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Re: [Release] Coluber HUD No. 1
Posted: Mon Sep 22, 2014 6:34 pm
by ffutures
But won't that mean that it can no longer be handled by HUD manager? Or am I missing something?
Re: [Release] Coluber HUD No. 1
Posted: Mon Sep 22, 2014 6:51 pm
by Norby
Will be listed in red to prevent the loss of your changes due to an update. You can remove the oxz by hand, install a new version and appy the changes again.
Edit: I mean this to the oxz manager (expansion pack manager in the game). The name of the HUD manager is HUD Selector, which will handle well regardless of changes in plist.
Re: [Release] Coluber HUD No. 1
Posted: Mon Sep 22, 2014 8:33 pm
by ffutures
OK, sounds a bit complicated but I'll give it a try.
Re: [Release] Coluber HUD No. 1
Posted: Mon Sep 22, 2014 9:15 pm
by ffutures
Well, I've tried doing that twice now and I can't get it to work, and I have other things to do so I'm going to have to leave it. Could I suggest that for some future release of Oolite and/or HUD manager it would be nice to choose linear or non-linear and have it apply to all HUDs, rather than having to customize them individually.
Re: [Release] Coluber HUD No. 1
Posted: Mon Sep 22, 2014 9:26 pm
by cim
HUD manager could probably do this for most HUDs - the player.ship.scannerNonLinear and player.ship.scannerUltraZoom properties are available: "linear/non-linear/use HUD default" as options, etc. Switching HUDs would need to be more careful (but switching HUDs need to be more careful when interacting with HUD manager anyway)
Re: [Release] Coluber HUD No. 1
Posted: Mon Sep 22, 2014 9:41 pm
by ffutures
That would be good, messing around with the files does tend to eat at time available for playing the game, especially if you're as crap at it as I am.
Getting back to Coluber HUD specifically, I've just noticed that it doesn't have an indicator for fine/coarse joystick control, the little circle that was added in the last release of Oolite. Might be a useful addition, I tend to use that a lot.
Re: [Release] Coluber HUD No. 1
Posted: Tue Sep 23, 2014 2:30 am
by Diziet Sma
ffutures wrote:Getting back to Coluber HUD specifically, I've just noticed that it doesn't have an indicator for fine/coarse joystick control, the little circle that was added in the last release of Oolite. Might be a useful addition, I tend to use that a lot.
If you get the non-linear joystick configuration tuned right, you may find, like me, that joystick precision mode is no longer even necessary.
Re: [Release] Coluber HUD No. 1
Posted: Tue Sep 23, 2014 10:09 am
by Norby
cim wrote:HUD manager could probably do this
Thanks for the idea, implemented in
HUDSelector v1.4.
Re: [Release] Coluber HUD No. 1
Posted: Tue Sep 23, 2014 11:16 pm
by ffutures
This doesn't seem to be working properly - It's saving the HUD choice but not the linear / non linear choice, so you have to keep HUD selector loaded aboard ship to get that. This is VERY awkward if you want to use other primeable devices, e.g. I used Waypoint Here to mark 2 or 3 clumps of floating cargo, then switched to non-linear zoom to make scooping easier - only to find that my waypoints were gone.
Re: [Release] Coluber HUD No. 1
Posted: Wed Sep 24, 2014 9:19 am
by Norby
Please try HUD Selector v1.5, if you mean to keep your scanner settings after you uninstalled the equipment then this is fixed now.
Re: [Release] Coluber HUD No. 1
Posted: Wed Sep 24, 2014 4:42 pm
by ffutures
It seemed to work at first with 1.5, but with Coluber HUD most of the indicators change position when you get a red alert - when that happened it went back to Linear and stayed that way.
I get the feeling that this HUD may be particularly awkward, which I suppose makes it a good test of the refinements to HUD Selector.
Re: [Release] Coluber HUD No. 1
Posted: Wed Sep 24, 2014 7:59 pm
by Captain Beatnik
ffutures wrote: I get the feeling that this HUD may be particularly awkward, which I suppose makes it a good test of the refinements to HUD Selector.
Hmmm... I do not think so, because Coluber HUD CH01 has nothing special. It has no scripted elements and only uses a simple hud.plist and some PNG-images for the legends.
I have set up a testconfiguration of the OXP including the keys for non linear scanner an ultrazoom. (I missed that keys in the released version because they are not mentioned in the hud.plist wiki). Works fine on my system and in combination with HUDSelector.
Try the test version and see if it works on your system.
You may download it here:
https://app.box.com/s/0fjcwvpq196m1qcmrrn2
Remove the Coluber Hud OXZ via the expansion pack manager, Unzip the downloaded OXPfile an move it into your addons folder. Please let me know if it works or not.
Re: [Release] Coluber HUD No. 1
Posted: Wed Sep 24, 2014 11:58 pm
by ffutures
What should I do about HUD Selector when I try this?
Re: [Release] Coluber HUD No. 1
Posted: Thu Sep 25, 2014 3:34 am
by Captain Beatnik
ffutures wrote:What should I do about HUD Selector when I try this?
HUDSelector should work normal with this version of Coluber HUD, you can use HUDSelector without any changes. In my installation the two OXPs work together fine without any problems.
Re: [Release] Coluber HUD No. 1
Posted: Thu Sep 25, 2014 4:10 pm
by ffutures
Before I try this, I'd better mention that I've now pinned down the moment that things change - it's when I lock onto a target. It then doesn't change back until the alert status is green - sometimes not until it has gone green then yellow again. Does this help at all?
Could this have something to do with one of the other OXPs, Auto Crosshairs 1.0.4.oxp?