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FreeSpace Releases => Asset Releases => Topic started by: Axem on December 13, 2015, 08:35:40 pm

Title: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: Axem on December 13, 2015, 08:35:40 pm
Hidden in the sparky_hi VP are a bunch of hud ani files that start with 2_. In the interface section, 2_ mean files that are meant for 1024x768 resolution. So its my guess that the 2_ hud files were meant for a 1024x768 hud, but Volition never actually used the files (aside from the radar and center reticle stuff).

I've been meaning to build up this hud again, but some things were still hard coded. With some of the recent additions to the hud gauge code, I now had all of the pieces to do it!

One year later edit: Here are some nicer pics to show it off! These pics have my amazing scripted message gauge!
(https://i.imgur.com/PTwrD2a.jpg)
(https://i.imgur.com/LnAflYh.jpg)
(https://i.imgur.com/CxndbAc.jpg)

Here's a link so you can try yourself.

(Shout out to TheDagger for his cool redone HUD art that I used!)

Update: June 3 2017:
HUD now scales up when used on resolutions above 1080p (so 4k users can rejoice)

FS2 style HUD:

You only need one, don't install both!
Install one of the two in your MediaVPs 2014 folder

2HUD.vp (https://sectorgame.com/fsfiles/repo/data/Axem/Mods/2HUD.rar)
A low maintenance handy vp version.

Ax2HUD.vp (https://sectorgame.com/fsfiles/repo/data/Axem/Mods/Ax2HUD.rar)
Includes my Message Script which makes message more readable.


FS1 style HUD:
Install in your FS Port Media VPs folder

Ax2HUD-FS1 (https://sectorgame.com/fsfiles/repo/data/Axem/Mods/Ax2HUD-FS1.rar)
Includes my Message Script which makes message more readable.

If you would like to add the files right into your mod check out these downloads that are the unpacked versions.
Ax2HUD (https://sectorgame.com/fsfiles/repo/data/Axem/Mods/Ax2_HUD_DEV.rar)
Ax2HUD-FS1 (https://sectorgame.com/fsfiles/repo/data/Axem/Mods/Ax2_HUD_FS1_DEV.rar)

Hidden Text: Tips and tricks for configuring • Show
axmessage.cfg is a JSON file. Use something like this (https://jsoneditoronline.org/) to edit it!

TitleFont and TextFont are font entries from font.tbl. They can be numbers or font names.
Image is the image to use where the scrolling text will be displayed. A copy of that image with a 2 at the end is needed for monochrome mode so it darkens the box a bit so its easier to read.
Speed is the time in seconds it takes to draw each character.
Length is the time in seconds the game will guess you need to read each character. If you feel text is vanishing too quick, increase this.
TitleColor and TextColor are the color the text will draw. Format is RGBA.
Position: Origin is the percent based origin of where everything gets drawn. Offset is the pixel offset from origin for the message gauge. Headani is... where it would move the head ani but we can't actually do that yet.

Backlog:
Enabled turns it on or off
Timeout is how long in seconds a message will be visible in the backlog
Font is the font to use
MaxSize is the max number of entries in the backlog
Origin and Offset are just like the message gauge above
Height is the height of the backlog. The origin and offset will define the top left of where it gets drawn, but backlog lines fill in backwards (from bottom up). So adjusting the height will also adjust where the text starts getting drawn

Offsets:
Sender/Text, pixel offsets from the top left of the message gauge image to draw the sender and message text

SystemMsg:
Doesn't do anything. Ignore that!

Monochrome should be set to true if you want the gauge to copy the color of your talking head gauge. If false, it'll use the true color data of the image.

GenericFiles is a list of generic message files. Normally if there is a sound file attached to a message, the gauge will appear for as long as the sound file is. But generic message sounds are sometimes really short. So if any of these items in the list are attached to messages being played, the message gauge will ignore their length and keep the message as if there was no sound.

Unicode, set to true you're using a unicode font, you'll want this on or else it'll cause PROBLEMS

Hidden Text: Old dev post • Show
First let's see what this new hud looks like in the intended 1024x768 resolution...
http://lazymodders.fsmods.net/axemart/FreeSpace/2Hud/screen0422.jpg
Takes you right back to the 640x480 days...

