Xenon UI OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

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Norby
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Re: Xenon UI OXP

Post by Norby » Sat Jun 06, 2015 2:20 pm

The hand for 16:10 is belong to my son. :)
My current desire is an UHD TV (16:9) what I plan to use as desktop monitor probably in the not so far future. Unfortunately there are no 16:10 UHD panels (3840x2400) in production. I see the manufacturers finished with 16:10 ratio and force 16:9 in the future.

I don't think a redux version is needed. In 4:3 there is no problem and worth a few extra seconds to download "deluxe" instead. In 16:10 you can use something around width=800 next to height=480 to shrink horizontally. Beter than maintain parallel releases imho.

Try http://optipng.sourceforge.net/, this made even smaller images from your pngs at me using the -o7 parameter.

You should make a xenon_standard_f5-1.png also.

I would like to request the following in the case of GUI_SCREEN_REPORT for my almost ready HD Backgrounds OXP:

Code: Select all

if( worldScripts.hdbg ) return;

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Tichy
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Re: Xenon UI OXP

Post by Tichy » Sat Jun 06, 2015 4:33 pm

phkb wrote:Until I make a 16:10 specific version, go with the redux.
The redux version is quite nice. I also like your music more than the original theme, which is (IMHO) too loud. :)

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Re: Xenon UI OXP

Post by phkb » Sat Jun 06, 2015 10:54 pm

Wildeblood wrote:Bogus code:
Thanks for that. Old habits die hard!
Wildeblood wrote:Could you explain what this is for?
For some reason (which I don't fully understand), if I try to use "setBackground" for any mission screen with a short range or long range chart on it, the background will appear but the chart will be invisible. So, I'm setting those screens via the plist file (the "short_range_chart_mission" and "long_range_chart_mission" items in the plist file).

Each of those mission screen ID's in the code has a chart on it - therefore I need to skip the "setBackground" and allow the plist file to allocate the background. Does that make sense?
Norby wrote:Try http://optipng.sourceforge.net/, this made even smaller images from your pngs at me using the -o7 parameter.
Thanks for that. I'll use that on the next release.
Norby wrote:You should make a xenon_standard_f5-1.png also.
Ah, my bad. It IS there, but it has a capital F in the filename. OK for Windows, bad for everything else. Fixed for next version, but you can fix it yourself in the meantime.

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Re: Xenon UI OXP

Post by phkb » Sun Jun 07, 2015 7:35 am

I've just uploaded version 1.1.0 on both OXP's, but note: I've split the resources into their own oxz, to make it easier to update the config quickly. So there's two downloads required for each OXP now:

For the 16:9 version: Part 1 for the config, Part 2 (36mb) for the resources.
For the Redux version: Part 1 for the config, Part 2 (11mb) for the resources.

Norby, I'm still considering the 16:10 option. Tell your son I'm working on it!

All things going well, I'll try adding this to the download manager tomorrow.

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Re: Xenon UI OXP

Post by Redspear » Sun Jun 07, 2015 9:00 am

Looks very promising phkb, I look foward to trying it out :)
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Re: Xenon UI OXP

Post by phkb » Sun Jun 07, 2015 11:37 am

Version 1.1.1 is up which fixes a small issue with a missing ".". Splitting the config from the resources just paid off! Very small download now.

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Re: Xenon UI OXP

Post by phkb » Mon Jun 08, 2015 5:54 am

I've now added the expansion pack to the download manager, and created a Wiki page.

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Re: Xenon UI OXP

Post by Zireael » Tue Jun 09, 2015 2:45 pm

I like the fact that it changes for red alert!

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Re: Xenon UI OXP

Post by phkb » Tue Jun 09, 2015 3:06 pm

OK, there are now two resource pack options for Xenon UI: Pack A for 16:9 screens, and Pack B for 16:10 screens. All available via the Wiki page or through the download manager. You will have to manually download the right pack for your system, though.

Norby, I hope your son likes it!

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Re: Xenon UI OXP

Post by Tichy » Tue Jun 09, 2015 4:43 pm

phkb wrote:OK, there are now two resource pack options for Xenon UI: Pack A for 16:9 screens, and Pack B for 16:10 screens. All available via the Wiki page or through the download manager. You will have to manually download the right pack for your system, though.

Norby, I hope your son likes it!
Nice. Thank you! :)
Could you add dependecies to the packages? I think it would be better that Xenon UI is marked as a dependency for Pack A and B. :)

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Re: Xenon UI OXP

Post by Norby » Tue Jun 09, 2015 6:36 pm

phkb wrote:Norby, I hope your son likes it!
Yes, he said when tried: so good! :)

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Re: Xenon UI OXP

Post by Tichy » Tue Jun 16, 2015 5:54 pm

Hi! I'm using Pack B and I found some little misalignments with the text enclosed in "Functional Menu" and "Sub-Commands" boxes.

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In this image you can see that when switching between F3 Ship Sutfitting and Ships for Sale, the highlighed text moves up and down, and so does the text in Sub-Commands.

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Similar things happens in F5 Cmdr Profile and Manifest, with one text moving up-down and the one in Sub-Commands moving diagonally.

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Galactic Chart between long and shot range.

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Planetary Data moves up when selected.

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Re: Xenon UI OXP

Post by phkb » Tue Jun 16, 2015 10:25 pm

Thanks, Tichy. I'll update the images soon.

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Re: Xenon UI OXP

Post by phkb » Fri Jun 19, 2015 6:41 am

Version 1.1.4 of the Xenon UI has just been released, with updated images resources as well.
In this version:
  • Adjusted the main title colour to match with the background.
  • Adjusted graphical elements to line up better between screens, as noted by Tichy.
  • Fixed issue with Trumbles and Nova missions not showing proper background image.
  • Changed license of code section to CC-BY-NC-SA 3.0 due to inclusion of trumbles and nova mission code.

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Re: Xenon UI OXP

Post by Tichy » Fri Jun 19, 2015 7:06 am

Thanks! Very good work! :)

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