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Thread: [Preview] Visual HUD - public beta release

  1. #141
    Senior Member namad will become famous soon enough namad's Avatar
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    Quote Originally Posted by _ARYX_ View Post
    I have a request to make. It would be nice to have the ability toggle some items of the HUD, would just need to add a line with showcvar + a line that let us type what cvar name we want iirc. So for evey item that you drag and drop it will have the option that let you type the cvar name we want to make it appear.
    I'll consider this feature, the only problem here - everyone who enable this feature have to setup these custom cvars in their cfg and this is a real problem. I can see couple workarounds (extra config generated by VH, it has to be manually executed by player) but they are not cool since there are some extra actions are required in order to make it work. My main concern that this functionality couldn't be provided right out of the box.

    PS Right now I'm too busy to support the project. May be I'll uploaded sources somewhere and give it to the community.

  2. #142
    *nuane
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    Quote Originally Posted by namad View Post
    Well, it was made the same way as native QL health/armor bars. They have separate bars for 100H and 200H. Your workaround is correct btw, not sure if I need to offer single bar since it's not that flexible as double one.
    You can have same flexibility if you draw healthbars differently, using forecolor (this is drawn as soon as filled rectangle disappears) as background (e.g. forecolor .5 .5 .5 .3), defining colorranges as 1 200, 2 200, 3 200... 199 200, 200 200 instead of 0 1, 2 3... 98 99, 100 200, 102 103... 198 199, 200 201

    Example:
    1...100 hp is white; 101...200 hp is red; both use very transparent gray background .5 .5 .5 .3 (that's only drawn if filled rectangle disappears)

    Code:
    menuDef {
      visible        1
      rect           100 300 0 0
    
    itemDef {
      dc
      visible        1
      rect           0 0 2 5
      style          1
      background    "ui/assets/score/statsfillm"
      forecolor      .5 .5 .5 .3
      ownerdraw      CG_PLAYER_HEALTH
      addColorRange  1 200 .8 .8 .8 .8
     }
    
    itemDef {
      dc
      visible        1
      rect           200 0 2 5
      style          1
      background    "ui/assets/score/statsfillm"
      forecolor      .5 .5 .5 .3
      ownerdraw      CG_PLAYER_HEALTH
      addColorRange  200 200 1 0 0 .8
     }
    }


    Quote Originally Posted by namad View Post
    This is a pretty annoying issue, I know. But right now, original HUD parsed by QL engine is limited to 640x480 canvas. All elements are resized beased on current screen resolution. So, when you draw 1px line, on bigger screens it could be more that 1px (in my case, I'm using 1680x1050, so 1px line drawn as 2px line).
    what about 1280x960 canvas? (twice as big as 640x480)

  3. #143
    *Jolinaar
    Guest
    Quote Originally Posted by namad View Post
    I'll consider this feature, the only problem here - everyone who enable this feature have to setup these custom cvars in their cfg and this is a real problem. I can see couple workarounds (extra config generated by VH, it has to be manually executed by player) but they are not cool since there are some extra actions are required in order to make it work. My main concern that this functionality couldn't be provided right out of the box.

    PS Right now I'm too busy to support the project. May be I'll uploaded sources somewhere and give it to the community.
    I think if you make the showcvar 1 as default while generating the HUD, extra actions won't be required. Well at least when someone check [x] enable Toggle items for something he might already know that he'll have to add the custom cvar in his cfg file. Or you could add right next to the option a small text saying : add this 'nameofthecavr' to your cfg file.
    Keep it real! Best regards.

  4. #144
    Senior Member namad will become famous soon enough namad's Avatar
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    Quote Originally Posted by nuane View Post
    what about 1280x960 canvas? (twice as big as 640x480)
    Well, I did some research, seems it's doesn't take too much time to adopt 1280x960 canvas, need to add some multiplier variable and use it along application. Once, I get some free time I'll work on this feature.

    Cheers!

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