[MOD] External Camera (UI Extension) V1.3 - Updated June 14, 2014
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[MOD] External Camera (UI Extension) V1.3 - Updated June 14, 2014
External Targeting Camera
[ external image ]
Whether in combat or site-seeing. Expand your eye on the universe with the Observe Space Research (OSR) targeting camera extension. Great enhancement for dogfighting or seeing what your enemy is doing when you wouldn't normally be able to view them. In addition, detailed target information is displayed on your screen to let you know what your target is doing.
Instructions:
Download (subscribe) from Steam Workshop here.
The Targeting extension is activated via your main control menu.
- Select "Modes" (1)
- Select "Targeting" (6).
- Select "Fullscreen" (1). Displays the active target (or Skunk if none) full-screen.
- Select (1) again to exit full-screen.
- Select "Reset Camera" (2). Resets the camera to Skunk external.
- Select "Stop Mode" (3). Deactivates the targeting extension and exits the menu.
- Select "Cycle Views" (4). Cycles between 4 different viewing perspectives *
- Select "Details Off" (5). Turns off/on the text display of target details.
- Select "Exit Menu" (6). Keeps the extension active and returns you to the previous menu
* Cycle Views (4) Modes:
- Follow: Camera is positioned behind and slightly to the left of the Skunk
- Follow Ecliptic: Same as above, except the vertical view is set to an artificial horizon
- Front View: Camera is positioned looking at the front of the Skunk
- Targeted Object: Camera looks at the targeted object (if there is one).
- Fixed Position: A fixed position camera looks at your ship. You can move around this position to see the Skunk from all angles.
Notes:
- Remember you exit full-screen mode by pressing the number one (1) on your keyboard (same key you use to enter full-screen.
Images:
(click to enlarge)
[ external image ]
[ external image ]
[ external image ]
[ external image ]
Whether in combat or site-seeing. Expand your eye on the universe with the Observe Space Research (OSR) targeting camera extension. Great enhancement for dogfighting or seeing what your enemy is doing when you wouldn't normally be able to view them. In addition, detailed target information is displayed on your screen to let you know what your target is doing.
Instructions:
Download (subscribe) from Steam Workshop here.
The Targeting extension is activated via your main control menu.
- Select "Modes" (1)
- Select "Targeting" (6).
- Select "Fullscreen" (1). Displays the active target (or Skunk if none) full-screen.
- Select (1) again to exit full-screen.
- Select "Reset Camera" (2). Resets the camera to Skunk external.
- Select "Stop Mode" (3). Deactivates the targeting extension and exits the menu.
- Select "Cycle Views" (4). Cycles between 4 different viewing perspectives *
- Select "Details Off" (5). Turns off/on the text display of target details.
- Select "Exit Menu" (6). Keeps the extension active and returns you to the previous menu
* Cycle Views (4) Modes:
- Follow: Camera is positioned behind and slightly to the left of the Skunk
- Follow Ecliptic: Same as above, except the vertical view is set to an artificial horizon
- Front View: Camera is positioned looking at the front of the Skunk
- Targeted Object: Camera looks at the targeted object (if there is one).
- Fixed Position: A fixed position camera looks at your ship. You can move around this position to see the Skunk from all angles.
Notes:
- Remember you exit full-screen mode by pressing the number one (1) on your keyboard (same key you use to enter full-screen.
Images:
(click to enlarge)
[ external image ]
[ external image ]
[ external image ]
Last edited by Observe on Mon, 16. Jun 14, 18:33, edited 14 times in total.
Awesome mod!
I have a bit of feedback from playing around with it:
- Can you remove the sound that happens when the info is updated? That seems really unnecessary and actually annoys me, but I guess it may be caused by the game itself.
- I would prefer the monitor to be more opaque. Currently, in my cockpit (combat), the monitor is kind of transparent and the view of ships blurs with the view of space behind it.
- The skunk could be a bit more centered/moved to the left.
- Selecting a highway or superhighway does not show anything on the screen and the info shown is rather useless. Maybe skip that selection and keep the previous one?
- After selecting "Targeting" you could close the menu?
- When you enter a ROV the info monitor will still bleep, but the info shown does not change (i.e. distance is the distance to the ship, not to the drone). Would probably make sense to disable the display then.
Whatever you can or will do. Great work either way!
I have a bit of feedback from playing around with it:
- Can you remove the sound that happens when the info is updated? That seems really unnecessary and actually annoys me, but I guess it may be caused by the game itself.
- I would prefer the monitor to be more opaque. Currently, in my cockpit (combat), the monitor is kind of transparent and the view of ships blurs with the view of space behind it.
- The skunk could be a bit more centered/moved to the left.
- Selecting a highway or superhighway does not show anything on the screen and the info shown is rather useless. Maybe skip that selection and keep the previous one?
- After selecting "Targeting" you could close the menu?
- When you enter a ROV the info monitor will still bleep, but the info shown does not change (i.e. distance is the distance to the ship, not to the drone). Would probably make sense to disable the display then.
Whatever you can or will do. Great work either way!
Great feedback!
Thanks!
I know what you mean and I'm working on that. If nothing else, next update will have a toggle for the detail text.Atrocious wrote:Can you remove the sound that happens when the info is updated? That seems really unnecessary and actually annoys me, but I guess it may be caused by the game itself.
I also prefer the combat monitor and I know what you mean. I'll give it some thought.Atrocious wrote:I would prefer the monitor to be more opaque. Currently, in my cockpit (combat), the monitor is kind of transparent and the view of ships blurs with the view of space behind it.
