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Posted: Sun Apr 04, 2010 12:15 pm
by JazHaz
El Viejo wrote:
It almost seemed a shame to atomise this Moray... but it attacked me, so I hunted it down and took it apart slowly.
The way it's colours change and flow is amazing. Six pics in five seconds... if only I'd had some sort of vid capture.

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Killer Wolf wrote:
open all the pics in Firefox tabs and switch between them really fast :-)
Was thinking of making them into an animated PNG! :wink:

Posted: Sun Apr 04, 2010 8:22 pm
by another_commander
No it's not Wing Commander, it's Oolite, featuring Killer Wolf's new auto-switchable combat HUD.
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Posted: Sun Apr 04, 2010 8:28 pm
by Gimi
I like that HUD.

Anyway that can be made to work as a replacement HUD for a standard Cobra and later on , after I upgrade, a Griff Cobra, and then after I upgrade again, a Griff Boa.

In short, can the HUD be made into a separate OXP.

Posted: Sun Apr 04, 2010 8:42 pm
by DaddyHoggy
That really is a lovely HUD...

..

Posted: Sun Apr 04, 2010 8:46 pm
by Lestradae
Gimi wrote:
In short, can the HUD be made into a separate OXP.
Yes ... please? :shock:

Not that the Diamondback ships also in the oxp don't look quite unique, too, mind you.

Posted: Mon Apr 05, 2010 8:38 am
by Thargoid
The scripting I wrote for it will work with any ship (indeed that's possibly one of the glitches I mentioned above that I need to check, currently if you buy a Db and then another ship, if that new ship has no built-in HUD then the switching one may continue on).

As to whether it'll come out as a separate OXP, that's up to KW. It's his baby (my script was all of 10 minute's work) as he's put all the effort into it with the HUDs. I would have no objection though.

Posted: Mon Apr 05, 2010 11:42 am
by JazHaz
Check out this excellent comic strip, made by Jude Walker, who is the admin of the excellent Facebook Group: Oolite! even better than the real thing!

Sorry for spoilers, but thought must share it! :wink:
Jude Walker, on Facebook, wrote:
cool I'm thinking of doing them for all the missions - it's just most are a bit too texty. possibly asteroid storm or leviathon can you think of a good one?
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Posted: Mon Apr 05, 2010 1:54 pm
by Killer Wolf
The HUD is there for anyone to play w/ as they please, though if it's incorporated into any OXPs it would be considerate to acknowledge Isis Interstellar's equipment :-)

That HUD (or the others) run as per any other, so all you have to do is pull the combat HUD image and PList out and dump it in a relevant folder, and reference the PList in your Shipdata. the clever switchy bits only control which of the plists are used and therefore aren't needed if you just wish to use the HUD.
the shield bars are one of the things i mentioned in a nother thread : ie, they have an Alpha entry that was supposed to make them a little more translucent and therefore not as obstructing (to some people) but for some reason the Alpha doesn't work w/ it, much as tryng to change the blue radar colour doesn't either :-(
be buggered if i can see why that low velocity/speed bar goes a daft colour either >:-/

Posted: Mon Apr 05, 2010 6:19 pm
by another_commander
Killer Wolf wrote:
the shield bars are one of the things i mentioned in a nother thread : ie, they have an Alpha entry that was supposed to make them a little more translucent and therefore not as obstructing (to some people) but for some reason the Alpha doesn't work w/ it, much as tryng to change the blue radar colour doesn't either :-(
be buggered if i can see why that low velocity/speed bar goes a daft colour either >:-/
The daft speed bar color and the separate alpha settings for each HUD component should be fixed in tomorrow's nightly. Give it a go and see if it does the job for you.

Posted: Tue Apr 06, 2010 11:16 am
by another_commander
With SVN3127, you can also specify the compass color in hud.plist. Use the standard rgb_color key in the compass dictionary.

Posted: Wed Apr 07, 2010 7:27 pm
by Killer Wolf
3131 works a charm, AC :

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sorted the compass colours, and the shield bars are a translucent now making it (i hope) not as obstructy when you're in combat...?
edit : ooh, and the silly low velocity colour is sorted too.

Posted: Thu Apr 08, 2010 7:38 pm
by Cody
A Griff Gecko... an angry one!

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I tracked this one for quite a long while.
It put a whole load of errors in the Latest.log.

Posted: Thu Apr 08, 2010 9:04 pm
by Griff
I don't think those are errors in the log, I think that's just what a full shader debug log looks like (pause the game and press 's' i think to switch on shader debuging)
the

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[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method. 
error Ahruman wrote about somewhere on the forum and outlined his plans to fix, it's to do with a player ship not being a player ship when it's being displayed on the savegame load screen, or in the escape pod sequence or shipyard etc.
i'm not sure what these are:

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[shader.uniform.unSet]: Did not set uniform "tex0" 
[shader.uniform.unSet]: Did not set uniform "tex1"
i don't think they are errors, just Oolite doing it thing keeping track of texturemaps being sent to it via shader uniforms, similarly all this sort of stuff too..

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[shader.uniform.set]: Set up uniform <OOShaderUniform 0x1a041708>{1: vec4 PaintColor = (-0.289376, 0.771358, -0.566805);}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0x8374330>{15: int uColorMap = 0;}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0xb5f3d88>{12: float hull_heat_level = [<ShipEntity 0x81ffff0> hullHeatLevel];}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0x8f102a0>{17: int uNormalMap = 1;}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0x8588810>{16: int uEffectsMap = 2;}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0x1ae9a800>{13: float uPersonality = [<ShipEntity 0x81ffff0> entityPersonality];}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0x1b0dfc98>{0: float GrimeAmount = 0.522339;}
[shader.uniform.set]: Set up uniform <OOShaderUniform 0x8d1d638>{14: float uTime = [<ShipEntity 0x81ffff0> universalTime];}
just a tiny glimpse into oolite doing it's thing setting up shader uniforms, blimey, it looks complex, interesting though, you can see all the random numbers oolite has generated for the shaders to use - handy if a mustard yellow and purple adder flits past and you really want to replicate the paint colour on your own ship, odd that there are negative numbers in there though ??!?

the gecko really reminds me of that character with the big nose that peeps over the wall - 'kilroy was here' i think, or maybe the 'pi man' from those spectrum games *griff collects bus pass*

Posted: Thu Apr 08, 2010 9:33 pm
by Cody
Full shader debug log... fine; it's a great ship to dogfight with, that much I know.

Posted: Thu Apr 08, 2010 11:00 pm
by DaddyHoggy
Sorry, couldn't resist...

(He's an Offender after all - and now I've just got to work out how to make it a YAH ad too!)

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