Re: (NEW RELEASE) NumericHUDv3.oxp
Posted: Mon Jul 23, 2012 3:21 pm
An aside: NumHUD v3 is one of my must-have OXPs.
For information and discussion about Oolite.
https://bb.oolite.space/
Thanx Ganelon.Ganelon wrote:Splendid work, V3 is quite impressive! I am just collecting up OXPs to outfit my new copy of Oolite after a rather long hiatus, and this was one of the very first I came looking for. I hoped it was updated, but didn't expect this degree of evolution. Trim, sleek and very functional.
Code: Select all
//Author: CommonSenseOTB(thinking outside-the-box for your playing enjoyment and the improvement of oolite)
//Completed: June 13, 2011 original release v1
//Completed: April 21, 2012 v3
//NumericHUDv3.oxp is the current version
//Licensed under Creative Commons: attribution, non-commercial, sharealike with clauses - see readme.txt
{
dials = //these are drawn, in order, after the legends
(
{ // missile display, x and y give the location, the x-spacing is given by spacing, the size defines the icon size
height = 12;
selector = "drawMissileDisplay:";
spacing = 16;
width = 12;
x = -90;
y = 65;
y_origin = -1;
},
{ // ship's clock, x and y give the location, the size defines the character size
height = 20;
selector = "drawClock:";
width = 20;
x = -240;
y = 70;
y_origin = -1;
},
{ // just draws a surround 2 units around the selected size, you could also use drawGreenSurround:
height = 14;
selector = "drawYellowSurround:";
width = 80;
x = -62;
y = 33;
y_origin = -1;
},
{ // fuel bar
height = 14;
selector = "drawFuelBar:";
width = 80;
x = -62;
y = 33;
y_origin = -1;
},
{ // fps counter, x and y give the location, the size defines the character size
height = 18;
selector = "drawFPSInfoCounter:";
width = 18;
x = -300;
y = -20;
y_origin = 1;
}
);
legends = // these are drawn, in order, before the dials, add any other images you want here
(
{
text = "MISSILE RACK";
x = -240;
y = 45;
height = 20;
width = 20;
y_origin = -1;
},
{
text = "FUEL";
x = -240;
y = 20;
height = 20;
width = 20;
y_origin = -1;
}
);
overall_alpha = 0.75;
message_gui = {
width = 620;
height = 72;
x = 0;
y = -75;
row_height = 18;
};
}
Should be fairly easy. I went with adding the basic original version to my Talkative Compass script.js file, days ago.Rese249er wrote:Was wondering: could the distanceTo features of Aad-HUD be implemented with NumericHUD?
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//distance to object
if (mode != "COMPASS_MODE_BASIC") {
dist = (player.ship.position.distanceTo(whom) - whom.collisionRadius)/1000;
player.consoleMessage(dist.toFixed(3)+" Klicks");
}
Perhaps, I'll put it on the list of things to look at.Rese249er wrote:Was wondering: could the distanceTo features of Aad-HUD be implemented with NumericHUD?
Somehow I must have read over this information previously . This will indeed come in handy when designing a new hud. Thanks, CSOTB!CommonSenseOTB wrote:The big improvement in number design came about as I was experimenting with the selector drawStatusLight and experimenting with its' dimensions led me to discover that if one dimension was under 4 that you would actually get a grey line drawn instead of the status light. So any hud could use this technique to draw equipment icons, animated crosshairs, custom bar gauges both straight and curved, custom number or letter animations, etc, etc.
This was mentioned with you in mind, actually. I was hoping to eventually see one of your huds with this method for your equipment icons, guage markings, etc. And your welcome.Captain Beatnik wrote:Somehow I must have read over this information previously . This will indeed come in handy when designing a new hud. Thanks, CSOTB!CommonSenseOTB wrote:The big improvement in number design came about as I was experimenting with the selector drawStatusLight and experimenting with its' dimensions led me to discover that if one dimension was under 4 that you would actually get a grey line drawn instead of the status light. So any hud could use this technique to draw equipment icons, animated crosshairs, custom bar gauges both straight and curved, custom number or letter animations, etc, etc.
And that's a feature I both love and make extensive use of! Many thanks for adding it!CommonSenseOTB wrote:the PPR guage in them not only gives the Proportion of Planetary Radius for your altitude but comes on ahead of the planetary mass lock so you can steer around it while remaining on torus-drive.
This has been fixed by the new version of MarketObserver: 2.2.1.toltesi wrote:NumericHUDv3.oxp seems to block MarketObserver2.2.oxp . I am running 1.77. Any help would be appreciated.