Author Topic: HUD Issue with FS2Open  (Read 2070 times)

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Offline AV8R

  • 28
HUD Issue with FS2Open
Hey All,

I just opened FS2Open tonite to play through the campaign again (ok, so I was a little bored) and I discovered that when I launched the first Training mission my center circular reticle was missing from the screen. All of the other HUD components were there in the lower left, lower center and lower right, just the center reticle is gone (including the weapons and afterburner bars and the large circle that surrounds them). Only the numbers for the speed indicators are there, like they're hanging in space. Here's what I've tried so far (keeping in mind my monitor display is 1440x900 and I use the mv_root-hdg.tbm file to take advantage of the wide screen HUD feature):

1) I went into the HUD customization area and made sure the features were indeed set to on and they were. I tried all of the various color schemes and custom schemes and all had missing center reticles in the HUD.
2) I went into FS1 and ST:R and they both show the HUD fine (using separate pilot files, MODS and the mv_root file in the \fsport-mediavps\data\tables folder).
3) If I change the name or remove the mv_root-hdg.tbm file from the tables folder under mediavps_3612\data\tables then I get a correct HUD (albeit the old, oval, low resolution HUD).
4) I even recreated the pilot file in case it was corrupt (I use a separte pilot file for each campaign). Still no dice.

I am using the 3_6_14_RC6 (SSE2) executable, which is working fine for FSPort and ST:R.

Any thing else you can suggest I try to troubleshoot this?

 

Offline niffiwan

  • 211
  • Eluder Class
Re: HUD Issue with FS2Open
1) debug log please

2) Can you post the contents of your mediavps_3612/data/tables/mv_root-hdg.tbm?
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline AV8R

  • 28
Re: HUD Issue with FS2Open
Here they are. Actually the game wouldn't start in debug mode - I got an immediate error you'll see in the log. Perhaps I have the wrong table file (are they separate/different for FS2 and FSPort?).

[attachment deleted by a ninja]

 

Offline AV8R

  • 28
Re: HUD Issue with FS2Open
Here's the actual error that appeared:

Cannot load hud ani: 2_energy2_fs1

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! Warning + 430 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! HudGaugeAfterburner::initBitmaps + 114 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! load_gauge_afterburner + 835 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! load_gauge + 1014 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! parse_hud_gauges_tbl + 1866 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! parse_modular_table + 267 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! hud_positions_init + 129 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! game_init + 1675 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! game_main + 519 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_14_RC6_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 239 bytes
ntdll.dll! RtlInitializeExceptionChain + 194 bytes

 

Offline niffiwan

  • 211
  • Eluder Class
Re: HUD Issue with FS2Open
Yep - the mv_root-hdg.tbm file is different for FSPort and FS2  :)

Try the one attached.

[attachment deleted by a ninja]
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline AV8R

  • 28
Re: HUD Issue with FS2Open
Dammit!  :banghead:

I mean, thank you so much for your help!

Well, at least it was an easy fix, eh?  ;)

 

Offline AV8R

  • 28
Re: HUD Issue with FS2Open
Ok, so after using the correct HUD table file for FS2Open I started to notice something was amiss. A lot of the HUD components, especially the lower left and right components seemed to be askew - off slightly. So I opened up FSPort and looked at the placement of the components there and they were perfect - nice and tight against the screen edges and perfectly aligned with each other. I went back to FS2Open and looked again and saw, in comparison to the FSPort HUD, the placement of the components in the FS2Open table files was a little sloppy. Great, now this was really gonna bug me.

So I got a wild hair and decided to open both HUD table files side by side and compare them. I was pleasantly surprised at how similar they were - just a few lines here and there were really different, most were essentially the same. So I made a copy of the FSPort HUD table file and began editing it so it would work in FS2Open (I basically took out some header lines and edited the reticle entries since FSPort has perfectly round brackets around the central reticle and FS2Open has wide, slanted brackets). Once I completed the edits I placed the new HUD table file in the FS2Open table folder and tried it and, Viola!, it worked! I'm halfway though the campaign and all of the HUD components have functioned perfectly and, as a bonus, all of the HUD components in FS2Open are now as perfectly aligned as they are in FSPort - and no more missing reticle.

Thanks again for the correct HUD table file - and by extension the lesson on table file editing.  ;)

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: HUD Issue with FS2Open
Viola!
It's Voilà. If you're gonna torture the French language, make sure there are no Frenchmen around here to notice it first ! :p

(Also, viola means "raped". You don't want to mistake the two).
People are stupid, therefore anything popular is at best suspicious.

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SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
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MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline AV8R

  • 28
Re: HUD Issue with FS2Open
Raped by my lack of bilingual skill.... :ick:

 

Offline niffiwan

  • 211
  • Eluder Class
Re: HUD Issue with FS2Open
nice work - do you mind posting your re-aligned FS2 HUD table?  I'd like to use it  ;)
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline AV8R

  • 28
Re: HUD Issue with FS2Open
Keep in mind this is for widescreen displays (I run 1440 x 900).

Here you are:

[attachment deleted by a ninja]

 

Online Mongoose

  • Rikki-Tikki-Tavi
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Re: HUD Issue with FS2Open
(Also, viola means "raped". You don't want to mistake the two).
It's also a musical instrument, if you want to go for a slightly more cheerful interpretation. :p

 

Offline Jeff Vader

  • The Back of the Hero!
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Re: HUD Issue with FS2Open
rape
23:40 < achillion > EveningTea: ass
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23:40 < achillion > evilbagel: ass
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23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
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01:09 < T-Rog > at least it's curable
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01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
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14:05 < achillion > until stuff explodes
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15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
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15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 

Offline niffiwan

  • 211
  • Eluder Class
Re: HUD Issue with FS2Open
Keep in mind this is for widescreen displays (I run 1440 x 900).

Here you are:

Thanks!  :)
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline AV8R

  • 28
Re: HUD Issue with FS2Open
UPDATE: This table file contains the ETS Retail and Radar Orb entries also. They are remarked out with semicolons so you'll simply have to make the appropriate edits to get them to function as you wish depending on the mod you're playing and settings you're using (you know the drill, I'm sure).

Grab it here:

[attachment removed and sold on the black market]

 
Re: HUD Issue with FS2Open
Hi there,

sorry for gravedigging (hey, it's only 1 year old). This seems to be the newest thread on this topic that I could find, and it also precisely describes the issue I'd like to solve.

So the HUD in the FS2 SCP looks not quite as nice as the one in the FSPort one. I attached the two screenshots for comparison. The differences include non-circular radar and larger (lower-res?) gauges, fonts etc...

The attachments from this thread have been deleted by ninjas, sold on the black market... or something. So I can't just try the solution that AV8R prepared. Could anyone else point me to the solution of the FS2 SCP HUD for the widescreen resolutions? Maybe there is a way I can switch to the FSPort one?

[attachment deleted by ninja]

 

Offline Arpit

  • 27
Re: HUD Issue with FS2Open
Here's my HUD configuration table for mediavps. Take the file from attachment and place it in your Freespace2/mediavps_3612/data/tables folder, (you may have to create the folder) and give it a try.  :)

[attachment deleted by ninja]

 
Re: HUD Issue with FS2Open
Here's my HUD configuration table for mediavps. Take the file from attachment and place it in your Freespace2/mediavps_3612/data/tables folder, (you may have to create the folder) and give it a try.  :)
Thank you! It worked with no problems and looks great (now I need to get used to crispy polished HUD again :) ).

I didn't think I'd get a solution that fast...