User panel stuff on forum
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Client Talk
2006-07-01, 17:39
Member
75 posts

Registered:
May 2006
Hello,

I thought I'd post some additional info about the new Radar hud item, since it's now a lot more complete. Also, two new hud items, that uses the same statistics stuff as the radar is now available teamholdbar and teamholdinfo

Some features:
- Can show almost all entities, ammo, weapons and so on. You can filter these.
- Shows projectiles, rockets, shaft beam, grenades, shotgun bucks.
- Shows the areas held by the teams in the team color based on the players weight
- Highlights players with powerups.
- Highlights dead players that loses a backpack containing a rocket launcher.
- Shows the direction the players are facing.
- Fades players as they get weaker.

I've written a manual page for it's usage here:
http://ezquake.sourceforge.net/docs/?radar

And there's a test version that can be found here:
http://ezquake.sourceforge.net/test/2006-06-30_win32_gl.zip

You'll need these pictures that you put in your qw/radars folder for it to work :
http://ezquake.sourceforge.net/test/radar/dm3.png
http://ezquake.sourceforge.net/test/radar/aerowalk.png
(Note that these pictures contains a conversion formula for converting from Quake coordinates -> pixel coordaintes in the image metadata, so if you edit them in some program, make sure the metadata is preserved!)

It would be nice if some people could test this version with some more demos/configs and find errors/suggestions for improvement.

Some movies:
http://130.240.57.59/quake/radar/radar15.avi
http://130.240.57.59/quake/radar/radar16.avi
http://130.240.57.59/quake/radar/radar17.avi

Some pics:
http://130.240.57.59/quake/radar/ezquake014.png

http://130.240.57.59/quake/radar/ezquake015.png

http://130.240.57.59/quake/radar/ezquake016.png

http://130.240.57.59/quake/radar/ezquake017.png

http://130.240.57.59/quake/radar/ezquake018.png

http://130.240.57.59/quake/radar/ezquake019.png

http://130.240.57.59/quake/radar/ezquake020.png

http://130.240.57.59/quake/radar/ezquake021.png

http://130.240.57.59/quake/radar/ezquake045.png

http://130.240.57.59/quake/radar/ezquake046.png

http://130.240.57.59/quake/radar/ezquake046b.png
2006-07-01, 18:04
Member
1026 posts

Registered:
Feb 2006
holy shit!

testing..
god damn hippies >_<
2006-07-01, 18:14
Member
75 posts

Registered:
May 2006
Anyone having problems running that test version? Didn't work to even start the .exe for one guy at least.
2006-07-01, 18:14
Member
1754 posts

Registered:
Jan 2006
great job, works good
altho I'm a bit cranky about the new client for this, but the v_model-lag is still there...
2006-07-01, 18:56
Member
1026 posts

Registered:
Feb 2006
happened once to look like this without altering any cvar:

http://img181.imageshack.us/img181/374/ezquake0034re.th.jpg
god damn hippies >_<
2006-07-01, 19:21
Member
75 posts

Registered:
May 2006
Quote:
altho I'm a bit cranky about the new client for this, but the v_model-lag is still there...

I looked into this and found the cause of the bug. It was due to some "half" ported code from zQuake. So this will be fixed for next version.

Quote:
happened once to look like this without altering any cvar:

Hmm, it stayed like that for long? And do you have the demo it happens in so that I can try to reproduce it?
2006-07-01, 19:22
Member
1754 posts

Registered:
Jan 2006
yay, next version..
guess you need a high conresolution to make it look good eh?
2006-07-01, 19:30
Member
75 posts

Registered:
May 2006
To make what look good? The radar?
2006-07-01, 21:13
Member
1026 posts

Registered:
Feb 2006
Cokeman wrote:
Quote:
happened once to look like this without altering any cvar:

Hmm, it stayed like that for long? And do you have the demo it happens in so that I can try to reproduce it?

it stayed like that until i reloaded the demo..

demo is 4on4_.la._vs_koff[dm3]12_tmp2515.mvd
i'll link it from CHTV since it will start working.. site down atm
god damn hippies >_<
2006-07-02, 01:13
Member
75 posts

Registered:
May 2006
Does it happen at a specific time in the demo? or is it random
2006-07-02, 01:23
Member
805 posts

Registered:
Mar 2006
when I try to use \radar show ezQuake replies:

http://img206.imageshack.us/img206/7783/ezquake0131un.th.jpg
https://tinyurl.com/qwbrasil - QuakeFiles
2006-07-02, 01:38
Member
75 posts

Registered:
May 2006
\radar show ?!

