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[WIP release] HUD removers (Beta)

Posted: Sun May 26, 2013 10:35 am
by Smivs
Elewhere
Cody wrote:
I wish I could turn the hud on/off without pausing.
Well, this got me thinking...so

WIP Flying Blind OXP (Beta)

OXPs to disable the HUD.

These are still very much a Work-in-Progress, and because these were developed simultaneously the code is probably still a bit messy and incomplete, with redundant code probably present as well. The purpose of this release is to gauge opinion and gather some feedback.
Are there other features that could be useful and does anybody have any suggestions for improvements. Are either or both of these worth developing further?

HUD_remover OXP uses primeable equipment to disable the HUD. Once activated the HUD will be removed immediately irrespective of alert condition. I started with another primable equipment to switch it back on, but of course without a HUD you also lose console messages and this makes it difficult to use primeable equipment :wink: Currently then, the HUD will be restored when alert condition changes.

Auto HUD remover is a bit more finished. Again this uses primeable equipment and quite simply the HUD is disabled at condition Red. So activate it, and when you change to condition Red the HUD is removed. When condition changes to any other condition the HUD is restored.

Smivs.

Download here

Re: [WIP release] HUD removers (Beta)

Posted: Sun May 26, 2013 10:43 am
by Cody
Ha... very good, Smivs. I've just constructed an OXP that does what I need (with a boffin's help, of course).

Re: [WIP release] HUD removers (Beta)

Posted: Sun May 26, 2013 10:46 am
by Smivs
<chuckles>
I know this is not quite what you had in mind. I agree a single key-press to disable the HUD would be useful, but that's Trunk stuff and I don't do that - this is as close as we mere mortals can do.
On another note this exercise has made me wonder whether a useful feature request for the future might be to seperate the HUD and the console messages, so messages are still available if the HUD is disabled.

Re: [WIP release] HUD removers (Beta)

Posted: Sun May 26, 2013 10:49 am
by Cody
The simple on/off OXP I have now works very well using primable equipment - enough for me.
Pausing the game is such an immersion-breaker - a simple switch using 'n' is much better.

Re: [WIP release] HUD removers (Beta)

Posted: Sun May 26, 2013 11:51 am
by Wildeblood
HUD Vanisher OXP. It's listed in the OXP list an' everything.

Re: [WIP release] HUD removers (Beta)

Posted: Sun May 26, 2013 11:56 am
by Cody
Yeah, but...
HUD Vanisher OXP will automatically switch off Oolite's HUD when you change to an external viewpoint of your ship by pressing the v key, and switch the HUD back on when changing back to one of the normal views.
... it doesn't do what I want.

Re: [WIP release] HUD removers (Beta)

Posted: Sun May 26, 2013 12:28 pm
by Wildeblood
Cody wrote:
Yeah, but...
HUD Vanisher OXP will automatically switch off Oolite's HUD when you change to an external viewpoint of your ship by pressing the v key, and switch the HUD back on when changing back to one of the normal views.
... it doesn't do what I want.
It does for me, because my first external view is "Gun Camera". :D

Re: [WIP release] HUD removers (Beta)

Posted: Sun May 26, 2013 1:08 pm
by Smivs
Cody wrote:
The simple on/off OXP I have now works very well using primable equipment...
OK, you've caught my interest - how do you switch it off?

Re: [WIP release] HUD removers (Beta)

Posted: Sun May 26, 2013 1:13 pm
by Cody
Smivs wrote:
Cody wrote:
The simple on/off OXP I have now works very well using primable equipment...
OK, you've caught my interest - how do you switch it off?
Once selected (shift+n) the hud toggles on/off by hitting 'n'... PM incoming.