Author Topic: New RPG style HUD [CS:S & TF2]  (Read 17049 times)

Remy Lebeau

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New RPG style HUD [CS:S & TF2]
« on: October 01, 2013, 12:13:06 AM »
I'm taken Senator141's idea and pretty much completely rewritten it.

VERSION : 5.3

  • Created a menu (sm_hud or say hud) that gives various different options for displaying using different systems
  • The menu also includes the option to automatically stop showing the HUD 15 seconds into the round
  • Options are persistent

VERSION : 5.2.2

  • Changed to use KeyHintText for TF2 also (text size was enormous with hudsinc)

VERSION : 5.2.1

  • Updated to support TF2
  • Coded a game check on some HUD items

VERSION : 5.1

FEATURES:
  • Displays buffs for your current race while you are alive
  • Displays information for the player you are spectating when dead
  • Can be toggled on/off (sm_hud in console or say hud)
  • Has a set of native functions that allow you to overwrite the HUD from within other plugins (we use it to display different information in certain game modes)

REQUIRES: SMLIB (http://www.sourcemodplugins.org/smlib/)

If you want to see this HUD in action, join our server:


I've tried my best to make it fairly robust.  I haven't had any errors with it in quite a while.  You only need the .inc if you want to use the natives.
« Last Edit: June 16, 2014, 06:26:25 PM by Remy Lebeau »

Ownz

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Re: New RPG style HUD
« Reply #1 on: October 02, 2013, 10:59:15 AM »
which HUD is this? hintmessage?

and game compatibility?

Necavi

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Re: New RPG style HUD
« Reply #2 on: October 02, 2013, 12:43:53 PM »
Key Hint - CS:S only.

Necavi

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Re: New RPG style HUD
« Reply #3 on: October 02, 2013, 03:41:44 PM »
It would be trivial to port to any war3source game other than CS:GO.

Remy Lebeau

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #4 on: October 02, 2013, 03:46:47 PM »
I'd encourage you to have a look at it in action...  If it can be easily made to work across other game types I think it'd be worth including into the core myself.  The players on our server both love it and find it really useful.

Necavi

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #5 on: October 02, 2013, 03:58:57 PM »
All that has to be done to make it cross-game compatible is to check if the game is CS:S and use keyhint if it is, and attempt to use HudSync on other games (there's an example in WCX_Engine_Display.sp of precisely that, if you want - that was going to be something like this, but I never chose exactly what data I wanted on it.)

mentaldepth

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #6 on: October 08, 2013, 10:19:41 PM »
So this doesn't work on CSGO as of yet? or has no one tried? or is it not worth trying because you know it wont work on CSGO without changes?

Necavi

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #7 on: October 08, 2013, 10:26:33 PM »
CSGO has nothing that we can use for this, really.

coty9090

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #8 on: October 19, 2013, 10:35:26 AM »
Awesome HUD display! So glad i don't need to type in chat to view my progress anymore.

Remy Lebeau

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #9 on: October 19, 2013, 03:10:06 PM »
Awesome HUD display! So glad i don't need to type in chat to view my progress anymore.

Glad you like it :)

I've extended it further now, so that you can add in your own custom information as an addition to the default text that gets displayed (rather than just overwriting it with a custom HUD).  I'll see about updating the version in the OP to my new version.

coty9090

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #10 on: October 20, 2013, 09:18:35 PM »
So i could add some RPG info to that if i knew how? which i don't  :-X

Remy Lebeau

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #11 on: October 20, 2013, 09:23:50 PM »
So i could add some RPG info to that if i knew how? which i don't  :-X

Correct.  Do you know how to compile war3source files?

