Title : HUDdle Filename : hud_095.zip Version : 0.95 Date : 21 January 1997 Author : Tim Allen Email : tim_a@uuscss.cs.su.oz.au Web site : http://uuscss.cs.su.oz.au/~tim_a (probably down) Credits : Primarily, Rod Albin, who let me use a ton of his code, and also his README template :) D.Rehm, who gave me a lot of suggestions v0.95 Type of Mod ----------- Quake C : yes Sound : no MDL : no Format of QuakeC ---------------- unified diff : ? I just did a diff like they ask you to... context diff : ? .qc files : Well, only the modified ones. progs.dat : For all the newbies who don't have QuakeC as their native language :) How to use HUDdle ----------------- Once installed (see below), it's pretty simple to use. You have to bind a key to impulse 50, and hit it. For example, when I set up my testing configuration, I went into Quake, and at the console, typed: bind l "impulse 50" Then, I put the console back up, and hit the "l" key. HUDdle appeared up the top of the screen. From now on, I'll just say L, instead of "the `l' key", or "impulse 50". OK? It's not always going to be L, but L is the key I used. If you have any better ideas for documentation, well, that's why my e-mail address is at the top of this doc. The first time you hit L, HUDdle is in normal mode. It just sits up there, showing you what's up. But it's often a bit redundant to have HUDdle and the normal Quake Statusbar on the screen at the same time, since HUDdle has all that information, & more. If you hit L again, HUDdle goes into full-screen only mode. (and prints a message to that effect) If you have the status bar on while HUDdle is in full-screen mode, HUDdle will disappear. To make it reappear, hit the "sizeup" key, usually the "=" and "+" key a few times, until the game screen hits the bottom of the screen. I can't describe all this in text, but you should understand what I mean. If you hit L once more, HUDdle goes away, only to return if you hit L a fourth time. The cycle begins anew.... Description of the Modification ------------------------------- I got Rod Albin's ChaseCam 4, and after mucking around with it, I found the HUD feature. It linked very nicely into the rest of the game, without a lot of code, but it was a lousy display. All it had was the current ammo of all four types, your armour amount & type, and your health. Well, I figured I could do better. With HUDdle, I figure you rarely need to have a status bar at the bottom at all. Except a bit in Deathmatch, but hey. Here's a description of the display: 12345678 BQPR Sxxx Nxxx Rxxx Cxxx xxx (line 1) -------- ---- ---- ---- ---- ---- --- | | | | | | | | | | | | | - Angle | | | | | - Cells (C is brown if active ammo) | | | | - Rockets (R is brown if active ammo) | | | - Nails (R is brown if active ammo) | | - Shells (S is brown if active ammo) | - (B)iosuit, (Q)uad-damage, (P)entagram, (R)ing of Shadows - Weapon numbers. Number appears if weapon is available, brown if active weapon. New Line 2: Gxxx Hxxx GS xx:xx xx/xx อออออออ Fxxx (line 2 [DM]) ---- ---- -- ----- ----- ---- | | | | | | | | | | | - Frags | | | | - Secrets/total | | | - Time | | - (G)old & (S)ilver key | - Health - Current Armour level. (G)reen, (Y)ellow, (R)ed, + numbers. Gxxx Hxxx GS xx:xx xx/xx xxx/xxx 0.95 (line 2 [single & co-op]) ------- | - Monsters/total Many thanks again to Rod for letting me use his code (in a lot of places). How to Install the Modification ------------------------------- Well, first of all, the easiest way is just to use the precompiled progs.dat. Beware, it uses the 1.06 QC source, so if you have 1.01, you'll need to recompile. Or upgrade :) * To use the progs.dat: - Make a directory under your Quake directory called, for example, "huddle" (without the quotes). - Start Quake with "quake -game huddle" (without the quotes). - Read the stuff above about "How to use HUDdle" * To use the .pat file - You'll need a complete QC source code set. (usually v1.06) - I've included howpatch.txt, a file by Jeff Epler which tells you all this nifty stuff. - If you're using a .pat file, you are probably making your own mod with my stuff. You're welcome, but if you want to spread it around, please to mail me, so I know that I'm