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Flexible HUD release 3

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@zturtleman zturtleman released this 31 Mar 17:51
· 514 commits to master since this release

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.