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C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Hi everyone, Maybe you remember the serverside HUD project of campa and me. It wasn't never really finished and it can't be released only for our RenCom Server (not of technical reasons). I decided to finish it for you all and made nearly finished version but you some points to know: 1. It uses a modified version of the shaders.dll. It contains a handfull of bugfixes and new features (and maybe some new bugs^^). I remember all of them some important ones are mentioned below. 2. I doesn't include the Building-Bars but everys other change we made. 3. I didn't inlcuded any mapoverviews - I'm going to release them seperatly. Maybe you use canadacdn's ones from renhelp. 4.This HUD supports every screen resolution but maybe if you use a too small resolution some boxes will overleap. This screen-resolution independence was not made by us! It can already be made with a pure 3.4.4. shader.dll 5. A last information to the skilled programmers here: I made the last changes on the shaderhud.cpp code and I'm a programming beginner. I just copied existing code and modified it for my purposes. Maybe you will notice that in some way when you use it or when I give the source to some of you. *Major Changes/Features: -HUD shows active mines of your Team -BulletBar shows the current number of Bullets in your weapon -fixed some issues with the radar and the mapoverviews -every number depends now on these fontXxX.tga's except the Weaponsdescription -Added BulletIcon (like the HealthIcon) I attached the hud to this post and you can download it at my site at the others-category (if you can't see the entry press F5 reload). http://deathlink.ut-ccr.de/ Have fun with it. Edit3: So here is the release compiled version including the source. Merry Christmas!
Re: [Release] New HUD with modified shaders.dll
Looks good.. What resolution(s) does this support?
Wow! This looks really good! I especially like the 'basic' look of the HUD, not too much eye candy, but a basic, good looking HUD. Will sure try this HUD out PS: I'm using a couple replacements/mod(s) from your site, like the 'leet sniper rifle' and the 'blood mod', really cool stuff! The only thing is that most of your weapon replacements are missing first person stealth views (First person view for weapons, while being in 'stealth mode') + strange reloading, but next to that, they are awesome work!
wow thats epic ! no1 is going to remember scrin after this
Awesome! thank you
Awesome hud.. one issue. shaders crashes ren on startup. I'm using an old version of shaders now and it works okay, just the credits/time dont show up and the compass is HUGE!
Di3HardNL wrote on Tue, 23 December 2008 22:15 Awesome! thank you Goztow wrote on Tue, 23 December 2008 22:20 Nice work!
Hmm, It seems my computer hates the new shaders.dll, because with the modified shaders.dll, my Renegade crashes instantly after starting Renegade up, but with the basic shaders.dll from Scripts 3.4.4, it doesn't crash. With the basic shaders.dll, it kinda fucks up the HUD :s Edit: Seems Raven has the same problem as me
This HUD supports every screen resolution but maybe if you use a too small resolution some boxes will overleap. This screen-resolution independence was not made by us! It can already be made with a pure 3.4.4. shaders.dll @To all with crashes: Sry I have no idea. I'm programming nub.
Ok great. I downloaded canadacdn's version but im not sure what files I need from it for the mapfiles..
DeathLink6.0 wrote on Tue, 23 December 2008 15:23 This HUD supports every screen resolution but maybe if you use a too small resolution some boxes will overleap. This screen-resolution independence was not made by us! It can already be made with a pure 3.4.4. shaders.dll @To all with crashes: Sry I have no idea. I'm programming nub. I have the same issue as Raven and Neon.. If you don't mind, could you PM me the changes you made to the Shaders? I may be able to fix it. I understand if you don't want to do this, I'm a closed-source man myself.
Short fix (worked for me): While using the normal shaders.dll, turn 'Shaders enabled' off in the 'BHS.dll options', close the game, replace the modified shaders.dll back in your data map, and see if it works
DutchNeon wrote on Tue, 23 December 2008 15:50 Short fix (worked for me): While using the normal shaders.dll, turn 'Shaders enabled' off in the 'BHS.dll options', close the game, replace the modified shaders.dll back in your data map, and see if it works Lol, works for me too. Guess I'll just do that. On a side note though, there are several memory leaks in the changes you made.
