version with Nahuel's layout to the upload .

                          HUD_v4.31_nahuel - with classic intermission screen.

                          v4.3n - Nahuel's layout
                          v4.31 - my HUD layout for QRP HUD graphics.



                          sbar texture - if you want fully transparent sbar replace ibar/sbar textures with included transparent textures ( from QRP: qrp.quakeone.com )

                          key "h" switch between classic and custom item bar layout
                          key "f" show/hide item bar
                          key "c" show/hide compass

                          To change default settings aplied after level load:
                          open in fteqccgui.exe -> client.src -> client\vars.qc , change variables ( values 0/1 ), save, compile,
                          put generated csprogs.dat in quake\id1\ or replace one in HUD_v4.3_nahuel.pk3

                          ***
                          Changes in client.qc are required ( at least in DP build I am using ), for intermission screen to show random level view, instead of last position before intermission ( code in the readme ) This change is already implemented in webangel's "animated-reflecting-overload" mods compilation.

                          Edit:
                          Your new positioning of the weapon and powerup icons is of course a matter of personal liking. It looks really too much squeezed for me.
                          I am not sure whether you like it, but it was just a little bit too much squeezed, or do you prefer nahuel's layout. If the former I agree, spaced it just a little bit more, link and screenshot updated.

                          Edit2: I get now what you've meant. QRP uses smaller icons and my layout doesn't look correct with larger ones you are using. Lets say my hud layout is for QRP only.
                          Last edited by _Smith_; 11-07-2011, 03:36 PM.
                          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.

                          Comment


                          • Originally posted by _Smith_ View Post
                            @Seven: Thanks for trying it and a feedback. Should be ok now I've added also version with Nahuel's layout to the upload .

                            HUD_v4.31_nahuel - with classic intermission screen.

                            v4.3n - Nahuel's layout
                            v4.31 - my HUD layout for QRP HUD graphics.



                            sbar texture - if you want fully transparent sbar replace ibar/sbar textures with included transparent textures ( from QRP: qrp.quakeone.com )

                            key "h" switch between classic and custom item bar layout
                            key "f" show/hide item bar
                            key "c" show/hide compass

                            To change default settings aplied after level load:
                            open in fteqccgui.exe -> client.src -> client\vars.qc , change variables ( values 0/1 ), save, compile,
                            put generated csprogs.dat in quake\id1\ or replace one in HUD_v4.3_nahuel.pk3

                            ***
                            Changes in client.qc are required ( at least in DP build I am using ), for intermission screen to show random level view, instead of last position before intermission ( code in the readme ) This change is already implemented in webangel's "animated-reflecting-overload" mods compilation.

                            Edit:


                            I am not sure whether you like it, but it was just a little bit too much squeezed, or do you prefer nahuel's layout. If the former I agree, spaced it just a little bit more, link and screenshot updated.

                            Edit2: I get now what you've meant. QRP uses smaller icons and my layout doesn't look correct with larger ones you are using. Lets say my hud layout is for QRP only.
                            Great work Smith!!!!!!!!! thanks
                            the invasion has begun! hide your children, grab the guns, and pack sandwiches.

                            syluxman2803

                            Comment


                            • Hello Smith,

                              If you accidently read this.

                              If you want to do something useful and have the time (which seem to be the case),
                              you could update Nahuels wonderful MP1 and MP2 HUD�s.

                              Nahuel managed to bring all new floats into the code and his above linked versions are bug-free. He did a fantastic work.
                              Several people already implemented end-map statistics and map name on startup into them, but never released them.

                              Due to the fact that you seem to like working with CSQC too, it should be fun to update.
                              Kleshik fog doesnt work as we know now, so this code must be excluded.
                              Everything else should be like ID1 version.
                              Most people use Ruohis�s replacement weapon models, so Nahuels layout is best choice for the icons I guess.

                              Would be a nice giveback to this community.

                              Regards,
                              Seven

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                              • Hi


                                i like those hud weapon icons smith...were can i find them?



                                regards


                                Sean


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