Re: [Release] Clear HUD
Posted: Fri Nov 02, 2012 7:41 pm
No, it's not that.
https://bb.oolite.space/viewtopic.php?f= ... 79#p184879
For information and discussion about Oolite.
https://bb.oolite.space/
I have done this with a buoy and another ship. Target the buoy and turn the sight on when on yellow. Move away so that the other ship disappears from the scanner. State will change to green, but the distance timer does not start. This is expected behaviour so it's not a bug it's a feature .Wildeblood wrote:I agree with your reasoning (so I tried something else first, which didn't work), but when I actually tried it, that didn't seem to be a problem. For example, in one test I targeted a rock hermit (which has scan class rock, so stays at green alert) and shot it using sniper sight, but it launched a defence ship before it exploded, so then I was at yellow alert. That's the situation you're describing, but it worked okay.spara wrote:Green state, distHud on. Switch sniper sight on (target buoy for example). Then state goes to yellow, which normally would cause switch to normalHud, but that does not happen because hud is not distHud anymore. Switch sniper sight off. Sniper sight restores distHud, when it should be normalHud.
Got it, thank you for explanation.Wildeblood wrote:Compass target is undefined when you are docked, whenever the compass is not drawn on the HUD, and when you are in interstellar space.
I could not replicate the CTD, but I can see a possible problem. Better fix it before it happens.Wildeblood wrote:It seems that other changes I made to my personal copy (it only displays the ETA, not the distance) that I thought weren't relevant, are relevant after all. My version doesn't cause a CTD when Sniper Sight startles it by removing the compass. It's probably because I changed the variable this.compTarget and refresh it every time this.showMessage() is called.
https://bb.oolite.space/viewtopic.php?f= ... 79#p184879
Thanks. I'll try it soonspara wrote:I have updated the Aad-hud to version 0.6. I have included your bug-fixes (2x) in to the script. I have also put into practice my "once and for all" solution for hud borrowing oxps. If my script wants to switch the hud, but some other oxp has stepped in, my script steps back and starts a framecallback that waits for the hud to be restored. Once restored, framecallback checks and if needed corrects the hud and removes itself. This should be a generic compatibility fix. I hope.
Tichy, you might want to experiment with the new script for a while and if it works adapt it.
I like this changes.Wildeblood wrote:These are my suggestions for improving the HUD:
- put red background behind the shields and energy bars, so it's obvious when they start to fall, like I did in Wide-Screen HUD:
- make the compass grey, instead of blue, to match the scanner:
- make the scanner a lighter grey - 0.5 0.5 0.5 instead of 0.2 0.2 0.2:
I'm not quite sure about these. I like to have a crosshair even in green condition, to point big targets (stations ot big ships) as soon as they become visible.Wildeblood wrote:- move the scanner further upward away from the bottom of the screen, even a few pixels would help:
- since you can't shoot anything except rocks at green alert, consider having no cross-hairs at all on the green alert HUD, except for mining lasers.
… and rock hermits, and derelict ships, and cargo, and debris, and disabled Thargons, and escape pods … all of which the player may want to shoot for a variety of reasons.Wildeblood wrote:- since you can't shoot anything except rocks at green alert
I'm testing it now. Everything seems to work fine. Thanks a mighty lot!Tichy wrote:I've uploaded a test version
https://www.box.com/s/atezl2jt698phknrdpvcGimbal Locke wrote:Looking forward to Wildeblood's integration.
Yes, of course.Tichy wrote:@Wildeblood: Can I post a link to your Sniper Sight for Cler HUD in the first post?