I'll take a look at that.Atrocious wrote: The skunk could be a bit more centered/moved to the left.
Agreed. Will fix.Atrocious wrote:Selecting a highway or superhighway does not show anything on the screen and the info shown is rather useless. Maybe skip that selection and keep the previous one?
I'm adding some commands, so another sub-level is needed.Atrocious wrote:After selecting "Targeting" you could close the menu?
Agreed. Will change.Atrocious wrote:When you enter a ROV the info monitor will still bleep, but the info shown does not change (i.e. distance is the distance to the ship, not to the drone). Would probably make sense to disable the display then.
Thanks!
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- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
Update: Version 1.10 available
Changes:
- Added command to turn off target details text *
- Added command to reset camera **
- Fixed false targets (highways, dockingbay, npc, buttons etc)
- Fixed (stopped) operation when in a drone
- Fixed (stopped) operation when docked
- Various code optimizations
* This also turns off the text refresh sound that some people have found to be annoying. I'm still investigating other solutions to that.
** Reset Camera: This forces the camera to its initial condition of viewing the Skunk.
Changes:
- Added command to turn off target details text *
- Added command to reset camera **
- Fixed false targets (highways, dockingbay, npc, buttons etc)
- Fixed (stopped) operation when in a drone
- Fixed (stopped) operation when docked
- Various code optimizations
* This also turns off the text refresh sound that some people have found to be annoying. I'm still investigating other solutions to that.
** Reset Camera: This forces the camera to its initial condition of viewing the Skunk.
-
- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
Nice one
I love that you added range
It bugs me that of all the bits of info put up on the vanilla main monitor, range-to-target is not one of them. lol. We either have to try and read the small, sometimes-hard-to-see-coloured number next to the object on the HUD or if they are behind us, take a look at the map or turn towards them...
"Yisha, thanks for undocking us so ably."
"It's the least I can do, buddy!"
~~~Pew! Pew! Pew!~~~
"Huh, getting shot again....I really should stop shooting civilians..."
"It's OK Ren, they were red! ...they must have deserved it, right?"
[control+E]
"Hmm...one of those darn fighters again..."
~~~Pew! Pew! Pew!~~~
"Ok, that's the last of them, Ren!"
~~~Zeeeeeckkkk~~~
"What the...."
[hmm, best not look at the map...damn things cross-wired with the ignition and we'd be dead in the water....(control+E)]
"Ah, Taranis...I wonder how far away it is. Maybe we can run or maybe we take cover. I'll take us around."
"Great idea, Ren!"
~~~Zeeeeeckkkk~~~
"Sound's ominously.. ah yes, it's approaching plasma range now..."
"Great stuff, Ren!"
~~~Zeee...boom!~~~
Game over Ren! Game over!
I love that you added range
It bugs me that of all the bits of info put up on the vanilla main monitor, range-to-target is not one of them. lol. We either have to try and read the small, sometimes-hard-to-see-coloured number next to the object on the HUD or if they are behind us, take a look at the map or turn towards them...
"Yisha, thanks for undocking us so ably."
"It's the least I can do, buddy!"
~~~Pew! Pew! Pew!~~~
"Huh, getting shot again....I really should stop shooting civilians..."
"It's OK Ren, they were red! ...they must have deserved it, right?"
[control+E]
"Hmm...one of those darn fighters again..."
~~~Pew! Pew! Pew!~~~
"Ok, that's the last of them, Ren!"
~~~Zeeeeeckkkk~~~
"What the...."
[hmm, best not look at the map...damn things cross-wired with the ignition and we'd be dead in the water....(control+E)]
"Ah, Taranis...I wonder how far away it is. Maybe we can run or maybe we take cover. I'll take us around."
"Great idea, Ren!"
~~~Zeeeeeckkkk~~~
"Sound's ominously.. ah yes, it's approaching plasma range now..."
"Great stuff, Ren!"
~~~Zeee...boom!~~~
Game over Ren! Game over!
Update: Version 1.2 available now.
Changes:
- Added full-screen mode *
* Remember you exit full-screen mode using the same key as you use for entering it. Escape key won't work for this.
Skunk in highway (click to enlarge):
[ external image ]
Changes:
- Added full-screen mode *
* Remember you exit full-screen mode using the same key as you use for entering it. Escape key won't work for this.
Skunk in highway (click to enlarge):
[ external image ]
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Hmmm, this worked yesterday, but today when I load it I go (1) then (6) and do not get the exit/stop commands any more
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
- YorrickVander
- Posts: 2705
- Joined: Tue, 29. Oct 13, 21:59
I'm not sure if my latest updates may have caused a burp. How about try deactivate the mod (extensions menu), exit, load saved game, save, reactivate extension, exit, load saved game.NZ-Wanderer wrote:Hmmm, this worked yesterday, but today when I load it I go (1) then (6) and do not get the exit/stop commands any more
Let me know if that works. If not, I have another suggestions.
Thanks
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
yup, that worked, thanks very much
Must have been a glitch in the updating...
Must have been a glitch in the updating...
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Thank you for this mod!
Just to let you know, I saw some errors in the debug log. Nothing severe, just fyi.
Just to let you know, I saw some errors in the debug log. Nothing severe, just fyi.
[=ERROR=] [CutsceneManager::StopCutscene] Could not find cutscene {OsrDisplayScene_ViewFromPlayerShip}
[=ERROR=] Invalid call to RegisterEvent(). Given function already registered for the event: 'updateHolomap'
[=ERROR=] Error in MD cue md.Osr_target_ext.Player_Highway<inst:23d67>: Signalled cue has no corresponding listeners
* Expression: Target_Null