Fighter HUD MK II

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spara
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Fighter HUD MK II

Post by spara »

I have updated CaptKev's Fighter HUD Mk II to work Oolite 1.80. Version 1.3 is available from the in-game expansion manager.

Updates in MK II:

* 4 MFDs
* Waypoint display
* Stick sensitivity indicator
* Primed equipment indicator
* Beacon indicator
* Weapons offline indicator
* Updated core ship models shown in the hud
* Ship model in hud automatically selected by script
* HUDselector compatible

Image

Have fun and please report any errors.
Last edited by spara on Fri Dec 12, 2014 10:03 pm, edited 1 time in total.
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Re: Fighter HUDs

Post by spara »

Looks like Fighter HUD Mk I will go to oblivion as there is no license included in the original zip :( . Oh well, can't save them all. Unless CaptKev has said something like "you may do what want with my oxps" somewhere even linking the oxp back to the wiki is not ok. Looks like my work here is done. Apart from fixing possible bugs in MK2 of course.
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Re: Fighter HUD MK II

Post by spara »

I excercised a bit with the new drawCustomImage selector and simplified the oxp quite a bit. :D

Version 1.4 for Oolite 1.81 and higher: https://app.box.com/s/bftej0pjaf6yymtl4y44n3oxjupaoyc5
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Re: Fighter HUD MK II

Post by spara »

I was not happy with the HUDSelector compatibility of the previous versions so I made a new version that suits me better. Absolutely nothing wrong when the HUDselector is present, but the expected behavior of a HUD oxp when it's not present needs a bit thinking.

This version is scripted so that when HUDSelector is not present, it will override the HUD of any ship using hud.plist or hud-small.plist. This way the custom HUDs of custom ships won't get overridden.

Download (Version 1.4.1 for Oolite 1.81 (trunk)): https://app.box.com/s/uqv9b8mgyufoyxzv3t3pzfb6augrohfk
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Re: Fighter HUD MK II

Post by Cody »

I've noticed an oddity with FH MkI - the hold full thingy turns from red to green when docked. Does the Mk II do the same?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Fighter HUD MK II

Post by another_commander »

Cody wrote:
I've noticed an oddity with FH MkI - the hold full thingy turns from red to green when docked. Does the Mk II do the same?
Hmm... happens with the default HUD too and also in 1.80.
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Re: Fighter HUD MK II

Post by Cody »

another_commander wrote:
Hmm... happens with the default HUD too and also in 1.80.
In that case, I'm amazed I never spotted it before (as with the memory leak)! Does that make it an Oolite bug?


@spara: I've been scouring my old files looking for an early download of Mk I (no joy, thus far) in search of a license, as I'm sure it originally had one. CaptKev tweaked it at one stage to include a new .png for a different aspect ratio - that's probably when he forgot to include a license.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Fighter HUD MK II

Post by another_commander »

Cody wrote:
I'm amazed I never spotted it before (as with the memory leak)! Does that make it an Oolite bug?
Yes. Stand by for incoming fix in trunk.
Edit: Commit 49f8265
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Re: Fighter HUD MK II

Post by Cody »

another_commander wrote:
Yes. Stand by for incoming fix in trunk.
<grins> Curiously, I actually posted it last night in bug reports, then thought OXP, and deleted said post.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Fighter HUD MK II

Post by spara »

phkb kindly informed me about small bugs in the oxp and I noticed that the manager has an old version. The new and better version was trunk only at time and as such I did not upload it to the manager. Well, now it's updated (1.4.1) to the manager too.
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Re: Fighter HUD MK I

Post by Cody »

This is about Fighter HUD Mk I, but here will do.


As expected, a new monitor with a different resolution (1920x1080), causes a few minor problems. I presume there's no easy fix?

Image
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Fighter HUD MK II

Post by phkb »

The minor problem you refer to - is that the fact that the HUD appears to be clipped at the bottom, making it hard to see energy bank 5?
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Re: Fighter HUD MK II

Post by Cody »

<nods> That, the ship's clock, and another display, yes.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Fighter HUD Mk I

Post by Cody »

And done - thanks to phkb for that.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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