RELEASE - ZZ_GrOovy_BBS_MiLHUD - TEST 2

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Re: RELEASE - ZZ_GrOovy_BBS_MiLHUD - TEST

Post by dertien »

Diziet Sma wrote:
dertien wrote:
Don't tell me you're all playing oolite on dinosaurs :D
Most Ooliters do, as a matter of fact.. :wink:

Okay no worries, I will be back with an optimized version, and see if that solves the issues of framerate, and also the Mac issue there, which I simply don't know how to solve yet.

stay tuned.
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Re: RELEASE - ZZ_GrOovy_BBS_MiLHUD - TEST

Post by pagroove »

I really think its a Mac thingy. But only only one with a Mac can test that.
Next time I can post a latest.log to see if something is in there.

I have also a PC but nowadays I play on the MBP because it is so convenient on the couch playing Oolite :).
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Re: RELEASE - ZZ_GrOovy_BBS_MiLHUD - TEST

Post by Diziet Sma »

I recently acquired an old MacBook.. OSX Lion.

I've just installed the current trunk (47d3f92), and I can confirm the HUD cannot be seen on this old Mac either.

Doesn't look to be anything useful in the logs, either, although your Adder seems to have a problem.
23:05:58.480 [plist.parse.failed]: Failed to parse /Applications/oolite-trunk/AddOns/ZZ_GrOovy_bbs_adder.oxp/Config/shipdata.plist as a property list.
Unexpected character { at line 1

Code: Select all

Opening log for Oolite development version 1.79-131225 (x86-64 test release) under Mac OS X Version 10.7.5 (Build 11G63b) at 2013-12-25 12:05:57 +0000.
Machine type: MacBook2,1, 2048 MiB memory, 2 x x86 (Core 2/Merom) @ 2000 MHz.
Build options: OpenAL, JavaScript console support, Debug plug-in support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

