Author Topic: Antipodes 7 HUD Overhaul (Update 11/24/10 - r6775)  (Read 47886 times)

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Offline Zacam

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Antipodes 7 HUD Overhaul (Update 11/24/10 - r6775)
Test Builds - Antipodes 7

HUD Code by Swifty
Supercedes any HUD Overhaul test builds.

Reported Issues
Quote
'Killed by' messages no longer display
External Camera view no longer shows Messages (such as when pressing enter to rotate the ship vs camera)
Same with 'Current Target' view

hud-set-message and variables not working properly - Fixed in r6691
word wrap for messages instead of running off the screen (either by resolution or by fixed entry)
When using a ballistic primary, both the weapon energy gauge and the ballistic ammo gauge are moved to the far right side of the screen
Target View monitor shows invalid position for targeted subsystem when no hud_gauges.tbl in use

Not a Bug but would be nice:
   Displaying Comms removes already on-screen messages and head.ani

Windows Builds

NEW! 11/24/2010 - r6775
fso-WIN-Inferno_Ant7-r6775.7z
MD5: C8A5B6D3959789A30C56C38EA55279F2

fso-WIN-Inferno_Ant7_SSE-r6775.7z
MD5: 922604E6E7DA8E8F01E6B677A8886F6F

fso-WIN-Inferno_Ant7_SSE2-r6775.7z
MD5: 1EA6FFF5E2862E804140F085AFB6E233

*** Older Builds Here***
11/09/2010 - r6721
Group: Inferno
fso-WIN-Inferno_Ant7-r6721.7z
MD5: 79312DE9EAD30A53700888AB9B80B96A

Group: Inferno SSE
fso-WIN-Inferno_Ant7_SSE-r6721.7z
MD5: E35A873F761AB7E0C2B6A693697EE1BD

Group: Inferno SSE2
fso-WIN-Inferno_Ant7_SSE2-r6721.7z
MD5: 50655603ADBBC7F061E6BB6EA58BC950

10/24/2010 - r6685
Group: Inferno
fso-WIN-Inferno_Ant7-r6685.7z
MD5: 03498CAC487F305F93BC06E7FF1FD91C

Group: Inferno SSE
fso-WIN-Inferno_Ant7_SSE-r6685.7z
MD5: B74901CAE3F415AD3F9054D22D8AF3A4

Group: Inferno SSE2
fso-WIN-Inferno_Ant7_SSE2-r6685.7z
MD5: BAC566BB5A37E7A16E1682B1D948B6EA

10/22/2010 - r6670
Group: Inferno
fso-WIN-Inferno_Ant7-r6670.7z
MD5: 18A9B8EC836539E9F2AD03EB5A60214B

Group: Inferno SSE
fso-WIN-Inferno_Ant7_SSE-r6670.7z
MD5: F0B449DF5624E9277B311525DF182C64

Group: Inferno SSE2
fso-WIN-Inferno_Ant7_SSE2-r6670.7z
MD5: 894C90ADF1725207D3368373EF9AB57D


OS X Builds

NEW! 11/24/2010 - r6775
FS2_Open-Inferno_Ant7_r6775.zip
MD5: 45EDE4F12B0E9528F89EA9FC0304FC6A

*** Older Builds Here***
11/09/2010 - r6721
FS2_Open-Inferno_Ant7_r6721.zip
MD5: 5548757e9d4aebedee810d44e05db03b

10/22/2010 - r6670
FS2_Open-Inferno_Ant7_r6670.zip
MD5: 4294961EBB09E1283C526D85AD8AAC8A


Linux Builds

fs2_antipodes_7_LINUX_r6670.tgz
MD5: 77B97E55A171EC25D40DEE957DF31E3F


Quoted from initial HUD Overhaul Testing Thread:
Make sure you guys turn on all the HUD gauges in the HUD Options Menu. I know that FSO by default sets Squad Messages and Text Warnings off; originally FSO would just display them regardless of they were off or not but my code, for better or worse, does not make any such discrimination.

Sample HUD Layouts

Standard HUD layout 4:3 resolutions
Standard HUD layout for 16:9/10 resolutions
The_E's custom layout for 16:9/10 resolutions
Layout for triple head monitors


Some basic documentation:

All HUD configurations are encapsulated with "#Gauge Config" and "#End". You can define as many different configurations as you need.

Example:
Code: [Select]
#Gauge Config
(HUD layout information goes here)
#End

You can define a HUD layout configuration for a specific ship or for the default configuration. The default configuration is the HUD layout which will be used for any ships that do not have its own layout. Ship specific gauge layouts will have "$Ship:" defined while non-specific layouts do not.

Each #Gauge Config will have a Base resolution. This resolution is the scale in which the corresponding HUD layout will be drawn regardless of the actual resolution. This is similar to how Freespace Open draws the HUD at a 640x480 or 1024x768 scale regardless of the resolution and aspect ratio. This scale is defined using the "$Base:" field.

Example:
Code: [Select]
#Gauge Config
$Base: (1440, 900)
$Gauges
(List desired gauges here)
$End Gauges
#End

You can restrict a given HUD layout to be used for specific resolutions and/or aspect ratios. The "$Required Aspect:" field will limit a HUD configuration for use for a specified aspect ratio. The "$Min:" field will set a minimum resolution. "$Max:" will set a maximum.

The following example will restrict this particular HUD gauge layout, that will be drawn in 1440x900 resolution, for use for in wide screen resolutions that are greater than 1280x719 and less than 1680x1051. Since this example does not have the "$Ship" field, it will be used for the default configuration.

Example:
Code: [Select]
#Gauge Config
$Base: (1440, 900)
$Required Aspect: Wide Screen ;Can be "Wide Screen" or "Full Screen" ATM
$Min: (1280, 719)
$Max: (1680, 1051)
$Gauges
(List desired gauges here)
$End Gauges
#End

Any desired gauges are encapsulated within $Gauges and $End Gauges. Each gauge is followed by a set of coordinates representing the desired screen position. Setting "default" instead of an ordered pair will set the HUD gauge to draw with it's original retail coordinates and scale (640x480 or 1024x768)

Example:
Code: [Select]
#Gauge Config
$Base: (1440, 900)
$Required Aspect: Wide Screen ;Can be "Wide Screen" or "Full Screen" ATM
$Min: (1280, 720)
$Max: (1680, 1050)
$Gauges
+Wingman Status:
Position: (600, 400)
+Radar:
Position: (900, 50)
+Target Monitor:
Position: (50, 850)
+Center Reticle: default
+Player Shields: default
$End Gauges
#End

Add "$Ship:" to define this gauge layout for a particular flyable ship.

Example:
Code: [Select]
#Gauge Config
$Ship: GTF Ulysses
$Base: (1440, 900)
$Required Aspect: Wide Screen ;Can be "Wide Screen" or "Full Screen" ATM
$Min: (1280, 720)
$Max: (1680, 1050)
$Gauges
+Wingman Status:
Position: (600, 400)
+Radar:
Position: (900, 50)
+Target Monitor:
Position: (50, 850)
+Center Reticle: default
$End Gauges
#End

EDIT:

To add a custom gauge, use +Custom and it's parameters

Example:
Code: [Select]
#Gauge Config
$Ship: GTF Ulysses
$Base: (1440, 900)
$Required Aspect: Wide Screen ;Can be "Wide Screen" or "Full Screen" ATM
$Min: (1280, 720)
$Max: (1680, 1050)
$Gauges
+Custom:
Position: (1300, 20)
Name: Sup
Text: This is a custom gauge
Gauge Type: ETS_GAUGE ; strings for gauges defined in sexp.cpp. Will adopt the color and activation settings of its corresponding control in HUD config.
Slew: No
Filename: netlag1
+Wingman Status:
Position: (600, 400)
+Radar:
Position: (900, 50)
+Target Monitor:
Position: (50, 850)
+Center Reticle: default
$End Gauges
#End

From sexp.cpp:
Code: [Select]
char *HUD_gauge_text[NUM_HUD_GAUGES] =
{
"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"
};
« Last Edit: December 13, 2010, 08:40:39 pm by Zacam »
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[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
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Offline General Battuta

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Re: Antipodes 7 (10/2210 - r6670)
At last! Time to get back to word on custom HUD gauges.

