cg commands
cg commands
I am trying to find out a way to turn off *most* of the cg hud elements but I am stuck with one that I cannot find a command for. I do know about 'cg_draw2d 0' but I still want to maintain a crosshair and center print text messages which go away if I switch the whole hud off.
Here is a summary of commands I have found so far:
[lvlshot]http://www.simonoc.com/images/design/maps_q3/q3cg_commands.jpg[/lvlshot]
The one I am missing is the frag counter (in blue on the screenshot), does anyone have a clue what command will get rid of this from the HUD?
Here is a summary of commands I have found so far:
[lvlshot]http://www.simonoc.com/images/design/maps_q3/q3cg_commands.jpg[/lvlshot]
The one I am missing is the frag counter (in blue on the screenshot), does anyone have a clue what command will get rid of this from the HUD?
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Re: cg commands
This may just be with the NoGhost mod, but '/cg_drawscorebox 0' works for what you are trying to do. This mod is only available for 1.16, however.
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[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
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Re: cg commands
Perhaps you could just add the crosshair back in afterwards?
Re: cg commands
I usually do not turn off those components individually, I use
- bind j "toggle cg_draw2d"
Re: cg commands
I am trying to create an example config to release with my latest map (it will be a seperate file to exec) that removes all the Q3 hud clutter so that the game experience is fresh and submersive. The player does not need to know about frags, time, stats or anything, just a crosshair and some text. The center text is certainly not an ideal solution but there is no way to print stuff to the console via map entities. (well as far as I know!)
I tried cg_drawscorebox and it seems to be noghost mod thing only. I tried again to see if I could find a console command to turn off the last item but it seems the frag score box is super glued to the screen.
I tried cg_drawscorebox and it seems to be noghost mod thing only. I tried again to see if I could find a console command to turn off the last item but it seems the frag score box is super glued to the screen.

Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Re: cg commands
You could create a custom hud for cpma with nothing but crosshair in or take your screenshots in quakelive. In QL there is cg_drawstatus 0 which removes everything but xhair and frag messages.
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Re: cg commands
Alas, checked all commands could not find a solution either... I was hoping that "teamoverlay" would yield some sort of solution but that does not seem to be the case.
Maybe one of the old-timer mod coders could create a mini-mod that helps your SP map, i.e. by removing the score info from the HUD.
Maybe one of the old-timer mod coders could create a mini-mod that helps your SP map, i.e. by removing the score info from the HUD.
Re: cg commands
If you're going to run it from a mod directory, just alter the existing hud shaders to change the vertex alpha to transparent so that it is invisible.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: cg commands
@sock: have you considered distributing your map as a mini-mod?
[edit]nm ~ should have read the thread.
[edit]nm ~ should have read the thread.
Re: cg commands
You can't remove it in vanilla using the normal methods. You can however remove it with q3mme, cpma or osp.
Re: cg commands
i cant wait to try this map out, im coming to lem everyday just to check if its released yet
Re: cg commands
Thanks everyone for trying on this HUD element, it seems the 'fragscore' is a permenant feature! I know if I turn this map into a MOD I could do a lot more to the look and feel of the gameplay but one of the original guidelines I had for developing this map is that it should work 100% with 'Vanilla Q3'. Thanks Dubz for the encouragement, not long to go now. (The last room is done yarrr)
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
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Re: cg commands
Ah, I see. I was clearly not thinking before and I thought you just wanted the crosshair in the screenshots for some reason! 
So I was thinking... perhaps you could use this scorebox to your advantage? Give a frag every time a player gets to a new room. If they have 7 frags and the fraglimit is 14, the can track their progress that way. This could create some confusion though. If someone where to change the fraglimit they could "win" before the level is over. Just a thought...

So I was thinking... perhaps you could use this scorebox to your advantage? Give a frag every time a player gets to a new room. If they have 7 frags and the fraglimit is 14, the can track their progress that way. This could create some confusion though. If someone where to change the fraglimit they could "win" before the level is over. Just a thought...
Re: cg commands
Yeah the fragcount is a cool idea but I have designed several visual alternatives of letting the player know their progress. Most of the puzzles are gated areas to prevent the player getting lost, additional vertical areas to hint at later progress and a visual/text message goal collection system. Unfortunately the text message thing is linked to the hud, which if turned off removes the text hints. Just would have been nice to have a clean HUD, excessive visual clutter is really old style.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Re: cg commands
i dunno if its possible, but is it possible to reskin the HUD with another graphic and not have it be within a mod?
err.. of course not, people would have already done that... carry on
err.. of course not, people would have already done that... carry on
Re: cg commands
OK, I've gone through everything I've listed in the long cmd a few weeks/months ago and looked at much more stuff, but I couldn't find anything that could help you, the best result I've achieved was making the fragcounter to appear a bit more transparent but nothing more, sorry. By the way, great screenshots, as always.
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