View on GitHub

ezQuake

Heads up display (HUD)

(this topic was ported quickly from old documentation and needs updated)

HUD Editor

You can customize your Head Up Display either by typing customization commands into the console, loading existing HUD configs, or, in the most straight-forward way, by using the in-built HUD Editor.

To load the HUD Editor, simply type hud_editor into the console. A screen describing what keys represent what edit actions will appear and by simple drag&drop system you can move the HUD elements on your screen, resize and align them.

Example layouts

You can also load some existing HUD setups. Type one of the following lines into the console to load example HUD configurations:

ezQuake allows you to modify your HUD as you wish, you can choose which HUD elements to draw, where to draw them, how to draw them and how large to draw them.

You can either use your keyboard to move, hide and show, align, group, scale and change style of HUD elements on your screen or you can learn using commands to customize the HUD.

Customizing HUD with keyboard

/exec cfg/ezhud

A list of instructions now appears on screen / in console. You should notice that you can select hud elements using your [ and ] keys, move them using arrow keys, and perform other actions using keys on the numpad, page up, page down, home, end, insert, delete, space, enter, z, x, c, v, combine some keys with shift, and finally save your work by pressing U key.

You get your config saved into the ./ezquake/configs directory. Its full name will be printed on the screen.

Customizing HUD with commands

Some specific HUD elements have specific properties which you cannot change using the way described above and you might also want to know all the potential this client offers you in HUD scripting. Here you will learn how to customize the HUD using commands you type into console or configuration files.

To enable new HUD, you have to type /scr_newhud 1 - which disables FuhQuake-originated HUD. If you’re missing some features of FuhQuake HUD, you can combine those two HUDs using /scr_newhud 2.

This flexibility comes at a price though, it usually takes a while to understand how to work with the HUD system, but once you’ve managed that, it will be great fun to design your very own Quake HUD.

Check the examples throughout this document, if you have any problems with understanding the HUD system.

What is a HUD element?

A HUD element is a single 2D element, that can be drawn on-screen, moved to different positions, aligned etc. For most HUD elements it’s also possible to display a frame in the background behind them.

Every HUD element has a name which is a string, like “netgraph”, “fps” etc.. You use that name in HUD commands, like “show netgraph”. The HUD element used remembers all its settings (its properties) as variables, which are named hud__.

Changing a property of an element is simple. Obviously, a simple way to do this is changing the appropriate variable, however there is a more convenient way: try typing the element name at console, like this: netgraph [ENTER]

You will see some infos about netgraph and a list of its properties with its current values. If you want to change some - it’s easy:

It’s possible to use TAB completion for HUD properties, so if you type “netgraph inf” and press [TAB], it should complete. All variables for HUD elements (hud__) are hidden.

Some properties (like “show”) are controlled by commands (like “show” and “hide”). Some of them (those for setting element position) will not have a effect if you change them directly by variables. If you do so and you see no change, try the “hud_recalculate” command.

Showing and hiding

To show a certain HUD element, use the “show” command with the element name as a parameter. Giving no parameters will display a list of all HUD elements with their current status. There is a special parameter “all” which you can use to show all elements.

Examples:

The opposite to “show” is the command “hide”, which obviously hides the specified HUD element. The current status is remembered as a “show” property, so typing “show netgraph” will have the same effect as typing “netgraph show 1”.

Moving HUD elements

When you want to move a certain HUD element, first you have to decide what screen area it occupies, the command used for placing a HUD element is: “place ".

Possible places

Examples:

If you have a place for your favorite element, align it to some edges. The command is “align ".

X-alignment

Y-alignment

Examples:

Finally, if the element position still does not match your preferences, you can fine-tune it by using the command “move ". Offsets can be either negative or positive. Setting a positive X-offset moves the element to the right, and a positive Y-offset moves the element to the bottom.

Examples:

Note that your element will not be drawn, if you locate it off the screen, even partially.

All those commands (“place”, “align”, “move”) can be used without parameters, (print help then) or with on parameter - HUD element name. Then current values are printed.

Relative positioning

You can align some elements relative to other elements. First you have to decide, if the element that you are locating now (element B) is to be positioned inside another element (element A) or outside it.

If inside do /place A @B If outside do /place A B

Examples:

Then you have to align it. If you want to place it outside, you have some additional alignments - before and after.

Examples:

and you have a nice chain combined of health, armor and its icons.

The difference between inside and outside placing can easily be seen if you add a frame to your elements and enlarge them (for example by using frame 2).

Add/remove frame

Frame is a regular property, it differs a little because every HUD element can have a frame. Values for frame property are: 0 no frame (0..1) transparent frame, lower number means more transparency 1 black frame 2 a box like that for netgraph

Examples:

HUD Elements

Every element has its own properties. You can check them, by simply typing the element name in console. Some common properties are described below, which affect your inventory elements (guns, health etc):

Grouping elements have only two properties (width and height), they should be self-explanatory.

HUD variables

Here are some variables, which will be useful when changing the design of your HUD: