FreeSpace Releases > Scripting Releases
Custom Wingmen HUD Gauge [features now in FSO]
wookieejedi:
Here's a few points about the logistics and reasoning of why I did things this way:
The typical practice of script conditions is to release one file that can be configured by the user. This is seen in all other large script releases (see Axem's scripts, and even the command line for FSO itself). Generally the default settings are good for many users, but if a user does want to change a setting they can edit a line in a text file, which is good practice and helps many folks get more comfortable with the idea of possibly trying out modding themselves. (Speaking from personal experience and things I've seen with many other folks). The user options within this script are setup similarly to editing a table file or the command line, so the idea was following the practice setup by this community :) If someone who wants to change a lighting setting in the command line is comfortable reading about that setting on the wiki and changing the value, the goal was to make it about the same experience as reading what the script settings do and changing that in the user options section of the file.
Having multiple iterations of the same release with one setting that is slightly different can lead to confusion, and it's much more difficult to keep things efficiently updated on the release logistics side of things. If each slight iteration had to be its own file, then that leads to many permutations of files (such as a grey scale that is 4k, grey scale that is 1080p, large text that is gray scale, large text that is 4k, etc). As an aside, I'm a teaching by nature and training, so I'd rather take the time to show someone how to change something then just give them a different file each time they want one setting changed :)
I'll also note that this script already scales by resolution. If the resolution is <1024, the script changes size and uses the smaller default text. If resolution is > 1024 but less then 3200 then it uses the default medium size text, and if resolution is higher, it uses the largest default text.
Regarding the landscape orientation to match the retail gauge style: the only two configurations I have coded in are the vertical and horizontal ones shown in the screenshot on the first page of the forum. These configurations allow for longer names to be displayed, whereas the landscape default of FS does not easily allow for that (hence why I went with those two options).
The accessibility option is something that I have thought about as well, and I definitely support the overall goal of making FSO more accessible!
Right now, the gauge can be set to use larger text and sizes in the options.
A grey scale version can also be used, and it was suggested to be during development of the script :) To use the grey scale version all the user has to do is find the line
'CustomWingGauge.isgrayscaled = false'
and change it to
'CustomWingGauge.isgrayscaled = true'
The tricky part about making this single gauge much larger at the 1080 resolution is that the rest of the gauges will still be the same size, and this will look strange and have a higher probability of overlapping. The larger goal would be to have a HUD that scales all the gauges up if someone wanted the HUD to be larger, but that is alas far beyond the goals of this script.
Perhaps that was more exposition then you might have been looking for :lol: I hope it helps explain my reasoning for things, and I very much appreciate your support and enthusiasm for the script! If you'd like I could make the default of the gauge to use the horizontal configuration, so it does not overlap any other lower gauges.
Mobius:
--- Quote from: wookieejedi on January 23, 2021, 03:05:12 pm ---
--- Quote from: Mobius on January 23, 2021, 11:26:53 am ---Any way to trigger this on a per-mission basis, or depending on the combat spacecraft chosen by the player? I'd like to use this script but in specific circumstances, and I have no idea how to set it up that way. I'm looking for a dedicated SEXP, or the possibility to edit the script and get it to work if the mission filename matches any entry in a set of strings.
--- End quote ---
Definitely possible to add any of those options. For your specific situations I can just show you how to do that over PM in Discord if that works?
--- End quote ---
We're addressing the topic in SerRes right now. At this point I think there's a tangible chance for this script to become a standard setting for all SR campaigns, even though it derails a little bit from the main FS1 interface. It's a derailment the kind of which we like. :pimp:
I'll definitely let you know. :)
Iain Baker:
--- Quote from: wookieejedi on January 24, 2021, 11:09:08 am ---
Perhaps that was more exposition then you might have been looking for :lol: I hope it helps explain my reasoning for things, and I very much appreciate your support and enthusiasm for the script! If you'd like I could make the default of the gauge to use the horizontal configuration, so it does not overlap any other lower gauges.
