(aside from the radar and center reticle stuff).
scaleup-sct.tbmUh... did you mean to name that scaleup-hdg.tbm?
Could you try putting the attached table in something like mediavps_2014/data/tables/ (make the folders if its not already made). I can't quite test it since I don't have a 4k setup, but this should force scaling if the screen resolution is above 1920x1080 (I mean that's all the table is, a single line that says that :p). Let me know if it works and I'll add it to the packages.
3.7.2 is like 3 years out of date, why are you using it? Use 3.8 RC1 of you don't want to use a nightly.
$Force Scaling Above: is a 3.7.4 flag, so no wonder it doesn't work on 3.7.2.
Well there's that and AdmiralRalwood was looking at the Force Scaling Above code and due to the full moon being out of alignment with Aries, and it turns out that specific modular table wouldn't do anything anyway in this instance... But I added the line to all the other HUD packages (in a way it should work) so try that (with 3.7.4 or 3.8.0 RC) and see if its any better.
I can make that version where the text is lower, just above the radar. Gimme a day or so to get it together for you.
But the alternate firing reticle is something that you would need to mod in. I'm not 100% sure how it works, might need to do some research on how that works.
Okay so here's the BP-style hud mod. (https://sectorgame.com/fsfiles/repo/data/Axem/Mods/Ax2HUD_BP.rar) It's a little larger than the other ones because I wanted it to work seamlessly with BP as well. That's why the text for the gauge is Arial (just like BP).
And there's a leadsight mod. (https://sectorgame.com/fsfiles/repo/data/Axem/Mods/leadsight.rar) It doesn't remove the other recticle, due to the way that modular hud gauges are designed. Basically gauges all just stack up on each other, there's no easy way to remove a default gauge. Note, it seems to be stuck as a green gauge, I don't know why... Also I took Diaspora's graphic for the leadsight.
Shouldn't leadsight color be tied to target IFF just like the lead reticle?
Shouldn't leadsight color be tied to target IFF just like the lead reticle? As for "removing" gauges you can totally do it in tbms either by setting their coordinates way offscreen or using a completely transparent 1x1 .png image. The first "+lead indicator" table entry will overwrite the retail gauge so you can just set that up to use an empty png to disable it(because AFAIK you can't actually change its position).
These new versions also don't work for the FSPort, but I'm sure you already knew that. I hope you can make an FSPort version at some point.
Well here's the thing. I don't really want to keep making a bunch of configurations that are all slightly different. I'm fine with an FS1 style, and an FS2 style. BP, sure they have their own style that people might like (that's why the font changed so its 100% compatible with BP). But if I do FS1 but its like BP a bit, then its more to support. If you feel daring, feel free to take a look in the mod files yourself and see how they all fit together and see if you can get it working. You just need a VP editor and a text editor to make changes.
with how priority works in FSO that would almost always be the one in the secondary mod(usually MediaVPs).The 2014 MediaVPs don't define any HUD gauges.
Okay so here's the BP-style hud mod. (https://sectorgame.com/fsfiles/repo/data/Axem/Mods/Ax2HUD_BP.rar) It's a little larger than the other ones because I wanted it to work seamlessly with BP as well. That's why the text for the gauge is Arial (just like BP).
And there's a leadsight mod. (https://sectorgame.com/fsfiles/repo/data/Axem/Mods/leadsight.rar) It doesn't remove the other recticle, due to the way that modular hud gauges are designed. Basically gauges all just stack up on each other, there's no easy way to remove a default gauge. Note, it seems to be stuck as a green gauge, I don't know why... Also I took Diaspora's graphic for the leadsight.
I'm going to get back to you two sometime soon when I have a clear mind and it's not lagged due to terrible time changes.
I just want to mention too that FS HUD behavior is pretty tricky to work with, especially when attempting to override other HUDs. I hope I can come up with some solution for you.
As for "removing" gauges you can totally do it in tbms either by setting their coordinates way offscreen or using a completely transparent 1x1 .png image. The first "+lead indicator" table entry will overwrite the retail gauge so you can just set that up to use an empty png to disable it(because AFAIK you can't actually change its position).
So it looks like the FS1 style HUD doesn't scale for me anymore. The message script as well as both the FS2 and BP versions still work beautifully. Any idea what could be wrong?
This mod's practically essential for playing at 1440p and I'm finding it pretty difficult to play without it.
4k HUD and Text Fix for FreeSpace 2
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