Author Topic: Hud gauges in the FSPort MediaVPs  (Read 9539 times)

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Offline Antares

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Hud gauges in the FSPort MediaVPs
Latest update borks the HUD, getting huge icons and comm windows again. No problems with 4.3.1.
We have returned to continue our purification of this galaxy. It is again your turn to be crushed beneath the great force that is the Antaran army. All your petty squabbling with the other beings in this galaxy is meaningless. The Antaran fleet will destroy you all, one by one. You may not surrender. You cannot win. Your only option is death.

 

Offline Goober5000

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Re: Hud gauges in the FSPort MediaVPs
Can you post a screenshot?

 

Offline Antares

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Re: Hud gauges in the FSPort MediaVPs
These are all taken at 1280 x 720.

FSPort MVPs 4.3.1:



FSPort MVPs 4.3.2:



FS2 MVPs 4.3.3 (same look in 4.3.1):

« Last Edit: September 02, 2020, 08:44:11 pm by Antares »
We have returned to continue our purification of this galaxy. It is again your turn to be crushed beneath the great force that is the Antaran army. All your petty squabbling with the other beings in this galaxy is meaningless. The Antaran fleet will destroy you all, one by one. You may not surrender. You cannot win. Your only option is death.

 

Offline Goober5000

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Re: Hud gauges in the FSPort MediaVPs
Well, take a screenshot of the most recent MediaVPs and post that too, for comparison's sake.  Edit it into your post.

The new hud gauge tbl in FSP-MVPs is almost exactly the same as the one in the latest MVPs; it just uses the FS1 style instead of the FS2 style.

 

Offline Antares

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Re: Hud gauges in the FSPort MediaVPs
You mean the FS2 upgrade MVPs?

EDIT: Threw in a screen from High Noon.
« Last Edit: September 02, 2020, 08:44:35 pm by Antares »
We have returned to continue our purification of this galaxy. It is again your turn to be crushed beneath the great force that is the Antaran army. All your petty squabbling with the other beings in this galaxy is meaningless. The Antaran fleet will destroy you all, one by one. You may not surrender. You cannot win. Your only option is death.

 

Offline AV8R

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Re: Hud gauges in the FSPort MediaVPs
The only thing out of place in the last shots are the overblown radar orbs. Everything else looks proportional to me (then again, I turn off the talking head animations - as long as I can either read the message or hear it, I don't need to see a talking head say it).

EDIT: Also, the afterburner and weapons gauges seem a bit too far out from the center control system - they could be pulled in a bit like the original pic.

« Last Edit: September 02, 2020, 09:39:41 pm by AV8R »

 

Offline Antares

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Re: Hud gauges in the FSPort MediaVPs
The effect is more pronounced in busier missions that have several mission objectives, multiple fighter wings, or large escort lists, where a lot of information is being given at once; the various displays will overlap with each other because they all take up too much real estate on the screen. I bet if I dug around in ST:R, I could find some examples of text running together.
We have returned to continue our purification of this galaxy. It is again your turn to be crushed beneath the great force that is the Antaran army. All your petty squabbling with the other beings in this galaxy is meaningless. The Antaran fleet will destroy you all, one by one. You may not surrender. You cannot win. Your only option is death.

 

Offline Goober5000

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Re: Hud gauges in the FSPort MediaVPs
Well, I didn't write the table myself; I just adapted it from the existing table which is based on Axem's Lost HUD, Rebuilt.  I then compared it to what's in the current FS2 MVPs, and the only differences are the settings for using the FS1 style instead of FS2 style.

I do agree that the radar gauge looks oversized, and that the afterburner and weapons energy bars are rather far away from the reticle.  Attached is the current FSPort MVP hud gauge tbm; if anyone can fix those issues I will include the fixes in the next update.

[attachment deleted to save space]

 

Offline Antares

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Re: Hud gauges in the FSPort MediaVPs
If I want to do some tweaking with the table, what directory can I drop it into to overwrite the MVPs default settings?
We have returned to continue our purification of this galaxy. It is again your turn to be crushed beneath the great force that is the Antaran army. All your petty squabbling with the other beings in this galaxy is meaningless. The Antaran fleet will destroy you all, one by one. You may not surrender. You cannot win. Your only option is death.

