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Tzunami: GPL Quake Client Development
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The next time I have a chance, I am going to start implementing some alternate HUD ideas in a build of Engine X.
(Not in ProQuake, that'd be heresy.)Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Hah. Damn, this thread has Wolvsauce all over it. Guess I'm just a popular guy.
Not sure if I like bFeared's idea too much. The idea is cool, but it's a bit.. eh.. small (for lack of a better word). When you're in the middle of a heated DM match, you definitely don't want your eyes to stray away from the center of the screen to check your health/weapons/etc. Looks like you could get a general idea from looking at the red bar, but like $t0len said, I like to know exact numbers too.
Of course, it could just take some getting used to.
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I know some of the text looks rather weird on the top right but this is a problem with photoshop failing with text/fonts.
I've tried scaling some things up as I can agree with Wolv, it was rather small and could be hard to read.
Still needs tweaking. I got rid of the winning/losing text and replaced it with a image of a star to indicate which side is winning.
Edit:
After some thought, I don't like the star.
I thought it might be better to just have golden(yellow) numbers instead of an image to indicate who is currently winning.Last edited by bFeared; 09-03-2010, 03:26 PM.
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Ok I've been trying not to post this, but I think its time.
Inside3d Forums :: View topic - CSQC GUI for DarkPlaces
Here you can make alternative huds for Darkplaces and FTE.
So if you want, you can make some usable demos while bakers working on implementation.
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Originally posted by gnounc View PostOk I've been trying not to post this, but I think its time.
Inside3d Forums :: View topic - CSQC GUI for DarkPlaces
Here you can make alternative huds for Darkplaces and FTE.
So if you want, you can make some usable demos while bakers working on implementation.
Time to get to quake work after 3 week vacation, I had fu$% up weather any way so i really regret I left my mac @ home ffs.
@bFeared works, they are nice if someone likes plain, yet fresh quake hud. (it reminds me of something)
My hud design on the other hand will have some juicy firecrackers thrown in, trust me on this one
EDIT: It reminds me Borderlands HUDLast edited by d1554573r; 09-08-2010, 06:36 AM.
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I didn't make the gui code. But it would be a shame if it went unused.
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I may be taking a stab at this in the next 15 minutes.
Likely to be cl_hudstyle 2 in Engine X. I'll code any of these alternate HUDs that are well fleshed-out.
There are limitations:
1. I don't have variable font size support, so it is going to be the Quake font that the engine uses.
2. I'm not sure how to do the fading effect.
3. A mini-console box isn't likely to happen.
But I'll see what I can do with the rest of the concepts. The actual implementations of the concepts are not guaranteed to be 100% identical.
[Lossless graphics of HUD element concepts would be appreciated for any wannabee HUD.]Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Great progress has been made towards implementing the above HUD. Hit some initial snags. Likely will be available later tonight.
Originally posted by d1554573r View Post@ 3. A mini-console box isn't likely to happen
do we have any options of customization for console? (name them if You can)
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Originally posted by bFeared View PostThis is good news
I wish you luck.
Primary components to engine coding:
1. Time
2. Motivation
3. Vision
The difference between #2 and #3 is this:
I know Quake has a bright future, but I know it requires knocking down a few obstacles including some big ones that are difficult to make a dent in. So the vision thing is an automatic with me; that's unshakeable in my book. So #3 is a non-issue.
#1 and #2 are the real tough ones: First, time is ALWAYS a problem with engine coding. And time is always a problem in real life too. But there is always at least some time.
So really it boils down to #2: motivation. Can you work with the time you DO have?Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Some qw client has minimap support for spectators (ezquake I think) but I don't know if anybody ever used it. You also have to create the minimap in a pretty annoying procedure. I made one but I'm never doing that again, that's for sure.dfsp*spirit
my FPS maps
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