Post news Report RSS Status Update #19

HUD from original now implemented & recreated to varying degrees. Significant progress with level recreation & file system restructuring for the TC to allow better performance & UI friendliness.

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The basic HUD elements of the original have been implemented & recreated now to varying degrees. The mines counter still needs a tiny fix to get it working but nothing too difficult.

The health bar is going to be the most complicated part since the original's HUD has a kind of special effect that makes it change color depending on the amount of health you had. More health made it look more shiny & pretty, while less health made it less shiny & more reddish.

The shield generator bar will actually be a lot easier to implement since it's just a foreground/background graphic to indicate how much shielding is left.

The ammo capacity counters were actually a lot easier to figure out than I had originally thought, & displaying the integer number graphics was pretty trivial as well.

Displaying the keys in the HUD was easy as pie. I basically just use the InInventory command inside the SBARINFO lump & if the player has the key in their inventory, that specific key with 1 of 4 specific colors will be displayed on the HUD & in their respective slots.

There is still some more to go, but I have a better understanding of how the SBARINFO stuff works now, so expect the rest of the HUD to be recreated in due time.

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Can you spot the difference?

Besides the crosshair that I've implemented, the console message at the top of the screen, & the weapon selection text at the center-bottom of the screen, it looks a lot like the original PS1 version.

I even made an attempt to line all of the HUD offsets up to the original.

That is the amount of love & passion that I have for this project.

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