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HL25 HUD #412
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This fixes unneeded gaps in ammohistory, after the change of HUD spritesheet resolution from bigger to smaller
…t resolutions up to 1280 and 2560
…e HD spritesheets are available
I reverse-engineered the exact numbers (like switching between resolutions in |
While the code matches HL, I think ammo bars should scale with HUD size for consistency hlsdk-portable/cl_dll/ammo.cpp Lines 328 to 337 in e8db2fa
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@tmp64 yeah, I checked that specifically in decompile, and they haven't touched that. |
They also got the train sprite wrong as described in ValveSoftware/halflife#3510 |
@FreeSlave about train code not referencing train sprites hud.txt: I don't think the behavior should be changed that much. |
…change, not fixed in HL25 yet) See ValveSoftware/halflife#3728 comment
@tmp64 I fixed the ammo bar scaling you mentioned in last commit. |
Imagine the following situation. |
True, that's planned to do.
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Is it ready to merge? |
I'm too lazy to check whether legacy GoldSrc can support this. Until we get confirmation that it works, or otherwise I make some detection to disable the HD HUD, I don't think it's ready to be merged. |
Also, this:
I'm still not sure about this. Should we just use LATCH flag from Xash3D (and hope that it won't break anything for GoldSrc) or do some workaround? |
As I said before, before merging we need to add a dynamic check for the legacy GoldSource version so mods won't try loading highres sprites when running on steam_legacy. |
BHL does this by checking if one of the new sprites exists |
It's not what I'm talking about. |
This set of patches adds support for available since HL25 update HD set of sprite sheets.
Because not every player might like the new HUD look, there is a new cvar
hud_allow_hd
that limits the usage of HD sprites and reverts some style changes, like battery HUD being super close to the left and HUD numbers are shifted down a bit to match the icons (additionally, it fixes HUD inconsistency bug caused by this change, see ValveSoftware/halflife#3728).There is no way to switch between old and new HUD by toggling
hud_allow_hd
cvar without restarting a level, so I wonder if we should use Xash3D's FCVAR_LATCH extended flag to notify the player that the change will be skipped until server restart.