Re: [Release] New HUD [Update2 read first Post] [message #365687 is a reply to message #364542] |
Thu, 01 January 2009 18:47 |
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Chuck Norris
Messages: 312 Registered: July 2007
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I get it to work, but only for infantry. It doesn't flash or show when my health drops when in a vehicle.
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 #365702 is a reply to message #364542] |
Thu, 01 January 2009 22:04 |
KobraOps
Messages: 202 Registered: January 2007
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Im surprised no one has brought up this point, but showing the mine count is much more a cheat then when ppl said showing the base health is one.
In small games ,when knowing where the other team matters mos,t u can tell if someone has gone through ur mines. Thats by far more useful then when ppl said that building health bars on the screen is a cheat.
Press K and the hp of buildings appears instantly. Use the hotkey for mines and if u keep pressing it, it will only appear every 3-5 seconds. You will know instantly if someone is in your base and that can change a game tbh.
Not a huge deal, just found it strange no one brought this up(if they did srry i didnt read every post)
Btw does the mine count show up if the server doesnt offer commands such as "!c4"
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Re: [Release] New HUD [Update2 read first Post] [message #365704 is a reply to message #365702] |
Thu, 01 January 2009 22:17 |
dr3w2
Messages: 485 Registered: September 2006 Location: Ottawa,Canada
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Commander |
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KobraOps wrote on Thu, 01 January 2009 23:04 | Im surprised no one has brought up this point, but showing the mine count is much more a cheat then when ppl said showing the base health is one.
In small games ,when knowing where the other team matters mos,t u can tell if someone has gone through ur mines. Thats by far more useful then when ppl said that building health bars on the screen is a cheat.
Press K and the hp of buildings appears instantly. Use the hotkey for mines and if u keep pressing it, it will only appear every 3-5 seconds. You will know instantly if someone is in your base and that can change a game tbh.
Not a huge deal, just found it strange no one brought this up(if they did srry i didnt read every post)
Btw does the mine count show up if the server doesnt offer commands such as "!c4"
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If your running core patch and haven't changed your configuration keys, press the "end" key on your keyboard. It displays the same thing.
n00bstories Server Administrator
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Re: [Release] New HUD [Update2 read first Post] [message #365707 is a reply to message #365687] |
Thu, 01 January 2009 22:24 |
dr3w2
Messages: 485 Registered: September 2006 Location: Ottawa,Canada
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Commander |
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Chuck Norris wrote on Thu, 01 January 2009 19:47 | I get it to work, but only for infantry. It doesn't flash or show when my health drops when in a vehicle.
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Your right, saberhawk must have forgot to add it
in minihealthhud.cpp Look for this line::
float current_health = Commands->Get_Health(obj);
Replace that with this::
float current_health = 0;
if (Get_Vehicle(obj))
{
current_health = Commands->Get_Health(Get_Vehicle(obj));
}
else
{
current_health = Commands->Get_Health(obj);
}
n00bstories Server Administrator
[Updated on: Thu, 01 January 2009 22:25] Report message to a moderator
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Re: [Release] New HUD [Update2 read first Post] [message #365710 is a reply to message #365707] |
Thu, 01 January 2009 22:33 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
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General (1 Star) |
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andr3w282 wrote on Thu, 01 January 2009 23:24 |
Chuck Norris wrote on Thu, 01 January 2009 19:47 | I get it to work, but only for infantry. It doesn't flash or show when my health drops when in a vehicle.
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Your right, saberhawk must have forgot to add it
<snip>
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Yes, I did forget to add it. However, that is not the proper fix. Use this instead.
In minihealthhud.cpp find:
GameObject *obj = (GameObject *)(*TheStar)->obj;
Replace with:
GameObject *obj = Get_Vehicle_Return((GameObject *)(*TheStar)->obj);
[Updated on: Thu, 01 January 2009 22:37] Report message to a moderator
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Re: [Release] New HUD [Update2 read first Post] [message #365747 is a reply to message #365704] |
Fri, 02 January 2009 10:01 |
KobraOps
Messages: 202 Registered: January 2007
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andr3w282 wrote on Thu, 01 January 2009 23:17 |
KobraOps wrote on Thu, 01 January 2009 23:04 |
Press K and the hp of buildings appears instantly. Use the hotkey for mines and if u keep pressing it, it will only appear every 3-5 seconds. You will know instantly if someone is in your base and that can change a game tbh.
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If your running core patch and haven't changed your configuration keys, press the "end" key on your keyboard. It displays the same thing.
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U didnt read my post, look at the last part. Yes you can do that but it only appears every couple seconds while the hud allows it instantly
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Re: [Release] New HUD [Update2 read first Post] [message #365759 is a reply to message #365747] |
Fri, 02 January 2009 12:51 |
dr3w2
Messages: 485 Registered: September 2006 Location: Ottawa,Canada
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Commander |
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KobraOps wrote on Fri, 02 January 2009 11:01 |
andr3w282 wrote on Thu, 01 January 2009 23:17 |
KobraOps wrote on Thu, 01 January 2009 23:04 |
Press K and the hp of buildings appears instantly. Use the hotkey for mines and if u keep pressing it, it will only appear every 3-5 seconds. You will know instantly if someone is in your base and that can change a game tbh.
