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Ace HUD - Customizable HUD

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MKKJ
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#1

Posted 12 December 2016 - 02:53 PM Edited by MKKJ, 11 October 2017 - 01:19 AM.

Advanced Customizable Elements HUD, or Ace HUD is a CLEO HUD script featuring extensive customization via config file.
There are two different mods, Ace HUD v2.0.1 and Ace Statbox v1.2. You can use them separately.
 

 
CUSTOMIZATION
Many properties of each HUD elements can be adjusted including position, size, color or font type.

Spoiler

PRESET & SCREENSHOT
The extensive customization allows many display layout variations which can be unique to each other.
Below are example of custom HUDs made by modifying config file, which is included in the mod file.
Spoiler

 

DOWNLOAD
ACE HUD v2.0.1 - ACE Statbox v1.2

 

REQUIRED

newOpcodes.cleo

 

2-PLAYER SUPPORT

An add-on to for second player is available in development stage, but so far works fine.

Feedbacks and issue reports would be appreciated since i can't test it myself.

ACE-2P v1.3.1 (old version)

 

BUGS AND ISSUES
- Using other HUD mod with this mod might cause glitch or crash

- Texts not displayed if used in SAMP. Using Modloader or SAMP FXT Fix will solve this problem

- Vehicle Name might crash the game if used with limit adjuster. The cause is hacked DFF limit, which mostly only used in map mods.

- Textures goes behind every other sprites on-screen. While it's not serious, still counts as bug since weapon icons even displayed behind sniper crosshair.

 

VERSION HISTORY

Spoiler
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FreezIn
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#2

Posted 15 December 2016 - 12:19 AM Edited by FreezIn, 15 December 2016 - 01:16 AM.

Yooo this is awesome man. But can you provide us a list for all the color ids and the corresponding color? And is it possible to disable the default car name each time we enter a vehicle? I also cant seem to get the ammo/clip counter working lol. Money is also not working for me, using this on SAMP

 

EDIT: nvm it only works in singleplayer :/


MKKJ
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#3

Posted 15 December 2016 - 10:00 AM Edited by MKKJ, 14 July 2017 - 03:37 PM.

Here's the color table

Spoiler

 

And yes, this was made for singleplayer so its never tested on SAMP. Thanks to confirm, added warning in main post.


Karap
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#4

Posted 15 December 2016 - 06:47 PM

It works normally in SAMP using Modloader or SAMP FXT Fix. :santa:

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MKKJ
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#5

Posted 15 December 2016 - 07:11 PM

Thanks for the info, good to hear it works fine in SAMP too.

Bugs and issues updated, along with readme file. :colgate:


gts.
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#6

Posted 15 December 2016 - 09:14 PM

Nice work.  :^:


Inadequate
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#7

Posted 17 December 2016 - 07:57 PM

Damn, your mods are awesome. Ace HUD works with 4:3 resolutions?


MKKJ
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#8

Posted 17 December 2016 - 09:06 PM Edited by MKKJ, 17 December 2016 - 09:47 PM.

Thanks, man.

 

Yes, Ace HUD works for all screen ratios, but will stretch in-out along with the screen. If config file is configured for 16:9, it would look stretched-in in 4:3 and vice versa.

 

All presets featured (including default) are for 16:9, so you have configure it yourself to make it looks nice in 4:3. Don't forget to backup the config file afterwards, just in case. Or if you want to share it.

 

EDIT: Added another note in main post


Deadstroke
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#9

Posted 19 December 2016 - 08:52 PM

Man, nice work. I loved this mod.

 

You can make some inprovments in next version:

- You're using a separated .txd to check weapons icons. Man, use the original weapons icons! It sholdn't be difficult to get them and to put there!

- To be compatible to any widescreens will be perfect! It'll be awesome!


MKKJ
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#10

Posted 20 December 2016 - 05:15 AM Edited by MKKJ, 21 December 2016 - 06:09 PM.

Thanks for the suggestion.

 

I chose separated .txd for weapon icons to make it easier to replace all icons from one txd. Aside of that, i don't know how to load textures outside of model/txd folder or get loaded texture in memory from CLEO script.

 

For other resolution compatibility, its already in to-do list. For now, you have to readjust config to make the preset looks good in other res.

 

Edit: Updated, see below.


MKKJ
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#11

Posted 21 December 2016 - 06:08 PM Edited by MKKJ, 21 December 2016 - 06:31 PM.

