hi all,
I'm nearing completion of GlassHUD, read all about it here.
Only recently i noticed that there is a new way to switch huds in Alleg, which is great, but how do i supply a hud for that?
What names should i give my files and variables? Are there standards or best practices? How does that work?
thanks!
Alternate HUD implementation requirements
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Bunnywabbit
- Posts: 965
- Joined: Sun May 15, 2005 7:00 am
- Location: Amsterdam, the Netherlands

current version r158 new beta as of jan 23 2012Since you're familiar with dialog.mdl, I'll assume you've seen how the software and hardware huds are switched.
Simply adding another number, along with the hud, to dialog.mdl will make it work with this switch.
It's currently like this for default:
Simply add something like this below it, and then add your own HUD stuff as needed:
Simply adding another number, along with the hud, to dialog.mdl will make it work with this switch.
It's currently like this for default:
Code: Select all
CenterHudDisplay =
SwitchImage(
StyleHUD,
emptyImage,
[
(0, CenterHudOn)
]
);
softCenterHudDisplay =
SwitchImage(
StyleHUD,
emptyImage,
[
(1, CenterHudSoftware)
]
);Code: Select all
GlassHudDisplay =
SwitchImage(
StyleHUD,
emptyImage,
[
(2, CenterHudOn)
]
);


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Clay_Pigeon
- Posts: 3211
- Joined: Tue Mar 29, 2005 8:00 am
- Location: my pod
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Bunnywabbit
- Posts: 965
- Joined: Sun May 15, 2005 7:00 am
- Location: Amsterdam, the Netherlands
@ andon, great, that's what i was looking for. thanks !
@ Clay:
that's high praise indeed. I was using lessHud myself when i decided to make this. It's a great hud, but I feel it doesn't immerse you in the game as much as I would have liked it to. It's very pretty and very subtle, but I felt that Allegiance needed a bit more pathos.
@ Clay:

current version r158 new beta as of jan 23 2012