View Poll Results: What do you think about having more advanced HUD indicators?

Voters
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  • I like the idea and agree with the thread.

    92 79.31%
  • HUD should have more options for advanced users.

    52 44.83%
  • I don't care or don't like change.

    1 0.86%
  • What is HUD?/I don't know how to use it.

    4 3.45%
Multiple Choice Poll.
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Thread: Advanced HUD Indicator

  1. #101
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Indicator

    <reassurance>I'm still working on this</reassurance>

    I think I've cracked the update speed problem, but it'll take me some time to get it working 100%, but until its done, it's my top priority.

  2. #102
    Wirererer Generic Default's Avatar
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    Default Re: Advanced HUD Indicator

    I can't wait until the next release! I keep checking this like 5 times a day for updates!

  3. #103
    Wire Amateur Urablahblah's Avatar
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    Default Re: Advanced HUD Indicator

    I know, same here. I can't wait!

  4. #104
    Wire Noob Raccoon's Avatar
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    Default Re: Advanced HUD Indicator

    Awesome idea!

  5. #105
    Wire Amateur Synchro's Avatar
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    Default Re: Advanced HUD Indicator

    Oi, if you want I can make materials in shapes like circles, squares, stars and have them $IgnoreZ (Means ignore world, just display), don't know if you can keep the size of them up though.

    (Humph, I don't know how you make everything display on the screen but w/e)

    If you need them, I'll start working on them if you want.

  6. #106
    Wire Sofaking Squeakyneb's Avatar
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    Default Re: Advanced HUD Indicator

    Just found this thread. Definite Yes. it looks awesome. Downloading now, will give some feedback in a few hours (although it may keep me entertained even longer). Have you done the entire project yourself??

    Good work, i hope it gets onto the SVN.

    <Encouragement for you>

    P.S. Would you be able to make the rectangle targeter change size according to the targets size on the screen, so targets further away have a smaller targeter??
    Last edited by Squeakyneb; 09-05-2008 at 10:31 PM. Reason: typos

    Quote Originally Posted by Bull View Post
    I'm annoyed at having to use my keyboard when coding. Can someone please make voice-recognition so I can just talk?

  7. #107
    Wire Noob Ceceil Felias's Avatar
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    Default Re: Advanced HUD Indicator

    Stumbled across this when looking for a quick How-To on expressions (crazy, isn't it?).

    And OH MY GOD SO MUCH <3 for Moggie. I've always thought something like this is essential for decent GMod combat stuff, and I've always wondered if it's possible, but it is! And you've been working so hard on it too!

    I've downloaded it and am quite excited to get to play with it. I'm sure I'll enjoy it a lot. <3

  8. #108
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Indicator

    Ok! Wow! So many people appearing to give me verbal 'pats-on-the-back'!

    Thanks to all of you, and Synchro - at the moment, I don't need those kind of things as I'm still getting the basic wire I/O and general functionality down, but later on the more designs we get down the better (as it gives us variety in wire)

    In the mean time, if you get a random flash of inspiration for a HUD Indicator (this goes for anyone) just sketch it down, and I'll ask for 'em all once I'm at the 'adding stuff' stage.

    As for current status - my internet's been nerfed due to moving house, so I'm at 54Mbit/s at the mo, using a 3G mobile broadband adapter, which will continue until at least the 11th of this month (when I get shiney new intarwebs! whoo!).

    You might imagine that this would be a little slow for browsing the Lua wiki on garrysmod.com... and you'd be right, so if I have to look anything up now (which I usually do... damn lua inexperience) I have to wait for the page to load each time, slowing me down considerably, but I do, on the other paw, have a lot of time to work on this now, as I dont have university work yet, and I'm not at work anymore.

    So far, I've added animation to the indicators (not to the ones you've seen thus far, to additional ones) so we can have rotating, blinking, etc. etc. indicators (up to 100 frames, then I run out of index's :P) and I've increased the update speed for 3d mode.

    I'm still having trouble getting the wire inputs to change when you set the checkboxes on the menu, but once that's solved, its just adding indicators to the list.

    I'll probably put a page up on my site for this as well [ www.themoggie.co.uk ] as its easier for me to update in this state (I dont have to wait for images, layout, etc. as I can just edit it in vim ^.^) but I'll try and check back here as often as I can for updates and suggestions, so keep em coming!

    Thanks again for all the support guys!

    -Mog.

    PS. I'll link some images once they finish uploading >.<

    -=Update=-

    Images! Fun with more screen-hogging indicators
    http://www.themoggie.co.uk/images/20...dv_hud/001.jpg
    http://www.themoggie.co.uk/images/20...dv_hud/002.jpg
    http://www.themoggie.co.uk/images/20...dv_hud/003.jpg
    http://www.themoggie.co.uk/images/20...dv_hud/004.jpg

    Taa-Daa!
    Last edited by moggie100; 09-05-2008 at 01:31 PM.

  9. #109
    Wire Amateur Urablahblah's Avatar
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    Default Re: Advanced HUD Indicator

    Oh my! I love that new one! It would be great for a jet or similar to help guide to the target. Awesome!

  10. #110
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Indicator

    Fixed the description input and how values are displayed.

    This is how one of the newer target markers looks with a description and a value set (in this case, its displaying the health of the entity).

    If you dont want -any- text at all, then just set the value type to 'none' and the description to blank, and it all disappears except for the marker itself (no ugly boxes left behind)

    Anyway; screenshot!

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