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Re: [Release] AlmostAlmostDefault HUD 0.8
Posted: Sun Nov 18, 2012 4:18 pm
by Wildeblood
spara wrote:Presently display updating is halted, when something borrows the hud. Is that necessary? If not, then there's no problem.
No, it is not necessary.
Re: [Release] AlmostAlmostDefault HUD 0.8
Posted: Sun Nov 18, 2012 4:22 pm
by Tichy
spara wrote:Tichy wrote:Since now the script don't dependens on switching the hud, have you thought of releasing it separately? In this way, any hud could benefit.
In that case, in my Clear-hud, I would leave only the code that changes the hud depending on the status and it would become indiependet from your version of the talkative space compass.
For me it, would be cleaner and easier to maintain.
I'll see about that. Only trouble I see is with hud borrowing oxps such as the sniper scope. Presently display updating is halted, when something borrows the hud. Is that necessary? If not, then there's no problem.
I'm experimentig with wildeblood Distance ETA and Altimeter. From you version 0.7 of the script, I kept only the part that switches the hud (I like to have a dimmed hud in green cond), including the conditions for sniper sight and similar huds compatibility.
It works.
I could extend it even more, changing the alert condition check to a
switch in order to include different huds for red and docked conditions. (But first, I must oil my "scripting cogs", that were kept still for long time)
Re: [Release] AlmostAlmostDefault HUD 1.0
Posted: Sun Nov 18, 2012 7:37 pm
by Rese249er
Looking forward to seeing the results! Contemplating putting a highlight for the script display on both HoloCon and HoloNum.
Re: [Release] AlmostAlmostDefault HUD 1.0
Posted: Sun Nov 18, 2012 7:39 pm
by spara
Enhanced Talkative Space Compass functionality has been splitted into a separate oxp (Updating TSC oxp), so it can be used with other huds too.
This means that this oxp has been stripped down to a simple hud oxp. First post is updated.
Re: [Release] AlmostAlmostDefault HUD 1.0
Posted: Sun Nov 18, 2012 7:43 pm
by Rese249er
Downloaded that too.
Re: [Release] AlmostAlmostDefault HUD 2.0
Posted: Sun Apr 07, 2013 8:12 pm
by spara
A new version (2.0) with ETA integration using digital display similar to CommonSenseOTB's NumericHUD. No need to spam the message log with UpdatingTSC any more
.
* Non-disturbing ETA on condition Yellow
* Green pulsating ETA on condition Green
* ETA is hidden on condition Red
* If you are using UpdatingTSC, you might want to set this.$mode = 0 to stop it from showing eta constantly.
This addition should be fairly easy to integrate into any hud. (At least to the simple ones
)
Re: [Release] AlmostAlmostDefault HUD 2.1
Posted: Tue Apr 09, 2013 7:06 am
by spara
New version (2.1).
* Bugfixed digit 8.
* Added user changeable variable to toggle ETA display on condition yellow. (this.$showEtaOnYellow)
Re: [Release] AlmostAlmostDefault HUD 2.1
Posted: Thu Dec 12, 2013 2:37 pm
by Zireael
Numeric HUD still remains my favorite, but I must say I love the large clock.
Re: [Release] AlmostAlmostDefault HUD 2.1
Posted: Mon May 19, 2014 10:11 am
by Digital86
I delighted with your HUD
Merits:
1 . Similarity to the original
2 . Doesn't litter the screen in difference from numerical HUD
3 . Are cleaned not necessary (Roll and Pitch)
4 . When the target in a sight, changes color for the red
5 . Are placed on the parties of the panel of emerging messages. Also the font is reduced
You have the most successful HUD, from all that I saw.
It would be desirable to add it if it is possible.
Re: [Release] AlmostAlmostDefault HUD 2.1
Posted: Mon May 19, 2014 3:53 pm
by spara
Thanks Digital86, glad you're liking the HUD. It's was originally Tichy's HUD that I just happened to be using when I got the idea of the ETA functionality. Along the way I tweaked it quite a bit, added hud-small and the latest addition was the numeric hud style eta clock.
About your ideas:
* Health bar above the enemy is not practically doable or it would require some pretty fancy trickery to accomplish, if possible at all. Then again, I'm firmly on the side that doesn't want it. It would make the game too much a game. Sparks and flickering lights are enough for me.
* SPD -> TRL. That's easy. You can do it yourself by editing the hud.plist. Open the file with a text editor (don't use Notepad, if you're on Windows) and replace SPD with TRL.
* Speed using numbers. Not practically doable
. I'm not saying it's not possible though...
Overall I'm quite sure, I'll not be updating this to Oolite 1.79. I'm quite happy with the changes in the new default hud. Especially the new placement of the logs is on the mark. And with my navigational MFD oxp, there's no real need for the hud-integrated ETA anymore.
So if someone fancies this one and wants to update it or something, go ahead. Tweaking a hud is a nice place to start the journey to the dark side...
Re: [Release] AlmostAlmostDefault HUD 2.1
Posted: Mon May 19, 2014 5:02 pm
by Digital86
If speed using numbers - practically not doable.
spara wrote:SPD -> TRL. That's easy. You can do it yourself by editing the hud.plist.
it doesn't make sense
All the same thanks for excellent hud!
Re: [Release] AlmostAlmostDefault HUD 2.1
Posted: Mon May 19, 2014 5:15 pm
by spara
Digital86 wrote:If speed using numbers - practically not doable.
spara wrote:SPD -> TRL. That's easy. You can do it yourself by editing the hud.plist.
it doesn't make sense
All the same thanks for excellent hud!
Sorry, I meant that the legend (SPD) is easy to change, but the numerical representation of the current speed using basic numbers is much harder.
Re: [Release] AlmostAlmostDefault HUD 2.1
Posted: Tue May 20, 2014 2:35 pm
by spara
It seems that I'm just too used to my old HUD, so I upgraded it to Oolite 1.79 anyway. This one has all the new recommended hud elements, but no fancy ETA clock, as I'm quite happily using Navigation MFD now. MFDs are positioned to the top corners as I want the out of the way on a widescreen. Version number is 1.1 as it's a bit of a downgrade, because the ETA is gone. Here's a pic of the normal hud (small-hud also included):
Re: [Release] AlmostAlmostDefault HUD 2.1
Posted: Sat May 24, 2014 5:06 pm
by Digital86
Established
Detectors OXP and
Aad-HUD has changed to default. This can be avoided?
Re: [Release] AlmostAlmostDefault HUD 2.1
Posted: Sat May 24, 2014 6:29 pm
by Norby
There is no automatic solution but you can do it by hand: there is an insertintohudlegends.plist in Detectors oxp, you must insert the contents into AAD/Config/hud.plist. Then copy this new hud.plist into Detectors/Config folder and rename to defaulthud_detectors.plist, overwriting the existing one.
Explanation: the additional displays of Detectors need new lines in plist, but there is no js function which can add these so you must do it manually. The default HUD is an exception due to there is a helper function in detectors.js which can replace it with a prepared plist, which contain the default layout and extensions for Detectors. But the detection of the current HUD is based on the plist file name, which in the case of AAD is exactly the same with the default so Detectors will replace it with defaulthud_detectors.plist.