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Re: [Release] Nova Lux HUD

Posted: Fri Apr 17, 2015 9:32 am
by Vincentz
Wildeblood wrote:
Vincentz wrote:
XB7 wrote:
I downgraded to a Mark I for some fast cash. I noticed though that it isn't compatible with your hud -- or at least your hud get's shifted to the default one. Is that normal? I guess I didn't realize there were different hud layouts for the different boats.
Yup, experienced that myself... Anyone knows how to prevent it?
For a completely unscripted HUD like this one, just duplicate the plist and rename it (?)hud-small.plist. Have two (2) plists in the OXP. Duplicating the plist is also how you make it compatible with HUD Selector without making it dependant on that.
Thanks :D

Uploaded 1.3 with hud-small.plist. It does, however, still not brew coffee ;)

Re: [Release] Nova Lux HUD

Posted: Fri Apr 17, 2015 5:39 pm
by spara
Wildeblood wrote:
For a completely unscripted HUD like this one, just duplicate the plist and rename it (?)hud-small.plist. Have two (2) plists in the OXP. Duplicating the plist is also how you make it compatible with HUD Selector without making it dependant on that.
Hmm. With hud.plist and hud-small.plist it works with the HUD selector, if it's the only HUD OXP defining those plists. Compatible is a bit of a strong word, I would say. It is possible to script a HUD OXP so that it's truly compatible with the OXP Selector and not dependent on it. Aad-HUD works that way, it's compatible with the Selector and without it, it works almost like a simple hud.plist/hud-small.plist. The only problem I was not able to easily overcome was HUD switching when player ship is changed via script.

Re: [Release] Nova Lux HUD

Posted: Sun Apr 26, 2015 2:06 pm
by Vincentz
Well, since 1.82 is official, I guess its time to update my HUD a bit.
Will upload 1.4 after some testing.

Changelist:
Forward shield is reversed, so it moves towards center (like aft shields)
Added Reticle, Shield and Energy indicators around crosshair when condition red and view is not F5-F8.

Image

ps. wasnt there was some way of making it dependent on 1.81 and forward?

Re: [Release] Nova Lux HUD

Posted: Sun Apr 26, 2015 2:58 pm
by Norby
Vincentz wrote:
there was some way of making it dependent on 1.81 and forward?
- In [wiki]requires.plist[/wiki] and
- required_oolite_version in manifest.plist.
Must be set within the oxz admin page also.

Re: [Release] Nova Lux HUD

Posted: Thu May 14, 2015 11:47 am
by Zireael
This looks amazing, gonna try it out!

EDIT: Looks damn cool, but I'm used to a bigger scanner.

Re: [Release] Nova Lux HUD

Posted: Sat May 16, 2015 12:58 pm
by Day
Zireael wrote:
Looks damn cool, but I'm used to a bigger scanner.
Well yes, I use this hud for some weeks (already ?!) now, and it's clearly the best looking one for me. But the scanner is nearly unreadable, due to:
- crowded space (I use as many oxpz as possible),
- not giant scanner,
- a lot of ships appear on the scanner superimposed on the HUD.

I don't have useful suggestions :/ to make this better.
Maybe experimenting with a giant scanner in the center of the screen?
Or make the hud less like an arch, and more like two small arches each on the sides of the scanner?