terencehill [Sat, 24 Jan 2015 21:35:17 +0000 (22:35 +0100)]
Revert "Improve the distribution of icons in the HUD weapons panel" as the previous code worked that way in order to use the same weapon icon size (and the same layout) even when hud_panel_weapons_onlyowned is set to 1
Mario [Sat, 24 Jan 2015 03:24:04 +0000 (03:24 +0000)]
Merge branch 'sev/menu_sounds_reimplementation' into 'master'
Menu sounds reimplementation
This branch reimplements the menu sounds. It now plays different soundfiles for the following events:
OPEN: opening dialog
CLOSE: closing dialog
FOCUS: moving focus to new item
EXECUTE: pressing button, enter key, or double click
SELECT: using checkbox, radiobutton, or similar
SLIDE: using slider or colorpicker
CLEAR: clearing inputbox or keybind
WINNER: winning single player campaign
The soundfiles are moved into the dedicated directory *data/sound/menu*.
Unfortunately, I can't provide new soundfiles, since I have no experience with sound production,
so I've reused the legacy sounds or added placeholders.
However, I still think it is useful to merge this branch now,
because it improves the way that the sounds are played:
- It greatly reduces the "Geiger counter" effect of the focus sound when the cursor quickly moves across several items
- The focus sound plays for all interactive elements, e.g. also for the inputbox
- The execute (button) sound also plays for double clicks, e.g. in the gametypelist
- The audio settings tab gets a second checkbox to independently toggle focus sounds
Mario [Fri, 23 Jan 2015 01:44:17 +0000 (01:44 +0000)]
Merge branch 'sev/hud_weapon_panel' into 'master'
A few HUD weapon panel improvements
Currently, the HUD weapon panel distributes the weapon icons very akwardly. The scaling is especially off when arranged vertically, sometimes leaving a gap on either side. So I've made to following changes:
- Reimplemented the distribution of the icons to better use the available space, and to be more predictable.
- Added a new cvar *hud_panel_weapons_label_scale*, to change the label size.
- Lastly, I've tightened up the HUD editor selection border for all panels, to more closely resemble the selection border in editors like GIMP or Inkscape.
Mario [Fri, 23 Jan 2015 01:34:35 +0000 (01:34 +0000)]
Merge branch 'terencehill/ready_restart_tweaks' into 'master'
Terencehill/ready restart tweaks
Improve behaviour when sv_ready_restart and sv_ready_restart_after_countdown are enabled:
* Don't play "Prepare for battle" announcement twice in games made of rounds
* Block players while the countdown to game start is going even if sv_ready_restart_after_countdown is enabled
This is to avoid that a player roaming in the map gets confused by the sudden respawn when the game begins; it also helps to more clearly separate pre-game time from pre-round time (in the latter players are allowed to move depending on the game mode, e.g. CA allows it, FT doesn't)
Mario [Thu, 22 Jan 2015 08:13:18 +0000 (08:13 +0000)]
Merge branch 'sev/hud_kh' into 'master'
Reimplemented Keyhunt HUD modicon panel
The current Keyhunt HUD modicon panel is overly complicated and inconsistent with other gametypes:
- It uses most of the available space to show the original key color, which is irrelevant for the gameplay
- Teams are not grouped
- Ownership is conveyed with different alpha values, which is difficult to understand
- As a result, you get an "RGBA salad"
This branch reimplements the panel:
- Each key is shown in the color of its current owning team
- Keys are grouped by team
- The icons use the same taken/carrying/dropped pattern used for CTF
- The icons blink if RUN HERE is shown
- The icons are more evenly distributed in the available space, esp. in the case of fewer than 4 teams