ZTM’s flexible hud mod for ioquake3. Download the pk3 and put it in your baseq3 folder. For it to be used you’ll need to set sv_pure to 0 / play on non-pure multiplayer servers. By default there are no changes; you need to configure cvars listed below.
Download [release 3, May 29 2017]: ztm-flexible-hud-r3.pk3
git clone https://github.com/zturtleman/ioq3.git zturtleman-ioq3 cd zturtleman-ioq3 git checkout flexible_hud make BUILD_SERVER=0 BUILD_CLIENT=0
cg_stretch [0 – 1] stretch 4:3 HUD to fit screen (default: 1)
cg_fovAspectAdjust [0 – 1] automatically convert 4:3 cg_fov values to current aspect (default: 0)
cg_fovGunAdjust [0 – 1] controls gun offset based on FOV. 0 uses Q3A code, 1 uses new code (works with FOV < 90 and fixed FOV dmflags) (default: 0)
These all default to 1.
cg_statusScale [0.0 – 1.0] set scale of status bar (ammo, health, head, armor, CTF flag).
cg_drawStatusHead [0 – 2] 0 disables drawing head, 1 acts like Q3A, 2 drawing health item instead (supports 3D and 2D icons).
cg_drawPickups [0.0 – 1.0] set scale of item pickup message (0 to disable).
cg_drawWeaponBar [0.0 – 1.0] set scale of weapon select popup (0 to disable).
cg_drawScores [0 – 1] toggle drawing scores in bottom right corner (no scaling support).
cg_stretch 0; cg_fovAspectAdjust 1; cg_fovGunAdjust 1; cg_fov 90;
The pk3 contains unmodified ioq3 game and ui qvms. Mainly because ioq3’s game <-> cgame communication isn’t vanilla compatible when it comes to player pain sounds.
The source code for release 1 and 2 can be obtained by applying a patch in the pk3 file (a renamed zip file) to ioquake3’s source code. The ioquake3 git version is included in patch file.
Widescreen support is based on Spearmint Quake 3. However, Spearmint Quake 3 does not have cg_stretch 1, cg_drawStatusHead, cg_drawWeaponBar, or hud scaling options.