Author Topic: Beautiful game, ugly hud.  (Read 1631 times)

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Beautiful game, ugly hud.
I'd heard so many good things about Freespace and FSO I bought a GOG copy, installed it, and very carefully followed all the directions to install the whole 3.6.12 package. Which is amazing! This game looks great! It's easy to see how much hard work went into this game by its loving fans.

But why has the HUD received no upgrades at all? Why is it a blurry smear? Fonts look especially bad.

Is there a way to improve the HUD that a new, but motivated player can easily install?

Attaching gamma-boosted screenie for illustration:
- blurry hud elements
- obvious "joints" in between hud graphics
- blurry fonts with "boxy" edges due to poor rescaling

[attachment deleted by ninja]

 

Online JGZinv

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    • The FringeSpace Conversion Mod
Re: Beautiful game, ugly hud.
Design your own, within limitations the new hud code can completely replace the existing.

Considering the original game probably had a max of 1024x768, should be happy it loads on modern systems.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline General Battuta

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Re: Beautiful game, ugly hud.
Don't need to design your own. Recent nightly builds in the Nightly Builds subforum of the Source Code Project forum should include the new HUD code.

 
Re: Beautiful game, ugly hud.
Thanks.

edit: Ok, I've downloaded the latest one, but the HUD looks the same.

used this one: fs2_open_3_6_13r_INF_SSE2-20110406_r7109

also tried this one: fred2_open_3_6_13d_INF_SSE2_r6481_HUD_Diff10_voicer

 

Offline General Battuta

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Re: Beautiful game, ugly hud.
Hmm. Maybe we have a high-res hud in BP SVN I can give  you.

 
Re: Beautiful game, ugly hud.
You're also going to need to make a hud-gauges.tbl for the hud code to work. Read all about it here.
Did you hear that fellas? She says I have a Meritorious Unit.

 

Offline Shivan Hunter

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  • FRED needs lambdas!
Re: Beautiful game, ugly hud.
And some code fixes. My 1080p HUD is not workable at the moment because of two features and a bugfix the new HUD code needs.

(The one screenshot I have there only shows the new radar- don't worry, I have a lot more than that done!)

  

Offline The E

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Re: Beautiful game, ugly hud.
Please save this as myHUD-hdg.tbm in MediaVPs\data\tables. Then use a nightly build. This tbm is copied straight from the FSU SVN.

Code: [Select]
;General Shenanigans

$Max Escort Ships: 9


; The following is a widescreen example HUD.
; If the user does not select a resolution matching the below parameters, FSO will not use this HUD and will move on to the next configuration.


#Gauge Config
$Base: (1440, 900)
$Required Aspect: Wide Screen ; Can be "Wide Screen" or "Full Screen" ATM
$Min: (1280, 720) ; These Min and Max fields are Inclusive
$Max: (1920, 1200)
$Gauges:
+Messages:
Position: (7, 6)
+Training Messages:
Position: (533, 146)
+Multiplayer Messages:
Position: (11, 281)
+Support:
Position: (645, 625)
;Slew: no
;Filename: support1
;Header Offsets: (3, 2)
;Text Y-offset: 12
;Dock Status X-offset: 6
;Dock Time X-offset: 65
+Damage:
Position: (619, 71)
;Slew: no
;Top Background Filename: damage1
;Entry Background Filename: damage2
;Bottom Background Filename: damage3
;Header Offsets: (3, 2)
;Hull Integrity Offsets: (4, 15)
;Hull Integrity Value X-offset: 142
;Top Background Height: 25
;Subsystem Entry Height: 9
;Subsystem List Start Offsets: (4, 27)
;Subsystem Entry Value X-offset: 142
+Wingman Status:
Position: (1351, 169)
;Slew: no
;Left Background Filename: wingman1
;Entry Background Filename: wingman2
;Right Background Filename: wingman3
;Dot Filename: wingman4
;Header Offsets: (2, 2)
;Left Background Width: 71
;Entry Width: 35
;Single Wing Offsets: (28, 15)
;Multiple Wing Start Offsets: (46, 15)
;Dot Offsets: (11, 0) (4, 8) (18, 8) (11, 16) (0, 16) (22, 16)
+Auto Speed:
Position: (1379, 788)
;Slew: no
;Filename: toggle1
;Auto Offsets: (13, 2)
;Speed Offsets: (10, 10)
+Auto Target:
Position: (1379, 759)
;Slew: no
;Filename: toggle1
;Auto Offsets: (13, 2)
;Target Offsets: (7, 10)
+Countermeasures:
Position: (1238, 705)
;Slew: no
;Filename: countermeasure1
;Text Offsets: (36, 4)
;Value Offsets: (9, 4)
+Talking Head:
Position: (7, 66)
;Filename: head1
;Header Offsets: (2, 2)
;Animation Offsets: (2, 10)
;Animation Background Size: (160, 120)
+Directives:
Position: (7, 326)
;Slew: no
;Top Background Filename: directives1
;Entry Background Filename: directives2
;Bottom Background Filename: directives 3
;Header Offsets: (2, 2)
;Top Background Height: 12
;List Start Offsets: (3, 13)
;Entry Height: 9

