Alternate HUDs

Contents

  1. About
  2. Installation
  3. Usage
  4. Configuring
  5. Compatibility
  6. Known Bugs
  7. The Plug-in System
  8. Version History
  9. Planned Features
  10. Credits



0. About

Alternate HUDs is a "modular HUD replacement system" for UT2004, in the form of a mutator. It aims to allow the user to mix and match different elements of the HUD, such as personal info (health, shield, adrenaline), weapon info (ammo, charging bar), score info, etc.

Scroll down to Configuring to see a list of the HUD elements complete so far.


1. Installation

Copy these files to your UT2004\System directory:

psAltHUD.u
psAltHUD.int
psAltHUD.ucl
psUT2003HUD.u
psUT2003HUD.int

 

Note: If you do not have the Classic UT-style HUD elements, but they still appear in the list in-game, you should either download it (go here for a download link) or remove references to it from the Alternate HUDs INI file.  To do this, open psAltHUD.ini and look for and delete the following lines:

 

WeaponInfoNames=psClassicHUD.psClassicWeaponInfo;Classic UT-style

PersonalInfoNames=psClassicHUD.psClassicPersonalInfo;Classic UT-style

 

This step isn’t necessary, but would prevent them from showing up in the configuration menu.

 

 

1.1. HUD Element Installation

 

As of beta 1.4, HUD elements can be declared in .int files (see psUT2003HUD.int for an example). If an object declaration in an .int file is present for a HUD element, it is not necessary to add it to the psAltHUD.ini file for installation.



2. Usage

Add the "Alternate HUDs" mutator to the list when starting a server or a game of Instant Action. If you are going to run a server with Alternate HUDs on, remember to put "psAltHUD" in the ServerPackages list.  It is not necessary to put “psUT2003HUD” (which contains the UT2003-style HUD elements) in the ServerPackages list.

Make sure to configure which HUD elements you want to use by clicking "Configure Mutators" when starting a server or game of Instant Action. These settings are client-side, so you will have to configure them before joining a server with Alternate HUDs enabled, but each player can have different HUD settings.

 

New feature (beta 1.1+): Alternate HUDs can now be configured mid-game.  See below for more information.

 


3. Configuring

After clicking "Configure Mutators" (when starting a server or a game of Instant Action), use the drop-down lists under the "Alternate HUDs" heading to choose which styles of HUD elements you want to use.  Alternatively, you can edit the psAltHUD.ini file to directly enter the full class name of the HUD element.  The types of HUD elements and their available styles are:

 

Personal Info: displays health, shield and adrenaline

default

Let the (UT2004) HUD control this element

UT2003-style

UT2003-style health, shield and adrenaline displays

UT2003-style w/ bars

Same as above, except the backgrounds for the health and adrenaline counters act as health/adrenaline meters

Score Info: displays score and other game-relevant info, such as objective indicators, maps (Onslaught) and radars (Invasion)

default

Let the (UT2004) HUD control this element

none

Hide all score displays, objective indicators (excl. AS), etc.

UT2003-style

UT2003-style score display – see Compatibility for a list of supported game-types

UT2003-style w/ bars)

UT2003-style score display with scalable bars representing score versus score limit (your score/lives in DM/LMS, each team’s score in team games)

Timer: displays the time remaining, if applicable

default

Let the (UT2004) HUD control this element

none

Hide the timer

UT2003-style

UT2003-style time display

UT2003-style w/ bars

UT2003-style time display with a background that acts as a meter showing how far through the match is (if there is a time limit)

UDamage: displays remaining Double Damage time

default

Let the (UT2004) HUD control this element

none

Remove the Double Damage display

UT2003-style

UT2003-style Double Damage meter (recommended with UT2003-style Personal Info)

Weapon Bar: displays weapon icons for the weapons you own

default

Let the (UT2004) HUD control this element

UT2003-style

UT2003-style weapon bar

UT2003-style (minimal)

UT2003-style weapon bar which does not show icons for weapons you do not have.

This HUD element has been removed. See below.

UT2003-style (auto-hide)

UT2003-style weapon bar which auto-hides.  See the psAltHUD.ini file for configuring it (under [psUT2003HUD. psUT2003WeaponBarHide]).

UC-style

(new)

Weapon bar which is loosely based on the weapon bar from Unreal Championship, but using textures from the UT2003 HUD.  This HUD element has a number of options.

Weapon Info: displays your weapon’s current ammo and charge (if applicable)

default

Let the (UT2004) HUD control this element

UT2003-style

UT2003-style ammo counter and charge bar

UT2003-style w/ bars

Same as above, except the background for the ammo counter acts as an ammo meter

 

New feature (beta 1.1+):

If you have a key set to “Open Mid-Game Config” (under “Alternate HUDs” in the controls configuration window), you can configure Alternate HUDs mid-game.  This key (or the “Mutate ConfigAltHUD” console command) will only work if the Alternate HUDs mutator is in the game.