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If your running core patch and haven't changed your configuration keys, press the "end" key on your keyboard. It displays the same thing.
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U didnt read my post, look at the last part. Yes you can do that but it only appears every couple seconds while the hud allows it instantly
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Oh im not denying that, i was replying to the part "does it work if the server doesn't have the !c4 command"
n00bstories Server Administrator
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Re: [Release] New HUD [Update2 read first Post] [message #365765 is a reply to message #365763] |
Fri, 02 January 2009 13:24 |
dr3w2
Messages: 485 Registered: September 2006 Location: Ottawa,Canada
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R315r4z0r wrote on Fri, 02 January 2009 14:18 | I highly doubt it can be abused. There is no effective way of using that stat against the enemy team for it to be considered unfair or a cheat. Unless of course you are planning on sitting there doing nothing just watching that counter for any sudden decreases, in which case you trade off being helpful on your team to being dead weight who is just watching a mine counter to see if mines go down. (Which you can do just as easily if you just watch for an explosion in your base)
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Put it this way.
I played last night in n00bstories for a good hour or soo, and a good 40 players at that
-I never loooked at the mine count
-I never looked at the remote c4 count
-I never looked at the timed c4 count
-I glanced at the building health bar when i heard "X Building is Under attack " and saw that there was no health changes
-I glanced at the minimap once when i was driving backwards and fighting a tank just to guarrantee I wouldnt hit one of the rocks on the map and yet i had an easier time doing it from memory rather then the image.
You know what actually helped me the most? The flashing health in the middle of my screen informed me when i got hit fighting a sniper, or when i was starting to get owned in a tank fight.
n00bstories Server Administrator
[Updated on: Fri, 02 January 2009 13:25] Report message to a moderator
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Re: [Release] New HUD [Update2 read first Post] [message #365776 is a reply to message #365765] |
Fri, 02 January 2009 15:33 |
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Craziac
Messages: 157 Registered: September 2007
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andr3w282 wrote on Fri, 02 January 2009 14:24 | I played last night in n00bstories for a good hour or soo, and a good 40 players at that
-I never loooked at the mine count
-I never looked at the remote c4 count
-I never looked at the timed c4 count
-I glanced at the building health bar when i heard "X Building is Under attack " and saw that there was no health changes
-I glanced at the minimap once when i was driving backwards and fighting a tank just to guarrantee I wouldnt hit one of the rocks on the map and yet i had an easier time doing it from memory rather then the image.
You know what actually helped me the most? The flashing health in the middle of my screen informed me when i got hit fighting a sniper, or when i was starting to get owned in a tank fight.
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I'm the same way. I play it better from the actual experience of having played the game for a few years than from using a "cheat" (rather, what would be called an advantage) that I've recently obtained. Even when my Building Health Bars enabled, I still hit K, then think, "Oh, what the hell am I doing?"
I'm actually a fan of the original HUD, it's quite nice when skinned up a bit. However, I really love the ability to move parts of it around and make it look a little fancier or more modern than the original. Personal preference, I guess.
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Re: [Release] New HUD [Update2 read first Post] [message #365806 is a reply to message #365776] |
Fri, 02 January 2009 22:02 |
KobraOps
Messages: 202 Registered: January 2007
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[quote title=Yxs wrote on Fri, 02 January 2009 16:33]andr3w282 wrote on Fri, 02 January 2009 14:24 | I played last night in n00bstories for a good hour or soo, and a good 40 players at that
-I never loooked at the mine count
-I never looked at the remote c4 count
-I never looked at the timed c4 count
-I glanced at the building health bar when i heard "X Building is Under attack " and saw that there was no health changes
-I glanced at the minimap once when i was driving backwards and fighting a tank just to guarrantee I wouldnt hit one of the rocks on the map and yet i had an easier time doing it from memory rather then the image.
You know what actually helped me the most? The flashing health in the middle of my screen informed me when i got hit fighting a sniper, or when i was starting to get owned in a tank fight.
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Again u didnt read my post u moron. I said it effects SMALL games greatly. If u ever played a small cw (real renegade) u might understand.
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Re: [Release] New HUD [Update2 read first Post] [message #365810 is a reply to message #364542] |
Fri, 02 January 2009 22:25 |
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Altzan
Messages: 1586 Registered: September 2008 Location: Tennessee
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General (1 Star) |
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Watch the flaming.
I do agree though. With only a couple people there is an easier chance that someone could invade and destroy your buildings without a prior warning first.
I don't think a HUD needs this feature, though.