23:05:57.890 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
23:05:58.427 [rendering.opengl.version]: OpenGL renderer version: 1.4.0 ("1.4 APPLE-7.4.1"). Vendor: "Intel Inc.". Renderer: "Intel GMA 950 OpenGL Engine".
23:05:58.427 [rendering.opengl.extensions]: OpenGL extensions (91):
GL_ARB_texture_border_clamp, GL_ARB_shadow, GL_EXT_blend_equation_separate, GL_EXT_packed_depth_stencil, GL_EXT_texture_compression_dxt1, GL_APPLE_pixel_buffer, GL_APPLE_element_array, GL_EXT_framebuffer_object, GL_ARB_fragment_program, GL_EXT_framebuffer_sRGB, GL_APPLE_packed_pixels, GL_ARB_texture_env_crossbar, GL_ARB_shader_objects, GL_ARB_window_pos, GL_EXT_texture_compression_s3tc, GL_EXT_transform_feedback, GL_APPLE_ycbcr_422, GL_APPLE_object_purgeable, GL_ARB_shading_language_100, GL_EXT_separate_specular_color, GL_EXT_fog_coord, GL_EXT_texture_sRGB, GL_APPLE_client_storage, GL_APPLE_vertex_array_object, GL_ARB_provoking_vertex, GL_ARB_texture_cube_map, GL_APPLE_row_bytes, GL_EXT_texture_rectangle, GL_EXT_gpu_program_parameters, GL_IBM_rasterpos_clip, GL_ARB_draw_instanced, GL_ARB_point_sprite, GL_ARB_texture_env_combine, GL_ARB_vertex_buffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_point_parameters, GL_ARB_transpose_matrix, GL_NV_blend_square, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod_bias, GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_program_shadow, GL_EXT_abgr, GL_NV_texgen_reflection, GL_ARB_multitexture, GL_EXT_blend_color, GL_ARB_vertex_blend, GL_APPLE_aux_depth_stencil, GL_EXT_geometry_shader4, GL_SGIS_texture_lod, GL_ARB_pixel_buffer_object, GL_ARB_texture_rectangle, GL_EXT_blend_func_separate, GL_EXT_draw_range_elements, GL_EXT_provoking_vertex, GL_ATI_separate_stencil, GL_EXT_shadow_funcs, GL_SGIS_texture_edge_clamp, GL_ATI_texture_env_combine3, GL_APPLE_texture_range, GL_EXT_bgra, GL_EXT_blend_subtract, GL_APPLE_flush_render, GL_APPLE_rgb_422, GL_NV_light_max_exponent, GL_APPLE_flush_buffer_range, GL_EXT_multi_draw_arrays, GL_APPLE_vertex_point_size, GL_EXT_blend_minmax, GL_APPLE_vertex_program_evaluators, GL_EXT_texture_env_add, GL_EXT_stencil_two_side, GL_ARB_instanced_arrays, GL_ARB_texture_env_add, GL_ARB_fragment_shader, GL_ARB_texture_non_power_of_two, GL_ARB_texture_compression, GL_EXT_clip_volume_hint, GL_ARB_vertex_program, GL_ARB_sync, GL_EXT_rescale_normal, GL_APPLE_fence, GL_APPLE_vertex_array_range, GL_SGIS_generate_mipmap, GL_ARB_texture_env_dot3, GL_ARB_depth_texture, GL_EXT_stencil_wrap, GL_APPLE_specular_vector, GL_ARB_vertex_shader, GL_EXT_secondary_color, GL_APPLE_transform_hint
23:05:58.439 [rendering.opengl.gpuSpecific]: Matched GPU configuration "Intel GMA 900/950 family".
23:05:58.439 [rendering.opengl.shader.support]: Shaders are supported.
23:05:58.458 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
23:05:58.459 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
    /Applications/oolite-trunk/Oolite-Trunk.app/Contents/Resources
    /Applications/oolite-trunk/AddOns
    /Applications/oolite-trunk/AddOns/Debug.oxp
    /Applications/oolite-trunk/AddOns/ZZ_GrOovy_bbs_adder.oxp
    /Applications/oolite-trunk/AddOns/ZZ_GUI_Vanisher_1.0.oxp
23:05:58.468 [shipData.load.begin]: Loading ship data.
23:05:58.480 [plist.parse.failed]: Failed to parse /Applications/oolite-trunk/AddOns/ZZ_GrOovy_bbs_adder.oxp/Config/shipdata.plist as a property list.
Unexpected character { at line 1
23:05:59.658 [script.load.world.listAll]: Loaded 15 world scripts:
    HUD Vanisher - BBS-Hud 1.0
    oolite-cloaking-device 1.79
    oolite-constrictor-hunt 1.79
    oolite-contracts-cargo 1.79
    oolite-contracts-helpers 1.79
    oolite-contracts-parcels 1.79
    oolite-contracts-passengers 1.79
    oolite-libPriorityAI 1.79
    oolite-nova 1.79
    oolite-populator 1.79
    oolite-primable-equipment-register 1.79
    oolite-registership 1.79
    oolite-thargoid-plans 1.79
    oolite-trumbles 1.79
    oolite-tutorial 1.79
23:06:00.578 [debugSupport.load.success]: Debug Bundle loaded successfully.
23:06:06.418 [startup.complete]: ========== Loading complete in 8.35 seconds. ==========
23:06:13.728 [script.load.world.listAll]: Loaded 15 world scripts:
    HUD Vanisher - BBS-Hud 1.0
    oolite-cloaking-device 1.79
    oolite-constrictor-hunt 1.79
    oolite-contracts-cargo 1.79
    oolite-contracts-helpers 1.79
    oolite-contracts-parcels 1.79
    oolite-contracts-passengers 1.79
    oolite-libPriorityAI 1.79
    oolite-nova 1.79
    oolite-populator 1.79
    oolite-primable-equipment-register 1.79
    oolite-registership 1.79
    oolite-thargoid-plans 1.79
    oolite-trumbles 1.79
    oolite-tutorial 1.79
23:06:39.969 [exit.context]: Exiting: Cocoa terminate event.

