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Re: Mass Effect: Unification (build 20202/06)

Posted: Mon Feb 02, 2015 11:48 am
by TWINKEYRUNAWAY
Its certainly impressive my friend. Its definally a huge improvement over the vanilla version. I love the fonts to. Were you planning to do more with the healthbar/stamina bar?

Re: Mass Effect: Unification (build 20202/06)

Posted: Mon Feb 02, 2015 12:10 pm
by Marth8880
Thanks!

Regarding your question, no. Do you have any suggestions? :o

Re: Mass Effect: Unification (build 20118/06)

Posted: Mon Feb 02, 2015 12:18 pm
by Anakin
Marth8880 wrote:Hey guys. I thought I'd update you all on what I've been doing over the past three months. Here's one small part of what I've gotten done in my spare time in the middle of school.
Hidden/Spoiler:
Image
Design blueprint: https://www.dropbox.com/s/cgxq2snzemncm ... -draft.jpg

As it turns out, I'm unfortunately apparently unable to move the minimap (using Anakin's HUD implementation workaround) so its position on the design blueprint will have to be swapped with the ticket counter elements.

Comments / questions?
I just can't remember, what is the problem with moving the minimap around?

Re: Mass Effect: Unification (build 20202/06)

Posted: Mon Feb 02, 2015 12:24 pm
by Marth8880
Anakin: Due to the way displaying the minimap texture is handled, it can't be "erased and replaced" in the way that virtually everything else can. If you do find a workaround, though, let me know! The top-right corner is the absolute worst place for a minimap! Agh! Classic Pandemic...

By the way, do you know if there's a way to make an art element slide across the viewport in accordance with a weapon's heat? For example, when a weapon is overheated, the art element (whose start position is roughly in the middle of the right half of the viewport) begins to slide towards the center of the viewport.

Re: Mass Effect: Unification (build 20202/06)

Posted: Sat Feb 07, 2015 10:26 am
by Anakin
I had a look at the minimap.

Have you tried to eliminate these elements:
Hidden/Spoiler:
[code]
BackdropSmall("BackdropSmall")
{
Mask("map_mask")
TexCoords(0.241913, 0.266924, 0.423919, 0.448930)
ZOrder(255)
Alpha(0.500000)
}


PlayerFOVSmall("PlayerFOVSmall")
{
Mesh("hud_map_fov")
ZOrder(123)
}

PlayerDirectionSmall("PlayerDirectionSmall")
{
Mesh("hud_map_fov")
ZOrder(124)
Alpha(0.200000)
Color(255, 255, 0)
}

TargetSmall("TargetSmall")
{
BitmapStyle("Shadow")
ZOrder(126)
Color(0, 0, 0)
}

PostSmall("PostSmall")
{
BitmapStyle("Shadow")
}

PostTextSmall("PostTextSmall")
{
TextBreak("Word")
TextAlignment("Center", "Bottom")
ZOrder(127)
}

PostSelectSmall("PostSelectSmall")
{
Bitmap("hud_icon_flash")
BitmapStyle("Shadow")
}

MarkerSmall("MarkerSmall")
{
BitmapStyle("Shadow")
ZOrder(0)
}

NorthSmall("NorthSmall")
{
Bitmap("hud_map_northpointer")
BitmapStyle("Shadow")
Position(0.000000, -0.110000, 0.000000, "Viewport")
Scale(2.000000, 2.000000, 2.000000)
ZOrder(127)
}

[/code]
I haven't tried, but i worry that you need to disable the world's map texture, too. That will cause that there is no map. So i think you can disable the whole map (include the minimap), but only minimap wouldn't be possible.
But you should give these elements a try.


Not sure what you mean with this:
Marth8880 wrote:By the way, do you know if there's a way to make an art element slide across the viewport in accordance with a weapon's heat? For example, when a weapon is overheated, the art element (whose start position is roughly in the middle of the right half of the viewport) begins to slide towards the center of the viewport.
can you paraphrase it??

