[Release] Nova Lux HUD

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: [Release] Nova Lux HUD

Post by phkb »

You might like to make your HUD compatible with the HUD Selector. It's pretty simple:

1. Rename your hud.plist to NovaLuxHUD.plist
2. Add a "script.js" file to the Config folder and add the following code to it:

Code: Select all

"use strict";
this.name = "NovaLuxHUD";

this.startUp = function () {
	player.ship.hud =  this.name + ".plist";
	var h = worldScripts.hudselector;
	if( h ) h.$HUDSelectorAddHUD("NovaLuxHUD", this.name);
}
And you're done! Players can then select your HUD if they have multiple HUD's downloaded.
User avatar
Wildeblood
---- E L I T E ----
---- E L I T E ----
Posts: 2453
Joined: Sat Jun 11, 2011 6:07 am
Location: Western Australia
Contact:

Re: [Release] Nova Lux HUD

Post by Wildeblood »

phkb wrote:
You might like to make your HUD compatible with the HUD Selector. It's pretty simple:

1. Rename your hud.plist to NovaLuxHUD.plist
2. Add a "script.js" file to the Config folder and...
Sigh. I was just about to post in the Docked HUDs thread that, because this new HUD is free of any javascript, it is 100% compatible with Docked HUDs. Thanks for ruining my morning, phkb. :evil:
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 4830
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: [Release] Nova Lux HUD

Post by phkb »

:oops:
User avatar
Vincentz
Deadly
Deadly
Posts: 174
Joined: Sun Mar 22, 2015 11:26 pm

Re: [Release] Nova Lux HUD

Post by Vincentz »

phkb wrote:
You might like to make your HUD compatible with the HUD Selector. It's pretty simple:

1. Rename your hud.plist to NovaLuxHUD.plist
2. Add a "script.js" file to the Config folder and add the following code to it:

Code: Select all

"use strict";
this.name = "NovaLuxHUD";

this.startUp = function () {
	player.ship.hud =  this.name + ".plist";
	var h = worldScripts.hudselector;
	if( h ) h.$HUDSelectorAddHUD("NovaLuxHUD", this.name);
}
And you're done! Players can then select your HUD if they have multiple HUD's downloaded.

Thanks :D Will do when get around to make crosshairs, as they will prolly need scripts too.
Started on a little ship project, so HUD is as is for a while I guess ;)
"There is a single light of science, and to brighten it anywhere is to brighten it everywhere." - Isaac Asimov
User avatar
Day
---- E L I T E ----
---- E L I T E ----
Posts: 545
Joined: Tue Mar 03, 2015 11:35 am
Location: Paris

Re: [Release] Nova Lux HUD

Post by Day »

I like this HUD a lot, thanks :)

It now replaces for me the Coluber one.

Some feedback: in the docked hud, there should be no space before the ':'.
(I often do the mistake myself, as the space is mandatory in french.)
User avatar
Vincentz
Deadly
Deadly
Posts: 174
Joined: Sun Mar 22, 2015 11:26 pm

Re: [Release] Nova Lux HUD

Post by Vincentz »

Day wrote:
I like this HUD a lot, thanks :)

It now replaces for me the Coluber one.

Some feedback: in the docked hud, there should be no space before the ':'.
(I often do the mistake myself, as the space is mandatory in french.)
Yeah, I know, but I like it like : this better ;) Call it artistic freedom :lol:
"There is a single light of science, and to brighten it anywhere is to brighten it everywhere." - Isaac Asimov
User avatar
XB7
Competent
Competent
Posts: 44
Joined: Wed Jul 15, 2009 9:00 pm
Location: Oregon, US

Re: [Release] Nova Lux HUD

Post by XB7 »

OK, this HUD is pretty amazing. I'd love to see the BackGroundSet done in this theme.

