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General FreeSpace => FreeSpace Discussion => Topic started by: Mito [PL] on December 19, 2020, 02:40:26 pm

Title: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: Mito [PL] on December 19, 2020, 02:40:26 pm
[Cleared up for topic readability]
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: Lafiel on December 19, 2020, 02:43:47 pm
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:
Hidden Text: Show
(https://cdn.discordapp.com/attachments/223511363807346691/789941430838755328/screen0046.png)

(https://cdn.discordapp.com/attachments/223511363807346691/789948361993486397/screen0047.png)

(https://cdn.discordapp.com/attachments/223511363807346691/789948401579720724/screen0054.png)

(https://cdn.discordapp.com/attachments/223511363807346691/789948404885225482/screen0053.png)

(https://cdn.discordapp.com/attachments/223511363807346691/789948450811936778/screen0056.png)

(https://cdn.discordapp.com/attachments/223511363807346691/789948457912631306/screen0057.png)

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. (https://github.com/BMagnu/FSO_Scripts) Link to a simple zip file with the script. (https://cdn.discordapp.com/attachments/808259580399714345/808259689967910942/radaricon.zip)
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.
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: Mito [PL] on December 19, 2020, 02:54:47 pm
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:

Hidden Text: Show
(https://cdn.discordapp.com/attachments/223511363807346691/789958704988553227/screen0059.png)
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: Svedal on December 19, 2020, 03:24:54 pm
I'm so happy the icons are being helpful, I couldn't think of a better way! So excited to get home and play
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: Lafiel on December 19, 2020, 03:46:58 pm
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)
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: Iain Baker on December 21, 2020, 10:40:03 am
These are fantastic! Anything that helps with situational awareness gets a thumbs up from me. In fact, have three  :yes: :yes: :yes:
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: 0rph3u5 on December 21, 2020, 02:30:33 pm
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)
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: Lafiel on December 21, 2020, 04:26:19 pm
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
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: Galemp on December 24, 2020, 11:10:24 am
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!
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: Dilmah G on December 24, 2020, 07:32:28 pm
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.
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: Lafiel on December 28, 2020, 01:28:28 am
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.
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: Mito [PL] on December 28, 2020, 12:55:55 pm
First post updated. I'll try to play around with the script a bit and get some better screenshots of the new version.
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: mjn.mixael on December 29, 2020, 03:23:10 pm
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).
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: EatThePath on December 29, 2020, 04:02:56 pm
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.
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: mjn.mixael on December 29, 2020, 04:13:53 pm
Finally a video preview.

Yeah, this is pretty rad.
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: Mobius on December 29, 2020, 05:01:45 pm
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?
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: EatThePath on December 29, 2020, 05:10:52 pm
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.
Title: Re: [Proof of concept] HUD object icons - improved visibility/awareness
Post by: Mobius on December 29, 2020, 05:11:51 pm
Excellent, that's what I need!  :yes: