HUD mutator (countdown timer and antigravboots). Help

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ProAsm
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Re: HUD mutator (countdown timer and antigravboots). Help

Post by ProAsm »

Thanks for the quick feedback on this.
Yes, I rescaled everything based on 1440x800 and it worked out very nicely.
timer and anti grav boots remain transparent
This is quite correct.
If you look with an OpenGL based graphics card with the:
GameRenderDevice=OpenGLDrv.OpenGLRenderDevice
you will see everything is transparent, including the health, all the weapons, basically everything.
That is how UT designed it.
The new D3D9Drv also looks like what you seeing but the old D3DDrv is correct or the other way around :)
But I'm pleased its finally working.
I'll use this Intel card and see if I can somehow make the time and boots background non transparent.
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Re: HUD mutator (countdown timer and antigravboots). Help

Post by ProAsm »

Ok here we have hopefully stable version.
See the readme for particulars but generally a entry will appear in the User.ini file where you can enable/disable the Transparency.

[BootMon5.BootTimeHud]
UseTransparency=True
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This mod has been a great experience :)
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asosed
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Re: HUD mutator (countdown timer and antigravboots). Help

Post by asosed »

ProAsm, continuing testing. The results are below.
1. Transparency. The most amazing thing is that in the transparency mode (Use Transparency = True) the timer and antigravbots can change the transparency from small to full when I move the slider next to "HUD Transparency". And so it was before (without setting UseTransparency = True). But for some reason, the timer and antigravbots cannot become opaque with the corresponding value of the slider (extreme right) "HUD Transparency". Where is the logic? :)
2. Server side. I totally forgot about testing the server side mutator. And here, as it turns out, in the end, there are problems. When the server starts to load, the mutator is loaded as well. Everything is fine here. But when I go to the server, I don't see the HUD and crosshair at all (see screenshot) :)
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ProAsm
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Re: HUD mutator (countdown timer and antigravboots). Help

Post by ProAsm »

Note on the transparency :)

Just tested here, on my 451 server I get exactly what you get, but on my 469 server everything works 100%.
I run Newnet, Nexgen, MapvoteX and SmartSB on the server with now included BootMon5.

I'll go fiddle with the 451 server and see what it does not like.

**Edit**
Nope for the life of me I cannot get my 451 server to work properly, it just stares at me when I log in, even removing all mutators etc. :(
However the 469 server runs like a dream with everything on including the kitchen sink :)
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asosed
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Re: HUD mutator (countdown timer and antigravboots). Help

Post by asosed »

1. Transparency. That is, the timer and antigravbots can be of 2 options:
- transparent with varying degrees of transparency :)
- opaque
2. I tested on server 451, disabling all mutators for clarity. Although ideally I would like this mutator to work in conjunction with other mutators affecting the HUD. For example NexGen, SmartSB, Ultimate Scoreboard 3. I did not carry out tests with patch 469 due to its absence.
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Re: HUD mutator (countdown timer and antigravboots). Help

Post by ProAsm »

Yes I agree on getting the mod to run with other hud mutators but I'm afraid I do not know how to do that as I'm new to Hud coding.
Nexgen does it and looking at its code, it uses 1000's of lines of code to do this.
I too would like to get it working side by side with SmartSB and I will persevere with that and if or when I come right, I'll let you know.
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asosed
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Re: HUD mutator (countdown timer and antigravboots). Help

Post by asosed »

ProAsm, you might be interested. I found a plugin for NexGen that fixes transparency (opacity) in the HUD. The archive contains the plugin itself and a video showing how it works.
http://medor.no-ip.org/index.php?dir=Ne ... UD_fix.rar
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ProAsm
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Re: HUD mutator (countdown timer and antigravboots). Help

Post by ProAsm »

Thanks for the headsup on Nexgen.
Actually I have re-writen the whole of BootMon.
It now monitors the Hud opacity and sets itself in accordance to what you set in the UT menu, so it no longer uses the User.ini option.
Also it is no longer a Hud which takes over.
It is now a HudMutator and allows other Huds to share the hud.
I have done the same to SmartSB but ran into other problems which I'm working on atm.
But at least it now shares, and the only problem is an admin needs to be carefull not to run it with Newnet for instance as they both do the same and you get both running at the same time.
But at least it is now SmartSB compatible.
Try it and see, but hang onto BootMon5 :)
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asosed
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Re: HUD mutator (countdown timer and antigravboots). Help

Post by asosed »

ProAsm, it's not just compatible with SmartSB, it's dependent on it :)
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Re: HUD mutator (countdown timer and antigravboots). Help

Post by ProAsm »

LOL.... let me go check :)

Yeah ok, I had both EditPackages open.
Try this one, just the u file.
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Que
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Re: HUD mutator (countdown timer and antigravboots). Help

Post by Que »

perhaps have option for disabling clock Proasm if server is running NewNet.
bShowClock=True/False

[Armour]
[Health]
[Clock Optional]
[Boots]
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asosed
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Re: HUD mutator (countdown timer and antigravboots). Help

Post by asosed »

ProAsm, first impression - works great! Later I will test it again and tell you the result.
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ProAsm
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Re: HUD mutator (countdown timer and antigravboots). Help

Post by ProAsm »

Que wrote: Fri Sep 11, 2020 11:52 pm perhaps have option for disabling clock Proasm if server is running NewNet.
bShowClock=True/False

[Armour]
[Health]
[Clock Optional]
[Boots]
Version 5 did look for newnet but then I removed it as you can just disable it with a mutate command, 'Mutate ChangeBootDisplay'
Anyway a smart admin would not run both mods :)
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asosed
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Re: HUD mutator (countdown timer and antigravboots). Help

Post by asosed »

ProAsm wrote: Sat Sep 12, 2020 8:05 am Anyway a smart admin would not run both mods :)
I launched :lol:
But I have a version of NewNet that does not have a timer and antigravbots. Works :tu:
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Re: HUD mutator (countdown timer and antigravboots). Help

Post by asosed »

It seems we are approaching the perfect mutator.
But as I tested it more thoroughly, I discovered two problem. Perhaps they are related.
1. The timer and antigravbots is not displayed in spectator mode.
2. The timer and antigravbots are not displayed when recording (playing) a demo.
PrоAsm can you fix it?
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