[EL] Mod: Extra HUD Text

Custom mods, stories, and artwork based on the Evochron / Arvoch universe.
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Keeper1st
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[EL] Mod: Extra HUD Text

Post by Keeper1st »

Using the instructions in the mod kit, I've added the optional extra HUD information to my display. Maybe you'll like it too, or will want to adjust the placement of things.

The yellow text in the screenshot are just labels I added to the picture so you can see what's what; they do not display in game!
Image

You can download the file here: http://www.keeper1st.com/EL/hudtext.zip
Unzip into your game's "hud" folder. Create the folder if it doesn't exist yet.

The cargo list shows the cargo item by its numerical value, followed by the quantity. The numerical values can be seen inside the PDF file included in the ZIP. It'll be handy to print out that PDF so you can refer to it without having to open your Inventory in the game when scooping or mining. In this screenshot above, you can see I'm carrying 15 units of Gold, 21 units of Silver, and one Refractor Laser.
Last edited by Keeper1st on Sun Feb 19, 2017 11:34 pm, edited 1 time in total.
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Marvin
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Re: [EL] Mod: Extra HUD Text

Post by Marvin »

From the Quest Kit (probably available at SeeJay's website) ... not sure how many of these items can be carried in storage.
Commodities:
1: Food units
2: Medical supplies
3: Hydrogen fuel cells
4: Electronics
5: Solar cells
6: Metal ore
7: Diamonds
8: Anti-matter cells
9: Fusion cells
10: Machinery parts
11: Textiles
12: Platinum
13: Biological Units
14: Oxygen
15: Gold
16: Silver
17: Water
18: Armor
800: Memory banks
801: Batteries
802: Energy emitters
803: Reflective mirrors
804: Focal mirrors
805: Radio receivers
806: Radio transmitters
807: Particle accelerators
808: Lenses

Equipment:
19: Fuel converter
20: Mantis drive
21: Class 1 Fulcrum jump drive
22: Class 2 Fulcrum jump drive
23: Class 3 Fulcrum jump drive
24: Class 4 Fulcrum jump drive
25: Class 5 Fulcrum jump drive
26: Class 1 cargo scanner
27: Class 2 cargo scanner
28: Class 3 cargo scanner
29: Class 4 cargo scanner
30: Class 5 cargo scanner
31: Cannon relay system
32: Mining and tractor
33: Shield batteries x1
34: Shield batteries x2
35: Shield batteries x3
36: Shield batteries x4
37: Shield batteries x5
38: Repair devices class 1
39: Repair devices class 2
40: Repair devices class 3

Particle Cannons:
41: FlareBeam particle cannon
42: IceSpear particle cannon
43: FireFury particle cannon
44: StarGuard particle cannon
45: Stalker particle cannon
46: Eclipse particle cannon
47: StarForge particle cannon
48: Maxim-R particle cannon
49: SunRail particle cannon
50: Razor particle cannon
51: Predator particle cannon
52: Trebuchet particle cannon
53: Atlas particle cannon
54: Phantom particle cannon
55: Banshee particle cannon

Beam Cannons:
56: Refractor Laser
57: Metal-Vapor Laser
58: Coil Laser
59: Neodymium Laser
60: Fusion Laser

Missiles:
71: Echelon missile
72: Viper missile
73: Rockeye missile
74: Starfire missile
75: Exodus missile
76: Leech EMP missile
77: Excalibur regenerative missile
78: Stealth devices
79: Disruptors
80: Lynx missile
81: Rage missile
82: Cyclone missile

Additional Equipment:
83: Disruptor mines
84: Probes
86: Fuel packs
87: Charge packs
88: Shield packs
100: Stealth generator
104: Repair beam
105: Anti-missile system
106: Shield array recharger
107: Automatic CM launcher
108: Cannon heatsink
109: Deploy constructor
110: Build constructor
111: Afterburner drive
112: Terrain walker
114: Target scanner
115: Escape pod
117: Satellite

Exclusive Engineering Items:
120: Shield Modifier P (particle cannon shield enhancer)
121: Shield Modifier B (beam cannon shield enhancer)
122: Shield Modifier M (missile shield enhancer)
123: Thruster Overdrive
124: Solar Recharger
Keeper1st
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Re: [EL] Mod: Extra HUD Text

Post by Keeper1st »

Excellent! I'll try working that into a PDF...
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Re: [EL] Mod: Extra HUD Text

Post by Keeper1st »

A PDF has been created and added to the ZIP file. One item was missing from the list you posted, which I've added to the PDF.

If you just want to download the PDF separately, it's here http://www.keeper1st.com/EL/hudtextcargo.pdf

Thanks!
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Re: [EL] Mod: Extra HUD Text

Post by Marvin »

Keeper1st wrote:One item was missing from the list you posted....
8) I'm not surprised. Vice is always adding new stuff to the game. I think he does it just to keep Dave busy. ::)
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Re: [EL] Mod: Extra HUD Text

Post by Keeper1st »

Hey, I just noticed your Location. I'm in the Carson City area!
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Re: [EL] Mod: Extra HUD Text

Post by Marvin »

Is your snow shovel getting a good workout? :P
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Re: [EL] Mod: Extra HUD Text

Post by DaveK »