Alright, the faster the better. Here's the update.

All preset config files rewrote over, mostly changed PosX and SizeW and added new options. Any old config used would result in stretched-in HUD.

 

AceHUD v1.1

- Now HUD won't stretched in-out with other aspect ratios
- Added new option: ScreenAlign, side of screen used to adjusting to aspect ratios
- Added new elements: 3 custom boxes with adjustable color and transparency (see Compact HUD for example)

 

AceStatbox v1.1

- Now Statbox won't stretched in-out with other aspect ratios
- Added new option: ScreenAlign, side of screen used to adjusting to aspect ratios

 

Spoiler

 

Just a reminder Ace HUD is intended to customized freely by users. You're not encouraged to only use the presets, you can always make your own. And if the HUD suddenly got ugly somehow (mods, etc), you can always readjust it yourself as well.

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Deadstroke
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#12

Posted 22 December 2016 - 11:18 PM Edited by Deadstroke, 23 December 2016 - 04:17 AM.

Good job in update!

I think it's all you need to do is to change weapon icons to original icons in each .txd weapon. I suggest to have both options to icons: your type, with ace.txd and with original weapons. And you need to adapt it to possibles added weapons by FLA. If I see something to help I'll talk.

 

Edit.: wanted levels appear and disappear instantly: when you gain levels and you lost them (by a star or pay n' spray for example). A good sugestion to next release!


gts.
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#13

Posted 24 December 2016 - 09:58 PM

Works even on my microscopical San Andreas installation!

mSU9NR5.jpg

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Deere
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#14

Posted 25 December 2016 - 05:12 AM

Great job on the mod, MKKJ!
 

Spoiler

 

Though I've found a bug with the breath meter not showing when your vehicle is submerged in the water. And the weapon icon disappears when I do the 'Beat The Cock' submission.

 

Spoiler

 

Can someone confirm these bugs on their game?


MKKJ
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#15

Posted 25 December 2016 - 05:27 AM Edited by MKKJ, 25 December 2016 - 08:53 AM.

Works even on my microscopical San Andreas installation!

Good to see it works well for ants resolution :p

 

Great job on the mod, MKKJ!

 

Though I've found a bug with the breath meter not showing when your vehicle is submerged in the water. And the weapon icon disappears when I do the 'Beat The Cock' submission.

Nice HUD there. :^:

 

Breath meter is being working on, currently its only shown when player is swimming, not submerged. It will fixed in next update.

 

Weapon icons missing in all race missions, most likely because of race position and timer interface.

There's limitation on loading/drawing textures via SCM. Its discussed somewhere before, but i still have no clue to fix this, unfortunately.


Inadequate
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#16

Posted 25 December 2016 - 11:22 AM Edited by Inadequate, 25 December 2016 - 11:23 AM.

Latest update is working fine but I found a bug as well... When you're gambling in some casino from Las Venturas, the weapon icon is replaced by a poker card. If you want to try by yourself to reproduce this bug... Go and play blackjack.

Merry christmas and happy holidays!

MKKJ
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#17

Posted 25 December 2016 - 02:16 PM Edited by MKKJ, 25 December 2016 - 05:10 PM.

Update's here

Config file remains unchanged, only adding new entry.

 

AceHUD v1.2

- Wanted stars now flashing when suspended
- Breath bar now displayed if player submerged instead of swimming
- Added new entry: COLOR_ID, change RGB value of internal color IDs

 

 

About missing and replaced texture bug, its due to texture slot problem from the game itself. Basically new texture 'overwrites' occupied texture slot. CLEO 4.3.7 onwards prevents cleo scripts perform this bug, but not main.scm. Sadly, there's not much i could do with this bug.

There's already a fix for this, but incompatible with CLEO 4.3.7 onwards.

 

Anyway, happy holidays brother!

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MKKJ
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#18

Posted 16 January 2017 - 07:37 PM Edited by MKKJ, 16 January 2017 - 07:39 PM.

Another Update!

Config file remains unchanged, only adding new entry. Thanks to Deadstroke for testing out.