I can give you some examples from what I've created of how to use this to insert your own information into the HUD.

coty9090

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #12 on: October 20, 2013, 09:41:05 PM »
I know how to compile .sp files, but only if they have no errors in them  :-\
I've never created any sp files, races, ect.
« Last Edit: October 20, 2013, 09:47:55 PM by coty9090 »

Remy Lebeau

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #13 on: October 20, 2013, 10:03:39 PM »
The extensions probably aren't for you then.  They are functions that allow people who are coding races to feed information into the HUD from their own races.

edit: worth saying though, if you have suggestions / requests, I could always look at implementing them into the HUD myself...

coty9090

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #14 on: October 20, 2013, 10:16:32 PM »
Suggestion1: Add how many Diamonds you have for shopmenu2
Suggestion2: Add how many Skill Points you have for the current race if you haven't spent them
Suggestion3: When Spectating Players, Still show your current info above theirs. (like total level, gold, ect.)
Suggestion4: Not really related to W3S, but an option to see RPG stats (HP/maxhp,level, exp/exp till lvl, current SP amount, ect.). I run a w3s+thc_rpg dm server.  :D
« Last Edit: October 20, 2013, 10:24:30 PM by coty9090 »

Scyther

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #15 on: November 21, 2013, 06:04:35 PM »
Really nice HUD was considering making something similar myself but I just noticed this. Good job, keep it up.

Remy Lebeau

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #16 on: November 22, 2013, 03:29:29 PM »
Sorry, I missed your post somehow! 

Suggestion1: Add how many Diamonds you have for shopmenu2

I'll see about updating this... We don't use shopmenu2 ourselves, so I guess I could link it to the CVAR to only show if it's enabled.

Suggestion2: Add how many Skill Points you have for the current race if you haven't spent them

This seems rather superfluous to me... The skill list comes up every spawn if you haven't spent them all.  I don't really want to add in things that aren't useful

Suggestion3: When Spectating Players, Still show your current info above theirs. (like total level, gold, ect.)

Again, this would potentially make it a really long list.  What particular benefit do you see?

Suggestion4: Not really related to W3S, but an option to see RPG stats (HP/maxhp,level, exp/exp till lvl, current SP amount, ect.). I run a w3s+thc_rpg dm server.  :D

If you are interested in coding, my HUD includes a set of native functions that allow other plugins to feed information into it, so you could create your own plugin that covers the RPG stats bit.  That's not a war3source thing, so I'm not keen on building it into this plugin.

Really nice HUD was considering making something similar myself but I just noticed this. Good job, keep it up.

Thanks!  It's been a fantastic addition to our server.




iceman

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #17 on: November 23, 2013, 11:05:32 AM »
Can someone create something like this to work on tf2 using current engine display?

Remy Lebeau

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #18 on: November 23, 2013, 02:52:53 PM »
Necavi mentioned that there is already a framework for doing this in the HUD that is built into the core...  You could take mine and merge it with that.  I'm moving house on Sat, meaning I won't have time for quite a while to look into this (nor do I have a w3s tf2 server to test it on).

If this hasn't been done when I'm back online properly again I'll see about integrating it in.

Necavi

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #19 on: November 23, 2013, 03:57:17 PM »

Remy Lebeau

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Re: New RPG style HUD [TESTED ON CS:S] - Uses KeyHintText
« Reply #20 on: March 03, 2014, 05:02:13 AM »
Ok, I've updated it to check for TF2 - and use SyncHud if it is.  I have no idea if it will work or not.  If someone wants to test, by all means let me know!

Remy Lebeau

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Re: New RPG style HUD [CS:S & TF2]
« Reply #21 on: March 03, 2014, 04:34:19 PM »
Updated to 5.2.1 - This has now been tested on TF2!

Remy Lebeau

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Re: New RPG style HUD [CS:S & TF2]
« Reply #22 on: March 05, 2014, 06:43:32 PM »
Updated

Remy Lebeau

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Re: New RPG style HUD [CS:S & TF2]
« Reply #23 on: April 24, 2014, 10:00:51 PM »
The lastest CSS update seems to have broken something with KeyHintText...

If anyone has any ideas, I'd love to hear them!

More details:

https://forums.alliedmods.net/showthread.php?t=239267

zero

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Re: New RPG style HUD [CS:S & TF2]
« Reply #24 on: June 15, 2014, 11:53:58 PM »
Was this ever fixed?