About HUD edit
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Delithor wrote:
I hope this was not given up. I have absolutely no idea how to edit anything other than simple stuff. What you are/were doing is amazing. Is it possible to get the angled windows you have in a few pictures?I might complete most regarding hud, but it’s all about priorities, they control me, even when FL stays #1 for me. Curved elements were never completed, but did attach anyway.
Yeah, I’m living out of the time, 8 months is like 8 days for me
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its looking pretty good so far
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The fact is it can’t be completed anyway in standard edit-some-values-in-memory approach. Need a custom drawing directly through Direct3D to get curved text and then implement fixed screen interaction.
(Or A-Z a-z 3db letters with a good amount 3d math to build and place lines of text)
Eventually, we would just end with no-hud hack and drawing everything by ourselves. Sugar dream.
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Don’t how 'bout you, but i’ve made FINAL breaking change. And the change is removed “Facility” suffix, so it is now just Hud.dll that exports _IHud void.
To be consistent i’ve recompilied HudStatus/HudTarget/HudWeapongGroups that are used in Adv Hud Mod. And included HudShip.dll to activate/deactivate cloak/lights. The currently shipped hud.ini (that should be placed in EXE) contains settings and descriptions for HudShip (thus customizable a little).
And rewrting pascal units as well (do not treat classes as pascal’s ones, those are abstract, pure pointer from the game). Thus any method exposed in IDE from TObject are ILLEGAL to use. Will going to redo MultiUniverse in plain pascal from now, with much better readbility and better sections/lists/columns/rows names & defines so everything should become much easier to read and configurate.