View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000271 | FSSCP | FRED | public | 2004-11-08 02:37 | 2012-01-09 18:06 |
Reporter | Axem | Assigned To | taylor | ||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Summary | 0000271: disable-hud-except-messages sexp half works | ||||
Description | Disable-hud-except-messages doesn't disable the radar or the targeted ship data. But when both disable-hud (or Shift-O) and disable-hud-except-messages is used, the hud goes away, the messages still show, but the comm anis don't. Additionally, the the hud doesn't re-enable when the mission is over. Quick mission made to demonstrate problem. | ||||
Tags | No tags attached. | ||||
2004-11-08 02:37
|
|
|
What build are you using? What are your system's specs? D3D or OGL? What version of D3D are you using? What version of Windows? |
|
Build: fs2_open_r.exe dated 11/6/04 System Specs: 2600+ XP 512 RAM Radeon 9600 256MB Using D3D, by version are you referring to something like DirectX8 or 9? In any case DX9.0b Using Windows98SE |
|
The comm animations aren't supposed to show up when the hud is disabled. I'm not sure if showing them was the intent though so Goober5000 will have to clarify that. The hud-disable-except-messages sexp does look like it is supposed to show the anims but they just aren't turned on if the rest of the hud is off. Without more than a quick look at the code it just appears that the hud_disabled_except_messages() check wasn't ever added to HUD_render_3d() so only the 2D gauges would be turned off by the sexp. Adding it there would turn off the offscreen target triagles, message sender brackets, etc. so I don't know if that is what's really wanted. For your observation specifically it needs to be in hud_show_radar() and hud_show_target_model() since they are called separately from normal hud rendering. hud_disable_except_messages(0) probably needs to be called in HUD_init() to make sure it doesn't stay disabled on the next mission. If Goober5000 doesn't get the chance to fix this before me I'll make the changes when I next can. |
|
Fixered. Test it in the next build somebody releases and if it's not just what you were looking for please reopen this bug. |
|
I just tried it with the 20041215 build. The radar, enemy box, and the center of the hud gauges go away when I want, but the the orientation indicator, enemy hull strength, speed and distance and shield diagram still appear. I just put up a screen of what it looks like so you can see exactly what doesn't go away. edited on: 12-21-04 20:13 |
2004-12-22 01:13
|
|
|
Aw, munch. Taylor, I'm not sure I like the idea of putting the "everything at once" code inside hud_disabled_except_messages(). For one thing, it's supposed to be an accessor that just returns a value, not something with a side-effect. For another thing, since it's called from several different parts in the code, it ends up drawing the message stuff more than once per frame, which is wasteful. What was wrong with the original code? I might be able to roll it back and fix it properly. |
|
Your right, what I changed it to is wrong. I've got to update it anyway to fix the other things Axem mentioned so I'll fix it. Don't roll it back since I know exactly what to change to render it once. I did have code in there is disable at the start of a mission though. Guess I forgot to commit that or something. |
|
The only thing needed to reset the HUD at the begining of a mission is an initializer in hud_init, which I committed just now. As for the rest, I'll comment after I see what you come up with. edited on: 12-26-04 16:51 |
|
Alright Goober check it out and tell me what you think. @Axem: Using your mission as a test all of the hud stuff except the messages, talking head, and message indicator (offscreen indicator for ship talking, grey outline of talking ship) are off. If builds after this moment don't work let me know. I'll leave this bug open for a day or two and try to get you a new build to test. |
|
@Axem, forgot to tell you to try either of my newer builds (20041230 / 20050103) since both have this fix. Please update if it's really fixed. |
|
Yay, it works, it works! Me and my ingame cutscenes salute you sir. :-) |
|
Fixered. Properly this time. |
Date Modified | Username | Field | Change |
---|---|---|---|
2004-11-08 02:37 | Axem | New Issue | |
2004-11-08 02:37 | Axem | File Added: HudDisableBug.fs2 | |
2004-11-10 19:41 | kasperl | Note Added: 0001346 | |
2004-11-10 22:59 | Axem | Note Added: 0001348 | |
2004-11-18 05:23 | taylor | Note Added: 0001354 | |
2004-11-20 10:19 | taylor | Status | new => assigned |
2004-11-20 10:19 | taylor | Assigned To | => taylor |
2004-11-21 11:40 | taylor | Status | assigned => resolved |
2004-11-21 11:40 | taylor | Resolution | open => fixed |
2004-11-21 11:40 | taylor | Note Added: 0001366 | |
2004-12-22 01:13 | Axem | Status | resolved => feedback |
2004-12-22 01:13 | Axem | Resolution | fixed => reopened |
2004-12-22 01:13 | Axem | Note Added: 0001443 | |
2004-12-22 01:13 | Axem | File Added: screen00.jpg | |
2004-12-22 01:13 | Axem | Note Edited: 0001443 | |
2004-12-23 03:36 | taylor | Status | feedback => acknowledged |
2004-12-26 20:41 | Goober5000 | Note Added: 0001459 | |
2004-12-26 21:21 | taylor | Note Added: 0001463 | |
2004-12-26 21:51 | Goober5000 | Note Added: 0001465 | |
2004-12-26 21:51 | Goober5000 | Note Edited: 0001465 | |
2004-12-26 22:44 | taylor | Note Added: 0001468 | |
2005-01-05 20:31 | taylor | Note Added: 0001532 | |
2005-01-06 00:16 | Axem | Note Added: 0001533 | |
2005-01-06 02:06 | taylor | Status | acknowledged => resolved |
2005-01-06 02:06 | taylor | Resolution | reopened => fixed |
2005-01-06 02:06 | taylor | Note Added: 0001534 | |
2012-01-05 22:55 | taylor | Changeset attached | => Import 2012-01-05 17:52:05 trunk r1274 |
2012-01-09 18:06 | taylor | Changeset attached | => fs2open_websvn trunk r1274 |