;My most hated gauge (Swifty)
+Weapons:
Position: (1298, 615)
;Slew: no
;Primary List Top Background Filename: weapons1
;Alt Ballistic Filename: weapons1_b
;Primary List Middle Background Filename: weapons2
;Alt Ballistic Filename: weapons2_b
;Primary List Bottom Background Filename: weapons6
;Alt Ballistic Filename: weapons2_b
;Secondary List Top Background Filename:  weapons3
;Alt Ballistic Filename: weapons3_b
;Secondary List Entry Background Filename: weapons4
;Alt Ballistic Filename: weapons4_b
;Secondary List Bottom Bakground Filename: weapons5
;Alt Ballistic Filename: weapons5_b
;Header Offsets: (21, 2)
;Alt Ballistic Offsets: (-10, 2)
;Top Primary Background X-offset: 12
;Alt Ballistic X-offset: -12
;Text X-offset: 0
;Alt Ballistic X-offset: -12
;Top Primary Frame Height: 20
;Top Secondary Frame Height: 12
;Primary List Start Y-offset: 12
;Secondary List Start Y-offset: 4
;Primary Weapon Ammo X-offset: 28
;Primary Weapon Link X-offset: 33
;Primary Weapon Name X-offset: 39
;Secondary Weapon Ammo X-offset: 28
;Secondary Weapon Unlinked X-offset: 33
;Secondary Weapon Linked X-offset: 28
;Secondary Weapon Name X-offset: 39
;Secondary Weapon Reload X-offset: 118
;Primary Weapon Entry Height: 12
;Secondary Weapon Entry Height: 9
+Objective Notify:
Position: (613, 216)
;Slew: no
;Filename: objective1
;Objective Text Y-offset: 2
;Objective Value Y-offset: 11
;Subspace Text Y-offset: 2
;Subspace Value Y-offset: 10
;Red Alert Text Y-offset: 2
;Red Alert Value Y-offset: 10
+Squad Message:
Position: (1163, 6)
;Slew: no
;Top Background Filename: message1
;Entry Background Filename: message2
;Bottom Background Filename: message3
;Header Offsets: (2, 1)
;List Start Offsets: (4, 13)
;Top Background Height: 12
;Entry Height: 10
;Command X-offset: 17
;Page Up Offsets: (110, 5)
;Page Down Offsets: (110, 115)
+Escort View:
Position: (1287, 326)
;Slew: no
;Top Background Filename: escort1
;Entry Background Filename: escort2
;Bottom Background Filename: escort3
;Entry Height: 11
;Header Text: monitoring
;Header Offsets: (3, 2)
;List Start Offsets: (0, 13)
;Hull X-offset: (116, 0)
;Name X-offset: (4, 0)
;Status X-offset: (-11, 0)
+ETS Weapons:
Position: (1238, 759)
;Slew: no
;Filename: energy1
;Foreground Clip Height: 41
;Letter Offsets: (2, 42)
;Top Offsets: (0, 0)
;Bottom Offsets: (0, 50)
+ETS Shields:
Position: (1263, 759)
;Slew: no
;Filename: energy1
;Foreground Clip Height: 41
;Letter Offsets: (2, 42)
;Top Offsets: (0, 0)
;Bottom Offsets: (0, 50)
+ETS Engines:
Position: (1288, 759)
;Slew: no
;Filename: energy1
;Foreground Clip Height: 41
;Letter Offsets: (2, 42)
;Top Offsets: (0, 0)
;Bottom Offsets: (0, 50)
+Target Monitor:
Position: (7, 691)
;Monitor Filename: targetview1
;Integrity Bar Filename: targetview2
;Viewport Offsets: (3, 39)
;Viewport Size: (131, 112)
;Integrity Bar Offsets: (133, 52)
;Integrity Bar Foreground Clip Height: 88
;Status Offsets: (107, 53)
;Name Offsets: (8, -3)
;Class Offsets: (8, 7)
;Distance Offsets: (8. 18)
;Speed Offsets: (85, 18)
;Hull Offsets: (134, 42)
;Cargo Contents Offsets: (8, 30)
;Cargo Scan Start Offsets: (2, 45)
;Cargo Scan Size: (130, 109)
+Extra Target Data:
Position: (7, 647)
;Slew: no
;Filename: targetview3
;Bracket Offsets: (0, 3)