--- End quote ---
Changing the default to either be horizontal, or simply moving the grid further up the screen so that its bottom doesn't overlap the top of the escort list would be very much appreciated. This would solve the problem for most campaigns, and would better use the 'screen real-estate' in the top right corner, which looks kinda odd being blank.
https://docs.google.com/document/d/1WucEZ2J8IXsiq3BRWVCq_CQdaaoY8rLlUu7W1xzTOwU/edit?usp=sharing
Campaigns that use custom HUD elements might run into some problems, but that would be up to the Mod dev themselves to sort. So long as new players are spared from having a heart attack due to being faced with the scary-wall-of-text-and-jargon I'm happy (speaking with my New Player Experience hat on :pimp:)
wookieejedi:
--- Quote from: Mobius on January 24, 2021, 12:35:09 pm ---
--- Quote from: wookieejedi on January 23, 2021, 03:05:12 pm ---
--- Quote from: Mobius on January 23, 2021, 11:26:53 am ---Any way to trigger this on a per-mission basis, or depending on the combat spacecraft chosen by the player? I'd like to use this script but in specific circumstances, and I have no idea how to set it up that way. I'm looking for a dedicated SEXP, or the possibility to edit the script and get it to work if the mission filename matches any entry in a set of strings.
--- End quote ---
Definitely possible to add any of those options. For your specific situations I can just show you how to do that over PM in Discord if that works?
--- End quote ---
We're addressing the topic in SerRes right now. At this point I think there's a tangible chance for this script to become a standard setting for all SR campaigns, even though it derails a little bit from the main FS1 interface. It's a derailment the kind of which we like. :pimp:
I'll definitely let you know. :)
--- End quote ---
Sounds great!
--- Quote from: Iain Baker on January 24, 2021, 12:54:00 pm ---
--- Quote from: wookieejedi on January 24, 2021, 11:09:08 am ---
Perhaps that was more exposition then you might have been looking for :lol: I hope it helps explain my reasoning for things, and I very much appreciate your support and enthusiasm for the script! If you'd like I could make the default of the gauge to use the horizontal configuration, so it does not overlap any other lower gauges.
--- End quote ---
Changing the default to either be horizontal, or simply moving the grid further up the screen so that its bottom doesn't overlap the top of the escort list would be very much appreciated. This would solve the problem for most campaigns, and would better use the 'screen real-estate' in the top right corner, which looks kinda odd being blank.
https://docs.google.com/document/d/1WucEZ2J8IXsiq3BRWVCq_CQdaaoY8rLlUu7W1xzTOwU/edit?usp=sharing
Campaigns that use custom HUD elements might run into some problems, but that would be up to the Mod dev themselves to sort. So long as new players are spared from having a heart attack due to being faced with the scary-wall-of-text-and-jargon I'm happy (speaking with my New Player Experience hat on :pimp:)
--- End quote ---
Updated the file to use the horizontal configuration by default. The upper right corner of the screen should remain open because that's where the comms menu pops up at :)
Iain Baker:
Updated the file to use the horizontal configuration by default. The upper right corner of the screen should remain open because that's where the comms menu pops up at :)
Awesome, thank you so much :-)
If I was being extra picky, :p I would ask if the default position could move over to the right a little, so that its right edge lines up (more or less) with the right edge of the escort list box? It looks a little out of place in its current position. (Image from BP AoA)
https://drive.google.com/file/d/1-fHbjoDq-XE4SxT42byo8NLn6Qh7_tY2/view?usp=drivesdk
Would this be effected if the other HUD elements are different sizes? I ask as I notice the size of HUD elements tends to vary between campaigns. Compare the previous image to this one: (Image from The Aeos Affair)
https://drive.google.com/file/d/1fXTvsCoK-gXkplFxltIJ__uXqYARpog8/view?usp=drivesdk
Superb work BTW, this needs to become FSO standard :cool:
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version