GlassHUD alpha release

Discussion area for user-created Allegiance models, textures, voicechats, music, and other ingame content.
Bunnywabbit
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Location: Amsterdam, the Netherlands

Post by Bunnywabbit »

hi,

I decided to go ahead and put together an alpha release package for the GlassHUD.



A beta will come out with the next CortUI beta version in TwoWeeks.

more screenshots
Installation instructions and linkage are found here.

please let me know what you think and any suggestions you might have.

Cheers,
ImageImage current version r158 new beta as of jan 23 2012
TurkeyXIII
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Location: Melbourne, Aus

Post by TurkeyXIII »

Gonna try it, just for the eye and cloaking effect.

I noticed an earlier screenshot with an ETA: in the top corner target view. How did that work, if at all?
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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Bunnywabbit
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Location: Amsterdam, the Netherlands

Post by Bunnywabbit »

It only works on stationary (0 speed) targets and replaces the speed indicator.

I figured having an ETA on moving targets would only be misleading since vector would not be taken into account.

However, i think it was Lance who offered a suggestion as to a kind of ETA that would be useful, but i haven't implemented it yet.
ImageImage current version r158 new beta as of jan 23 2012
Makida
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Post by Makida »

I installed the alpha (and this is also the first time I'm trying CortUI :P ).

It looks very, very pretty, and so far (well, after spending some time experimenting in a solo game) I don't seem to have any real problems with it.

Only a couple minor things I've noticed (I don't know if these are known issues or not): One, when you are docked at base, and are viewing the sector in F3 and target something, the ETA shown in the target window on the upper right makes not very much sense. O_o The ETA is obviously meaningless, and will just show some garbled numbers. If possible, maybe just disable the ETA in this view?

Edit again: The target window when you're docked and in F3 will also show a range, and the way this works also doesn't entirely make sense. If you view this right after a game launches, without actually launching from base first, it seems the range shown will be the target's distance from the centre of the sector (which will usually be the same as distance from your starting garr, of course, but, say, on Brawl, where the garrison is not in the middle of the map at the start, the distance will clearly be from the very middle of the sector). I guess that's something connected with how Allegiance works, and there's no way to "fix" it. Once you've launched and re-docked, it seems the range will be shown from whatever station you're docked at, which makes sense (though isn't necessarily more useful than distance from centre of sector, I guess :P ). If you transfer using the F8 menu, however, this won't change: Range will still be shown from the last station you *docked at*, even if that's not actually the station you're "in" right now. Launching and re-docking at the station you've transferred to will change this.

If looking at other sectors in F3 while docked, incidentally, the range shown will be from the "equivalent point" in this sector. I mean, if you're docked at, say, a base that is on the "lower right" of the map in Pohoja, and then look at Bragi in F3 and select something as a target there, the range shown will be from a point at the "lower right" of Bragi -- the same point that you're docked at in Pohoja.

Anyway, I know it's an alpha, so maybe none of this really matters. :P

Generally the ETA readout is really neat. Edit: It's a bit disorienting that it's based just on your speed and distance from target, so even if you're headed directly away from a target, for example, the ETA will still be there, and will actually be going *down* if you're accelerating very quickly. But I suppose that's the only way for it to make any sense at all. I like how it switches instantly to "speed" when the target starts moving, like when a miner leaves a rock. I'd rather have the speed readout than an ETA for moving targets, actually, even if some useful moving-target-ETA formula is made.

One other minor problem: For long target names target types, sometimes the "type" in the target window will overlap with the ETA/Speed numbers. For example, if you've targeted a "Enh Sm Constructor", the target's name type will take up two lines of text on the upper-right, and the second line will take up the same space as the ETA/Speed readout, making both hard to read.

That's all I've noticed so far. Generally, this HUD is awesome and very pretty, and thank you for making and releasing it. :)
Last edited by Makida on Sat Feb 05, 2011 6:16 pm, edited 1 time in total.
Clay_Pigeon
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Location: my pod

Post by Clay_Pigeon »

This HUD is so awesome, it should be the Allegiance default.

Yeah, I said it! FLAME ON!
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"Therefore I will boast all the more gladly about my weaknesses, so that Christ's power may rest on me." -2 Cor 12:9
"Never know how long I've waited, anticipated your smile pressed against mine." -Running
Clay_Pigeon
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Location: my pod

Post by Clay_Pigeon »

The only feedback I have is that your eye-icon shouldn't blend into space. Make it red and/or yellow.
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"Therefore I will boast all the more gladly about my weaknesses, so that Christ's power may rest on me." -2 Cor 12:9
"Never know how long I've waited, anticipated your smile pressed against mine." -Running
SpaceJunk
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Location: Collision orbit

Post by SpaceJunk »

Tested it yesterday at 1024x768, no probs. Got top kills twice so it must have not hurt performance. :D

I was using JelloShot gauges. I love the general look and feel of these and I'm keeping them.

More in detail, you don't have much of a reference point to look what is your shield/hull status, since the current levels could be at either side. I'd prefer gauges to be left/right mirrored, so it doesn't really matter to which side you look at.

Fuel gauge is small and close enough to the center that sometimes can be hard to see against the background. If shield/hull were mirrored, maybe fuel and throttle could be mirrored too in the top.

I'd rather have bigger/bold sig and speed numbers than them to include text. They are easy to lose in the background.
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LANS
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Post by LANS »

Bunnywabbit wrote:QUOTE (Bunnywabbit @ Feb 5 2011, 09:29 AM) However, i think it was Lance who offered a suggestion as to a kind of ETA that would be useful, but i haven't implemented it yet.
Erm... close. I suggested that a simple vectorless ETA would still be useful if the player knew it was vectorless - it would help time open-air prox drops, or guage whether a running target would outrun your missiles even if you had lock. Its probably better to leave it set to nothing for moving targets, it would just confuse people who don't read the documentation.

However, I still think ETA on bases is an advantage you give players with this hud compared to other HUDs. Especially on bomb and figbee runs. Rather than having to guess the distance to fire the first missile, you can just count down to 5 and fire. Unless all the other CortUI HUDs are modded to include the ETA on base indicator, or the ETA on base only shows up when you are flying an eject pod, it is a true "new information advantage, not just an advantage in information layout which the previous HUD mods provided.

I did suggest that originally, and now I suggest the following:
a) Remove ETA from GlassHUD
b) Add ETA to all other CortUI HUD mods at least as an option.

Personally, I'd really like to see ETA added to JelloShot (my current HUD of choice), which I will stick with for now. GlassHUD looks awesome, but it doesn't allow me the same ease of target-self comparison I have with JelloShot. Its a personal choice, and nothing against GlassHUD ( :iluv: ).

And feel free to flame me with "if you have a problem, code it yourself" - I don't have time to, and I am very appreciative of all the work that has gone into CortUI and its associated HUDs.
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Bunnywabbit
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Joined: Sun May 15, 2005 7:00 am
Location: Amsterdam, the Netherlands

Post by Bunnywabbit »

Thanks for the feedback, guys, keep it coming!

Cort put together a new beta installer for CortUI that contains GlassHUD. Gettit here.

He's written down some notes for you to peruse:

The plan is to allow this to evolve into a community project. You are strongly encouraged to browse through the CortUI tickets and add any issues you may have with GlassHUD, your feature requests in ticket form inCortUI trac.

But right here, or at my blog is fine too.
Last edited by Bunnywabbit on Mon Feb 07, 2011 3:03 pm, edited 1 time in total.
ImageImage current version r158 new beta as of jan 23 2012
SpaceJunk
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Location: Collision orbit

Post by SpaceJunk »

:stare:
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