No big secret that I'm working on the
classic style Gal Span HUD for FringeSpace.
but I've got some bumps along the way.
1. Is there a more up to date exe build that
includes the custom HUD stuff from Antipodes 7?
Latest in that thread is from Nov '10.
2. Based on the thread here:
http://www.hard-light.net/forums/index.php?topic=73746.msg1456109#msg1456109Swifty added JPG,PNG,TGA support for HUD graphics. Since he did both I'll assume it's compatible with #1, but which of the three formats is the best to use? What is the impact on making a proper palette vs. pcx.
3. I've got simple graphics to use as part of the HUD design, they are not a "gauge" as they don't display anything, it's just art. What's the recommended way of setting that up, beyond the obvious that I'll have to use a custom gauge type?
Not sure if I should be adding something to the HUD listings in sexp.cpp as there doesn't appear to be a "art" gauge type.
4. Is the WCS multiplier still functional with the custom HUDs? Thread:
http://www.hard-light.net/forums/index.php?topic=66876Any chances of getting that expanded on?
5. I hear that Goober didn't like the 2 part shield code from Wanderer's branch, is there a less work intensive way of doing this with the custom HUD code?
I imagine I'll have some more questions as I get knee deep in it this week, but that should get me quite a ways to start with.