[Release] HUD Selector v1.17

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

Moderators: winston, another_commander

Post Reply
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] HUD Selector v1.16

Post by Norby »

Layne wrote:
had to revert to a backup a few hours older?
I think the same: around yesterday noon the forum reverted to about half day back. My pm to Zireael what I sent within that time is vanished also so I sent it again.
Anonymissimus
---- E L I T E ----
---- E L I T E ----
Posts: 299
Joined: Mon Apr 27, 2015 9:03 pm

Re: [Release] HUD Selector v1.16

Post by Anonymissimus »

Since my switch to the 1.84 branch, my HUD frequently "disappears" while docked. I have to press key_hud_toggle after undocking. It may just as well be an engine bug. It seems it appears primarily (or only) at main stations, and the longer I keep pressing keys to switch through the station menus, the more likely it is that it happens at some point. From then on the HUD is gone until key_hud_toggle. So when undocking, none of the MFDs or controls are visible (as if key_hud_toggle had been pressed). Saveloading while still docked also restores the HUD. The station menus and so on are visible, just not the elements that belong to the in-flight HUD.
warning sound if a missile is inbound: Missile warning
another_commander
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 6681
Joined: Wed Feb 28, 2007 7:54 am

Re: [Release] HUD Selector v1.16

Post by another_commander »

Anonymissimus wrote:
Since my switch to the 1.84 branch, my HUD frequently "disappears" while docked. I have to press key_hud_toggle after undocking. It may just as well be an engine bug.
Does it happen in strict mode? If not, then it is an OXP causing it.
Anonymissimus
---- E L I T E ----
---- E L I T E ----
Posts: 299
Joined: Mon Apr 27, 2015 9:03 pm

Re: [Release] HUD Selector v1.16

Post by Anonymissimus »

It happens as soon as I enter the email system, so probably that's it.
warning sound if a missile is inbound: Missile warning
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] HUD Selector v1.17

Post by Norby »

Anonymissimus wrote:
I have to press key_hud_toggle after undocking.
Please try HudSelector 1.17: https://app.box.com/s/jwga1dwkbjlvd38i7fungrmg899pcg6g
In this version I force to show HUD at launch and when you press F2 in dock, probably help just I can not upload it at the moment due to a problem in the wiki.
Last edited by Norby on Sat Aug 27, 2016 12:30 pm, edited 1 time in total.
Anonymissimus
---- E L I T E ----
---- E L I T E ----
Posts: 299
Joined: Mon Apr 27, 2015 9:03 pm

Re: [Release] HUD Selector v1.17

Post by Anonymissimus »

This sounds like you added a workaround. The problem should be fixed instead.
warning sound if a missile is inbound: Missile warning
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] HUD Selector v1.17

Post by Norby »

Now v1.17 is uploaded with these changes:
- Always turn on the HUD at launch and at Options(F2) to fix problems in any addons.
- Removed "(adjusting)" text from timer in Large and other included HUDs.
- A comma added into "Press Space, Commander".
dybal
---- E L I T E ----
---- E L I T E ----
Posts: 499
Joined: Mon Feb 10, 2020 12:47 pm

[Release] HUD Selector v1.18

Post by dybal »

[EliteWiki] HUDSelector v1.18 is available on the Expansion Manager and here.

Changes
  • Display HUD Selector Removal in red at Ship Outfitting screen.
  • Sets Station Interface (F4) when loading savefile (previously done only when docking).
  • Deals with more than one HUD from the same worldscript.
  • Adds Primeable Equipment MFD to the default MFDs list.
PAA-61
Mostly Harmless
Mostly Harmless
Posts: 3
Joined: Fri Feb 19, 2021 3:04 pm

Re: [Release] HUD Selector v1.17

Post by PAA-61 »

Hi!
forgive me if i hadn't read the solution yet , but if i use large or extra large hud the precise indicator is covered by the energy banks.
Any solution to move to an other place ??
Thank You
User avatar
Cholmondely
Archivist
Archivist
Posts: 5364
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: [Release] HUD Selector v1.17

Post by Cholmondely »

PAA-61 wrote: Fri Mar 05, 2021 10:44 pm
Hi!
forgive me if i hadn't read the solution yet , but if i use large or extra large hud the precision indicator is covered by the energy banks.
Any solution to move to an other place ??
Thank You
Did you ever sort this out?

