I can't look at MediaFire, but it looks like -- er, appears that -- ah,
sounds like it is appearing but not when you move it down, so you are using the proper static, but can't place it where you want.
I think the greater maingame hud has some clipping and stretching. And within it are sections, which contain their own subsections. Assumptions are made; the system has some engine "black box" parts that are not intuitive. Example: the ammo section is defined on the hud section, but the subsections that follow are not within the ammo section:
- Code: Select all
<static_weapon x="900" y="692" width="123" height="65" stretch="1">
<text complex_mode="0" x="45" y="0" font="letterica16" r="255" g="255" b="255" a="130"/>
<texture>ui_hud_frame_patron</texture>
</static_weapon>
<static_ammo x="65" y="22" width="53" height="30">
<text align="c" complex_mode="0" font="graffiti22" r="238" g="155" b="23" a="255">Ammo</text>
</static_ammo>
Instead of this:
- Code: Select all
<static_weapon x="900" y="692" width="123" height="65" stretch="1">
<text complex_mode="0" x="45" y="0" font="letterica16" r="255" g="255" b="255" a="130"/>
<texture>ui_hud_frame_patron</texture>
<static_ammo x="65" y="22" width="53" height="30">
<text align="c" complex_mode="0" font="graffiti22" r="238" g="155" b="23" a="255">Ammo</text>
</static_ammo>
</static_weapon>
Note that the
static_ammo's x,y-coordinates are relative to the
static_weapon container.
Hmm, I just saw something interesting. Since I know you are using wide-screen now, I am citing text from
config\ui\maingame_16.xml. But the big window container section is given as
<window x="0" y="0" w="640" h="480" r="227" g="121" b="222" texture="1"> in
config\ui\maingame.xml, whereas the
config\ui\maingame_16.xml wide-screen version just has a
<w>.
Anyway, in the example above, the structure is assuming a small 640x480 box to hold stuff, and everything is placed on relative coordinates, as you know.
Another hmmm: I vaguely recall it being on 1024x768, so perhaps there is even more mapping going on, somewhere, via the definition of a container with the larger width/height.
Okay, back to the point: The container sets the bounds for its contents. If the
static_weapon container above truly held
static_ammo, then if you set
static_ammo's y-coordinate to be greater than
static_weapon's height, it would be off-screen, so to speak.
Find the bounds. Stretch them if they don't reach the bottom edge of your screen.* Or move the X, Y, W, H bounds of the text object to be wholly within its container.
Maybe you could try using the standard window definition, perhaps mapping it to your wide-screen? If it worked, you'd have to remap all the (sub)values to correspond... Okay, stick with the standard -- but what's up with the
<w>?
____________
*Anyone remember that you couldn't click on the bottom row in wide-screen inventory? This was why.