Yet another HUD
Moderators: winston, another_commander
Yet another HUD
I've been a very naughty boy; I have stolen from my betters and claimed it as my own.
I've taken bits of Trek HUD, MilHUD and GenericHUD and splurged them all together into something I've been thinking of doing for ages since I heard about the dynamic HUD switching.
Obviously then it's another mode switching HUD. I have all the artistic talent of your average half brick so I had to [ahem] borrow artwork from elsewhere, hence the name. I've also never done any OXP'ing before so I also had to [erm] nick, sorry reuse some scripts and plists from those who actually know what they are doing. I have added an enhancement or two of my own though - I dare anyone to find it though
It's here if anyone wants to take a look. It's been put together on a 1680 x 1050 screen so I cannot say for sure what it'll look like on anything else, but if there is call for it I'll try and get some other resolutions working.
All credit for this should go to Killer Wolf, Wyvern, Thargoid and barabis, this is just something I've goofed around with for my own purposes but I thought I would put it up here to see if anyone else is interested or finds my additions to the scripts useful.
EDIT:
To note I've got a v0.2 available with some further goofy extra bits - electrical damage sound when condition critical and some additional animated bits being the gist of it.
Also to post screenshots:
Condition Green:
Condition Yellow:
Condition Red (note the faint red screen border flashes on and off):
Condition Critical OMGWTFBBQ (actual animation is stuttered):
I've taken bits of Trek HUD, MilHUD and GenericHUD and splurged them all together into something I've been thinking of doing for ages since I heard about the dynamic HUD switching.
Obviously then it's another mode switching HUD. I have all the artistic talent of your average half brick so I had to [ahem] borrow artwork from elsewhere, hence the name. I've also never done any OXP'ing before so I also had to [erm] nick, sorry reuse some scripts and plists from those who actually know what they are doing. I have added an enhancement or two of my own though - I dare anyone to find it though
It's here if anyone wants to take a look. It's been put together on a 1680 x 1050 screen so I cannot say for sure what it'll look like on anything else, but if there is call for it I'll try and get some other resolutions working.
All credit for this should go to Killer Wolf, Wyvern, Thargoid and barabis, this is just something I've goofed around with for my own purposes but I thought I would put it up here to see if anyone else is interested or finds my additions to the scripts useful.
EDIT:
To note I've got a v0.2 available with some further goofy extra bits - electrical damage sound when condition critical and some additional animated bits being the gist of it.
Also to post screenshots:
Condition Green:
Condition Yellow:
Condition Red (note the faint red screen border flashes on and off):
Condition Critical OMGWTFBBQ (actual animation is stuttered):
Last edited by Palmski on Wed Aug 25, 2010 11:48 pm, edited 1 time in total.
- maik
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Re: Yet another HUD
Nice one, I just tested it. I especially like the brightened up circle around the cross-hairs!Palmski wrote:I've been a very naughty boy; I have stolen from my betters and claimed it as my own.
I've taken bits of Trek HUD, MilHUD and GenericHUD and splurged them all together into something I've been thinking of doing for ages since I heard about the dynamic HUD switching.
Obviously then it's another mode switching HUD. I have all the artistic talent of your average half brick so I had to [ahem] borrow artwork from elsewhere, hence the name. I've also never done any OXP'ing before so I also had to [erm] nick, sorry reuse some scripts and plists from those who actually know what they are doing. I have added an enhancement or two of my own though - I dare anyone to find it though
It's here if anyone wants to take a look. It's been put together on a 1680 x 1050 screen so I cannot say for sure what it'll look like on anything else, but if there is call for it I'll try and get some other resolutions working.
All credit for this should go to Killer Wolf, Wyvern, Thargoid and barabis, this is just something I've goofed around with for my own purposes but I thought I would put it up here to see if anyone else is interested or finds my additions to the scripts useful.
Re: Yet another HUD
Lol, that wasn't me, that's from MilHUD. I agree it's very useful though!maik wrote:Nice one, I just tested it. I especially like the brightened up circle around the cross-hairs!
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Re: Yet another HUD
maybe I should test MilHUD as well.Palmski wrote:Lol, that wasn't me, that's from MilHUD. I agree it's very useful though!maik wrote:Nice one, I just tested it. I especially like the brightened up circle around the cross-hairs!
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Thanks KW, wouldn't have been possible without your work though which I'm quite sure you recognise large chunks of!
I was thinking of trying to make the glitching transition a bit smoother by inserting an intermediate frame into the sequence, but with each frame in the animation as an entire HUD I'm not sure if it would be overkill or not. Meh, I can try it and see what happens I guess.
I was thinking it might also be nice to have a short buzzing static sound when the borked HUD comes up, again, too much? Could also be very annoying....
Lots of ideas but I'm thinking I'm rapidly getting into a sledgehammer/walnut situation
I was thinking of trying to make the glitching transition a bit smoother by inserting an intermediate frame into the sequence, but with each frame in the animation as an entire HUD I'm not sure if it would be overkill or not. Meh, I can try it and see what happens I guess.
I was thinking it might also be nice to have a short buzzing static sound when the borked HUD comes up, again, too much? Could also be very annoying....
Lots of ideas but I'm thinking I'm rapidly getting into a sledgehammer/walnut situation
- Killer Wolf
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Thanks for the feedback. In the end I decided against using the docked HUD as it wasn't mine to start with, but clearly forgot to remove the image from the OXP.
If you want to use it just edit the Config/hud_docked.plist and add the following (as per the entry in genericHUD from whence the image came):
If you want to use it just edit the Config/hud_docked.plist and add the following (as per the entry in genericHUD from whence the image came):
Code: Select all
<dict>
<key>image</key>
<string>generictradingHUD.png</string>
<key>width</key>
<real>640</real>
<key>height</key>
<real>480</real>
<key>x</key>
<integer>0</integer>
<key>y</key>
<integer>0</integer>
<key>alpha</key>
<real>1.00</real>
</dict>
Not wanting to use someone else's image in a HUD called Plagiarist. . .
Well, I put it back in and your hub has replaced my slightly hacked Generic as my very favorite HUD. The instruments on your console/panel are a bit small, but i find everything I need easily aned you give a great deal of info to work with. Very nice indeed. I'm using it at 1280x1024, BTW.
Well, I put it back in and your hub has replaced my slightly hacked Generic as my very favorite HUD. The instruments on your console/panel are a bit small, but i find everything I need easily aned you give a great deal of info to work with. Very nice indeed. I'm using it at 1280x1024, BTW.
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Re: Yet another HUD
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?