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 RSF HUD V1.0

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Is the Stealth Wire Feature working correctly for you in combination with the Bloom?
yes, it's working fine
RSF HUD V1.0 - Page 4 Bar3-l264%RSF HUD V1.0 - Page 4 Bar3-r
 64% [ 25 ]
No, not working correctly
RSF HUD V1.0 - Page 4 Bar3-l221%RSF HUD V1.0 - Page 4 Bar3-r
 21% [ 8 ]
No, I get a black screen!
RSF HUD V1.0 - Page 4 Bar3-l215%RSF HUD V1.0 - Page 4 Bar3-r
 15% [ 6 ]
Total Votes : 39
 

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Raptor*[RSF]  
  
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RSF HUD V1.0 - Page 4 _
PostSubject: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyMon May 24, 2010 6:21 am

First topic message reminder :

Hello everyone!

After about one year of development, the RSF-HUD is finally available for the public.
I wish you happy gaming with this cool Head-up Display!

cheers

This HUD includes many features, including the building bars. A list of features can be found in the Readme image below.


RSF HUD V1.0 - Page 4 Readmef


Click on the spoilers for enlarged images. Cool

RSF HUD V1.0 - Page 4 Rsfhud01.th
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--------------------------------------------------------------------------------------
Compatibility:

This HUD only works with scripts 3.4.4. Scripts 4.0 and above are not supported.

However, you can still use scripts 3.4.4 and this HUD on servers that allow it and use 4.0 without this HUD on servers that only allow scripts 4.0. You will need to copy your entire 'Renegade' folder and name it something like 'Renegade_tt'. This way you have two renegade folders.

For example:
"C:\Westwood\Renegade" and "C:\Westwood\Renegade_tt".

"C:\Westwood\Renegade" will contain all your mods that will work in combination with scripts 3.4.4. This RSF HUD will be in here too.

"C:\Westwood\Renegade_tt" will contain only mods that work with scripts 4.0 (tt patch).

Now you basically have two instances of renegade on your computer. Each with its own mods and settings. Renegade will only work with the folder "C:\Westwood\Renegade". So if you want to play with the script 4.0 (tt patch) instance of Renegade you only have to rename "C:\Westwood\Renegade" to "C:\Westwood\Renegade_non-tt" and rename "C:\Westwood\Renegade_tt" to "C:\Westwood\Renegade". If you want to switch again you just only have to rename the folders again.


--------------------------------------------------------------------------------------
Download locations:

Cloud storage
RSF HUD Download

RSF HUD source for coders and skinners (developers only)

ALternative download location:

Mediafire
RSF HUD Download

RSF HUD source for coders and skinners (developers only)

Please report any unknown bugs, but don't email me with questions not related to bugs.

Thank you and enjoy!


Last edited by Raptor*[RSF] on Sat Nov 23, 2013 9:45 am; edited 9 times in total (Reason for editing : fixing link)
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BlackDragonOfDarkness  
  
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RSF HUD V1.0 - Page 4 _
PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyWed Jun 16, 2010 2:01 am

i can use it with both feet and meters no prob. i like feet personally, and thats what im using.

is there any way to display a 12 hour clock instead of military time?
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyWed Jun 16, 2010 3:32 am

Yes, that's possible and not that hard, want me to change the shaders that way for you?
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyWed Jun 16, 2010 11:30 am

yes please do

also: do the shaders support round or vertical health bars? if so, what would the settings look like?

is there a way to make the building health bars move pixel by pixel instead of a block at a time?

i would like to know if its possible to make the wireframe a different color and display a "visor" texture under the hud similar to the blood flash, but display it 100% of the time
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyThu Jun 17, 2010 2:03 am

BlackDragonOfDarkness wrote:
yes please do

also: do the shaders support round or vertical health bars? if so, what would the settings look like? I dont think so.

is there a way to make the building health bars move pixel by pixel instead of a block at a time? I dont think so.