That's not what it says, it's:

/show radar
2006-07-03, 09:02
Member
85 posts

Registered:
May 2006
omg nice
2006-07-03, 11:24
Member
950 posts

Registered:
Apr 2006
Yup, great learning tool for teamplay!
2006-07-04, 05:49
Member
66 posts

Registered:
Jan 2006
Didn't know about that one. It's looking great, à la hltv
2006-07-04, 08:08
Member
55 posts

Registered:
Mar 2006
siikah wrote:
Didn't know about that one. It's looking great, à la hltv

only that it's better!
anyway - nice job. wonder if it's gonna be allowed in official matches.
I'll make weapons of my imperfections
2006-07-04, 08:16
Member
139 posts

Registered:
Jan 2006
PM wrote:
siikah wrote:
Didn't know about that one. It's looking great, à la hltv

only that it's better!
anyway - nice job. wonder if it's gonna be allowed in official matches.

ain't this feature just for demoplayback?
http://www.egozelle.com/stuff/qw_sig.jpg
2006-07-04, 09:21
Member
75 posts

Registered:
May 2006
The radar works best for playing MVD's. But it's possible to use it with qwd's and while spectating also, but then you'll only see the entities/players closest to you.
2006-07-04, 09:45
Member
950 posts

Registered:
Apr 2006
Can it be used on mvdstreaming? Via QTV?
2006-07-04, 11:00
Member
75 posts

Registered:
May 2006
Well, at the moment it can't, since QTV isn't native to ezQuake yet, it only runs through a local proxy atm. But we're going to port the implementation from FTEQW, and hopefully get it working then.
2006-07-04, 11:10
Member
950 posts

Registered:
Apr 2006
Will just be great for spectators!
2006-07-04, 21:33
Member
75 posts

Registered:
May 2006
Hrmmm... So no-one got any suggestions or bug reports for me?
2006-07-05, 10:38
Member
950 posts

Registered:
Apr 2006
Now that CHTV is back on I might soon
2006-07-07, 16:39
Member
113 posts

Registered:
Apr 2006
Would it be possible to make the person you are spectating a bit easier to tell apart from the other players on the overhead ?

Right now I have a hard time finding where I'm at if I switch spectator view while I concentrate on looking at the radar/overhead. One suggestion would perhaps be to draw that persons name in red if you have names turned on or an extra circle around the player icon in some bright fancy color.

I also noticed that if you watch a demo recorded by yourself (qwd) the player icon will not rotate the weapon indicator according to where it's pointing, it will instead be aligned in a fixed position.

Very nice addition to the game =)

-bio
biomass
2006-07-07, 17:17
Member
75 posts

Registered:
May 2006
Yay! Finally some feedback, thanks biomass

I'll make it so that you can set it so that the player you're currently spectating is highlighted in some way. I can do a few different styles for that also, so that you can pick the one you like the most.

Quote:
I also noticed that if you watch a demo recorded by yourself (qwd) the player icon will not rotate the weapon indicator according to where it's pointing, it will instead be aligned in a fixed position.

Yea I noticed that myself, but I've forgotten to fix it :s

/ Cokeman
2006-07-07, 18:41
Member
1011 posts

Registered:
Feb 2006
btw, is this in cvs?
2006-07-07, 23:29
Member
75 posts

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May 2006
Yes it's in the CVS.
2006-07-08, 18:48
Member
69 posts

Registered:
Feb 2006
this is amazing. great work!!!
2006-07-31, 20:26
Administrator
2059 posts

Registered:
Jan 2006
As this radar thingie is a spectator feature i thought i'd post a little suggestion for it here. How about adding the possibility to see the exact remaining time when the major items spawns (RL, LG, Quad, Ring, Armors etc) somewhere in the game when you spectate? Would be nice and raise the awareness level for the spectators, and the commentators would have another thing to dig out some info from aswell.
www.facebook.com/QuakeWorld
2006-07-31, 21:08
News Writer
493 posts

Registered:
Jan 2006
on that subject, how about syncing cl_gameclock with the "[x] minutes remaining" when a spec joins late?
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