Search found 143 matches

by pleiadian
Fri Apr 28, 2017 8:10 pm
Forum: Expansion Pack
Topic: [RELEASE] DeeperSpace HUD v1.1
Replies: 49
Views: 24218

Re: [RELEASE] DeeperSpace HUD

OK so... the risk assessment has changed a bit. It now only assesses the ships near you, not in the entire system. And based on what is found, the "threat" level is then adjusted. This still leaves an important strategic aspect of the game intact. Since the scanner is already showing you what's happ...
by pleiadian
Thu Apr 27, 2017 5:46 am
Forum: Expansion Pack
Topic: [RELEASE] DeeperSpace HUD v1.1
Replies: 49
Views: 24218

Re: [RELEASE] DeeperSpace HUD

Looks great! Just why do you use line breaks between label and value in the section about next system, distance, etc.? I'd keep it on one line, just like in the section above. Like I said... almost finished ;) This was basically to see if it works or not. The route info disappears when no destinati...
by pleiadian
Wed Apr 26, 2017 8:24 pm
Forum: Expansion Pack
Topic: [RELEASE] DeeperSpace HUD v1.1
Replies: 49
Views: 24218

Re: [RELEASE] DeeperSpace HUD

Almost finished 1.1 version with Risk Assessment and travel info (from my "live" system with my real commander):

(Click for full size)

Image

[url=http://www.marcus-s.de/oolite/img/board/oolite-042.png]
by pleiadian
Tue Apr 25, 2017 5:25 am
Forum: Expansion Pack
Topic: [RELEASE] DeeperSpace HUD v1.1
Replies: 49
Views: 24218

Re: [RELEASE] DeeperSpace HUD

I followed your advise and I'm now perfrorming a risk analysis based on the number of total ships, and how many of those are pirates, Thargoid and police. It is levelled in the five ratings you posted. // EDIT: I found out that I need to factor in the fact whether or not one of the mentioned ships i...
by pleiadian
Sun Apr 23, 2017 7:03 pm
Forum: Expansion Pack
Topic: [RELEASE] DeeperSpace HUD v1.1
Replies: 49
Views: 24218

Re: [RELEASE] DeeperSpace HUD

I'm working on an enhancement to the HUD, of which I'm thinking of maybe making it a purchasable item (but this would only work with my HUD). It basically renders out information about the current system in the top left corner all the time, plus, it shows you the current nearest entity. It does so b...
by pleiadian
Sat Apr 22, 2017 6:48 pm
Forum: Expansion Pack
Topic: [HUD Dev] drawCustomText: - multi line / line break possible?
Replies: 0
Views: 5789

[HUD Dev] drawCustomText: - multi line / line break possible?

Let's say I have info for a custom HUD dial, which may need more than one line. The info for the dial is acquired via the script of course. Inserting a "\n" has no effect other than putting a space where there should be a line break. While it's possible to have multiple custom dials, I'm just wonder...
by pleiadian
Fri Apr 21, 2017 8:57 am
Forum: Expansion Pack
Topic: [RELEASE] DeeperSpace HUD v1.1
Replies: 49
Views: 24218

Re: [RELEASE] DeeperSpace HUD

javirodriguez wrote:
Fri Apr 21, 2017 8:55 am
Hi!, congratulations!, it's a great job, the only minor issue is that it takes up too much space on the screen, especially if you are using some MFD.
Thanks!

It is based on the DeepSpace HUD after all, which had similar screen space "consumption", so... even that is true to the original ;)
by pleiadian
Thu Apr 20, 2017 8:22 pm
Forum: Expansion Pack
Topic: [RELEASE] DeeperSpace HUD v1.1
Replies: 49
Views: 24218

Re: [RELEASE] DeeperSpace HUD

I am working on an update to the HUD, because I have learned how to use setCustomHUDDial... pretty interesting stuff. The first thing I did was to tweak the speed meter, which will now display speed in m/s with one floating point, for example 210.7 m/s, and if you are on Torus, you're told so too. I...
by pleiadian
Thu Apr 20, 2017 7:49 am
Forum: Expansion Pack
Topic: [HUD Dev] Display current system and tech level?
Replies: 1
Views: 1863

[HUD Dev] Display current system and tech level?

I'm still doing some tweaks to my DeeperSpace HUD, and I'm trying to figure out how to acquire variables such as the name and TL of the system you are in at this time. I know through JS there appears to be the variable system.name (seen this in Navigation MFD), but I'm not quite sure how to "grab" i...
by pleiadian
Wed Apr 19, 2017 7:20 pm
Forum: Discussion
Topic: Screenshots
Replies: 5706
Views: 1114814

Re: Screenshots

Played a little with ReShade

Image
by pleiadian
Wed Apr 19, 2017 12:02 pm
Forum: Discussion
Topic: Reshade Effects in Oolite
Replies: 22
Views: 11465

Re: Reshade Effects in Oolite

So I can confirm that my card is definitely able to do OpenGL 4.3. I'll see what happens if I remove the "offending" shader and what it does. Either way, I tried on my live installation, meaning the one I play my real commander with... something funky happens: The spinning Cobra seems have to disapp...
by pleiadian
Tue Apr 18, 2017 7:19 pm
Forum: Expansion Pack
Topic: [RELEASE] DeeperSpace HUD v1.1
Replies: 49
Views: 24218

Re: [RELEASE] DeeperSpace HUD

I dont know if its intentional that you havent implemented the target enhancement features but if not, this code in you hud.plist under should make this work dials = ( ... ... {// TARGETING ENHANCEMENT equipment_required = "EQ_SCANNER_SHOW_MISSILE_TARGET"; selector = "drawTargetReticle:"; alert_con...
by pleiadian
Tue Apr 18, 2017 7:17 pm
Forum: Discussion
Topic: Reshade Effects in Oolite
Replies: 22
Views: 11465

Re: Reshade Effects in Oolite

This does not work for me. I get this on a stock 1.84 with only my DeeperSpace HUD and Combat MFD installed:

Image

No idea how to proceed. I have a Radeon HD 7700 series card with 2 GB RAM, so it's definitely able to do shaders.
by pleiadian
Mon Apr 17, 2017 7:03 pm
Forum: Expansion Pack
Topic: [RELEASE] DeeperSpace HUD v1.1
Replies: 49
Views: 24218

Re: [RELEASE] DeeperSpace HUD

[UPDATED FIRST POST WITH THIS TEXT AS WELL] Pleiadian Laboratories presents: DeeperSpace HUD DeeperSpace is the logical evolution of the original DeepSpace HUD, with some enhancements and refinements. Having been some weeks in testing, it has been deemed stable enough for public consumption. To prov...
by pleiadian
Sun Apr 16, 2017 9:11 pm
Forum: Expansion Pack
Topic: [RELEASE] DeeperSpace HUD v1.1
Replies: 49
Views: 24218

Re: [WIP] DeeperSpace HUD

pagroove - thanks very much :)

At this time it is designed for 16:9 resolutions. I'm still working on the fine tuning of the appearance... so the original "glow" effect should be doable.

Expect the HUD to be released shortly.