Yxs wrote on Tue, 23 December 2008 15:50 DutchNeon wrote on Tue, 23 December 2008 15:50 Short fix (worked for me): While using the normal shaders.dll, turn 'Shaders enabled' off in the 'BHS.dll options', close the game, replace the modified shaders.dll back in your data map, and see if it works Lol, works for me too. Guess I'll just do that. On a side note though, there are several memory leaks in the changes you made. Also crashed for me with new shaders.. But it works if you disable shaders so
DeathLink6.0 wrote on Tue, 23 December 2008 15:23 This HUD supports every screen resolution but maybe if you use a too small resolution some boxes will overleap. This screen-resolution independence was not made by us! It can already be made with a pure 3.4.4. shaders.dll @To all with crashes: Sry I have no idea. I'm programming nub. it does not support resolutions under 1024 x 768 also there is an small problem if you have an hp over the standard
If it does not support 1024 x 768 then I cant use it
SSnipe wrote on Tue, 23 December 2008 16:12 If it does not support 1024 x 768 then I cant use it it does support 1024 x 768 but not 800 x 600
SSnipe wrote on Tue, 23 December 2008 16:12 If it does not support 1024 x 768 then I cant use it *smack* "This HUD supports every screen resolution but maybe if you use a too small resolution some boxes will overleap." @DeathLink6.0: Please comply with the scripts.dll licence and release source code for your changes.
lol it supports 1024x768. It doesn't support everything below that because the graphics are too big. Quote: @DeathLink6.0: release source code for your changes. I planned to release it to the TT team. Quote: Please comply with the scripts.dll licence What does this mean in detail? Sry for question but I really don't know.
Can someone answer my question please about the mapoverlays.. which files from canadacdt's hud do I need to copy?
Quote: Quote: Please comply with the scripts.dll licence What does this mean in detail? Sry for question but I really don't know. The scripts.dll licence states something to the effect of "if you release modifications publicly, the source has to be released too."
DeathLink6.0 wrote on Tue, 23 December 2008 16:16 lol it supports 1024x768. It doesn't support everything below that because the graphics are too big. Quote: @DeathLink6.0: release source code for your changes. I planned to release it to the TT team. Quote: Please comply with the scripts.dll licence What does this mean in detail? Sry for question but I really don't know. The license means you must release any source code for any changes you release to the public to any dll under scripts.dll that does not have a specific exception to it in the license text. Releasing a binary without source code is breaking the license. Also, if you haven't noticed, I'm a member of the TT team
Caveman wrote on Tue, 23 December 2008 16:19 Can someone answer my question please about the mapoverlays.. which files from canadacdt's hud do I need to copy? Just copy the .DDS and INI files that have the names of the maps as filename. Works for me
Anyone has a Glacier and Islands overlay for this HUD? Those are not included (afaik) In Canada's HUD
Quote: Also, if you haven't noticed, I'm a member of the TT team I know - I completly aware of the TT-teamlist. I wouldn't make a logo for a project without knowing every information I'm able to get about.
Saberhawk wrote on Tue, 23 December 2008 14:15 SSnipe wrote on Tue, 23 December 2008 16:12 If it does not support 1024 x 768 then I cant use it *smack* "This HUD supports every screen resolution but maybe if you use a too small resolution some boxes will overleap." @DeathLink6.0: Please comply with the scripts.dll licence and release source code for your changes. I might If it overlaps on 1024 x 768 I wont use it
SSnipe wrote on Tue, 23 December 2008 23:34 I might If it overlaps on 1024 x 768 I wont use it Was fine on 1024x768(Windowed) for me.
Very nice work Campa and DeathLink
here is the problem I get. The buildings don't show up ON ANY MAP and the money is in the wrong place, please fix.
anant wrote on Tue, 23 December 2008 17:35 here is the problem I get. The buildings don't show up ON ANY MAP and the money is in the wrong place, please fix. thats because you are playing in 800 x 600 and you dont have the files from the canada hud
oh, can you help me then?
change it in your config to a higher resolution. and copy the .dds + ini map files to your data.