Re: Mass Effect: Unification (build 20317/06)

Posted: Tue Mar 17, 2015 4:24 pm
by Marth8880
Here's an updated look at the HUD:
Hidden/Spoiler:
Image
And here's a GIF showing the differences between the custom and stock HUD.
Hidden/Spoiler:
Image
Notes:
- The points/kills counters no longer fade away and disappear, making them finally useful for a change!
- Added a deaths counter.
- In the 'blank' font that replaces and hides the stock font, characters with umlauts (e.g., ü, ö) are still strangely unaffected. As a result, in the localization, I'm considering replacing all instances of the characters with their "direct spellings" (e.g., ue instead of ü, oe instead of ö). A decision has not yet been made.
- I've added an option in the Config Tool to disable/enable the Custom HUD. By default, it will be enabled.

Thoughts / comments / suggestions?

Re: Mass Effect: Unification (build 20317/06)

Posted: Tue Mar 17, 2015 6:02 pm
by Anakin
What are the red, blue and yellow strips??

Re: Mass Effect: Unification (build 20317/06)

Posted: Tue Mar 17, 2015 8:27 pm
by THEWULFMAN
Anakin wrote:What are the red, blue and yellow strips??

The historical flag of Transylvania.

Image

Re: Mass Effect: Unification (build 20317/06)

Posted: Wed Mar 18, 2015 12:53 am
by Marth8880
Anakin wrote:What are the red, blue and yellow strips??
Uhhh, the more-or-less-universal colors for shields, health, and stamina? If you're wondering why there's a second red bar in the lower-left portion of the viewport, that bar represents the currently-selected primary weapon's ammo in its clip.

Re: Mass Effect: Unification (build 20317/06)

Posted: Wed Mar 18, 2015 5:25 am
by Anakin
O.O you changed the stupid ammo sticks to an ammo bar?? That's a great idea :D

Re: Mass Effect: Unification (build 20317/06)

Posted: Wed Mar 18, 2015 6:12 am
by Marth8880
Anakin wrote:stupid ammo sticks
LOL, right?

Thanks, though the *idea* technically goes to whoever at BioWare designed Mass Effect 2's HUD. :)

Re: Mass Effect: Unification (build 20317/06)

Posted: Wed Mar 18, 2015 12:29 pm
by jedimoose32
Looks nice. I like the new ticket counter location, and also what Anakin said about the ammo bar.

Re: Mass Effect: Unification (build 20317/06)

Posted: Wed Mar 18, 2015 1:07 pm
by ZoomV
Anakin wrote:O.O you changed the stupid ammo sticks to an ammo bar?? That's a great idea :D
tbh, I prefer the ammo ticks. It much easier to have them up on the aimer where you don't have to look down to check ammo. I hate having to look down/away for information.

If I could just get the health bar up with the ammo ticks....

Re: Mass Effect: Unification (build 20317/06)

Posted: Wed Mar 18, 2015 2:09 pm
by JimmyAngler
Great job!
Hidden/Spoiler:
now, how about moving the map?

Re: Mass Effect: Unification (build 20317/06)

Posted: Wed Mar 18, 2015 3:08 pm
by THEWULFMAN
JimmyAngler wrote:
Hidden/Spoiler:
now, how about moving the map?
Image
We'd have done it, except for the small problem that it doesn't seem to be possible*.


*In a legitimately functional way.

Re: Mass Effect: Unification (build 20626/06) (OPEN BETA!)

Posted: Sun Jun 28, 2015 6:38 pm
by Marth8880
Image

R6?! Custom HUD?! New CTF mechanics?! Massive brain damage due to mind-boggling propriety!