 

Offline Goober5000

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Re: Hud gauges in the FSPort MediaVPs
Find the fsport-mediavps directory (the location where mv_fsport_43x.vp is) and then create data/tables under that.  Then drop the file in the tables directory.

 

Offline Antares

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Re: Hud gauges in the FSPort MediaVPs
Is there a copy of the 4.3.1 FSPort MVP table I could look at for comparison?
We have returned to continue our purification of this galaxy. It is again your turn to be crushed beneath the great force that is the Antaran army. All your petty squabbling with the other beings in this galaxy is meaningless. The Antaran fleet will destroy you all, one by one. You may not surrender. You cannot win. Your only option is death.

 

Offline Goober5000

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Re: Hud gauges in the FSPort MediaVPs
It is, essentially, this:

Code: [Select]
$Max Directives: 8
$Max Escort Ships: 13
$Scale Gauges: no
$Reticle Style: FS1

 

Offline Antares

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Re: Hud gauges in the FSPort MediaVPs
Well, simply overwriting those values in the existing 4.3.2 table doesn't switch back to 4.3.1 behavior, so there's some other chicanery at work.
We have returned to continue our purification of this galaxy. It is again your turn to be crushed beneath the great force that is the Antaran army. All your petty squabbling with the other beings in this galaxy is meaningless. The Antaran fleet will destroy you all, one by one. You may not surrender. You cannot win. Your only option is death.

 

Offline Goober5000

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Re: Hud gauges in the FSPort MediaVPs
Since the 4.3.1 table didn't specify any coordinates, it used the hard-coded retail default coordinates.  The new table provides new coordinates, which are partly based on the retail coordinates, but they have different origins and offsets.  They will (supposedly) look identical at 1024x768 resolution (with one exception), but scale differently.

The one exception is that the new FSPort MediaVPs uses the 2_[filename] files which are larger than the [filename] files.  To use the smaller files you will need to remove the 2_ prefix from every filename in the TBM.

See the wiki page for the table details:
https://wiki.hard-light.net/index.php/Hud_gauges.tbl

As one example, to move the afterburner and weapons energy gauges closer to the center, you will need to decrease the offset from the (0.5, 0.5) center position.

 

Offline Antares

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Re: Hud gauges in the FSPort MediaVPs
Found a workaround. Saving a blank copy of mv_root-hdg.tbm to data/tables overrides the MVPs and effectively defaults to retail, which scales properly. Things look nice again!
We have returned to continue our purification of this galaxy. It is again your turn to be crushed beneath the great force that is the Antaran army. All your petty squabbling with the other beings in this galaxy is meaningless. The Antaran fleet will destroy you all, one by one. You may not surrender. You cannot win. Your only option is death.

 

Offline Goober5000

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Re: Hud gauges in the FSPort MediaVPs
That is what the previous TBM did, with the exception of the four lines I quoted, which modify retail slightly.

Can you look into adjusting the coordinates in the current version's TBM?  Others who haven't posted may be interested as well.

 

Offline Tarvis

  • 26
Re: Hud gauges in the FSPort MediaVPs
Hello,

I've looked into the issue and Ive determined this can be solved without altering any offsets. In short: this is happening because the base/min defined resolution in the hud table file is still 1024x768, which means that Axem's HD hud is being used at all resolutions between 1024x768 all the way up to 1080p.
All the offsets are correctly defined: the issue is simply that the graphics are too big for resolutions below 1080p. So we can make the table file just use the retail HUD at resolutions below 1080p.


I modified the table file a little bit: increased the minimum resolution for the new HUD to be 900p. That way, resolutions below that will use the original retail HUD automatically, while resolutions 1080p and higher will use Axem's HD hud.
I removed the global $Font: 2 so that the retail HUD uses the original sized font, and added Font: 2 to all the new gauges so that Axem's HD hud still uses the new HD font.
Also, the $Force Scaling Above: directive only seems to work after a #Gauge, so I moved it there. This fixes the HUD looking way too small at 1440p and especially 4K resolutions.
Fixed Comms dialog having a big gap from the right side of screen.


