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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360606 times)

RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3570 on: August 08, 2012, 11:42:54 pm »

That would require me to actual resprite and add in all the hud elements at a different size. As I've said already, the HUD won't actually fit in a 800x600 window at its current size.

The only text you really need to read is the scoreboard and the kill log. Everything else you can probably find based on its location (options, menu). HUD stuff you can probably figure out graphically.

I'll see if I can make the text bigger for certain things inclusive with the screen resize option, like the HP, secondary bar, scoreboard, and kill log.

Killah Zillah

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3571 on: August 08, 2012, 11:53:29 pm »

That would require me to actual resprite and add in all the hud elements at a different size. As I've said already, the HUD won't actually fit in a 800x600 window at its current size.

The only text you really need to read is the scoreboard and the kill log. Everything else you can probably find based on its location (options, menu). HUD stuff you can probably figure out graphically.

I'll see if I can make the text bigger for certain things inclusive with the screen resize option, like the HP, secondary bar, scoreboard, and kill log.

How about an option that just reverts the HUD stuff back to the way it was before this update? All you'd need to do is copy/paste some code from an older version and tell the game to only apply that code unless an option from the main menu is selected, right? Something like, "HUD Menu -> High Resolution HUD/Normal HUD".. I'm just spitballin' ideas on things that might make this easier on you. I know the old HUD wasn't as pretty, but I'd prefer functionality over pretty any day.
« Last Edit: August 08, 2012, 11:55:37 pm by [PHS] Killah Zillah »
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RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3572 on: August 09, 2012, 12:00:06 am »

I scrapped the old HUD on purpose because it was inconsistent (both in code and on screen), difficult to read in the code, and pretty ugly. I'd prefer to not bring it back.

Killah Zillah

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3573 on: August 09, 2012, 12:10:16 am »

I scrapped the old HUD on purpose because it was inconsistent (both in code and on screen), difficult to read in the code, and pretty ugly. I'd prefer to not bring it back.

I don't want to harp on about it, but you say that it was difficult to read in the code, and that makes me think... I don't know what that means exactly, but you wouldn't have to mess with that HUD anymore, would you? This lowres HUD would only be used by me and maybe one or two other people who've chosen to remain silent about it, so you'd likely never need to touch it in the future. Why waste time fixing up something only a tiny fraction of the fanbase is actually using, afterall?

If you're that adamant about not bringing it back as an option, I wouldn't mind lowering the size of all the HUD sprites for you, not at all. I'd make sure they're non-ugly as well, anything to help lighten the load for you.

Another thought occures to me, why do you need to resize the text at all when you're trying to make it 800x600? Why not leave the text at its own default size, the size it was on the older versions?

RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3574 on: August 09, 2012, 02:00:23 am »

it would be easier to make the text larger and then resize the window so that it remains legible, than to make a separate hud that fits and still adheres to the high quality standard.

Basically, i'm not actually touching the sprites at all. They are auto resized to the window size. You will see 960x720 of the screen except in a 800x600 window. If i make the text 20% bigger when the window is 20% smaller, then it should have the same legibility. Im not going to give you a gimped version that can see less of the screen.

Dusty

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3575 on: August 09, 2012, 04:14:37 am »

also makes it slightly easier on me (not that it matters much) because then I don't have to redesign the hud for the Illusionist.

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3576 on: August 09, 2012, 10:31:12 am »

can you give me a gimped version that lets me see less of the screen

call it squintmod
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go canada or whatever, maybe your country is cool too

Vein

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3577 on: August 11, 2012, 02:15:10 pm »

forgot to mention that I'll be hosting for the rest of this weekend.
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Humble Master

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3578 on: August 11, 2012, 04:37:40 pm »


___________________________________________
ERROR in
action number 1
of Begin Step Event
for object Client:

In script ClientBeginStep:
Error in code at line 451:
                      if player.object != -1 {
                                ^
at position 31: Unknown variable object

Oh and your server crashed Vien.
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Vein

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3579 on: August 11, 2012, 06:55:57 pm »

Thats odd, it looks fine to me.  I'll check on it every couple of hours or whenever to see if it crashes again.
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Humble Master

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3580 on: August 12, 2012, 09:52:51 pm »

Error on some random server.


___________________________________________
ERROR in
action number 1
of Create Event
for object SpecialHealthHud:

Error in code at line 1:
   redHp=global.myself.object.hp;
                             ^
at position 28: Unknown variable hp
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Footpöp

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3581 on: August 12, 2012, 09:55:33 pm »

Hey rebs can you add an option to disable the health-bar fade effect thing when you take damage?  I find it neat to stare at, but it confuses me more than anything mid-battle. 
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Team /ABC/

RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3582 on: August 12, 2012, 10:48:43 pm »

Hey rebs can you add an option to disable the health-bar fade effect thing when you take damage?  I find it neat to stare at, but it confuses me more than anything mid-battle. 
The red health? I can make an option for that in advanced options.

Footpöp

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3583 on: August 12, 2012, 11:51:53 pm »

yes

so that the green delayed health dropping animation thing doesn't happen or whatever

that would be really nice, thanks
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RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3584 on: August 12, 2012, 11:55:34 pm »

Also, anyone else have any advanced options requests? I'm trying to add as much control for the player as possible so it's a better overall experience.

So far I have:
- Map Animations (includes lighting)
- HUD Mouse Hover
- Legacy Class Keybinds
- Display Red Health
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