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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: Thu, 15 Oct 2009 22:19:26 +0200 (CEST)
User-agent: SquirrelMail/1.4.15

You're certainly right in the general case, but concerning this "floating"
hud, I find it already sort of light, already transparent on 99% on its
surface. I'll try and see how I can make that an option.

Christian.

On Thu, October 8, 2009 10:33 pm, Timothy Anderson wrote:
> Hahah. Awesome. Alright. How do you feel about applying that type of
> effect to the HUD? It would allow you to have a better view of what's
> going on in the map underneath it. I don't think it would be too
> taxing on hardware, but again I don't know much about that.
>
> Tim
>
> On 10/8/09, Christian Mauduit <address@hidden> wrote:
>> Current release does support it. Depends on which bitmaps, but it's just
>> a
>> question of activating it or not. I'm not a transparency addict, if it's
>> not mandatory I turn it off but when it's nice, I keep it. Examples of
>> transparency include, for instance, the bubbles in the background. Also,
>> any map that has an alpha-layer enabled PNG as a texture will be handle
>> correctly (there's even a hack to support transparency through a special
>> JPEG file) and finally, on multi layered maps, fighters are shown with
>> alpha blending when they are in a "tunnel".
>>
>> So well, yes, transparency is handled. Technically it's just a matter of
>> enabling blending through OpenGL, it's trivial to do. Performance is yet
>> another thing. Blending, in theory, is supposed to be slow. What I've
>> seen
>> on the hardware I have is that slow hardware is slow and fast hardware
>> is
>> fast whatever options you activate ;) I'm exagerating a bit, maybe. What
>> I've done in some parts of the code, is that if I know there's no alpha
>> layer, or if it's "opaque" everywhere, I just turn blending off. It's
>> not
>> always possible to do this, but when it's easy, I do it.
>>
>> That was about transparency ;)
>>
>> Have a nice day,
>>
>> ufoot.
>>
>> On Thu, October 8, 2009 7:08 pm, Timothy Anderson wrote:
>>> Christian, will transparency in bitmaps be supported in LW6? I read
>>> someone ask the question and I don't remember the answer.
>>>
>>> Thanks,
>>>
>>> Tim
>>>
>>> On 10/7/09, Christian Mauduit <address@hidden> wrote:
>>>> Hi,
>>>>
>>>> On Wed, October 7, 2009 3:31 pm, Kasper Hviid wrote:
>>>>> On the other hand, maybe them Linux guys would find it more amusing
>>>>> to
>>>>> toy with gl-floating-const.xml themselves, rather than having some
>>>>> pre-defined choices..
>>>> Yep. I think we should just figure out how to set up one or two huds
>>>> that
>>>> work well and look good out of the box, then let ever-tweakers set
>>>> them
>>>> to
>>>> their needs. Want I want to suggest by providing 2 huds (floating +
>>>> tactical) is on one hand address the two different needs "I want
>>>> something
>>>> light" and "I want to see everything possible", and on the other hand
>>>> prove, by an example, that the game is somewhat versatile.
>>>>
>>>>> dude, I can't get it to work!
>>>> Good catch. There's one more parameter: hud-color-auto in hints.xml.
>>>>
>>>> Example command line:
>>>> ./liquidwar6 --hud-color-auto=false --hud-color-frame-bg=#ffffff
>>>> --hud-color-frame-fg=#000000
>>>>
>>>> It's in hints.xml for it's not a direct property of the map, rather
>>>> a...
>>>> "hint" ;) sort of a meta information on how to load the map. By
>>>> default
>>>> it's true but if set to false then values from style.xml will be used.
>>>>
>>>>> I thought it was an error, when the HUD toggled between percentage
>>>>> and
>>>>> some strange negative number. But the number of deaths is vital
>>>>> information, so it makes sense.
>>>> I hesitated to display both the percentage and the frag count
>>>> together,
>>>> but after all I thought it was starting to get too much information
>>>> for
>>>> a
>>>> "light" hud. I played like this and founds out it was playable that
>>>> way.
>>>> Most information is available graphically anyway. If you have a high
>>>> percentage the circle is big and teams are sorted by frag counts (best
>>>> on
>>>> the left).
>>>>
>>>> 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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>>>>
>>>
>>>
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>>>
>>
>>
>> --
>> 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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-- 
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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