Here's the results, using the same hud table file for each:

720p: Link
1080p: Link


And here's the table file (make a text file in fsport-mediavps-4.3.4/data/tables called "mv_root-hdg.tbm" and paste the code below)
Code: [Select]
$Max directives: 8   
$Max escort ships: 9 
$Scale Gauges: No
$Reticle Style: FS1

#Gauge Config
 $Base: (1024, 768)
 $Force Scaling Above: (1920, 1080)
 $Min: (1600, 900)
 $Gauges:
  +Messages:
Origin: (0.0, 0.0)
Offset: (8, 5)
Font: 2
Max Lines: 5
Line Height: 17
  +Training Messages:
Origin: (0.5, 0.5)
Offset: (-133, -215)
Font: 2
  +Support:
Origin: (0.5, 0.5)
Offset: (-87, 150)
Font: 2
Filename: 2_support1
Header Offsets: (5,3)
Text Y-offset: 20
Dock Status X-offset: 15
Dock Time X-offset: 110
  +Damage:
Origin: (0.5, 0.0)
Offset: (-119, 150)
Font: 2
Top Background Filename: 2_damage1
Entry Background Filename: 2_damage2
Bottom Background Filename: 2_damage3
Header Offsets: (5,3)
Hull Integrity Offsets: (15,25)
Hull Integrity Value X-offset: 220
Top Background Height: 40
Subsystem Entry Height: 16
Subsystem List Start Offsets: (20,45)
Subsystem Entry Value X-offset: 220
Bottom Background Offset: 0
  +Wingman Status:
Origin: (1.0, 0.0)
Offset: (-156, 230)
Font: 2
Left Background Filename: 2_wingman1
Entry Background Filename: 2_wingman2
Right Background Filename: 2_wingman3
Dot Filename: 2_wingman4
Header Offsets: (5,3)
Left Background Width: 114
Entry Width: 57
Single Wing Offsets: (31,20)
Multiple Wing Start Offsets: (62,20)
Wing Name Offsets: (35, 50)
Dot Offsets: (29,5) (19,20) (39,20) (29,35) (12,35) (46,35)
  +Auto Speed:
Origin: (1.0, 1.0)
Offset: (-115, -100)
Font: 2
Filename: 2_toggleX
Auto Offsets: (25,3)
Speed Offsets: (20,18)
  +Auto Target:
Origin: (1.0, 1.0)
Offset: (-115, -150)
Font: 2
Filename: 2_toggleX
Auto Offsets: (25,3)
Target Offsets: (17,18)
  +Countermeasures:
    Origin: (1.0, 1.0)
    Offset: (-120, -195)
Font: 2
    Filename: 2_countermeasure1
    Text Offsets: (60,8)
Value Offsets: (20,8)
  ;+Talking Head:
;Origin: (0.5, 0.2)
;Offset: (-500, -15)
  ;  Filename: 2_head1
  ;  Header Offsets: (6, 3)
  ;  Animation Offsets: (3,16)
;Animation Background Size: (250,188)
;Animation Size:  (250,188)
  +Talking Head:
    Origin: (0.0, 0.0)
    Offset: (20, 100)
Font: 2
    Filename: 2_head1
    Header Offsets: (6, 3)
    Animation Offsets: (3,16)
    Animation Size: (250,187)
  +Directives:
Origin: (0.0, 0.5)
Offset: (20, -75)
Font: 2
Top Background Filename: 2_directives1
Entry Background Filename: 2_directives2
Bottom Background Filename: 2_directives3
Header Offsets: (5,4)
Top Background Height: 20
List Start Offsets: (7,23)
Entry Height: 15
Max Line Width: 245
  +Weapons:
Origin: (1.0, 1.0)
Offset: (-265, -320)
Font: 2
Primary List Top Background Filename: 2_weapons1_b
Alt Ballistic Filename: 2_weapons1_b
Primary List Middle Background Filename: 2_weapons2_b
