Wide-Screen HUD

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Wildeblood
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Wide-Screen HUD

Post by Wildeblood »

OXP withdrawn due to griefers (notably, the usual suspect).
Last edited by Wildeblood on Fri Dec 21, 2012 6:29 am, edited 3 times in total.
I thought the grey swan symbol was good, but when he said the new country's flag should be printed on "holographic" fabric, I began to doubt.
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Re: Wide-Screen HUD

Post by Captain Beatnik »

Very nice! :D
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Re: Wide-Screen HUD

Post by CommonSenseOTB »

Good to see another widescreen hud :D , but unlike your oxp wiki page says, yours is not the first hud to use widescreen or offer a gravimetric type guage :roll: . NumericHUDv2 and 3 have both been widescreen compatible automatically with nearly all resolutions and the PPR guage in them not only gives the Proportion of Planetary Radius for your altitude but comes on ahead of the planetary mass lock so you can steer around it while remaining on torus-drive. There have also been a few other obscure huds that have been available that have widescreen versions. I think JB-HUD :?: offered that a long time ago.

Aside from that, it's nice to see another one and will look forward to giving it a spin. Looks like a very clean design.:)
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.


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Re: Wide-Screen HUD

Post by Wildeblood »

CommonSenseOTB wrote:
Good to see another widescreen hud :D , but unlike your oxp wiki page says, yours is not the first hud to use widescreen....
It doesn't say it's the first to use wide-screen, at all. It says it is the first Oolite HUD designed specifically, and only, for screens with 8:5 and 16:9 aspect ratios. That is, it is only usable with wide screens and will automatically revert to the default HUD if used in a narrower than 8:5 window.
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Re: Wide-Screen HUD

Post by CommonSenseOTB »

Wildeblood wrote:
CommonSenseOTB wrote:
Good to see another widescreen hud :D , but unlike your oxp wiki page says, yours is not the first hud to use widescreen....
It doesn't say it's the first to use wide-screen, at all. It says it is the first Oolite HUD designed specifically, and only, for screens with 8:5 and 16:9 aspect ratios. That is, it is only usable with wide screens and will automatically revert to the default HUD if used in a narrower than 8:5 window.
Oh, pardon me, my apologies...you are right in that is exactly what it says. But why not make it automatically adjust by anchoring the selectors to the appropriate side of the screen? Then everyone with nearly any resolution could take advantage of a wider screen hud? Just a thought. Go for the gold, man! :wink:
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Re: Wide-Screen HUD

Post by Tichy »

I like it very much. There's only one thing that I find a bit awkward and that's the compass that jumps around the scanner.

How does the stability meter work? Do I need to install an OXP to use it?
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Re: Wide-Screen HUD

Post by Foox »

Had a curious problem with this today - it appeared to cause a CTD, but only at a specific point in the Xeptatl's Sword mission. On leaving the station in the great rift in G7.
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Re: Wide-Screen HUD

Post by Wildeblood »

Changes in version 0.6.8:

- Bug that could cause a CTD when launching from a station in interstellar space should be solved.
- The compass in target mode will glow red when the target is dead ahead.
- When a Q-mine is launched the scanner will turn red for ten seconds.

Also, for people who aren't afraid to edit script.js the behaviour of the colour-changing scanner can be tweaked with a single variable at the top of the script.

Code: Select all

this.wa_massLockedScannerColour = 2; // 1 = green, 2 = orange, 4 = cyan.
By default, when your ship is mass-locked the green scanner turns orange, then if the mass-locking ship turns hostile it changes to cyan. Changing this variable will reduce the colour-changing to two steps. Set it to 1 and the scanner remains green when mass-locked, change it to 4 and the scanner turns cyan as soon as you are mass-locked. Remember to hold down the shift key when re-starting Oolite after editing scripts.
Last edited by Wildeblood on Wed Nov 07, 2012 7:33 am, edited 1 time in total.
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Re: Wide-Screen HUD

Post by Wildeblood »

*deleted*
Last edited by Wildeblood on Wed Nov 07, 2012 7:33 am, edited 1 time in total.
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Re: Wide-Screen HUD

Post by Diziet Sma »

*deleted*
Last edited by Diziet Sma on Tue Nov 06, 2012 7:22 am, edited 1 time in total.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: Wide-Screen HUD

Post by Wildeblood »

*deleted*
Last edited by Wildeblood on Wed Nov 07, 2012 7:35 am, edited 2 times in total.
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Re: Wide-Screen HUD

Post by Diziet Sma »

Wildeblood wrote:
And of what relevance are those remarks here?
Fine. It's gone. :roll:
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: Wide-Screen HUD

Post by washuu_de »

I can't find a working link for downloading the OXP :(
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Re: Wide-Screen HUD

Post by Cody »

Hi washuu_de and welcome... from reading the first post just now, it seems the OXP has been withdrawn.
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Re: Wide-Screen HUD

Post by washuu_de »

Thank you for your answer. So I'll try the "Talkative Space Compass" for my brand new Advanced Space Compass.
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