Now lets go take a look in the 1920x1080 realm...
http://lazymodders.fsmods.net/axemart/FreeSpace/2Hud/screen0414.jpg
http://lazymodders.fsmods.net/axemart/FreeSpace/2Hud/screen0416.jpg
http://lazymodders.fsmods.net/axemart/FreeSpace/2Hud/screen0417.jpg
http://lazymodders.fsmods.net/axemart/FreeSpace/2Hud/screen0420.jpg

2_HUD_BETA1!!! OOOOLD (https://drive.google.com/file/d/0B_q0tkX7VcSaZTdTQjN3aWd0WEU/view?usp=sharing)

The hud file is named mv_root-hdg.tbm so it'll override the mediavps stuff, and there's a few fixed hud gauges included to make things work correctly.

I'd call this a Beta Release right now, let me know if there are any overlapping gauges, something I missed, or other helpful suggestions. Hopefully this should make for easier reading of the gauges...

***Note this won't work with my scripted message gauge! You'll get 2 headanis appearing. I'll... find a way to fix that later...****
Title: Re: The Lost 2_ HUD: Rebuilt!
Post by: niffiwan on December 13, 2015, 08:40:00 pm
nice work!  :yes:
Title: Re: The Lost 2_ HUD: Rebuilt!
Post by: The Dagger on December 13, 2015, 08:43:46 pm
I'm pretty sure that FSO uses the files with the 2_ prefix as high-def files since my Slighty better HUD  (http://www.hard-light.net/forums/index.php?topic=90992.0) replaces ONLY those files (and it works without table changes).
Title: Re: The Lost 2_ HUD: Rebuilt!
Post by: Axem on December 13, 2015, 08:50:45 pm
Sort of.

Quote
(aside from the radar and center reticle stuff).

The stuff you have in your VP are some of the few files the game does use for "hi def", but this mod now uses other files present that the game didn't actually use before such as the 2_directives, 2_escorts, and other gauges that are along the sides.

(Also I think people can probably use our stuff together for even higher quality stuff since you don't have any table edits to yours!)
Title: Re: The Lost 2_ HUD: Rebuilt!
Post by: The Dagger on December 13, 2015, 08:59:46 pm
Oh, great then! And thanks!
Title: Re: The Lost 2_ HUD: Rebuilt!
Post by: Axem on December 26, 2015, 03:04:10 pm
Ok, so here's a slightly more refined version. Things are more aligned and main message font size isn't as obnoxious. Also includes The Dagger's aforementioned hud art so its now 9% nicer as well!

It's in a handy VP so you could throw it in a MediaVPs 2014 folder of your choice and it should work with 99% of campaigns. Hopefully anyway.

2HUD.vp (http://lazymodders.fsmods.net/releases/mods/2HUD.rar)

Also here's a bonus Ax_2HUD release, includes my message script, which in my opinion makes messages 999% more readable. This should work with 90% of campaigns, there might be an odd ball on that doesn't. Also it might not work for cockpit mods, still not sure what's up with that.

Ax2HUD.vp (http://lazymodders.fsmods.net/releases/mods/Ax2HUD.rar)

Just don't install them together. They do not get along!
Title: Re: The Lost 2_ HUD: Rebuilt!
Post by: Thisisaverylongusername on January 05, 2016, 12:40:45 pm
I'm on 1600*900 resolution and head anis aren't scaling to fit the HUD. I'm on 3.7.2 Final. Help?
Title: Re: The Lost 2_ HUD: Rebuilt!
Post by: Axem on January 05, 2016, 01:02:47 pm
I guess I should have mentioned you need a recently nightly build to run this properly. There have been some new additions to the HUD code (like headani resizing) that got added. Sorry about that. :(
Title: Re: The Lost 2_ HUD: Rebuilt! - Updated March 13 2017
Post by: Axem on March 13, 2017, 06:46:51 pm
Hello! I updated this a bit. If you were using this with a nightly build, you may have noticed the scripted message gauge being much much brighter than usual. This now fixes that issue, and also has some new parameters so the weapons gauge with ballistic primaries looks correct.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated March 13 2017
Post by: Admiral Nelson on March 14, 2017, 09:53:08 am
I notice that If I try and use this with a mod dependent on the fsport-mediavps the head ani is displayed at top left, where it is overwritten by the regular message flows.  If I place your vp (with the FS1 recticle added) in the fsport-mediavps folder, it works as expected.  It does not work when placed in the dependent mod folder (fsport-str is a good example).  I ask about it here since many old campaigns used empty message files to pad out the time the old style messages stayed on screen.  Now, when your box is used with such emptymessage files, it takes the length of that pad file into consideration in how long to display the box.  This behavior is much worse than to just use your inbuilt length calculation which is pretty good now.

