- Added command to switch between KDA and KAD in the scoreboard (chud_kda)
- Added command to switch tracers on and off (chud_tracers)
- Added command to make the damage numbers smaller independent of the nameplate size (chud_smalldmg)
- Added command to switch between default particles and minimal (chud_particles)
For now, in the particles command I've disabled all the marine building explosions and tweaked enzyme and mucous. Please let me know if I've gone crazy with the tweaking and what you want to see tweaked next.
Edit: Actually, the particles option was crashing the clients, so I've disabled it until I can figure out the crash.
- Added command to switch tracers on and off (chud_tracers)
- Added command to switch between default particles and minimal (chud_particles)
oh my... finally the tracers (old ui tweak got blocked)!!!!!!!!!! No need to use default fpsdownfall particles because even most powerfull GPU's cant keep up(high particles), but dunno about the visuals
I have published an update. I have made it so any time you make changes it doesn't destroy the entire UI (was causing issues with commanders/spectators), it only reloads what is necessary.
I also added a new option:
chud_gametime: Adds or removes the game time on the top left (requires having the commander name as marines)
And I have tweaked nutrient mist, it has less particles and half the opacity.
Let me know if there are issues and I'll fix them ASAP.
So I've added an option so you can change damage number colors independently in marines and aliens (chud_dmgcolor_m / chud_dmgcolor_a), and an option to reset both of them (chud_dmgcolor_reset). These options accept RGB values or Hex. For example, you can enter red as 255 0 0 or 0xFF0000. No need for quotes.
I also added a new option to toggle between the normal alien health/energy bars and oma's (chud_alienbars).
Also let me know if you want customizable colors for Kills/Assists because I could add it easily but I hate the way I have to do it.
Edit: I almost forgot, these new options do not have entries in the settings menu.
For the next build (263) I have these things already implemented:
If you have disabled waypoints this also disabled the sounds associated with the waypoints but there was one remaining sound playing ("Objective complete"), that is now disabled too.
If you had unlocks disabled you could still hear the "Upgrade complete" sound, that is now disabled too.
I added a stopsound command and a CHUD setting that removes all the ambient sounds on map load. Note that this only removes the ambient sounds in the map and does not stop the building sounds or anything else, just map ambience. Since the mod is in some public servers this will be useful for the vanilla maps.
I'm working on making the mod less dependant on file overwrites so server admins could whitelist it easily, but I don't know yet how much I can move to hooks.
Well, removing all the particles and the lower lights counts are a good reason.
But yes, I could probably add the map particles to CHUD and we'd be able to do everything in code (including spawns), but I'm not 100% sold on the idea just yet.
I'm just thinking about how easy/hard it'd be to maintain map lights that are not really in the map, etc. And how if it's in the maps you don't force anyone to run the mod, blah blah.
How hard would it be to insert this into the shine admin mod? That way most of the public servers out there, that run shine already, can have this already implemented.
Comments
- Added command to switch between KDA and KAD in the scoreboard (chud_kda)
- Added command to switch tracers on and off (chud_tracers)
- Added command to make the damage numbers smaller independent of the nameplate size (chud_smalldmg)
- Added command to switch between default particles and minimal (chud_particles)
For now, in the particles command I've disabled all the marine building explosions and tweaked enzyme and mucous. Please let me know if I've gone crazy with the tweaking and what you want to see tweaked next.
Edit: Actually, the particles option was crashing the clients, so I've disabled it until I can figure out the crash.
I love you...
The particles command now works
oh my... finally the tracers (old ui tweak got blocked)!!!!!!!!!! No need to use default fpsdownfall particles because even most powerfull GPU's cant keep up(high particles), but dunno about the visuals
I also added a new option:
chud_gametime: Adds or removes the game time on the top left (requires having the commander name as marines)
And I have tweaked nutrient mist, it has less particles and half the opacity.
Let me know if there are issues and I'll fix them ASAP.
In other news, CHUD disables the ability for commanders to bind their keys.
261 just came out be patient my padawan
EDIT: Ah ok so the patch broke it, I assumed from @Golden 's post that it still worked but stopped the commander bindings instead.
Added a new option (chud_assists) for disabling assists as the mod ignores the new HUD setting for this.
I also added a new option to toggle between the normal alien health/energy bars and oma's (chud_alienbars).
Also let me know if you want customizable colors for Kills/Assists because I could add it easily but I hate the way I have to do it.
Edit: I almost forgot, these new options do not have entries in the settings menu.
If you have disabled waypoints this also disabled the sounds associated with the waypoints but there was one remaining sound playing ("Objective complete"), that is now disabled too.
If you had unlocks disabled you could still hear the "Upgrade complete" sound, that is now disabled too.
I added a stopsound command and a CHUD setting that removes all the ambient sounds on map load. Note that this only removes the ambient sounds in the map and does not stop the building sounds or anything else, just map ambience. Since the mod is in some public servers this will be useful for the vanilla maps.
I'm working on making the mod less dependant on file overwrites so server admins could whitelist it easily, but I don't know yet how much I can move to hooks.
But yes, I could probably add the map particles to CHUD and we'd be able to do everything in code (including spawns), but I'm not 100% sold on the idea just yet.
I'm just thinking about how easy/hard it'd be to maintain map lights that are not really in the map, etc. And how if it's in the maps you don't force anyone to run the mod, blah blah.