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Simple way to a customize hud using QC?

 
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Moi



Joined: 20 Jul 2010
Posts: 9

PostPosted: Mon Jul 26, 2010 2:15 pm    Post subject: Simple way to a customize hud using QC? Reply with quote

I've read the tutorial about CSQC hud customizing but i hope there are easier way because the tutorial uses unusual syntax only compiles with fte and requires csqc to run.

are there any better/easier/different ways to do so? maybe by showing sprites in front of the screen?
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ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Mon Jul 26, 2010 2:18 pm    Post subject: Reply with quote

if you read through the tutorial, there's also a darkplaces version. csqc is probably the easiest way to make a custom hud. other wise your stuck using client side coding through the engine.
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Mon Jul 26, 2010 2:47 pm    Post subject: Reply with quote

csqc or engine code are the two sane ways to make a hud. engine code will never be portable to other engines, at least csqc stands a chance.
there are other ways, you can create sprites infront of the view, sure, but that'll bug out the instant that you move the mouse.
DP has an svc_showpic svc. But that also has its flaws and will bug out if the user has a different resolution.

if by tutorial, you refer to csqctest's hud.qc, then yes, it only compiles with fteqcc due to its usage of arrays. You don't have to use arrays, you can use lots of if statements instead, and then it'll work with any qcc.
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Moi



Joined: 20 Jul 2010
Posts: 9

PostPosted: Mon Jul 26, 2010 4:23 pm    Post subject: Reply with quote

thanks for the quick replies ceriux and spike. i guess custom hud feature has to be dropped from my "mod" then...
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Mon Jul 26, 2010 4:40 pm    Post subject: Reply with quote

airquake used a viewmodel 'hud' (actually an mdl).
With regular quake that means you're limited to 1 variable to affect your entire hud - frame, but viewmodelforclient is more generous.
You have to make sure that the player cannot ever roll, nor pitch, as both of these cause the viewmodel to move/reangle.
It just doesn't really look nice/robust.
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Swift



Joined: 26 Jan 2010
Posts: 44

PostPosted: Tue Jul 27, 2010 12:16 am    Post subject: Reply with quote

This might assist you:

http://www.planetbilge.com/?pg=quakec
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