All this leads to a mod packaging concern -- I'd like to get rid of those emptymessage files and use only your box, as it is 1000x better than the old method, but I don't have a way to force your vp to be present in the fsport mediavps folder.  I don't suppose you have any idea what causes this oddity, or how to cure it?
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated March 13 2017
Post by: Axem on March 14, 2017, 12:13:43 pm
Okay, I'll look at fsport stuff and see how I can smartly override the files.

And what filename were they using for the empty message files? In the config file for the message box, I have a list of filenames that basically are known to be super short, like message beeps, so the script ignores the wave file length and goes back to the precalculated way. I can add some new filenames so those campaigns won't have that odd message behavior.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated March 13 2017
Post by: Admiral Nelson on March 14, 2017, 12:19:40 pm
Thanks, Axem.  Your message box is indispensable, at least IMO!  The files are "emptymsg.wav" and "Emptymsg_LNG.wav".  I've seen quite a few older campaigns with these...
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated March 13 2017
Post by: Axem on March 15, 2017, 07:33:45 pm
Admiral Nelson, can you give this a try (http://lazymodders.fsmods.net/releases/mods/Ax2HUD-FS1.rar) and see how it works out? In theory all you should need is the new hud gauge table, but I think just to make everything super foolproof, I just made a whole new package. It should work in a campaign's mod folder or a fsport-mediavps folder.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated March 13 2017
Post by: Admiral Nelson on March 15, 2017, 08:02:22 pm
Looks good from an initial test. :yes:  I appreciate the quick fix!
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated March 13 2017
Post by: hxazgalor on March 22, 2017, 10:11:21 pm
Axem, does that new fix work for FS2 as well? As in, will it work if I place it in the regular MediaVPs_2014 folder? Thanks :)
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated March 13 2017
Post by: Axem on March 22, 2017, 10:30:18 pm
2HUD or Ax2HUD should go in your mediavps 2014 folder. Ax2HUD-FS1 should go in your fsport mediavps folder. Anywhere else and you might not get expected results. Let me know if something appears wrong!
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated March 13 2017
Post by: hxazgalor on March 24, 2017, 03:51:15 am
Roger that. Thank you Axem! :)
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated March 13 2017
Post by: ThatGuy on June 01, 2017, 10:49:45 am
These HUDs are very nice! But I was wondering if it was possible to get the .vps with scaling enabled? I just got a 4k display and Freespace looks absolutely gorgeous on it (thanks to the hard work of this community), except for the HUD. I tried The Dagger's original assets that aren't using table modifications and those scale and look acceptable at 4k, but those don't have the fixes for reticule and other misaligned stuff. I tried editing these 2HUD VPs or using tables with them but I really don't know what I was doing wrong the scaling just never worked. :blah:

If I could get my hands on the original artwork I could make vector versions of them and output/tweak them for any resolution required (if it's not an obscure format) so there can be a good 4k (or more :eek2:) HUD...
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated March 13 2017
Post by: Axem on June 01, 2017, 06:21:09 pm
Could you try putting the attached table in something like mediavps_2014/data/tables/ (make the folders if its not already made). I can't quite test it since I don't have a 4k setup, but this should force scaling if the screen resolution is above 1920x1080 (I mean that's all the table is, a single line that says that :p). Let me know if it works and I'll add it to the packages.