Yxs wrote on Tue, 23 December 2008 14:37 SSnipe wrote on Tue, 23 December 2008 23:34 I might If it overlaps on 1024 x 768 I wont use it Was fine on 1024x768(Windowed) for me. Thanks for heads up and very very very nice work
Wow! This one of the very, very few custom HUDs that I've seen on this forum that I actually like. Very nice job! I like the bullet bar feature. Edit: This is the first custom HUD that I ever downloaded and installed. I absolutely love this HUD. Mine counter is really cool too.
'unfortunatly' the shaders.dll only shows the intro movies and then when i skip them, and when its time to goto the main menu, it crashes.
Di3HardNL wrote on Tue, 23 December 2008 17:56 change it in your config to a higher resolution. and copy the .dds + ini map files to your data. Thanks, somebody helps i also deleted the shaders but i need to know which shaders to keep. When i delete some my ren wont start, and with all of them its messed. Which shadders stop the crashing when I get into vehicles?
YazooGang wrote on Tue, 23 December 2008 20:22 'unfortunatly' the shaders.dll only shows the intro movies and then when i skip them, and when its time to goto the main menu, it crashes. This isn't his fault. I compiled an unaltered shaders.dll and it crashed in the same manner. The only way is to use the original shaders.dll provided, disable Shaders in BHS options, and run the altered shaders.dll.
I cant use it cause of my res, its 800x600 i did not see that before
Anant, you seriously playing on such a small computer monitor then?
DeathLink6.0: http://www.renegadeforums.com/index.php/m/331813/20619/ (Link MUCH THANKS to Saberhawk) Make that modification in your DLL and the crash will disappear.
DutchNeon wrote on Tue, 23 December 2008 21:30 Anant, you seriously playing on such a small computer monitor then? Yeah haha, its about the size of my forearm, if i bend it in a "L" shape
anant wrote on Tue, 23 December 2008 22:49 DutchNeon wrote on Tue, 23 December 2008 21:30 Anant, you seriously playing on such a small computer monitor then? Yeah haha, its about the size of my forearm, if i bend it in a "L" shape lol man, I have some good big CRT's lying aorund my house...I would be glad to give it to you for free. Or you can buy one for $10 LOL http://libertycomputerct.com/used_equipment_sale
Thanks. I liked the font and that the hud.ini had all the right properties available(like the mines), so i modified it to my liking http://www.n00bstories.com/image.fetch.php?id=1370940366
This is a nice hud you made, it works also on 1154x864 resolution.
TANKY wrote on Tue, 23 December 2008 20:57 Or you can buy one for $10 LOL http://libertycomputerct.com/used_equipment_sale lol, who would buy one of those!? They suck! 10$ is too much for a screen like that. I would pay a max of 10C for one of those! (Trufully I don't even hve to pay that much, b/c my grandfather owns a computer repair shop, and alot of people donate the sceens ur talking about to his shop b/c they are horible compared to todays technoligy!) Sry, I guess this is kinda off topic... =samous
I suppose you're just not used to those monitors(bit spoiled imo ) I would be happy with another 19" CRT(I've had nothing but CRTs up to now, the only LCD I have is my laptop's) since the one I had broke recently
I've been using this 17" CRT monitor since 2002 but I'm finally getting a 19" LCD for Christmas
new shaders.dll wont work without disabled 3.4.4 shaders effects (so i wont use that hud and code)
doesn't work for me.. i have 1280x800.. PM me help please only text shows up :\
@Glock: I have no idea how to help you. Maybe you post a screenshot. @all: Here is a fixed shaders.dll - you can also re-download from my renegade page.
nice hud
sadly i can't use stealth wire frame with this
Re: [Release] New HUD with modified shaders.dll [Update read first Post]
i never tried that.. i saw the sticky it's just 2 hard for me.
