Docked HUDs OXP

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Wildeblood
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Re: Docked HUDs OXP

Post by Wildeblood »

Krager wrote: Sun Feb 22, 2026 2:06 am
И подумайте пожалуйста о том, чтобы подружить версию Docked_HUDs 1.3 с дополнением XenonUI. Чтобы при его наличии отключалась боковая информационная панель. Всё же хотелось бы использовать одну универсальную версию, а не тасовать Docked_HUDs 1.1 и Docked_HUDs 1.3 в зависимости от использованного оформления.
Okay Krager,
You nagged me into it, I'll take a look at it. BUT, I don't have a computer capable of running Oolite now; I'm coming to you via mobile phone data these days, so YOU need to do the testing.

Give me your list of demands, and we'll see which I'll agree to changing in the official version 1.4.

(This is a bad idea.)
R.I.P. John Lodge, 1943-2025.
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Re: Docked HUDs OXP

Post by phkb »

Wildeblood wrote: Wed Mar 18, 2026 10:42 am
(This is a bad idea.)
We can make it work. Have faith.
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Re: Docked HUDs OXP

Post by Krager »

Wildeblood wrote: Wed Mar 18, 2026 10:42 am

Give me your list of demands, and we'll see which I'll agree to changing in the official version 1.4.
Когда у вас будет возможность заняться дополнением, пожалуйста добавьте:

1. Опрос присутствия `XenonUI` и при его наличии блокировка вывода текстовой подсказки слева. (чтобы не приходилось менять версии 1.1 для BGS и 1.3 для XenonUI)
2. Настроить вывод информации из других приложений на экран. (Elite_Trader, Goods_Containers, ContextualHelp) и других, выводящих информацию на экран в доке.
3. Рамка для ракет, сдеалть две полоски вместо закрытого квадрата. Бывает ракет больше, например StarDestroyer.
Буфер обмена_03-19-2026_02.jpg
Буфер обмена_03-19-2026_02.jpg (9.84 KiB) Viewed 82 times
4. В варианте для BGS текст слева немного сдвинуть влево, символов на 4-5. На рамку наползает.
Буфер обмена_03-19-2026_01.jpg
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Re: Docked HUDs OXP

Post by Wildeblood »

So basically, clean up other people's mess? Don't worry, gen-x-ers have been doing that our whole lives. At least you didn't mention the toxic waste that is HUD Selector.
Krager wrote: Wed Mar 18, 2026 9:59 pm
3. Рамка для ракет, сдеалть две полоски вместо закрытого квадрата. Бывает ракет больше, например StarDestroyer.
This idea I like. I once changed the player ship to have 16 missiles, just for fun, and found I still never used them. But, I was intending to remove the missile display when fully loaded, and have an almost completely blank HUD (just the clock), then it could have more text on the F5 screen before paging, apparently. My plan was to only show the missile display on the F3 screen.
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Re: Docked HUDs OXP

Post by Krager »

Wildeblood wrote: Thu Mar 19, 2026 12:18 am
This idea I like. I once changed the player ship to have 16 missiles, just for fun, and found I still never used them. But, I was intending to remove the missile display when fully loaded, and have an almost completely blank HUD (just the clock), then it could have more text on the F5 screen before paging, apparently. My plan was to only show the missile display on the F3 screen.
Я думал что место вывода на экран иформации связано с Docked_HUDs. Без него маленький аккуратный квадрат с информацией. В правом нижнем углу.
01.jpg
А когда он установлен, появляется длинная строка на весь экран. Где то перенаправляет вывод не туда...
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Re: Docked HUDs OXP

Post by Wildeblood »

Krager wrote: Thu Nov 27, 2025 3:52 pm
В ветке по `XenonUI` Phkb предложил код, которы должен помочь в решении этого вопроса.

Code: Select all

this.$xenonUIInUse = function() {
    if (worldScripts.XenonUI) {
        var lib = worldScripts.Lib_GUI;
        if (lib) {
            if (lib.$cur === "XenonUI") return true;
        } else {
            return true;
        }
    }
    return false;
}
Только вот куда и как его ставить, да и у дополнения автор есть)
Oh, he did, did he? But he didn't offer any suggestion as to how often this cute little function should be called? I'd suggest once, at startUp, then delete it and forget it, but the presence of that reference to worldScripts.Lib_GUI makes me suspect that he expects this function to be called repeatedly.

Okay, let's put that aside for now. We need a plan. We need specific requirements. We need to gather assets.

We should ask Chollonsworth what his current demand for MFDs is now, currently, at this time; it's sure to have gone up again. We need to grab the simpler HUD files from version 1.1, add the 12, 16 or 24 MFDs to them to satisfy the Chollonsberg edict, rename them, and drop them in alongside the 1.3 HUD files. (This is how it starts. I seem to recall Trading Asisstant topped out at 76 HUD files in one version.) What should we call them? -sidebarless- ?
Oh, I know: -nodials-

So, assets... we're going to need:-

docked-need-fuel-hud.plist
docked-need-missiles-hud.plist
docked-full-missiles-hud.plist <--- the old docked-need-nothing-hud.plist renamed.
docked-clock-only-hud.plist <--- new, big_gui compatible.
docked-market-screens-hud.plist <--- new, get from AITA.
docked-start-sequence-hud.plist <--- will be slightly altered.
docked-extra-missiles-hud.plist <--- new, variant for more than 12 missiles.


