[RELEASE] Cyan HUD
Moderators: winston, another_commander
[RELEASE] Cyan HUD
Grab it from my Dropbox: https://www.dropbox.com/s/bdmej4larnhssgd/Cyan-HUD.zip
Features:
[*] big scanner like the one in past versions of Numeric HUD
[*] percentage labels for shield readouts like the ones for energy in CBB HUD
[*] shield, energy and laser dials grouped around the crosshairs similar to Combat HUD's Red Alert mode
[*] up to 4 MFDs in front view
[*] cyan color!
Features:
[*] big scanner like the one in past versions of Numeric HUD
[*] percentage labels for shield readouts like the ones for energy in CBB HUD
[*] shield, energy and laser dials grouped around the crosshairs similar to Combat HUD's Red Alert mode
[*] up to 4 MFDs in front view
[*] cyan color!
Re: [RELEASE] Cyan HUD
I am intrigued and will be trying this!
Also, what font is that? Part of the HUD package or a complete font change?
Also, how about a widescreen verson for those with, 16:9ish type screens?
Are you going to OXZ that puppy?
Also, what font is that? Part of the HUD package or a complete font change?
Also, how about a widescreen verson for those with, 16:9ish type screens?
Are you going to OXZ that puppy?
Last edited by mossfoot on Tue Jul 15, 2014 1:33 am, edited 1 time in total.
--
Pilot: Mossfoot - Ship ID: Viaticus Rex (Cobra MKII)
Rank: Competent - Status: Clean
http://www.noahchinnbooks.com/
Pilot: Mossfoot - Ship ID: Viaticus Rex (Cobra MKII)
Rank: Competent - Status: Clean
http://www.noahchinnbooks.com/
- Redspear
- ---- E L I T E ----
- Posts: 2687
- Joined: Thu Jun 20, 2013 10:22 pm
- Location: On the moon Thought, orbiting the planet Ignorance.
Re: [RELEASE] Cyan HUD
Intrigued by the colour. Cyan and green were often text colours I'd use on a black screen when clumsily programming on my spectrum years ago ...
I like the idea of the MFDs but they seem to be taking over the screen in a lot of HUDs lately.
Has anyone tried/enabled them without the green background?
Anyway, cyan seems like a nice colour choice to me but (and shoot me down in flames here if you want...) might it be shown off better in a screenshot with more of a starfield backdrop rather than an essentially cyan planet?
I like the idea of the MFDs but they seem to be taking over the screen in a lot of HUDs lately.
Has anyone tried/enabled them without the green background?
Anyway, cyan seems like a nice colour choice to me but (and shoot me down in flames here if you want...) might it be shown off better in a screenshot with more of a starfield backdrop rather than an essentially cyan planet?
- Diziet Sma
- ---- E L I T E ----
- Posts: 6312
- Joined: Mon Apr 06, 2009 12:20 pm
- Location: Aboard the Pitviper S.E. "Blackwidow"
Re: [RELEASE] Cyan HUD
I'd suggest moving the scanner zoom ratio indicator over to that empty spot to the immediate left of the scanner, rather than have it overlapping the scanner display itself..
Very nice job, however!
Very nice job, however!
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
Re: [RELEASE] Cyan HUD
got a weird radar echo going on here...
--
Pilot: Mossfoot - Ship ID: Viaticus Rex (Cobra MKII)
Rank: Competent - Status: Clean
http://www.noahchinnbooks.com/
Pilot: Mossfoot - Ship ID: Viaticus Rex (Cobra MKII)
Rank: Competent - Status: Clean
http://www.noahchinnbooks.com/
Re: [RELEASE] Cyan HUD
The font is Font:Dangerous, and it's not included.