... in any case, I think you've just raised the bar here.
User avatar
Vincentz
Deadly
Deadly
Posts: 174
Joined: Sun Mar 22, 2015 11:26 pm

Re: [Release] Nova Lux HUD

Post by Vincentz »

XB7 wrote:
OK, this HUD is pretty amazing. I'd love to see the BackGroundSet done in this theme.

... in any case, I think you've just raised the bar here.
looks over shoulder :shock:

I just did a BGS today. Didn't like it though. The original is pretty damn good, though with 1.81 it does have its shortcomings (with only shortrange galacticmap being used).

I also started it because I wanted HD, though it uses 1024x512 pics only :( Tried 2048x1024 and it didnt work.
"There is a single light of science, and to brighten it anywhere is to brighten it everywhere." - Isaac Asimov
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [Release] Nova Lux HUD

Post by Norby »

Vincentz wrote:
I wanted HD, though it uses 1024x512 pics only :( Tried 2048x1024 and it didnt work.
I would like to see HD images also and there is a background image sizes topic where cim asked suggestions for backward-compatible approaches.
User avatar
XB7
Competent
Competent
Posts: 44
Joined: Wed Jul 15, 2009 9:00 pm
Location: Oregon, US

Re: [Release] Nova Lux HUD

Post by XB7 »

I downgraded to a Mark I for some fast cash. I noticed though that it isn't compatible with your hud -- or at least your hud get's shifted to the default one. Is that normal? I guess I didn't realize there were different hud layouts for the different boats.
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: [Release] Nova Lux HUD

Post by Cody »

XB7 wrote:
I downgraded to a Mark I for some fast cash. I noticed though that it isn't compatible with your hud...
I think the Cobra MkI uses the small hud (like the Adder).
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
User avatar
Vincentz
Deadly
Deadly
Posts: 174
Joined: Sun Mar 22, 2015 11:26 pm

Re: [Release] Nova Lux HUD

Post by Vincentz »

XB7 wrote:
I downgraded to a Mark I for some fast cash. I noticed though that it isn't compatible with your hud -- or at least your hud get's shifted to the default one. Is that normal? I guess I didn't realize there were different hud layouts for the different boats.
Yup, experienced that myself. The workaround is to save, then load.

Anyone knows how to prevent it?
"There is a single light of science, and to brighten it anywhere is to brighten it everywhere." - Isaac Asimov
User avatar
XB7
Competent
Competent
Posts: 44
Joined: Wed Jul 15, 2009 9:00 pm
Location: Oregon, US

Re: [Release] Nova Lux HUD

Post by XB7 »

Vincentz wrote:

The workaround is to save, then load.
That didn't seem to work for me. I've saved and reloaded it a few times.
User avatar
Vincentz
Deadly
Deadly
Posts: 174
Joined: Sun Mar 22, 2015 11:26 pm

Re: [Release] Nova Lux HUD

Post by Vincentz »

XB7 wrote:
Vincentz wrote:

The workaround is to save, then load.
That didn't seem to work for me. I've saved and reloaded it a few times.
mmm. worked for me with the adder. Do you have HUD selector installed? Maybe that can do in F4 menu?
Or maybe restart Oolite and load helps ?
"There is a single light of science, and to brighten it anywhere is to brighten it everywhere." - Isaac Asimov
User avatar
Wildeblood
---- E L I T E ----
---- E L I T E ----
Posts: 2453
Joined: Sat Jun 11, 2011 6:07 am
Location: Western Australia
Contact:

Re: [Release] Nova Lux HUD

Post by Wildeblood »

Vincentz wrote:
XB7 wrote:
I downgraded to a Mark I for some fast cash. I noticed though that it isn't compatible with your hud -- or at least your hud get's shifted to the default one. Is that normal? I guess I didn't realize there were different hud layouts for the different boats.
Yup, experienced that myself... Anyone knows how to prevent it?
For a completely unscripted HUD like this one, just duplicate the plist and rename it (?)hud-small.plist. Have two (2) plists in the OXP. Duplicating the plist is also how you make it compatible with HUD Selector without making it dependant on that.
Post Reply