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ONS *Supreme HUD* [Beta 1] [Pics]

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    ONS *Supreme HUD* [Beta 1] [Pics]

    ONS *Supreme HUD* BETA 1

    This upgrade, built specifically for Standard Onslaught servers, allows you to see at a glance vital game information that you couldn't before, including positions of distant teammates and friendly vehicles, as well as powernode status from anywhere on the map. Or take in a live battlefield view of the action on both sides from Spectator mode. Any way you use it, this addition will instantly raise the strategic and visual experience of ONS to another level.



    Currently under limited initial release period, featured exclusively NOW at:

    (A.S.S) *Carcass Factory* - 32 Player ONS - (A.S.S)
    ut2004://207.210.237.106/

    Hosted by American Supreme Soldiers
    http://assclansniper.com



    Mutator-based final public release will follow upon completion of beta testing ... comments and suggestions are welcome and appreciated.




    SCREENSHOTS - click images to enlarge








    FULL FEATURE LIST

    New Onslaught Radar Map:

    - Powernode health is easily viewable for any node on the map, depicted by white brackets on either side of the node icons (B, D, E). The brackets are colored white when activated and are filled from top to bottom with the appropriate team color as they are charged (D).

    - Once fully charged, the powernode icons pulsate, showing that they have been connected to the powerlink network.

    - For connected nodes that are under attack, the node icon oscillates toward a darker shade of black, and, appropriately, the brackets surrounding the node icon appear to be "emptied" as health is taken off the node (B).

    - Open, unpowered nodes are highlighted with a pulsating gold-colored ring (F).

    - Player positions are depicted by small team-colored dots (C). The luminescence of the dot icons oscillates according to the represented player's health; players at full health will appear to alternate between the team color and white, while players with low health appear to alternate between the team color and black.

    - Vehicle positions and XY rotations are displayed using characteristically shaped icons for each specific vehicle type (A). Vehicle health is represented by the same luminescent color modulation as player icons.

    - Powernode numbers are superimposed over the node icons themselves to help eliminate confusion in maps with high node counts such as ONS-Maelstrom.


    Worldview Powernode/Powercore Health Bars:

    - Health bars above powernodes and powercores now feature a digital readout that displays the absolute health value of a node/core.

    - Health bars can be seen from further away. Beyond 40 meters / 125 feet, health bars fade into the distance, and are visible up to 450 meters / 1500 feet away. A scoped weapon can be used to view the status of extremely distant nodes.

    - Health bars graduate smoothly from red to yellow to green, in similar fashion to those of vehicles.




    CREDITS/ACKNOWLEDGEMENTS

    Credit goes to Epic/Psyonix for the Onslaught HUD source, from which much of this material is based.

    Thanks go out to all those who've given ideas and suggestions, and the hundreds who have play-tested this on the modded (A.S.S) ONS servers over the past several weeks. Much appreciated, it's all been a big help. :up: :up: :up:

    #2
    Cool idea, downloading.

    Comment


      #3
      that is soooooo cool!

      Comment


        #4
        very hot man

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          #5
          that, my friend, is teh sexeh! :up:

          downloading! err... wait... i have to go to a server to get it? ****... multiplayer doesnt work too well on my laptop...

          mirror please?

          Comment


            #6
            Played with it on the server, on Mealstrom, it wasn't that bad.

            Comment


              #7
              Does this have interconnectablility with Alternate HUDS by porkmanii?

              Comment


                #8
                its not really a HUD but it is a HUD for the nodes, so yes it would work!

                oh and dude please just put a link to a website or something for the next beta and definalty the final!

                Comment


                  #9
                  Oh, sweet!

                  Waiting for d/load.

                  Comment


                    #10
                    Originally posted by L4Y Duke
                    Does this have interconnectablility with Alternate HUDS by porkmanii?
                    The short answer is no. Or rather, at least not yet. Porkmanii's work is so good that I could see a justification for creating a version of the OSH that would work with P~'s Alternate HUD for Onslaught.

                    Originally posted by Mr. uglyPants
                    its not really a HUD but it is a HUD for the nodes, so yes it would work!
                    And you're right, it would work ... it would just require a separate version to be built, designed to work alongside AH. While both projects are in fact modifications to the HUD, they modify different aspects of the HUD—I don't believe Porkmanii touched the ONS radar map at all, which is what OSH primarily deals with—and therefore they shouldn't conflict with each other.

                    Originally posted by Mr. uglyPants
                    oh and dude please just put a link to a website or something for the next beta and definalty the final!
                    Will do, definitely ... the server-only phase will continue a little while longer yet (in part because we're trying to promote "Carcass Factory", which is the brand new, super-high performance 32-player ONS server that's currently hosting OSH, and partly because our time is also consumed by putting finishing touches on several more cool original mods like this one that we've got in the pipeline ) ... but we'll have a standalone d/l available before long, and soon afterward, I imagine, an AH-compatible version as well.


                    thanks for the feedback! Always helpful :up:

                    Comment


                      #11
                      Need download, my comp has trouble on sever.

                      Comment


                        #12
                        Can't wait for the next beta!

                        Comment


                          #13
                          can all actors be turned on or off individually?

                          Comment


                            #14
                            Originally posted by A_Spec
                            can all actors be turned on or off individually?
                            Currently, no. By default, it only displays teammates and friendly vehicles; server-side it can be set to display enemies as well. (On Carcass Factory it's set to friendlies-only, unless you're a spectator.)

                            I imagine you're wondering about marking weapon pickups on the HUD ... that may be worth developing as another server-side option, we'll see ... although part of me worries about clutter; after all, there's only so much you can stuff into the minimap and have it still be readable. Couldn't hurt to make it available, though. :up:

                            Comment

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