[attachment stolen by Russian hackers]
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated March 13 2017
Post by: AdmiralRalwood on June 02, 2017, 12:40:57 am
scaleup-sct.tbm
Uh... did you mean to name that scaleup-hdg.tbm?
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated March 13 2017
Post by: Axem on June 02, 2017, 07:27:04 am
 :nervous:

(It was a force of habit)
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated March 13 2017
Post by: ThatGuy on June 02, 2017, 01:48:28 pm
Could you try putting the attached table in something like mediavps_2014/data/tables/ (make the folders if its not already made). I can't quite test it since I don't have a 4k setup, but this should force scaling if the screen resolution is above 1920x1080 (I mean that's all the table is, a single line that says that :p). Let me know if it works and I'll add it to the packages.

Nope, doesn't work (with proper name). I'm running 3.7.2, not any nightlies. Perhaps it was fixed in one?

EDIT: The table does work on the regular freespace HUD though...
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated March 13 2017
Post by: FrikgFeek on June 03, 2017, 05:06:53 am
3.7.2 is like 3 years out of date, why are you using it? Use 3.8 RC1 of you don't want to use a nightly.
$Force Scaling Above: is a 3.7.4 flag, so no wonder it doesn't work on 3.7.2.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated June 3 2017
Post by: Axem on June 03, 2017, 08:16:41 am
Well there's that and AdmiralRalwood was looking at the Force Scaling Above code and due to the full moon being out of alignment with Aries, and it turns out that specific modular table wouldn't do anything anyway in this instance... But I added the line to all the other HUD packages (in a way it should work) so try that (with 3.7.4 or 3.8.0 RC) and see if its any better.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated June 3 2017
Post by: ThatGuy on June 04, 2017, 11:24:03 am
3.7.2 is like 3 years out of date, why are you using it? Use 3.8 RC1 of you don't want to use a nightly.
$Force Scaling Above: is a 3.7.4 flag, so no wonder it doesn't work on 3.7.2.

Well there's that and AdmiralRalwood was looking at the Force Scaling Above code and due to the full moon being out of alignment with Aries, and it turns out that specific modular table wouldn't do anything anyway in this instance... But I added the line to all the other HUD packages (in a way it should work) so try that (with 3.7.4 or 3.8.0 RC) and see if its any better.

Oh I made a mistake, I am on 3.7.4, don't know why I put 2 there  :blah:

The newest VPs work, there's a very mild blurriness (expected) but it looks great, thanks Axem! Only really notice the sharpness difference when you see the custom gauge next to the other elements like in pic #2. The custom message gauge still doesn't scale however, which makes the text size too small to read while playing.

(http://i.imgur.com/6FUyfMS.jpg)
(http://i.imgur.com/R7ZF3om.jpg)
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated June 3 2017
Post by: Axem on June 04, 2017, 04:56:17 pm
Ah well, that's too bad. Maybe once 3.8 comes out I can do something about that.

The problem there is I can't draw scaled up text like the rest of the hud for the scripted message gauge, so its stuck being so tiny. With 3.8 there's new TTF font support, so I might be able to do start drawing some bigger and better looking text there.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated June 3 2017
Post by: AdmiralRalwood on June 04, 2017, 06:31:55 pm
Alternatively, it might be sensible to give scripts a "draw to HUD" functionality of some sort, that would be automatically scaled with the rest of it...
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated June 3 2017
Post by: Axem on June 04, 2017, 07:19:18 pm
Actually if I could get like a gr.drawScaledString() function then it would solve the major problem. I can scale bitmaps no problem, but if I can't scale the text then what's the point.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: Axem on February 03, 2018, 08:42:24 pm
Small updates made to the packages.

First a unicode mode option added to the config file. Add that and set it to true if you are using unicode ttf fonts.
Next, some slight optimizations for the backlog gauge! May improve FPS slightly.

(See I was never culling the backlog so as the mission went on, the game was trying to draw more and more lines since the backlog was getting longer and longer even though it was getting drawn off the drawable area)
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: SL1 on February 12, 2018, 04:04:17 pm
Would it be possible to make a version of this that puts the message box and talking head just above the radar, similar to the Blue Planet HUD? I find that their current position can make them a bit too distracting when there's a lot of action going on.

