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Re: [Release] New HUD with modified shaders.dll [message #364715 is a reply to message #364614] Wed, 24 December 2008 13:51 Go to previous messageGo to next message
anant is currently offline  anant
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DutchNeon wrote on Tue, 23 December 2008 20:30

Anant, you seriously playing on such a small computer monitor then?

index.php?t=getfile&id=8908&private=0
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Re: [Release] New HUD with modified shaders.dll [message #364716 is a reply to message #364715] Wed, 24 December 2008 13:52 Go to previous messageGo to next message
anant is currently offline  anant
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http://i297.photobucket.com/albums/mm225/paulie134/Anant.png
Rest in peace spoonplex, We love you.
Re: [Release] New HUD with modified shaders.dll [message #364717 is a reply to message #364716] Wed, 24 December 2008 13:56 Go to previous messageGo to next message
Caveman is currently offline  Caveman
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.. You could have just said that you have a 19".. would have saved you some time..

CarrierII wrote

BLUEHTHEN YOU AR NOT JUST A BIG CHEATAS AND YOU THE BIG HEAD JUST YOU USE FLY H4X FUCK YOU BIG CHEATAS YOUR CHEATZ IS BAD YOU WANT I WRAUGHT THIS YOUR CHEATZ IS BAD HEY IS 1 YEAR YOUR PROMESS A FLY HAX IN MULTIPLAYER AND IS DONT JUST TROOPRM02 I TELL IT ALL WHO REPLYER IN THIS FORUM YOU CHEATZ

Please don't make me type something like that again, not using puntuation is annoying.


http://r9.fodey.com/2158/bc450f3ca15045e9bdd7651fa49f3a0a.0.gif
Re: [Release] New HUD with modified shaders.dll [Update read first Post] [message #364722 is a reply to message #364712] Wed, 24 December 2008 14:13 Go to previous messageGo to next message
dr3w2 is currently offline  dr3w2
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DeathLink6.0 wrote on Wed, 24 December 2008 14:32

Hey I have a talk with someone who knows how to turn this stuff off XD and this someone already has my source. I'm going to compile the shaders.dll without the debug stuff and maybe some other bugs this someone found. Then I think it is a good point for this small lil archive with the .cpp's right?

Edit: Merry Christmas!

Edit2: Okay I found everything with the debug and release stuff.

kk nice.

Im guessing just a matter of time before you upload the release/non-debug dll ?
Thanks


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Re: [Release] New HUD [Update2 read first Post] [message #364723 is a reply to message #364542] Wed, 24 December 2008 14:15 Go to previous messageGo to next message
DL60 is currently offline  DL60
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Read first post for release compiled version and source.

I don't know if there is more to do but doesn't matter anymore. Code your own huds!
Re: [Release] New HUD [Update2 read first Post] [message #364726 is a reply to message #364723] Wed, 24 December 2008 14:42 Go to previous messageGo to next message
dr3w2 is currently offline  dr3w2
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DeathLink6.0 wrote on Wed, 24 December 2008 15:15

Read first post for release compiled version and source.

I don't know if there is more to do but doesn't matter anymore. Code your own huds!

Awesome Very Happy

Thanks a lot, its much appreciated Very Happy


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Re: [Release] New HUD [Update2 read first Post] [message #364727 is a reply to message #364542] Wed, 24 December 2008 15:00 Go to previous messageGo to next message
DutchNeon is currently offline  DutchNeon
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@ Anant,

I'm also running on a 19" LCD screen (not widescreen) and I use 1280 X 1024. That screen sure supports resolutions higher then 800 X 600 Big Ups Maybe try a bigger resolution?

[Updated on: Wed, 24 December 2008 15:02]

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Re: [Release] New HUD [Update2 read first Post] [message #364728 is a reply to message #364727] Wed, 24 December 2008 15:11 Go to previous messageGo to next message
anant is currently offline  anant
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that does not fit my screen

http://i297.photobucket.com/albums/mm225/paulie134/Anant.png
Rest in peace spoonplex, We love you.
Re: [Release] New HUD [Update2 read first Post] [message #364730 is a reply to message #364542] Wed, 24 December 2008 15:46 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
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Permabanned for trying and failing DDoS
lol im gonna make new functions for renegade also, just wait the next days Very Happy
Re: [Release] New HUD with modified shaders.dll [Update read first Post] [message #364733 is a reply to message #364706] Wed, 24 December 2008 16:36 Go to previous messageGo to next message
Chuck Norris is currently offline  Chuck Norris
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Anant, that picture you posted shows a desktop with a 1024x768 resolution. I can tell due to the space the taskbar has. Surely you can choose that. If not, there's something up. I don't think a 17" or 19" LCD would have a native/maximum resolution of 800x600.
R315r4z0r wrote on Wed, 24 December 2008 13:56

