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Custom MvM missions fixes #149

Merged
merged 6 commits into from
Dec 10, 2023
Merged

Custom MvM missions fixes #149

merged 6 commits into from
Dec 10, 2023

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mtxfellen
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Fixes two things:

  • Capture the Flag HUD showing when playing bombless MvM missions
  • Scoreboard playerlist cutting off players if more than six are on a team.

The first fix listed works as intended with no side effects.
The second 'fix' is admittedly a hacky solution in which the playerlist is just made arbitrarily long; without completely reshuffling the MvM scoreboard, there's no good HUD-only fix for this, but I figure it's better than obscuring that information entirely? Though, of course, please deny that 'fix' if it's outside the scope of the project.

These changes have no visual impact on the HUD when otherwise playing Valve standard MvM missions.

looks bad but better than obscuring the information entirely; a proper hud-only implementation would require a reshuffle of the whole mvm scoreboard
@mtxfellen
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Added red team playercount center aligned under difficulty label, should be non-intrusive in 'normal' play and hopefully useful on custom missions with extended player counts.

@CriticalFlaw
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Could you post comparison screenshots please?

@CriticalFlaw CriticalFlaw self-requested a review July 18, 2023 03:32
…ar, limited extended playerlist to above stats panel
@mtxfellen
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Capture the Flag HUD fix

Doesn't seem possible to also remove the bomb upgrade indicators with this method.
Has no impact on HUD when playing Valve missions.

Added RED Playercount

Difficulty panel also needed moving because in its original position it can intersect with the wavebar on some missions. Difficulty panel is placed below the player count because it isn't visible on custom missions.

Increased playerlist length past background

Doing a real fix for this without departing from the Valve-style scoreboard seems tough, as the actual background colour to each player on the scoreboard is hardcoded to change based on their alive status, making a dynamically resizing scoreboard seemingly impossible unlike in casual.

  // excerpt from tf_hud_mann_vs_machine_scoreboard.cpp
  // change color based off alive or dead status. Also slightly different if its local player since the name is highlighted.
  if ( bAlive )
  {
  	UpdatePlayerAvatar( playerIndex, pKeyValues );
  	fgClr = g_PR->GetTeamColor( TF_TEAM_RED );
  	bgClr = Color( 0, 0, 0, 0 );
  }
  else
  {
  	pKeyValues->SetInt( "avatar", m_iImageDead );
  	fgClr = Color( 117, 107, 94, 255 );
  	bgClr = Color( 78, 78, 78, 150 );
  }

Has no impact on HUD when playing Valve missions.

@CriticalFlaw
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Hi. This is still in my queue to review and merge in. I need to finish and merge in the in-game customizations menu first then I'll look into this. Thank you for your patience.

@CriticalFlaw CriticalFlaw changed the base branch from main to complete December 10, 2023 00:42
@CriticalFlaw CriticalFlaw changed the base branch from complete to main December 10, 2023 00:42
@CriticalFlaw
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I removed redundant lines for the MvM player count placement because only x/y pos needed to be changed for the desired effect. I also reverted the player list extension because it doesn't fix the problem only make it worst by creating overlaps. Best to leave that one to valve.

@CriticalFlaw
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CriticalFlaw commented Dec 10, 2023

Everything else looks good. Merging and Thank you.

@CriticalFlaw CriticalFlaw merged commit 2035220 into CriticalFlaw:main Dec 10, 2023
CriticalFlaw added a commit that referenced this pull request Dec 10, 2023
Co-Authored-By: fellen <21310017+mtxfellen@users.noreply.github.com>
CriticalFlaw added a commit that referenced this pull request Dec 10, 2023
Co-Authored-By: fellen <21310017+mtxfellen@users.noreply.github.com>
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2 participants