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Re: [WIP] DeeperSpace HUD

Posted: Sun Mar 26, 2017 8:46 am
by pleiadian
Thanks very much :) I am actively working on it, testing some other re-designs, and will keep you posted on the updates.

Re: [WIP] DeeperSpace HUD

Posted: Sat Apr 08, 2017 5:31 pm
by pleiadian
So just to let you know... I'm still working on a perfect version of the HUD. It's now being rendered with Cycles, for more realism. I have added a complete cockpit window, and the displays are now illuminated.

Image

Re: [WIP] DeeperSpace HUD

Posted: Sat Apr 08, 2017 8:46 pm
by pleiadian
And here the completed new design. Alert lights are now below the monitors on the right and left. They will obviously change color depending on the situation. Since I'm using an image rescaler, the quality is suffering a bit... but you get the idea.

Image

Re: [WIP] DeeperSpace HUD

Posted: Sun Apr 09, 2017 10:54 am
by another_commander
This looks very cool. Hope to see it soon in-game.

Re: [WIP] DeeperSpace HUD

Posted: Sun Apr 09, 2017 10:56 am
by Malacandra
another_commander wrote: Sun Apr 09, 2017 10:54 am
This looks very cool. Hope to see it soon in-game.
Me too. The original Deep Space went brilliantly with bigger ships, it really added to the feel that you were at the helm of a Python or a Boa II instead of a nippy little fighter.

Re: [WIP] DeeperSpace HUD

Posted: Sun Apr 16, 2017 7:13 pm
by pleiadian
OK so I'm almost finished with it. Pretty much all important dials are implemented, some things are still missing, but that's fairly quickly implemented.

This is how it looks, plus, info on the single elements. Compared to the original, I added alert light indicators below the secondary monitors on the right and left. So here goes.

Image

Re: [WIP] DeeperSpace HUD

Posted: Sun Apr 16, 2017 8:35 pm
by pagroove
Wow this looks super. :shock: :D

Re: [WIP] DeeperSpace HUD

Posted: Sun Apr 16, 2017 8:49 pm
by tsoj
agreed, it looks really nice. If its possible it would be nice to have this "glow"-feeling that you made around the scanner also for the scanner itself, like it was with the old deepspaceHUD. And another question, did you make this hud for a 16:9 screen?

Re: [WIP] DeeperSpace HUD

Posted: Sun Apr 16, 2017 9:11 pm
by pleiadian
pagroove - thanks very much :)

At this time it is designed for 16:9 resolutions. I'm still working on the fine tuning of the appearance... so the original "glow" effect should be doable.

Expect the HUD to be released shortly.

Re: [RELEASE] DeeperSpace HUD

Posted: Mon Apr 17, 2017 7:03 pm
by pleiadian
[UPDATED FIRST POST WITH THIS TEXT AS WELL]

Pleiadian Laboratories presents: DeeperSpace HUD

DeeperSpace is the logical evolution of the original DeepSpace HUD, with some enhancements and refinements. Having been some weeks in testing, it has been deemed stable enough for public consumption.

To provide you with its final look and functionality, please take a look at the attached in-cockpit photo, taken by Commander Pleiadian himself during final test flight before release.

Image.


Please note that the HUD of the cockpit will adjust itself depending on the current situation - this means that the content is dynamic.

In Yellow Alert, Mass-Lock:
Image

The Status Display informs you about you being in a Mass-Lock radius.


In Red Alert:
Image

The Status Display switches to show the amount of energy currently in the Fore and Aft shields, and provides you with corresponding icons.


In Green Alert:
Image

Now the Status Display switches again and shows the current set Hyperspace/Witchspace destination.


Image
Here you can see the screenshot of above again with its MFDs, without the markers.


Download
Get DeeperSpace v1.0 from here:
http://www.marcus-s.de/oolite/download/ ... ce_1.0.oxz

Enjoy!

Re: [RELEASE] DeeperSpace HUD

Posted: Mon Apr 17, 2017 7:56 pm
by another_commander
Very nice work. Congrats!

Re: [RELEASE] DeeperSpace HUD

Posted: Mon Apr 17, 2017 10:08 pm
by maik
Looks very impressive, thanks!

Re: [RELEASE] DeeperSpace HUD

Posted: Tue Apr 18, 2017 1:03 pm
by tsoj
I dont know if its intentional that you havent implemented the target enhancement features but if not, this code in you hud.plist under should make this work

Code: Select all


dials = (
	...
	...
	{// TARGETING ENHANCEMENT
		equipment_required = "EQ_SCANNER_SHOW_MISSILE_TARGET";
		selector = "drawTargetReticle:";
		alert_conditions = 14;
	},
	...
	...
);
However im very impressed by your work, for now thats my main HUD with the small variation you can see above.

Re: [RELEASE] DeeperSpace HUD

Posted: Tue Apr 18, 2017 4:47 pm
by Astrobe
Looks pretty good!

Since it started as a replacement for the no longer available DeepSpace HUD, I think it should be shown there: http://wiki.alioth.net/index.php/HUD_images_here.

Re: [RELEASE] DeeperSpace HUD

Posted: Tue Apr 18, 2017 7:19 pm
by pleiadian
tsoj wrote: Tue Apr 18, 2017 1:03 pm
I dont know if its intentional that you havent implemented the target enhancement features but if not, this code in you hud.plist under should make this work

Code: Select all


dials = (
	...
	...
	{// TARGETING ENHANCEMENT
		equipment_required = "EQ_SCANNER_SHOW_MISSILE_TARGET";
		selector = "drawTargetReticle:";
		alert_conditions = 14;
	},
	...
	...
);
However im very impressed by your work, for now thats my main HUD with the small variation you can see above.

Thank you all for your kind words! :shock: :)

I have implemented the above fix and provided 1.01 for download in the opening post.