Author Topic: HUD  (Read 480 times)

0 Members and 1 Guest are viewing this topic.

Offline JONTUX

  • Bondsman
  • *
  • Posts: 28
  • Karma: 1
HUD
« on: July 22, 2010, 04:19:28 PM »
Can the HUD be turned off or deactivated?  i.e. looking for a way to have only the field of view without any heads up information or mech structure in the frame.

Also, is there a way in this game to be a spectator and follow a single player during a match seeing through their viewpoint?  if so, does that view have the HUD information on screen when spectating?

Thanks

Offline (TLL)KitLightning

  • Resident Necromancer
  • Apprentice Dev
  • Living Legend
  • *
  • Posts: 5128
  • Karma: 295
  • πάντα ρει, και ουδέν μένει
    • The Living Legends
Re: HUD
« Reply #1 on: July 22, 2010, 04:31:45 PM »
Can the HUD be turned off or deactivated?  i.e. looking for a way to have only the field of view without any heads up information or mech structure in the frame.

cl_hud (0 disables the HUD, 1 enables the HUD)

Also, is there a way in this game to be a spectator and follow a single player during a match seeing through their viewpoint?  if so, does that view have the HUD information on screen when spectating?

You can select Spectator mode before joining a battle. Hit space to switch between the different Spectator views (Map Camera, Player View or Free Camera) Left and Right Arrow switches between the Players.

if so, does that view have the HUD information on screen when spectating?

No. Only the Players name will be displayed.


       BUG Reports                                    Technical Issues                                       Install Errors

"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." ~Albert Einstein
                                     "It'll take time to restore chaos" ~George W. Bush

Offline JONTUX

  • Bondsman
  • *
  • Posts: 28
  • Karma: 1
Re: HUD
« Reply #2 on: July 22, 2010, 09:07:02 PM »
Great information! Thanks!.  Can you turn the names off on the spectator modes? Does a spectator take up a player space on a server?

I have a simpit I am building and am trying to get data for the multi function screens.  Since the mod does not have a data dump or way to tie in, I have to get the display another way.  i can't program o thats out.

Another way to do that is to display the exact same game without the HUD for the use of the simpit since all the info is ideally located on MFD screens.  BUT I then need a display with the HUD so i can either frame capture with software or web cameras the different data areas from the HUD.

So one screen showing just the view being used my simpit pilot.  One screen with HUD and the Radar being captured on camera (for example) then just that area displayed on a MFD.

It sucks the crosshairs will not be on the primary HUD..but I can just place a temp sight on the screen itself.

Offline (TLL)KitLightning

  • Resident Necromancer
  • Apprentice Dev
  • Living Legend
  • *
  • Posts: 5128
  • Karma: 295
  • πάντα ρει, και ουδέν μένει
    • The Living Legends
Re: HUD
« Reply #3 on: July 23, 2010, 01:27:22 AM »
Great information! Thanks!.  Can you turn the names off on the spectator modes? Does a spectator take up a player space on a server?

The console command cl_hud 0 will disable all information on the HUD, this includes the Player names and what else is displayed. For the latter part of your post I am unsure if it will work, since the cl_hud command will disable any such data from being render.


       BUG Reports                                    Technical Issues                                       Install Errors

"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." ~Albert Einstein
                                     "It'll take time to restore chaos" ~George W. Bush

Offline JONTUX

  • Bondsman
  • *
  • Posts: 28
  • Karma: 1
Re: HUD
« Reply #4 on: July 24, 2010, 05:58:15 PM »
Well I guess I am back to running to computers on the same server, one as the player with HUD on and one as a spectator with HUD off.

The spectator will be the actual view of the simpit and the player will drive the monitor al lthe information is pulled fomr with camera's or software.

I REALLY wish someone here would just export the data or some such I could read then display on another monitor with my own graphics.  It would be a lot sismpler.

Offline 7.[WD]Poldi

  • Lance Sergeant
  • **
  • Posts: 408
  • Karma: 27
  • Col. 7th Reg. Wolfs Dragoons
    • 7th Wolf Dragoons HQ
Re: HUD
« Reply #5 on: July 25, 2010, 11:36:26 AM »
I asked for this some time ago, but the Devs are afraid to open a door to hacks/game-hooks when providing an interface for external devices, what shouldn't be a problem imho when only HUD-Data are given out and no date are given back.



Offline JONTUX

  • Bondsman
  • *
  • Posts: 28
  • Karma: 1
Re: HUD
« Reply #6 on: July 25, 2010, 03:53:31 PM »
There is only a risk if its a two way path.  All we need is the variable values to be accessable.

Hell someone can rewrite the graphics part if we absolutely had to if we just had the values!  And its not like were looking for a full fledged sdk or anything.

Offline 7.[WD]Poldi

  • Lance Sergeant
  • **
  • Posts: 408
  • Karma: 27
  • Col. 7th Reg. Wolfs Dragoons
    • 7th Wolf Dragoons HQ
Re: HUD
« Reply #7 on: July 27, 2010, 10:43:05 AM »
Well that was what I thought - make it only output and there is no way for hacks. But I believe there is more important things on the Devs ToDo-list atm, so lets be patient until the game is at a more "ready" state and ask again then :)



Offline JONTUX

  • Bondsman
  • *
  • Posts: 28
  • Karma: 1
Re: HUD
« Reply #8 on: July 27, 2010, 04:16:14 PM »
Patience? Whats that?   ;D

Yea the problem is when your building a pit I kind of need to know whats going to be available!  You know...if I knew who to ask i would pay to have it.

I really think I can build something that makes the ole Tesla pods look like toys.