Instant HUD
Dghelneshi
Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
<div class="IPBDescription">no more damage delay</div>This is a HUD mod making the health, armor and energy bars update instantly instead of gradually applying damage or energy drains over time. I also removed some unnecessary eye candy on the marine HUD and made the minimap transparent!
This is a short demonstration video if you don't really know what I'm talking about:
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/utTQiTkDd94"></param><embed src="http://www.youtube.com/v/utTQiTkDd94" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Screenshot of the new Minimap in action:
<img src="https://pickhost.eu/images/0005/1707/Translucent_Minimap_Screen.jpg" border="0" class="linked-image" />
Download & Installation instructions:
<b><a href="http://www.duplexgaming.co.uk/downloads/mods/72/instanthud_w/_translucent_map/" target="_blank">InstantHUD @ DuplexGaming</a></b>
You can customize the map size by editing GUIMinimap.kBigSizeScale in line 27 of GUIMinimap.lua.
<a href="http://dl.dropbox.com/u/61111963/ChangeLog.txt" target="_blank">ChangeLog</a>
This is a short demonstration video if you don't really know what I'm talking about:
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/utTQiTkDd94"></param><embed src="http://www.youtube.com/v/utTQiTkDd94" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Screenshot of the new Minimap in action:
<img src="https://pickhost.eu/images/0005/1707/Translucent_Minimap_Screen.jpg" border="0" class="linked-image" />
Download & Installation instructions:
<b><a href="http://www.duplexgaming.co.uk/downloads/mods/72/instanthud_w/_translucent_map/" target="_blank">InstantHUD @ DuplexGaming</a></b>
You can customize the map size by editing GUIMinimap.kBigSizeScale in line 27 of GUIMinimap.lua.
<a href="http://dl.dropbox.com/u/61111963/ChangeLog.txt" target="_blank">ChangeLog</a>
Comments
Stupid little thing like that make the game looks laggy when it's actually quite sharp.
Thanks for your post in that thread on the general forums, pointing me to the issue and how to fix the alien side. I immediately thought "marines can't bee too hard either" (how wrong I was). I wouldn't have started the mod without your post.
I wish I had backed up the b194 files, though. I'd like to reimplement the "smaller big minimap" from last build for myself.
<a href="http://www.freefilehosting.net/guiminimap" target="_blank">http://www.freefilehosting.net/guiminimap</a>
Will reimplement the old Map now and maybe edit the marine minimap and make it an optional addition. (after the gather, have to play :P)
Will also try to implement some kind of translucent map if I'm able to.
<a href="http://dl.dropbox.com/u/61111963/InstantHUD_Map.zip" target="_blank">Old Minimap for InstantHUD</a>
This is the old (pre 195) map and marine minimap reimplemented and modded into InstantHUD. I'll make a separate download without InstantHUD if anyone should be interested (the marine minimap cannot be separated from the big map and will be buggy if you only use the old GUIMinimap.lua).
Installation instructions are the same, but the folder name is InstantHUD_Map, so update your shortcuts/launch options or just rename the folder.
<a href="http://www.duplexgaming.co.uk/downloads/mods/71/instanthud_w/_translucent_map/" target="_blank">InstantHUD with Old + Translucent Map</a>
This is the old (pre 195) map with added translucency modded into InstantHUD. This is the new official version.
Installation instructions are the same, but the folder name is InstantHUD_TransMap, so update your shortcuts/launch options or just rename the folder.
Will now work on getting everything somewhat transparent with respect to how important different things are. The whole Minimap code is totally broken, though (at least from my perspective as a noob coder).
- made base icons brighter to allow for more contrast
- added spectator icon for himself (if anyone wants just this without anything else, delete all files but NS2Utility.lua [looking at you, NS2HD!])
- changed all minimap colors for better contrast and/or looks (spec mode is much more clear now)
- fixed translucency to be only for big map
You should use this link instead:
<a href="http://www.duplexgaming.co.uk/downloads/mods/72/instanthud_w/_translucent_map/" target="_blank">http://www.duplexgaming.co.uk/downloads/mo...ranslucent_map/</a>
The instant health update, yes, by around 0.00001fps
The new minimap, no, it would decrease performance by around 0.00001fps.
Seriously, it could even decrease by up to 0.1fps, but I cannot check any of this without having complete profiling data...
Thanks swalk, that was due to me accidentally deleting the mod earlier.
@Delta1: To each his own. Pure atmosphere could mean a lot of things, like removing the alien HUD completely, removing the scoreboard, removing chat, making aliens not speak English, etc. etc.
There would actually be a lot of other things I would change to improve atmosphere before adding something that is sometimes even confusing, destroying the atmosphere in the process.
If anyone has any suggestions about what to improve further, write a post!
I'd like to make another pass on the map colors, but it's incredibly hard finding enough visibly distinct colors without making it look silly. I first planned to make the structures of your own team have the base color of the enemy team (while the enemy team is always red), because that is the easiest way to create as much contrast as possible. I didn't do that, though, since it would be a bit confusing.
I kinda like the marine colors right now, but the alien colors look off. Since the marine base color is pretty dark, I could make structures somewhat bright and the players very bright.
The alien base color is rather bright, so I could not make the structures bright, too, so I made them pretty dark, which looks strange. The aliens themselves have to be <b>really</b> bright to stand out from the rest, so I set them to yellow instead of orange.
One simple fix would be to make the map background white, like the spectator one, but I'm not sure whether I want to do that.
