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Re: [Release] New HUD with modified shaders.dll [Update read first Post] [message #364722 is a reply to message #364712] |
Wed, 24 December 2008 14:13 |
dr3w2
Messages: 485 Registered: September 2006 Location: Ottawa,Canada
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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.
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kk nice.
Im guessing just a matter of time before you upload the release/non-debug dll ?
Thanks
n00bstories Server Administrator
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Re: [Release] New HUD with modified shaders.dll [Update read first Post] [message #364733 is a reply to message #364706] |
Wed, 24 December 2008 16:36 |
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Chuck Norris
Messages: 312 Registered: July 2007
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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!
When the Boogeyman goes to sleep every night, he checks his closet for Chuck Norris.
Chuck Norris is the reason why Waldo is hiding.
When Chuck Norris does a pushup, he isn’t lifting himself up, he’s pushing the Earth down.
Chuck Norris can slam a revolving door.
[Updated on: Wed, 24 December 2008 16:42] Report message to a moderator
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Re: [Release] New HUD [Update2 read first Post] [message #364734 is a reply to message #364542] |
Wed, 24 December 2008 16:36 |
DL60
Messages: 283 Registered: May 2006
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Quote: | lol im gonna make new functions for renegade also, just wait the next days
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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.
[Updated on: Wed, 24 December 2008 16:39] Report message to a moderator
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Re: [Release] New HUD [Update2 read first Post] [message #364735 is a reply to message #364542] |
Wed, 24 December 2008 18:02 |
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DutchNeon
Messages: 533 Registered: January 2007 Location: The Netherlands
Karma: 0
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Colonel |
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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?
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Attachment: Overlay1.rar
(Size: 976.67KB, Downloaded 98 times)
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Attachment: Overlay2.rar
(Size: 913.73KB, Downloaded 72 times)
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Attachment: Overlay3.rar
(Size: 620.04KB, Downloaded 93 times)
[Updated on: Wed, 24 December 2008 18:08] Report message to a moderator
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Re: [Release] New HUD [Update2 read first Post] [message #364739 is a reply to message #364542] |
Wed, 24 December 2008 18:33 |
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cAmpa
Messages: 597 Registered: March 2006
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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?
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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'.
Bückstabü!
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Re: [Release] New HUD [Update2 read first Post] [message #364742 is a reply to message #364542] |
Wed, 24 December 2008 21:16 |
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DutchNeon
Messages: 533 Registered: January 2007 Location: The Netherlands
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Colonel |
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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?
[Updated on: Wed, 24 December 2008 21:17] Report message to a moderator
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Re: [Release] New HUD with modified shaders.dll [Update read first Post] [message #364746 is a reply to message #364733] |
Wed, 24 December 2008 22:06 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
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General (3 Stars) |
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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.
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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.
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Re: [Release] New HUD [Update2 read first Post] [message #364762 is a reply to message #364542] |
Thu, 25 December 2008 03:37 |
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Chuck Norris
Messages: 312 Registered: July 2007
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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.
When the Boogeyman goes to sleep every night, he checks his closet for Chuck Norris.
Chuck Norris is the reason why Waldo is hiding.
When Chuck Norris does a pushup, he isn’t lifting himself up, he’s pushing the Earth down.
Chuck Norris can slam a revolving door.
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Re: [Release] New HUD [Update2 read first Post] [message #364772 is a reply to message #364542] |
Thu, 25 December 2008 06:43 |
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DutchNeon
Messages: 533 Registered: January 2007 Location: The Netherlands
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Colonel |
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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).
[Updated on: Thu, 25 December 2008 06:48] Report message to a moderator
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Re: [Release] New HUD [Update2 read first Post] [message #364774 is a reply to message #364772] |
Thu, 25 December 2008 06:59 |
DL60
Messages: 283 Registered: May 2006
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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.
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Re: [Release] New HUD [Update2 read first Post] [message #364779 is a reply to message #364542] |
Thu, 25 December 2008 08:18 |
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DutchNeon
Messages: 533 Registered: January 2007 Location: The Netherlands
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Colonel |
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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
[Updated on: Thu, 25 December 2008 08:20] Report message to a moderator
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