(The HUD itself is in vm/cgame.qvm.) It should work after that. Restore vm_ui, vm_cgame, vm_game cvars to 2 (qvms, the default). If “vm” directory exists in ioquake3’s baseq3 and missionpack rename it to “vm-ioq3”, otherwise it will override the mod files in the flexhud pk3. (Also responding to some additional messages from Discord.)įlexible HUD is still compatible with latest ioquake3. So that may be why it doesn’t work but I didn’t look at the download. Spearmint doesn’t have all cvars as Flexible HUD mod (which was a one off mod to fulfill someones specific requests) and Spearmint ignores Q3 mod QVMs (as it doesn’t support them) so installing Flexible HUD would have no affect. I don’t know about IoQuake III 4K mod but it says it includes my Spearmint engine. (This is the same in vanilla and Flexible HUD mod.) See achieved tutorials for more information on Team Arena scripted HUD.įor Quake 3 you have to change the code in code/cgame/cg_draw.c and then compile it to a QVM to change the HUD. You can use vid_restart command to reload the HUD while the game is running, so you can quickly edit and reload the HUD. Extract ui/hud.txt and referenced ui/*.menu files from missionpack/pak0.pk3 to missionpack/ui folder and rename them, update names in your copy of ui/hud.txt and set cg_hudFiles cvar to your copy of ui/hud.txt. If you're doing that, you just need to export the registry entries from from the client machine and import them to the host and adjust the "Folder" value as necessary.Quake 3: Team Arena has the ability to create custom HUDs using text files.
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