Closing log at 2013-12-25 12:06:40 +0000.
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: RELEASE - ZZ_GrOovy_BBS_MiLHUD - TEST

Post by another_commander »

I've run a test of this HUD on my Dell laptop with Intel HD Graphics and 2.8GHz i7 and can confirm loss of about 20 fps (55 when launching from station with my test savegame, 33 with the HUD in). The log had this to say:
Latest.log wrote:
13:22:58.854 [script.javaScript.timeLimit]: ***** ERROR: Script "genericHUDswitch - MilHUD.js" ran for 3.29807 seconds and has been terminated.
13:22:58.854 [script.javaScript.stackTrace]: 0 (milhudscript.js:47) <anonymous function>
13:22:58.854 [script.javaScript.stackTrace]: this: [Script "genericHUDswitch - MilHUD.js" version 1.05, modified by Wyvern for MilHUD]
13:22:58.854 [script.javaScript.stackTrace]: oldCondition: 0
13:22:58.854 [script.javaScript.stackTrace]: newCondition: 2
13:25:43.371 [script.javaScript.timeLimit]: ***** ERROR: Script "genericHUDswitch - MilHUD.js" ran for 3.38308 seconds and has been terminated.
13:25:43.371 [script.javaScript.stackTrace]: 0 (milhudscript.js:47) <anonymous function>
13:25:43.371 [script.javaScript.stackTrace]: this: [Script "genericHUDswitch - MilHUD.js" version 1.05, modified by Wyvern for MilHUD]
13:25:43.371 [script.javaScript.stackTrace]: oldCondition: 2
13:25:43.371 [script.javaScript.stackTrace]: newCondition: 1
Edit: All the above using Windows nightly 65f3e2e.
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Re: RELEASE - ZZ_GrOovy_BBS_MiLHUD - TEST

Post by dertien »

Thanks for all the heads up test, appreciate it.

Hm not quite what I have in the log:

Resources
../AddOns
../AddOns/Basic-debug.oxp
../AddOns/LongRangeScanner v0.0.oxp
../AddOns/ZZ_GrOovy_bbs_adder.oxp
../AddOns/ZZ_GrOovy_bbs_asp.oxp
../AddOns/ZZ_GrOovy_MilHUD-v0.9.oxp
13:57:31.346 [shipData.load.begin]: Loading ship data.
13:57:31.544 [script.load.world.listAll]: Loaded 16 world scripts:
genericHUDswitch - MilHUD.js 1.05, modified by Wyvern for MilHUD
LongRangeScanner 0.1
oolite-cloaking-device 1.79
oolite-constrictor-hunt 1.79
oolite-contracts-cargo 1.79
oolite-contracts-helpers 1.79
oolite-contracts-parcels 1.79
oolite-contracts-passengers 1.79
oolite-libPriorityAI 1.79
oolite-nova 1.79
oolite-populator 1.79
oolite-primable-equipment-register 1.79
oolite-registership 1.79
oolite-thargoid-plans 1.79
oolite-trumbles 1.79
oolite-tutorial 1.79
13:57:32.942 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'No connection could be made because the target machine actively refused it.

' (outStream status: 7, inStream status: 7)."
13:57:32.942 [debugTCP.send.warning]: Error sending packet header, retrying.
13:57:32.966 [debugTCP.send.error]: The following packet could not be sent: {"Oolite version" = 1.79; "packet type" = "Request Connection"; "protocol version" = 65792; }
13:57:32.969 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'bad stream.' (outStream status: 0, inStream status: 0)."
13:57:32.969 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
13:57:34.295 [startup.complete]: ========== Loading complete in 3.92 seconds. ==========
13:57:41.421 [script.load.world.listAll]: Loaded 16 world scripts:
genericHUDswitch - MilHUD.js 1.05, modified by Wyvern for MilHUD
LongRangeScanner 0.1
oolite-cloaking-device 1.79
oolite-constrictor-hunt 1.79
oolite-contracts-cargo 1.79
oolite-contracts-helpers 1.79
oolite-contracts-parcels 1.79
oolite-contracts-passengers 1.79
oolite-libPriorityAI 1.79
oolite-nova 1.79
oolite-populator 1.79
oolite-primable-equipment-register 1.79
oolite-registership 1.79
oolite-thargoid-plans 1.79
oolite-trumbles 1.79
oolite-tutorial 1.79
13:57:43.056 [general.error.parameterError]: Non-power-of-two dimensions (1x1) passed to OOGenerateMipMaps() - ignoring, data will be junk.
13:58:00.712 [exit.context]: Exiting: SDL_QUIT event received.
13:58:00.715 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2013-12-25 13:58:00 +0100.