so.. can any 1 do it
At last one picture of our internal full HUD with BuildingBars. Everybody who knows at least a bit programming is able to create them with the help of the existing code. I did my try as a programming nub with the bulletbar and you see it works. Don't worry it won't be released. It wouldn't affect public-lame-40/50-players-marathon-play but the here are still some ppl who play clanwars.
if you dont release that then we should also ban the G15 keyboards
Nothing new with the building health bars i already had it by editing existing code, but that feature is getting on my nerves, when i get more time im gona recreate that shit and gonna release it
btw.. could you add a place for strings (such as weapon names)
I get this after playing game.. Just want to know what it is
Caveman wrote on Wed, 24 December 2008 10:22 I get this after playing game.. Just want to know what it is It's the results of somebody releasing a Debug build DLL instead of a Release build one.
I can still use it though? Its not gonna crash my game or anything like that? I just downloaded the second shaders.dll and I got that...
Caveman wrote on Wed, 24 December 2008 10:12 I can still use it though? Its not gonna crash my game or anything like that? I just downloaded the second shaders.dll and I got that... Shouldn't crash your game, but you will get worse FPS than with a release build.
Deathlink can you you compile a release build or give source.
Gen_Blacky wrote on Wed, 24 December 2008 10:48 Deathlink can you you compile a release build or give source. source would be more preffered.
andr3w282 wrote on Wed, 24 December 2008 11:27 Gen_Blacky wrote on Wed, 24 December 2008 10:48 Deathlink can you you compile a release build or give source. source would be more preffered. Also required as per the license.
I used to get that. It isn't really that much FPS, it just says that. I would get 300FPS at some points and it wouldn't seem any different than 40.
andr3w282 wrote on Wed, 24 December 2008 11:27 Gen_Blacky wrote on Wed, 24 December 2008 10:48 Deathlink can you you compile a release build or give source. source would be more preffered. Just look in the current scripts source, then you can do it by yourselfe
madrackz wrote on Wed, 24 December 2008 13:18 andr3w282 wrote on Wed, 24 December 2008 11:27 Gen_Blacky wrote on Wed, 24 December 2008 10:48 Deathlink can you you compile a release build or give source. source would be more preffered. Just look in the current scripts source, then you can do it by yourselfe Or considering he released something with an agreeement on it forcing him to release the source. Also it would be much appreciated deathlink if this wasn't the debugger dll and a release compile :\
Hey I have a talk with someone who knows how to turn this stuff off XD and this someone already has my source. I'm going to compile the shaders.dll without the debug stuff and maybe some other bugs this someone found. Then I think it is a good point for this small lil archive with the .cpp's right? Edit: Merry Christmas! Edit2: Okay I found everything with the debug and release stuff.
DutchNeon wrote on Tue, 23 December 2008 20:30 Anant, you seriously playing on such a small computer monitor then?
.. You could have just said that you have a 19".. would have saved you some time..
DeathLink6.0 wrote on Wed, 24 December 2008 14:32 Hey I have a talk with someone who knows how to turn this stuff off XD and this someone already has my source. I'm going to compile the shaders.dll without the debug stuff and maybe some other bugs this someone found. Then I think it is a good point for this small lil archive with the .cpp's right? Edit: Merry Christmas! Edit2: Okay I found everything with the debug and release stuff. kk nice. Im guessing just a matter of time before you upload the release/non-debug dll ? Thanks
Re: [Release] New HUD [Update2 read first Post]
Read first post for release compiled version and source. I don't know if there is more to do but doesn't matter anymore. Code your own huds!
