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New hud progress

by JadeMatrix on 11/13/2007 00:01, 102 messages, last message: 06/02/2008 23:22, 39124 views, last view: 05/05/2024 15:23

The topic for all discussion on my hud concept, loosely based on geartrooper's hudguns.

Version 1:
http://www.maj.com/gallery/kofan/sauer/newskin_example.png

Version 2:
http://www.maj.com/gallery/kofan/sauer/newskin_example_2.png

As you can see, this is entirely useless as is. Aside from any æsthetic problems, it doesn't currently work with Sauerbraten at all. Thus, I need someone who can either
1. edit the code/shader that defines the HUD characteristics or
2. tell me what code/shader defines the HUD characteristics so that I can figure it out myself.

Info:
The hud will be optimized for resolutions 800x600 and up. This means that it will just fit at full resolution for 800x600, and be shrunk for anything smaller.
But, you may say, it's a ridiculous size for widescreen displays! No problem (for you): the hud will expand only horizontally at the bare point between the last big blue part (how scientific) and the fps.

Any questions, comments go here.

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#83: Re: ..

by MovingTarget on 04/01/2008 14:49, refers to #82

Heh, schweet! I'm not sure about the radar being right there, but other than that, it's a pretty cool concept! (oh, and clean up the zip file! good practice for quadropolis... better hope meatrome doesn't see it :D)

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#84: Re: ..

by MeatROme on 04/02/2008 02:02, refers to #83

ROFL .. hehe - the ZIP-janitor strikes fear into the heart of all untidy zippers!

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#85: Re: ..

by JadeMatrix on 04/02/2008 04:30, refers to #83

Which zip? The "screenshot" wasn't zipped. But if you mean the concept cfg, then I know why: from now on I'll zip with YemuZip instead of Finder. (I admit that I just googled that now.)

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#86: ..

by JadeMatrix on 04/02/2008 05:57

http://i244.photobucket.com/albums/gg8/JadeMatrix/central_example02.png

The "scores" bit is kinda wacky... I need more input for that.

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#87: Re: ..

by demosthenes on 04/02/2008 06:45, refers to #86

Larger font size (and thereby box) and put your team's on top?

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#88: ..

by Khane on 04/09/2008 04:06

Better, and I LOVE the idea of having the clock, but I'm not sure I agree with having scores on the HUD. Putting the radar near the armor/health was a nice touch though. Don't keep it in the middle though, since It's not used so much outside of capture.

As an FFA player, I tend to want my HUD spread across the bottom of my screen as that's the least likely spot for opponent's to enter my view.

In addition, showing ammo numbers for weapon you don't have out COULD be useful, but only if it's compact and small, AND you don't have a section for the current weapon. I'd say that if you did do that, pack the ammo view in a single row across the bottom of the screen with no boxes around them.

Speaking of Boxes, they get in the way. Ideally, they won't be there, but since health, ammo and stuff SHOULD be labelled for the newcomers, just try and make the backrounds transparent so I can see through them.

Finally, your label for the health took me a moment to figure out what it was.

On the whole, MUCH better. Keep up the good work.

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#89: Time left

by djfhskconorfhjsdk on 04/09/2008 05:14

I think if there is a time left thing, it should be like this:

08:08
M..S..\\Minutes Seconds

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#90: No progress/no news/no messages

by Q009 on 05/26/2008 11:37

No progress/no news/no messages...
Is it dead???

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#91: Re: No progress/no news/no messages

by JadeMatrix on 05/26/2008 23:46, refers to #90

No, I just lack time. Updates are sporadic.

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#92: Idea

by 7Jake7777 on 05/27/2008 05:25

Can sauerbraten do health bars? I like the idea of using those because when placed right they can take up little space. I personally like the an idea from GTA 4. It has a health and armor bar wrapped around the radar. I think this would take little space and with a single glance, you would see your health, armor, and your radar. Check it out for yourself.

http://img178.imageshack.us/img178/2195/299ra3.jpg

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#93: ...

by 7Jake7777 on 05/27/2008 05:26

Oh and of course you could make the bars wider so that you can see then better.

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#94: Re: ...

by JBridge on 06/02/2008 09:07, refers to #93

The problem with using a health bar like you describe is how we would represent health boosts. If 100 is the end of the bar, what happens when you go to 110? You can't extend the bar because the max health one can have is 1000, and that would most likely go off the screen. In general, numbers would be better. Sorry.

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#95: hmm

by fdshkconorfsdjk on 06/02/2008 10:00

A health bar with a +# next to it, so if ur health was 110, [==========]+10

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#96: Re: hmm

by JadeMatrix on 06/02/2008 13:56, refers to #95

And the health bar should probably glow, too. If the scripting side of this ever becomes a reality, then all that should be easy to mod.

Speaking of which, MovingTarget, think that a modified version of the 2d menu system could be used for the hud? Just an idea, I haven't really looked at the code.

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#97: Updatum Minimus

by JadeMatrix on 06/02/2008 17:24

http://www.maj.com/gallery/kofan/sauer/example2.png

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#98: Re: Updatum Minimus

by SanHolo on 06/02/2008 19:23, refers to #97

Simple and nice. Looks promising. :)

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#99: Re: Updatum Minimus

by hampus_ on 06/02/2008 20:20, refers to #97

I think it's a bit too simple.

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#100: Re: hmm

by MovingTarget on 06/02/2008 22:15, refers to #96

Which 2D gui? The one from Cube, or the one that's in Sauer now?

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#101: Re: hmm

by JadeMatrix on 06/02/2008 22:17, refers to #100

The one now. Though I don't know how they're different.

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#102: Re: hmm

by MovingTarget on 06/02/2008 23:22, refers to #101

The one now looks just like the usual 3D interface, but is 2D. The one in Cube looked a lot different, but I don't have a screeny.

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