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mdd client proxymod 0.0.1.0

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mdd client proxymod 0.0.1.0

Postby <hk> » Dec 24th, '12, 1:32 am

I set some time aside and tried out my hud ideas. In case you like them you can try them out your self.

MddCgameProxyModv0.0.1.0.zip


To install it just take the .dll(windows) or the .so(linux) file and drop it into your defrag folder.

Also you have to set vm_cgame to 0

you can customise the size position and color of hud parts via cvars with the "mdd_" prefix.
Code: Select all
mdd_hud_draw
mdd_hud_opacity

mdd_hud_ammo_draw
mdd_hud_ammo_offsetX
mdd_hud_ammo_offsetY
mdd_hud_ammo_size
mdd_hud_ammo_textColor

mdd_hud_jumpDelay_draw
mdd_hud_jumpDelay_graphOffsetX
mdd_hud_jumpDelay_graphOffsetY
mdd_hud_jumpDelay_graphWidth
mdd_hud_jumpDelay_graphHeight
mdd_hud_jumpDelay_textOffsetX
mdd_hud_jumpDelay_textOffsetY
mdd_hud_jumpDelay_textSize
mdd_hud_jumpDelay_textColor


Please keep in mind that this is the 1st release. Give me some feedback.



To activate this you have to set
Code: Select all
mdd_hud_ammo_draw to 2 or higher




to activate this you have to set
Code: Select all
mdd_hud_ammo_draw to 1
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Re: mdd client proxymod 0.0.1.0

Postby santile » Dec 24th, '12, 1:48 am

nice. really nice. :)
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Re: mdd client proxymod 0.0.1.0

Postby bunny » Dec 24th, '12, 12:52 pm

now even noobs will no im haxin..well thx anyway
little buggy tho isnt it? 40 48 40 40 48 40 40 40 768 looks weird :X
real Crysis Warhead.
penis.
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Re: mdd client proxymod 0.0.1.0

Postby <hk> » Dec 24th, '12, 5:29 pm

It highly depends on the snapshots you get from the server. I don't have access to the predicted playerstate. Only defrag does.
That's why I sometimes miss the frame where the player is on the ground, which leads to miscaculations. But yeah, there might also be bugs in it.
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Re: mdd client proxymod 0.0.1.0

Postby <hk> » Dec 31st, '12, 7:43 am

No more feedback?
I heard the ammo hud should optional be horizontal.
Anything else?
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Re: mdd client proxymod 0.0.1.0

Postby oranje » Dec 31st, '12, 9:36 am

It would be nice if there was an option to see the output for the last 10 jumps, so you can concentrate on the strafing and then look back at it later (the same way you can do with the jump speeds). Other than that, I can't think of anything to add. Great proxymod :)
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Re: mdd client proxymod 0.0.1.0

Postby 琠灹㵥琢硥⽴慪慶捳楲瑰㸢㰊 » Jan 5th, '13, 5:19 pm

<hk> wrote:No more feedback?
I heard the ammo hud should optional be horizontal.
Anything else?


This MDd Client Proxymod HUD is "resolution sensitive", the smaller the game resolution, the bigger Proxymod HUD is, the bigger the smaller.
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Re: mdd client proxymod 0.0.1.0

Postby <hk> » Jan 5th, '13, 5:58 pm

Crysis Warhead wrote:This MDd Client Proxymod HUD is "resolution sensitive", the smaller the game resolution, the bigger Proxymod HUD is, the bigger the smaller.

That's intentional. I do some coordinate transformation so the hud is displayed at native resolutuon instead of beeing stretched far beyond what looks good on widescreen displays.
You can however move it around on the standard 640x480grid.
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Re: mdd client proxymod 0.0.1.0

Postby 琠灹㵥琢硥⽴慪慶捳楲瑰㸢㰊 » Jan 5th, '13, 6:17 pm

<hk> wrote:
Crysis Warhead wrote:This MDd Client Proxymod HUD is "resolution sensitive", the smaller the game resolution, the bigger Proxymod HUD is, the bigger the smaller.

That's intentional. I do some coordinate transformation so the hud is displayed at native resolutuon instead of beeing stretched far beyond what looks good on widescreen displays.
You can however move it around on the standard 640x480grid.


Any other useful things?
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Re: mdd client proxymod 0.0.1.0

Postby dqopb » Feb 6th, '13, 1:59 pm

+1 to oranje's advice.
Numeric values for recent jumps would be very useful.

I'd like to have the jump delay values in frames, rather then ms.

It seems the jump delay works wrong in demos recorded with sv_fps different from 125. I know that mdd only allows 125, but some tricks (not runs) are sometimes recorded offline with different sv_fps.

Also, the label 0ms is drawn in the centre of the screen when a demo is being loaded.

khetti's boted dfwc2012-0 demo showed 0 ms jump delay in some jumps.
On the other hand, gaz's famous demo 'apparently cpm is for bots' showed jump delay more than 2000 ms in one of the rocket jumps.
I'm just telling the demos that reveal this couple of bugs.
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