Author Topic: Antipodes 7 HUD Overhaul (Update 11/24/10 - r6775)  (Read 47729 times)

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Offline Kolgena

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Re: Antipodes 7 HUD overhaul (Update 10/24/10 - r6685)
Might be a widescreen thing? I've noticed the same problem, half the time the bracket in the target window won't even be on the ship (it looks like you're targeting empty space near it). I think it's been happening since before Ant7, but I'm not entirely sure about that.

Might be. I remember that there was a widescreen targeting box hack/fix a long long time ago, but I don't remember the details of what it did. Maybe the new HUD code is messing with that hack.

 

Offline Dragon

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Re: Antipodes 7 HUD overhaul (Update 10/24/10 - r6685)
The FSPort hudgauges.tbl does nothing but specify Hud Style: FS1. I've been asking ever since this HUD code was made public for someone with knowledge of it to make a FS1-style compatible HUD. This way we can put the code to immediate use by assigning FS1-style HUDs to the Hercules, Ulysses, Loki, Zeus, Medusa, and Ursa in the FS2 Media VPs.

I've taken a few cracks at it but there's a conflict with the TopArc and the Laser/Missile Warning Indicators that's stumped me. I would really like someone with access to the code itself to try it.
Check out HudGauges.tbl in the latest FSPort mediavps release.
There's a full HUD entry and it's borked.

 

Offline chief1983

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Re: Antipodes 7 HUD overhaul (Update 10/24/10 - r6685)
Yup, he's right, there's a full entry in the FSPort MediaVPs.  Looks like it's not a bug in the code then (probably).
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Offline Galemp

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Re: Antipodes 7 HUD overhaul (Update 10/24/10 - r6685)
Huh, I know I did that for a reason...
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

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Offline CommanderDJ

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Re: Antipodes 7 HUD overhaul (Update 10/24/10 - r6685)
Just wanted to mention that I'm also getting the stuttering issue with head ANIs. Just using the standard layout, so no idea what it could be. Other than that, everything works fine.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 
Re: Antipodes 7 HUD overhaul (Update 10/24/10 - r6685)
Why would I be able to use cockpits in 3.6.12 final but not in Antipodes 7?  I'm trying to use the GenericCP.pof cockpit and it works fine in other versions, just not this?  (though rscaper1070 swears it does work?)

Am I missing something?  Do cockpits need to be put elsewhere?  Also, Antipodes build doesn't use my older savegames?

 
Re: Antipodes 7 HUD overhaul (Update 10/24/10 - r6685)
Externe Cockpitpof works for me with this build.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Zacam

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Re: Antipodes 7 HUD Overhaul (Update 11/09/10 - r6720)
Update release for 6720 is now out, see first post.
Updated to Trunk 6715.
Fixes since 6685 Release: (not listing Trunk Sync's):
Code: [Select]
------------------------------------------------------------------------
r6691 | The_E | 2010-10-26 03:20:48 -0800 (Tue, 26 Oct 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/parse/sexp.cpp

Fix for Mantis 2331 (hud-set-message not working properly)

------------------------------------------------------------------------
r6696 | The_E | 2010-10-28 12:03:07 -0800 (Thu, 28 Oct 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/hud/hudmessage.cpp

Fixes issue with the head ani not being unloaded correctly

------------------------------------------------------------------------
r6716 | The_E | 2010-11-08 17:30:22 -0800 (Mon, 08 Nov 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/hud/hudmessage.cpp
   M /trunk/fs2_open/code/hud/hudtargetbox.cpp

Changes render permissions for the messages, head ani, and target view gauges.

------------------------------------------------------------------------
r6717 | The_E | 2010-11-08 20:05:18 -0800 (Mon, 08 Nov 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/hud/hudtarget.cpp

Fix issue with alternate weapon energy/ballistic ammo gauges not drawn correctly

------------------------------------------------------------------------
r6719 | The_E | 2010-11-09 01:48:26 -0800 (Tue, 09 Nov 2010) | 2 lines
Changed paths:
   M /trunk/fs2_open/code/sexp/sexp.cpp
   M /trunk/fs2_open/code/sexp/sexp.h

Adding the hud-set-directive sexp, to complete the set.

------------------------------------------------------------------------
r6720 | Zacam | 2010-11-09 04:38:17 -0800 (Tue, 09 Nov 2010) | 1 line
Changed paths:
   M /trunk/fs2_open/code/sexp/sexp.cpp

Hmm. There's a game-breaker, hopefully now fixed appropriately. (At least now it compiles)
------------------------------------------------------------------------


**EDIT: Updated to 6721, my 'fix' on commit 6720 wasn't actually a fix. Plus, the download links were wrong.
« Last Edit: November 09, 2010, 01:32:49 pm by Zacam »
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Re: Antipodes 7 HUD overhaul (Update 10/24/10 - r6685)
Just wanted to mention that I'm also getting the stuttering issue with head ANIs. Just using the standard layout, so no idea what it could be. Other than that, everything works fine.

Same here, stuttering with video playback in mission.

