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Fix low-res bitmaps overlap issue with High-Res HUD, as well as general high-res bitmap issues - #380
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Upscale the original vehicle/passenger labels, warnings, reload dots and messaging sheets without changing their glyph layout or sprite coordinates. Use the existing Xbox controller redraws for A/B/X/Y/Black/White prompts; other controller symbols retain the original Xbox art through upscaling. Match the existing high-resolution vehicle meter contour to remove the double wrench. Restore the rounded diamond sniper reticle, contain the flashlight fill and assign discrete thresholds to whole ammunition bullets. The HUD module owns interpolation and tag selection. A narrow texture-cache hook is needed to obtain decoded original pixels and invalidate generated textures with their source; the messaging hook selects the existing button art. Both respect the High-Res HUD setting. MCC's separate draw/texture paths remain intact. No MCC bitmap data is embedded; label interpolation was retained at the user's request, with its limited sharpness acknowledged. Validated Windows portable release build; 246 focused HUD tests; 15,360 real GPU ammunition checks; hidden Xbox HUD captures enabled/disabled; Xbox/MCC/Xbox transitions at 30 and 120 FPS with no exceptions. Player health and sniper zoom-label pixels outside the targeted regions are unchanged. Android/web targets are unavailable in this Windows build configuration; Custom Edition gameplay data is unavailable, so that path was inspected. No simulation or network format changes; network version stays unchanged. (cherry picked from commit 5398553)
Increase the existing Xbox faces from 20 to 26 HUD units, centre them on the text capital midpoint and compensate for the text renderer's following-run inset. Preserve their original artwork and split-screen scale. Checked the portable Windows OpenCE build and hidden 1280x720 gameplay captures; the Press X to prompt has balanced visible gaps. Retain the repository's rocket reticle unchanged at the user's request.
GuvenHuso
approved these changes
Oct 16, 2026
…Edition#380) Default high-resolution gameplay A/B/X/Y/Black/White buttons to plain Xbox faces made from the existing redraws. Retain the shaded faces as Gems and keep glyph geometry unchanged. Show Button Style below High-Res HUD only while enabled, following pending edits and closing the row gap when hidden. Recreate owned glyph placeholders on style changes and dispose them on map unload. Validated the Windows release build, hidden menu captures with both styles and HUD off, isolated Xbox gameplay, and 268 focused production-code and menu checks including repeated visibility/focus and glyph lifecycle changes. Android and Web builds were attempted but their targets are unavailable in this Windows configuration. (cherry picked from commit e8f36b8)
…munityEdition#380) Use the supplied transparent A/B/X/Y artwork for Gems, fitted within the existing button bounds. Preserve the original menu redraws as Menu Gems and share their Black/White glyphs between both gem styles. Classic remains the default. Keep the source PNGs and deterministic asset conversion, and reserve enough placeholder entries for all styles across map changes. Validated the Windows release build and 269 focused checks, including generated texture bounds, centering, repeatable output, all three native/MCC style transitions, disposal, and menu row spacing. Existing menu glyph PNGs remain unchanged. (cherry picked from commit 5f66c51)
chestahh
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October 16, 2026 19:03
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need to fix transparency hngggg |
…tyEdition#380) Xbox button definitions override prompt text with full-opacity colors. Honor that existing override for Classic, Gems and Menu Gems while retaining text alpha for icons without it. Embedded artwork supplies RGB. Validated original Xbox a10/Blood Gulch definitions, opaque asset interiors, Windows portable release compilation, and production-function checks for all three styles, full/partial alpha, fallback, and cleanup. Android/Web targets were unavailable in the Windows configuration. No MCC/fork code, tests, documentation, assets or workflow changes included. (cherry picked from commit ce6cf74)
bnunu
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October 16, 2026 19:24
hkmodd
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Oct 16, 2026
The one conflict was the generated Graphics screen, which gained HIGH-RES HUD on main (OpenCommunityEdition#380) and HDR and HDR DISPLAY here. It was resolved by writing the screens again with tools/port_settings.py: the generator gives the merged file byte for byte. tools/test_web_build.py's menu test passes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
hkmodd
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…nCommunityEdition#376) xgpu_texture_cache_begin_frame now also reads the high-res HUD's settings (OpenCommunityEdition#378), drops an entry's upscaled sheet (OpenCommunityEdition#380) and forgets the recent lookups. The test's fake world gains those members and functions, with settings that never change. Its 3 cases and 4 negative controls pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
