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After much re-writing, re-designing, and testing, we are pleased to have completed the HUD overhaul! The old HUD has been completely removed, and has been replaced with one core system that should handle the central UI. It runs on HTML/JS, so is much more dynamic and easier to create new designs and features.

Screenshots:

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The NLR indicator will only flash red when you're in the NLR area - we wanted to remind players of the rule but it is only intrusive when you're considered most likely to break NLR. A similar indicator is planned to be customisable by admins and teachers for use during events (i.e. displaying custom lockdowns, or hazardous environments, etc.).

As you can see, the features are much more refined. Various old HUD elements that were previously displayed poorly (such as kevlar/fuel/lockdown text) have been directly integrated into the HUD icons.

The large indicator on the bottom left can handle ammo, physgun, toolgun, and various other states (using hands, driving a vehicle, handcuffed etc.). There are further plans to increase its functionality by integrating it more closely with tools like the keypad cracker and lockpick. 

We do plan to move other derma systems over to the same framework, but this will happen slowly as we have a few other priorities and need to address any bugs and performance issues that occur with the new HUD. It has been extensively tested on a variety of hardware, and compared against the previous HUD in terms of performance, but of course it is always possible that there will still be issues.

As many of you might have noticed, this has been ready for release for a while. However, we wanted to increase the testing we were doing to catch some late sneaky bugs, and to schedule this to be released alongside other updates. While those are almost done, there are a couple of issues outside of our control (more to come on this when released) that have delayed development.

As usual, feedback and criticism is more than welcome, but please keep bug reports in the bug forum so that we can keep track of them better. Many thanks.

I hope you all enjoy the new HUD!

Credits:
Faustie - Majority of HUD development
Bambo - Working very closely on revising designs, creating multiple icons, extensive testing
Mathias - Providing initial code framework
Noble - Providing initial design and several design iterations
Doctor Internet - Fixing HTML issues
Vadar - Testing
Jesus Christ, looks completely different and sleek. Will deffo come and hop in.
Might actually boot up my PC again. Well done
Had to join just to have a look for myself. Looks absolutely phenomenal. Well done everyone involved
Fuck me that looks nice
Reminds me of Monolith lol
This is beautiful all finally together.

Thank you to all involved and thanks for the opportunity to help test it in its various stages.
Looks absolutely amazing. Compliments to the chef   Developers!
Lookin good
All the screenshots made on RP_Florida? Map change confirmed, eh.


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(Dec 3, 2018, 02:22 PM)Nudelsalat im Panzer Wrote: [ -> ]All the screenshots made on RP_Florida? Map change confirmed, eh.


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Florida V2 looks like such an amazing map. I should hope that Limelight choose this map to change to if they did want to change.
Those screenshots are Valve level teasing of changes with that sneaky map change in the background.

Anyway HUD looks gorgeous well done everyone involved.. might connect tonight for first time in a few weeks, can't keep using moving flat as an excuse :p
Looks awesome! I must say that everyone involved in the development of this did a really good job!


"Sneaky" i reallx thought the screenshot was taken on rockford mainstreet (not)
(Dec 3, 2018, 04:27 PM)Armard Wrote: [ -> ]

"Sneaky" i reallx thought the screenshot was taken on rockford mainstreet (not)

Haha what I mean is like if you weren't looking at the background you wouldn't notice... maybe its just me im extremely unobservant haha
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