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cgazhud

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cgazhud

Postby andwan0 » Nov 30th, '15, 3:33 pm

Can someone tell me what all these meter/bars mean in the cgazhud? How can I use cgazhud to help me strafe/bunny jump?

Also, how can I use cgazhud in CPMA?
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andwan0
 
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Re: cgazhud

Postby Le another black niger » Nov 30th, '15, 5:53 pm

Camping Gaz' Heads-Up-Display v0.0...0
Manual for the blind and sight impaired

Otherwise put, what does all this mean ffs?


Currently the CGazHUD® comprises 3 things :

- Acceleration Bar (red and above the crosshair)
purely indicative insight on average acceleration of the player
if the bar is on left side it means you decelerate, on right you accelerate
the two white marks on both side visualize the fps independent acceleration
you'll notice that obviously horizontal acceleration is what is the most affected by snapping in q3
much more than jump height is.

- Strafing Helper Bar (greenish below the crosshair)
It has 4 colors :
- grey is the no-acceleration zone (if i remember well :p)
- bright green is not useful to a human, say it's the accelerate-no-accelerate limit
- green is the acceleration zone
- yellow is the zone between turn-most-without-speed-loss and turn-most-possible-whatever-happens
- the rest (no color) is the deceleration zone
what can i say... stay in the green and closest possible to the bright green without touching it
I suggest you watch a good strafing demo in lower timescale to understand.

- World Axes Bar (ill-taste coloured lowermost one), useful to spot where world axes and diagonals are
why for? well for instance you can align yourself to the least degree, memorize an approximate dir and realign to it, things like that.
each quadrant (i.e 90 degree span for the illiterate :p) is coloured arbitrarly but differently
in later/next versions this will show you many sectors, each representing a possible acceleration value (there are 24 of them at 8ms)

- The Gaz'o'meter®
when activated it's just a speedometer but one that has balls
I bet it will conflict with other parts of the defrag hud, anyway.

None of those is anyhow configurable, it's just the way it is, feel free to suggest changes though.

The ones that are view or keypresses dependent are zoomable!
Not so useful except for accurate alignment or low timescale use, in demos or otherwise

It is to be noted that the hud bases itself on the value in pmove_msec to estimate physics frametime,
however this has very little or no impact if the value is flawed (only noticeable on ground but then the hud is not very usable :p)

Enjoy! (and if you think it's not the best hud ever, screw yourself because i use it and it is)
Le another black niger
 
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Re: cgazhud

Postby andwan0 » Dec 16th, '15, 11:56 am

I suggest you watch a good strafing demo in lower timescale to understand.


Is there a way to slow down a Quake 3 demo? o.O? What are the commands? Don't tell me have to video capture and slow down in video editing program?
andwan0
 
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Re: cgazhud

Postby Le another black niger » Dec 16th, '15, 12:49 pm

andwan0 wrote:
I suggest you watch a good strafing demo in lower timescale to understand.


Is there a way to slow down a Quake 3 demo? o.O? What are the commands? Don't tell me have to video capture and slow down in video editing program?

\timescale
Le another black niger
 
Posts: 392
Joined: May 17th, '11, 5:08 pm

Re: cgazhud

Postby w » Dec 22nd, '15, 7:27 am

Le another black niger wrote:
andwan0 wrote:
I suggest you watch a good strafing demo in lower timescale to understand.


Is there a way to slow down a Quake 3 demo? o.O? What are the commands? Don't tell me have to video capture and slow down in video editing program?

\timescale

4ity
w
 
Posts: 21
Joined: Apr 13th, '15, 9:04 pm


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