I cannot replicate the error for the adder, and I have looked at the shipdata.plist file, not a bracket too much or too less there.

I am remaking the mod so low spec machines can run it, and I will save the PNG's as 8 bit where I can not 24, dunno how to solve the mac problem yet. Can anyone test on Mac if the retro hud works that is included with the Deepspace oxp ? it also contains an image. It might be scripting or the way I save images.

The script from milhud is has not been altered at all, I used it as is from milhud 4.0, so that must also have the same bug. Not much I can do about that...
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Re: RELEASE - ZZ_GrOovy_BBS_MiLHUD - TEST

Post by dertien »

pagroove wrote:
I really think its a Mac thingy. But only only one with a Mac can test that.
Next time I can post a latest.log to see if something is in there.

I have also a PC but nowadays I play on the MBP because it is so convenient on the couch playing Oolite :).
When I have finished with the shippack, I will plug the beamer on and see if it works well with an old xbox console.
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Re: RELEASE - ZZ_GrOovy_BBS_MiLHUD - TEST

Post by cim »

dertien wrote:
I am remaking the mod so low spec machines can run it, and I will save the PNG's as 8 bit where I can not 24, dunno how to solve the mac problem yet. Can anyone test on Mac if the retro hud works that is included with the Deepspace oxp ? it also contains an image. It might be scripting or the way I save images.
It's the way you save the images. With 6Gb main RAM and 2Gb on the graphics card, you're getting away with it, though.

Take "eqt/wormholescanner.png" as an example. This is a 1600x900 PNG, almost entirely transparent, except for an area about 24x24 which contains the icon.

As it's not a power of two in size, on loading into Oolite this will be rescaled to a 2048x1024 texture, which will consume 8Mb of graphics memory [1] (2Mb if you switch it to a greyscale PNG which loses transparency support - 8-bit indexed will not help, though). As there's a lot of these images - I count 40, not all of which get loaded at once - then except on high-end machines you're going to need to swap them back and forth between the graphics card, system RAM, and even the disk if there's much else requiring textures to be loaded (like the spaceships, or the planet, for instance).

The correct approach is to have wormholescanner.png (and friends!) only contain the 32x32 pixels needed to contain the icon itself (in-memory size: 4k plus a few extra bytes for the container, which even on low-end machines is basically "who cares").

Then, in the HUD plists, adjust the 'width' and 'height' parameters to get it to the right size, and the 'x' and 'y' parameters to put it in the right place. The HUD is drawn on to a grid running from (-256,-256) to (256,256) centred to the screen. If you're expecting a widescreen monitor, you can probably assume that the X-axis will run considerably further out than +/-256; otherwise, best to keep within those coordinates. You can use the x_origin and y_origin parameters to move the grid origin from the centre of the screen to the centre of an edge, or a corner, if that makes it easier to position a particular item.

[1] This is considerably larger than the PNG file, because the image has to be uncompressed to be passed to OpenGL and the graphics card.
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Re: RELEASE - ZZ_GrOovy_BBS_MiLHUD - TEST

Post by Diziet Sma »

dertien wrote:
I cannot replicate the error for the adder, and I have looked at the shipdata.plist file, not a bracket too much or too less there.
Well, you're correct that you inherited the problem from Cmdr Wyvern's MilHUD.

And I can show you the problem.. There's a spurious CR (carriage-return) character immediately after the opening curly bracket. Only Windows uses CRs, and in Mac & Linux (which only use LF or line-feed) they cause no end of trouble.

In this screenshot of a hex-editor, you can see how the opening characters of a .plist should be.. In hexadecimal (base-16 numbers) there's 7b,0a,09. Which means, curly-bracket, line-feed, tab.

Image


Now here's the adder's .plist. We see 7b,0d,0a,09. Which means, curly-bracket, carriage-return, line-feed, tab.

Image


In fact, the entire .plist is full of CR characters (you can several just in this screenshot), every one of which will cause Mac and Linux machines to have hissy-fits. I guess this means there aren't many, if any, Mac & Linux users using the MilHUD, or we'd have heard about it before now. :wink:


The solution is simple, fortunately.. open the .plist in Notepad++, go to Edit / "EOL conversion" and select Unix format. (There's a Mac option too, but ever since OSX switched to being based on BSD Unix, they use the same format for files, and Linux has always used Unix format.)