The cyan planet was a happy coincidence
The cyan planet was a happy coincidence
- Smivs
- Retired Assassin
- Posts: 8408
- Joined: Tue Feb 09, 2010 11:31 am
- Location: Lost in space
- Contact:
Re: [RELEASE] Cyan HUD
i have found that using Font:Dangerous can upset the spacing of text on HUDs, so a HUD designed using it may not look so good with the default font. Admittedly my problem was with an earlier version, but thought this was worth a mention just in case.Zireael wrote:The font is Font:Dangerous, and it's not included.
Commander Smivs, the friendliest Gourd this side of Riedquat.
Re: [RELEASE] Cyan HUD
great hud, but I´ve got the same troubles as mossfoot.......can they be resolved somehow?
- Captain Beatnik
- Deadly
- Posts: 154
- Joined: Sun Feb 27, 2011 10:15 pm
- Location: Eastern Bavaria (Average Agricultural Confederacy)
Re: [RELEASE] Cyan HUD
I´m not sure if this is a little bug or a feature. The doubled scanner is displayed once the scanner enhancement is installed because the entry in the hud.plist for the enhanced scanner has a different y-origin and y-coordinate than the normal scanner. This can easily be tweaked by editing the hud.plist:mossfoot wrote:got a weird radar echo going on here...
{ // scanner
selector = "drawScanner:";
x = 2;
y = -188;
y_origin = 0;
height = 120.0;
width = 480.0;
rgb_color = (0.0, 0.8, 0.8 );
alpha = 0.50;
},
After changing the three red marked values, installing the scanner enhancement will no longer cause an echo, the scanner will only glow a little bit brighter.
A very nice HUD btw, good work! If I may make a suggestion, I would suggest to use new alert_conditions key from Oolite 1.80 to hide the dials around the crosshairs when docked.
I love deadlines. I like the whooshing sound they make as they fly by. (Douglas Adams, 1952 - 2001)
You have to try the impossible to achieve the possible. (Emil Sinclair, 1877 - 1962)
You have to try the impossible to achieve the possible. (Emil Sinclair, 1877 - 1962)
Re: [RELEASE] Cyan HUD
Heh, thanks for spotting the bug, will fix soon.
Also, I'm bad at Maths, what would be the number required to hide the dials when docked? I only know the individual numbers for green, yellow and red...
Also, I'm bad at Maths, what would be the number required to hide the dials when docked? I only know the individual numbers for green, yellow and red...
Re: [RELEASE] Cyan HUD
According to the wiki that would be 1.Zireael wrote:Heh, thanks for spotting the bug, will fix soon.
Also, I'm bad at Maths, what would be the number required to hide the dials when docked? I only know the individual numbers for green, yellow and red...
Re: [RELEASE] Cyan HUD
another question: on my pc the hud looks exactly the same as mossfoot shows on his screenshot. I mean I do not have the cool info boxes in the corners. Is this yet another bug or do I have to install another oxp?
Re: [RELEASE] Cyan HUD
The boxes are MFDs and you need oxps (look for MFDs under the HUDs category) that provide them and you need to select and activate them with ; and :.
- Smivs
- Retired Assassin
- Posts: 8408
- Joined: Tue Feb 09, 2010 11:31 am
- Location: Lost in space
- Contact:
Re: [RELEASE] Cyan HUD
Please note that the numbers are cumulative - you need to add them up.spara wrote:According to the wiki that would be 1.Zireael wrote:...what would be the number required to hide the dials when docked? I only know the individual numbers for green, yellow and red...
so a feature that is not required when docked would needthe wiki wrote:In Oolite 1.79 or later, this controls which alert conditions the dial appears at. It is a number from 0 to 15, formed by adding together the numbers for the individual alert conditions - 1=docked, 2=green, 4=yellow, 8=red.
Code: Select all
alert_conditions = 14;
Commander Smivs, the friendliest Gourd this side of Riedquat.
Re: [RELEASE] Cyan HUD
Fixed version uploaded to Dropbox:
https://www.dropbox.com/s/1dk58yy51y821 ... UD_0.2.zip
https://www.dropbox.com/s/1dk58yy51y821 ... UD_0.2.zip