i would like to know if its possible to make the wireframe a different color and display a "visor" texture under the hud similar to the blood flash, but display it 100% of the time
You can change the stealth wireframe color if you change the original stealth.dds also the other thing is possible ( i think) with a different quad position in the hud.ini =)

But its better to wait for Raptor Very Happy
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyThu Jun 17, 2010 5:24 am

All possible even without TT Patch.
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyThu Jun 17, 2010 5:50 am

mrackz wrote:
All possible even without TT Patch.

yes if you code it ^.^ but i think Dragon asked if raptors shaders support that or not :p
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyThu Jun 17, 2010 6:13 am

No support for vertical healthbars for health, ammo and buildinghealth (not completely sure, you simply can check HUD.ini)

For making the buildinghealthblocks like a normal healthbar just change something in the ini file. (something like Buildinghealthbarstyle or something)

Don't know anything about stealthwireframe, except the toggle that i made.
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyThu Jun 17, 2010 7:21 am

Raptor*[RSF] wrote:
No support for vertical healthbars for health, ammo and buildinghealth (not completely sure, you simply can check HUD.ini)

For making the buildinghealthblocks like a normal healthbar just change something in the ini file. (something like Buildinghealthbarstyle or something)

Don't know anything about stealthwireframe, except the toggle that i made.
Stealth wire frame indeed uses the normal stealth skin, for example if you use plain red stealth skin the stealthwireframe will show up red to.
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyThu Jun 17, 2010 7:55 am

HealthBarStyle=0 isnt the answer, it just goofs the bars
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyFri Jun 18, 2010 1:20 am

You should know ive made this replacement that you have included in your HUD.
I was wondering where you got it, thought all links were dead where i uploaded it?

RSF HUD V1.0 - Page 4 1zwlvzc
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptySun Jun 27, 2010 8:45 am

Quote :
where i uploaded it?


No idea sorry. It's a long ago when i downloaded it. But most chance looking for it on Renegadeforums.
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptySun Jun 27, 2010 9:33 pm

the clock setttings in the edited shaders souldhunter sent me are still in the 24 hour format
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyMon Jun 28, 2010 4:22 am

hmm I'll look at it
Might have sent you the wrong shaders

EDIT: ok, might have found the problem, I'll send you another version but I'm not sure if it will work
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyFri Jul 02, 2010 5:31 pm

soulhunter cant get the 12 hour time to work, anyone else care to try?
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptySat Jul 03, 2010 2:39 am

To those who want to know: I changed the strftime(f_time,9,"%H:%M:%S",timeinfo); part
to this: strftime(f_time,9,"%I:%M:%S%p",timeinfo);
With that changed it doesn't show the time anymore (btw, %I means time in 12 hours, %p means am/pm)
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptySat Jul 03, 2010 4:46 am

yopu should add irc overlay and minimap popup
and vehical tech + hottie counter
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptySat Jul 03, 2010 9:07 am

Soulhunter wrote:
To those who want to know: I changed the strftime(f_time,9,"%H:%M:%S",timeinfo); part
to this: strftime(f_time,9,"%I:%M:%S%p",timeinfo);
With that changed it doesn't show the time anymore (btw, %I means time in 12 hours, %p means am/pm)

the problem is that the buffer size isnt big enough

for 12hr time format you need to change these 2 lines:
Code:
char f_time[9];
strftime(f_time,9,"%H:%M:%S",timeinfo);
for "01:23:45PM" Change to this:
Code:
char f_time[11];
strftime(f_time,11,"%I:%M:%S%p",timeinfo);

for "01:23:45 PM" Change to this:
Code:
char f_time[12];
strftime(f_time,12,"%I:%M:%S %p",timeinfo);
for "01:23:45" Change to this:
Code:
char f_time[9];
strftime(f_time,9,"%I:%M:%S",timeinfo);


Last edited by LeetMentality on Sun Jul 04, 2010 6:59 am; edited 1 time in total (Reason for editing : fixed format)
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptySat Jul 03, 2010 8:57 pm

thanks lol, I'll send BDOD the new shaders
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptySun Jul 04, 2010 1:18 am

I found a bug at the health bars.
At the St0rm Ultra server, they use for Nod the GDI Harvester model and for GDI the nod harvester model.