Marvin wrote:
Keeper1st wrote:One item was missing from the list you posted....
8) I'm not surprised. Vice is always adding new stuff to the game. I think he does it just to keep Dave busy. ::)
It works ... but I do enjoy it ;)
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Re: [EL] Mod: Extra HUD Text

Post by Keeper1st »

I've made an update, as I realized the shield text clashed with racing text. I've moved the shield text to a corner of the gunsight near the hull damage, and given both the shield text and the pitch indicator HUD surrounds and slightly opaque backgrounds to make them fit into the HUD better and reduce white-out.
ImageImage

Unfortunately the shield text surrounds do not disappear when in HUD Mode 1, even though the text does disappear. This is because the surrounds are done via the compass texture, rather than the gunsight textures. I couldn't use the gunsight textures because they were drawn on top of the text (for the purposes of VR and 3D video rendering, these extra text elements are drawn farther back than the gunsight).

Therefore, for those using 3D glasses or other 3D apparatus, the digital shield readout will appear not directly attached to the gunsight like it does for those of us using a regular monitor; it will appear to be drawn farther away. There is no solution for this; it's just how the game renders these extra HUD text elements.

Another possibility I might make is to put the shield numbers on the four corners inside the HUD circle, so they're close to the colored shield warning lights around the circle. Would anyone like such a setup? (But note again, for VR/3D users the shield text and HUD surrounds would appear "deeper" than the rest of the gunsight elements. Maybe it wouldn't seem so bad...?)

The position and cargo indicators still do not have surrounds or opaque backgrounds. As their positions are outside the edges of the HUD textures, I can't really see how to do that without moving the text closer to the center of the screen, which is not desirable to me.
Last edited by Keeper1st on Tue Feb 28, 2017 6:22 am, edited 2 times in total.
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Re: [EL] Mod: Extra HUD Text

Post by Marvin »

If the new gunsight graphics aren't currently in the Customizing Kit, ask Vice. Additionally, unlike in Mercenary, the digital readouts move as you look around your cockpit. Which means you can box in your readouts, adding to the current HUD boxes, using a similar graphic style ... and they will move with the rest of the HUD.


P.S. Keep in mind that you'll need room to list ten cargo bays. :o
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Re: [EL] Mod: Extra HUD Text

Post by Keeper1st »

Yep, there's room for 10 bays there, I'm pretty sure. Maybe someone can post a screenshot to prove it; I can't afford such a ship yet!

And yes, this text and the new backgrounds I made for them today move correctly (which is to say, they stay in the right place on the HUD) as you move your head view. It's just that the cargo and location readouts are outside of the HUD graphics range (which is only as wide as the upper readouts), so I can't make boxes and backgrounds for them. I could move them closer to the center of the screen to put them within the HUD graphics, but I prefer the position I have them in now, as out of the way as possible since they're not essential items, albeit useful.
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Re: [EL] Mod: Extra HUD Text

Post by Marvin »

??? Do I see a little box around the digital pitch readout (hard to tell)?
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Re: [EL] Mod: Extra HUD Text

Post by Keeper1st »

Yes, I added boxes (and opacity) around the pitch readout and the shield readouts. I've just changed the screenshot in the update announcement to two cropped images, so they're more easily seen.
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Re: [EL] Mod: Extra HUD Text

Post by Marvin »

Nice. It looks original. Btw, you can probably have SeeJay host your mod ... his website is pretty much the depository of all things Evochron.
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Re: [EL] Mod: Extra HUD Text

Post by Keeper1st »

I'd certainly like if he linked to my mods. No need for him to host them; I have my own domain with no bandwidth or space limitations. (This way I can make an update as I please... I need to upload a new version of the flare textures, as I brightened the missile flare a little bit recently.)
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Re: [EL] Mod: Extra HUD Text

Post by Keeper1st »

Vice sent me the gunsight textures, and I spent several hours coming up with a nice design using them... until I discovered that they are drawn on top of the text (for VR/3D purposes, apparently), so I had to abandon that idea. The new design I had didn't work well with the compass texture, as it's working at a lower resolution so I couldn't be as pixel-perfect as I had been with the gunsight textures.

So, after all that, it's back the way it was, except the compass texture is now the current game one without the gradients. The ZIP file has been updated.
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Re: [EL] Mod: Extra HUD Text

Post by Misunderstood Wookie »

Well, I am back and ECOP is being revised in the future.
I saw this and I have to say this blew me away something so simple, and yet its going to completely change how I design the irritation of the cockpit mesh and HUD with MatchBox2022 for a collab improvement of Evochron Community Overhaul Project 2.

I have to say our idea list is massive, and this single idea for a mod you have here sparked the whole thing off, so I have to give credit where its due.
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Re: [EL] Mod: Extra HUD Text

Post by Marvin »

Misunderstood Wookie wrote:... how I design the irritation of the cockpit mesh and HUD....
I think I now know where you got your avatar name. ::)
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Re: [EL] Mod: Extra HUD Text

Post by Misunderstood Wookie »

Where would that be lol.
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Re: [EL] Mod: Extra HUD Text

Post by Marvin »

I think you meant iteration in the above post. But, then, maybe I misunderstood you. ;)
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Re: [EL] Mod: Extra HUD Text

Post by Misunderstood Wookie »

Marvin wrote:I think you meant iteration in the above post. But, then, maybe I misunderstood you. ;)
Clever lol, very clever haha.
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