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 Post subject: Re: Xenon HUD
PostPosted: Sat Oct 31, 2015 5:16 pm 
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Discovered this HUD, works great!


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 Post subject: Re: Xenon HUD
PostPosted: Sat Oct 31, 2015 10:55 pm 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Thanks, jtarheel42! I'm glad you like it!

Just released version 1.3.4 which fixes a small Javascript bug.

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 Post subject: Re: Xenon HUD
PostPosted: Thu Dec 10, 2015 11:19 pm 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Version 1.3.6 has been released. (Version 1.3.5 was also released, but I found a bug)

In these versions
Version 1.3.6
- Current docked station was not being updated upon docking.

Version 1.3.5
- Added armour values (from IronHide or Ship Configuration) to the HUD.
- Added a "docked station" label to the docked HUD.
- Improvements to the hi-contrast mode, making MFD's more visible.
- If you launch using another HUD, then use HUD selector to change to the Xenon HUD, the HUD should now be displayed correctly.
- Trimmed some fat out of the equipment.plist file.
- Crosshair red alert mode now only triggers in combat red alert.
- Clock position on main display will now be more centred based on the font being used.
- Code cleanup.

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 Post subject: Re: Xenon HUD
PostPosted: Thu Sep 01, 2016 11:38 pm 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Version 1.4.0 has just been released. In this version:
  • Changed "==" comparisons to "===" for performance improvements.
  • Added a incoming missile warning indicator.
  • Code improvements and better integration with HUD Selector.
  • Fixed issue with mission screens that use the short range or long range special backgrounds and overirde the player's target system. The player's real destination was being reset if the player went from the mission screen displaying the map directly to the F6 screen. It now waits a moment to allow mission screens to do their own cleanup before checking and reseting the destination.
  • Better handling of scenario in interstellar space when player selects their originating system as their jump destination. Destination will now appear in HUD.
  • Sound effects added for mode/activate functions of HUD.

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 Post subject: Re: Xenon HUD
PostPosted: Mon Sep 19, 2016 9:25 pm 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Version 1.4.1 has been released. In this version:
  • Added very small crosshairs to appear when standard crosshairs are turned off during green or yellow conditions.
  • Added flags into Library Config to disable the docking HUD and the missile warning indicator.
  • Added flags into Library Config to manually set the crosshair mode, and to disable the Mode selector primable equipment item.
  • Fixed issue with hyperspace destination system being linked to the space compass, and not considering the presence of the ANA.

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 Post subject: Re: Xenon HUD
PostPosted: Tue Sep 20, 2016 6:48 pm 
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Joined: Sun Jul 21, 2013 12:26 pm
Posts: 564
Your Xenon OXPs really are game-changers. Thanks for the good work!


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 Post subject: Re: Xenon HUD
PostPosted: Sat Oct 08, 2016 9:23 am 
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Posts: 564
Small request: replace the status indicator (aka threat level indicator, the little circle between the bay/scoop dial and the scanner), which is not really useful, with a masslock indicator which would be more useful (mainly when you're near a planet, in order to know when you can use the Torus drive without spamming the J key).


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 Post subject: Re: Xenon HUD
PostPosted: Sun Oct 09, 2016 3:02 am 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
That's a great idea, Astrobe. I'll look at implementing that shortly. Actually, that small indicator between the fuel scoop and the scanner is the joystick precision indicator. I have it visible as sometimes, in the heat of battle, I would occasionally hit that button, so it's useful to know what mode the joystick is in.

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 Post subject: Re: Xenon HUD
PostPosted: Sun Oct 09, 2016 5:22 pm 
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In my game I had made a small edit to make the crosshair green when not masslocked, playing with variable masslock the lack of an indicator is not the best

http://imgur.com/XblG9dw
http://imgur.com/kbCcwPh
Code:
		{ // custom crosshairs surround
			image = "xenon_surround_green.png";
			equipment_required = "EQ_XENONHUD_CENTRE";
			height = 110;
			width = 110;
			x = 0;
			y = 0;
			x_origin = 0;
			y_origin = 0;
			alpha = 0.7;
			draw_surround= false;
			alert_conditions = 2;
			viewscreen_only = 1;
		},
		{ // custom crosshairs surround
			image = "xenon_surround.png";
			equipment_required = "EQ_XENONHUD_CENTRE";
			height = 110;
			width = 110;
			x = 0;
			y = 0;
			x_origin = 0;
			y_origin = 0;
			alpha = 0.7;
			draw_surround= false;
			alert_conditions = 4;
			viewscreen_only = 1;
		},
		{ // custom crosshairs surround
			image = "xenon_surround_alert.png";
			equipment_required = "EQ_XENONHUD_CENTRE";
			height = 110;
			width = 110;
			x = 0;
			y = 0;
			x_origin = 0;
			y_origin = 0;
			alpha = 1.0;
			draw_surround= false;
			alert_conditions = 8;
			viewscreen_only = 1;
		},
How about a variant of Shield-tastic Crosshair using some images? Something like this:

Image

I tried to do it myself, but no success :(


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 Post subject: Re: Xenon HUD
PostPosted: Thu Oct 13, 2016 9:57 pm 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Version 1.5.0 has just been released. In this version:
  • Added a mass-lock indicator to the HUD.
  • Added flag into Library Config to disable the mass-lock indicator.
  • Fixed Library Config default setting for missile warning indicator.

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 Post subject: Re: Xenon HUD
PostPosted: Fri Oct 14, 2016 5:25 pm 
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Joined: Sun Jul 21, 2013 12:26 pm
Posts: 564
Thanks!

If you don't have anything going on with this OXP, I'd like to submit a few changes:
- the masslock indicator seems to me a bit intrusive there, considered it is a minor function. Also, it is still displayed when the centre group is not (e.g. display crosshair only in red condition and condition is green). I'd like to move it somewhere below the scanner.
- I'd like to try setCustomDial to draw the indicator itself
- The method to determine the masslock state is a bit convoluted. There's a method that does this work for us (http://wiki.alioth.net/index.php/Oolite ... MassLocked).


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 Post subject: Re: Xenon HUD
PostPosted: Fri Oct 14, 2016 10:00 pm 
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Joined: Tue Jan 21, 2014 10:37 pm
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Wow! How did I miss that function! Thanks for that Astrobe. I'll do some more work on it this week.

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 Post subject: Re: Xenon HUD
PostPosted: Fri Oct 14, 2016 10:24 pm 
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"submit" was perhaps the wrong word or a bit ambiguous. I meant I could (try to) make those changes. I was asking beforehand because it could be difficult to merge concurrent changes, and you might have objections against some of them.


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 Post subject: Re: Xenon HUD
PostPosted: Sat Oct 15, 2016 12:26 am 
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Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
I'd be happy to get some changes from you! Play around, get it working and I'll look to include your changes into the main release.

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 Post subject: Re: Xenon HUD
PostPosted: Sat Oct 15, 2016 3:21 am 
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Posts: 12
Thanks for the mass-lock indicator. Very handy.


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