yttrium
Account Details
SteamID64 76561197994749697
SteamID3 [U:1:34483969]
SteamID32 STEAM_0:1:17241984
Country United States
Signed Up April 1, 2014
Last Posted April 16, 2024 at 2:14 PM
Posts 2131 (0.6 per day)
Game Settings
In-game Sensitivity 6.0
Windows Sensitivity 6/11
Raw Input 1
DPI
1600
Resolution
1920x1080
Refresh Rate
144Hz
Hardware Peripherals
Mouse Logitech MX Master
Keyboard Ducky 9008G2 Pro Limited Edition (PBT, MX Greens)
Mousepad Razer Sphex
Headphones Philips SHP9500
Monitor HP L1925 (vert), BenQ XL2420Z, Apple Monitor II
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#41 Spec Tools in Projects
GentlemanJonI found a bug with smaller resolutions when looking at this so I'll upload a fixed version soon.

The size of the map is scaled, so if your resolution is 1280*720 and your co-caster is running 1920*1080, then the proportion of width and height is 1.5, so if you have the map horizontal position at 800 then multiplying it by the proportion of width and height should give you 1200 and it should appear in the same place on your co-caster's screen. Using a different aspect ratio obviously means this is harder, it's not a use case I looked at during design.

The issue isn't for offset from the top left, specifically. The issue lies in if you want it to be affixed to the bottom right. Let's say, I have a 1600x900 monitor (which I do) and I want the minimap size to be 2 (doubled) and affixed to the bottom right. I have the horizontal_pos set to 1300 and vertical_pos set to 542. For 1600x900, this looks fantastic. However, as soon as you want to give this to another user (1280x720 or 1920x1080), you need to recalculate everything, remembering the size and offsets from max. It's a pain and while you could do it manually with trial and error for smaller resolutions, it's near impossible for larger ones.

Raw pixel offsets with anchors is honestly the best solution. Every decent GUI framework out there, even WinForms, uses this method.

GentlemanJonI'm aware of this and from memory it can be solved in first person, but then causes unstable display in third person. However my understanding has moved on from then so there might be a solution now. I'll look into it.

I think it would be totally acceptable to just disable it in third person as well if you can't find a proper workaround.

posted about 10 years ago
#36 Spec Tools in Projects

I'm going to be using this in all of my team's productions.

Feedback so far:
The health bar shouldn't appear for the player you're currently viewing if viewing that player from a first person cam. It flies all over the top of the screen depending on where they're looking. Not good.

The minimap shouldn't have "horizontal pos" and "vertical pos", it should use anchors and offsets. For example, four vars: "anchor_top 1", "anchor_bottom 0", "anchor_right 1", "anchor_left 0" would anchor it to the top right, and then "offset_x 50" would offset it 50 pixels from the right of the screen (to the left of the right side), and "offset_y 10" would offset it from the top that amount. Currently, in order to put the minimap in the bottom right, you need to know the exact resolution of your display in order to make it look decent at all. This means I can't share my exec with my co-caster running a different resolution unless I customize it specifically for him, and I can't because his resolution is above mine.

Other than that, fantastic work. Maybe some more customization options would be nice (change health bar's outline color?) but it's a fine piece of work.

posted about 10 years ago
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