[HUD] New HUD Version2 - RENGUARD Compatible [message #366835] |
Sat, 10 January 2009 14:55 |
dr3w2
Messages: 485 Registered: September 2006 Location: Ottawa,Canada
Karma: 0
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Readme file:Quote: | ===========================
Renegade HUD
By andr3w282
===========================
A collection of HUD features which were released compiled into one
===========================
Features:
===========================
This HUD release is compatible with renguard.
This HUD is resolution independent
This HUD displays the current map instead of the radar, displays health, shield and ammo bars. Mine count for clients team is also displayed
Faded notifcations are displayed when ammo or health has changed
THIS RELEASE REQUIRES SCRIPTS 3.4.4 AND THE MODIFIED SHADERS.DLL FILE
BOTH FILES ARE INCLUDED IN THE RELEASE
===========================
Installation:
===========================
TWO versions of HUD.ini are available in this release.
The original HUD configuration released by DeathLink6.0
A modified version of the HUD by andr3w282
!!IMPORTANT!!
YOU MUST RENAME
hud_andr3w282.ini OR hud_deathlink6.ini
TO
hud.ini
ONLY ONE OF THESE FILES MAY EXIST IN YOUR DATA FOLDER NAMED AS HUD.INI
Shaders.dll is NECESARY to be copied. The other files are there incase some people have not yet updated to scripts 3.4.x
Place all other files (dda,tga,ini) into your data/ folder
===========================
Credits
===========================
The HUD includes map images which were released by Canadacdn on renegadeforums.com
The HUD includes fixes, textures, and colors which were released by DeathLink6.0 on renegadeforums.com
The HUD includes faded health and ammo notifications which were released by Saberhawk on renegadeforums.com
I give full credit to the above people for their work
===========================
What I actually did
===========================
The HUD includes changes by me to how loading of map settings are done.
Map settings are now found and loaded from within hud.ini with sections of [mapname]
This removes the need for individual <mapname>.ini files and allows it to be compatible with renguard.
The method of <mapname>.ini files are still compatible with this HUD.
If the section for [mapname] is not found, shaders.dll will attempt to load <mapname>.ini
If <mapname>.ini is not found, the default texture for the map is found in hud.ini as << ScrollingMapTexture= >>
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Example Screenshots:
There are two hud.ini configurations in this release. Select which ever one you like more, or edit it yourself
http://www.n00bstories.com/image.fetch.php?id=1315771622
http://www.n00bstories.com/image.fetch.php?id=1369956338
Source Files are included
Download link:
http://andr3w282.bitpwns.com/Hud_RenguardCompatible.zip
Extra note :
I just want to say thanks to anyone who has worked on the hud files, shaders.dll, scripts.dll or Renegade in general. Please read the credits as i do NOT want to be given credit for someone else's work. I just wrote the code that worked with renguard, organized everything, compiled etc..
The above names deserve thanks for the features they had worked on.
n00bstories Server Administrator
[Updated on: Tue, 13 January 2009 11:48] by Moderator Report message to a moderator
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Re: [Release] New HUD Version2 - RENGUARD Compatible [message #366846 is a reply to message #366835] |
Sat, 10 January 2009 15:51 |
KobraOps
Messages: 202 Registered: January 2007
Karma: 0
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2 questions.
1. I noticed this when the overhead display was first released that the red ring that appears on the screen indicating you are taking damage and sometimes it indicates what side didnt appear. Does it appear with this hud?
2. You said the resolution is independent, does this mean it can support 800X600 easily or will editing hud.ini be necessary for it to fit?
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Re: [Release] New HUD Version2 - RENGUARD Compatible [message #366847 is a reply to message #366846] |
Sat, 10 January 2009 15:59 |
dr3w2
Messages: 485 Registered: September 2006 Location: Ottawa,Canada
Karma: 0
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KobraOps wrote on Sat, 10 January 2009 16:51 | 2 questions.
1. I noticed this when the overhead display was first released that the red ring that appears on the screen indicating you are taking damage and sometimes it indicates what side didnt appear. Does it appear with this hud?
2. You said the resolution is independent, does this mean it can support 800X600 easily or will editing hud.ini be necessary for it to fit?
