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Re: Release: Switching MilHUD
Posted: Wed Dec 14, 2011 4:58 am
by Cmdr Wyvern
I recoded the plists into openstep, added some tweaks here and there, fixed some bugs, and now testing of Milhud v4.0 is underway.
Stay tuned, fellow triggerfiends.
Re: Release: Switching MilHUD
Posted: Wed Dec 14, 2011 11:16 am
by JazHaz
Cmdr Wyvern wrote:I recoded the plists into openstep, added some tweaks here and there, fixed some bugs, and now testing of Milhud v4.0 is underway.
Stay tuned, fellow triggerfiends.
Fantastic! Having tested a few HUDs to replace Milhud over the last few days, I can honestly say that Milhud is the best, and most useable HUD on the market. Yes Commonsense's new HUDs are great technically, but they just aren't useable for day to day Oolite flight/pod tracking/combat.
Re: Release: Switching MilHUD
Posted: Thu Dec 15, 2011 7:24 pm
by sdrubble
JazHaz wrote:I previously used a workaround by sdrubble, which did work, but snarfed the Targeting Enhancement boxes.
See this thread.
/me comes back from the
grave cave and offer some precarious assistance
(same thread above).
Re: Release: Switching MilHUD
Posted: Fri Dec 30, 2011 4:40 am
by Wildeblood
Cmdr Wyvern wrote:The (unwritten) license on all my creations is "go ahead and tweak, reuse, remix, whatever all you like, but never sell it, and be so kind as to drop me some credit if you remake it into something else."
Well, I'm glad you wrote the "(unwritten) license" here, because for the last six months I've been sitting on a fork of MilHUD that I really would like to share. It looks exactly the same but completely replaces Thargoid's switching script with one of my own that avoids unnecessary HUD switching and solves some problems MilHUD has interacting with other OXPs. Now that you've updated the MilHUD files to openstep format, I'm updating my fork, but am still left with the question of whether to share it or continue keeping it to myself?
Re: Release: Switching MilHUD
Posted: Fri Dec 30, 2011 10:30 am
by Thargoid
From my side, that sounds excellent. My original script was much simpler than the one currently floating around (it was originally just a proof of concept for KW), and it has rather grown (mutated?) along the way to become what it is today to do a lot more than it originally did. Hence I wouldn't even call it my script any longer, at least not exclusively.
If yours takes out the glitches, I'd urge that it replaces my script in the main version of the OXP. But that's a decision for others to make.