Alt Ballistic Filename: 2_weapons2_b
Primary List Bottom Background Filename: 2_weapons2_b
Alt Ballistic Filename: 2_weapons2_b
Secondary List Top Background Filename: 2_weapons3_b
Alt Ballistic Filename: 2_weapons3_b
Secondary List Entry Background Filename: 2_weapons2_b
Alt Ballistic Filename: 2_weapons2_b
Secondary List Bottom Background Filename: 2_weapons5_b
Alt Ballistic Filename: 2_weapons5_b
Header Offsets: (17,3)
Alt Ballistic Offsets: (17,3)
Top Primary Background X-offset: 12
Alt Ballistic X-offset: 12
Text X-offset: 12
Alt Ballistic X-offset: 12
Top Primary Frame Height: 33
Top Secondary Frame Height: 12
Primary List Start Y-offset: 20
Secondary List Start Y-offset: 6
Primary Weapon Ammo X-offset: 235
Primary Weapon Link X-offset: 33
Primary Weapon Name X-offset: 42
Secondary Weapon Ammo X-offset: 235
Secondary Weapon Linked X-offset: 25
Secondary Weapon Name X-offset: 42
Secondary Weapon Reload X-offset: -10
Primary Weapon Entry Height: 19
Secondary Weapon Entry Height: 19
  +Objective Notify:
Origin: (0.5, 0.5)
Offset: (-119, -200)
Font: 2
Filename: 2_objectives1
Objective Text Y-offset: 5
Objective Value Y-offset: 17
Subspace Text Y-offset: 5
Subspace Value Y-offset: 17
Red Alert Text Y-offset: 5
Red Alert Value Y-offset: 17
  +Squad Message:
    Origin: (1.0, 0.0)
    Offset: (-275, 15)
Font: 2
Top Background Filename: 2_message1
Entry Background Filename: 2_message2
Bottom Background Filename: 2_message3
Header Offsets: (5,3)
List Start Offsets: (10,25)
Top Background Height: 20
Entry Height: 17
Command X-offset: 20
Page Up Offsets: (200,25)
Page Down Offsets: (200,195)
  +Lag:
    Origin: (0.5, 0.5)
    Offset: (115, 145)
Font: 2
    Filename: 2_netlag1
  +Mini Target Shields:
Origin: (0.5, 0.5)
Offset: (-25, 86)
Font: 2
Filename: 2_targhit1
3 Digit Hull Offsets: (12,13)
2 Digit Hull Offsets: (15,13)
1 Digit Hull Offsets: (20,13)
  +Player Shields:
    Scale Gauge: YES
    Origin: (0.5, 1.0)
    Offset: (175, -98)
Font: 2
  +Target Shields:
    Scale Gauge: YES
    Origin: (0.5, 1.0)
    Offset: (-275, -98)
Font: 2
  +Escort View:
Origin: (1.0, 0.5)
Offset: (-259, -54)
Font: 2
Top Background Filename: 2_escort1
Entry Background Filename: 2_escort2
Bottom Background Filename: 2_escort3
Entry Height: 19
Header Text: Monitoring
Header Offsets: (7,5)
List Start Offsets: (0,21)
Hull X-offset: 200
Name X-offset: 10
Status X-offset: -15
Ship Name Max Width: 185
  +Mission Time:
Origin: (1.0, 1.0)
Offset: (-100, -57)
Font: 2
Filename: 2_time1
Text Offsets: (15,8)
Value Offsets: (43,23)
  +Target Monitor:
Origin: (0.0, 1.0)
Offset: (20, -275)
Font: 2
Monitor Filename: 2_targetview1
Integrity Bar Filename: 2_targetview2x
Viewport Offsets: (4,67)
Viewport Size: (208,179)
Integrity Bar Offsets: (211,83)
Integrity Bar Foreground Clip Height: 154
Status Offsets: (180,88)
Name Offsets: (14,-5)