Cholmondeley
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?
User avatar
Cholmondely
Archivist
Archivist
Posts: 5364
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: [Release] HUD Selector v1.17

Post by Cholmondely »

MFDs and HUD Selector compliance:

Note for the Record:

As far as I know, the following MFDs are not compliant:

•Advanced System Data MFD (from Strangers World: Sun Gear: 2 MFDs?)
•Bounty System's Warrant Scanner MFD
•MFD - BroadcastComms (Digebitian Variant)
•MFD - Damage Report
•Fighters MFD (and presumably the Tie-Fighters MFD in Star Destroyer)
•Manifest Scanner
•Primeable Equipment MFD
•Range Finder MFD
•Ship's Library MFD
•Star System Lane Indicator MFD
•Station Dock Control
•Technical Reference Library MFD
*Target System Plugins (SRS, TMI & TBM) MFDs
•Waypoint Here MFD

The seemingly relevant bit of javascript currently reads:

Code: Select all

//default MFD 1-10 worldScript names
this.$HUDSelectorMFDs = [["combat_MFD"],
			["telescope"],
			["escortdeck"],
			["CommsLogMFD"],
			["BroadcastCommsMFD"],
			["trophy_col", "trophy_mfd"], //mfd name is different
			["navi_mfd"],
			["market_inquirer", "inquirer_mfd"], //mfd name is not equal with worldScript name
			["manifest_mfd"],
			["useful_MFDs", "useful_MFD_general_info"] //mfd name is different
			];
Edited to add MFD - BroadcastComms (Digebitian Variant); MFD - Damage Report; & Station Dock Control to the list of non-compliant MFDs
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?
User avatar
Nite Owl
---- E L I T E ----
---- E L I T E ----
Posts: 556
Joined: Sat Jan 20, 2018 4:08 pm
Location: In The Dark

Re: [Release] HUD Selector v1.17

Post by Nite Owl »

There has to be a clever bit of code in there that reads other such files and gathers data about the M.F.D.s they generate aside from the listing you posted. The listing you posted is possibly the default M.F.D. setup for when you first open the M.F.D. selection screen via the F4 interface.

The Proof is in the Pudding. Just went in game and one of the M.F.D. selection options off of the F4 interface screen was for the Launch Queue M.F.D. This is the M.F.D. from the Station Dock Control OXZ which is on your list as being unsupported and is not in the list you posted as code. No idea as to what other M.F.D.'s might be readable (and thereby selectable) in such a manner but if one of them is then my best guess is that all of them are. Have my suspicions as to which bit of code is doing this work but they remain just that, suspicions and not facts. If any of the coding gurus that are out and about has the time and desire to confirm this and, perhaps, post the significant bit of code that is doing said reading of other files then that would be ideal.

Great Wiki Work by the way, Much Appreciated.
Humor is the second most subjective thing on the planet

Brevity is the soul of wit and vulgarity is wit's downfall

Good Night and Good Luck - Read You Soon
User avatar
Milo
---- E L I T E ----
---- E L I T E ----
Posts: 462
Joined: Mon Sep 17, 2018 5:01 pm

Re: [Release] HUD Selector v1.17

Post by Milo »

http://wiki.alioth.net/index.php/HUDSel ... _Dark_Side

Other HUDs can add themselves to HUD Selector’s list as part of their startup scripting.
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] HUD Selector v1.17

Post by phkb »

Milo wrote: Sun Jul 18, 2021 9:46 pm
Other HUDs can add themselves to HUD Selector’s list as part of their startup scripting.
Damage Report MFD is doing this, as is Station Dock Control, Range Finder MFD and Waypoint Here. Looks like I forgot about the Warrant Scanner. I'll add that fix for the next release.

"Broadcast Comms - Digebiti Variations" doesn't need to be added separately, as it's using the standard "BroadcastCommsMFD" item.
User avatar
Nite Owl
---- E L I T E ----
---- E L I T E ----
Posts: 556
Joined: Sat Jan 20, 2018 4:08 pm
Location: In The Dark

Re: [Release] HUD Selector v1.17

Post by Nite Owl »

So an M.F.D. or H.U.D. can add itself into H.U.D. Selector's list of selectable items by adding code to its own JavaScript. Got it. Should have thought of that in my previous post as that sort of thing has been witnessed by me in previous studies.

Thank You Very Much.
Humor is the second most subjective thing on the planet

Brevity is the soul of wit and vulgarity is wit's downfall

Good Night and Good Luck - Read You Soon
Post Reply