Flexible HUD for ioq3

Aspect correct widescreen HUD in Quake 3 on q3dm11.

ZTM’s Flexible HUD mod for ioquake3 (Quake 3 and Team Arena expansion).

About

This mod is based on the ioquake3 mod code. The default changes are that the HUD will be aspect correct and the Quake 3 start server menu will display 8 maps instead of 4. You can configure the HUD with cvars listed below.

Flexible HUD mod is only compatible with Quake III Arena (baseq3) or Team Arena (missionpack). It does not support other mods. For the Flexible HUD mod to be used on multiplayer servers, the server needs to allow client-side add-ons (set sv_pure cvar to 0) or install the Flexible HUD pk3 files.

Most servers don’t allow client-side add-ons (sv_pure 1) or run a mod. This means Flexible HUD will not work on most public servers.

This is available as-is. I have no interest in providing support for it or making it work with other mods. You can ask for help or provide help to other users on Discord (Clover.moe Community #idtech3-general).

If you’re playing single player, want instagib and/or unlagged modes, or want to host a server for using this mod you would likely have a better experience using Spearmint Quake 3.

Known issue: The first person gun model is not displayed correctly with widescreen field of view.

This is due to the field of view (FOV) of the weapon model being the same as the world FOV. This is fixed in Spearmint where the first person gun model has a separate FOV (cg_weaponFov cvar, 90) but I haven’t got around to fixing it in the flexible hud mod which requires an entirely different method to implement it.

Install

Download [release 8, March 31, 2024]: ztm-flexible-hud-r8.zip

Download the zip and put the Flexible HUD pk3 files in your baseq3 and missionpack folders.

If “vm” directory exists in ioquake3’s baseq3 and missionpack folders rename it to “vm-ioq3”, otherwise it will override the mod files in Flexible HUD pk3.

New Cvars

cg_stretch [0 – 1] stretch 4:3 HUD to fit screen (default: 0)

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)

The following cvars all default to 1. Only cg_drawWeaponBar is usable in Team Arena.
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).

Recommended Settings

cg_stretch 0; cg_fovAspectAdjust 1; cg_fovGunAdjust 1; cg_fov 90;

To apply these settings, open the in-game Quake console using shift+escape and paste the above command using ctrl+v and then press enter. Then use shift+escape to close the console.

To use very high quality graphics settings run the following command:

exec ztm-ioq3-veryhighquality.cfg; vid_restart;

Aspect correct widescreen HUD in Team Arena on mpq3ctf1.

Source Code

The source code is available on GitHub licensed as GPLv2+ in the zturtleman/flexible-hud-for-ioq3 repository.

To build it from a terminal use the following:

git clone https://github.com/zturtleman/flexible-hud-for-ioq3.git
cd flexible-hud-for-ioq3
git checkout flexible_hud-r7
make BUILD_SERVER=0 BUILD_CLIENT=0

Other Notes

The pk3s contain cgame QVM for HUD changes. They also contains qagame and ui QVMs. This allows me to distribute improvements to them (committed to ioquake3) and fix local server player pain sounds due to ioq3’s qagame <-> cgame communication not being compatible with official Quake 3 QVMs.

cg_fovAspectAdjust is based on a formula posted by LordHavoc and implemented in QtZ by Razor.

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.

Past Versions

Release 1, November 7 2013: ztm-flexible-hud-r1.pk3 (baseq3)
Release 2, August 30 2014: ztm-flexible-hud-r2.pk3 (baseq3)
Release 3, May 29 2017: ztm-flexible-hud-r3.pk3 (baseq3)
Release 4, May 14 2018: ztm-flexible-hud-r4.zip (baseq3 and missionpack)
Release 5, October 11 2018: ztm-flexible-hud-r5.zip (baseq3 and missionpack)
Release 6, November 16 2018: ztm-flexible-hud-r6.zip (baseq3 and missionpack)
Release 7, October 7, 2019: ztm-flexible-hud-r7.zip (baseq3 and missionpack)