And, we're going to need -nodials- versions of them all, too. So, going from 4 HUD files to 14-ish HUD files. This is a really bad idea.

It's okay, "we" can make it work, because "we" have faith.
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Re: Docked HUDs OXP

Post by Krager »

Wildeblood wrote: Thu Mar 19, 2026 2:15 pm
It's okay, "we" can make it work, because "we" have faith.
Мне уже нравится!) Особенно эта фраза :)
Тоже фразу подкину.

Дорогу осилит идущий!

Я верю что у вас всё получится!

Как вы можете заниматься твореством без компьютера?
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Re: Docked HUDs OXP

Post by Cholmondely »

I'm using the 12-MFD version of Phkb's Vimana-X. I'd like one or two more (can't say that I really need them - it's just that they look nice!) - but really, I'm using a laptop with a 13 inch screen, and would rather have a second screen where I could dump most of them!

(But, in that utopian case, might it be better to have a blank docked HUD on one screen (with the F3-F8 screens available) and then all the MFDs on the other screen with fuel and missile details there too!)

Is that what you're after?
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?
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Re: Docked HUDs OXP

Post by Cholmondely »

Krager - how many MFDs do you tend to use?
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?
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Re: Docked HUDs OXP

Post by phkb »

Wildeblood wrote: Thu Mar 19, 2026 2:15 pm
It's okay, "we" can make it work, because "we" have faith.
I'm happy to step in to help at any point! :D
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Re: Docked HUDs OXP

Post by Wildeblood »

phkb wrote: Thu Mar 19, 2026 8:59 pm
I'm happy to step in to help at any point! :D
This is basically an exercise in asset proliferation, rather than javascript. (Wasn't the introduction of custom HUD dials supposed to put a stop to this sort of thing?) I've seen all those slight variations of the background image in XenonUI, so I know you understand what's happening here, and that this is a bad idea.

But, Krager has his own versions of the HUD files, with Russian text on them, so I need him to follow along and create them, too.

And seriously, is twelve still the most MFDs anyone has included in a HUD OXP?

Script-wise, my intention at this stage (pipe up if you know better) is to just re-write _selectHUD() the way I was planning to anyway, to add market-screen and clock-only versions (and now, at Krager's suggestion, an extra-missiles version), and then have two versions of it - _select_cool_HUD() and _select_nodials_HUD() - and copy one into _selectHUD() each time _isXenonUIInUse() gets called. It's clumsy, and would make the JS fanboys cringe, but I know it will work, and will be obvious to anyone reading it later. Then, I'll complain to you, how often do you expect _isXenonUIInUse() to be called? Righto, you can add those bits.

So, could you expound on big_gui, please? Which screens should use the clock-only HUD?
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Re: Docked HUDs OXP

Post by phkb »

Wildeblood wrote: Fri Mar 20, 2026 12:07 am
And seriously, is twelve still the most MFDs anyone has included in a HUD OXP?
The most I've seen is 15 in Keeper HUD. But I think 12 is a good compromise.
Wildeblood wrote: Fri Mar 20, 2026 12:07 am
how often do you expect _isXenonUIInUse() to be called?
If Library isn't present, then you could run the function once at startUp and store the result, because it won't change mid game. If Library is present, you could do the check in a this.missionScreenEnded event handler, as the player would have to go into Library (a series of mission screens) to change between, say, BGS and Xenon UI. That way you don't have to have it running all the time. So, two events: startUp (or startUpComplete) and missionScreenEnded. Not too many places.
Wildeblood wrote: Fri Mar 20, 2026 12:07 am
So, could you expound on big_gui, please? Which screens should use the clock-only HUD?
The main default screens that are impacted by having the "allow_big_gui" flag on are the F5 Status screen, F5F5 Manifest screen, and the F7 System Info screen. Opening up the bottom few lines makes a big difference to these screens, especially where there are lots of OXP's in play.

The primary use of allow_big_gui, in my view anyway, is for mission screens. Having 27 instead of 21 lines to work with is a very welcome option, especially with more complex mission screens. It's so useful I've been known to turn off the HUD temporarily to achieve it.
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Re: Docked HUDs OXP

Post by Wildeblood »

phkb wrote: Fri Mar 20, 2026 5:42 am
Wildeblood wrote: Fri Mar 20, 2026 12:07 am
And seriously, is twelve still the most MFDs anyone has included in a HUD OXP?
The most I've seen is 15 in Keeper HUD.
FFS.
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Re: Docked HUDs OXP

Post by Krager »

Wildeblood wrote: Fri Mar 20, 2026 7:00 am
FFS.
Установлено у меня сейчас в папке `HUDs.OXP`

Code: Select all

RUS_BroadcastCommsMFD v1.4.oxz
RUS_ColuberHUD v1.2.3.oxz
RUS_CombatHUD v4.2.oxz
RUS_CombatMFD v1.21.oxz
RUS_CommsLogMFD v1.8.2.oxz
RUS_Docked_HUDs v1.1 mod.oxz
RUS_HUDSelector_with_LargeHUD v1.28.oxz
RUS_Manifest_mfd v1.1.2.oxz
RUS_MFDRestoreAfterLoad v0.1.oxz
RUS_Navigation_MFD v1.9.2.oxz
RUS_NumericHUD v3.27.oxz
RUS_Primeable-Equipment-MFD v1.1.oxz
RUS_VimanaHUD v2.07.oxz
RUS_XenonHUD v3.8.10.oxz
Лично я импользую `ColuberHUD`. Понравился. Или стандартный.
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