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

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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%
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Thread: Advanced HUD Indicator

  1. #21
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Indicator

    It must be the prefectionist in me

    Anyway - I might, just for laughs put in a full 'fighter jet' HUD mode, with proper artificial horizon and several 'target' XYZ inputs

    Edit:

    Oh! btw, are the colours ok? I am partially colour blind, so it kinda tends to skew what I pick for colours.

    Edit-to-match-your-question:

    Not at the moment, I hard-coded that in to test if it worked... but there's no reason why they cant be changed on the fly.


    Edit-yet-once-more!:

    Ok, its 2:12am here, so I should sleep very. VERY soon... but before I do, with regard to this:

    "In the mean time, can you lot draw up some ideas for HUD indicators for when I come to implement them?"

    Ok, here's my idea. Make the targeting box have settings in the menu for the highlighting inside the box(color, brightness,etc.) as well as settings for the box around it.

    And just to make sure, the HUD will have XYZ inputs to make the indicator appear around it(like the locator in the box)?

    Another idea is to make your screen black and white and have options like contrast,invert colors etc.
    I don't know if that is possible with HUD but it has been done in things like Teta Bonita's xray vision.
    I kinda meant what symbols and shapes, rather than an overall idea - I already have the dropdown (as used in the HUD indicator normally) for all the diferent types, but I need to know what people want for the symbols themselves.

    Also - I just edited the 'Targetting Rectangle' to have a size parameter, as well as respecting the 'a' and 'b' colours for the outer and inner parts of the symbol respectively.

    Oh! And it occurred to me that we can have 'stateful' indicators, so that we can have 'not locked' and 'locked' indicator styles controlled on a 'target locked' input on the entity.

    More clearly, if you set 'target locked' on a 'targetting rectangle' to something greater than '1', it changes to be double-framed (or some other obvious change)!

    -=Images Tomorrow=-
    Last edited by moggie100; 08-08-2008 at 07:21 PM. Reason: updates, plural

  2. #22
    Wirererer Generic Default's Avatar
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    Default Re: Advanced HUD Indicator

    OK you already got the 2 main shapes; triangles and rectangles. Maybe add circles, crosshairs and octagons? Right now what's important is getting this to a point where you can put it on the SVN.

  3. #23
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Indicator

    Freakishly, there doesn't seem to be a 'draw circle' command in the docs :/

    Anyway, I've got to fix the entity to its less hacked up now that I know that it works properly... but after that it can be SVN'd if people want/will allow that

  4. #24
    Wirererer Generic Default's Avatar
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    Default Re: Advanced HUD Indicator

    "Anyway, I've got to fix the entity to its less hacked up now that I know that it works properly... but after that it can be SVN'd if people want/will allow that"

    I think so! Out of 34 people who voted so far, 32 want to see this as part of the SVN. One person didn't know what HUD was. It seems popular enough to me! Are there any Dev's that would be willing to add this once it's tested and ready?

  5. #25
    Wire Amateur nutsandy's Avatar
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    Default Re: Advanced HUD Indicator

    Quote Originally Posted by Generic Default View Post
    And by aircraft pitch and roll do you mean an artificial horizon?
    Yeah, thats what i meant

    The targeting looks awesome, this is going to be realy good

    If you cant get it into the official wiremod svn you could always try and get it into the "wiremod extras" svn instead

  6. #26
    Wirererer Generic Default's Avatar
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    Default Re: Advanced HUD Indicator

    Quote Originally Posted by nutsandy View Post
    Yeah, thats what i meant

    The targeting looks awesome, this is going to be realy good

    If you cant get it into the official wiremod svn you could always try and get it into the "wiremod extras" svn instead
    I don't think it should go in the extras SVN because only a few servers have it.

  7. #27
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Indicator

    I got it updating better

    http://www.youtube.com/watch?v=t5rd3PZY0Ec

    Sorry about the indicator being hard to see, the vid's been through 1/2 size, then divx then youtube's decimating stuff...

  8. #28
    Lifetime Supporter shadowkeeper's Avatar
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    Default Re: Advanced HUD Indicator

    very nice!
    Keep the update speed where it is now, looks perfect.
    I am nowhere, yet I am everywhere, I am the eyes that don't see but see all, I am therefore I live


  9. #29
    Wirererer Generic Default's Avatar
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    Default Re: Advanced HUD Indicator

    Could you take a picture of the Advanced HUD menu in-game and show us?

  10. #30
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Indicator

    Err.... not really...

    Like I said, I've just hacked this up to make sure that its possible, and it overwrites the current HUD indicator (will change that soon so its a seperate SENT/SWEP) but at the moment the menu is untouched apart from some other options in the drop down for 'indicator type' and a checkbox for 'world coordinates'...

    I'm working on that now, but I wanted to make sure it was possible first

    I can only really work on this in the evening as I've got a full time job, so please be patient if things appear to go slowly from time to time, but rest assured, I am working on this in almost every spare moment... I just want to get it right.

    I have a ton of other indicators lined up to add as well, other than the (targetting rectangle, that is). Things like speedometers (proper dial ones) and artificial horizons, along with the basic target + target locked type, but I'm going to get the basic ones out first, so there should be a beta some time soonish...

    Thanks for being patient!

    -=Update=-

    Bugger! I broke it! Its not rendering at all now >.<

    But rest assured, I'm still working on this!

    -=Update=-

    Nyaha! Working again now!

    I've added 3 types of crosshair, and I'm now working on dynamic inputs, so it only shows inputs that you want, (2d or 3d position, fills, any special modes, etc.)
    Last edited by moggie100; 08-11-2008 at 03:58 PM.

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