OPEN BETA #3

Yep! That's right! Seeing as how it's Summer and I'm on break, I figured I'd publicy release what I've worked on during my past few seasonal two-week breaks. Among various other updates - such as improved rifle and pistol animations, and new CTF mechanics - you can finally test out the brand new custom HUD that I designed as well as Endor, which is finally supported! (special thanks to AQT for revamping the map) Not only that, but you can download and test them out right now in the open beta! I'm releasing another open beta because I need feedback, and seeing as how I got a decent amount of it from the previous open betas, I've decided to let you all give things a shot and help debug the mod! (A third time!)

Want a complete list of the changes and additions that are included thus far in this patch? Follow the second link below!

View Build Manifest
View R6 Change Log

NOTE: R5 IS REQUIRED IN ORDER FOR THIS PATCH TO WORK

To install the patch, view or download the build manifest by following the link above; the build manifest contains everything you need to know about this build. As soon as you have the build manifest open, next to "File Path," follow the link "Patch Version (R5-R6) (MediaFire)" to download the R6 production patch setup file.

If you do decide to play the open beta, I implore you to not just pass up any bugs you encounter as things that "somebody else reported/will probably report," but instead take the 5-10 minutes to report the bugs. It's easy, it doesn't take very much time, and it will help improve the mod. Don't feel obligated to report things, but keep in mind the simple fact that the quality of the mod is largely based on the bugs that are and are not reported.

Report a Bug

Re: Mass Effect: Unification (build 20626/06) (OPEN BETA!)

Posted: Sun Jun 28, 2015 8:32 pm
by TWINKEYRUNAWAY
Lol, I think you forgot to link the link for the patch.
Hidden/Spoiler:
Also was miranda's face always that majestic and gorgeous?

Re: Mass Effect: Unification (build 20626/06) (OPEN BETA!)

Posted: Sun Jun 28, 2015 10:41 pm
by THEWULFMAN
TWINKEYRUNAWAY wrote:Lol, I think you forgot to link the link for the patch.
We did, it just might not be instantly obvious. Follow the build manifest link.
Marth8880 wrote:View Build Manifest
View R6 Change Log

NOTE: R5 IS REQUIRED IN ORDER FOR THIS PATCH TO WORK

To install the patch, view or download the build manifest by following the link above

Re: Mass Effect: Unification (build 20626/06) (OPEN BETA!)

Posted: Sun Jan 10, 2016 11:47 pm
by Marth8880
Streaming development session of R6 now on Twitch! http://www.twitch.tv/marth8880

Re: Mass Effect: Unification (build 20626/06) (OPEN BETA!)

Posted: Mon Jan 11, 2016 12:23 am
by AnthonyBF2
I hadn't kept up on your entire progress with moving/replacing the radar map. When it comes to the small one, in the corner, it is possible. I've been able to re-size and move it.

In the PC hud file the code begins at Map("player1map")

Screenshot:
Hidden/Spoiler:
Image
My HUD code:
Hidden/Spoiler:
[code]FileInfo("1playerhud")
{
Viewports(1)

}

Map("player1map")
{
PositionSmall(0.900000, 0.800000, 0.012000, "Viewport")
PositionLarge(0.308639, 0.556811, -38.133076, "Viewport")
PositionSpawn(0.767984, 0.477156, 0.000000, "Viewport")
EventToggleMapMode("player1.map.modeToggle")
EventChangeMapMode("player1.map.mode")
EventPostHide("player1.map.hideCPs")
EventRefreshTarget("player1.map.refreshTarget")
EventRefreshPost("player1.map.refreshPost")
EventRefreshMarker("player1.map.refreshMarker")
EventPlayerIndex("player1.index")
PropagateAlpha(1)
Position(0.900000, 0.800000, 0.012000, "Viewport")
Scale(0.820000, 0.820000, 0.820000)
ZOrder(127)
Alpha(0.850000)
EventEnable("player1.map.enable")

BackdropSmall("BackdropSmall")
{
Mask("map_mask")
TexCoords(0.248419, 0.564873, 0.470641, 0.787095)
ZOrder(255)
Alpha(0.500000)
}

