Author Topic: Eliminating HUD.TBL  (Read 4837 times)

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Offline Rampage

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Eliminating HUD.TBL
I have had this thought for some time now.  Why not eliminate HUD.TBL?  It really serves no other purpose than act as a master list for all shield icons.

What we can do is allow FS2 to automatically search the appropriate shield icon when needed, like it does with the other features.

NOTE:  This probably would take a lot of work to implement.

 

Offline Bobboau

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not haveing actualy looked at the code in question, I should say, no it shouldn't be too hard, though it might be doing something weird with the files, so I'm not going to say definitivly  yes it's easy, now as for eliminateing the HUD.tbl, I don't think we should get rid of it but rather we should make it more useful as a full out listing of the names and locations of all hud graphics, but, I can't do it right nowgiven a number of small problems.
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The hud.tbl file should be extended to define the layout and content of the HUD. As a further extension we could probably also set it to allow different HUD's for different ships, and put in the structures necessary if 3D huds are ever implemented.

 

Offline Petrarch of the VBB

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I agree there, UP, I've been asking for this for a while, as I need to be able to redefine where the various gauges are, and what not.

 
it would indeed be very nice to have multiple huds for different ships, and moving the gauger around is even better.
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Offline Galemp

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This is something else I've been looking for in the FSSCP-- species-independant HUDs. Think about Halo or Perfect Dark, where weapons by different species have slightly different targeting reticules. Terran ships will use the standard HUD, but someone would have to redesign the HUD for Vasudan and Shivan ships, and possibly Ancients too.
Whether this should go into the HUD.tbl, I don't know. It would probably be best to create an entirely new table for custom HUDs, as the current HUD.tbl is not used for gague placement and such.

As for eliminating the requirement that the shield icon name be listed in the HUD.tbl... by all means. The game should be able to find the shield icon without needing it listed in a table! Unlike sounds.tbl, which has lots of important information about that particular sound, the HUD.tbl only lists the name.
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Offline Flaser

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I suggest using a tru HUD.tbl in conjunction with an expanded species.tbl.
The HUD.tbl would contain a number of templates, while the species.tbl will group and assign them to the relevant specie.
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Offline Woolie Wool

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The TBP HUD might be good for Shivan ships.
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Offline Kamikaze

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You think you could implement support for vector graphics via HUD.tbl? Like SVG, so people can code in the GUI and not use raster files. Nice and scalable too
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Offline Bobboau

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no we can't, becase vector graphics look like **** and are hard to work with.
:)
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Offline Flaser

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Bobbau, this is one of the rare events when I have to disagree with you.

You're right they are hard to work with, but they can look quite good.

On the other hand bringing a true vector based hud would be real hard.

I already suggersted this before in the new resolution thread:
Use vectorgraphics for the definition of the HUDs and ect.

Then when the game starts convert those to orfinary bitmap pictures.

This way the graphics could be converted to any resolution, thereby we could finally manage a whole range of resolutions.

On the otherhand if someone was crazy enough to bring 2D vector graphics support to the engine I'd more then welcome it.

I'm not speaking of spiky low end vector graphics, I'm speaking of stuff Corel Draw can do.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Woolie Wool

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If we're going to do multiple resolutions, we can just scale up the standard PCX art. It might not look that great, but it works.
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Offline Rampage

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Quote
Originally posted by GalacticEmperor
As for eliminating the requirement that the shield icon name be listed in the HUD.tbl... by all means. The game should be able to find the shield icon without needing it listed in a table!


That's exactly what I want. :p

 

Offline Flaser

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I also thought of that.

However I think scaling down would be better.

So artists should make a 1600*1200 version.
That should satisfy anyone.

Moreover it would be good if other (more economic size wise) formats were supported other than PCX.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline mikhael

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Quote
Originally posted by Bobboau
no we can't, becase vector graphics look like **** and are hard to work with.
:)


Hard to work with? Perhaps.

Look like ****? Only if you don't know what the **** you're doing. Vector graphics, done well, look good at every resolution, because they don't go grainy as you zoom them up, and they don't lose detail when you scale them down. They only look like **** if you don't do the art right in the first place.
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Offline Flaser

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I wonder....

Could you imagine what it would be like to make vector graphic texture support.... :devil:
Dream on loony boy:sigh:

That way the Orion would look uber cool at all resolutions.
It would need quite some hardware though.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline KARMA

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vectors for textures sound a bit impossible and unuseful (textures can be realized with vectors (my textures are usually 70% vectors) but there also is a lot of bitmap work (shadings, dust, scratches etc) required to make a texture nice looking; and I really don't see how an actual engine designed to work with bitmap textures can handle vectors)
but it sounds good -if it is possible- for the HUD (more ingame resolutions!! yahy!!). I just don't understand if you are talking about support for vector image formats or about having the hud aspect defined via code

 

Offline Flaser

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I'm all in favor of a vector based HUD.
Other displays - namely the interface for everything in the game except the mainhall should benefit from it as well.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Galemp

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AHEM.

Moving away from vector graphics, how about we get back on topic with some discussion of some fun and useful stuff? Like eliminating the HUD.tbl, and adding custom HUDs. Can it be done? Will it be done?
"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 Woolie Wool

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Did anyone read my recommendations to have the engine scale up the old art to crate new resolutions?:doubt:
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta