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Re: [Help-liquidwar6] Visual tuning of the floating HUD


From: Christian Mauduit
Subject: Re: [Help-liquidwar6] Visual tuning of the floating HUD
Date: Mon, 5 Oct 2009 17:28:33 +0200 (CEST)
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Hi,

On Mon, October 5, 2009 4:08 pm, Kasper Hviid wrote:
> I have played a bit around with gl-floating-const.xml, and there is
> quite a few posibilities! For instance, it seems quite easy to create
> some fixed-size bubbles with text display only. There could easily be
> several different floating HUD's to choose from.
Yes, the only "hard" point is how to make that controllable from the map
designer point of view. I mean, you design a map for 0.0.7beta you still
want it to work on 6.0.0. Even 6.1.3. To achieve this one has to stay
rather "orthogonal" between map specifications and actual hud
implementations. Those parameters are really technical low-level stuff
which definition & meaning might change from one version to another. While
parameters like "color is #abcdef" or "zoom=0.5" might have good chances
to be, if not eternal, at least somewhat maintained through time, for
other ones it's just impossible. Just to say that adjusting technical hud
parameters to maps might prove quite hard, unless we find a way to have
"ever-lasting" parameters. Such parameters could exist, I've already
started to put some in the game, for instance "animation-density" is one
of them.

$ ./liquidwar6 --about=animation-density
Type: float.

Default value: 1.0f.
Min value: 0.
Max value: 10.

Density of the background animation, that is, for instance, if the
background animation is about displaying bubbles, using a high value will
display many bubbles. A value of 1.0 corresponds to the default setting.

> One thing i noticed was that it was imposible to determine how
> marble.jpeg will be colorized -- the contrast between dark and light
> will vary alot, and it will sometimes be inverted, so that what is
> dark in marble.jpeg will end up being light. Perhaps the best bet
> would be some kind of abstract, decorative graphic.
That's not quite true. It's true if you let the game use defauts, but
your're "free" to enforce the values for 'hud-color-frame-bg' and
'hud-color-frame-fg', which you can define in your map XML file.

> Below is a commented version of
> data/gfx/gl/hud/floating/gl-floating-const.xml
Cool! I'll put this one in the game.

> (The only thing I don't understand is gauge-loops and gauge-blink-period,)
gauge-loops is the parameter passed to gluDisk
http://linux.die.net/man/3/gludisk

A higher value will cause slightly slower display but better rendering if
one uses lights & shading, which I don't do. So 1 (the minimum) is fine in
our case.

gauge-blink-period is a period that defines how long the display will show
(in deathmatch mode) the frags, then the percentages. 4000 means 2 seconds
of frags, 2 seconds of percentage. Try a value of 500, you'll understand,
I think ;)

Have a nice day,

Christian.

-- 
Christian Mauduit <address@hidden> - http://www.ufoot.org/ ___ __/\__
Liquid War 6 - http://www.gnu.org/software/liquidwar6/     / _")\~ \~/
"Les amis de la vérité sont ceux qui la cherchent et non _/ /   /_ o_\
ceux qui se vantent de l'avoir trouvée" - Condorcet     (__/      \/





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