hkmodd
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…nCommunityEdition#376) xgpu_texture_cache_begin_frame now also reads the high-res HUD's settings (OpenCommunityEdition#378), drops an entry's upscaled sheet (OpenCommunityEdition#380) and forgets the recent lookups. The test's fake world gains those members and functions, with settings that never change. Its 3 cases and 4 negative controls pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
hkmodd
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…nCommunityEdition#376) xgpu_texture_cache_begin_frame now also reads the high-res HUD's settings (OpenCommunityEdition#378), drops an entry's upscaled sheet (OpenCommunityEdition#380) and forgets the recent lookups. The test's fake world gains those members and functions, with settings that never change. Its 3 cases and 4 negative controls pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
hkmodd
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…nCommunityEdition#376) xgpu_texture_cache_begin_frame now also reads the high-res HUD's settings (OpenCommunityEdition#378), drops an entry's upscaled sheet (OpenCommunityEdition#380) and forgets the recent lookups. The test's fake world gains those members and functions, with settings that never change. Its 3 cases and 4 negative controls pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
hkmodd
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…nCommunityEdition#376) xgpu_texture_cache_begin_frame now also reads the high-res HUD's settings (OpenCommunityEdition#378), drops an entry's upscaled sheet (OpenCommunityEdition#380) and forgets the recent lookups. The test's fake world gains those members and functions, with settings that never change. Its 3 cases and 4 negative controls pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
hkmodd
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Oct 19, 2026
…nCommunityEdition#376) xgpu_texture_cache_begin_frame now also reads the high-res HUD's settings (OpenCommunityEdition#378), drops an entry's upscaled sheet (OpenCommunityEdition#380) and forgets the recent lookups. The test's fake world gains those members and functions, with settings that never change. Its 3 cases and 4 negative controls pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
hkmodd
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…nCommunityEdition#376) xgpu_texture_cache_begin_frame now also reads the high-res HUD's settings (OpenCommunityEdition#378), drops an entry's upscaled sheet (OpenCommunityEdition#380) and forgets the recent lookups. The test's fake world gains those members and functions, with settings that never change. Its 3 cases and 4 negative controls pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
hkmodd
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…nCommunityEdition#376) xgpu_texture_cache_begin_frame now also reads the high-res HUD's settings (OpenCommunityEdition#378), drops an entry's upscaled sheet (OpenCommunityEdition#380) and forgets the recent lookups. The test's fake world gains those members and functions, with settings that never change. Its 3 cases and 4 negative controls pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FractumSeraph
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Oct 21, 2026
…etup Game Setup and game type editor for hosted games
g0atbutt
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Oct 22, 2026
The controller's buttons on the Android touch controls are now drawn as the HUD draws them, in display.hud_button_style: A, B, X, Y, black and white from the Classic, Gems (with Menu Gems' black and white, as the HUD has it) or Menu Gems redraws in port/assets/buttons, and the triggers and stick clicks from trigger_* and thumbstick_*. tools/touch_assets.py draws them through tools/button_assets.py, larger than the HUD's textures and cropped to the art. Kenney's Mobile Controls stay only where there is no redraw: the move stick, the plates and icons of start, back and the D-pad, and the toolbar. The function icons (Kenney's and OpenH1's own) are gone. A button now shows the controller's button, not its function. The game sends the style with the overlay's scene bits (port/linux/src/touch_input.c), so a change in the menus redraws the controls at once. A new setting, input.touch_captions (Android, off by default), writes what each controller button does in the profile (Jump, Melee) faintly under it. AUTHORS.md credits saulob's redraws for the touch controls too, and chestahh for the button styles, triggers and sticks (OpenCE OpenCommunityEdition#380), which were not credited before. Checked: ninja android; the APK built with Gradle (assembleDebug); python tools/test_touch_layout.py; python tools/touch_assets.py --check; previews drawn by tools/touch_preview.py in each style and with captions (port/android/docs). Not run on a device.
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There's probably a cleaner way to do this, but part of the issue is that the HUD asset generator deliberately excludes sheets and gameplay messages/prompts bypass the high-res substitutions. I'm wholly open to suggestions/improvements