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Speedometer, etc.

Posted: Tue Feb 26, 2013 12:36 am
by Red Devil
this was on my wishlist/to do list, so this my crude first attempt. thought of changing the shape to something like the hull/ammo shapes, but thought that might be confusing.

Image

Re: Speedometer, etc.

Posted: Tue Feb 26, 2013 12:42 am
by General BlackDragon
Neat. Although for some reason on my firefox, there's no scroll bar across the bottom, the right half of the image simply gets cut off.

I had to right click > copy image location, and paste it into a new tab to view.

Re: Speedometer, etc.

Posted: Tue Feb 26, 2013 12:44 am
by DarkCobra262
As did I :/

Re: Speedometer, etc.

Posted: Tue Feb 26, 2013 1:00 am
by Axeminister
Same here but with IE. By the way, I like it.

Re: Speedometer, etc.

Posted: Tue Feb 26, 2013 1:06 am
by Red Devil
weird, not with me :? were you logged in?

Re: Speedometer, etc.

Posted: Tue Feb 26, 2013 3:24 am
by MrTwosheds
The lellowish BG colour looks non native. It would also be nice to use a display capable of telling you just how ridiculously fast your unit is now going under unusual circumstances. (thinks of UEP DF mode)

Re: Speedometer, etc.

Posted: Tue Feb 26, 2013 4:21 am
by General BlackDragon
I agree, the BG should be light blue to match the rest of the UI.

And, MrTwosheds, I believe the bottom number under the bar will indicate actual speed, even if it goes beyond the bar...

Re: Speedometer, etc.

Posted: Tue Feb 26, 2013 6:01 pm
by Red Devil
this would not have been possible without Nathan adding the callback, so thanks and a tip of the hat to him for it :-)

been 'experimentating' with color, so i used that.

i have version i use for my fast test units which i could upload. here's the dll code i am using now:

top of .cpp file:
Vector CraftVelocity;


inside execute:

CraftVelocity = GetVelocity(m_Player);
f_PlayerVectorx = CraftVelocity.x;

IFace_SetInteger("options.instant.int31", abs(int(f_PlayerVectorx)));


(yes, i could condense everything into a line or two, but i cherish readability, especially now.)


cfg

(embedded it in the weapon cfg instead of its own so i didn't have to add a call for it)

edit: i originally made it to just show the speed in numbers, without the graph.

thanks, rs

Re: Speedometer, etc.

Posted: Tue Feb 26, 2013 7:17 pm
by Red Spot
Red Devil wrote:cfg

Re: Speedometer, etc.

Posted: Tue Feb 26, 2013 11:43 pm
by Red Devil
i should have mentioned that that was for IA; probably want to make that a member varb fro MP.

Re: Speedometer, etc.

Posted: Thu Feb 28, 2013 10:46 pm
by Red Devil
thuggin' in G66 IA:

Image

Re: Speedometer, etc.

Posted: Sat Mar 02, 2013 9:03 pm
by Nielk1
Might I suggest you try isolating the local left, right, forward, and back magnitudes and apply it to a + shaped gauge alignment? The method you use now gives the absolute velocity.

Also, if you haven't, try reading the top speed from the ODF, add some too it, and then scale the gauge % and set the marker numbers on it appropriately.

I take it you set this to always be visible in the CFG. I have been trying to get the DLL to load extra CFGs on demand, but the issue comes when you try to DLL create vars that already exist, DLL access vars that don't, or exec a CFG only once (when first needed) and then display it at the right times.

The speedometer probably only has a good place in racing maps though. If you make sure its a separate CFG, you can allow people to more easily customize it.

Re: Speedometer, etc.

Posted: Mon Mar 04, 2013 12:49 am
by Red Devil
successfully duplicated the activity in Natty's vid :twisted:

Re: Speedometer, etc.

Posted: Mon Mar 04, 2013 3:48 am
by General BlackDragon
link?