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 Post subject: Re: Xenon HUD
PostPosted: Sat Oct 15, 2016 1:08 pm 
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Modified version 1.5.1 here:
https://drive.google.com/open?id=0B7mL1 ... G1OdlE3ZFU

What I've done:
- simplified masslock status computation
- used a customLight dial instead of text label (all three HUD variants: normal, alt and hi-constrast)
- removed the "masslock equipment" that was no more needed
- commented out a missile timer line that appeared to be no more needed

The indicator is right next to the joystick sensitivity indicator. I'll let you tweak the colours and alignment. I'm terrible at graphics stuff.

I've just realized that I don't check for the "disable masslock" option so the indicator should appear always; and since I removed the "masslock equipment" there's no easy way to have the option working again. Making the dial transparent by default should do the trick I guess. Sorry about that. I leave it as is because in my opinion the option is now superfluous; the dial shouldn't annoy anyone.

PS: there's a minor issue with the docking HUD. Removing the "playerIsDocking" term in the checkWeaponsOnline function solves it. Also, the test for alertCondition is probably counter-productive now (assuming that alertMassLock just returns a flag held by the game engine and doesn't hide heavy computations).


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 Post subject: Re: Xenon HUD
PostPosted: Tue Oct 18, 2016 4:20 am 
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Thanks for contributing to this, Astrobe.

Version 1.5.2 is now available via the download manager. It's pretty much the content you supplied, with a couple of minor code tweaks.

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 Post subject: Re: Xenon UI OXP
PostPosted: Sat Nov 19, 2016 8:18 pm 
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Hi,
i downloaded your HUD and i find it very nice, great job!
If i make an Witchspacejump and i am in the view-mode (where the HUD disapears, but i think that's intended, or am i wrong?), the HUD disapears when i make the jump, and if i toggle HUD again with 'o', the the blue thread cross isn't there where it should be (nowhere).
By the way, i'm using Linux.

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 Post subject: Re: Xenon UI OXP
PostPosted: Sat Nov 19, 2016 10:23 pm 
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(Moderators: Can you move this post and the previous one to the Xenon HUD thread?)

The easiest way to reset the crosshairs on the HUD is to just switch from one view to another. So in the interim while I investigate the other issue that should work.

There is a bug in the game (which has been fixed in v1.85) that shows itself when using Xenon HUD if your view is not on the forward view when you enter hyperspace. Essentially the HUD doesn't receive notification that the view has changed and so whatever the crosshairs are displaying when you enter hyperspace are shown on the forward view. Again, a quick flip from one view to another will fix this.

I'll test the scenario you've outlined and report back. Thanks for letting me know.

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 Post subject: Re: Xenon UI OXP
PostPosted: Sun Nov 20, 2016 12:13 am 
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Quote:
Moderators: Can you move this post and the previous one to the Xenon HUD thread?
Best to use the Report function for such requests - and supply a target link, perhaps.

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 Post subject: Re: Xenon HUD
PostPosted: Sat Jul 01, 2017 9:58 pm 
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@phkb what do you think about adding a central dot to the crosshairs, as I did for myself (see: http://bb.aegidian.org/viewtopic.php?p=257349#p257354 )? With weapons offline, it is quite difficult to precisely point to a target that is far away or that is small such as a cargo container.


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 Post subject: Re: Xenon HUD
PostPosted: Sat Jul 01, 2017 11:13 pm 
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Thanks gsagostinho, I'll add a dot in the next release.

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 Post subject: Re: Xenon HUD
PostPosted: Sun Jul 02, 2017 5:31 pm 
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Great, many thanks!


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 Post subject: Re: Xenon HUD
PostPosted: Thu Jul 27, 2017 1:11 am 
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Version 1.5.4 has just been released. In this version:
  • Moved positions of comm log and message gui when docked.
  • Corrected some rgb_color values in the HUD plist files.
  • Added "background_automatic" to the message_gui so it will fade out in hi-contrast mode (Oolite 1.85/86 only).
  • Fixed script error that could occur when player ejects.
  • Updates for new events in Oolite v1.85/6.
  • Added central "dot" to a couple of the crosshairs to help with aiming.
  • Code refactoring.
Download via the expansion pack manager.

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 Post subject: Re: Xenon HUD
PostPosted: Thu Aug 17, 2017 8:06 am 
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Version 1.5.5 has just been released. In this version:
  • Fixed issue where switching HUD's during flight may not award all required Xenon HUD equipment.
  • Improved HUDSelector integration.
  • Some attempts at performance improvements.

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 Post subject: Re: Xenon HUD
PostPosted: Sat Aug 26, 2017 9:48 am 
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Version 1.5.6 fails to install.


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 Post subject: Re: Xenon HUD
PostPosted: Sat Aug 26, 2017 10:04 am 
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Sorry, hadn't updated the version number in the manifest file. Should be fixed now, though. Can you confirm?

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 Post subject: Re: Xenon HUD
PostPosted: Sat Aug 26, 2017 11:31 am 
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It's ok now. BTW what's new in this version?


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 Post subject: Re: Xenon HUD
PostPosted: Sat Aug 26, 2017 11:54 am 
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Bug fixes and performance improvements mostly.

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 Post subject: Re: Xenon HUD
PostPosted: Wed Sep 06, 2017 10:07 pm 
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New version 1.5.7 just released. In this version:
  • Better armour integration for forthcoming Ship Configuration release.
  • Stopped the "View Mode" equipment item from being removed unnecessarily.
  • Made use of the new "weaponsSystemsOnline" event to improve timer code performance.
  • Made use of the "playerDockingClearanceExpired" event to avoid the use of a timer, for better performance.
  • Fixed issue where the sun glare filter was being reset even though the "Glare Clarifier" was installed.
  • More code cleanup.

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