 

Offline The E

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Re: Antipodes 7 HUD overhaul (Update 10/24/10 - r6685)
Problems with the target information monitor, the system/turret targeting is off, screens to follow




Fixed.
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There must be changes, miss to feel strong
I really need lifе to touch me
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Offline Swifty

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Re: Antipodes 7 HUD Overhaul (Update 11/09/10 - r6721)
I rewrote the HUD messages gauge to be configurable. Code has been committed to SVN but no new build is available yet. The specification to configure HUD messages is as follows:

Code: [Select]
+Messages:
Position: (5, 5)
Font: 3
Slew: No
Max Lines: 3
Max Width: 1004
Line Height: 12
Total Lifetime: 14000 ; in milliseconds
Scroll Time: 30 ; in milliseconds
Step Size: 3 ; number of pixels a line moves up per Scroll Time

 

Offline swashmebuckle

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Re: Antipodes 7 HUD Overhaul (Update 11/09/10 - r6721)
Awesome!  So close to having everything we need for the SWC HUD to be finished :yes:

 

Offline chief1983

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Re: Antipodes 7 HUD Overhaul (Update 11/09/10 - r6721)
Will try to get you a Mac build soon swash :)
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Offline pecenipicek

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Re: Antipodes 7 HUD Overhaul (Update 11/09/10 - r6721)
Code: (1280x1024 HUD config) [Select]
#Gauge Config
$Base: (1280, 1024)
$Required Aspect: Full Screen ; Can be "Wide Screen" or "Full Screen" ATM
$Gauges:

;Messages
+Messages:
Position: (7, 5)
+Training Messages:
Position: (507, 238)
+Multiplayer Messages:
Position: (-69, 360)
+Talking Head:
Position: (7, 59)

;Comm Menu
+Squad Message:
Position: (1081, 5)

;Objectives
+Escort View:
Position: (1119, 507)
+Directives:
Position: (7, 400)
+Objective Notify:
Position: (564, 408)

;Reticle
+Afterburner Energy:
Position: (342, 537)
+Throttle:
Position: (410, 392)
+Center Reticle:
Position: (620, 501)
+Threat Indicator:
Position: (767, 392)
+Weapon Energy:
Position: (850, 537)
+Target Brackets: ; Target Brackets, Lock Indicator, Lead Indicator, and Offscreen Indicator don't need a "Position:" field.
+Lock Indicator:
+Lead Indicator:
+Offscreen Indicator:
+Hostile Triangle:
Position: (640, 512)
+Target Triangle:
Position: (640, 512)
+Missile Triangles:
Position: (640, 512)
+Orientation Tee:
Position: (640, 512)

;Target
+Target Monitor:
Position: (7, 836)
+Extra Target Data:
Position: (7, 796)
+Target Shields:
Position: (393, 916)
+Mini Target Shields:
Position: (625, 604)

;Player Status
+Damage:
Position: (568, 171)
+Player Shields:
Position: (777, 916)
+Kills:
Position: (1134, 872)

;ETS
+ETS Weapons:
Position: (1134, 897)
+ETS Shields:
Position: (1152, 897)
+ETS Engines:
Position: (1170, 897)

;Wingmen & Support
+Wingman Status:
Position: (1186, 259)
+Support:
Position: (587, 670)

;Radar & Targeting
+Radar:
Position: (537, 836)
;+Radar Orb:
; Position: (535, 836)
+Auto Target:
Position: (1214, 897)
+Auto Speed:
Position: (1214, 923)

;Weapons
+Countermeasures:
Position: (1134, 849)
+Weapons:
Position: (1134, 768)

;Warnings
+Text Warnings:
Position: (640, 397)
+Supernova:
Position: (239, 179)

;Mission Info
+Mission Time:
Position: (1223, 969)

;Multiplayer
+Voice Status:
Position: (7, 281)
+Ping:
Position: (1180, 5)
+Lag:
Position: (801, 665)

$End Gauges
#End


Made with Kolgena's excel calc, and fixed up the minor mistake of his in it with designating the position of the engine part of the ETS thingy. the position of it in the default layout should be 1330, not 916, since that puts it just next to the radar.
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Offline Kolgena

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Re: Antipodes 7 HUD Overhaul (Update 11/09/10 - r6721)
Oops. Updated my post for the 'fixed' calc. Thx for finding the error.

 

Offline pecenipicek

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Re: Antipodes 7 HUD Overhaul (Update 11/09/10 - r6721)
np :p


guess noone used it till now, otherwise they'd have complained about it already.
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Offline Sushi

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Re: Antipodes 7 HUD Overhaul (Update 11/09/10 - r6721)
Another bug:

When using "view from target (/ key on numpad), a bunch of the player HUD is rendered if you are facing the same direction as the target.

Used to be that only the crosshair showed up (which was silly enough) but now it's rendering a lot more (which is even sillier).

 

Offline chief1983

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Re: Antipodes 7 HUD Overhaul (Update 11/09/10 - r6721)
I think that's already been reported, at least in IRC.  Thought it was already addressed too, guess not.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Swifty

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Re: Antipodes 7 HUD Overhaul (Update 11/09/10 - r6721)
Another bug:

When using "view from target (/ key on numpad), a bunch of the player HUD is rendered if you are facing the same direction as the target.

Used to be that only the crosshair showed up (which was silly enough) but now it's rendering a lot more (which is even sillier).
Currently being fixed. I accidentally assigned VM_OTHER_SHIP to disabled_views for the inverse of hud gauges that normally displayed in view from target mode. So everything but the gauges that needed to display in that view are being displayed. :P

Yeah pretty stupid. Apologies.

 

Offline pecenipicek

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Re: Antipodes 7 HUD Overhaul (Update 11/09/10 - r6721)
ah, as a side note, with my 5:4 layout, killed by messages still dont display. (i assume its the infamous "Killed by <ship name>")

11/09/2010 build, BP2 mod.

all in all, not much of a problem for me honestly, as i just quickly click restart, and dont really care much about who i was killed by, since i usually see it.




god i hate slasher beams...
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.