Author Topic: HUD Overhaul Test Build  (Read 45501 times)

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Offline chief1983

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Re: HUD Overhaul Test Build
Yeah apparently it's the one that wraps around that element normally.  Looks like that was an issue before this and I just hadn't noticed it either.  I started using our new HUD elements and the new HUD code at about the same time so I wasn't aware there were any of these existing issues.
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Offline Swifty

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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).
Yup. Plus, as I explained to chief over IRC, the unused hi-res artwork can't seem to decide what size font it's optimized for. The hi-res directives bitmaps assume the font used is 15 pixels height. The hi-res escort bitmaps assume a 19 pixel font height. Hi-res comm menu is supposed to be used with 17 pixel high fonts. I mean, make up your minds! :\

So, the unused hi-res HUD artwork need some work before they can be used. That's probably something for FSU to deal with for some hypothetical hi-res MediaVP HUD project.

This'll all come to fruition once I open up all sorts of definable options for each individual HUD gauge. However, you're still stuck with a 9 pixel tall font (font01.vf) unless you willing to experiment to find a bigger font that won't smedge up the menu interface. To truly have a hi-res HUD without the mentioned side-effects, I need to complete a feature that will allow the HUD to use a *.vf font file separate from the menu interface. Hopefully soon.

 

Offline Swifty

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Re: HUD Overhaul Test Build
I've been busy the past couple days. Committed a **** load of bug fixes and tweaks along with a massive addition of gauge configuration options to hud_gauges.tbl. For those looking to assign different bitmaps per flyable ship class or tweak the dimensions of your HUD graphics, this is the build you've been waiting for.

Check the updated original post of this thread for the download package. Inside are the new executables and a sample working table (Based off on The_E's standard layouts for both widescreen and fullscreen) with all the configurable fields commented out.

 

Offline Fury

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Re: HUD Overhaul Test Build
Looks great with -fov 0.45 :)


 

Offline Echelon9

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Re: HUD Overhaul Test Build
Compiles fine on Mac and looks great.

 

Offline BlackDove

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Re: HUD Overhaul Test Build
I found something strange with the HUD.

When you scan something, anything, the scanning lines go below the information box (using the tables TheE posted on the second page, and the old build, will try the new one now).

EDIT: Ah yes, fixed in the new build. Cheerio.
« Last Edit: August 15, 2010, 06:18:25 am by BlackDove »

 

Offline castor

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Re: HUD Overhaul Test Build
Nice! Now just waiting for someone to come up with a 'FSO hud design tool'.

 

Offline Tomo

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Re: HUD Overhaul Test Build
Nice! Now just waiting for someone to come up with a 'FSO hud design tool'.
That has to wait until this patch goes to Trunk, as Swifty is still adding, fixing and changing features.

Trying to build an editor for a moving target format is a sure-fire way to go crazy.

 

Offline Commander Zane

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Re: HUD Overhaul Test Build
Looks like the radar range doesn't show in those screens.
But nonetheless, damn would that make widescreen look so much better, stretching-be-gone.

 

Offline chief1983

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Re: HUD Overhaul Test Build
Zane, that's true.

Go go gadget radar range!

Hmm, still nothing.
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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 Galemp

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Re: HUD Overhaul Test Build
This is all very cool but it's still not working with FSPort. Turning on $Reticle Style: FS1 gives me no HUD at all, and replacing the HUD element filenames with their FS1 counterparts (such as replacing 2_leftarc with 2_leftarc_fs1) gives me a horrible mess.

Any chance you could whip up a sample configuration for us?
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Offline Swifty

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Re: HUD Overhaul Test Build
There's a bug when parsing the hud_gauge.tbl file which prevents the parser from parsing any of the configuration entries after reading $Reticle Style. It's been fixed and I uploaded a new build with that fixed. Check the first post for the usual link.

Keep in mind that the packaged hud_gauge.tbl assumes that the HUD bitmaps being used are the FS2 retail bitmaps and are positioned accordingly. So, even though the threat indicator will use the correct FS1 bitmaps and have the dumbfire and missile lock blinkers in the right place, they're going to be positioned in the same FS2 place right of the reticle. You're also going to have to un-comment the Weapon Linking gauge entry in the file and I'm not too sure if it's positioned correctly either.

Good luck incorporating this for FSPort. If you need help finding out the hardcoded values present in the code for the FS1 defaults, I can help doing that and adopt them for widescreen. That is, if The_E can't do it. :)

 

Offline Galemp

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Re: HUD Overhaul Test Build
That would be useful, thanks. :)
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline Fury

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Re: HUD Overhaul Test Build
Can we please have support to reverse message direction so that newest message is first and oldest message last. Thanks.

 

Offline chief1983

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Re: HUD Overhaul Test Build
If you miss a message, then you want people to have to read bottom to top?
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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 Fury

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Re: HUD Overhaul Test Build
Yes, because having newest message on top would reduce changes for the message to be missed in the first place. But that goes only for custom HUD (wip) layouts like this one.

« Last Edit: August 20, 2010, 11:15:08 am by Fury »

 

Offline chief1983

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Re: HUD Overhaul Test Build
I don't care how close to the center of the screen it is, I'm not going to read it if I'm trying to shoot something.  Battle dialog simply has to take a back seat to the action if it's not VA'd.  I may pause it, but I'll still want to read top to bottom then.
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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 Fury

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Re: HUD Overhaul Test Build
That is your choice to do so. I still want option to have it reversed.

 

Offline swashmebuckle

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Re: HUD Overhaul Test Build
Really enjoying working on custom HUDs with this stuff--awesome work.  I'd like to use the high res target viewer (2_targetviewx), but the game persists in using the standard res anis.  I remember hearing something about the appropriate text sizes being unavailable for some of these elements, but would it be possible to just continue using the smaller text?  I only ask because it seems that all the information for working out the proper text offsets is present, it's just the Monitor Filename and Integrity Bar Filename lines themselves that appear to be locked out...Might be completely wrong here, apologies if so.

 

Offline Swifty

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Re: HUD Overhaul Test Build
Yeah, that's definitely a bug. Got a similar report from Ace as well. Thanks for reporting it.