terencehill [Sat, 24 Jan 2015 21:35:17 +0000 (22:35 +0100)]
Revert "Improve the distribution of icons in the HUD weapons panel" as the previous code worked that way in order to use the same weapon icon size (and the same layout) even when hud_panel_weapons_onlyowned is set to 1
Mario [Fri, 23 Jan 2015 01:44:17 +0000 (01:44 +0000)]
Merge branch 'sev/hud_weapon_panel' into 'master'
A few HUD weapon panel improvements
Currently, the HUD weapon panel distributes the weapon icons very akwardly. The scaling is especially off when arranged vertically, sometimes leaving a gap on either side. So I've made to following changes:
- Reimplemented the distribution of the icons to better use the available space, and to be more predictable.
- Added a new cvar *hud_panel_weapons_label_scale*, to change the label size.
- Lastly, I've tightened up the HUD editor selection border for all panels, to more closely resemble the selection border in editors like GIMP or Inkscape.
Mario [Fri, 23 Jan 2015 01:34:35 +0000 (01:34 +0000)]
Merge branch 'terencehill/ready_restart_tweaks' into 'master'
Terencehill/ready restart tweaks
Improve behaviour when sv_ready_restart and sv_ready_restart_after_countdown are enabled:
* Don't play "Prepare for battle" announcement twice in games made of rounds
* Block players while the countdown to game start is going even if sv_ready_restart_after_countdown is enabled
This is to avoid that a player roaming in the map gets confused by the sudden respawn when the game begins; it also helps to more clearly separate pre-game time from pre-round time (in the latter players are allowed to move depending on the game mode, e.g. CA allows it, FT doesn't)
Mario [Thu, 22 Jan 2015 08:13:18 +0000 (08:13 +0000)]
Merge branch 'sev/hud_kh' into 'master'
Reimplemented Keyhunt HUD modicon panel
The current Keyhunt HUD modicon panel is overly complicated and inconsistent with other gametypes:
- It uses most of the available space to show the original key color, which is irrelevant for the gameplay
- Teams are not grouped
- Ownership is conveyed with different alpha values, which is difficult to understand
- As a result, you get an "RGBA salad"
This branch reimplements the panel:
- Each key is shown in the color of its current owning team
- Keys are grouped by team
- The icons use the same taken/carrying/dropped pattern used for CTF
- The icons blink if RUN HERE is shown
- The icons are more evenly distributed in the available space, esp. in the case of fewer than 4 teams
Mario [Mon, 19 Jan 2015 02:42:57 +0000 (02:42 +0000)]
Merge branch 'sev/hud_ammo_panel' into 'master'
Sev/hud ammo panel
This branch makes the following additions and changes to the HUD ammo panel:
- New cvar *hud_panel_ammo_noncurrent_alpha*, to set the alpha of all ammo items not currently used (was hardcoded)
- New cvar *hud_panel_ammo_noncurrent_scale*, to scale the size of not currently used ammo items in relation to the current ammo
- Never blacks out the current ammo, even if 0. A red 0 is easier to see and understand than a black item
- The red text color for low ammo is slightly brighter, for better visibility
- In conformance to established color codes, infinite ammo text is now green instead of blue
- Infinite ammo text shows the proper infinity symbol, instead of 999
The purpose of this is to improve consistency and to allow setting appart current from noncurrent ammo,
as an alternative to using *hud_panel_ammo_onlycurrent*.
Severin Meyer [Sun, 18 Jan 2015 23:40:25 +0000 (00:40 +0100)]
For a low ammo count, use slightly brighter red for better visibility. For infinity ammo count, use green instead of blue, in conformance to established color codes (red=bad, green=good).
Severin Meyer [Sun, 28 Dec 2014 14:44:13 +0000 (15:44 +0100)]
Implement a more intuitive Keyhunt HUD section: Show the keys in the color of their owning team. Use the same taken/carrying/dropped pattern as for CTF.
Rudolf Polzer [Fri, 26 Dec 2014 22:12:55 +0000 (22:12 +0000)]
Merge branch 'sev/legacy_char_replacement' into 'master'
Legacy Character Replacements
This is a minor issue, sorry for the bother. AFAIK, there are two remaining uses of legacy characters,
which are blurry and do not support drop shadows:
- The >>> downloading sign on the scoreboard
- The ... used in front of trailing chat message lines (if the chat message exceeds one line)
This branch replaces the dowloading sign with a proper Unicode character.
However, I did not manage to find where the chat "ellipsis" is defined.
I assume the legacy character is U+E007 (\xEE\x80\x87), to be replaced with a periodcentered U+00B7 (\xC2\xB7), or a plain period. Yet I had not luck grepping my way through qcsrc and darkplaces.