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Thread: Advanced HUD Tools

  1. #461
    Wire Sofaking emspike's Avatar
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    Default Re: Advanced HUD Tools

    Meh, just screwing around with it. Also, U LIE!!!!!!!!!!!!!11 It's definitely possible to use custom fonts. The tools are right in the surface library.

  2. #462
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Tools

    Quote Originally Posted by emspike View Post
    Meh, just screwing around with it. Also, U LIE!!!!!!!!!!!!!11 It's definitely possible to use custom fonts. The tools are right in the surface library.
    Sure, if you want to write me a mechanism to send a font from one client to the server, then to -all- other hooked clients without it causing lag, be my guest

    Seriously - I'll add some fancy fonts to the addon at a later date, but its really impractical to ad-hoc send images about.

  3. #463
    Wire Sofaking emspike's Avatar
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    Default Re: Advanced HUD Tools

    I just meant extras included by default. I went on a search and found some potentially useful dingbat fonts.

  4. #464
    Wire Sofaking moggie100's Avatar
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    Default Re: Advanced HUD Tools

    Christmas avatar time! </random post>

    I've gotten the new rendering component written, and now I'm working on the out-of-frame processing bit

  5. #465
    Wire Sofaking emspike's Avatar
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    Default Re: Advanced HUD Tools

    Are the marker tags currently there supposed to work?

  6. #466
    Wire Sofaking Beer's Avatar
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    Default Re: Advanced HUD Tools

    I'm sorry if this has been asked/answered countless times already, but I'm not about to go searching through 47 pages of HUD1 and HUD2 discussion. (perhaps a FAQ is in order)

    Can HUD2 interface with E2? For example, if I wanted to make a settings/options dialog with derma to control settings for an expression, can clicking on a checkbox modify the value of a variable within my expression on the fly?

    I sure hope so... but after reading your wiki page about the built-in math/string functions, I'm a little worried HML is being kept entirely separate from E2 (or wire in general for that matter). Preventing this capability would severely limit its potential.

  7. #467
    Banned Nicolai1's Avatar
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    Default Re: Advanced HUD Tools

    It can take inputs, so yes.

  8. #468
    Wire Sofaking Beer's Avatar
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    Default Re: Advanced HUD Tools

    Quote Originally Posted by Nicolai1 View Post
    It can take inputs, so yes.
    Good, and output? Derma is useless if it can't output control data (from edit fields, checkboxes, etc) to expressions. If it can input, I'm guessing output is supported too... just checking.

  9. #469
    Bug Buster TomyLobo's Avatar
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    Default Re: Advanced HUD Tools

    I assume it will have outputs from derma as well. I don't see a problem there, but it's of course moggie's decision
    "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup

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  10. #470
    Master of Mars Magos Mechanicus's Avatar
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    Default Re: Advanced HUD Tools

    My understanding is it's pencilled in, but as with derma in general for this, nothing is implemented yet.
    Quote Originally Posted by moggie100 View Post
    Code:
    <derma type="yesno" question="Connect?" output=#Connect />
    <derma type="yesno" question="Connect?" output=#Connect textcolor={255,255,255} /
    <derma type="yesno" question="Connect?" output=#Connect textcolor={255,255,255,255} />
    ...
    and so forth...
    Quote Originally Posted by moggie100 View Post
    Anyway - I'm probably going to push events to a stack on the SENT for clicks/derma/etc, then use a [clk] input to push events to an output pin in order - that way several people can have the SENT hooked and the events will still be meaningful by the time they get to the server.
    I can wire anything directly into anything! I'm the Professor!
    -Professor Hubert Farnsworth

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