madcatmach2 Posted April 26, 2007 Share Posted April 26, 2007 TrueView w/ Clone Rifle | HUD explanation Third Person view w/ lightsaber | HUD explanation I love you Link to comment Share on other sites More sharing options...
razorace Posted April 26, 2007 Share Posted April 26, 2007 Both suggestions are very easy switches, and yeah they do make sense...oh, I forgot to mention that the bars drain towards the center line, but you're right about shields->health being a logical progression. I understand the idea, but it might be easier for users if the bars deplete top->bottom. Question...how much trouble would it be to cycle weapon categories? For example, instead of cycling through a whole list of guns and throwables, maybe use mousewheel scroll to cycle saber/melee, light weapon (pistol), medium weapon (E-11, bowcaster, flechette), heavy weapon (rocket launcher, D-15, disruptor), and demolitions (det pack, thermal dets) then mousewheel click to cycle through each category's weapons. It'll be like arranging weapons as if they were lightsaber styles under the lightsaber weapon. I think Ensi knows way more about this than I do. However, shields don't always deplete or sometimes it takes from both with some damage flags. True, but conceptually, armor/shields get hit before health does. Link to comment Share on other sites More sharing options...
crail227 Posted April 26, 2007 Share Posted April 26, 2007 Tanqexe's hud might be the greatest thing ive ever seen! gj Link to comment Share on other sites More sharing options...
TheShaman Posted April 27, 2007 Share Posted April 27, 2007 Mousewheel click? You mean Mousebutton3? Never! It's jump for me. By the way, there is a nice shortcut for every weapon... 1->0. Link to comment Share on other sites More sharing options...
Tanqexe Posted April 27, 2007 Share Posted April 27, 2007 Hey man, you can keymap however you like, that's up to you. I'm just explaining a concept that would make life easier for people who do end up with a bunch of weapons. In addition, maybe let 1-5 keys be assigned to the categories, so that you don't have to go out of your way to hit buttons 6-0. Think about how annoying it is to have to reach for keys 7-0 when you're running around and trying not to get killed. Link to comment Share on other sites More sharing options...
ensiform Posted April 27, 2007 Share Posted April 27, 2007 If we continue to use the current hud, theres a better way to draw the progress bars instead of using "Ticks" pre-programmed. Using my fillbars can use any size you want, etc. I can outline it a little more tonight. Tanq, I'm not really understanding what you are saying about keymaps. My code has weapon slots... lol From old Weapon Slots Post: Slot 1: Melee Slot 2: Lightsaber Slot 3: Pistol Slot 4: Blaster, Bowcaster, Clone Rifle Slot 5: Disruptor, D.E.M.P., Flechette Slot 6: Rocket, Concussion Rifle Slot 7: Thermals, Trip Mines, Detonation Packs Max Defines: 10 slots, 10 weapons per slot Pressing a slot key when you are already using a weapon in that slot goes to the next weapon in that slot (or first if you are at last). If you are at a weapon that is not the first in a slot and select a different weapon then go back to that slot, it will select that last weapon used in the slot instead of the first weapon. It uses the same /weapon binds but /weaponslot is more proper and /weapon was remaped to work same as /weaponslot, the only problem is we cant really have more than 1-7 afaik, because the default binds are a little screwed up. I also fixed the stupid draw weapon select too. Shows proper order without any hacking of the order. It shows in the order above (permitting you have those weapons). /weaponslot <slot#> - Switch to this slot number /weapon - Will work the same as weaponslot now /weapnextinslot - Switch to next available gun in slot /weapprevinslot - Switch to previous available gun in slot /nextweap - Switch to next weap in the above order /prevweap - Switch to previous weap in the above order /weaponclean will be removed Out Of Ammo Checks: 1st: A weapon from slot 4 ( blaster, bowcaster, or clone rifle ) 2nd: A weapon from slot 5 ( disruptor, demp2, or flechette ) 3rd: A pistol from slot 3 ( pistol ) 4th: A weapon from slot 6 ( rocket, or conc ) 5th: An explosive from slot 7 ( thermal, trip, or detpack ) 6th: If the player has a saber it will select that as last resort, otherwise melee. ojp_sabermelee client cvar isn't really needed anymore either. I really need to find time to merge my stuff. =/ P.S. Got Ubuntu 7.04 Feisty i386 running now with dual boot at home now. With the driver I'm using it can read+write to NTFS now... so yea Almost no need for windows anymore except that my class stuff is gonna require Winblows with IE 5.5 or higher. I suppose I could force it to run IE7 through wine but meh. Link to comment Share on other sites More sharing options...
TheShaman Posted April 27, 2007 Share Posted April 27, 2007 Yay ! I hate those ticks. Progress bar > all Ticks look old and outdated IMO, a bar is far more smooth. Link to comment Share on other sites More sharing options...
Tanqexe Posted April 28, 2007 Share Posted April 28, 2007 If we continue to use the current hud, theres a better way to draw the progress bars instead of using "Ticks" pre-programmed. Using my fillbars can use any size you want, etc. I can outline it a little more tonight. Tanq, I'm not really understanding what you are saying about keymaps. My code has weapon slots... lol Can fill bars work with curved bars? And your weapon slot idea is EXACTLY what I'm talking about, except I'd want to keep the slot numbers to 1-5 or 6 for ease of reach. Ignore my use of the word keymap, I was just telling Shaman that he can change his key binds to however he likes it. Link to comment Share on other sites More sharing options...
TheShaman Posted April 29, 2007 Share Posted April 29, 2007 Yea, I already do, I play with the arrows, del end page, and numpad. No problem then if I can put it to the key I want. I'd like fill bars, even if it's curved. But still, I think setting a color for each stat would be better. (Red health, green armor, cyan force, purple dodge, orange ammo, yellow fuel, blue cloak energy; that would be the 100% perfect for me ) Link to comment Share on other sites More sharing options...
ensiform Posted May 23, 2007 Share Posted May 23, 2007 *BUMP* Looks like someone made a Republic Commando HUD for basejka... http://jediknight2.filefront.com/file/Republic_Commando_HUD;79193 Link to comment Share on other sites More sharing options...
razorace Posted May 23, 2007 Share Posted May 23, 2007 On the downside, it does restrict the view a bit. Link to comment Share on other sites More sharing options...
Wytchking Posted May 23, 2007 Share Posted May 23, 2007 I still much prefer Tanqexe's Link to comment Share on other sites More sharing options...
TheShaman Posted May 25, 2007 Share Posted May 25, 2007 Same, this one would be good for a clonetrooper game, which is not OJP. I like both the far cry style for its simplicity, and Tanq's for its "new design". Link to comment Share on other sites More sharing options...
madcatmach2 Posted May 25, 2007 Share Posted May 25, 2007 I still much prefer Tanqexe's definitely. Just out of curiosity when is the hud being included with the beta's? Link to comment Share on other sites More sharing options...
razorace Posted May 25, 2007 Share Posted May 25, 2007 When it's completed. I have no idea what progress has been made on it. :| ???!! Link to comment Share on other sites More sharing options...
Tanqexe Posted May 25, 2007 Share Posted May 25, 2007 Lot of personal stuff going on in my life at the moment. I've got the graphics, just need to fiddle with the menu code. Link to comment Share on other sites More sharing options...
razorace Posted May 25, 2007 Share Posted May 25, 2007 Let me know if you need any actual coding support. Link to comment Share on other sites More sharing options...
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