If someone shoot now the Nod harvester, then the bar go down for GDI Harvester.
I think you made it with the preset/model name right?
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptySun Jul 04, 2010 6:56 am

crysis992 wrote:
I found a bug at the health bars.
At the St0rm Ultra server, they use for Nod the GDI Harvester model and for GDI the nod harvester model.

If someone shoot now the Nod harvester, then the bar go down for GDI Harvester.
I think you made it with the preset/model name right?


Hi, the "Find_Harvester" method has never worked for me Online, only in Skirmish, so i have been using this method for a while..

For Nod Replace:
Code:
GameObject *Nod_Harvester = Find_Harvester(0);
With:
Code:
GameObject *Nod_Harvester = 0;
GenericSLNode *x = SmartGameObjList->HeadNode;
while (x)
{
   GameObject *o = (GameObject *)x->NodeData;
   if (o && Is_Vehicle(o) && (Get_Object_Type(o) == 0) && Is_Harvester_Preset(o))
   {
      Nod_Harvester = o;
      break;
   }
   x = x->NodeNext;
}

And:
Code:
GameObject *obj = Find_Harvester(0);

With:
Code:
GameObject *obj = 0;
GenericSLNode *x = SmartGameObjList->HeadNode;
while (x)
{
   GameObject *o = (GameObject *)x->NodeData;
   if (o && Is_Vehicle(o) && (Get_Object_Type(o) == 0) && Is_Harvester_Preset(o))
   {
      obj = o;
      break;
   }
   x = x->NodeNext;
}



For GDI Replace:
Code:
GameObject *GDI_Harvester = Find_Harvester(1);
With:
Code:
GameObject *GDI_Harvester = 0;
GenericSLNode *x = SmartGameObjList->HeadNode;
while (x)
{
   GameObject *o = (GameObject *)x->NodeData;
   if (o && Is_Vehicle(o) && (Get_Object_Type(o) == 1) && Is_Harvester_Preset(o))
   {
      GDI_Harvester = o;
      break;
   }
   x = x->NodeNext;
}

And:
Code:
GameObject *obj = Find_Harvester(1);
With:
Code:
GameObject *obj = 0;
GenericSLNode *x = SmartGameObjList->HeadNode;
while (x)
{
   GameObject *o = (GameObject *)x->NodeData;
   if (o && Is_Vehicle(o) && (Get_Object_Type(o) == 1) && Is_Harvester_Preset(o))
   {
      obj = o;
      break;
   }
   x = x->NodeNext;
}

-LeetMentality Smile


Last edited by LeetMentality on Sun Jul 04, 2010 9:25 am; edited 1 time in total
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptySun Jul 04, 2010 8:10 am

bad code :/
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyThu Jul 15, 2010 11:10 pm

ohi

i looked this hud today and i find some bugs

in my serv i got all weapon command and when i tried chagne weapon = crash

then i joined to crazy ctf server where tech and hotwire got some ultimate gun with high jump but on buy its crash again

RSF HUD V1.0 - Page 4 75893 RSF HUD V1.0 - Page 4 75893
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyMon Jul 19, 2010 9:06 pm

KicsiSajt wrote:
ohi

i looked this hud today and i find some bugs

in my serv i got all weapon command and when i tried chagne weapon = crash

then i joined to crazy ctf server where tech and hotwire got some ultimate gun with high jump but on buy its crash again

RSF HUD V1.0 - Page 4 75893 RSF HUD V1.0 - Page 4 75893

Are you 100% sure my hud is causing it?

Try disabling the Rotating Weapon List.
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyTue Jul 27, 2010 9:33 am

Cool shit yo
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PostSubject: Re: RSF HUD V1.0   RSF HUD V1.0 - Page 4 EmptyTue Jul 27, 2010 1:51 pm

lol at your siggy cqc
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