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Demo of hud.ini radar map features [message #231236] Sun, 19 November 2006 21:03 Go to next message
jonwil is currently offline  jonwil
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I have fixed several bugs in the hud.ini custom radar code as of 3.0 and now you can have a map texture that rotates so that "up" is always where you are looking. Here is an example to show it off (you will need 3.0 to actually play with the example)

Firstly, here are 2 screenshots that show the hud.ini radar map feature working:
http://users.tpg.com.au/jfwfreo/ScreenShot26.png C&C_Walls
http://users.tpg.com.au/jfwfreo/ScreenShot25.png C&C_Islands

Here is an example map texture for C&C_Walls to show how they should look and work:
http://users.tpg.com.au/jfwfreo/walls.tga
I used the following hud.ini keywords along with this texture to generate the screenshot above:
[General]
EnableRadar=true
BackgroundTexture=hud_main.tga
DrawCompassLine=false
BlipTexture=hud_main.tga
ScrollingRadarMap=true
HideInfoBox=true
ShieldEnabled=true
ShieldVisible=false
HealthEnabled=true
HealthVisible=false
ScrollingMapTexture=walls.tga
ScrollingMapOffsetX=0
ScrollingMapOffsetY=0
ScrollingMapScale=2
RadarRotate=true
ColorCount=8
BackgroundTop=0
BackgroundLeft=0
RadarBlip1Left=247
RadarBlip1Top=77
RadarBlip2Left=247
RadarBlip2Top=93
RadarBlip3Left=247
RadarBlip3Top=85
RadarBlip4Left=241
RadarBlip4Top=103
RadarBlip5Left=241
RadarBlip5Top=114
RadarBlipColor0=1
RadarBlipColor1=2
RadarBlipColor2=3
RadarBlipColor3=4
RadarBlipColor4=5
RadarBlipColor5=6
RadarBlipColor6=7
RadarBlipColor7=8

RadarSize=102
RadarX=11
RadarY=-151
RadarWorldSize=25.5
DrawStar=false

[Color1]
Red=200
Green=0
Blue=0

[Color2]
Red=225
Green=175
Blue=65

[Color3]
Red=225
Green=225
Blue=240

[Color4]
Red=0
Green=100
Blue=0

[Color5]
Red=0
Green=0
Blue=255

[Color6]
Red=50
Green=225
Blue=50

[Color7]
Red=50
Green=150
Blue=250

[Color8]
Red=150
Green=50
Blue=150

If anyone with better skills than I wants to come up with some generic instructions on how to make the overhead view map textures (I only got this one working through trial and error), that would be nice.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Demo of hud.ini radar map features [message #231241 is a reply to message #231236] Sun, 19 November 2006 21:35 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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PLECOS MASTER
Holy shit.

That's awesome.
Re: Demo of hud.ini radar map features [message #231242 is a reply to message #231241] Sun, 19 November 2006 21:36 Go to previous messageGo to next message
Viking is currently offline  Viking
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Canadacdn wrote on Sun, 19 November 2006 22:35

Holy shit.

That's awesome.




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Crimson wrote on Thu, 17 May 2007 05:22

Memphis wrote on Tue, 15 May 2007 03:54

...fatally die to death...


I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.


Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
icon6.gif  Re: Demo of hud.ini radar map features [message #231244 is a reply to message #231236] Sun, 19 November 2006 21:38 Go to previous messageGo to next message
YSLMuffins is currently offline  YSLMuffins
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That is very nice, but no quote spam. Thumbs Up

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Re: Demo of hud.ini radar map features [message #231245 is a reply to message #231236] Sun, 19 November 2006 22:45 Go to previous messageGo to next message
Tunaman
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That pretty much rocks.

