Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Sphynx on January 13, 2006, 06:21:37 pm

Title: HUD
Post by: Sphynx on January 13, 2006, 06:21:37 pm
I am sorry to post this, because I am sure other people have talked about it.

With the search function not working, and my inability to find answers by browsing, I have no other choice.

I'm running the latest build, and I have a problem.

 When I run the game on anything but 640x480, some elements of the HUD dissapear off screen. The HUD looks normal and it looks like everything should fit, but there are blank spaces where my own shield monitoring readout should be, as well as the shield monitoring outline for my targers. Also, the little oval display with the target hull strenght in the middle migrates down to the bottom of the screen so that only a portion of it is in view.

The HUD shows up fine in higher resolutions when I run the Babylon Project. I double checked to make sure that everything on my HUD is turned on, and as soon as I switch back to 640x480 everything is where it should be.

Any suggestions.

I'm running a P4 with an N-vidia GeForce 4 and 400 some odd MB of RAM.

If these are not already know issues, I will post them to Mantis once I get a response.
Title: Re: HUD
Post by: StratComm on January 13, 2006, 06:34:29 pm
There are two things I can think of that may cause this, but I don't know how relevant they are to your particular situation.  I know the targeting reticle has been known to slide around when your ship has an eyepoint that is far away from the centerline of the craft.  That doesn't sound like the problem here; however, as other things are missing and because (I think) it's happening with retail FS2 campaigns and media.  The other possibility is that the game is trying to use low-res HUD art instead of the normal high-res art that would be used at 1024x768+ if you somehow don't have it available (missing sparky_fs2_high.vp usually) and while it looks like it should fit it actually doesn't work as you expect it to.  That said, not knowing what build this happens in particularly, as well as not being 100% clear as to exactly what is happening with everything, makes this just a little hard to diagnose.  If it's not either of those problems, could you please post a screenshot as well?
Title: Re: HUD
Post by: WMCoolmon on January 13, 2006, 07:27:13 pm
Do you have a hud_gauges.tbl somewherein your directory structure?
Title: Re: HUD
Post by: Sphynx on January 13, 2006, 07:55:45 pm
Hmm. I don't see a hud_gauges table, nor do I see sparky_Fs2_high_vp. To me, that sounds like a pretty likely cause. Do you have any idea where I can get those?

Oh, and thank you for the response.
Title: Re: HUD
Post by: WMCoolmon on January 13, 2006, 07:58:53 pm
If you have hud_gauges.tbl then it could be that it was setting things badly. But I don't remember seeing any problems like what you're descripting, and usually I run FS2 in 640x480 or 1280x1024 (which uses 1024x768 hud positions).
Title: Re: HUD
Post by: Sphynx on January 13, 2006, 08:25:26 pm
I'm trying to post a screenshot and, computer illiterate that I am, cannot seem to make it work. Can you give me a hint how to do it?
Title: Re: HUD
Post by: StratComm on January 13, 2006, 10:13:50 pm
You'd have to upload it somewhere to post it here; HLP doesn't let most of us use attachments.

And the VP is actually sparky_hi_fs2.vp, not the other way around, so make sure that's not in your Freespace2 directory.  If it's not, you'll have to get it somewhere else, so PM me if you need it.