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Re: Sniper Sight - MilHUD integrated

Posted: Thu Jun 30, 2011 6:11 am
by Capt. Murphy
Wildeblood wrote:
Too, Capt. Murphy, I'll take this opportunity to say, I ignored this "issue" when you first mentioned it last week, in the sense that I did not make an "Oh no!" reply here, but I did give it a little thought. It went unnoticed by me because I set the target reticle sensitive flag directly in hud.plist, as I supposed that anyone else who customizes their HUD would do.
I think your code snippet would have the same issue as my original with the current bug-fixed nightly. No worries about the lack of reply I wasn't necessarily expecting one. It's just worth bearing in mind that someone who doesn't tinker underneath the hood may well have installed both OXP's and then gone running to Eric saying that Target Reticle Sensitive is broken. It didn't occur to me as a problem either until I noticed it and then went to check how Target Reticle Sensitive works.

Re: Sniper Sight - MilHUD integrated

Posted: Thu Jun 30, 2011 7:12 am
by Wildeblood
I'm for replacing that IF/ELSEIF on compassTargetChanged with a SWITCH/CASE. Is there any reason that's a bad idea?

Also, does the compass behave consistently when coming out of COMPASS_MODE_TARGET because the target is lost (not because the user cycles the compass on to COMPASS_MODE_BEACONS)? Should the compass mode step back to targeting the sun or station, or step forward to beacons mode?

Re: Sniper Sight - MilHUD integrated

Posted: Thu Jun 30, 2011 12:23 pm
by Capt. Murphy
Wildeblood wrote:
I'm for replacing that IF/ELSEIF on compassTargetChanged with a SWITCH/CASE. Is there any reason that's a bad idea?

Also, does the compass behave consistently when coming out of COMPASS_MODE_TARGET because the target is lost (not because the user cycles the compass on to COMPASS_MODE_BEACONS)? Should the compass mode step back to targeting the sun or station, or step forward to beacons mode?
Don't see any particular advantage to doing it as a switch. <scratches chin> I think it may be difficult to write it as an effective switch and avoid the HUD flashing from the earlier version without lots of extra lines of code.

However the first else is redundant and can be safely removed.

Yep it works fine if the target is lost for any reason. Switches back to default HUD.

Re: Sniper Sight - MilHUD integrated

Posted: Thu Jun 30, 2011 12:37 pm
by Wildeblood
Capt. Murphy wrote:
Wildeblood wrote:
I'm for replacing that IF/ELSEIF on compassTargetChanged with a SWITCH/CASE. Is there any reason that's a bad idea?

Also, does the compass behave consistently when coming out of COMPASS_MODE_TARGET because the target is lost (not because the user cycles the compass on to COMPASS_MODE_BEACONS)? Should the compass mode step back to targeting the sun or station, or step forward to beacons mode?
Don't see any particular advantage to doing it as a switch. <scratches chin> I think it may be difficult to write it as an effective switch and avoid the HUD flashing from the earlier version without lots of extra lines of code.

However the first else is redundant and can be safely removed.
Sorry, my ambiguity. I'm for replacing with a switch statement in MilHUD, not the HUD-switching version.
Capt. Murphy wrote:
Yep it works fine if the target is lost for any reason. Switches back to default HUD.
As for my second question, it was what compass mode does the compass itself switch to when the target is lost without the user cycling the compass mode? Because I seem to be getting inconsistent behaviour, sometimes going back to sun mode, when I expected it to go forward to beacons mode. But it might have been the exceptional case of the N beacon, my imagination, or the phase of the moon at play.

Re: Sniper Sight - MilHUD integrated

Posted: Thu Jun 30, 2011 7:29 pm
by Capt. Murphy
Appears to default back to planet mode for me consistently. That's with and without sniper scope installed.

edit - just had a peek at the MilHud version code - again I can't see any obvious advantage to changing it to a Switch. If / else is perfectly adequate when you are evaluating for two possible outcomes (i.e award equipment or take it away). Switch comes into it's own where there are three or more outcomes depending on the value of the variable (i.e. the different HUD's based on alert condition). It would work as a Switch though.

Re: Sniper Sight - MilHUD integrated

Posted: Tue Jul 05, 2011 6:43 am
by Capt. Murphy
Just a quick post to report no CTD using the standalone version and Trunk r4568 all weekend and yesterday. Probably about 3-4 hours actual game time.

