Oolite Bulletins

For information and discussion about Oolite.
It is currently Wed Aug 15, 2018 11:25 am

All times are UTC




Post new topic  Reply to topic  [ 87 posts ]  Go to page Previous 1 2 3 4 5 6
Author Message
 Post subject: Re: Xenon HUD
PostPosted: Fri Dec 08, 2017 10:27 pm 
Offline
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 2131
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Quote:
Can anyone tell me for future reference if there is a protocol to follow for docking and paying fines?
Any way you can, I think is the answer here! It looks like Smugglers might be making it a bit too hard - I've opened a discussion about this in the Smugglers thread to see if a solution can be found that avoids the "I just removed Smugglers" option.

As for the docking HUD over normal HUD, I should get a patch out for this shortly. Thanks for letting me know.

_________________
My OXP's
YouTube: Oolite Teaser Trailer


Top
   
 Post subject: Re: Xenon HUD
PostPosted: Mon Dec 11, 2017 10:37 pm 
Offline
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 2131
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Quote:
The 1st issue I was aware of is that my forward view was being "quartered" (a long vertical line running through the view being intersected at the centre by a horizontal line).
I've just released a new version (1.5.11) which hopefully fixes this issue for you. My difficulty is that I haven't been able to reproduce the exact conditions that caused the issue in the first place, but I think I've improved the code now in a way that should eliminate the possibility of that condition occurring. Let me know how you get on.

_________________
My OXP's
YouTube: Oolite Teaser Trailer


Top
   
 Post subject: Re: Xenon HUD
PostPosted: Wed Dec 13, 2017 9:35 am 
Offline
Deadly
Deadly
User avatar

Joined: Thu Mar 30, 2017 9:57 pm
Posts: 148
Many thanks for the update phkb.
I shall update and give it a run next time I have some free time :)

_________________
O.C.T.D (Oolite Crash Test Dummy) Hmm Hmm Hmm Hmm......


Top
   
 Post subject: Re: Xenon HUD
PostPosted: Fri Feb 02, 2018 2:42 am 
Offline
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 2131
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Version 2.0.0 has just been released. In this version:
  • Added a "narrow" HUD variant which will engage if the game window ratio becomes too narrow for the widescreen display. In narrow mode, the seventh MFD is dropped, and the comms log and message log are moved so they don't overlap other screen elements.
    So players with 4:3 ratio screens can now use this HUD successfully!
  • Added a cloaking indicator to the central HUD.
  • Really changed medium level cabin temp color to orange, returned medium laser temp back to blue.

_________________
My OXP's
YouTube: Oolite Teaser Trailer


Top
   
 Post subject: Re: Xenon HUD
PostPosted: Sun Mar 18, 2018 7:15 am 
Offline
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 2131
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Version 2.1.0 has just been released. In this version:
  • Added equipment space and cargo space dials to the docked HUD, for improved integration with Ship Configuration.
  • Added ability to turn off fuel leak warning and cloaking device indicator via Library Config.
  • Added waypoint dial.

_________________
My OXP's
YouTube: Oolite Teaser Trailer


Top
   
 Post subject: Re: Xenon HUD
PostPosted: Fri Mar 23, 2018 12:08 am 
Offline
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 2131
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Version 2.1.1 has been released. In this version:
  • Cleanup of Ship Configuration interface when HUDs are switched with HUD Selector.
  • Added some missing functions to the HUD Selector integration routine.

_________________
My OXP's
YouTube: Oolite Teaser Trailer


Top
   
 Post subject: Re: Xenon HUD
PostPosted: Fri Mar 23, 2018 7:04 pm 
Offline
Deadly
Deadly
User avatar

Joined: Thu Mar 30, 2017 9:57 pm
Posts: 148
One thing that I've noted after installing the missiles and bombs oxp is that the icon for the regular standard missiles is either the same or very similar (getting old now - my eyes aren't that great) to the icon for AS-5 Blue Neon High Speed Interception Missile (the 50 cr injector missiles).
I wondered if there was a way to distinguish the 2 (change of missile symbols or could the missile name be briefly displayed for a few seconds when toggling missile selection with "y" in the vacant space to the right of the missile cluster?

Sorry for opening my big mouth - it feels like every time I do I'm creating work for you.

Sos

_________________
O.C.T.D (Oolite Crash Test Dummy) Hmm Hmm Hmm Hmm......


Top
   
 Post subject: Re: Xenon HUD
PostPosted: Fri Mar 23, 2018 10:19 pm 
Offline
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 2131
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Quote:
One thing that I've noted after installing the missiles and bombs oxp is that the icon for the regular standard missiles is either the same or very similar (getting old now - my eyes aren't that great) to the icon for AS-5 Blue Neon High Speed Interception Missile (the 50 cr injector missiles).
Probably more an issue with "Missiles and Bombs" than Xenon HUD, but as I'm responsible for both...
I'll look at creating some original icons for the Missiles and Bombs missiles.

_________________
My OXP's
YouTube: Oolite Teaser Trailer


Top
   
 Post subject: Re: Xenon HUD
PostPosted: Wed Jul 11, 2018 11:03 pm 
Offline
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 2131
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
OK, to go along with the update to Xenon UI, and the amber color theme, version 3.0 of Xenon HUD is now available. In this version:
  • Added "Amber" color mode, which switches all standard blue-toned HUD elements to an amber color (selectable via Library Config).
  • Added some missing centre points to some crosshair images.
  • Compressed PNG images.
  • Bug fixes.
Thanks to gsagostinho for some of the amber crosshair images, which I borrowed back from his Dangerous HUD's.

Here's how it looks in game:
Image

I know, the MFD's and scanner are still grey. I might look at changing those in future versions.

_________________
My OXP's
YouTube: Oolite Teaser Trailer


Top
   
 Post subject: Re: Xenon HUD
PostPosted: Wed Jul 11, 2018 11:09 pm 
Offline
---- E L I T E ----
---- E L I T E ----
User avatar

Joined: Sun Jul 19, 2015 1:09 pm
Posts: 516
This looks really good!
Quote:
Thanks to gsagostinho for some of the amber crosshair images, which I borrowed back from his Dangerous HUD's.
Thank you for all the effort you put in this game. Please, always feel free to borrow whatever you want from any of my OXPs.


Top
   
 Post subject: Re: Xenon HUD
PostPosted: Thu Jul 12, 2018 12:02 am 
Offline
Deadly
Deadly
User avatar

Joined: Thu Mar 30, 2017 9:57 pm
Posts: 148
Quote:
This looks really good!
Quote:
Thanks to gsagostinho for some of the amber crosshair images, which I borrowed back from his Dangerous HUD's.
Thank you for all the effort you put in this game. Please, always feel free to borrow whatever you want from any of my OXPs.
I know it's completely off subject matter....

But why can't Apple & Samsung have exchanges like this......

Instead of the never ending protracted and costly legal dialogue :?

The world would be a much better place for us all :roll:

To echo gsagostinho's sentiment and at the risk of sounding like Smashie & Nicey - Thanks mate :D

Looks really good in amber 8)

_________________
O.C.T.D (Oolite Crash Test Dummy) Hmm Hmm Hmm Hmm......


Top
   
 Post subject: Re: Xenon HUD
PostPosted: Mon Jul 23, 2018 9:14 am 
Offline
Commodore
Commodore
User avatar

Joined: Tue Jan 21, 2014 10:37 pm
Posts: 2131
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...
Version 3.1 has just been released. In this version:[list
[*] Ship Config armour values were not displaying correctly when they reached 0%.
[*] Added code to switch color of Manual Witchspace Alignment nav beacon (version 2.0 required).
[/list]

_________________
My OXP's
YouTube: Oolite Teaser Trailer


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 87 posts ]  Go to page Previous 1 2 3 4 5 6

All times are UTC


Who is online

Users browsing this forum: No registered users and 12 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB® Forum Software © phpBB Limited