Releases: clover-moe/flexible-hud-for-ioq3
Flexible HUD release 8
This is the eighth release of ZTM's Flexible HUD mod for ioquake3 from March 31, 2024.
ZTM’s Flexible HUD mod for ioquake3 release 8 has a new Git repository, updates to newer ioquake3, and adds a config file for very high quality graphics settings.
New Git Repo
The source code has moved from a flexible_hud branch and tags in zturtleman/ioq3 repository to a new zturtleman/flexible-hud-for-ioq3 repository.
Flexible HUD was treated as a one-off throw away project in 2013. The source code for first two releases was previously missing from the Git repo. They had "git diff" patches in the Flexible HUD pk3 downloads. Now the code is committed and tagged in the Git repo.
ioquake3
I merged in the latest changes from ioquake3 (2019 to 2024). It includes these changes I made in 2019 to 2021 that affect the mod code:
- Restore bots crushing unseen player on q3tourney6 in non-CTF (restores the original harder difficulty of the final boss)
- Fix team orders menu not listing clients with lower clientnums (it wasn't possible to order bots that joined before you on a server using the Q3 menu)
- Fix duplicate team join center print for bots and g_teamAutoJoin (too many messages could cause an error and kick players off the server)
- Fix lightning gun handling for corpses and single player podiums (this shouldn't affect anything)
Config
I added my 2018 config file for applying Spearmint's "Very High Quality" graphics settings to ioquake3. The Flexible HUD web page says how to apply it.
This was previously a standalone download. I don't remember where if anywhere it's linked. It seems relevant to users of Flexible HUD so I included it.
Rounding it out
The Flexible HUD downloads and ztm-ioq3-veryhighquality.cfg are now hosted on GitHub instead of clover.moe/downloads. This was actually the main motivation for all of this. I think about moving to a static website and I don't want to add a bunch of zip files to the website Git repository.
Flexible HUD release 7
This is the seventh release of ZTM's Flexible HUD mod for ioquake3 from October 7, 2019.
ZTM’s Flexible HUD mod for ioquake3 release 7 is a minor update to improve video mode selection in Quake 3 and Team Arena menus.
Changes
These changes were merged from ioquake3. Two changes from myself and two contributed by others.
- Add custom video mode (if in use) to Quake 3 and Team Arena menus. This fixes the custom resolution being changed to a built in mode if one uses the Quake 3 system menu and unable to change video mode using mouse in Team Arena.
- Use video modes supported by your display (such as 1920×1080) in Team Arena system menu as already done in Quake 3 menu.
- Prevent Q_IsColorString from asserting on negative ascii chars (by kungfooman).
- Allow overriding build date in q3rcc for reproducible builds (by bmwiedemann).
Flexible HUD release 6
This is the sixth release of ZTM's Flexible HUD mod for ioquake3 from November 16 2018.
ZTM’s Flexible HUD mod for ioquake3 release 6 is a minor update to fix two Team Arena issues.
- Fix changing Team Arena statusbar (normal or small) in menu while in-game not applying widescreen adjustments for power ups area and voice chat head.
- Make Team Arena prevTeamMember command loop around player list.
Flexible HUD release 5
This is the fifth release of ZTM's Flexible HUD mod for ioquake3 from October 11 2018.
ZTM’s Flexible HUD mod for ioquake3 release 5 is a minor update to enable aspect correct HUD by default (cg_stretch 0) and display 8 maps instead of 4 in the Quake 3 start server menu.
I also merged my changes from ioquake3’s mod code:
- Make testgun command without argument disable test gun model.
- Fix loading favorites as initial source in server browser (reported by cdev).
- Improve finding obelisk entitynum for bot AI (reported by Thomas Köppe).
- Fix predicting entity origin on rotating mover (reported by kungfooman).
Flexible HUD release 4
This is the fourth release of ZTM's Flexible HUD mod for ioquake3 from May 14 2018.
ZTM’s Flexible HUD mod for ioquake3 release 4 introduces support for Quake III: Team Arena and updates to latest ioquake3 source code.
I made many improvements to the Quake 3 and Team Arena menus. I also fixed Team Arena single player starting as a spectator instead of joining a team. This had been blocking releasing Flexible HUD mod for Team Arena since the initial Flexible HUD release in 2013.
Flexible HUD release 3
This is the third release of ZTM's Flexible HUD mod for ioquake3 from May 29 2017.
ZTM’s flexible hud mod for ioquake3. Download the pk3 and put it in your baseq3 folder.
For it to be used you’ll need to set sv_pure to 0 / play on non-pure multiplayer servers.
By default there are no changes; you need to configure cvars listed below.
New cvars
cg_stretch [0 – 1] stretch 4:3 HUD to fit screen (default: 1)
cg_fovAspectAdjust [0 – 1] automatically convert 4:3 cg_fov values to current aspect (default: 0)
cg_fovGunAdjust [0 – 1] controls gun offset based on FOV. 0 uses Q3A code, 1 uses new code (works with FOV < 90 and fixed FOV dmflags) (default: 0)
These all default to 1.
cg_statusScale [0.0 – 1.0] set scale of status bar (ammo, health, head, armor, CTF flag).
cg_drawStatusHead [0 – 2] 0 disables drawing head, 1 acts like Q3A, 2 drawing health item instead (supports 3D and 2D icons).
cg_drawPickups [0.0 – 1.0] set scale of item pickup message (0 to disable).
cg_drawWeaponBar [0.0 – 1.0] set scale of weapon select popup (0 to disable).
cg_drawScores [0 – 1] toggle drawing scores in bottom right corner (no scaling support).
Recommended settings
cg_stretch 0; cg_fovAspectAdjust 1; cg_fovGunAdjust 1; cg_fov 90;
Other Notes
The pk3 contains unmodified ioq3 game and ui qvms. Mainly because ioq3’s game <-> cgame communication isn’t vanilla compatible when it comes to player pain sounds.
cg_fovAspectAdjust is based on a formula posted by LordHavoc and implemented in QtZ by Razor.
Widescreen support is based on Spearmint Quake 3. The non-FOV cvars are not available in Spearmint however.
Flexible HUD release 2
This is the second release of ZTM's Flexible HUD mod for ioquake3 from August 30 2014.
ZTM’s flexible hud mod for ioquake3. Download the pk3 and put it in your baseq3 folder.
New cvars:
cg_stretch [0 - 1] stretch 4:3 HUD to fit screen (default: 1)
cg_fovAspectAdjust [0 - 1] automatically convert 4:3 cg_fov values to current aspect (default: 0)
cg_fovGunAdjust [0 - 1] controls gun offset based on FOV. 0 uses Q3A code, 1 uses code (works with FOV < 90 and fixed FOV dmflags) (default: 0)
These all default to 1.
cg_statusScale [0.0 - 1.0] set scale of status bar (ammo, health, head, armor, CTF flag).
cg_drawStatusHead [0 - 2] 0 disables drawing head, 1 acts like Q3A, 2 drawing health item instead (supports 3D and 2D icons).
cg_drawPickups [0.0 - 1.0] set scale of item pickup message (0 to disable).
cg_drawWeaponBar [0.0 - 1.0] set scale of weapon select popup (0 to disable).
cg_drawScores [0 - 1] toggle drawing scores in bottom right corner (no scaling support).
Recommended settings:
cg_stretch 0; cg_fovAspectAdjust 1; cg_fovGunAdjust 1; cg_fov 90;
Other Notes:
game and ui qvms are built from ioq3 without changes.
Flexible HUD release 1
This is the initial release of ZTM's Flexible HUD mod for ioquake3 from November 7 2013.
This replace CGame and adds additional cvars to control the HUD. Download the pk3 and put it in your baseq3 folder.
- cg_statusScale [0.0 - 1.0] set scale of status bar (ammo, health, head, armor, CTF flag).
- cg_drawStatusHead [0 - 2] 0 disables drawing head, 1 acts like Q3A, 2 drawing health item instead (supports 3D and 2D icons).
- cg_drawPickups [0.0 - 1.0] set scale of item pickup message (0 to disable).
- cg_drawWeaponBar [0.0 - 1.0] set scale of weapon select popup (0 to disable).
- cg_drawScores [0 - 1] toggle drawing scores in bottom right corner (no scaling support).
These all default to 1. By default the appearance is the same as vanilla Quake 3.