 

To allow this menu to be opened without the Alternate HUDs mutator in-game, look for the following line (under [XInterface.ExtendedConsole]) in your game ini file:

 

WaitingGameClassName=

 

...and change it to:

 

WaitingGameClassName=psAltHUD.AltHUDConfigMenu

 

This will allow you to open the Alternate HUDs config (to enable, configure or disable Alternate HUDs mid-game), by using the “PlayWaitingGame” console command.  This works in Single Player, Instant Action, and online, excluding servers with AntiTCC.

 

New feature (beta 1.2+):

Some individual HUD elements can now be configured.  For a HUD element’s options to show up in the configuration window, the mid-game configuration window must have been opened at least once while the HUD element is active.

 

In beta 1.2, the available options are:

 

UT2003-style Weapon Bar

Show Missing Weapons

Whether to show the icons for weapons you do not currently have. (Replaces the “UT2003-style (minimal)” weapon bar from Alternate HUDs beta 1.1 and below).

UT2003-style (auto-hide) Weapon Bar

Show Missing Weapons

As above

Auto-hide Time

How long (in seconds) to take to slide down out of sight.

Auto-hide Delay

How many seconds to wait after the player switches weapons before auto-hiding.

Pop-up Time

How long (in seconds) to take to slide up into sight when the player switches weapons.

UT2003-style Score Info

Show Personal Score

Whether to show the personal score display (frags, rank, spread) in (some) team games.

UC-style Weapon Bar

Repeat Icons

Whether or not to loop the icons around.

This option as been removed. Use ShrinkHUD and GrowHUD to hide or show repeated icons.

Number of Weapons

How many weapons to show simultaneously.

Cursor Move Rate

The rate at which the cursor moves when you change weapons (weapons to slide past per second).

Fade Delay

How many seconds to wait after fading in before fading out. (Put 0 to disable fading out)

Fade-out Rate

How long (in seconds) to take to fade out.

Fade-in Rate

How long (in seconds) to take to fade in.

Vertical Orientation

Display the weapons in a column (vertically) instead of in a row (horizontally).

X Position

The position of the center of the weapon bar on the X-axis (as a decimal fraction).

Y Position

The position of the center of the weapon bar on the Y-axis (as a decimal fraction).

Spacing

How far apart to space the weapon icons (1.0 is approximately 100% of the width/height of the weapon icon).

Bar Height

What should the weapon bar's height be reported as?  (Used for interactivity with other HUD elements)



4. Compatibility

Alternate HUDs should be compatible with most, if not all game-types (including custom game-types), but has not been tested on all (official and custom) game-types.

For obvious reasons, the UT2003-style score display cannot work for every (custom) game-type out there.  The following game-types are supported:

- Deathmatch – the DM score display is used for all non-team games not listed here

- Last Man Standing – identical to the DM score display, but remaining lives and remaining player count are shown instead of rank and spread

- Team Deathmatch – the TDM score display is used for unsupported game-types

- Capture the Flag (but not CTF4)

- Double Domination

- Bombing Run (and Bombing Spree)

- Onslaught – looks similar to the CTF or DDOM score displays, but shows the health of each power-core

 

Assault and Invasion have no score displays.  In any unsupported game-type, the UT2003-style score display falls back to the most suitable supported display.  For example, in any game-type derived from CTF (not including CTF4), the CTF score display is used.  In a custom game-type with teams which is not derived from a supported game-type (other than TDM), the TDM display is used.


5. Known Bugs

- Due to the way Alternate HUDs works, if you switch to the view of a Pawn you have not previously viewed (or a player who has respawned since you last viewed them) while the game is paused, the default HUD will be rendered for one frame before the Alternate HUD kicks in.


6. The Plug-in System

I tried to make Alternate HUDs as “extendable” as possible, to allow myself and other modders to make HUD element styles for use with Alternate HUDs.

To use a new HUD element, you need to append to a list of HUD element classes/names in the psAltHUD.ini file (see below).

 

Anyone who plans on making a HUD element for use with Alternate HUDs should remember not to modify the psAltHUD package (just extend its classes, as is done in the psUT2003HUD package).

 

Element

Class to extend

Append in ini file

Personal Info

psAltHUD.psHEPersonalInfo

PersonalInfoNames

Score Info

psAltHUD.psHEScoreInfo

ScoreInfoNames

Time Display

psAltHUD.psHETimeInfo

TimeInfoNames

Double Damage Display

psAltHUD.psHEUDamageInfo

UDamageInfoNames

Weapon Bar

psAltHUD.psHEWeaponBar

WeaponBarNames

Weapon Info

psAltHUD.psHEWeaponInfo

WeaponInfoNames


Example psAltHUD.ini file:

[psAltHUD.MutPSAlternateHUD]

// these are the available HUD elements (in the “Configure Mutators” GUI)

// (more are available in the real ini file)

WeaponInfoNames=psUT2003HUD.psUT2003WeaponInfo;UT2003-style

WeaponBarNames=psUT2003HUD.psUT2003WeaponBar;UT2003-style

WeaponBarNames=MyHUDPackage.MyCustomWeaponBar;(Fake) teh Windoze task-bar

PersonalInfoNames=psUT2003HUD.psUT2003PersonalInfo;UT2003-style

ScoreInfoNames=psUT2003HUD.psUT2003ScoreInfo;UT2003-style

UDamageInfoNames=psUT2003HUD.psUT2003UDamageInfo;UT2003-style

TimeInfoNames=psUT2003HUD.psUT2003TimeInfo;UT2003-style

TimeInfoNames=MyHUDPackage.MyCustomTimeInfo;(Fake) Analogue style clock

 

[psAltHUD.psAltHUDConfigInfo]

// these are the HUD elements currently in use

WeaponInfoClassName=psUT2003HUD.psUT2003WeaponInfoBars

WeaponBarClassName=psUT2003HUD.psUT2003WeaponBar

PersonalInfoClassName=psUT2003HUD.psUT2003PersonalInfoBars

ScoreInfoClassName=psUT2003HUD.psUT2003ScoreInfo

UDamageInfoClassName=psUT2003HUD.psUT2003UDamageInfo

TimeInfoClassName=psUT2003HUD.psUT2003TimeInfoBars


Properties ending with “Name” are (the class names of) the currently used HUD elements, and properties ending in “Names” are available HUD elements (the class name of the element, followed by a semicolon, followed by the name of the HUD element).  If a HUD element is not listed in the psAltHUD.ini file, it will not appear in the “Configure Mutators” GUI.

For example, if you wanted to make a simple weapon info element that only drew an ammo counter (with no background or ammo icon), you would extend/sub-class psAltHUD.psHEWeaponInfo, and override the Render function to render an ammo counter. Then, you would add the following to your psAltHUD.ini file (users of your HUD element would also need to add this to their psAltHUD.ini file, or use your ini file):
WeaponInfoNames=yourPackage.simpleWeaponInfo;Simple Ammo Counter
If done correctly, “Simple Ammo Counter” should then appear in the list of available weapon info HUD elements when configuring the Alternate HUDs mutator.

 

New feature (beta 1.4):

HUD elements can be declared in .int files. i.e.:

[Public]

Object=(Name=psUT2003HUD.psUT2003WeaponInfo,Class=Class,MetaClass=psAltHUD.psHEWeaponInfo,Description="UT2003-style")

 

See psUT2003HUD.int for more examples.



7. Version History

Beta 0.7:
- First public release

 

Beta 0.9:

- Fixed health/adrenaline flashing twice as fast if they were both flashing at once.

- Fixed shield display overlapping with UT2003-style weapon bar when weapon bar is in mini-mode.

- Fixed adrenaline display being drawn when adrenaline is not enabled (UT2003-style Personal Info).

- Added UT2003-style Score Display.

- Moved the UT2003-style HUD elements to a separate package (“psUT2003HUD.u”) so that servers need not force clients to download them

- Fixed Custom HUD Colours.

- TDM4/CTF4 now uses Custom HUD Colours (team colours).

- Weapon icons on the UT2003-style weapon bar are now centred.

- Added UT2003-style Time Display.

- Made "w/ bars" styled elements a little less plain (scale bars are shaded around the borders).

- Adjusted "w/ bars" scale bars so the whole "scale" is visible (the first 7% or so of some were not visible).

 

Beta 1.0:

- Added auto-hiding UT2003-style weapon bar (“UT2003-style (auto-hide)”)

- Fixed shield display overlapping with UT2003-style weapon bar when weapon bar starts up hidden and changes to mini-mode

 

Beta 1.1:

- Added mid-game config menu (set a key to “Open Mid-Game Config”, or use the “Mutate ConfigAltHUD” console command)

 

Beta 1.2:

- Added UC-style Weapon Bar

- Added the ability to configure individual HUD elements

- Replaced the UT2003-style (minimal) weapon bar with the “Show Missing Weapons” option

 

Beta 1.25:

- Fixed some options not being saved when Alternate HUDs is configured from the “Configure Mutators” GUI (options were moved into psAltHUDConfigInfo)

- Fixed “Disable” button on mid-game config GUI disabling the HUD entirely

 

Beta 1.4:

- Added support for HUD element declaration in int files (Object= lines). If an object declaration is present for a HUD element, it is no longer necessary to edit the psAltHUD.ini file on installation.

- HUD element styles are now listed in alphabetical order.

- Fixed an Accessed None on HUD reset (mid-game HUD style change) when a default style is selected.

- Removed “Repeat Icons” option for the UC-style Weapon Bar. Use Minus and Equals (ShrinkHUD and GrowHUD) to hide or show repeated icons.


8. Planned Features

The features I have planned, in order of priority, are:
- Classic UT HUD element styles (work in progress)
- Quake 3 or Half-Life HUD element styles (maybe)

Be warned that I may never get around to all of these.


9. Credits

Alternate HUDs was programmed entirely by me, Steve Gray, a.k.a. porkmanii (or occasionally PsychoticSteve, hence the “ps” prefix on the packages for many of my mods). If you have bug reports, suggestions, or comments, send them to gray_steve@aanet.com.au.

Thanks to all the guys and gals on the Atari Forums for their encouragement, motivation and ideas, among other things.  Thanks to Epic and Digital Extremes for the Unreal (Tournament) series of games (and the UT2003 HUD).