Already got a few cool ones cooking. Per-ship HUDs are also on the table now to my understanding.
« Last Edit: October 22, 2010, 05:45:53 pm by General Battuta »

 

Offline Kolgena

  • 211
Re: Antipodes 7 HUD overhaul (10/2210 - r6670)
I may/may not have found a bug, since I can only use a corrupted pilot to test this:

With mediavps_3612 as the active mod, and with your pilot on the Psamtik (vasudan main hall), starting up the game will show you the Aquitaine main hall. Going to the Campaign menu and exiting will return you to the Vasudan main hall.

Again, the only pilot I had that was far enough along in the retail FS2 campaign for this to be testable is also slightly corrupted (very broken weapon loadouts), so I can't say for sure.

 

Offline The E

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Re: Antipodes 7 HUD overhaul (10/2210 - r6670)
Yeah, sorry. Bug reports like that are things we kinda have to ignore.
And honestly, if you know the pilot is broken, why do you keep using it?
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
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Offline Kolgena

  • 211
Re: Antipodes 7 HUD overhaul (10/2210 - r6670)
That'd be my bad. I haven't really had the time to play retail at all, so I never bothered to make a new retail campaign pilot. I have 4-5 others I made for user campaigns, but those have 0% progress on any campaign except their own. I merely point it out so that some other user with working pilots can see if there actually is an issue. I could care less that my broken pilot causes broken game behavior.

16:9 HUD table is up, and can be found here: http://www.hard-light.net/forums/index.php?topic=69858.msg1426872#msg1426872
« Last Edit: October 22, 2010, 09:22:18 pm by Kolgena »

 

Offline Colonol Dekker

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Re: Antipodes 7 HUD overhaul (10/2210 - r6670)
Is this built on the back of 6?

Hud code is soooooooooooooooo welcome btw.

(^_^)b


thankoo.

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Offline chief1983

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Re: Antipodes 7 HUD overhaul (10/2210 - r6670)
6 is done, and in trunk, hence 7.  So yes, this is based off of the latest trunk, including go_faster (Ant 6), and its only difference is the HUD code going through official stability testing.
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Offline pecenipicek

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Re: Antipodes 7 HUD overhaul (10/2210 - r6670)
can someone whip up a 5:4 (aka 1280x1024) HUD?
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Offline Kolgena

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Re: Antipodes 7 HUD overhaul (10/2210 - r6670)
You could use the given 4:3 table and set the base as (1024, 819). Then, multiply all Y values for gauges by 1.066666, rounding to the nearest integer. That will give you a non-stretched HUD with elements that won't be much smaller than retail. It'll look low-res, albeit a bit better than retail, but it if you want, it can be a tie-over until someone makes a proper 5:4 layout with smaller HUD elements.

 

Offline Zacam

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Re: Antipodes 7 HUD overhaul (10/2210 - r6670)
Problem encountered. In the Retail Campaign 'Romans Blunder' with the layout I have the line from the Iceni is getting chopped or running off screen.
"of your leaders." is the portion not displaying, though the "Helm, engage subspace drive" displays on a newline under it.

Code: [Select]
+Messages:
Position: (175, 10)
+Talking Head:
Position: (5, 5)

Resolution: 1024x768. Needing: Either a length wrap value to put in to customize the message length for display or a parse to auto-wrap.
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¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Kolgena

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Re: Antipodes 7 HUD overhaul (10/2210 - r6670)
Here's the resolution calculator, relocated from Swifty's HUD thread (and fixed a typo).

Instructions to use:

1. Do not touch the default values or the formulae unless you want to make personal adjustments/know what you're doing.
2. Look at the red stuff, plug in a custom resolution. (Don't put a super high native resolution like 1920x1200 unless you want barely readable tiny text)
3. Copy the bolded values into HUD_gauges.tbl. Since it's an Excel 2007 calculator, it doesn't spit out a ready-to-use tbl for you.
4. Test it! I didn't do much testing myself, so consider this a beta release. I'll try to fix anything that crops up.

