It was inevitable - SBARINFO Alpha Hud

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Expand view Topic review: It was inevitable - SBARINFO Alpha Hud

Re: It was inevitable - SBARINFO Alpha Hud

by Onslaught Six » Wed Apr 09, 2008 12:53 am

Interestingly, if the bottom could somehow be extended, you could use this with a widescreen ratio and it'd only ever cover up the extra space provided from the widescreen. In other words, you'd retain the normal aspect ratio's sight but also have the viewcounts on the sides.

Am I making sense?

Re: It was inevitable - SBARINFO Alpha Hud

by doknow » Tue Apr 08, 2008 6:04 pm

Image

Thanks for the hud.

DOOM alpha 0.2 map.
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Re: It was inevitable - SBARINFO Alpha Hud

by Sodaholic » Sat Mar 08, 2008 5:41 pm

Hey look! Caleb's now a space marine!

Image

Re: It was inevitable - SBARINFO Alpha Hud

by Unknown_Assassin » Mon Feb 18, 2008 10:33 pm

This is cool! :D

Re: It was inevitable - SBARINFO Alpha Hud

by wildweasel » Mon Feb 18, 2008 10:21 pm

I actually don't like the way 5:4 mode looks, even on my 5:4 monitor, so I just leave it in 4:3 normal mode.

Re: It was inevitable - SBARINFO Alpha Hud

by Blzut3 » Mon Feb 18, 2008 8:03 pm

No, it would require a lot of work (at least for me anyways) to design a system that registers every variable the user wants to interpolate.
Edit:
MG_Man wrote:It's nice, but with vid_tft 1 it leaves a 50 pixel or so gap at the top. This seems like something for Blzut to investigate though.
This means that the scaling method used doesn't work well with 5:4 resolutions. This would be part of graphics rendering and not SBarInfo.

Re: It was inevitable - SBARINFO Alpha Hud

by wildweasel » Mon Feb 18, 2008 7:36 pm

Blzut3 wrote:1152x648 LB windowed. I lowered the height 1 pixel myself and it is fine. You might like to know that I'm adding the ability to interpolate the armor value and the ability to use a gem for armor (mainly because just about every status bar I've played with turned on health interpolation).
Any chance you could add interpolation for things that aren't bars as well, so that regular numbers will also go down smoothly (a la PowerSlave/Exhumed's ammo counter)?

Re: It was inevitable - SBARINFO Alpha Hud

by MG_Man » Mon Feb 18, 2008 7:18 pm

It's nice, but with vid_tft 1 it leaves a 50 pixel or so gap at the top. This seems like something for Blzut to investigate though.

Re: It was inevitable - SBARINFO Alpha Hud

by lizardcommando » Mon Feb 18, 2008 4:44 pm

This is pretty neat. I like it.

Re: It was inevitable - SBARINFO Alpha Hud

by Enjay » Mon Feb 18, 2008 3:29 pm

Very cool indeed. It does feel quite claustrophobic, like you are inside the helmet. I can also see why, ultimately, id dropped the idea. It does take up quite a bit of space. Mind you, the fov 100 idea does make it more acceptable. I reckon you could have trimmed a bit more off the upper screens and keys panel in particular, but perhaps it would have detracted from what you were trying to do.

Re: It was inevitable - SBARINFO Alpha Hud

by Blzut3 » Mon Feb 18, 2008 2:52 pm

1152x648 LB windowed. I lowered the height 1 pixel myself and it is fine. You might like to know that I'm adding the ability to interpolate the armor value and the ability to use a gem for armor (mainly because just about every status bar I've played with turned on health interpolation).

Re: It was inevitable - SBARINFO Alpha Hud

by wildweasel » Mon Feb 18, 2008 2:47 pm

Blzut3 wrote:The height is 1 pixel to tall. At least here I see a slight HOM. You are right about drawbar/drawgem not able to show when you have over 100% health/armor. I think I might change this when I get to the Strife stuff (even though strife uses an auto generated bar).
1 pixel too tall? What resolution are you running at? I measured the pixels using Paint Shop Pro and don't see any problems with it at 1280x1024 (which actually shows a tiny layer of HOM on the original Doom status bar when scaled).

Re: It was inevitable - SBARINFO Alpha Hud

by Blzut3 » Mon Feb 18, 2008 2:34 pm

The height is 1 pixel to tall. At least here I see a slight HOM. You are right about drawbar/drawgem not able to show when you have over 100% health/armor. I think I might change this when I get to the Strife stuff (even though strife uses an auto generated bar).

Re: It was inevitable - SBARINFO Alpha Hud

by KeksDose » Mon Feb 18, 2008 2:07 pm

Very nice! On a somehow, I always wanted the HUD more helmet'ish because I just thought it fould give a bit more of this first person feeling, being a marine. This is just neat! :)

Re: It was inevitable - SBARINFO Alpha Hud

by Sodaholic » Mon Feb 18, 2008 1:30 pm

Pretty cool! :D

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