Also, I'm not sure if this is the right place to ask this, but I've been looking for a way to modify the HUD to use a Diaspora-style pipper gunsight instead of the traditional lead indicator. Is that something that could be added as an option for this mod, or something I could easily add myself with a small tweak?
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: Axem on February 12, 2018, 07:21:07 pm
I can make that version where the text is lower, just above the radar. Gimme a day or so to get it together for you.

But the alternate firing reticle is something that you would need to mod in. I'm not 100% sure how it works, might need to do some research on how that works.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: SL1 on February 13, 2018, 03:58:49 am
I can make that version where the text is lower, just above the radar. Gimme a day or so to get it together for you.

Thanks!


But the alternate firing reticle is something that you would need to mod in. I'm not 100% sure how it works, might need to do some research on how that works.

All right, I'll try looking around some more. I did find this (http://wiki.hard-light.net/index.php/Hud_gauges.tbl#.2BLead_Sight:) on the wiki, but I don't really know what to do with it. This is the first time I've tried to actually mod the game myself instead of just playing campaigns or dabbling in FRED, so I'm stumbling around a bit. I don't know if that part of the wiki tells you anything new or not, but I figured I'd mention it just in case it turns out to be helpful.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: Axem on February 13, 2018, 08:22:46 pm
Okay so here's the BP-style hud mod. (https://sectorgame.com/fsfiles/repo/data/Axem/Mods/Ax2HUD_BP.rar) It's a little larger than the other ones because I wanted it to work seamlessly with BP as well. That's why the text for the gauge is Arial (just like BP).

And there's a leadsight mod. (https://sectorgame.com/fsfiles/repo/data/Axem/Mods/leadsight.rar) It doesn't remove the other recticle, due to the way that modular hud gauges are designed. Basically gauges all just stack up on each other, there's no easy way to remove a default gauge. Note, it seems to be stuck as a green gauge, I don't know why... Also I took Diaspora's graphic for the leadsight.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: FrikgFeek on February 14, 2018, 08:55:03 am
Shouldn't leadsight color be tied to target IFF just like the lead reticle? As for "removing" gauges you can totally do it in tbms either by setting their coordinates way offscreen or using a completely transparent 1x1 .png image. The first "+lead indicator" table entry will overwrite the retail gauge so you can just set that up to use an empty png to disable it(because AFAIK you can't actually change its position).
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: SL1 on February 14, 2018, 10:40:57 am
Okay so here's the BP-style hud mod. (https://sectorgame.com/fsfiles/repo/data/Axem/Mods/Ax2HUD_BP.rar) It's a little larger than the other ones because I wanted it to work seamlessly with BP as well. That's why the text for the gauge is Arial (just like BP).

And there's a leadsight mod. (https://sectorgame.com/fsfiles/repo/data/Axem/Mods/leadsight.rar) It doesn't remove the other recticle, due to the way that modular hud gauges are designed. Basically gauges all just stack up on each other, there's no easy way to remove a default gauge. Note, it seems to be stuck as a green gauge, I don't know why... Also I took Diaspora's graphic for the leadsight.

Much appreciated. Thanks. I have to admit that I'm not sure changing the text was necessary, but you know this stuff much better than I do.

The lead sight is actually red for me. This is a bit of a problem, because it can tend to blend in with the target box, the missile lock indicator, the old lead indicator, and the target itself if it has a lot of red on it like Shivans do. It's also a little too dark, but I can mitigate that by turning on high HUD contrast. If you figure out why yours is green, please let me know, because I think that would be an improvement. Aside from that, I really like how the sight works.

These new versions also don't work for the FSPort, but I'm sure you already knew that. I hope you can make an FSPort version at some point.

Thanks again.



Edit:

Shouldn't leadsight color be tied to target IFF just like the lead reticle?

Mine is red even if I'm targeting a friendly. Ideally, I'd say it should match the color you set your crosshair to in the HUD config menu.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: Axem on February 14, 2018, 12:16:32 pm
Shouldn't leadsight color be tied to target IFF just like the lead reticle? As for "removing" gauges you can totally do it in tbms either by setting their coordinates way offscreen or using a completely transparent 1x1 .png image. The first "+lead indicator" table entry will overwrite the retail gauge so you can just set that up to use an empty png to disable it(because AFAIK you can't actually change its position).