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Re: Demo of hud.ini radar map features [message #231259 is a reply to message #231245] Mon, 20 November 2006 01:50 Go to previous messageGo to next message
nopol10 is currently offline  nopol10
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Awesome Thumbs Up Thumbs Up Thumbs Up Thumbs Up

nopol10=Nopol=nopol(GSA)

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Re: Demo of hud.ini radar map features [message #231265 is a reply to message #231236] Mon, 20 November 2006 02:49 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Now all we need is for fanmaps to start including a radar map texture to be used with this Very Happy

http://steamsignature.com/card/1/76561197975867233.png
Re: Demo of hud.ini radar map features [message #231273 is a reply to message #231236] Mon, 20 November 2006 03:04 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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Goztoe
Looks nice but any idea when/where it'll be used?

You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: Demo of hud.ini radar map features [message #231274 is a reply to message #231236] Mon, 20 November 2006 03:28 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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I expect Reborn and APB will be using this feature (everything I have heard from both teams suggests they will but I dont claim to speak for the teams)


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Demo of hud.ini radar map features [message #231275 is a reply to message #231236] Mon, 20 November 2006 04:49 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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can it be used on the standard renegade maps without any changes to them, or does it require scripts to be added to the map?

http://steamsignature.com/card/1/76561197975867233.png
Re: Demo of hud.ini radar map features [message #231278 is a reply to message #231236] Mon, 20 November 2006 05:12 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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It requires changes to the map.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Demo of hud.ini radar map features [message #231279 is a reply to message #231236] Mon, 20 November 2006 05:28 Go to previous messageGo to next message
Ryu is currently offline  Ryu
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Man thats pretty impressive, I likey! Thumbs Up

Presence is a curious thing, if you think you need to prove it... you probably never had it in the first place.
Re: Demo of hud.ini radar map features [message #231287 is a reply to message #231279] Mon, 20 November 2006 07:40 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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I've seen about the same screenshots from SK, although some other things where better looking. I wonder if his thingy also requires to make changes to the map.

Anyway, nice work.


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Governments should be afraid of their people.
Re: Demo of hud.ini radar map features [message #231289 is a reply to message #231236] Mon, 20 November 2006 07:56 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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Basicly, the change required for the map is to attach the script JFW_Change_Radar_Map to an object in the game world or otherwise call the Change_Radar_Map engine call. This is required to tell the code 3 things:
1.How many pixels on your texture 1 unit in the game world is equal to. (which depending on your texture may be a floating point number)
2.What the filename of your texture is
and 3.How many pixels away from the center of the texture in the X and Y directions (positive or negative) 0,0 in the game world is

Also, given how many people have commented on the need to attach this script/call this engine call/do this map thing, I am considering (either for 3.0 if I can get it in in time or for 3.1) adding a feature where there is a file named e.g. c&c_walls.ini or something like that (obviously named after the map) and then new code that says "read the radar information from that ini file if its present", that way you wouldnt need to have the script in the map or call the engine call.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: Demo of hud.ini radar map features [message #231294 is a reply to message #231236] Mon, 20 November 2006 08:13 Go to previous messageGo to next message
Zion is currently offline  Zion
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Apocalypse Rising will definatally be using this, good work Big Grin
Re: Demo of hud.ini radar map features [message #231300 is a reply to message #231294] Mon, 20 November 2006 08:52 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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I meant to post this last night but IE froze on me and I forgot. But the radar map looks very good, hopefully in the future you will make scripts that will allow it to change from level to level in the same mod package.

Re: Demo of hud.ini radar map features [message #231303 is a reply to message #231300] Mon, 20 November 2006 08:54 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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And this is what I would have said today. I had tried to get the script "JFW_Change_Radar_Map" before on my maps but it did nothing, but I did not try combining it with the customized "HUD.INI".

Is there a way to turn the radar map feature off on maps that don't have a map (so that its just the normal radar that shows up)?