 

AceHUD v1.3

- Now Ace HUD accepts icons for custom weapons with few setup in config and txd file
- Added new entry : Weapon.FirstCustomID and Weapon.LastCustomID to register custom weapons
- Typing "ACELOAD" now also reloads txd file
- Displays error message if either config file or txd file missing
- Wanted stars no longer flash if player does not have wanted level
- Breath meter no longer show up if player is in underwater tunnel
- Fix ammo/clip flag problem if ammo is slightly below 10000

 

AceStatbox v1.1.1

- Fix issue with statbox element placement if ScreenAlign is not 0
- Displays error message if config file missing

 

Spoiler

 

Ace HUD now supports custom weapons, tested in GTA Underground. Here's little preset and model file for it: GTAUG-Icons

 

On another note, SCM threads can only load 128 textures. With 47 icons reserved for default weapons, it means Ace HUD supports up to 81 additional icons. GTA UG already been close enough with 76 additional weapons. So if any weapon pack says "80+ new weapons", well, expect last few weapons won't get its icon from Ace HUD.

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Obscure
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#19

Posted 25 January 2017 - 10:25 PM

Can you send the iv gta font? I do not find anywhere :monocle:


MKKJ
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#20

Posted 26 January 2017 - 08:06 AM

There's one in GTAGarage, but here's IV font i use

http://www.mediafire...GTA_IV_Font.rar


fastman92
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#21

Posted 26 January 2017 - 12:40 PM Edited by fastman92, 26 January 2017 - 12:44 PM.

Is the size of the elements calculated with the consideration of the screen ratio of the resolution?
If it's not, your HUD is not that good.

The HUD should look properly and different resolutions. The circle should never become an elipse.

I also have made the CLEO script InterfaceEditor few years ago, which edits the HUD properties.

MKKJ
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#22

Posted 27 January 2017 - 03:36 AM Edited by MKKJ, 27 January 2017 - 04:40 AM.

Yes, since update v1.1 the position and size of HUD is calculated for different resolutions.


santotaku
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#23

Posted 25 February 2017 - 11:48 PM

Nice HUD dude looks great and very versitile btw do you think you can make it compatible with this mod > http://gtaforums.com...e-enhancements/


MKKJ
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#24

Posted 28 February 2017 - 05:48 PM Edited by MKKJ, 01 March 2017 - 08:23 AM.

Nice HUD dude looks great and very versitile btw do you think you can make it compatible with this mod > http://gtaforums.com...e-enhancements/

I'm not sure how it works, since i don't have additional controller for second player. But i tried.

 

Ace2P_dev

 

Assistance needed!

Any issue reports and feedback is appreciated. Since i can't test it myself.

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santotaku
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#25

Posted 02 March 2017 - 10:30 PM Edited by santotaku, 02 March 2017 - 10:33 PM.

sorry for late reply Mkkj ima test it out the ace 2p dev ! BTw saw the vid and i noticed fear and loathing in las vegas music lol they are my fav jrock band

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santotaku
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#26

Posted 04 March 2017 - 10:22 PM Edited by santotaku, 04 March 2017 - 10:22 PM.

 

Nice HUD dude looks great and very versitile btw do you think you can make it compatible with this mod > http://gtaforums.com...e-enhancements/

I'm not sure how it works, since i don't have additional controller for second player. But i tried.

 

Ace2P_dev

 

Assistance needed!

Any issue reports and feedback is appreciated. Since i can't test it myself.

 

i tested it out it works pretty fine!
sorry for no screenshot


BobFromReboot
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#27

Posted 06 March 2017 - 04:27 AM

Very cool mod good work. The only thing I would suggest are circular bars so they could be fit around radar, or the aiming reticule. Could assign it as health, armor, air, special, ammo in clip, total ammo, and even use it as a speedometer.


MKKJ
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#28

Posted 06 March 2017 - 01:01 PM

i tested it out it works pretty fine!
sorry for no screenshot

Nice to hear it.

It's been 2 days since then, no problem found so far?

 

Very cool mod good work. The only thing I would suggest are circular bars so they could be fit around radar, or the aiming reticule. Could assign it as health, armor, air, special, ammo in clip, total ammo, and even use it as a speedometer.

Thanks for the suggestion. I've considered circular bars as well, but unsure how i should implement it's customization.

Then again i haven't started yet, so i'll see it myself whenever i got time.

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Poobabeer
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#29

Posted 20 March 2017 - 08:53 PM

I love the mod, nice work.

 

Also, is it just me or does the guy in-game look like a school shooter? :O


Inadequate
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#30

Posted 12 April 2017 - 07:17 AM

I'm still using the v1.2, if I only replace the script with the latest one (v1.3.1) will work? I don't want to lose my config (INI).




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