I don't know what sets the leadsight color. I tried using a color override to (192,0,0) and it didn't do anything.

And are you sure removing a gauge like that works? I seem to recall the game just adding new gauges if a new one is defined, there is no overriding. I remember more than a few "double hud" bugs in BP because BP had its own hud gauge tbm that was differently named than the MediaVPs hud gauge tbm, so the game just combined the two. The problem only went away after BP renamed their hud gauge table so the game overrides the entire file. (And I was told that was intended behavior)

These new versions also don't work for the FSPort, but I'm sure you already knew that. I hope you can make an FSPort version at some point.

Well here's the thing. I don't really want to keep making a bunch of configurations that are all slightly different. I'm fine with an FS1 style, and an FS2 style. BP, sure they have their own style that people might like (that's why the font changed so its 100% compatible with BP). But if I do FS1 but its like BP a bit, then its more to support. If you feel daring, feel free to take a look in the mod files yourself and see how they all fit together and see if you can get it working. You just need a VP editor and a text editor to make changes.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: SL1 on February 14, 2018, 12:24:06 pm
Well here's the thing. I don't really want to keep making a bunch of configurations that are all slightly different. I'm fine with an FS1 style, and an FS2 style. BP, sure they have their own style that people might like (that's why the font changed so its 100% compatible with BP). But if I do FS1 but its like BP a bit, then its more to support. If you feel daring, feel free to take a look in the mod files yourself and see how they all fit together and see if you can get it working. You just need a VP editor and a text editor to make changes.

Good point. I just want to make some small changes, so it shouldn't be too difficult. Sorry if I came across as demanding.

Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: FrikgFeek on February 14, 2018, 10:11:43 pm
Overriding works(I've done it quite a lot in my personal installs to change radar size), that's why you can change retail HUD elements through mvps -hdg.tbm. But it only works for the first gauge of that type loaded in a tbm, with how priority works in FSO that would almost always be the one in the secondary mod(usually MediaVPs).

That's why you can change how the retail radar/ab gauge/whatever looks but if you try to change that changed look with another tbm you'll get gauge doubling.

Color overrides do nothing for the lead indicator(Font, Filename, and Center Offsets are the only supported flags) and they should probably do nothing for the lead sight as well.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: AdmiralRalwood on February 15, 2018, 03:11:55 am
with how priority works in FSO that would almost always be the one in the secondary mod(usually MediaVPs).
The 2014 MediaVPs don't define any HUD gauges.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: FrikgFeek on February 15, 2018, 10:52:25 am
BP's gauge doubling problem must've been from the 3612 era then.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: SL1 on February 16, 2018, 05:57:19 am
I think I have a solution for the lead sight color issue. What I did was extract leadsight-hdg.tbm from the VP, remove the Color section completely, and place the edited file in Data/Tables. I got the idea when I looked at Diaspora's hud_gauges.tbl and noticed that it didn't have any Color section for its lead sight. It now changes color to match the rest of the HUD. More precisely, it changes to the color you choose with "Select All" in the HUD config menu. It looks like you can't change its color independently like you can with the other gauges (which makes sense - it's a completely new gauge that the game wasn't designed with, after all). This isn't a problem for me, because I like to have all the gauges use the same color, but it could be a bit inconvenient for people who like to use different colors for individual gauges. What you'd have to do is use "Select All" to choose your lead sight color and then change the other gauges one by one. That's not a huge problem, though.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: emark4 on March 07, 2018, 05:04:30 pm
Okay so here's the BP-style hud mod. (https://sectorgame.com/fsfiles/repo/data/Axem/Mods/Ax2HUD_BP.rar) It's a little larger than the other ones because I wanted it to work seamlessly with BP as well. That's why the text for the gauge is Arial (just like BP).

