Risen wrote:That's not a problem, because you just set your hudmessage IDs so the icon prints on top and adjust the offset accordingly. It's only be a problem if there are translucent bits to the left where you could see the game.
If you did it this way you'd have to do something about widescreen mode.
True. Another good idea. With regards to widescreen, I wouldn't be able to test it. I suppose the very fact that SetHudSize is being used to set a 4:3 ratio complicates that in all sorts of ways. Technically speaking, since the graphics are aligned on the left, that particular case wouldn't be much of a problem. Unfortunately, I think I'm going to make widescreen a secondary (or probably ignored) priority since I can't even test it.
No, it's one HudMessage drawing four 10 bars in a row. You need five lines like this (one for each possible length of 10) and you check between them.
If I'm getting what you're saying correctly, it's basically something like:
Code: Select all
if( tensNeeded == 1 )
{
HudMessage( s:"A"; // yadda yadda...
}
else if ( tensNeeded == 2 )
{
HudMessage( s:"AA"; // yadda yadda... or is it s:"A", s:"A"; ?
}
else if ( tensNeeded == 3 )
{
HudMessage( s:"AAA"; // yadda yadda...
} // etc.
and personally, I wouldn't want to code it like that. Certainly a very valid (and more direct, really) approach, but I prefer the structure of it as it is now. Conceptually at least. So long as this is just a small hobby thing, the stakes aren't exactly high, I'm not feeling the need to do R&D to figure out maximum efficiency, etc. Having it work without serious efficiency problems and having a good time making it are my goals, with all due respect to Mr. wildweasel.