Closed Schlufi closed 2 years ago
Here's a quick demo of what it looks like right now: https://files.catbox.moe/t0v1vw.webm It's pretty twitchy when you switch directions a lot, but I guess that's just how this game is.
I finally gave it a try (sorry for taking so long!). This is really neat! I just have a question about zoom: it feels like zoom 1 doesn't actually correspond to the camera view, as I would expect. I.e., at zoom 1 I expect the green bar turn to red at the point on the screen where I would need to aim this frame to go into the red area, while in-game it feels like the bars are too big for that (but maybe I'm mistaken).
I suppose this is fine now then, just need to fix the CI failure?
Thanks
This was suggested before in #53. Basically, the center of the bar tells you whether you're accelerating (green), decelerating (red), or neither (white). Note that this doesn't take into account ground friction (yet).
hud_strafeguide 1
to enable.hud_strafeguide_fov
,hud_strafeguide_height
,hud_strafeguide_size
to manipulate. I don't think this is anywhere near as useful as the Defrag HUDs people use, unless you're a strafing god you'll likely be almost always stuck at the edge between green and white. Suggestions on how to improve this are welcome, this is more of a prototype than anything else. I might add an indicator for the region of maximum acceleration, that could make it more useful at least for circle jumping. But at least it looks cool.