And there's a leadsight mod. (https://sectorgame.com/fsfiles/repo/data/Axem/Mods/leadsight.rar) It doesn't remove the other recticle, due to the way that modular hud gauges are designed. Basically gauges all just stack up on each other, there's no easy way to remove a default gauge. Note, it seems to be stuck as a green gauge, I don't know why... Also I took Diaspora's graphic for the leadsight.

The AX2 HUD-BP kinda breaks the database (not the tech room). The dossiers & the pilots log have very tiny fonts now and the intellegence section just brings an error message. Fortunately the mod works fine in gameplay but not when browsing throught the BP verse.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: SL1 on March 12, 2018, 01:51:24 pm
Is there anything I can do to make this mod's HUD take priority in campaigns that make their own changes to the HUD? I've just started Venice Mirror, and it seems to use a version of this mod, but the message box is back to the upper left corner and the text is too small. I've tried copying mv_root-hdg.tbm from my MediaVPs_2014 folder and pasting it in a "tables" folder for Venice Mirror, as well as extracting Venice Mirror's axmessage.cfg file into a "config" folder. The reticle is now smaller and the talking head is below it, like in my config, but the message box is still in the upper left corner with small text.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: Axem on March 12, 2018, 09:31:57 pm
I'm going to get back to you two sometime soon when I have a clear mind and it's not lagged due to terrible time changes.

I just want to mention too that FS HUD behavior is pretty tricky to work with, especially when attempting to override other HUDs. I hope I can come up with some solution for you.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: SL1 on March 13, 2018, 04:07:56 pm
I'm going to get back to you two sometime soon when I have a clear mind and it's not lagged due to terrible time changes.

I just want to mention too that FS HUD behavior is pretty tricky to work with, especially when attempting to override other HUDs. I hope I can come up with some solution for you.

Take your time. It's cool. I already feel kind of bad anyway for bothering you about little things (like simply moving gauges around) that turned out to be easy for me to deal with myself. I hope I was able to help a bit by figuring out the lead sight color thing.

You're definitely right that HUD stuff is weird. I would have expected it to be more of an all-or-nothing kind of thing, instead of what we have here where you can get some changes to work and not others. If you ask me, I think it would be a better idea for people making campaigns to simply leave the HUD alone and let people decide which HUD mod they want to use, if any. I know a lot of newer campaigns are using special HUD elements, like the proximity monitor in Scroll of Atankharzim, but I got that campaign and this HUD mod working together just fine after some initial problems with fonts. It doesn't seem like it's strictly necessary to change the whole HUD just to allow for the addition of new stuff.
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: Axem on March 13, 2018, 06:38:13 pm
Yeah, one side of it is mods need to make their own HUD gauges for special instances and I have no control over how they do that.

The other side of it is that HUD gauges are accumulative/additive, so unless you override the exact HUD gauges file the mod is using, you're doing to end up with duplicate gauges. All of this makes it hard for me to make a single HUD mod that works for everyone in any instance. Worse yet is when we dive into new fonts and how other mods use them differently (like the BP issue).

The issues are probably not hard to fix, they just take time to look into and testing. If either of you want to look into it and let me know what changes that need to be made, that's be super duper. I mostly do modding on the weekends (and if Spoon give me a break), so you'd need to wait in line as it were. :p
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: FrizzySpizzXTREEM on September 01, 2018, 05:18:50 am
So it looks like the FS1 style HUD doesn't scale for me anymore. The message script as well as both the FS2 and BP versions still work beautifully. Any idea what could be wrong?

This mod's practically essential for playing at 1440p and I'm finding it pretty difficult to play without it.

(https://c2.staticflickr.com/2/1886/43683988814_8e146c6381_o.jpg)
Title: Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Post by: SL1 on September 16, 2018, 04:22:52 am
As for "removing" gauges you can totally do it in tbms either by setting their coordinates way offscreen or using a completely transparent 1x1 .png image. The first "+lead indicator" table entry will overwrite the retail gauge so you can just set that up to use an empty png to disable it(because AFAIK you can't actually change its position).

I somehow missed it before, but I wanted to say thanks for this. Having the old lead indicator still be there was getting a little annoying, especially when trying to snipe turrets from a distance, and this method of removing it worked for everything (except Wings of Dawn, for some reason).