[Updated on: Mon, 20 November 2006 08:55]

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Re: Demo of hud.ini radar map features [message #231312 is a reply to message #231289] Mon, 20 November 2006 09:14 Go to previous messageGo to next message
reborn is currently offline  reborn
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jonwil wrote on Mon, 20 November 2006 09:56

Basicly, the change required for the map is to attach the script JFW_Change_Radar_Map to an object in the game world or otherwise call the Change_Radar_Map engine call. This is required to tell the code 3 things:
1.How many pixels on your texture 1 unit in the game world is equal to. (which depending on your texture may be a floating point number)
2.What the filename of your texture is
and 3.How many pixels away from the center of the texture in the X and Y directions (positive or negative) 0,0 in the game world is

Also, given how many people have commented on the need to attach this script/call this engine call/do this map thing, I am considering (either for 3.0 if I can get it in in time or for 3.1) adding a feature where there is a file named e.g. c&c_walls.ini or something like that (obviously named after the map) and then new code that says "read the radar information from that ini file if its present", that way you wouldnt need to have the script in the map or call the engine call.



Couldn't you just spawn an invisible object at 0,0,0 and attatch the script to that object via the servers scripts.dll? That would mean people don't have to edit the maps that already exists if it's possible to do it that way.


Really nice work BTW, thats really really impressive Thumbs Up



Re: Demo of hud.ini radar map features [message #231335 is a reply to message #231236] Mon, 20 November 2006 11:50 Go to previous messageGo to next message
Sir Kane
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http://www.n00bstories.com/image.fetch.php?id=1110779342
Now THIS is the real HUD. His is just another cheap copy of an idea.
Note: this is an early build so it doesn't check the radarmode.


Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: Demo of hud.ini radar map features [message #231336 is a reply to message #231236] Mon, 20 November 2006 11:54 Go to previous messageGo to next message
Crimson is currently offline  Crimson
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ADMINISTRATOR
Stop using radar hax in my server kthx.

(Seriously though, this is a hot HUD except the 3 in the font looks like ass)


I'm the bawss.
Re: Demo of hud.ini radar map features [message #231343 is a reply to message #231236] Mon, 20 November 2006 12:38 Go to previous messageGo to next message
fl00d3d is currently offline  fl00d3d
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Viva la Resistance!
Any way to toggle modes? That'd be extra sexy.
Re: Demo of hud.ini radar map features [message #231345 is a reply to message #231236] Mon, 20 November 2006 12:49 Go to previous messageGo to next message
Renx is currently offline  Renx
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Toggle radar modes? ...

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Re: Demo of hud.ini radar map features [message #231349 is a reply to message #231336] Mon, 20 November 2006 13:18 Go to previous messageGo to next message
Sir Kane
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Crimson wrote on Mon, 20 November 2006 12:54

(Seriously though, this is a hot HUD except the 3 in the font looks like ass)

Buy your own font then, bitch.


Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
Re: Demo of hud.ini radar map features [message #231351 is a reply to message #231236] Mon, 20 November 2006 13:49 Go to previous messageGo to next message
reborn is currently offline  reborn
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Assuming that GDI is represented by yellow, and Nod by red... Why are both displayed in your screenshot? Does the n00bstories server display enemies on the radar too? Pretty weird that you can see both teams on your radar, that is assuming what the little yellow dots are GDI units.


Re: Demo of hud.ini radar map features [message #231354 is a reply to message #231351] Mon, 20 November 2006 14:00 Go to previous messageGo to previous message
Sir Kane
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Reborn wrote on Mon, 20 November 2006 21:49

Assuming that GDI is represented by yellow, and Nod by red... Why are both displayed in your screenshot? Does the n00bstories server display enemies on the radar too? Pretty weird that you can see both teams on your radar, that is assuming what the little yellow dots are GDI units.

I will repeat it for the blind ones:
"Note: this is an early build so it doesn't check the radarmode."


Proud N9500 and proud N6270 user. Creator of the IEE libraries (original bhs.dll) and the RB series software.
http://n00bstories.com/image.fetch.php?id=1189992501http://www.n00bstories.com/image.fetch.php?id=1257492907
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