Hello,
I've been working on a new hud for a couple of hours, if you want to test it i have attached all the modified files. I'd have included a couple of screenshots, but alleg seems to dump screenshots to /dev/null since today for some inexplicable reason.
However, it still needs a bit of work before a first version can be released - I haven't changed any of the actual overlay dimensions etc yet.
Where can i find information about changing dimensions of overlays etc? I need to fit in the Cloak/AP/Eye icons, expand a few overlays, remove others, etc..
Also, your input would already be appreciated, even thought it is still a work in progress. Give it a try and let me know what you think about the different types of gauges, reticules, colors etc.
Warning: This is based on an installation with CortUI and the ThinGauge 2a. There's no telling what will happen if you use those files in other setups.
Always make backups.
A comprehensive changelog will be coming at some point, too. I'm sure of it. Heh..
Ok, no file attachments here, i will post a link later tomorrow instead.
SPARTAAA!
Ok, here are the files..
http://www.speedshare.org/download.php?id=D80E11B33
Let me repeat tho:
This has been modded on top of an install of CortUI and Psy's Slim Colored Hud. There's not telling for me at this point if it will work properly with anything else.
You can check out all of the files, however.
I still need to know how to modify HUD overlay dimensions and positions if i want to do this properly.
Quick collage of screenshots:
http://www.speedshare.org/download.php?id=D80E11B33
Let me repeat tho:
This has been modded on top of an install of CortUI and Psy's Slim Colored Hud. There's not telling for me at this point if it will work properly with anything else.
You can check out all of the files, however.
I still need to know how to modify HUD overlay dimensions and positions if i want to do this properly.
Quick collage of screenshots:
Last edited by sono on Fri Jun 13, 2008 10:42 am, edited 1 time in total.
QUOTE TurkeyXIII@ACE (all): when I realised how close I was I panicked and sprayed everywhere[/quote]
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CronoDroid
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That collation looks like garbage.
When I said your thread lacked content I meant it doesn't explain what your mod does.
When I said your thread lacked content I meant it doesn't explain what your mod does.
Last edited by juckto on Fri Jun 13, 2008 10:55 am, edited 1 time in total.
Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
It's not supposed to be pretty, it's supposed to give a quick overview of the changes.
I've been working on a HUD mod that changes a lot of things, but it's not yet comple and not ready for release.
I have released some files and some screenshots anyway in order to give people an impression of its current state and get some response.
I need some help, mostly pointers where i can get information on how to edit HUD overlay dimensions and positions. Any information on working with overlays is welcome.
This is the pressing issue, However there are more questions likely to pop up. For example i cannot seem to be able to export the HUD icon for vector lock.
You can already take a look at the gauges, even install all or some of the files if you don't mind a bit of manual fiddling, and tell me what you think about it.
There will be more screenshots as soon as i have some of actual game situations. The screenshots in the collage have been made in a pinch.
Since i'm at it:
As the name suggests the HUD aims towards ease of use, high visibility and contrast with only minimal graphical candy.
Among the current changes are less obstructive and improved visibility versions of:
- All gauges. The HUD currently uses roughly 5 different kinds of gauges, since i am still playing with designs. You can let me know what you think of each one individually.
- Target indicator, Lock indicator, Last shot at by indicator, Reticule and other things have been changed drastically.
- The Target HUD area (Where your current target is displayed) has been changed drastically to improve visibility.
Planned changes:
- Expand grey areas around speed and range display in target HUD (requires overlay resize)
- Expand grey area around ship system status messages (requires overlay resize)
- Test how a grey area covering main chat box will look (requires overlay changes)
- Unify and finalize gauge styles.
- Change gauge scales from the default, which sucks (not sure if possible without code canges)
- Remove the obligatory text display from HUD (probably not without code changes)
- Remove obligatory HUDs - If ship has no Energy, Booster, Shields etc then do not display the irrelevant HUD elements (probably not without code changes)
- Different HUD classes for different classes of ships! (definitely not without code changes =) )
Future plans aim to further improve the cockpit view to ease situational awareness in combat.
Now convince me this post was worth the effort... Thanks for your time.
I've been working on a HUD mod that changes a lot of things, but it's not yet comple and not ready for release.
I have released some files and some screenshots anyway in order to give people an impression of its current state and get some response.
I need some help, mostly pointers where i can get information on how to edit HUD overlay dimensions and positions. Any information on working with overlays is welcome.
This is the pressing issue, However there are more questions likely to pop up. For example i cannot seem to be able to export the HUD icon for vector lock.
You can already take a look at the gauges, even install all or some of the files if you don't mind a bit of manual fiddling, and tell me what you think about it.
There will be more screenshots as soon as i have some of actual game situations. The screenshots in the collage have been made in a pinch.
Since i'm at it:
As the name suggests the HUD aims towards ease of use, high visibility and contrast with only minimal graphical candy.
Among the current changes are less obstructive and improved visibility versions of:
- All gauges. The HUD currently uses roughly 5 different kinds of gauges, since i am still playing with designs. You can let me know what you think of each one individually.
- Target indicator, Lock indicator, Last shot at by indicator, Reticule and other things have been changed drastically.
- The Target HUD area (Where your current target is displayed) has been changed drastically to improve visibility.
Planned changes:
- Expand grey areas around speed and range display in target HUD (requires overlay resize)
- Expand grey area around ship system status messages (requires overlay resize)
- Test how a grey area covering main chat box will look (requires overlay changes)
- Unify and finalize gauge styles.
- Change gauge scales from the default, which sucks (not sure if possible without code canges)
- Remove the obligatory text display from HUD (probably not without code changes)
- Remove obligatory HUDs - If ship has no Energy, Booster, Shields etc then do not display the irrelevant HUD elements (probably not without code changes)
- Different HUD classes for different classes of ships! (definitely not without code changes =) )
Future plans aim to further improve the cockpit view to ease situational awareness in combat.
Now convince me this post was worth the effort... Thanks for your time.
Last edited by sono on Fri Jun 13, 2008 12:33 pm, edited 1 time in total.
QUOTE TurkeyXIII@ACE (all): when I realised how close I was I panicked and sprayed everywhere[/quote]
I hear you... So here are some random screenshots.Mesial wrote:QUOTE (Mesial @ Jun 13 2008, 07:22 AM) screenie! Screenie! SCREENIE!
I scream, you scream, we all scream for screen shots!
Missing: Flashing Shields/Armor (You can look at the mdl if you want to know)
QUOTE TurkeyXIII@ACE (all): when I realised how close I was I panicked and sprayed everywhere[/quote]
What i meant is there is no screenshot of the flash. They're basically just fatter and redder.Andon wrote:QUOTE (Andon @ Jun 14 2008, 01:28 PM) Not bad. Making the 'flashing' versions isn't hard, you just have to give it a new color and find the correct file name
I've got the MDL format docs now, and eventually i will find out how to modify overlays. Until then, any constructive critism of the design and concept is highly welcome already.
PS: I just found dialog.mdl. It all makes sense now.. Won't be long =) Probably next weekend.
Last edited by sono on Sat Jun 14, 2008 9:49 pm, edited 1 time in total.
QUOTE TurkeyXIII@ACE (all): when I realised how close I was I panicked and sprayed everywhere[/quote]


