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GTA SA : Rectangular HUD

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Chilean Dawg
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#31

Posted 06 August 2013 - 01:07 AM

And this is why I dig this forums everyday, the best of the best in here.
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In45do
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#32

Posted 06 August 2013 - 01:15 AM

@DK22Pac Thanks for the fixed version! biggrin.gif

@ThirteenAG Well, it's not a bad idea at all. I think we just have to create a new one. Actually I've think about this before, but I'm not a coders.

@SilentPL Thanks for helping! biggrin.gif Actually I don't understand about these codes

@Chilean Dawg Thanks! I will upload the files as soon as possible!

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#33

Posted 06 August 2013 - 01:19 AM

Just upload to mediafire or somewhere else please, file approval will take really long...
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lpgunit
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#34

Posted 06 August 2013 - 01:51 AM

QUOTE (ThirteenAG @ Monday, Aug 5 2013, 19:07)
QUOTE (Wesser @ Monday, Aug 5 2013, 19:45)
Thank you both. It has been planned strictly for my purposes but I can donate it without any problems.

How about someone will create a repository at github or some other place and everyone can contribute to such a project(i mean GTA V hud, not based on IV hud asi)?

+1 vouch on this, too. The GTA V HUD looks 'swell so far, but yeah, perhaps it would be a tad more so if we don't base it on Alex's HUD asi.
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ghpranav
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#35

Posted 06 August 2013 - 02:09 AM

this is awesome,can I use this in my mod-'GTA IV environment in SA'? Plz reply soon....

TJGM
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#36

Posted 06 August 2013 - 02:14 AM

QUOTE (ghpranav @ Tuesday, Aug 6 2013, 02:09)
this is awesome,can I use this in my mod-'GTA IV environment in SA'? Plz reply soon....

Didn't your mod get taken off of GTA Garage? And if its "GTA IV environment to SA" then why would you want the GTA V hud?

In45do
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#37

Posted 06 August 2013 - 03:14 AM

QUOTE (ghpranav @ Tuesday, Aug 6 2013, 02:09)
this is awesome,can I use this in my mod-'GTA IV environment in SA'? Plz reply soon....

Sure, but make sure to keep the readme file originall (don't edit the readme). Anyway this is GTA V HUD, why you want this thing in GTA IV mods?

lpgunit
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#38

Posted 06 August 2013 - 07:43 AM

QUOTE (SilentPL @ Monday, Aug 5 2013, 22:39)
QUOTE (Wesser @ Tuesday, Aug 6 2013, 00:24)
I doubt Silent has done any odd computation if it was intended just for fun. icon14.gif

I ended up using some linear function calculations (finding a function which had radar centre and the point as values and then find its value for radar edges).

The map itself appears to be square when I ran SA in wireframe mode via 3D Ripper DX, but would the radar ring shape hack affect the ring mesh as well?

ThirteenAG
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#39

Posted 06 August 2013 - 08:51 AM

Just a quick test of DK22's code with some repositioning:
user posted image

In45do
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#40

Posted 06 August 2013 - 09:14 AM

Look at the newest screenshots! I've upgrade the blood texture around the HUD!

Sidoarjo_Modder
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#41

Posted 06 August 2013 - 09:21 AM

^The HUD looks lil big IMO, but looks great so far icon14.gif
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TJGM
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#42

Posted 06 August 2013 - 09:28 AM Edited by TheJAMESGM, 06 August 2013 - 09:33 AM.

I agree. I think it should have more width and less height like the V HUD. It also needs some widescreen support, I'd ask Silent or ThirteenAG about that though.
Also, can you remove the special bar since its useless in San Andreas? The multiplayer hud hasn't got it, and I think it just makes it look worst.

Screenshots of V. (sorry its too large, I just found this on images quickly :I)

user posted image
user posted image
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In45do
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#43

Posted 06 August 2013 - 09:42 AM

@Sidoarjo_Modder Yeah, I agree with you. Next time I'll make it smaller.

@TheJAMESGM I just got an idea! I will make a singleplayer and multiplayer edition for this mod. The singeplayer edition will have special ability bar and multiplayer edition will not have special ability bar. You agree? sigh.gif (just like in the screenshot you take)

TJGM
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#44

Posted 06 August 2013 - 09:43 AM

QUOTE (in45do @ Tuesday, Aug 6 2013, 09:42)
@TheJAMESGM I just got an idea! I will make a singleplayer and multiplayer edition for this mod. The singeplayer edition will have special ability bar and multiplayer edition will not have special ability bar. You agree? sigh.gif (just like in the screenshot you take)

Sure. It'll make everyone happy. Keep up the work!