;Dock Offsets: (7, 18)
;Order Offsets: (7, 0)
+Target Shields:
Position: (503, 785)
;Slew: no
+Radar:
Position: (617, 691)
;Filename: 2_radar1
;Infinity Distance Offsets: (185, 150)
;Long Distanace Offsets: (181, 150)
;Short Distance Offsets: (184, 150)
+Player Shields:
Position: (827, 785)
;Slew: No
; If you want different types of radar running, be my guest
+Radar Orb: 
Position: (617, 691)
;Filename: 2_radar1
;Infinity Distance Offsets: (185, 150)
;Long Distanace Offsets: (181, 150)
;Short Distance Offsets: (184, 150)
;+Radar BSG: 
;Position: (617, 691)
+Afterburner Energy:
Position: (428, 439)
;Slew: yes
;Filename: 2_energy2
;Foreground Clip Height: 96
+Weapon Energy:
Position: (924, 439)
;Slew: yes
;Filename: 2_energy2
;Foreground Clip Height: 96
;Text Offsets: (43, 85)
+Text Warnings:
Position: (720, 322)
;Slew: yes
+Center Reticle:
Position: (700, 438)
;Filename: 2_reticle1
+Mini Target Shields:
Position: (705, 552)
;Slew: yes
;Filename: targhit1
;3 Digit Hull Offsets: (5, 7)
;2 Digit Hull Offsets: (9, 7)
;1 Digit Hull Offsets: (14, 7)
+Throttle:
Position: (490, 317)
;Slew: yes
;Filename: 2_leftarc
;Foreground Clip Bottom Y-offset: 222
;Foreground Clip Width: 78
;Foreground Clip Height: 80
;Afterburner Clip Height: 27
;Show Background: no
;Max Speed Label Offsets: (31, 137)
;Min Speed Label Offsets: (57, 216)
;Orbit Center Offsets: (166, 118)
;Orbit Radius: 166
+Threat Indicator:
Position: (847, 317)
;Slew: yes
;Arc Filename: 2_rightarc1
;Dumbfire Filename: 2_toparc2
;Lock Filename: 2_toparc3
;Dumbfire Offsets: (66, 124)
;Lock Offsets: (57, 150)
+Voice Status:
Position: (7, 193)
;Slew: no
+Ping:
Position: (1260, 6)
;Slew: no
+Lag:
Position: (881, 620)
;Slew: no
;Filename: netlag1
+Supernova:
Position: (239, 199)
;Slew: no
+Target Brackets: ; Target Brackets, Lock Indicator, Lead Indicator, and Offscreen Indicator don't need a "Position:" field.
;Dot Filename: attacker
+Lead Indicator:
;Filename: 2_lead1
;Center Offsets: (13, 13)
+Lock Indicator:
;Lock Filename: 2_lock1
;Locked Filename: 2_lockspin
;Lock Center Offsets: (28, 25)
;Locked Center Offsets: (50, 52)
+Offscreen Indicator:
+Hostile Triangle:
Position: (720, 450)
;Slew: yes
;Radius: 166
;Triangle Base: 9.5
;Triangle Height: 11.0
+Target Triangle:
Position: (720, 450)
;Slew: yes
;Radius: 166
;Triangle Base: 9.5
;Triangle Height: 11.0
+Missile Triangles:
Position: (720, 450)
;Slew: yes
;Radius: 166
;Triangle Base: 9.5
;Triangle Height: 11.0
+Orientation Tee:
Position: (720, 450)
;Slew: yes
;Radius: 166
+Mission Time:
Position: (1388, 839)
;Slew: no
;Filename: time1
;Text Offsets: (4, 4)
;Value Offsets: (26, 12)
+Kills:
Position: (1238, 731)
;Slew: no
;Filename: kills1
;Text Offsets: (6, 4)
;Value Offsets: (74, 4)
; FS1 specific gauge
;+Weapon Linking:
;Position: (841, 453)
;Slew: yes
;Arc Filename: 2_rightarc1_fs1
;Single Primary Filename: 2_rightarc2_fs1
;Double Primary Filename: 2_rightarc3_fs1
;Single Secondary Filename: 2_rightarc4_fs1
;Double Secondary Filename: 2_rightarc5_fs1
;Triple Secondary Filename 2_rightarc6_fs1
;Single Primary Offsets: (52, 18)
;Double Primary Offsets: (52, 18)
;Single Secondary Offsets: (28, 55)
;Double Secondary Offsets: (28, 55)
;Triple Secondary Offsets: (28, 55)

