Author Topic: HUD Overhaul Test Build  (Read 83552 times)

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Offline Galemp

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Re: HUD Overhaul Test Build
This isn't working properly for FSPort, that is, it's loading the FS2 arcs for the HUD. What should I change?

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Offline Swifty

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Re: HUD Overhaul Test Build
Replace

;$Reticle Style:

with

$Reticle Style: FS1

 

Offline Kolgena

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Re: HUD Overhaul Test Build
I'm quite excited for this fix, if only to address HUD stretching.

Will this new feature find its way into 3.6.12 RC Final, whenever that is going to get released?

 

Offline Fury

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Re: HUD Overhaul Test Build
Nope. This'll be likely in 3.7.0 along with new pilot file code and audio code.

 

Offline Dragon

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Re: HUD Overhaul Test Build
I wonder when 3.7.0 would be around.
New Pilot code may be something that could take long.

 

Offline chief1983

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Re: HUD Overhaul Test Build
Well it won't hit trunk immediately, if it looks like it was a lot of issues we'll hold off.  Lord knows we have enough stuff ready to test out already, plus we want to refactor the libraries setup.
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Offline Galemp

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Re: HUD Overhaul Test Build
Replace

;$Reticle Style:

with

$Reticle Style: FS1

This makes the HUD not show up at all.
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Offline Aardwolf

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Re: HUD Overhaul Test Build
This seems kind of odd to me... why create one set of component coordinates for each res, rather than using relative positions to specify where things go? That seems like it's really the way it ought to be done (IMHO).

 

Offline The E

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Re: HUD Overhaul Test Build
You do know that this isn't in trunk yet? It's not finished yet.
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Offline Swifty

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Re: HUD Overhaul Test Build
This seems kind of odd to me... why create one set of component coordinates for each res, rather than using relative positions to specify where things go? That seems like it's really the way it ought to be done (IMHO).
In order to use relative positions effectively, you need definitive dimensions for all gauges to be able to place them relative to their centers, top-left, bottom-left, top-right, or bottom-right corners relative to whatever anchors on-screen (the corners or center).

Since FSO doesn't have definitive width and height data for all gauges (Directives, escort, weapons, messaging, etc), I figured the more effective way would be to just to give people more control over the HUD scaling when deciding top-left position.

And really, this isn't odd. Along with relative positioning, a lot of games these days define interface data for three key resolutions (480p, 720p, 1080p) and interpolate for resolutions in between.
« Last Edit: June 19, 2010, 09:32:44 pm by Swifty »

 

Offline MetalDestroyer

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Re: HUD Overhaul Test Build
It needs some rotation & transformation features. :)

 

Offline Kolgena

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Re: HUD Overhaul Test Build
Isn't the interface rendered in a resolution independent of your game's resolution anyway?

If that's the case, then it makes sense for everything to be positioned absolutely according to 1600x900 or whatever. After all, I don't think you'd want shrinking/expanding HUD elements depending on what resolution you're using. I for one wouldn't care for extremely tiny gauges in higher resolutions.

  

Offline JIM

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Re: HUD Overhaul Test Build info
please where i put the file Hud_Gauges.tbl??? and what i do after?? please help  :confused: :confused:

 

Offline The E

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Re: HUD Overhaul Test Build
I'm sorry to say this, but if you don't know what to do with it, I would have to recommend you steer clear of this for now. This is an experimental build for an unfinished feature, and not, at this time, intended for heavy use.
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Offline chief1983

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Re: HUD Overhaul Test Build
Swifty, got a report from the field

Quote
[14:49]  <swashmebuckle> so the game appears to be using all the same low res gauges it was using before (damage, wingmen, weapons, energy1, objective, targetview, time etc.) even though there are high res 2_ versions present in SVN.  It's a lot more obvious now too without the stretching
[14:50]  <swashmebuckle> (I just confirmed all the ANIs in the debug log)



This has apparently been an issue with the old HUD code, and we hoped this might fix it.
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Offline The E

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Re: HUD Overhaul Test Build
Necessary for retail compatibility. Should be fixable once Swifty or someone else writes the necessary bits to parse in the hud_gauges.tbl options.
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Offline chief1983

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Re: HUD Overhaul Test Build
Doesn't retail have the high res data there?  Would it break retail somehow to just start using them?  Or have total conversions provided only the low res filenames?
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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 The E

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Re: HUD Overhaul Test Build
Yes, retail has the necessary artwork. No, it's not used (As in, the original HUD code doesn't load them, ever). Ask :V: why, but my personal guess is that they realized in testing that these hi-res art pieces are too big for 1024x768. Enabling their use is trivial, but as I said, requires more customization options in the new hud_gauges.tbl (which are trivial to add, btw).
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Offline chief1983

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Re: HUD Overhaul Test Build
K eagerly looking forward to that :)

Also, the arabesh text over the center HUD elements.  I'm not sure what that even is, but it's using your widescreen hud config table, any idea why that would end up there?
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

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 The E

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Re: HUD Overhaul Test Build
Judging by the position, that should be the primary energy bar? Without knowing the filenames, I can't tell you much more, sorry.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns