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HUD drawing in QuakeC?
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Willem



Joined: 23 Jan 2008
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PostPosted: Thu Feb 14, 2008 8:52 pm    Post subject: HUD drawing in QuakeC? Reply with quote

I'm getting the impression from my searching that the answer is NO, but is there a way to customize the HUD in vanilla Quake 1 via QuakeC?

Even the ability to put up some text strings each frame would be enough.
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Spike



Joined: 05 Nov 2004
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PostPosted: Thu Feb 14, 2008 11:46 pm    Post subject: Reply with quote

Vanilla Quake 1... not clean ways.
You can centerprint a string with just the right number of leading newlines that it appears just above the hud - but that requires knowing their screen resolution. Or you can spam console prints at them, but that only shows on the top four lines on the console (and destroys any other notifications you might send).

There are other perfectly viable methods, just not in vanilla quake 1.
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Urre



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PostPosted: Fri Feb 15, 2008 8:58 am    Post subject: Reply with quote

As Spike said, centerprint is your method of choice. Look in the tutorial section of this site, and you should soon find a couple about QC menus, which do exactly this. Remember to not spam the centerprints too often if you want it to be playable in multiplayer
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leileilol



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PostPosted: Sat Feb 16, 2008 3:22 pm    Post subject: Reply with quote

Centerprint can look good if you got a good conchars font for it


Problem is getting working menus, overlapping cursors, etc etc
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Dr. Shadowborg
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PostPosted: Sat Feb 16, 2008 4:59 pm    Post subject: Reply with quote

/me burps

http://tlb.quakedev.com/PICS/SHOTS/hsmash/compup.gif
http://tlb.quakedev.com/PICS/SHOTS/hsmash/micamain.gif
http://tlb.quakedev.com/PICS/SHOTS/hsmash/detailobj.gif
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Willem



Joined: 23 Jan 2008
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PostPosted: Sat Feb 16, 2008 6:40 pm    Post subject: Reply with quote

I tried burping but it didn't produce those same results. What is that, a bunch of centerprint'ing or something else?
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Sat Feb 16, 2008 6:48 pm    Post subject: Reply with quote

COUGH
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Willem



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PostPosted: Sat Feb 16, 2008 7:37 pm    Post subject: Reply with quote

Is that vanilla Quake 1? If so, how please. Smile
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Dr. Shadowborg
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PostPosted: Sun Feb 17, 2008 12:37 am    Post subject: Reply with quote

Willem wrote:
I tried burping but it didn't produce those same results. What is that, a bunch of centerprint'ing or something else?


Yes it's centerprint, but not a whole buttload of them.

Look in the Frikbot X source:
http://www.inside3d.com/frikbot/fbx/

If you absolutely must have something more simplified, I suppose I could be persuaded to cough up my code.
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Urre



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PostPosted: Sun Feb 17, 2008 7:54 am    Post subject: Reply with quote

Like I said earlier, there are tutorials on this site which do what you want.
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Willem



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PostPosted: Sun Feb 17, 2008 10:24 am    Post subject: Reply with quote

Yeah, thanks all! Got the message.
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Dr. Shadowborg
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PostPosted: Sun Feb 17, 2008 4:37 pm    Post subject: Reply with quote

Urre wrote:
Like I said earlier, there are tutorials on this site which do what you want.


Bad, bad Urre. Not only is that tutorial incomplete (what pray tell refreshes the menu list when you move out of the trigger? It's not nice to make it so that the player does something unknown when he tries to change weapons) it doesn't cover the vastly more useful multi-string centerprint. (Such as the one in FBX's source, which incidentally comes with a menu system by merit of the waypoint editor)

/me resolves to make a new tutorial to address this issue very soon
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frag.machine



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PostPosted: Sun Feb 17, 2008 5:52 pm    Post subject: Reply with quote

Willem wrote:
Is that vanilla Quake 1? If so, how please. Smile


Actually is pretty simple. Open up defs.qc and add the following line just below the regular centerprint() builtin definition:
Code:

void(entity client, string s) centerprint = #73;   // sprint, but in middle
void(entity client, string s1, string s2, string s3, string s4, string s5, string s6, string s7) centerprint7 = #73;


And BANG, you can do things like you see in the previous screenshot:
Code:

void () actorShowMenu =
{
      centerprint7 (self.owner.enemy, self.owner.killtarget, self.owner.netname, "\n[", self.owner.targetname, "]\n\n", self.owner.message, "");
};

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Urre



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PostPosted: Sun Feb 17, 2008 6:13 pm    Post subject: Reply with quote

Borg: I'm pretty sure Willem can edit it to do what he wants, if it's incomplete. I recall doing so when I used that tutorial, didn't even use the trigger part.
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Willem



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PostPosted: Sun Feb 17, 2008 7:24 pm    Post subject: Reply with quote

Sure, I can jigger up centerprint to put stuff in the middle of the screen but I was looking for something more than that. It evidently doesn't exist. Ahh well.
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