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[RELEASE] : Generic Dynamic HUDs switching
Posted: Mon Jul 05, 2010 7:23 pm
by Killer Wolf
Further to some requests on my other threads, i've knocked up a set of dynamic HUDs that should work w/ any ship in Oolite except mine that have their own HUD sets. The only thing hoying a spanner in the works that i can foresee at the mo is the missile readout : it's currently set for a generic Cobra and would need amending for anything w/ greater amounts of missiles to get a nice centred readout. thoughts on this will be appreciated. anyways....
Docked :-
In-flight (note blank missile diplay is due to me not having any!) :-
Combat, enlarged scanner etc for (hopefully) better situational awareness :-
In trouble :-
dump the OXP in the game and the HUDs should kick in after you go past the spinning Cobra intro.
download from :
http://www.purgatori.net/generic%20HUD.htm
feedback appreciated...
Posted: Mon Jul 05, 2010 7:42 pm
by Kaks
Nice!
I'd have the reticle & shield readouts a bit more transparent, but all in all I'd say it's a top notch HUD set!
Posted: Mon Jul 05, 2010 7:51 pm
by Svengali
Looks really nice, KW!
Posted: Mon Jul 05, 2010 10:13 pm
by maik
Really pretty! Just staged a fight with police to see the guru meditation system malfunction thing
I'll try to get used to having big parts of the screen obscured by the HUD just because it looks so nice, but it's quite a change in visible screen estate compared to the vanilla Oolite HUD.
Posted: Mon Jul 05, 2010 10:25 pm
by Poro
Very slick design. Downloading now.
Posted: Tue Jul 06, 2010 5:10 pm
by JJP
It looks very nice. It is a shame though that it seems to be incompatible with the Target Reticle Sensitive oxp. Right now, it is a choice between either a nice looking dynamic HUD or a valuable targeting aid. It would be nice of you could fix this. Furthermore I would love to see this kind of HUD for a wide-screen set-up (ie. a 16:10 lay-out).
Posted: Tue Jul 06, 2010 5:17 pm
by another_commander
Killer Wolf's HUD wrote:
HUD.EXE has encountered an error and needs to close [OK]
Priceless.
Posted: Tue Jul 06, 2010 5:33 pm
by pagroove
Thank you for releasing this!
..
Posted: Tue Jul 06, 2010 6:43 pm
by Lestradae
Very good - that was one of the oxps I guessed was coming, and one I was most looking forwards to!
Posted: Tue Jul 06, 2010 7:30 pm
by Smivs
another_commander wrote:Killer Wolf's HUD wrote:
HUD.EXE has encountered an error and needs to close [OK]
Priceless.
Agreed, but shouldn't the screen be Blue?
Posted: Tue Jul 06, 2010 11:27 pm
by JazHaz
JJP wrote:
I would love to see this kind of HUD for a wide-screen set-up (ie. a 16:10 lay-out).
Seconded. I think all the HUDs should have widescreen versions available.
Posted: Wed Jul 07, 2010 1:54 pm
by Cmdr Wyvern
JazHaz wrote:JJP wrote:
I would love to see this kind of HUD for a wide-screen set-up (ie. a 16:10 lay-out).
Seconded. I think all the HUDs should have widescreen versions available.
If you fellows want widescreen HUDs, then by all means modify one. It's not hard to do, once you get your head around plist structure.
Speaking of mods, I'm working on a mode-switching version of MilHUD. The script in this one isn't too hard to figure out.
Posted: Wed Jul 07, 2010 3:36 pm
by Corny
I already mentioned that earlier in the thread for the Werewolf - I like these HUDs a lot!
Posted: Thu Jul 08, 2010 8:17 am
by Killer Wolf
there appears to be a bug here
when i was playing last night, my Werewolf save showed the WW docked HUD, but as soon as i launched the generic HUDs took over. looks like the script in the standalone OXP is overriding the specific WW script
Posted: Thu Jul 08, 2010 11:24 am
by JazHaz
Killer Wolf wrote:there appears to be a bug here
when i was playing last night, my Werewolf save showed the WW docked HUD, but as soon as i launched the generic HUDs took over. looks like the script in the standalone OXP is overriding the specific WW script
Perhaps the script needs a check to see if the player ship is a Werewolf. If it is then the Generic HUD is not used? Would that work?
EDIT: Have added this OXP to the wiki,
here.
EDIT 2: I called the page "Killer's Wolf's Dynamic HUD" as I didn't think "Generic HUD" really didn't describe the HUD properly!