I used to get that. It isn't really that much FPS, it just says that. I would get 300FPS at some points and it wouldn't seem any different than 40.
I don't know about you, but when it says I get so many FPS, I'm getting that many FPS. If I disable v-sync, depending on what's going on and how many players are in the server, I can sometimes average about 200FPS (keep in mind that this is at 1600x1200 with 8xAA, 16xAF, and Supersampling AA enabled), and when I do, I can most definitely tell the difference between it (even though it's just 100FPS with screen tearing) versus a comparatively slow 40FPS. Then again, I can see the difference between 60FPS and 100FPS to the point to where, if I've played a game with a constant 100FPS (Renegade hardly ever goes below that for me if I enable v-sync), then 60FPS is just slow to me, so maybe it's just me, and you can't tell that you're getting what it says when it's over a certain amount. If you're used to 40-60FPS, and you have an LCD that won't go higher than, say, 60hz or 75hz, it may really be doing that many FPS, but it may not feel any higher to you since you're used to that range and anything higher doesn't come off to you.

Edit: By the way, I'll second the comment that, of all of the HUDs I've seen, this is the first I've downloaded and liked. Nice job!


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.

[Updated on: Wed, 24 December 2008 16:42]

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Re: [Release] New HUD [Update2 read first Post] [message #364734 is a reply to message #364542] Wed, 24 December 2008 16:36 Go to previous messageGo to next message
DL60 is currently offline  DL60
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Quote:

lol im gonna make new functions for renegade also, just wait the next days


lol wanna see if I can expect some more public development with this release at all because it is hard to believe for me. Most ppl who want fancy featured huds so bad are not even able to read bhs.txt to make their huds "nearly" screenres independent.

[Updated on: Wed, 24 December 2008 16:39]

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Re: [Release] New HUD [Update2 read first Post] [message #364735 is a reply to message #364542] Wed, 24 December 2008 18:02 Go to previous messageGo to next message
DutchNeon is currently offline  DutchNeon
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For the people who want overlay maps, I copied all the overlay maps from Canadacdn's HUD into this RAR file. They work with this HUD, so you just extract them into your DATA folder, and they work.

SEE THE ATTACHMENTS!! 3 parts, because the max file size is 1024kb -.-

I did not create those overlay maps, so the credits go to Canadacdn and his HUD:

http://ren.game-maps.net/index.php?action=file&id=966

If i get my DDS plugin for Photoshop CS4 Extended problem fixed:

http://www.renegadeforums.com/index.php?t=msg&th=31359&start=0&rid=2 2151

I might be able to create more overlay maps, starting with Glacier and Islands Smile

@ DeathLink 6.0,
I sure would want to create my 'own' HUD out of this HUD, but I got no experience with coding at all. If i want to start coding (and for Renegade), what would be the best place to start? I presume Renhelp? Smile
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[Updated on: Wed, 24 December 2008 18:08]

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Re: [Release] New HUD [Update2 read first Post] [message #364736 is a reply to message #364735] Wed, 24 December 2008 18:08 Go to previous messageGo to next message
anant is currently offline  anant
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Dutch Neon!!!!! yeah!!
thanks


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Re: [Release] New HUD [Update2 read first Post] [message #364739 is a reply to message #364542] Wed, 24 December 2008 18:33 Go to previous messageGo to next message
cAmpa is currently offline  cAmpa
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Quote:

I sure would want to create my 'own' HUD out of this HUD, but I got no experience with coding at all. If i want to start coding (and for Renegade), what would be the best place to start? I presume Renhelp?


You can use our edited shaders.dll, all settings are in the 'hud.ini'.

All important notes about the settings can you find in the 'bhs.txt'.


