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 Post subject: Fighter HUD MK II
PostPosted: Fri Dec 12, 2014 4:44 pm 
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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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 Post subject: Re: Fighter HUDs
PostPosted: Fri Dec 12, 2014 10:02 pm 
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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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 Post subject: Re: Fighter HUD MK II
PostPosted: Sun Jan 25, 2015 6:08 pm 
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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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 Post subject: Re: Fighter HUD MK II
PostPosted: Tue Jan 27, 2015 5:38 pm 
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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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 Post subject: Re: Fighter HUD MK II
PostPosted: Mon Sep 07, 2015 12:23 pm 
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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?

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 Post subject: Re: Fighter HUD MK II
PostPosted: Mon Sep 07, 2015 12:35 pm 
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Quote:
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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 Post subject: Re: Fighter HUD MK II
PostPosted: Mon Sep 07, 2015 12:48 pm 
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Quote:
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.

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 Post subject: Re: Fighter HUD MK II
PostPosted: Mon Sep 07, 2015 2:04 pm 
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Quite Grand Sub-Admiral
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Quote:
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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 Post subject: Re: Fighter HUD MK II
PostPosted: Mon Sep 07, 2015 2:08 pm 
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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.

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 Post subject: Re: Fighter HUD MK II
PostPosted: Sat Nov 28, 2015 8:25 am 
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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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 Post subject: Re: Fighter HUD MK I
PostPosted: Sun Jul 08, 2018 9:47 am 
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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

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 Post subject: Re: Fighter HUD MK II
PostPosted: Sun Jul 08, 2018 10:02 pm 
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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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 Post subject: Re: Fighter HUD MK II
PostPosted: Sun Jul 08, 2018 10:07 pm 
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<nods> That, the ship's clock, and another display, yes.

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 Post subject: Re: Fighter HUD Mk I
PostPosted: Mon Jul 09, 2018 8:50 am 
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And done - thanks to phkb for that.

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