Thanks for the code, sir. Helps a bunch!
[EDIT] The rest of this post is more or less out of date, because I am a silly human who neglected to fix things himself.
There seem to be a couple of inaccuracies, as shown in this before-and-after animation:
Ignore the fact that the Assault Gun offsets are different. I moved 'em a bit in my mod.
The font inaccuracies probably stem from the fact that I had to define INDEXFONT_STRIFE and HUDFONT_STRIFE myself, which might not be correct. For the record, the code I'm using for that is below:
Code: Select all
INDEXFONT_STRIFE
{
0 INVFONY0
1 INVFONY1
2 INVFONY2
3 INVFONY3
4 INVFONY4
5 INVFONY5
6 INVFONY6
7 INVFONY7
8 INVFONY8
9 INVFONY9
}
HUDFONT_STRIFE
{
0 INVFONG0
1 INVFONG1
2 INVFONG2
3 INVFONG3
4 INVFONG4
5 INVFONG5
6 INVFONG6
7 INVFONG7
8 INVFONG8
9 INVFONG9
}
[EDIT] So I did some tinkering and found that both the health and ammo numbers were offset 2 pixels to the right and the font needed to be monospaced. 'monospacefonts true, "0", center;' would work nicely except that since this is applied globally, it makes the log pop-up look bad. A per-statusbar version of monospacefonts seems like it'd be necessary here, unless there's some way to do it in FONTDEFS.
[DOUBLE-EDIT] Another something: Strife's internal pop-ups come from behind the statusbar, while SBARINFO's SlideInBottom makes it appear above it, originating from the bottom of the screen rather than the top of the status bar. I feel as if I should start a new thread for this.
The more pressing issue is that INVCURS appears to be offset a pixel too far to the left, which might be an engine issue.
[TRIPLE-EDIT] ..or I could just move the inventory bar over to the right one pixel. Oy vey.
You'll also notice I have an approximation of the health bar, but I had to add a couple of images to do it and use an odd trick to get the overlay bar to show up (double-size, half-transparent bar so only 100% to 200% is shown) since there's no 'minimum limit' for health/armor ATM. That and it doesn't show a different colored bar when at low HP -- we'd need an "IfHealthLower" block or similar for that.
Other than these issues and the key bar, it looks great. I haven't nitpicked the working popups yet but the fullscreen HUD looks fine aside from the ammo1icon placement and the aforementioned font issues.
Thanks for the code, sir. Helps a bunch! :)
[EDIT] The rest of this post is more or less out of date, because I am a silly human who neglected to fix things himself. :P
There seem to be a couple of inaccuracies, as shown in this before-and-after animation:
[img]http://i.imgur.com/8ths1.gif[/img]
Ignore the fact that the Assault Gun offsets are different. I moved 'em a bit in my mod.
The font inaccuracies probably stem from the fact that I had to define INDEXFONT_STRIFE and HUDFONT_STRIFE myself, which might not be correct. For the record, the code I'm using for that is below:
[code]INDEXFONT_STRIFE
{
0 INVFONY0
1 INVFONY1
2 INVFONY2
3 INVFONY3
4 INVFONY4
5 INVFONY5
6 INVFONY6
7 INVFONY7
8 INVFONY8
9 INVFONY9
}
HUDFONT_STRIFE
{
0 INVFONG0
1 INVFONG1
2 INVFONG2
3 INVFONG3
4 INVFONG4
5 INVFONG5
6 INVFONG6
7 INVFONG7
8 INVFONG8
9 INVFONG9
}[/code]
[EDIT] So I did some tinkering and found that both the health and ammo numbers were offset 2 pixels to the right and the font needed to be monospaced. 'monospacefonts true, "0", center;' would work nicely except that since this is applied globally, it makes the log pop-up look bad. A per-statusbar version of monospacefonts seems like it'd be necessary here, unless there's some way to do it in FONTDEFS.
[DOUBLE-EDIT] Another something: Strife's internal pop-ups come from behind the statusbar, while SBARINFO's SlideInBottom makes it appear above it, originating from the bottom of the screen rather than the top of the status bar. I feel as if I should start a new thread for this. :P
The more pressing issue is that INVCURS appears to be offset a pixel too far to the left, which might be an engine issue.
[TRIPLE-EDIT] ..or I could just move the inventory bar over to the right one pixel. Oy vey. :P
You'll also notice I have an approximation of the health bar, but I had to add a couple of images to do it and use an odd trick to get the overlay bar to show up (double-size, half-transparent bar so only 100% to 200% is shown) since there's no 'minimum limit' for health/armor ATM. That and it doesn't show a different colored bar when at low HP -- we'd need an "IfHealthLower" block or similar for that.
Other than these issues and the key bar, it looks great. I haven't nitpicked the working popups yet but the fullscreen HUD looks fine aside from the ammo1icon placement and the aforementioned font issues.