# Hudbot

Quick Links

- ScriptGL Docs
- Adding Replacements
- Variables & Callbacks
- Fixes
- Download
- Additional skins
- Screenshots

## Hudbot 0.5 - Now with less suck! (SIMPLE FAQ)

Hudbot is an add-on that allows Tribes to use true color skins and HUDs. It has now been integrated with mem.dll so you no longer need to run a seperate program for Hudbot support. The code has also been completely overhauled so it no longer resembles the work of a retarded monkey. The old code-base has been burned, packed in to a box, and shot off in to the sun.

### Alert!

The one major shake-up between the new Hudbot and old Hudbot is that PNGs are no longer supported. TGAs are now the supported graphics format, being much simpler to support and much faster to read. When zipped, TGAs are not much larger than their zipped PNG counterparts so the size impact is minimal.

Additionally, HappyJump is now built in to mem.dll! You will need to set $pref::HappyJump = true; to enable it, otherwise IDACTION_TURNLEFT will function like usual.

If you have Photoshop CS2 (or newer, I'm guessing) and transparency isn't working with TGAs, you can use the Photoshop 7.0 TGA plugin instead, which handles TGAs properly.

### Features

- NoFiX's Vista Compatability Fix ( in 0.5.18!)
- All of the features from mem.dll (Winamp, 3rd person IFFs, Sky Rotation, onVehicleEnter/Exit..)
- Load custom TGAs (8/24/32 bit) into tribes to use as HUDs, skins, skies
- Support for Tribes 2 model skins (download pack for models & skins is on the additional skins page)
- Reverts to default Tribes huds in windowed/software mode
- A slew of $pref & standalone variables
- Built in Timestamp() and Sound()
- ScriptGL add-on allowing you to draw with OpenGL in Tribes script!
- Custom terrain is now possible!
- You can add your own texture replacements!
- onLocalSound() callback
- Minor Fixes

### ScriptGL Half Life 2 HUDs

If you would like to try the ScriptGL example HUDs, add exec("scriptgl2.cs"); to your autoexec.cs or exec the file while in Tribes. scriptgl2.cs contains an implementation of "variable sized HUDs", or vhuds, i.e. the HUDs resize themselves to your resolution; they will look the same in 640x480 or 1600x1200, just like their Half Life 2 counterparts.

vhud.halflife2.cs also positions and resizes your RadarHUD on the fly so it retains a proportional size and zoom based on your resolution. This is done in fullscreen::onrender if you wish to remove or adjust it

### Fixes

- Integrated DoSFiX from NoFiX (only useful for servers though).
- Removes the ugly green lines from HUD borders
- RadarHUD now properly clips the waypoint indicator to the edge of the hud when $pref::radarStencil is false.
- Built in CRC Crack
- Hudbot replaces Tribes memory allocator with the VS7 allocator. Tribes crashes when allocating blocks larger than 8mb and/or under high function/variable/object load.
- Control::SetPosition now works for the default HUDs (jetpackHud, compassHud, etc)
- Suns and planets are now rendered with GL_LINEAR instead of GL_NEAREST so they don't look pixelated any more.
- Mouse Wheel Up now properly triggers zaxis1!

      bindCommand(mouse0, zaxis0, TO, "nextWeapon();");
      bindCommand(mouse0, zaxis1, TO, "prevWeapon();");

### Download & Install

Unzip the Hudbot .zip to your "Tribes/" directory. This will put the Hudbot content in to "Tribes/Hudbot" and mem.dll in "Tribes/". mem.dll will be automatically loaded by Tribes; there is nothing else you need to do and no programs to run!

### Helpers

- GreyHound
- Whoever made the RadarHUD letter textures I stole