Author Topic: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018  (Read 5860 times)

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Offline SL1

  • 24
Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
I think I have a solution for the lead sight color issue. What I did was extract leadsight-hdg.tbm from the VP, remove the Color section completely, and place the edited file in Data/Tables. I got the idea when I looked at Diaspora's hud_gauges.tbl and noticed that it didn't have any Color section for its lead sight. It now changes color to match the rest of the HUD. More precisely, it changes to the color you choose with "Select All" in the HUD config menu. It looks like you can't change its color independently like you can with the other gauges (which makes sense - it's a completely new gauge that the game wasn't designed with, after all). This isn't a problem for me, because I like to have all the gauges use the same color, but it could be a bit inconvenient for people who like to use different colors for individual gauges. What you'd have to do is use "Select All" to choose your lead sight color and then change the other gauges one by one. That's not a huge problem, though.
« Last Edit: February 16, 2018, 06:08:46 am by SL1 »

 

Offline emark4

  • 27
Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Okay so here's the BP-style hud mod. It's a little larger than the other ones because I wanted it to work seamlessly with BP as well. That's why the text for the gauge is Arial (just like BP).

And there's a leadsight mod. It doesn't remove the other recticle, due to the way that modular hud gauges are designed. Basically gauges all just stack up on each other, there's no easy way to remove a default gauge. Note, it seems to be stuck as a green gauge, I don't know why... Also I took Diaspora's graphic for the leadsight.

The AX2 HUD-BP kinda breaks the database (not the tech room). The dossiers & the pilots log have very tiny fonts now and the intellegence section just brings an error message. Fortunately the mod works fine in gameplay but not when browsing throught the BP verse.

 

Offline SL1

  • 24
Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Is there anything I can do to make this mod's HUD take priority in campaigns that make their own changes to the HUD? I've just started Venice Mirror, and it seems to use a version of this mod, but the message box is back to the upper left corner and the text is too small. I've tried copying mv_root-hdg.tbm from my MediaVPs_2014 folder and pasting it in a "tables" folder for Venice Mirror, as well as extracting Venice Mirror's axmessage.cfg file into a "config" folder. The reticle is now smaller and the talking head is below it, like in my config, but the message box is still in the upper left corner with small text.

 

Offline Axem

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  • 211
Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
I'm going to get back to you two sometime soon when I have a clear mind and it's not lagged due to terrible time changes.

I just want to mention too that FS HUD behavior is pretty tricky to work with, especially when attempting to override other HUDs. I hope I can come up with some solution for you.

 

Offline SL1

  • 24
Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
I'm going to get back to you two sometime soon when I have a clear mind and it's not lagged due to terrible time changes.

I just want to mention too that FS HUD behavior is pretty tricky to work with, especially when attempting to override other HUDs. I hope I can come up with some solution for you.

Take your time. It's cool. I already feel kind of bad anyway for bothering you about little things (like simply moving gauges around) that turned out to be easy for me to deal with myself. I hope I was able to help a bit by figuring out the lead sight color thing.

You're definitely right that HUD stuff is weird. I would have expected it to be more of an all-or-nothing kind of thing, instead of what we have here where you can get some changes to work and not others. If you ask me, I think it would be a better idea for people making campaigns to simply leave the HUD alone and let people decide which HUD mod they want to use, if any. I know a lot of newer campaigns are using special HUD elements, like the proximity monitor in Scroll of Atankharzim, but I got that campaign and this HUD mod working together just fine after some initial problems with fonts. It doesn't seem like it's strictly necessary to change the whole HUD just to allow for the addition of new stuff.

  

Offline Axem

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  • 211
Re: RELEASE - The Lost 2_ HUD: Rebuilt! - Updated February 3 2018
Yeah, one side of it is mods need to make their own HUD gauges for special instances and I have no control over how they do that.

The other side of it is that HUD gauges are accumulative/additive, so unless you override the exact HUD gauges file the mod is using, you're doing to end up with duplicate gauges. All of this makes it hard for me to make a single HUD mod that works for everyone in any instance. Worse yet is when we dive into new fonts and how other mods use them differently (like the BP issue).

The issues are probably not hard to fix, they just take time to look into and testing. If either of you want to look into it and let me know what changes that need to be made, that's be super duper. I mostly do modding on the weekends (and if Spoon give me a break), so you'd need to wait in line as it were. :p