I'd also like to run some sort of shader to do some more edge-enhancing and decrease the translucency in return.
v0.32a (February 17th 2012):
- update for 196
- removed dependency on NS2Utility.lua, <b>so please delete it instead of just overwriting the folder</b>
- fixed respawning players counting as spectators (hopefully)
v0.33a (February 17th 2012):
- minor color tweak for alien buildings
<a href="http://dl.dropbox.com/u/61111963/InstantHUD_BigTransMap.zip" target="_blank">InstantHUD Big Map Patch</a>
EDIT:
v0.34a (February 18th 2012):
- minor update for 197
- fixed zip download (it still included NS2Utility.lua)
It can definitly improve your performance as alien lifeforms, as you will get instantly updated when you take damage.
The vanilla game needs this, it's very annoying dieing because you couldn't see how much health/adrenaline you actually had left to use.
v0.4a (February 19th 2012):
- proper update for 197
- more color tweaks
- big map patch now fully functional
Thank you sir
Same problem demonstrated with the non-modded minimap: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116516&st=0&p=1905395&#entry1905395" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1905395</a>
<div align='center'>1920x1200</div>
<img src="http://i.imgur.com/kIjlF.jpg" border="0" class="linked-image" />
<div align='center'>1280x800</div>
<img src="http://i.imgur.com/AyFCg.jpg" border="0" class="linked-image" />
Yeah, I might have a go at fixing that. Also, notice the marine minimap scaling in your screenshots.
<!--quoteo(post=1905251:date=Feb 20 2012, 09:37 PM:name=Flounder)--><div class='quotetop'>QUOTE (Flounder @ Feb 20 2012, 09:37 PM) <a href="index.php?act=findpost&pid=1905251"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If I just want to change the color of marine players and structures on the minimap and large map, what file do I need? Is there a way to make a minimod just for that?<!--QuoteEnd--></div><!--QuoteEEnd-->
If you just want to change the colors, download the big map patch and delete everything but GUIMinimap.lua (you need the big map since changing size depends on two files, at least for the marine minimap).
If you only want marine colors changed, but not alien, or want no transparency, I'd have to make you a custom version.
If you want a go at it yourself, you can change the values in the "// DGH" section of the globals, from line 86 to 97. Color values are red, green, blue, alpha from 0.0 to 1.0, e.g. Color(1, 0.5, 0, 0.7) would be orange with 30% transparency.
I still want to make some console commands or rather sliders/color pickers in the menu, but I'm still very unexperienced and the NS2 code isn't exactly the most readable and straightforward one I've seen.
- update for 198
- adopted UWE's new colors for the map (my old ugly code is still in place, but mostly commented out)
No scaling fix yet.
Edit:
<img src="http://i.imgur.com/o3bxH.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/Ugffk.jpg" border="0" class="linked-image" />
After tinkering a bit in menumod\lua\Hud\Marine\GUIMarineStatus.lua and menumod\lua\GUIAlienHUD.lua, I've found it out. :) If anyone's curious, find and replace the following lines in the first lua file in order to move the marine hp/armor indicators and to make the text size a tad larger:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->GUIMarineStatus.kBackgroundPos = Vector(-1575, -200, 0)
GUIMarineStatus.kHealthFontSize = 32
GUIMarineStatus.kArmorFontSize = 29<!--c2--></div><!--ec2-->
In the second lua file, find and replace the following lines to resize the alien energy ball to match the hp indicator and to move them together:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->GUIAlienHUD.kHealthBackgroundOffset = Vector(700, -80, 0)
GUIAlienHUD.kEnergyBackgroundWidth = 128
GUIAlienHUD.kEnergyBackgroundHeight = 128
GUIAlienHUD.kEnergyBackgroundOffset = Vector(-GUIAlienHUD.kEnergyBackgroundWidth -700, -80, 0)<!--c2--></div><!--ec2-->
Gameplay task <b>[194] Delay between when damage is taken and when it shows up in your health bar</b> transitioned from Delivered to Accepted
You might want to rename your mod as a minimap mod or something for build 200. :)
My mod will only contain minimap transparency then. Will probably do a rewrite to properly get rid of all the messed up code, since it's not needed anymore.
I also have some experimental map scaling in place. It's a pretty bad attempt at a hack, but it works (mostly). I tried tying it to the resolution, but it wouldn't work properly.
To change the map scale, change "GUIMinimap.kBigSizeScale = 3" (line 27) in the GUIMinimap.lua to anything you like. 2 is the approximate size of the map before b195, for example.
Waypoint icons now scale with resolution, please report if they are too small or too big for 16:9 resolutions. I only have a very limited choice of resolutions to test.
v0.6a (March 16th 2012):
- update for b200
- experimental map and waypoint scaling
- fixed blips blinking red on attack
I haven't made it scale by resolution automatically, since none of my attempts seemed right for all resolutions. Seems like I have to make a table with values for the various aspect ratios and scale those by the respective resolutions...
By the way, if you want smaller crosshair text size, edit "GUICrosshair.kFontSize" in GUICrosshair.lua (line 16). 32 is HUGE at 1280*1024, so I made it 18 for myself. It's not included in the mod yet, I will add scaling by resolution once I have the code in place for the map scaling and also update the experimental waypoint icon scaling.
v0.7a (March 24th 2012):
- update for b201
- map scaling inherent to b201 works!
- removed scanline effects from new marine minimap