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HUD clock/timer

Posted: Fri Sep 25, 2009 6:44 pm
by DaveAnd
How easy would it be to implement a HUD clock/timer?
- Not as a mod but in the next patch release?

Sort of like how you do:
stat net
to get net stats

maybe do clock

so you get a hud clock/timer ticking away on screen..

The user could choose to have it turned on or off.

Useful at times to know when the belt and super health are gonna re-appear.

:)

Just an idea/ask really...



Re: HUD clock/timer

Posted: Fri Sep 25, 2009 11:33 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
That should be a mod. :P

Re: HUD clock/timer

Posted: Sat Sep 26, 2009 4:03 am
by []KAOS[]Casey
That should be a mod. :P
This. would give an unfair advantage to players without 227. Or they could hit f1 and use that timer :P

Re: HUD clock/timer

Posted: Sat Sep 26, 2009 11:33 am
by Matrix224
Or just implement it into a custom console like I did.

Re: HUD clock/timer

Posted: Sat Sep 26, 2009 5:32 pm
by Buster
A few years back, when for $$ tournaments at the bigger LAN events were popular (during the period from UT to UT2003), the biggest $$ earner was a player named Fatality. He was freakishly good. I think it was in 2001 or 2002 that he won $130,000+ in winnings.

Anyways, he published several articles about how he played. The first thing he mentioned was having a little clock taped to his monitor. His technique was to grab the superhealth, armor (etc), and everytime he grabbed a pickup item he would "mark" the time. He knew how long it was before the item would respawn in the map. He ran specific patterns through the map and timed it so he would be at the item (the superhealth for example) the very moment it would respawn. In doing that he was the ONLY player in the map with full health, giving him a big edge over the other players.

Well, since those articles I've seen various "clock mods" included in several games.

I used to know another player that did that in the original Zahltag map. I'd bump into him late at night on the Eurasian server. He would dominate everyone, and got called a cheater lots. He was Pinkwater, a kid from Japan. One night when it was just the 2 of us on the server he showed me what he did. It was the exact same thing that Fatality did. He ran a well timed pattern through the map and was the only one to grab the superhealths.

In the original Zahltag the 2 superhealths were located in the middle of the center courtyard and on an alcove ledge of the "apartment" building next to the Eden sign. Pinkwater showing me this is one of the main reasons why (during the complete remake of Zahltag) I moved the "alcove" superhealth to the roof of the bank. It breaks up the pattern, and makes it very difficult to dominate both superhealths.

It's all about gameplay, eh !!

I just had to share all this stuff with you. The mention of a clock reminded me of those articles by Fatality, and the great lessons on designing gameplay I got from Pinkwater. OK, I'm done now.

Re: HUD clock/timer

Posted: Sun Sep 27, 2009 3:02 am
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
OK, I'm done now.
I was hoping for more... :\

Re: HUD clock/timer

Posted: Sun Sep 27, 2009 3:17 am
by Jâçkrâßßit
good read Buster.. I have ran into a few people who also use external timers for DmDeck16.  A few years back when I was playing with these guys in the TNN deck servers, I did develop a sort of mental watch which told me when to generally expect the shieldbelt and superhealth respawn times.  Even this day i'm pretty good at knowing when those respawn in the TNN servers.. but far from perfect :P

getting back to topic though.... should that timer clock be a feature in 227? HELL NO.

That is unfair to people playing DM on previous versions (as mentioned before) and would ultimately give this site and Smirftsch a bad name and reputation for doing that!

Re: HUD clock/timer

Posted: Sun Sep 27, 2009 3:28 am
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
But if you put it in a console I guess that's ok, I have a radar, an aimbot, a spammer and a spoofer in mine and more features to come! ;D

Re: HUD clock/timer

Posted: Mon Sep 28, 2009 11:26 am
by DaveAnd
This is more or less what I thought..

I got the idea from deck16 - everyone seems to time the belt, and a few people say they use external clocks to do it. I personally don't, as you tend to get a feel for when it will be back and generally I don't bother with the belt unless I am getting my ass kicked :) (which usually means it is already gone anyway LOL).

Unfair advantage to non-227 users: -
Aren't we all using 227 now? ;)


Re: HUD clock/timer

Posted: Mon Sep 28, 2009 11:31 am
by Matrix224
A lot of people actually aren't using 227, both server-wise and client-wise. Also as for the console idea I mentioned, I forgot about how most servers replace it in DM. So you would have to have an external clock I suppose, since the HUD would be rather unfair to non-227 users.

Re: HUD clock/timer

Posted: Wed Sep 30, 2009 6:41 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
I guess it shouldn't be a problem to write a DLL and hook it to Unreal.
I could write one but hooking it is another matter...

Re: HUD clock/timer

Posted: Wed Sep 30, 2009 6:42 pm
by スマイル・ドラゴン
Do any of you realize you can make a clock using the Console's postrender function or even Canvas itself...?




........................

Re: HUD clock/timer

Posted: Wed Sep 30, 2009 7:22 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Do any of you realize you can make a clock using the Console's postrender function or even Canvas itself...?




........................
Of course, but most servers run NEDM and it replaces the console...

http://thedarkside.net63.net/screenshots

Just look at a few to see my almighty PostRender lol.

Re: HUD clock/timer

Posted: Wed Sep 30, 2009 7:34 pm
by Matrix224
Yeah Gyiyg i mentioned that like 2 times Lol

Re: HUD clock/timer

Posted: Wed Sep 30, 2009 7:44 pm
by スマイル・ドラゴン
You can't replace a Canvas.

Re: HUD clock/timer

Posted: Wed Sep 30, 2009 7:50 pm
by Matrix224
I know, you draw the clock / time on the canvas.

Re: HUD clock/timer

Posted: Wed Sep 30, 2009 10:53 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Mhm!! =D but hooking a DLL is sexy!!