DeathLink6.0 wrote on Wed, 24 December 2008 15:15 Read first post for release compiled version and source. I don't know if there is more to do but doesn't matter anymore. Code your own huds! Awesome Thanks a lot, its much appreciated
@ Anant, I'm also running on a 19" LCD screen (not widescreen) and I use 1280 X 1024. That screen sure supports resolutions higher then 800 X 600 Maybe try a bigger resolution?
lol im gonna make new functions for renegade also, just wait the next days
Anant, that picture you posted shows a desktop with a 1024x768 resolution. I can tell due to the space the taskbar has. Surely you can choose that. If not, there's something up. I don't think a 17" or 19" LCD would have a native/maximum resolution of 800x600. R315r4z0r wrote on Wed, 24 December 2008 13:56 I used to get that. It isn't really that much FPS, it just says that. I would get 300FPS at some points and it wouldn't seem any different than 40. I don't know about you, but when it says I get so many FPS, I'm getting that many FPS. If I disable v-sync, depending on what's going on and how many players are in the server, I can sometimes average about 200FPS (keep in mind that this is at 1600x1200 with 8xAA, 16xAF, and Supersampling AA enabled), and when I do, I can most definitely tell the difference between it (even though it's just 100FPS with screen tearing) versus a comparatively slow 40FPS. Then again, I can see the difference between 60FPS and 100FPS to the point to where, if I've played a game with a constant 100FPS (Renegade hardly ever goes below that for me if I enable v-sync), then 60FPS is just slow to me, so maybe it's just me, and you can't tell that you're getting what it says when it's over a certain amount. If you're used to 40-60FPS, and you have an LCD that won't go higher than, say, 60hz or 75hz, it may really be doing that many FPS, but it may not feel any higher to you since you're used to that range and anything higher doesn't come off to you. Edit: By the way, I'll second the comment that, of all of the HUDs I've seen, this is the first I've downloaded and liked. Nice job! Toggle Spoiler
Quote: lol im gonna make new functions for renegade also, just wait the next days lol wanna see if I can expect some more public development with this release at all because it is hard to believe for me. Most ppl who want fancy featured huds so bad are not even able to read bhs.txt to make their huds "nearly" screenres independent.
For the people who want overlay maps, I copied all the overlay maps from Canadacdn's HUD into this RAR file. They work with this HUD, so you just extract them into your DATA folder, and they work. SEE THE ATTACHMENTS!! 3 parts, because the max file size is 1024kb -.- I did not create those overlay maps, so the credits go to Canadacdn and his HUD: http://ren.game-maps.net/index.php?action=file&id=966 If i get my DDS plugin for Photoshop CS4 Extended problem fixed: http://www.renegadeforums.com/index.php?t=msg&th=31359&start=0&rid=2 2151 I might be able to create more overlay maps, starting with Glacier and Islands @ DeathLink 6.0, I sure would want to create my 'own' HUD out of this HUD, but I got no experience with coding at all. If i want to start coding (and for Renegade), what would be the best place to start? I presume Renhelp?
Dutch Neon!!!!! yeah!! thanks
Quote: I sure would want to create my 'own' HUD out of this HUD, but I got no experience with coding at all. If i want to start coding (and for Renegade), what would be the best place to start? I presume Renhelp? You can use our edited shaders.dll, all settings are in the 'hud.ini'. All important notes about the settings can you find in the 'bhs.txt'.
I'm making my own based HUD out of the HUD atm, thanks for the advice cAmpa. I never ever looked at HUD.ini, but when I opened it, It was really easy for me to understand everything (without opening bhs.txt). I know HUD.ini isn't really coding (for me now), but just replacing/moving parts of the existing HUD, but its cool and easy I'm wondering though, the entire HUD works on a grid with X and Y coordinates, but whats the exact size of this grid? I was searching for the X middle, but couldn't really find it (-690 till -710?). So what would be the lowest and highest X and Y for this Grid?