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I actually don't remember on the red-ring indicator your talking about .. maybe i never noticed :\
When its said to be "resolution" independent I mean the X/Y locations on the screen will be in the same alignment on any resolution. The textures/font themselves will not change size however .
So for example, in my screenshot i had it running at 1280x1024. If you bump it down to 800x600 .. the alignement will be all the same, however the textures themselves will appear larger and closer together. That's the best way I can explain it.
If you look at the gap between the radarmap, and the ammo count box ... the larger resolution you are at, the bigger the gap will be. The smaller the resolution, the less of a gap ( distance ) will exist between the two locations.
n00bstories Server Administrator
[Updated on: Sat, 10 January 2009 16:01] Report message to a moderator
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Re: [HUD] New HUD Version2 - RENGUARD Compatible [message #368371 is a reply to message #366835] |
Thu, 22 January 2009 08:27 |
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pe21789
Messages: 65 Registered: January 2007 Location: Germany
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@andr3w282
You forgot to give credits to cAmpa. oO
He did the main fixes. tbh
Quote: |
- Fixed a memleak in shaders.dll from scripts 3.44.
- Fixed that crashbug when you enter a vehicle with the "weaponimage" function on
- New maths for the radar, it uses now 100% of the map (normal in 3.44 scripts is the normal renegade circle hud)
- Extra icons for beacons and you see always the position from your team beacons again. (like in normal renegade but this feature was not in scripts 3.44)
- Colour notices, for low HP and low munition.
- New info to see the current placed mines.
- It doesn't need information from the strings.tdb anymore.
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[Updated on: Thu, 22 January 2009 08:29] Report message to a moderator
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Re: [HUD] New HUD Version2 - RENGUARD Compatible [message #368406 is a reply to message #368371] |
Thu, 22 January 2009 12:21 |
dr3w2
Messages: 485 Registered: September 2006 Location: Ottawa,Canada
Karma: 0
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pe21789 wrote on Thu, 22 January 2009 09:27 | @andr3w282
You forgot to give credits to cAmpa. oO
He did the main fixes. tbh
Quote: |
- Fixed a memleak in shaders.dll from scripts 3.44.
- Fixed that crashbug when you enter a vehicle with the "weaponimage" function on
- New maths for the radar, it uses now 100% of the map (normal in 3.44 scripts is the normal renegade circle hud)
- Extra icons for beacons and you see always the position from your team beacons again. (like in normal renegade but this feature was not in scripts 3.44)
- Colour notices, for low HP and low munition.
- New info to see the current placed mines.
- It doesn't need information from the strings.tdb anymore.
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Heh guess I did. I mentioned deathlink because he is the one who released the hud/hud fixes but missed the fact cAmpa assisted it on him. Full credit to cAmpa for whatever work he did then. At least i attempted to give full credit to who i thought added to it and explain the minimal stuff that i did
n00bstories Server Administrator
[Updated on: Thu, 22 January 2009 12:22] Report message to a moderator
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Re: [HUD] New HUD Version2 - RENGUARD Compatible [message #368562 is a reply to message #366835] |
Fri, 23 January 2009 11:10 |
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cAmpa
Messages: 597 Registered: March 2006
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Time to ban that retard.
I banned you from all my server because you are a little crying girl.
All is lagging, everyone is cheating and all are noobs except madsucks. LoL
And "mod abuser" LOLOLOL, im admin not mod. I pay for that to ban idiots like you, so where is the abuse?
I hope the other server owner and the forum moderation will follow my example.
Bückstabü!
[Updated on: Fri, 23 January 2009 11:44] Report message to a moderator
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Re: [HUD] New HUD Version2 - RENGUARD Compatible [message #368640 is a reply to message #366835] |
Sat, 24 January 2009 04:58 |
DL60
Messages: 283 Registered: May 2006
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Quote: | but missed the fact cAmpa assisted it on him
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We both worked as a team on the HUD. I did mainly the graphics/hud.ini and cAmpa the code fixes/features. Here and there I helped and added some code things too.
So it is definitly not a only "DeathLink-HUD", it is a "cAmpa/DeathLink"-HUD.
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