Now you just save the file again, and you're good to go. You might want to do the same with any other files you borrow or copy/paste from, too.

It will probably pay you to set this as your default in Notepad++, by the way.
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: RELEASE - ZZ_GrOovy_BBS_MiLHUD - TEST

Post by cim »

Diziet Sma wrote:
And I can show you the problem.. There's a spurious CR (carriage-return) character immediately after the opening curly bracket. Only Windows uses CRs, and in Mac & Linux (which only use LF or line-feed) they cause no end of trouble.
I used MilHud for months without difficulty on Linux - GNUstep (which is also used on Windows) seems to process them fine - so that's probably why the lack of reports. The Mac parser is definitely a lot pickier about them, though.
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Re: RELEASE - ZZ_GrOovy_BBS_MiLHUD - TEST

Post by Diziet Sma »

Oops.. :oops: yes, you're right.. the Mac is far fussier about such things.. although sometimes Linux can be.. the xml2ns.py script used for converting .plists won't work in Linux unless the CRs are stripped out.. but GNUstep itself is more forgiving.
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: RELEASE - ZZ_GrOovy_BBS_MiLHUD - TEST

Post by dertien »

cim wrote:
It's the way you save the images. With 6Gb main RAM and 2Gb on the graphics card, you're getting away with it, though.
Yes, :lol: I kinda see now what you guys mean. It was part lazyness to not recut them to 16*16 px and position them appropriately, and also indeed ignoring what kind of machines you guys here are using. I am spoiled with my machine, since it can run 3 instances of Oolite, Gimp, with 5 images open, excel open and a browser with 150 tabs all at the same time without coughing.
cim wrote:
Take "eqt/wormholescanner.png" as an example. This is a 1600x900 PNG, almost entirely transparent, except for an area about 24x24 which contains the icon.

As it's not a power of two in size, on loading into Oolite this will be rescaled to a 2048x1024 texture, which will consume 8Mb of graphics memory [1] (2Mb if you switch it to a greyscale PNG which loses transparency support - 8-bit indexed will not help, though). As there's a lot of these images - I count 40, not all of which get loaded at once - then except on high-end machines you're going to need to swap them back and forth between the graphics card, system RAM, and even the disk if there's much else requiring textures to be loaded (like the spaceships, or the planet, for instance).
So let me rephrase that with an example so that we are both on the same channel here:

Let's say I have that yellow-green-red dashboard that is recut to 1600 px wide and 302 px high (instead of the original now which is 1600 * 900, with a minimum of transparency), and I have that same dashboard, but with a bigger canvas area and thus more transparency as a size of powers of two (lets say 2048 px by 512 px,) will the latter be less resource consuming or more, since it is bigger, but it's length and width are a power of two ?
cim wrote:
The correct approach is to have wormholescanner.png (and friends!) only contain the 32x32 pixels needed to contain the icon itself (in-memory size: 4k plus a few extra bytes for the container, which even on low-end machines is basically "who cares").
Okay that makes sense of course, I just didn't realize that the 9k of every "big icon" had such a metamorphosis kilobytewise when it gets rendered through Oolite.
cim wrote:
Then, in the HUD plists, adjust the 'width' and 'height' parameters to get it to the right size, and the 'x' and 'y' parameters to put it in the right place. The HUD is drawn on to a grid running from (-256,-256) to (256,256) centred to the screen. If you're expecting a widescreen monitor, you can probably assume that the X-axis will run considerably further out than +/-256; otherwise, best to keep within those coordinates. You can use the x_origin and y_origin parameters to move the grid origin from the centre of the screen to the centre of an edge, or a corner, if that makes it easier to position a particular item.
I am doing it by trial and error, and if you use grids and place a few, its easy to calculate for the others, thats no biggie.