Class Offsets: (14,10)
Distance Offsets: (14,29)
Speed Offsets: (120,29)
Hull Offsets: (210,69)
Cargo Contents Offsets: (14,50)
Cargo Scan Start Offsets: (4,67)
Cargo Scan Size: (208,179)
Subsystem Name Offsets: (15,245)
Subsystem Integrity Offsets: (200,245)
Disabled Status Offsets: (75,100)
  +Extra Target Data:
Origin: (0.0, 1.0)
Offset: (20, -327)
Font: 2
Filename: 2_targetview3
Bracket Offsets: (0,0)
Dock Offsets: (15,25)
Dock Max Width: 300
Order Offsets: (15,-5)
Order Max Width: 300
Time Offsets: (15,10)
  +Radar:
    Origin: (0.5, 1.0)
    Offset: (-157 -262)
Font: 2
    Filename: 2_radarx
Radar Center Offsets: (154,128)
Radar Size: (288,240)
Infinity Distance Offsets: (276,225)
Long Distance Offsets: (272,225)
Short Distance Offsets: (278,225)
  +Afterburner Energy:
Origin: (0.5, 0.5)
Offset: (-273, 40)
Font: 2
  +Weapon Energy:
Origin: (0.5, 0.5)
Offset: (189, 40)
Font: 2
  +Text Warnings:
Font: 2
Origin: (0.5, 0.5)
Offset: (0, -95)
  +Center Reticle:
Origin: (0.5, 0.5)
Offset: (-19, -14)
Font: 2
  +Throttle:
Origin: (0.5, 0.5)
Offset: (-165, 0)
Font: 2
  +Threat Indicator:
Origin: (0.5, 0.5)
Offset: (-126, -171)
Font: 2
  +Lead Indicator:
  +Lock Indicator:
  +Weapon Linking:
Origin: (0.5, 0.5)
Offset: (86, -3)
Font: 2
  +Multiplayer Messages:
Origin: (0.0, 0.5)
Offset: (8, -144)
Font: 2
  +Voice Status:
Origin: (0.0, 0.5)
Offset: (8, -129)
Font: 2
  +Ping:
Origin: (1.0, 0.0)
Offset: (-128, 5)
Font: 2
  +Supernova:
Origin: (0.5, 0.5)
Offset: (-342, -214)
Font: 2
  +Offscreen Indicator:
  +Target Brackets:
Font: 2
  +Orientation Tee:
Origin: (0.5, 0.5)
Offset: (0, 3)
Radius: 215
  +Hostile Triangle:
Origin: (0.5, 0.5)
Offset: (0, 3)
Radius: 200
  +Target Triangle:
Origin: (0.5, 0.5)
Offset: (0, 3)
Radius: 200
  +Missile Triangles:
Origin: (0.5, 0.5)
Offset: (0, 3)
Radius: 200
  +Kills:
Origin: (1.0, 1.0)
Offset: (-253, -195)
Font: 2
Filename: 2_kills1
Text Offsets: (15,8)
Value Offsets: (115,8)
  +Fixed Messages:
Font: 2
  +ETS Retail:
Origin: (1.0, 1.0)
Offset: (-225, -160)
Font: 2
Filename: 2_energy1
Foreground Clip Height: 66
Letter Offsets: (5,70)
Top Offsets: (0,0)
Bottom Offsets: (0,80)
Gauge Offset: 25
 $End Gauges
#End


I think this should be included in the mediavps since the HUD is unaffected for users at 1080p; this just fixes the gauges being too big for people using 1280x720 or 1366x768 (which is still a super common laptop resolution in laptops coming out to this day, so a surprisingly high number of people use it, not just dinosaurs with old monitors)

I can make a version for the regular FS2 MediaVPs as well... (edit: done here)
« Last Edit: October 16, 2020, 04:52:38 am by Tarvis »

 

Offline Goober5000

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Re: Hud gauges in the FSPort MediaVPs
Thanks very much, Tarvis. :yes:  This will be in the next release of the FSPort MVPs.