I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
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Re: [Release] New HUD [Update2 read first Post] [message #365814 is a reply to message #365806] |
Fri, 02 January 2009 22:52 |
dr3w2
Messages: 485 Registered: September 2006 Location: Ottawa,Canada
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KobraOps wrote on Fri, 02 January 2009 23:02 | Again u didnt read my post u moron. I said it effects SMALL games greatly. If u ever played a small cw (real renegade) u might understand.
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lol cw = real renegade.
K SRY 1VS1 NAO PLX G?G CW E-PENIS CUP NAO I REAL PRO.
I think i just summed up cw faggotry in under one sentence.
Renegade was definately not designed to be played in a 1vs1 - 2vs2 enviroment. Not to mention its boring as fuck.
Its ironic to be called a moron from a cw guy who thinks small cw games = real renegade.
But besides the fact, this isn't what this thread about so take your lame insults elsewhere please.
n00bstories Server Administrator
[Updated on: Fri, 02 January 2009 22:54] Report message to a moderator
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Re: [Release] New HUD [Update2 read first Post] [message #365822 is a reply to message #365806] |
Sat, 03 January 2009 00:09 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
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General (3 Stars) |
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KobraOps wrote on Sat, 03 January 2009 00:02 |
Again u didnt read my post u moron. I said it effects SMALL games greatly. If u ever played a small cw (real renegade) u might understand.
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"Real Renegade" is playing on massive servers using strategy to out play the enemy team. Small CW games prove absolutely nothing in the ways of a skilled player. It only really proves a few insignificant statistics of a player such as:
-How daring they are when they go offensive
-Their main combat reliance
-How fast you can destroy an empty base
If you think small CW games are how Renegade is meant to be played, then I seriously suggest you find another game to play. Counter Strike sounds like the type of game you would be interested in.
However, more onto the point, even in small 1v1, 2v2 games, the mine meter will barely help you at all. Seriously, have you even attempted to try and use it? You might notice it when you play by yourself in a LAN game, however when you are actually playing other people, it kind of gets in the way to look at a counter in the corner of the screen instead of what you are doing.
It will only cause you to do worse if you constantly stare at the counter and wait for it to drop... especially if the server has the !c4 command available to use.
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Re: [Release] New HUD [Update2 read first Post] [message #365935 is a reply to message #364542] |
Sun, 04 January 2009 10:22 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
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General (3 Stars) |
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Are there plans to do the center screen counter (like for the HP) but for the ammunition? It isn't really important, but I figured it would look better being symmetrical and all.
Edit: this image is from another thread:
How do I get the mine count split up like that? (In the image it says 0/0/0, but in my HUD it just counts the proximity mines)
[Updated on: Sun, 04 January 2009 10:29] Report message to a moderator
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Re: [Release] New HUD [Update2 read first Post] [message #365963 is a reply to message #364542] |
Sun, 04 January 2009 13:13 |
dr3w2
Messages: 485 Registered: September 2006 Location: Ottawa,Canada
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To do the mines/remotes/timed thing this is what i ended up adding:
if (RenderMinesText)
{
MinesRender2DClass->Reset();
RectClass *r = (RectClass *)((char *)MinesRender2DClass+0x5B8);
float Mines = float(Get_C4_Count_Proximity(Get_Player_Type(obj)));
float c4 = float(Get_C4_Count_Remote(Get_Player_Type(obj)));
float c42 = float(Get_C4_Count(Get_Player_Type(obj)));
r->Right = MinesPosition->X;
r->Left = MinesPosition->X;
r->Top = MinesPosition->Y;
r->Bottom = MinesPosition->Y;
char text[20];
unsigned int h = (unsigned int)(Mines + 0.5f);
unsigned int j = (unsigned int)(c4 + 0.5f);
unsigned int k = (unsigned int)(c42 + 0.5f) - h - j;
sprintf(text,"%d : %d : %d",h,j,k);
unsigned int color = MinesColor;
MinesRender2DClass->Draw_Text(text,color);
MinesRender2DClass->Render();
}
I couldn't find a command to get the timed c4 count, so i figured why not just subtract mines and remotes from the total
This will output mines : remotes : timed for your team. Its actually extremely useless but i figured why not
n00bstories Server Administrator
[Updated on: Sun, 04 January 2009 13:14] Report message to a moderator
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Re: [Release] New HUD [Update2 read first Post] [message #365979 is a reply to message #365935] |
Sun, 04 January 2009 15:13 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
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General (1 Star) |
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R315r4z0r wrote on Sun, 04 January 2009 12:22 | [color=red]Are there plans to do the center screen counter (like for the HP) but for the ammunition? It isn't really important, but I figured it would look better being symmetrical and all.
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Nope, there weren't any plans for that, but whatever.
Saberhawk wrote on Fri, 02 January 2009 02:21 |
Updated version, only fix included is the one for the mini-health item not working on vehicles.
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One more update, this version also includes a mini ammo display on the right side. Be sure to copy the new texture and new entries from data/readme.txt to have it fully working.
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