loved! - Also, if you can use a pat file, you probably know how to use a new progs.dat :) * To use the raw .qc's - You'll need a complete QC source code set. (usually v1.06) - I've included copies of the changed .qc files from the v1.06 source. If you're patching v1.01, I suggest using the .pat file. Version History --------------- Just because you didn't want to know, I just thought I'd say a bit about the development of this mod. I discovered the HUD in Chasecam at about 11pm.. I had HUDdle v0.9 pretty much done by 4am... Then I got a mail from Rod saying that if I was going to call it "ProHUD" (the original name), I should put a tonne of stuff in it. So, I changed the name. And put a tonne of stuff in it. :) HUDdle v0.91 was done later that day. (I got up at midday.. but I like to do that anyway :) More conventional version history: v0.9 : * First version. Looked a tad nicer than later versions, but less info. v0.91: * First publicly available version v0.95: * Bugs fixed - Frag count didn't go -ve in DM I forgot to put Jeff Epler's howpatch.txt in the archive, even though I said it was there :) Other bugs I introduced in this version, I fixed :) * Extra stuff Now we remove the monster count from DM mode Now there is an option that HUDdle will only appear in full-screen mode (see instructions above) The cardinal directions (N, NNE, NE, ENE, E, etc) now appear only over a 6-degree angle, instead of 10. Just for greater accuracy :) If you had 25 shells, previously it printed "S025", now it prints "S 25". Just looks a tad better, of course. Oh, also for nails, rockets, cells, secret & monster counts, health, armourm etc. Everything except the compass (since headings are supposed to look like that) and the seconds count of the clock. All flags are placed in the players' .dest_y variable. It's neater? * Other: Broke ChaseCam 4 compatibility (I think). Bugs and the like ----------------- Known Bugs: The display will look wierd if you have more than 99 secrets or 999 monsters in a level.. I think that's a pretty big limit though. Although I tried, I couldn't make HUDdle transfer between levels.. That is, you'll have to turn it on between levels. Unknown Bugs: This version is *slightly* more intensively tested than the first, since I had (slightly) more obstinate bugs. But, hey, there could be more. Anyway, why do you think I put a genuine e-mail address at the top of this document? QUAKE BUGS! Yes, in the testing of this proggy, I found an interesting bug in QUAKE! 1) At the console, type "map e1m1" 2) When you get there, at the console, type "give 7" 3) Then type "give r 255" 4) Close the console 5) Select the rocket launcher. 6) Now, go down the hall till you're facing the first door, and turn left. 7) Walk just up to the door so that it opens. 8) Shoot the guy, with the RL. (not necessary, just less annoying) 9) Stand in where the door would be if it were shut (i.e. in the path of the closing door) 10) Turn and face the door. i.e. so that, if it closed, it would slide directly toward your face. It doesn't matter which half of the door you're facing. 11) Walk as close to the door as you can. 12) Fire the RL. You'll take about 50 to 55 points of damage, and maybe recoil some. 13) Repeat steps 11 and 12 until you're dead. 14) Enjoy the show... Odd, eh? Copyright and Distribution Permissions -------------------------------------- Authors MAY use these modifications as a basis for other publically available work. (after all, Rod let me, so I'll do the same! Of course, mail me if you do. I want to see if anyone likes it.. :) You may distribute this Quake modification in any electronic format as long as this description file remains intact and unmodified and is retained along with all of the files in the archive and no fees other than the costs of distribution are charged. Rod Albin may package this modification and any future versions with any modifications he writes, without notifying me. Availability ------------ Mail me if you want it, mail me if you put it up somewhere (long term). Other than that, I'll put it on ftp://ftp.cdrom.com/pub/quake in some subdirectory. If you've never heard of it, it's *the* quake files place on the 'net.