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Posted: Wed Mar 31, 2010 7:53 pm
by Cody
Nice one, KW, they look really good, especially the 'damage' HUD.
Posted: Wed Mar 31, 2010 7:57 pm
by Thargoid
The scripting can be optimised somewhat by using a switch based on the alert condition (as condition 0 is docked). If I get a little time tomorrow I'll throw a quick demo script together for you.
Posted: Wed Mar 31, 2010 8:10 pm
by JazHaz
Killer Wolf wrote:just to officially announce, you guys fkn RULE!!
ah, that's my new ship kitted out, let's launch and have some fun
Looks great!
Didn't realise you had made some new HUDs!
Posted: Wed Mar 31, 2010 8:52 pm
by DaddyHoggy
stunning new HUDs!!!
Posted: Thu Apr 01, 2010 6:57 am
by Killer Wolf
ah, thanks guys
the weedy pics don't really show them off (specially the knackered HUD), i feel. the thinking behind them was that in-flight would use a normal HUD w/ all the info, but in cobat you'd get a combat-specific HUD shouwing only stuff you really need to know, and an enlarged scanner to help fight enemies. there might be a little tweaking going on, maybe try and make some of the bars a little more transparent etc.
dithering over whether to release the OXP now or wait until the next release when more people are likely to have the build that can utilise the new code.
Posted: Thu Apr 01, 2010 8:06 am
by DaddyHoggy
Killer Wolf wrote:ah, thanks guys
the weedy pics don't really show them off (specially the knackered HUD), i feel. the thinking behind them was that in-flight would use a normal HUD w/ all the info, but in cobat you'd get a combat-specific HUD shouwing only stuff you really need to know, and an enlarged scanner to help fight enemies. there might be a little tweaking going on, maybe try and make some of the bars a little more transparent etc.
dithering over whether to release the OXP now or wait until the next release when more people are likely to have the build that can utilise the new code.
Release it! If nothing else it will encourage early adoption of the new version!!!
Posted: Thu Apr 01, 2010 10:30 am
by Diziet Sma
Wow..
seriously impressed, I am.. nicely done, KW!
Posted: Thu Apr 01, 2010 10:38 am
by Disembodied
Woah! That's some seriously good stuff there. This has got the potential to really enhance the gameplay, I think. A major step forward in immersion as well as offering new tactical options. This is great!
Posted: Thu Apr 01, 2010 10:45 am
by Griff
lovely stuff KW, looks fab! i agree, might be worth releasing a version of it for the oolite trunksters to have an early peek at.
..
Posted: Thu Apr 01, 2010 11:28 am
by Lestradae
Disembodied wrote:... seriously good stuff there. This has got the potential to really enhance the gameplay, I think. A major step forward in immersion as well as offering new tactical options. ...
This!
I say, release it! Great idea!
And even contains a believeable solution for "broken HUDs" (if you treat cockpits as equipment, something I cobbled together for my personal use - for now).
All thumbs up from here!
Posted: Thu Apr 01, 2010 9:11 pm
by Kaks
KW, I can only repeat what the others have said: great stuff!
It'd be a real blast if you released it now, but if you don't, at least we have these excellent pictures to look at!
Posted: Fri Apr 02, 2010 6:13 am
by Killer Wolf
Cool, i'll try and get it up for the weekend (!). Thargoid gave me an updated script but i didn't get a chance totry it last night so i'll be off soon to give it a whirl. Naffing Oolwiki looks to be down again tho >:-(
Posted: Tue Apr 06, 2010 10:50 am
by ClymAngus
Wow, this is the kind of thing I was trying to do with the medusa hud (in an everything in the one window kind of way), out of interest how many different states could you hang a hud off? I'm thinking a scooping hud if cargo is selected (basically a massive resizing of the scanner for locating cargo) and is there a problem when it comes to auto switching if you have too many (ie can you override one if another perametre is met, an AND OR statement?)
With this coding hanging off the back end this could seriously revolutionise future artistic hud design.
A weapons strength drag and drop version would be heartily applauded.
Posted: Tue Apr 06, 2010 11:46 am
by another_commander
ClymAngus wrote:out of interest how many different states could you hang a hud off? I'm thinking a scooping hud if cargo is selected (basically a massive resizing of the scanner for locating cargo) and is there a problem when it comes to auto switching if you have too many (ie can you override one if another perametre is met, an AND OR statement?)
Any JS handler can be used as a trigger for changing HUDs. It's all up to you, really. The target-cargo-switch-to-scoopHUD scenario is entirely plausible in trunk. You can also use any conditional expression to decide which exact HUD you would like to autoswitch to and you can even pick one at random from a pool of HUDs if you feel like it.
Posted: Tue Apr 06, 2010 1:20 pm
by Eric Walch
another_commander wrote:The target-cargo-switch-to-scoopHUD scenario is entirely plausible in trunk.
yes, following is tested to work:
Code: Select all
this.shipTargetAcquired = function (target)
{
if (target.isCargo) log(this.name, "Targeted: "+target);
}
Instead of logging you than must do your actions.