In45do
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#45

Posted 06 August 2013 - 12:27 PM

Yeah, I'll give it a try. I have a bad problem with my internet connection

Wesser
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#46

Posted 06 August 2013 - 12:45 PM

QUOTE (SilentPL @ Tuesday, Aug 6 2013, 00:45)
Still, I think we could get away with checking if length^2 > 1.0 (to save an expensive sqrt) then finding a linear function which has (0,0) and (blipX, blipY) within it and then finding a value for 1/-1 argument (actually, either dot product or just an angle between (0,1) and blipX and blipY may be useful here).

I haven't really implemented it into the code (I think the screen was taken with basic 'squareish' coords clipping, which is very inaccurate), but I think it should work (with possible alterations, obv).

I wouldn't like messing up the original function output. It does return a distance, therefore the squared magnitude won't help much to prevent the usage of a square root.

Anyway, check out the updated Method 2 here. I don't know if a faster algorithm ever exists. tounge.gif

OKOK PL
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#47

Posted 06 August 2013 - 03:27 PM

Looks great! icon14.gif inlove.gif

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#48

Posted 06 August 2013 - 07:07 PM

QUOTE (Wesser @ Tuesday, Aug 6 2013, 14:45)
Anyway, check out the updated Method 2 here. I don't know if a faster algorithm ever exists. tounge.gif

sqrt is slow, if you're going for extreme performance find something different, like Fast InvSqrt tounge.gif

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#49

Posted 06 August 2013 - 07:30 PM

QUOTE (SilentPL @ Tuesday, Aug 6 2013, 20:07)
QUOTE (Wesser @ Tuesday, Aug 6 2013, 14:45)
Anyway, check out the updated Method 2 here. I don't know if a faster algorithm ever exists. tounge.gif

sqrt is slow, if you're going for extreme performance find something different, like Fast InvSqrt tounge.gif

Anyone else have any idea what the hell they're talking about? tounge.gif

Wesser
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#50

Posted 06 August 2013 - 07:50 PM Edited by Wesser, 07 August 2013 - 10:25 AM.

QUOTE (SilentPL @ Tuesday, Aug 6 2013, 20:07)
sqrt is slow, if you're going for extreme performance find something different, like Fast InvSqrt tounge.gif

It means sacrifying accuracy for speed. I prefer managing accurate values given that the floating-point data type is approximate by its nature. Thus, I would suggest to minimize the usage of sqrt function rather than banish it or trying to build a faster algorithm such as Quake III's Fast InvSqrt, for instance if you want to find the nearest point next to another you can work with squared distances of each instead.

After all, you could allow your compiler to take advantage of SSE instruction sets to use sqrtss which is twice or more times faster than FPU's fsqrt. The square root algorithm provided by the standard library is the best choise, so that you leave to the compiler the task to optimize the code as it suits it better and choose the most appropriate implementation, though.

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#51

Posted 07 August 2013 - 11:29 AM

user posted image

I love it when advanced knowledge coders argue, brings out the best methods possible!

In45do
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#52

Posted 07 August 2013 - 02:14 PM

QUOTE (Ash_735 @ Wednesday, Aug 7 2013, 11:29)

I love it when advanced knowledge coders argue, brings out the best methods possible!

^Agree, besides the files will uploaded very soon! biggrin.gif

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#53

Posted 07 August 2013 - 07:40 PM

I see we must create some thread for coders talking.

In45do
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#54

Posted 08 August 2013 - 12:47 AM

The files has uploaded people! Use the alternate link to download! Have fun! biggrin.gif

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#55

Posted 08 August 2013 - 01:29 AM

Good work In45do! I very luv your mod inlove.gif inlove.gif
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#56

Posted 08 August 2013 - 02:15 AM

Sweet! I'm about to download it now. Nice work guys!
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In45do
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#57

Posted 08 August 2013 - 02:24 AM

Glad to see everyone like it! Anyway thanks to Alexander Blade, DK22Pac, Wesser, and TheJAMESGM! Without them I can't make this things possible. Again, thanks alot guys! icon14.gif

lpgunit
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#58

Posted 08 August 2013 - 08:44 AM

For some reason I need to add SA to the DEP exceptions list before the HUD can show up, even if I use SilentPL's loader.

Chilean Dawg
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#59

Posted 08 August 2013 - 10:23 AM

Nice! Just a small detail but I believe it must be because I'm running at 1920x1080 and using the Widescreen Fix by ThirteenAG.

user posted image

Those lines are not smooth.

Full image:
http://i.imgur.com/Pzu0WI0.jpg
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TJGM
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#60

Posted 08 August 2013 - 10:44 AM

QUOTE (Chilean Dawg @ Thursday, Aug 8 2013, 10:23)
Nice! Just a small detail but I believe it must be because I'm running at 1920x1080 and using the Widescreen Fix by ThirteenAG.

user posted image

Those lines are not smooth.

Full image:
http://i.imgur.com/Pzu0WI0.jpg

I've got the same problem too.

Also, does anyone know how to fix the weapon icons stretching? I'm using Zera's HQ Weapon Icons.

user posted image




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