The next time I have a chance, I am going to start implementing some alternate HUD ideas in a build of Engine X.
(Not in ProQuake, that'd be heresy.)
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Tzunami: GPL Quake Client Development
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Nice work Feared!
I have some suggestions... I think the message box should be more centralized, like in HL. I think it's to peripheric as it is. Also, death messages could be exhibited in HL's fashion. I would prefer the bars horizontal, and maybe icons could be but at the left of them. You now, a cross for health, a shield for armour and a bullet for ammo. Anyway, all of this should be customizable, so everyone could setup it as one pleases. The important thing is that the HUD elements are there, and they look good and look clean.
But there's a 'flaw': it lacks a clock!
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yup looks good, though if the team scores had the winning on the top you could at a glance see if your team was in the lead without having to read the actual score value.
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no title here, move along...
Teamscores overlay, very doable. For FFA top score + yours, or yours and #2 (if you are in the lead). Teamgame just 2 scores period, though upper left would block messages.
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Those are great. However, an issue ...
Variable width font. *cry*
At some point I imagine I would have the skills to implement that. But today I don't. *sniff*
Still seeing conceptual HUDs is very, very useful indeed.
And a typo ... Wolv should have all the frags, you should have 0 frags [because the Wolvsauce is owning us] and I should have -2 frags because I shot myself with the rocket launcher once and fell in the lava running from the Wolvsauce!
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That's what I'm referring to. I'm of the opinion that trying to force pain system styled HUD elements onto a finite health system is a bad idea.Originally posted by bFeared View PostI don't understand how it wouldn't work, it's not like I'm telling you to add health regeneration or to affect the player negatively in their agility.
The only downside I see from this system is that the player may not know the EXACT amount of health they have.
Let me put it this way:
Under a pain system, you don't need to know precisely how much health you have. You can just wait until everything reaches the obvious full health state. In the kinds of games that have this, all you care about is hiding in a corner when you're "in pain".
Under a finite system, you need to know exactly how much health you have. Health packs are in set places in the level and have certain exact healing amounts. Competitive Quake requires that you are smart about health collecting and how many hits you can take from a certain weapon before dying.
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I don't understand how it wouldn't work, it's not like I'm telling you to add health regeneration or to affect the player negatively in their agility.Originally posted by Skutarth View PostNo shit. They used a pain system for health. If this is still intended to work with standard Quake, that's not an option.
The only downside I see from this system is that the player may not know the EXACT amount of health they have.
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but isn't pain and health just about the same, i mean in standard quake (and doom) the face at the bottom becomes more bloody and in pain as you loose health and i always thought that when you die it's because you're in too much pain to go on [aside from broken bones and loss of blood and flesh and skin and perhaps interior organs, but doesn't all that cause pain anyways? unless it was your brain, but even then if it was removed i bet it would hurt like shit to have your spinal cord torn.]Originally posted by Skutarth View PostNo shit. They used a pain system for health. If this is still intended to work with standard Quake, that's not an option.
i'll care about grammar and structure some other day
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No shit. They used a pain system for health. If this is still intended to work with standard Quake, that's not an option.Originally posted by bFeared View PostI know some people don't like the vision blurring in multiplayer but I feel like IW did a good job pulling it off in cod.
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