Author Topic: [Proof of concept] HUD object icons - improved visibility/awareness  (Read 1682 times)

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Offline Mito [PL]

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[Proof of concept] HUD object icons - improved visibility/awareness
[Cleared up for topic readability]
« Last Edit: February 05, 2021, 12:41:36 pm by MitoPL »
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Offline Lafiel

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
Based on an idea by Mito and with the help of Svedalrain's new set of great radar icons, here is a script that displays ship-class specific radar-icons on top of ships in 3D-space. Especially in cluttered missions, this can drastically increase pilot awareness. See screenshots (by Mito) below:
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The script is designed to both work as an addition to already existing mods (pre-configured for the MVPS ships), as well as a module for custom mods, where a bit more flexibility can be achieved with SEXPs.
For more detailed configuration details, see the script's GitHub repository.

Link to the repository. Link to a simple zip file with the script.
Installation: unpack the zip, toss the "data" folder into your MediaVPs directory, done. If you run on at least 21.0, I suggest enabling the respective flag in the config, even if you are just bolting it onto an existing mod.

How does it work: the script generates IFF colored icons of ships displayed over the ships themselves. The icons fade roughly within the targeting reticle and if the object is within a certain distance from the player.
If you want to change the fading distances, you can tweak the values in data/config/radaricon.cfg - the values are under "Alpha": category. Near and Far decide over fading based on distance from the player, ReticleNear and ReticleFar decide over fading based on the icon position relative to the center of the screen.

Edited to function as introduction post.
« Last Edit: February 08, 2021, 02:56:19 am by Lafiel »

 

Offline Mito [PL]

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
One more thing, while it's been only really tested with MediaVPs 4.3.3 only, we think that this will not cause issues with most other mods - new assets that have no radar icon assigned should just be ignored for icon display. My quick test with one of the missions from Blue Planet: War in Heaven supports that claim:

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Offline Svedal

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
I'm so happy the icons are being helpful, I couldn't think of a better way! So excited to get home and play

 

Offline Lafiel

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
As a quick Update:
Current Zip Version fixes the crash with asteroids (campaigns should be fully playable), and current GitHub Version scales the icons in regards to screen size (and, if configured, ship type)

 

Offline Iain Baker

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
These are fantastic! Anything that helps with situational awareness gets a thumbs up from me. In fact, have three  :yes: :yes: :yes:
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Offline 0rph3u5

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
Neat stuff - I think it would make a cool tool for nebula missions, esspecially so you can dump the visibility to almost zero and/or make protection of your AWACs actually a meaningful thing (if there are triggers to turn it on and off during a mission that is)
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Offline Lafiel

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
Neat stuff - I think it would make a cool tool for nebula missions, esspecially so you can dump the visibility to almost zero and/or make protection of your AWACs actually a meaningful thing (if there are triggers to turn it on and off during a mission that is)

If you use it in mod-mode, you can (and actually have to) use sexp's to trigger the icons on and off. And that also allows you to specify which teams you have icons for. For example, all teams when your AWACS ship is still a thing, and Friendly only once it's down

 

Offline Galemp

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
I didn't like it at first. But then...

Neat stuff - I think it would make a cool tool for nebula missions, esspecially so you can dump the visibility to almost zero and/or make protection of your AWACs actually a meaningful thing (if there are triggers to turn it on and off during a mission that is)

I second this - it's an amazing feature to use with AWACS, both in and out of nebula!
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Offline Dilmah G

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
I was somewhat sceptical at first too, but using this in a massive furball with dogfights happening all around you is a total game-changer. It's impossible to capture with screenshots just how useful it becomes in large-scale missions where you're trying to keep track of multiple ships, and instead of having to decipher the radar or scroll through an escort list, all I have to do is look over and I can see whether a ship is under attack! I'm a massive fan.

 

Offline Lafiel

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
Alright, the script is done and (hopefully) bug-free.
Icons are also updated.
Currently, the newest version is on the github, and the zip in this thread will probably also soon be up to date.

 

Offline Mito [PL]

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
First post updated. I'll try to play around with the script a bit and get some better screenshots of the new version.
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Offline mjn.mixael

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
I've been thinking about this a lot and I was thinking I'd love to use something like that that displays icons over an arbitrary list of objects (modder defined). In my case, I'm thinking just bombs (a weapon object) and minds (a ship object).
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Offline EatThePath

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
The configuration options for this should allow that use case no problem.

For the skeptics, or just those hungry for visuals, I recorded a run of Warmachine's version of Forced Entry with the icons, including some on missiles but I think I screwed up the definitions for the shivan bombs somehow and only just noticed it. In any case it's a moderately busy mission with things happening at fairly long range at points, so I think it shows off the script decently well.
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Offline mjn.mixael

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
Finally a video preview.

Yeah, this is pretty rad.
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Offline Mobius

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
This is a great addition to HUDs. I do wonder however if it's activated by default all the time once the script is installed or, perhaps, it *may* be possible to trigger its activation under certain circumstances. One such circumstance I'm thinking of (and I actually need) is flying a spacecraft whose HUD is compatible with this enhancement, while other spacecraft would not result into the script being used. Any way to do it?
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Offline EatThePath

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
One of the configuration options sets if it's on by default or not. If it's not, you can activate it via a SEXP.
Name your damn turrets and sounds! Numbers alone aren't helpful!
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Offline Mobius

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Re: [Proof of concept] HUD object icons - improved visibility/awareness
Excellent, that's what I need!  :yes:
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