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Re: (NEW RELEASE) NUMERIC HUDv1.2.1.oxp

Posted: Wed Aug 03, 2011 3:08 pm
by CommonSenseOTB
Kaks wrote:
But you could still have escapecapsule01.png, escapecapsule99.png and select any one of those 99 pictures randomly... :)
Thanx Kaks, DH for the ideas. I have an idea that might work and allow multiple selection of pictures on the wall of the escape pod while only needing one image of the interior of the escape pod. I will also tinker with something similar to what BGS does to let the user add music but in this case it will allow the user to add his/her own pictures. This is a prototype but will do what I can before the next numeric hud update, which will be soon. :)

Re: (NEW RELEASE) NUMERIC HUDv1.2.1.oxp

Posted: Sun Aug 07, 2011 12:03 am
by CommonSenseOTB
NUMERIC HUDv1.3.oxp is now available.

Download here:
http://wiki.alioth.net/index.php/Numeric_Style_HUDs

Notable New Features:

Morphing gauge swapout triggered by alert conditions.
Basic escape pod hud.

Full details on the readme. Have fun! :D

Re: (NEW RELEASE) NUMERIC HUDv1.3.oxp

Posted: Sun Aug 07, 2011 11:29 am
by another_commander
The wiki page mentions that it is compatible with the Q-charger OXP. This is wrong. The Q-chargrer OXP is actually a dependency of the Numeric HUD v1.3 as it stands now. Not having Q-charger installed results in buggy behaviour and lots of errors like these:
Latest.log wrote:
13:22:06.625 [script.javaScript.exception.unexpectedType]: ***** JavaScript exception (<unidentified script>): TypeError: worldScripts['Q-Charger'] is undefined
13:22:06.625 [script.javaScript.exception.unexpectedType]: ../AddOns/NUMERIC HUDv1.3.oxp/Scripts/numerichudv13.js, line 728.

Re: (NEW RELEASE) NUMERIC HUDv1.3.oxp

Posted: Sun Aug 07, 2011 2:26 pm
by CommonSenseOTB
I made a mistake in checking for the condition of a variable in another script without first checking for the script. Pardon me.
An oversight on my part. Now fixed. No dependancy was intended.

NUMERIC HUDv1.3.1.oxp is now available.

Download here:
http://wiki.alioth.net/index.php/Numeric_Style_HUDs

Notable New Features:

Morphing gauge swapout triggered by alert conditions.
Basic escape pod hud.

Full details on the readme. Have fun! :D

Re: (NEW RELEASE) NUMERIC HUDv1.3.oxp

Posted: Sun Aug 07, 2011 7:11 pm
by CommonSenseOTB
I'm having quite the day, please excuse the bugs.
I seem to have forgotten to refresh the display on launch after a game is saved to compensate for a cleanup script to remove extra equipment from the save file. Not sure how that one got by. Now fixed and hopefully the last bug today.

NUMERIC HUDv1.3.2.oxp is now available.

Download here:
http://wiki.alioth.net/index.php/Numeric_Style_HUDs

Notable New Features:

Morphing gauge swapout triggered by alert conditions.
Basic escape pod hud.

Full details on the readme. Have fun! :D

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Sun Aug 07, 2011 8:16 pm
by Okti
Testing an OXP on your own can be like banging your head on the wall too many times, and that is the reason El Viejo offered an excelent solution here

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Sun Aug 07, 2011 8:36 pm
by Thargoid
Gentlemen, now you may understand my avatar a little better, given by back-catalogue ;)

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Sun Aug 07, 2011 9:30 pm
by Okti
Laughs, A very good one Thargoid!

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Mon Aug 08, 2011 3:35 pm
by CommonSenseOTB
Well it's done. On to other things. On standby for bugfixes. Cheers! :D

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Wed Nov 09, 2011 5:56 am
by CommonSenseOTB
Well, after a quiet 3 months and a fair number of downloads, it's a good time to create a new version of this hud. The first thing to do is to attempt smaller numbers as that is the main obstacle to improving upon this concept and has been requested by many. As the numbers are all composed of "selector:drawSurrounds" and there is a minimum width for each segment, numbers will get chunky as they get smaller making this a challenging design exercise. Here is a picture of my 4th attempt which is the 1st one that looks quite reasonable and is 30% to 40% smaller. Currently as just a test of the energy gauge:

Image
smaller numbers for numeric hudv2 by CommonSenseOTB, on Flickr

I need a little feedback please. :)

If you thought the larger numbers were just too big but now believe this smaller number size is small enough to be practical, please say so. If you believe it's still not small enough to be usable in a hud, please say so also. I need this feedback from as many of you as possible and there is no right or wrong answer, I just need to know your honest opinions, please and thankyou. :)

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Wed Nov 09, 2011 7:53 am
by maik
For my taste, the numbers obscure too much of the screen in their current size if the new, smaller size makes it possible to fit all in one line at the top then it might be a winner.

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Thu Nov 10, 2011 4:41 pm
by CommonSenseOTB
maik wrote:
For my taste, the numbers obscure too much of the screen in their current size if the new, smaller size makes it possible to fit all in one line at the top then it might be a winner.
Thanx for spending the time to give me some feedback maik. Based on your criteria the new numbers are just small enough. Now on to step 2 and exploring better designs/layouts for this hud. Cheers. :)

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Thu Nov 10, 2011 6:30 pm
by Kaks
I'd also make the numbers fainter looking... It's amazing how much less intrusive they become with 50% transparency! :D

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Thu Nov 10, 2011 8:00 pm
by CommonSenseOTB
Kaks wrote:
I'd also make the numbers fainter looking... It's amazing how much less intrusive they become with 50% transparency! :D
Thanks for the advice Kaks, I'll do that. :)

Re: (NEW RELEASE) NUMERIC HUDv1.3.2.oxp

Posted: Sun Nov 13, 2011 7:15 pm
by Zireael
Love the smaller numbers. And 50% transparency is not a bad thing either.