Thanks for all the information cim, hopefully the next version will be much more optimized.
Last edited by dertien on Wed Dec 25, 2013 8:48 pm, edited 1 time in total.
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Re: RELEASE - ZZ_GrOovy_BBS_MiLHUD - TEST

Post by dertien »

Diziet Sma wrote:
And I can show you the problem.. There's a spurious CR (carriage-return) character immediately after the opening curly bracket. Only Windows uses CRs, and in Mac & Linux (which only use LF or line-feed) they cause no end of trouble.

In fact, the entire .plist is full of CR characters (you can several just in this screenshot), every one of which will cause Mac and Linux machines to have hissy-fits. I guess this means there aren't many, if any, Mac & Linux users using the MilHUD, or we'd have heard about it before now. :wink:


The solution is simple, fortunately.. open the .plist in Notepad++, go to Edit / "EOL conversion" and select Unix format. (There's a Mac option too, but ever since OSX switched to being based on BSD Unix, they use the same format for files, and Linux has always used Unix format.)

Now you just save the file again, and you're good to go. You might want to do the same with any other files you borrow or copy/paste from, too.

It will probably pay you to set this as your default in Notepad++, by the way.
Well, I'll be damned, learned a lot today. Thanks for that info Diziet Sma, that was very helpful. I didn't realize even Notepad ++ (that I use of course) put so much rubbish into files, when not applying the correct format. So every plist file I ever opened should be resaved using that option. Well amen to that, without wanting to resort to blasphemy :mrgreen:

So you're saying that if I resave the Hud.plist the same way, there's a big chance that I might make Pagroove happy so he can finally see the new hud on his Mac ?

Thanks again.
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Re: RELEASE - ZZ_GrOovy_BBS_MiLHUD - TEST

Post by Diziet Sma »

dertien wrote:
I didn't realize even Notepad ++ (that I use of course) put so much rubbish into files, when not applying the correct format
Well, it's not really Notepad++'s fault.. it was just doing what Windows told it. :lol:
Mr Gates has a lot to answer for. :evil:
dertien wrote:
So you're saying that if I resave the Hud.plist the same way, there's a big chance that I might make Pagroove happy so he can finally see the new hud on his Mac ?

Thanks again.
A quick check shows pretty much all the HUD .plists are liberally sprinkled with 'em.. so very probably, yes.

And you're very welcome. 8)

(a good hex-editor can be a handy thing to have around. Here's a nice free one for Windows.)
(and a PDF of ASCII/Hex character codes)
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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cim
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Re: RELEASE - ZZ_GrOovy_BBS_MiLHUD - TEST

Post by cim »

dertien wrote:
Let's say I have that yellow-green-red dashboard that is recut to 1600 px wide and 302 px high (instead of the original now which is 1600 * 900, with a minimum of transparency), and I have that same dashboard, but with a bigger canvas area and thus more transparency as a size of powers of two (lets say 2048 px by 512 px,) will the latter be less resource consuming or more, since it is bigger, but it's length and width are a power of two ?
Any texture file loaded by Oolite which is not a power of 2 in size will first be rescaled so it is a power of two in size. So you may as well make them that big to start with, or you get a (smallish) delay when first loading the texture as Oolite stretches or compresses it to fit, and it might not interpolate it at the quality you get out of a proper graphics program.

After that the smaller the image can be without losing detail the better. So I'd go for seeing if you can fit it into 1024x256 without losing detail, and if you can't then make it 2048x512. One texture of that size - especially a HUD texture which is always going to stay in the texture cache - is probably fine.
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Norby
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Re: RELEASE - ZZ_GrOovy_BBS_MiLHUD - TEST

Post by Norby »

Nice HUD dertien, here is my impressions after a short try.

Good:
-strong alert level feedback by changing cabin lights,
-detailed description of repositioning telescope visual target,
-freighterhud images - I guess it is a preview of a planned improvement.

Less good or my suggestions to change:
-too small target name display under crosshairs.
-message consoles can be a bit larger also in both line numbers and font size,
-flashes of the white inner circle in crosshairs is disturbing without a description of meaning.

I was not big performance problems but my FPS dropped from 60 to 30 so you should use icon images as cim said.

I will do updates in Telescope for Oolite 1.79 to show default Griff noshader ships and I plan to add a handler if somebody install your HUD with Telescope in 1.79 then can get repositioned visual target by default due to player.ship.viewPositionForward is available.
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