Updated to attach fixed calculator.

[attachment deleted by admin]
« Last Edit: November 16, 2010, 08:28:47 pm by Kolgena »

 

Offline Axem

  • 211
Re: Antipodes 7 HUD overhaul (10/2210 - r6670)
I got a weird bug happening with the hud-set-message and variables. If I use hud-set-message at all, variables in messages won't update past their initial value, either through hud-set-message or through normal send-message. But as soon as I take out hud-set-message, everything works fine.

Here's a quick mod that shows the problem. Comes with a hud gauge and two missions. One has a timer that tries to use hud-set-message in a number of ways, and the only one that works is using hud-set-text-num taking the variable as a parameter directly. The other is a mission has the same timer set up, just using only send-message and no hud sexps.

http://www.sectorgame.com/axem/files/otherstuff/hudbug.rar

 

Offline Kolgena

  • 211
Re: Antipodes 7 HUD overhaul (10/2210 - r6670)
Got a problem with sound. In the second FS2 mission (on a new, uncorrupted pilot :P), music cuts out after the Victory track finishes playing right before you find the installation. I think this was a confirmed sound issue with Ant 6 where ambient music does not play if it's supposed to after non-ambient music finishes.

On a side note, the head.ani seems to be causing stuttering for me as well, as was mentioned by Psychonaut and Macfie. My stuttering is so bad that I can't aim properly if a head ani is visible. I'm also running Zacam's shaders, which tend to be extremely intensive in certain scenes, so I can't be totally sure what the stuttering is from. I'll take the shaders out later and test again to eliminate other causes.

 

Offline Zacam

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Re: Antipodes 7 HUD overhaul (Update 10/24/10 - r6685)
Windows Builds updated to r6685. Matches against Nightly Build of the same revision.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 
Re: Antipodes 7 HUD overhaul (Update 10/24/10 - r6685)
Would it be possible to make the messages remain visible when bringing up the communications menu? There seems to be plenty of room for both.

Also, not sure if this is intentional with this test build since I'm new to this Antipodes thing, I noticed that the killed-by messages no longer show up.

And it seems that this isn't important as implied by previous posts but yeah, I'm getting that bug too where I'm supposed to be in the GVD Psamtik but the main menu shows I'm in the GTD Aquitane and I have to go to the campaign menu and select the FS2 campaign to get the proper menu.

 

Offline Kolgena

  • 211
Re: Antipodes 7 HUD overhaul (Update 10/24/10 - r6685)
Would it be possible to make the messages remain visible when bringing up the communications menu? There seems to be plenty of room for both.

Also, not sure if this is intentional with this test build since I'm new to this Antipodes thing, I noticed that the killed-by messages no longer show up.

And it seems that this isn't important as implied by previous posts but yeah, I'm getting that bug too where I'm supposed to be in the GVD Psamtik but the main menu shows I'm in the GTD Aquitane and I have to go to the campaign menu and select the FS2 campaign to get the proper menu.


No, these are excellent bug finds. The main menu bug isn't unimportant at all. It was just thought to be an isolated special case until you noticed it as well.

 

Offline Zacam

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Re: Antipodes 7 HUD overhaul (Update 10/24/10 - r6685)
I updated the main post with a quote section of reported issues so far.

And pre-HUD overhaul, messages would disappear when you bring up the comms menu, hence why it is listed as not a bug, but nice to have.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Kolgena

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Re: Antipodes 7 HUD overhaul (Update 10/24/10 - r6685)
I think "main hall defaults incorrectly to Aquitaine" should be added.

 

Offline The E

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Re: Antipodes 7 HUD overhaul (Update 10/24/10 - r6685)
That's a bug that is considerably older, and pilot file related. As such, it's an issue for Antipodes 8.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
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Offline chief1983

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Re: Antipodes 7 HUD overhaul (Update 10/24/10 - r6685)
It's a bug that's probably already fixed in the code for Antipodes 8, specifically.

Also, I finally added an 'Antipodes 7' version to Mantis, so you can report issues from these builds specifically under the version they were encountered under.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
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