; Komet's lead sight. Looks for "leadsight.ani"
;+Lead Sight: (700, 438)
;Filename: leadsight

; Custom gauge syntax
;+Custom:
;Position:
;Name:
;Text:
;Gauge Type:
; (Possible values for Gauge Type include LEAD_INDICATOR, ORIENTATION_TEE, HOSTILE_TRIANGLE, TARGET_TRIANGLE, MISSION_TIME, RETICLE_CIRCLE, THROTTLE_GAUGE,
; RADAR, TARGET_MONITOR, CENTER_RETICLE, TARGET_MONITOR_EXTRA_DATA, TARGET_SHIELD_ICON, PLAYER_SHIELD_ICON, ETS_GAUGE, AUTO_TARGET, AUTO_SPEED,
; WEAPONS_GAUGE, ESCORT_VIEW, DIRECTIVES_VIEW, THREAT_GAUGE, AFTERBURNER_ENERGY, WEAPONS_ENERGY, WEAPON_LINKING_GAUGE, TARGER_MINI_ICON,
; OFFSCREEN_INDICATOR, TALKING_HEAD, DAMAGE_GAUGE, MESSAGE_LINES, MISSILE_WARNING_ARROW, CMEASURE_GAUGE, OBJECTIVES_NOTIFY_GAUGE, WINGMEN_STATUS,
; OFFSCREEN RANGE, KILLS GAUGE", ATTACKING TARGET COUNT, TEXT FLASH, MESSAGE BOX, SUPPORT GUAGE, LAG GUAGE)
; Slew:
; Filename:
$End Gauges
#End

; Any wide screen resolutions not between 1280x720 and 1920x1080 will get a blank HUD since the bottom config will only apply to any Full Screen resolutions

#Gauge Config
$Base: (1024, 768)
$Required Aspect: Full Screen
;$Min: (640, 480)
$Gauges:
+Messages:
Position: (5, 5)
+Training Messages:
Position: (379, 125)
+Multiplayer Messages:
Position: (8, 240)
+Support:
Position: (459, 534)
+Damage:
Position: (440, 61)
+Wingman Status:
Position: (932, 144)
+Auto Speed:
Position: (960, 672)
+Auto Target:
Position: (960, 648)
+Countermeasures:
Position: (880, 602)
+Talking Head:
Position: (5, 56)
+Directives:
Position: (5, 278)
+Weapons:
Position: (880, 525)
+Objective Notify:
Position: (436, 184)
+Squad Message:
Position: (827, 5)
+Player Shields:
Position: (634, 670)
+Target Shields:
Position: (292, 670)
+Escort View:
Position: (865, 330)
+ETS Weapons:
Position: (880, 648)
+ETS Shields:
Position: (898, 648)
+ETS Engines:
Position: (916, 648)
+Target Monitor:
Position: (5, 590)
+Extra Target Data:
Position: (5, 552)
+Radar:
Position: (411, 590)
+Afterburner Energy:
Position: (274, 424)
+Text Warnings:
Position: (512, 275)
+Center Reticle:
Position: (493, 370)
+Mini Target Shields:
Position: (497, 470)
+Throttle:
Position: (346, 269)
+Threat Indicator:
Position: (574, 269)
+Voice Status:
position: (5, 165)
+Ping:
Position: (896, 5)
+Lag:
Position: (627, 529)
+Supernova:
Position: (170, 170)
+Target Brackets: ; Target Brackets, Lock Indicator, Lead Indicator, and Offscreen Indicator don't need a "Position:" field.
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
+Hostile Triangle:
Position: (512, 387)
+Target Triangle:
Position: (512, 387)
+Missile Triangles:
Position: (512, 387)
+Orientation Tee:
Position: (512, 387)
+Weapon Energy:
Position: (666, 424)
+Mission Time:
Position: (969, 716)
+Kills:
Position: (880, 624)
$End Gauges
#End
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis