Xenon HUD

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gsagostinho
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Re: Xenon HUD

Post by gsagostinho » Wed Jul 29, 2015 10:19 am

Thanks for the update, I am already using the new version and it's great. I particularly like the docking crosshair.

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Re: Xenon HUD

Post by gsagostinho » Wed Jul 29, 2015 12:22 pm

I think I found a bug with the new docking crosshair: I had docking clearance for a station and so the crosshair changed, but then my docking clearance was revoked since there was a sudden red alert in the area, and then I stayed with both crosshairs superimposing each other until I finally managed to receive another docking clearance.

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Re: Xenon HUD

Post by phkb » Wed Jul 29, 2015 9:53 pm

Thanks for the bug report. New version on the way.

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Re: Xenon HUD

Post by gsagostinho » Wed Jul 29, 2015 9:54 pm

Thanks for the fast fix!

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Re: Xenon HUD

Post by phkb » Wed Jul 29, 2015 10:14 pm

Well, it's not quite released yet. I've fixed the bug, but I haven't tested it yet! Hopefully I'll have a release up in the next hour or so.

Edit: And done. Version 1.2.1 should fix this issue. Available from the download manager.

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Re: Xenon HUD

Post by pagroove » Tue Aug 04, 2015 4:47 pm

My compliments for this HUD. I use it in combination with your excellent UI now. Fantstic. Could a version with Blue MFD's and light blue or white text be made?

Or even a MFD color configurator? (Of course I am asking too much :mrgreen: ) :).
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Re: Xenon HUD

Post by gsagostinho » Tue Aug 04, 2015 5:27 pm

Edit: And done. Version 1.2.1 should fix this issue. Available from the download manager.
Thanks a lot! I will check it today :)

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Re: Xenon HUD

Post by phkb » Wed Aug 05, 2015 2:14 am

pagroove wrote:Could a version with Blue MFD's and light blue or white text be made?
I originally had the MFD's in blue, but I found the screen was too blue when I did that, which is why I moved to grey/white. I'll have another look at using blue MFD's though and if I can work out a visually appealing version that doesn't make my eyes bleed I'll create a XenonHUD_Blue pack.
pagroove wrote:Or even a MFD color configurator? (Of course I am asking too much :mrgreen: ) :).
Yeah...I don't think you can set the colour of MFD's at runtime - they have to be set in the plist file.

A general question for any devs out there: is there an event that is triggered when the player disables their weapon system? Or do I need to use a frameCallback to constantly check the state?

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Re: Xenon HUD

Post by cim » Wed Aug 05, 2015 6:37 am

phkb wrote:Or do I need to use a frameCallback to constantly check the state?
Yes

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Re: Xenon HUD

Post by Norby » Wed Aug 05, 2015 12:36 pm

phkb wrote:do I need to use a frameCallback to constantly check the state?
In [wiki]Laser Cooler[/wiki] I use a 0.25s timer for this check to save some CPU. This cause if I press the button twice too fast to turn on my laser again asap then the cooler will not attach, but I decided to keep this and I put a note into the wiki about this, which give a feeling as a mechanics need a small time to attach the cooler. I found that I learned soon to slow myself a bit in the double press and since then I have no more problem with this.

So I think a timer is enough in most cases.

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Re: Xenon HUD

Post by cim » Mon Aug 10, 2015 8:24 pm

phkb wrote:I had thought that "viewscreen_only" would be sufficient for this, but it obviously doesn't work on the pause screen. Fix on the way.
Sorry about this - viewscreen_only works fine when paused ... but it's incorrectly read as an integer, not as a boolean, from the hud. If you do viewscreen_only = 1; rather than viewscreen_only = true; it will work in 1.82 and in tonight's fixed build, and mean you don't have to hide them while paused on the viewscreens.

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Re: Xenon HUD

Post by phkb » Mon Aug 10, 2015 10:42 pm

cim wrote:viewscreen_only works fine when paused ... but it's incorrectly read as an integer, not as a boolean
Ah! I should've thought of that. Thanks, cim.

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Re: Xenon HUD

Post by phkb » Wed Aug 12, 2015 2:52 am

Version 1.3.0 is out now! Available from download manager or from selected regional outlets.
In this version:
  • Crosshairs change when weapon systems are disabled.
  • Better pause-screen handling with "viewscreen_only = 1" on all HUD applicable elements.
  • Moved docking speed bar away from crosshairs.
  • Added guidelines to docking HUD to aid with docking.
  • Fixed Javascript error if player doesn't dock before time expires.

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Re: Xenon HUD

Post by diagoras » Fri Oct 30, 2015 10:22 am

Best HUD out there! Noticed a bug though - after witchjumps or "Press Space" crosshair stops changing when you enable/disable laser with "_".

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Re: Xenon HUD

Post by phkb » Fri Oct 30, 2015 12:13 pm

Thanks! For the encouragement and the bug report! Both very welcome.

Edit: And fixed. Version 1.3.2 available via the download manager.

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