Re: Sniper Sight - MilHUD integrated

Posted: Fri Jul 22, 2011 4:25 am
by Wildeblood
Wildeblood wrote:
Also, does the compass behave consistently when coming out of COMPASS_MODE_TARGET because the target is lost (not because the user cycles the compass on to COMPASS_MODE_BEACONS)?
Capt. Murphy wrote:
Yep it works fine if the target is lost for any reason. Switches back to default HUD.
Wildeblood wrote:
As for my second question, it was what compass mode does the compass itself switch to when the target is lost without the user cycling the compass mode? Because I seem to be getting inconsistent behaviour...
While testing the Sniper Sight this week I had the HUD jam when the compass was already in target mode and the compassTargetChanged event fired with mode = "COMPASS_MODE_TARGET". As previously discussed with regard to the exceptional case of targeting the N buoy, the event is compassTARGETChanged, not compassMODEChanged. Anyway, I added an extra check to prevent that jam from happening, and as far as I know, that was the last bug fix.

Now that Oolite version 1.75.3 is here and there is no longer the danger of this OXP causing crashes, I can finally release this OXP. I just need to decide what size I should make the sight in the included HUD file. I have tried everything from a piddly little 128px to a giant 500+px and still can't decide which I prefer, let alone knowing what most other people might prefer. Any opinions on this would be much appreciated.

Re: [BETA] Sniper Scope

Posted: Mon Aug 23, 2021 8:24 pm
by Cholmondely
Cdr. Jettison wrote: Fri Jun 24, 2011 7:17 am
Wildeblood wrote:
Now the only mystery is why anyone making a replacement HUD would name the file anything other than hud.plist?
Cobra Mk I and Adder use hud-small.plist instead of hud.plist. There also some OXP ships that use customised HUDS (e.g. most ships from Isis Interstellar by Killer Wolf)
Do you happen to have any of KW's huds? I've been trying to get my hands on one to try out and been failing dismally. I very much like his docked HUD.

Re: [BETA] Sniper Scope

Posted: Tue Aug 24, 2021 3:23 pm
by Mauiby de Fug
Cholmondely wrote: Mon Aug 23, 2021 8:24 pm
Do you happen to have any of KW's huds? I've been trying to get my hands on one to try out and been failing dismally. I very much like his docked HUD.
I can't remember if they were ever released separately, but they were often incorporated into his ship oxps. Meaning that if you bought the ship and didn't have any other HUDs active, you would get the new HUD.

If you just want to test it out and you've got some of his ship oxps, then fire up a test commander with the appropriate ship and see how you find it. If you like it, it should be possible to extract it from the oxp to run with whatever ship you like. I think his Werewolf, Vampire III Dominatrix, and the Vampire IV Diamondback had their own HUDS...

Re: [BETA] Sniper Scope

Posted: Tue Aug 24, 2021 5:31 pm
by hiran
Mauiby de Fug wrote: Tue Aug 24, 2021 3:23 pm
Meaning that if you bought the ship and didn't have any other HUDs active, you would get the new HUD.
I like that concept. Gives a lot more character to a ship. Otherwise they all fly pretty much the same...

Re: [BETA] Sniper Scope

Posted: Tue Aug 24, 2021 6:56 pm
by Cholmondely
hiran wrote: Tue Aug 24, 2021 5:31 pm
Mauiby de Fug wrote: Tue Aug 24, 2021 3:23 pm
Meaning that if you bought the ship and didn't have any other HUDs active, you would get the new HUD.
I like that concept. Gives a lot more character to a ship. Otherwise they all fly pretty much the same...
Coluber did the same with his Coluber Racers: racers at top, HUDs beneath, followed by download link.

Re: [BETA] Sniper Scope

Posted: Wed Aug 25, 2021 12:08 pm
by Cholmondely
Cdr. Jettison wrote: Fri Jun 24, 2011 7:17 am
HUD
Mauiby de Fug wrote: Tue Aug 24, 2021 3:23 pm
HUD
Just to get back to the topic of this thread, does anybody have a copy of the Sniper Sight HUD?

We have lots about it on the wiki & here in the BB, but no links for downloads which still work.

(And ditto for Killer Wolf's Dynamic HUD)