Bückstabü!
Re: [Release] New HUD [Update2 read first Post] [message #364742 is a reply to message #364542] Wed, 24 December 2008 21:16 Go to previous messageGo to next message
DutchNeon is currently offline  DutchNeon
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I'm making my own based HUD out of the HUD atm, thanks for the advice cAmpa. I never ever looked at HUD.ini, but when I opened it, It was really easy for me to understand everything (without opening bhs.txt). I know HUD.ini isn't really coding (for me now), but just replacing/moving parts of the existing HUD, but its cool and easy Smile

I'm wondering though, the entire HUD works on a grid with X and Y coordinates, but whats the exact size of this grid? I was searching for the X middle, but couldn't really find it (-690 till -710?). So what would be the lowest and highest X and Y for this Grid?

[Updated on: Wed, 24 December 2008 21:17]

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Re: [Release] New HUD with modified shaders.dll [Update read first Post] [message #364746 is a reply to message #364733] Wed, 24 December 2008 22:06 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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Chuck Norris wrote on Wed, 24 December 2008 18:36

I don't know about you, but when it says I get so many FPS, I'm getting that many FPS. If I disable v-sync, depending on what's going on and how many players are in the server, I can sometimes average about 200FPS (keep in mind that this is at 1600x1200 with 8xAA, 16xAF, and Supersampling AA enabled), and when I do, I can most definitely tell the difference between it (even though it's just 100FPS with screen tearing) versus a comparatively slow 40FPS. Then again, I can see the difference between 60FPS and 100FPS to the point to where, if I've played a game with a constant 100FPS (Renegade hardly ever goes below that for me if I enable v-sync), then 60FPS is just slow to me, so maybe it's just me, and you can't tell that you're getting what it says when it's over a certain amount. If you're used to 40-60FPS, and you have an LCD that won't go higher than, say, 60hz or 75hz, it may really be doing that many FPS, but it may not feel any higher to you since you're used to that range and anything higher doesn't come off to you.

That's not what I meant. I mean, when it says I am getting 5 FPS, my game is really running at 5 FPS as in really choppy. 20 is playable but still a little jumpy. 30-40 FPS is very smooth and 60 is flawless. Anything above 60, be it 61 or 300, seems exactly the same.
Re: [Release] New HUD [Update2 read first Post] [message #364762 is a reply to message #364542] Thu, 25 December 2008 03:37 Go to previous messageGo to next message
Chuck Norris is currently offline  Chuck Norris
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That's what I was saying. You simply weren't noticing it above a certain point, but it doesn't mean it's not really doing that many FPS.

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.
Re: [Release] New HUD [Update2 read first Post] [message #364764 is a reply to message #364542] Thu, 25 December 2008 03:55 Go to previous messageGo to next message
DL60 is currently offline  DL60
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@Neon: As campa said: The best way is to use the existing shaders.dll and edit HUD.ini and the textures. You don't need to more to know - except you want more features. Than you at least a bit programming experience.

Re: [Release] New HUD [Update2 read first Post] [message #364767 is a reply to message #364542] Thu, 25 December 2008 04:42 Go to previous messageGo to next message
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Diff file for those of you who want to see exactly what was changed or have a modified version of shaderhud.cpp already
Re: [Release] New HUD [Update2 read first Post] [message #364770 is a reply to message #364767] Thu, 25 December 2008 06:19 Go to previous messageGo to next message
Caveman is currently offline  Caveman
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I have a request could the creator or something who knows wtf they're doing make it so the hp/ar flash when they're low.. Im not realising im on low health sometimes.

CarrierII wrote

BLUEHTHEN YOU AR NOT JUST A BIG CHEATAS AND YOU THE BIG HEAD JUST YOU USE FLY H4X FUCK YOU BIG CHEATAS YOUR CHEATZ IS BAD YOU WANT I WRAUGHT THIS YOUR CHEATZ IS BAD HEY IS 1 YEAR YOUR PROMESS A FLY HAX IN MULTIPLAYER AND IS DONT JUST TROOPRM02 I TELL IT ALL WHO REPLYER IN THIS FORUM YOU CHEATZ

Please don't make me type something like that again, not using puntuation is annoying.


http://r9.fodey.com/2158/bc450f3ca15045e9bdd7651fa49f3a0a.0.gif
Re: [Release] New HUD [Update2 read first Post] [message #364772 is a reply to message #364542] Thu, 25 December 2008 06:43 Go to previous messageGo to next message
DutchNeon is currently offline  DutchNeon
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Yes Deathlink, I already figured that out Razz

I'm only trying to move certain things of your HUD, and then maybe try my own textures (although I can't open and edit DDS files atm).

