0m1n0u5@Posted: Wed Aug 08, 2007 9:31 am :
Ok i've been coming back to d3 editing for some time now and working on a project but i found a problem - i can't add a Health and Armor indicator in the pda ... I mean when I add these lines
windowDef Desktop
rect 0,0,640,480
visible 1
backcolor 1,1,1,1
windowDef MPHealthBlack
rect 91, 438, 39, 32
text "gui::player_health"
forecolor 0, 0, 0, 0.5
textscale 0.38
textalign 1
font "fonts/micro"
shear 0, -0.33
windowDef MPHealth
rect 90, 436, 39, 32
text "gui::player_health"
forecolor 0.5, 0.7, 0.7, 1
textscale 0.38
textalign 1
font "fonts/micro"
shear 0, -0.33
windowDef MPHealth2
rect 90, 437, 39, 32
text "gui::player_health"
forecolor 0.8, 0.7, 0, (70 - "gui::player_health") / 100
textscale 0.38
textalign 1
font "fonts/micro"
shear 0, -0.33
to a file named "hud.gui" they work, when I create a file named pda.gui with the same code it doesnt work when I access my pda , all I see is the solid white desktop windowdef .

rich_is_bored@Posted: Wed Aug 08, 2007 12:13 pm :
The reason hud.gui can access player variables is because it's parented to the player entity via the player_base entity declaration...

entityDef player_base {
   "spawnclass"                  "idPlayer"
   "scriptobject"                  "player"
   "hud"                        "guis/hud.gui"
   "mphud"                        "guis/mphud.gui"
   "cursor"                     "guis/cursor.gui"

No such reference is made to pda.gui so player variables are out of it's scope.

0m1n0u5@Posted: Fri Aug 10, 2007 9:56 am :
10x rich_is_bored now i know where to look at and what to change. If I have any progress I'll post again.

0m1n0u5@Posted: Mon Sep 08, 2008 3:15 pm :
I'm resurrecting this thread to show you my progress. I've been working on my mod "Wrathchild" for more than a year and a holf now (after scrapping everything I had done till then and starting anew). An important part of my mod was the PDA/HUD combo. By the time I started this thread I haven't really realised how much work it would take to make a functional HUD/PDA. When I realized that I started working on level design, texturing, sounds, etc. and did that till about three months when I started working on this part of the mod again. So I can now safely say :

Indeed health, armor and stamina indicators and many other assets are possible in the pda! But only if you put the pda in the place of the hud :) . It may sound strange but it works.

Instead of :

"hud" "guis/hud.gui"
"mphud" "guis/mphud.gui"
"cursor" "guis/cursor.gui"

I have :

"hud" "guis/pda.gui" <---
"mphud" "guis/mphud.gui"
"cursor" "guis/cursor.gui"

in the "Player.def" under "player_base". It's that simple. Ofcorse the hard part is writing a pda file that makes full use of the new freedom this simple change gives.

What my new pda does is:

Give the player ingame control of the information he wants to have.
For example if you don't want to see some part of the hud but not all of it, You hit "TAB" and then remove it with a button inside the pda, then when you get back to the hud the indicator is gone.

Creates new gameplay situations.
A new "resource" is introduced that is completely gui/script operated, called "Energy" and like in Deus Ex Invisible War it manages the use of some weapons or some software inside the pda.

Gives you information on what weapons and equipment you are wearing.
A new weapon type called Mod is incorporated in the game. Through a basic ingame script you get bonuses for having these mods (healing faster hacking, etc.).


I am not used to making complicated scripting, even ones in the guis so there are things I cant get right yet. So if anyone likes the project and wants to try and help, please PM me.

-First I have no idea how the emails in the original doom 3 work. No idea at all! As a result my logs section is pretty basic and needs a hell of alot "weapon_bla.def" (as weapons turned out to be the best triggers) files to work every one being a log. This leads to the second problem.
-Sdk compiling. I just can't do it. I need to increase my weapon count to the max, I try I've got the d3sdk but after I change the line and save it I have no idea what to do next.
-I have an idea for a "Research" window (much like System Shock 2) inside the pda which will take some energy to operate, but again I need more weapon defs for this to work. Before that is done there is no point in even starting.

This is the HUD as you see it ingame:


And this is the PDA that you access by pressing tab.


If there is enough interest I'll copy/paste the pda/hud here.

Tetzlaff@Posted: Sat Sep 13, 2008 9:47 am :
Looks really interesting, also reminded me of System Shock. Fits the Doom3 style well.

0m1n0u5@Posted: Sun Sep 14, 2008 5:49 pm :
10x for the reply Tetzlaff. Indeed I am trying to create a System Shock and Deus Ex feel in my modification "Wrathchild", on which I have a mountain of work to finish. Actually the street shot is from the third level, which is almost done.

Kristus@Posted: Sun Sep 14, 2008 6:59 pm :
The street shot reminds me of Syndicate. :D

Looking interesting . Keep it up.

simulation@Posted: Sun Sep 14, 2008 7:16 pm :
I wrote some stuff about compiling the SDK using Visual Studio.


If I were you I'd use VS2008 Express; it's free and easiest to set up. And I'd recommend using the "alternative set of project files" I linked at the start of that article, as it will elimiate huge numbers of warnings.

bashport@Posted: Mon Sep 15, 2008 10:33 am :
that looks totally sweet 0m1!
great stuff so far

0m1n0u5@Posted: Mon Sep 15, 2008 2:43 pm :
Wow thanks guys. Kristus you nailed it- Syndicate was also a big inspiration. As you can see I'm kind a cyberpunk geek :roll: . ( the thing that really made me start the mod project was a tv show named "Charlie Jade" especially the Alphaverse )

I think I wasn't very clear about the SDK part. I did try to learn it on my own, I red alot of information ( including on your site, simulation ) and I still can't get anything working. Another problem is that my windows doesn't seem to like neither VS2008 Express nor VS2005 Express. When I try to install either of them I get an error. Besides that I've got a whole lot of work on level design, gameplay and these damn dialogs...

Anyways really thanks for the replies. Btw if you are asking yourselves why don't I just make a topic about that "Wrathchild" thing - here's the answer - I don't like showing unfinished things. I'll make a topic: When it's done. :)

0m1n0u5@Posted: Sun Oct 05, 2008 2:33 pm :
This is the "Wrathchild" modification thread:


0m1n0u5@Posted: Thu Nov 13, 2008 9:57 am :
The Combined HUD/PDA v1.0 system is ready. It works :) . When Wrathchild is out you will see. It has such a different feel from vanlia Doom3 pda and hud, I can't really explain it. I don't want to brag but I'm really proud of that project. It became very powerfull, flexible and reliable, not to mention promissing. As much as I've finished on it, I consider it an open ended project, as the potencial for addons is immence.
That's it.
Ask if you are interested in any aspect of that project!