ill have a look this weekend why the background thingy isn't popping up.
I'm thinking about adding some white objects in the spaces between the gauges to indicate eye.
anyway; ill have a look.
GlassHUD New Beta
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Bunnywabbit
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current version r158 new beta as of jan 23 2012-
Bunnywabbit
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After playing several games last night, I have not been able to confirm this issue. Also, after some close reading of the code, I can find no reason for whether or not you have something targeted to have *any* bearing at all on whether the image is visible or not.Clay_Pigeon wrote:QUOTE (Clay_Pigeon @ Mar 15 2011, 02:02 AM) Your new "eye icon" doesn't seem to show if you have nothing targeted.
Can you please describe the exact circumstances under which the image fails to show when eyed?
incidentally, i'm pretty pleased with the way this eye concept is working out, but this may be due to my screen/ vid card. The command view version does need work, though.
AAAaaaannyway, keep me posted on your likes and dislikes with this hud.

current version r158 new beta as of jan 23 2012-
Clay_Pigeon
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I noticed this most often when I had something targeted in one sector (like a rock), entered another sector, and got eyed.
BTW, (new issue), previous versions of the HUD had a nice "faded in" background around the map in the lobby. This version doesn't appear to have that for me.
-T
BTW, (new issue), previous versions of the HUD had a nice "faded in" background around the map in the lobby. This version doesn't appear to have that for me.
-T

"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
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Bunnywabbit
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I'll try and replicate this. I would appreciate it if you do the same. I'm sure you've gathered from my tone that a large part of me is expecting to find a pilot error here because AFAICT nothing is different in the code for this bit that a regular eye icon.Clay_Pigeon wrote:QUOTE (Clay_Pigeon @ Mar 19 2011, 02:57 PM) I noticed this most often when I had something targeted in one sector (like a rock), entered another sector, and got eyed.
Clay_Pigeon wrote:QUOTE (Clay_Pigeon @ Mar 19 2011, 02:57 PM) BTW, (new issue), previous versions of the HUD had a nice "faded in" background around the map in the lobby. This version doesn't appear to have that for me.
yeah, same as in the missionbriefing screen. This is mostly because missionbrief.mdl is on AU these days, but of course that doesn't mean teamscreen.mdl shouldn't get a background for its map. Also, I could just change the artwork for those screens to have a dark patch where the map shows up, only that would be cheating....
TBH I was less put down with the way the sectors looked without background than I thought i would be. Reason why I personally don't really care what happens to those screens. OTOH, sadly, the lobby screen is where we spend 80% of our time while bitching at one another while waiting for a game to start, so I might as well make it look good.
but yeah, i suppose i should make a ticket for this. (sigh)
Last edited by Bunnywabbit on Sat Mar 19, 2011 5:53 pm, edited 1 time in total.

current version r158 new beta as of jan 23 2012I dunno, the info in the corner seems sort of like part of the "signature" of this HUD. I haven't been playing much the past couple of days so I'm still undecided on how I personally feel about the current information layout. On the one hand the little target picture at the bottom really seems naked without at least some target info around it. On the other hand that sort of fits the HUD's look quite well, so it's not necessarily a bad thing. I am getting used to the speed numbers being on the side, but I still feel a bit uncomfortable looking around the screen for target distance -- and even target name. My eyes keep turning to the corner instead, whereas ideally that would only supplement key info that's found more centrally, I feel.
On a completely random note, what about removing the small target image altogether, and putting only text-based target info there, plus the shield and armour bars? The big target picture in the corner already shows you the target visually, and this could be an opportunity to put all the most essential text-based target info in one central location... But then that seems like it'd be totally different from the look the HUD is going for.
I wonder if there would be a way to do that while still keeping the same feel... Just a random thought I had some days ago.
Edit: If that text-based info also included a radar icon for the target, that would be completely perfect. Then you could cycle targets while keeping your eye on the centre of the HUD, and have instant visual feedback on what you've selected, without a big picture taking up space... And the picture in the corner would still give you a big pretty image of the target as well, and some supplemental info, including target type and ETA, while name, range, hull, shield, and maybe speed would take up the same space the small picture takes up now... Okay, maybe getting a bit off-topic, sorry.
On a completely random note, what about removing the small target image altogether, and putting only text-based target info there, plus the shield and armour bars? The big target picture in the corner already shows you the target visually, and this could be an opportunity to put all the most essential text-based target info in one central location... But then that seems like it'd be totally different from the look the HUD is going for.
Edit: If that text-based info also included a radar icon for the target, that would be completely perfect. Then you could cycle targets while keeping your eye on the centre of the HUD, and have instant visual feedback on what you've selected, without a big picture taking up space... And the picture in the corner would still give you a big pretty image of the target as well, and some supplemental info, including target type and ETA, while name, range, hull, shield, and maybe speed would take up the same space the small picture takes up now... Okay, maybe getting a bit off-topic, sorry.
Last edited by Makida on Sun Mar 20, 2011 11:17 pm, edited 1 time in total.
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Clay_Pigeon
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To bring this issue to a close, after paying extra extra special attention, the halo DOES appear.Bunnywabbit wrote:QUOTE (Bunnywabbit @ Mar 19 2011, 01:50 PM) I'll try and replicate this. I would appreciate it if you do the same. I'm sure you've gathered from my tone that a large part of me is expecting to find a pilot error here because AFAICT nothing is different in the code for this bit that a regular eye icon.
What threw me is that is color of the halo varies. When it has team colors, it's ok, but it's much less prominent when nothing is targeted because the halo isn't colored (especially true if you're using your peripheral vision at the moment it pops up). I think we go back to my initial issue with the whole "eye" thing: while its subtle and cool (like the whole gauge being brighter when eyed), you don't want being eyed to be subtle and cool. You want it to be bright and clear, like when a bomber rolls into your home.
The halo is a definite improvement, but I think we can go a little farther. In my dialog.mdl, I defined
Code: Select all
BrightRed=Color(1,0,0);
Last edited by Clay_Pigeon on Thu Apr 07, 2011 11:50 pm, edited 1 time in total.

"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
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Bunnywabbit
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I'm getting more complaints about the eye thing. This is number one on my priority list.
Unfortunately, working on the HUD itself is at about two-thirds down on a pretty long list of RL stuff. I may have some time next week to work on it, but I don't know.
I will keep you posted.
Unfortunately, working on the HUD itself is at about two-thirds down on a pretty long list of RL stuff. I may have some time next week to work on it, but I don't know.
I will keep you posted.

current version r158 new beta as of jan 23 2012