I'm only wondering how big the grid is it uses for values in Hud.ini (X and Y positioning) . As I'm trying to move things (Boxes with icons) to different locations over the screen.

I tried to find the X middle, but I couldn't really find it. It has to be somewhere between -710 and -690 (with 1280 X 1024 reso). Next to that, I was wondering what the lowest and highest X and Y are for the grid Smile As it would be useful for moving boxes and icons etc.

---

And what Caveman said would be useful, I had the same problem while using this HUD, and turning the value on in HUD.ini that causes the 'thing' to flash when you are below 50HP only results into flashing health icon in the middle of your screen without any value next to it (value for the amount of HP: 1-50).

[Updated on: Thu, 25 December 2008 06:48]

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Re: [Release] New HUD [Update2 read first Post] [message #364774 is a reply to message #364772] Thu, 25 December 2008 06:59 Go to previous messageGo to next message
DL60 is currently offline  DL60
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bhs.txt says:
The 0,0 point on you monitor is in the left upper corner if you use only positive values.

For other Kombinations:
X>0 Y<0 -> 0,0 is in the left lower corner
X<0 Y<0 -> 0,0 is in the right lower corner
X<0 Y>0 -> 0,0 is in the right upper corner

The grid is one pixel of you screen-res.

TEST IT!

I don't spend more time for this hud and in addition I don't know how to make sth. blink and I don't want to. We've done enough and I'm glad that is finsihed the way I want. There still some bugs left to fix (icons-colorscheme still doesn't work but I don't need that in my HUD).

Have fun with source. I'm waiting for your bugfixes and features now.
Re: [Release] New HUD [Update2 read first Post] [message #364775 is a reply to message #364774] Thu, 25 December 2008 07:35 Go to previous messageGo to next message
Caveman is currently offline  Caveman
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Awesome so now we have a nice hud that looks great and isn't filled with loads of eye candy.. but its hard to use properly because you dont notice when you're low on HP.

CarrierII wrote

BLUEHTHEN YOU AR NOT JUST A BIG CHEATAS AND YOU THE BIG HEAD JUST YOU USE FLY H4X FUCK YOU BIG CHEATAS YOUR CHEATZ IS BAD YOU WANT I WRAUGHT THIS YOUR CHEATZ IS BAD HEY IS 1 YEAR YOUR PROMESS A FLY HAX IN MULTIPLAYER AND IS DONT JUST TROOPRM02 I TELL IT ALL WHO REPLYER IN THIS FORUM YOU CHEATZ

Please don't make me type something like that again, not using puntuation is annoying.


http://r9.fodey.com/2158/bc450f3ca15045e9bdd7651fa49f3a0a.0.gif
Re: [Release] New HUD [Update2 read first Post] [message #364778 is a reply to message #364772] Thu, 25 December 2008 08:17 Go to previous messageGo to next message
saberhawk
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DutchNeon wrote on Thu, 25 December 2008 07:43

Yes Deathlink, I already figured that out Razz

I'm only trying to move certain things of your HUD, and then maybe try my own textures (although I can't open and edit DDS files atm).

I'm only wondering how big the grid is it uses for values in Hud.ini (X and Y positioning) . As I'm trying to move things (Boxes with icons) to different locations over the screen.

I tried to find the X middle, but I couldn't really find it. It has to be somewhere between -710 and -690 (with 1280 X 1024 reso). Next to that, I was wondering what the lowest and highest X and Y are for the grid Smile As it would be useful for moving boxes and icons etc.

---

And what Caveman said would be useful, I had the same problem while using this HUD, and turning the value on in HUD.ini that causes the 'thing' to flash when you are below 50HP only results into flashing health icon in the middle of your screen without any value next to it (value for the amount of HP: 1-50).



What keyword would that be?
Re: [Release] New HUD [Update2 read first Post] [message #364779 is a reply to message #364542] Thu, 25 December 2008 08:18 Go to previous messageGo to previous message
DutchNeon is currently offline  DutchNeon
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This is what I got now (just moved certain QuadBoxes with there Icons/Bars in it). Now if I could only open .DDS files >_>

http://i44.tinypic.com/212vpms.png

(Don't pay attention to the white line under the Screenshot, I had my Paint 'box' bigger then the actual Screenshot (height of the Paint 'box').

How do those .tga files work? Because when I open them, I get a empty, white background in Photoshop Huh

[Updated on: Thu, 25 December 2008 08:20]

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