The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Killfeed / Quake Sounds

General mod discussion and requests.
Post Reply
CraigTBoone
Posts: 63
Joined: Thu Jan 24, 2013 12:41 am

Killfeed / Quake Sounds

Post by CraigTBoone » Mon Jan 28, 2013 8:01 pm

The problem I have with being a sniper is sometimes I don't know what the hell I just killed sometimes. Can't tell if it's a robrain or a raider or merc. What would be nice, is like an Unreal-style kill feed. Just: "Craig (Anti-Material Rifle) Raider (Headshot)" or something along those lines. Or, maybe we could use pictures like TF2 does, or something. Depends on how coustimizable the HUD drawing engine is.


I don't have much experience with Fallout New Vegas scripting, and the GECK is very fustrating to use. I'd be willing to do most of the scripting/coding if someone is willing to teach me the basics. (How to capture kill events, how to draw on the screen, etc etc).


I was thinking to keep it along the lines of Fallout, to just have it either be a thing in your PipBoy that shows up, like a book or something, and not something that's on the HUD. Maybe have it like a Journal. "Today I killed 12 raiders, 2 robrains, 3 fire ants and some dickweed in a red suit who I didn't like the way he looked at me." We could make it interactive, and have the player enter a blurb about why they shot someone important like Tenpenny.


Let me know what you guys think, I'd love to hear some feedback on this.


You do not have the required permissions to view the files attached to this post.
This is seeming less and less like a patch solution and more like a warez distro fix.

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Its a great idea, but also

Post by JaxFirehart » Tue Jan 29, 2013 4:04 am

Its a great idea, but also very difficult. I think it would be possible though. I dont know much about editing the HUD, so I couldnt help.



CraigTBoone
Posts: 63
Joined: Thu Jan 24, 2013 12:41 am

JaxFirehart wrote:

Post by CraigTBoone » Tue Jan 29, 2013 4:44 am

[quote=JaxFirehart]


Its a great idea, but also very difficult. I think it would be possible though. I dont know much about editing the HUD, so I couldnt help.


[/quote]


Yeah, that's just my one problem. I don't how to draw on the screen. I could do this in C++ with a D3D hook, but then I'd have to interface with the scripting engine via C++ which would be a nightmare. There might be a way for them to talk to eachother, but it would have to be via disk method. I don't think I could setup anything in the RAM the C++ program could read.


This is seeming less and less like a patch solution and more like a warez distro fix.

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

The hud is modified through a

Post by JaxFirehart » Tue Jan 29, 2013 6:22 am

The hud is modified through a combination of xml files and scripting within a plugin, but beyond that, no clue. If you are any good at reverse engineering, look at a mod like grenade hotkey for FalloutNV and see how it does its thing.


You do not have the required permissions to view the files attached to this post.

Post Reply