Chuck Norris wrote on Wed, 24 December 2008 18:36 I don't know about you, but when it says I get so many FPS, I'm getting that many FPS. If I disable v-sync, depending on what's going on and how many players are in the server, I can sometimes average about 200FPS (keep in mind that this is at 1600x1200 with 8xAA, 16xAF, and Supersampling AA enabled), and when I do, I can most definitely tell the difference between it (even though it's just 100FPS with screen tearing) versus a comparatively slow 40FPS. Then again, I can see the difference between 60FPS and 100FPS to the point to where, if I've played a game with a constant 100FPS (Renegade hardly ever goes below that for me if I enable v-sync), then 60FPS is just slow to me, so maybe it's just me, and you can't tell that you're getting what it says when it's over a certain amount. If you're used to 40-60FPS, and you have an LCD that won't go higher than, say, 60hz or 75hz, it may really be doing that many FPS, but it may not feel any higher to you since you're used to that range and anything higher doesn't come off to you. That's not what I meant. I mean, when it says I am getting 5 FPS, my game is really running at 5 FPS as in really choppy. 20 is playable but still a little jumpy. 30-40 FPS is very smooth and 60 is flawless. Anything above 60, be it 61 or 300, seems exactly the same.
That's what I was saying. You simply weren't noticing it above a certain point, but it doesn't mean it's not really doing that many FPS.
@Neon: As campa said: The best way is to use the existing shaders.dll and edit HUD.ini and the textures. You don't need to more to know - except you want more features. Than you at least a bit programming experience.
Diff file for those of you who want to see exactly what was changed or have a modified version of shaderhud.cpp already
I have a request could the creator or something who knows wtf they're doing make it so the hp/ar flash when they're low.. Im not realising im on low health sometimes.
Yes Deathlink, I already figured that out I'm only trying to move certain things of your HUD, and then maybe try my own textures (although I can't open and edit DDS files atm). I'm only wondering how big the grid is it uses for values in Hud.ini (X and Y positioning) . As I'm trying to move things (Boxes with icons) to different locations over the screen. I tried to find the X middle, but I couldn't really find it. It has to be somewhere between -710 and -690 (with 1280 X 1024 reso). Next to that, I was wondering what the lowest and highest X and Y are for the grid As it would be useful for moving boxes and icons etc. --- And what Caveman said would be useful, I had the same problem while using this HUD, and turning the value on in HUD.ini that causes the 'thing' to flash when you are below 50HP only results into flashing health icon in the middle of your screen without any value next to it (value for the amount of HP: 1-50).
bhs.txt says: The 0,0 point on you monitor is in the left upper corner if you use only positive values. For other Kombinations: X>0 Y<0 -> 0,0 is in the left lower corner X<0 Y<0 -> 0,0 is in the right lower corner X<0 Y>0 -> 0,0 is in the right upper corner The grid is one pixel of you screen-res. TEST IT! I don't spend more time for this hud and in addition I don't know how to make sth. blink and I don't want to. We've done enough and I'm glad that is finsihed the way I want. There still some bugs left to fix (icons-colorscheme still doesn't work but I don't need that in my HUD). Have fun with source. I'm waiting for your bugfixes and features now.
Awesome so now we have a nice hud that looks great and isn't filled with loads of eye candy.. but its hard to use properly because you dont notice when you're low on HP.
DutchNeon wrote on Thu, 25 December 2008 07:43 Yes Deathlink, I already figured that out I'm only trying to move certain things of your HUD, and then maybe try my own textures (although I can't open and edit DDS files atm). I'm only wondering how big the grid is it uses for values in Hud.ini (X and Y positioning) . As I'm trying to move things (Boxes with icons) to different locations over the screen. I tried to find the X middle, but I couldn't really find it. It has to be somewhere between -710 and -690 (with 1280 X 1024 reso). Next to that, I was wondering what the lowest and highest X and Y are for the grid As it would be useful for moving boxes and icons etc. --- And what Caveman said would be useful, I had the same problem while using this HUD, and turning the value on in HUD.ini that causes the 'thing' to flash when you are below 50HP only results into flashing health icon in the middle of your screen without any value next to it (value for the amount of HP: 1-50). What keyword would that be?
This is what I got now (just moved certain QuadBoxes with there Icons/Bars in it). Now if I could only open .DDS files >_> (Don't pay attention to the white line under the Screenshot, I had my Paint 'box' bigger then the actual Screenshot (height of the Paint 'box'). How do those .tga files work? Because when I open them, I get a empty, white background in Photoshop