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Allow HUD customization without overwriting files. #297

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squeek502 opened this issue Jul 22, 2016 · 2 comments
Open

Allow HUD customization without overwriting files. #297

squeek502 opened this issue Jul 22, 2016 · 2 comments

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@squeek502
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@squeek502 squeek502 commented Jul 22, 2016

Related to #95

Something I noticed while working on #296 is that some HUD-related script files are loaded in the code by path, so it might be possible to conditionally load a separate path if it exists. This would allow us, for example, to load FortressForever/custom/scripts/HudLayout.res if it exists, and FortressForever/scripts/HudLayout.res if it doesn't, which would in turn allow users to have custom HUD scripts that wouldn't get overwritten by game updates/verifying game files/changing Steam branches/etc.

There's at least a few files we'd need to do this for. Off the top of my head:

  • HudLayout.res
  • Scheme file(s) (SourceScheme.res/ClientScheme.res)
  • HudAnimations.txt
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@doublah doublah commented Jul 22, 2016

Firstly, in source 2007 games, custom files are loaded in a method like such: FortressForever/custom/customhud/scripts/HudLayout.res. The customhud folder here can be named anything by the end user and still works.

Secondly, this MIGHT make it theoretically possible to be able to change HUDs from in-game, without restarting or exiting. This could be another useful feature.

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@squeek502 squeek502 commented Jul 22, 2016

Yeah, I considered that as well. Could have a cvar controlling which subfolder to use.

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