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Author Topic: Broken HUD WIP  (Read 6423 times)

Offline H-Hour

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Broken HUD WIP
« on: December 21, 2010, 05:03:42 pm »
Well, I put a lot of time into this a couple months ago and then came back to it recently, but just can't seem to figure out how to do anything properly with the UI system. Here is what I've got so far. Almost everything on it is broken.

To try it, unzip the attached file and place the the 9hhud.pk3 file in your /base/ directory. Load a map and then bring down the console (` key for me) and type:

ui_push hhud

Below is a long list of things that are missing, not working or not completed, either because they're not possible yet or because I don't know how to make them happen (this is most things). For the most part, I use image nodes because I don't really understand how any of the other nodes work. If anyone (such as bayo) knows which node a particular button should be using, let me know.

Broken or not available:
1. Soldier panel not available
2. Battlefield status panel not available (#s aliens/civs sighted, levels, etc.)
3. Firemode and inventory popups appear in the old design and not aligned properly
4. Firemode TU reservation: buttons disappear when selected and though it appears to work, no TU is actually reserved
5. Crouch TU reservation doesn't actually reserve TUs
6. The following buttons don't update when selecting a new soldier: time unit reservations, crouched/standing status
7. Inventory can't be de-selected through its bottom panel button and the button never seems to reset
8. Stats don't pop up and can't be de-selected.
9. Left hand (on right side) doesn't work and isn't aligned properly.
10. There is no goggles button (it will appear below fire reservation and to the left of crouch reservation)
11. Many buttons extend beyond their visual boundaries because I've exceeded use of excluderect.

Not yet doing what I want
1. Ammo count should also have a bar graph, not just a number
2. Reload should go bright when out of ammo, and should depress when clicked
3. Switch right/left hands so right hand is on right side
4. Firemode and reload for left hand should not appear if nothing is in that hand
5. Bottom panel doesn't expand left or right if playing in widescreen
6. Base panel has none of the final touches it would need to look good
7. The currently selected firemode should display below the weapon

Offline Kildor

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Re: Broken HUD WIP
« Reply #1 on: December 21, 2010, 05:47:54 pm »
Nate, could you show screenshot with this HUD?

Offline H-Hour

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Re: Broken HUD WIP
« Reply #2 on: December 21, 2010, 06:14:28 pm »
There ya go

Offline MCR

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Re: Broken HUD WIP
« Reply #3 on: December 21, 2010, 06:19:18 pm »
Yeah  :), nice !

Offline Kildor

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Re: Broken HUD WIP
« Reply #4 on: December 21, 2010, 07:11:31 pm »
nice. Very nice. May be a bit different color theme, but nice in general.
May be weapon slot should be narrowly, may be string about reservation should be on weapon slot?

I`ll glad to try to help you with ui-script, if you need and want. ;-)

Offline H-Hour

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Re: Broken HUD WIP
« Reply #5 on: December 21, 2010, 11:19:02 pm »
nice. Very nice. May be a bit different color theme, but nice in general.

May be weapon slot should be narrowly, may be string about reservation should be on weapon slot?
These are the kinds of things that we'll never agree on so I've just pushed forward with something I like. If you have other colors in mind I'm happy to try them out, but no promises.

I`ll glad to try to help you with ui-script, if you need and want. ;-)

If you know how to make anything work I'd love to know. Feel free to modify the hud yourself if you want to unpack the pk3. It's just a pics/hhud folder and a ufos/ui/hhud.ufo file. I hope to really work it out eventually but for now I'm just too tired of trying and failing to make it work right.

Offline Kildor

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Re: Broken HUD WIP
« Reply #6 on: December 22, 2010, 05:16:41 am »
> These are the kinds of things that we'll never agree on so I've just pushed forward with something I like. If you have other colors in mind I'm happy to try them out, but no promises.
Sure, it is your work. Even more, we (all of community) can say anything, and we have already written many lines of discussions and proposals, but you have pole position because you, not anyone other start to do something.

About colours, it just have impression that this colour-theme a bit Fallout 2. I don`t know why I have such impression, but it is.

Also, can you share your whole pattern of hud? Where all panels should be?

Offline Kildor

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Re: Broken HUD WIP
« Reply #7 on: December 22, 2010, 06:54:18 am »
What`s reason to extensively using of excluderect?

Offline bayo

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Re: Broken HUD WIP
« Reply #8 on: December 22, 2010, 08:38:16 am »
What`s reason to extensively using of excluderect?
Here, mostly there is not. For example bottom.rweapon childs can all use ghost=true, it is the same as an excluderect, but exclude everything without tweaking numbers.

This pk3 make me think we can allow kind of user customization like that. It only need to rework a very litle thing to allow to select any ahud implementations.
« Last Edit: December 22, 2010, 08:43:03 am by bayo »

Offline Kildor

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Re: Broken HUD WIP
« Reply #9 on: December 22, 2010, 09:14:35 am »
> 7. Inventory can't be de-selected through its bottom panel button and the button never seems to reset
this is really easy to fix, I`ve done it.

Offline Kildor

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Re: Broken HUD WIP
« Reply #10 on: December 22, 2010, 10:42:47 am »
Ok.
I`ve made some work on this hud.
Firstly, I convert inventory button to the custombutton. Background is shifted, but this is problem of image, I don`t touch images yet.
Now it is work.
I don`t know what`s wrong with the bottom panel.
I`ve commented all unused code.

Next, I don`t want to do anything without your opinion, and we shoud think about adding this work under version control.

Offline H-Hour

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Re: Broken HUD WIP
« Reply #11 on: December 22, 2010, 11:54:04 am »
About colours, it just have impression that this colour-theme a bit Fallout 2. I don`t know why I have such impression, but it is.
I've never played Fallout so I will look into this, thanks.

Here, mostly there is not. For example bottom.rweapon childs can all use ghost=true, it is the same as an excluderect, but exclude everything without tweaking numbers.
I'll check out ghost=true. Would be much better.
Ok.
I`ve made some work on this hud.
Thanks, I am very busy the next two days so won't get to look at it until Friday, but I will definitely check it out.

Offline Kildor

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Re: Broken HUD WIP
« Reply #12 on: December 22, 2010, 12:20:21 pm »
I couldn`t stop yet, so I make some other updates on this HUD.
> 1. Soldier panel not available
Now it looks more workable.
But there is some problems left yet.
I will post new version of file, if I`ll do something with it.

Offline Mattn

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Re: Broken HUD WIP
« Reply #13 on: December 22, 2010, 04:22:17 pm »
i've added the script to master

Offline bayo

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Re: Broken HUD WIP
« Reply #14 on: December 22, 2010, 04:30:30 pm »
it would be nice to split thing like that is a separated base/ (extrabase/ i dont know), cause i think we can provide it as a pk3, but i dont think it is nice to provide it by default.

----

Mattn: And it also need all resources from hhud.pk3 (from hhud.zip (from this thread)), which is missing.
« Last Edit: December 22, 2010, 04:35:20 pm by bayo »