PlayerFOVSmall("PlayerFOVSmall")
{
Mesh("hud_map_fov")
ZOrder(123)
}

PlayerDirectionSmall("PlayerDirectionSmall")
{
Mesh("hud_map_fov")
ZOrder(124)
Alpha(0.200000)
Color(255, 255, 0)
}

TargetSmall("TargetSmall")
{
BitmapStyle("Shadow")
ZOrder(126)
Color(0, 0, 0)
}

PostSmall("PostSmall")
{
BitmapStyle("Shadow")
}

PostTextSmall("PostTextSmall")
{
TextBreak("Word")
TextAlignment("Center", "Bottom")
ZOrder(127)
}

PostSelectSmall("PostSelectSmall")
{
Bitmap("hud_icon_flash")
BitmapStyle("Shadow")
}

MarkerSmall("MarkerSmall")
{
BitmapStyle("Shadow")
ZOrder(0)
}

NorthSmall("NorthSmall")
{
Bitmap("hud_map_northpointer")
BitmapStyle("Shadow")
Position(0.000000, -0.110000, 0.000000, "Viewport")
Scale(2.000000, 2.000000, 2.000000)
ZOrder(127)
}

BackdropLarge("BackdropLarge")
{
Mask("map_mask")
ZOrder(255)
Alpha(0.500000)
}

PlayerFOVLarge("PlayerFOVLarge")
{
Mesh("hud_large_map_fov")
ZOrder(0)
Alpha(0.500000)
}

PlayerDirectionLarge("PlayerDirectionLarge")
{
Mesh("hud_map_fov")
ZOrder(124)
Alpha(0.200000)
Color(255, 255, 0)
}

TargetLarge("TargetLarge")
{
BitmapStyle("Shadow")
ZOrder(254)
Color(0, 0, 0)
}

PostLarge("PostLarge")
{
BitmapStyle("Shadow")
ZOrder(0)
}

PostTextLarge("PostTextLarge")
{
TextBreak("Word")
TextAlignment("Center", "Bottom")
ZOrder(127)
}

PostSelectLarge("PostSelectLarge")
{
Bitmap("hud_icon_flash")
BitmapStyle("Shadow")
}

MarkerLarge("MarkerLarge")
{
BitmapStyle("Shadow")
ZOrder(0)
}

NorthLarge("NorthLarge")
{
Bitmap("hud_map_northpointer")
BitmapStyle("Shadow")
Position(0.000000, -0.375000, 0.000000, "Viewport")
Scale(5.000000, 5.000000, 5.000000)
ZOrder(127)
}

BackdropSpawn("BackdropSpawn")
{
Mask("map_mask")
ZOrder(255)
Alpha(0.500000)
}

PlayerFOVSpawn("PlayerFOVSpawn")
{
ZOrder(123)
}

PlayerDirectionSpawn("PlayerDirectionSpawn")
{
ZOrder(124)
}

TargetSpawn("TargetSpawn")
{
BitmapStyle("Shadow")
ZOrder(126)
Color(0, 0, 0)
}

PostSpawn("PostSpawn")
{
BitmapStyle("Shadow")
}

PostTextSpawn("PostTextSpawn")
{
TextBreak("Word")
TextAlignment("Center", "Bottom")
ZOrder(127)
}

PostSelectSpawn("PostSelectSpawn")
{
Bitmap("hud_icon_flash")
BitmapStyle("Shadow")
}

MarkerSpawn("MarkerSpawn")
{
BitmapStyle("Shadow")
ZOrder(0)
}

NorthSpawn("NorthSpawn")
{
Bitmap("hud_map_northpointer")
BitmapStyle("Shadow")
Position(0.000000, -0.325000, 0.000000, "Viewport")
Scale(5.000000, 5.000000, 5.000000)
ZOrder(127)
}

}[/code]