[MOD]-Minimal Hud-UPDATED 10-7-2007

The place to discuss scripting and game modifications for X³: Reunion.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
lefthandblack
Posts: 78
Joined: Mon, 13. Jun 05, 15:44
x3tc

[MOD]-Minimal Hud-UPDATED 10-7-2007

Post by lefthandblack »

The Minimal Hud Mod

What this mod does:
This mod was designed to unclutter the X3 gui by removing the color-coded target boxes around ships, stations, etc. It also replaces the station icons seen around the edge of the screen with much smaller, less distracting icons.
With this mod, only your currently selected target will have a target box.

New in 2.0:
Added PlayerHQ station icon for X3 version 2.0 compatiblity.

New in 1.4:
The "flickering shield-bar" issue has been resolved.
Pirate Bases now have their own icons.
The selected target box has been reduced to a corner-cross.
The crosshairs have been redesigned.

New in 1.3:
Quality of all station icons has been improved.
Shipyards, equipment docks, solar power plants, trading stations, mines, missile factories and laser factories now have their own distinct icons.
The lead-indicator has been tweaked slightly to make it easier to spot when your weapons are locked on.

Version 2.0 for Xtended Mod (0.7.3)

http://www.lefthandblack.com/mods/MinimalHud2XT.zip

New Version 2.0:
http://www.lefthandblack.com/mods/MinimalHud2.zip

Spk version- Thanks to Arcana75:

http://arcana75.googlepages.com/MinimalHud_v2.spk

Version 1.4:
http://www.lefthandblack.com/mods/MinimalHud1.4.zip

Version 1.3:
http://www.lefthandblack.com/mods/MinimalHud1.3.zip

Minimal Hud 1.0:
http://www.lefthandblack.com/mods/MinimalHud1.zip



Let me know what you guys think.
Last edited by lefthandblack on Sun, 7. Oct 07, 21:00, edited 5 times in total.
Core i7 - 860
4096MB DDR3 dual channel
BFG Geforce GTX 280
SB X-FI Gamer
500 GB Seagate Barracuda SATA HD
Sony DRU-840A
Win 7 Ult 64
User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse »

is just the graphic removed? (meaning, will clicking still work?)
User avatar
lefthandblack
Posts: 78
Joined: Mon, 13. Jun 05, 15:44
x3tc

Post by lefthandblack »

Yeah, just the graphics for the target boxes, except your currently selected
target or player owned ships. Clicking the targets is unchanged.
I've also replaced the station icons with less intrusive ones, I would have
liked to keep them the same in the sector-map, but unfortunately they
use the same art.
Core i7 - 860
4096MB DDR3 dual channel
BFG Geforce GTX 280
SB X-FI Gamer
500 GB Seagate Barracuda SATA HD
Sony DRU-840A
Win 7 Ult 64
User avatar
DeltaWolf
Posts: 597
Joined: Tue, 6. Jul 04, 08:48
x4

Post by DeltaWolf »

Brilliant :D

If I may ask, did it improve performance, and how much
User avatar
lefthandblack
Posts: 78
Joined: Mon, 13. Jun 05, 15:44
x3tc

Post by lefthandblack »

I may have gained some, I tried benchmarking with FRAPS while using it,
My average in the same sector under the same conditions came up from
19 to 21 with a max of 35, but my system has issues with this game.

The main thing that I like is that now I can see the pretty ships insted of
the ugly blue boxes everywhere.
Core i7 - 860
4096MB DDR3 dual channel
BFG Geforce GTX 280
SB X-FI Gamer
500 GB Seagate Barracuda SATA HD
Sony DRU-840A
Win 7 Ult 64
sgtslap
Posts: 46
Joined: Sun, 25. Jan 04, 17:34
x3

Post by sgtslap »

I have been working on a better HUD since release, but I decided not to release my revised version untill patch 1.3 because there is a good chance seperate textures will be used for the differing parts of the HUD, so we can turn them on and off. I have made totaly new station icons as well as changing all alphas on all windows, plus a new colour coded target indicator for enemies and friendlies. Also I have removed some target boxes and changed other's scale and colours. I have also re done the weapon set boxes to be easier to see and read. Plus many other little tweaks and changes. Some screenies for you to have a looksee. Ill release it when 1.3 in out and running properly.. :wink:

[ external image ]
[ external image ]
[ external image ]
DarthVain
Posts: 845
Joined: Mon, 2. Jun 03, 11:53
x3tc

Post by DarthVain »

Can it be used in combination with other mods? That is can more than one mod be selected as I have the Cockpit mod running already?
Another one bites the dust!!

DarthVain
User avatar
lefthandblack
Posts: 78
Joined: Mon, 13. Jun 05, 15:44
x3tc

Post by lefthandblack »

captainfred wrote:Can it be used in combination with other mods? That is can more than one mod be selected as I have the Cockpit mod running already?
This is the first time I have modded anything for any x-series games, so
I may be wrong, but I don't think so. I think that both mods would have to
be incorporated into one new mod for it to work. I made this primarily
because my biggest complaint aside from performance were the blue
boxes. I saw this sentiment conveyed by many other people here and
elsewhere so I decided to post it for those who might appreciate it.

This game is in a very fluid stage right now, and nobody knows what changes future patches from Egosoft will bring. My mod is basically
a quick fix that proves it can be done. The screens shown by Sgtslap
(looks good btw)
demonstrate that even more changes to the hud are possible, but, like
he said, no one knows if future patches will break functionality.

Perhaps when we have a more final release, not in danger of many future
patches, the modders and the community can put their heads together
and come up with some be-all end-all mods that combine the work of
whatever is considered the best work by the community.

Anybody who wants to take what I have done and incorporate it into
anything else, please do.

As I said before this mod is a quick fix, for just one aspect of the game
that was really bugging me. I have some more ideas to improve upon
it if for no other reason than my own knowledge/enjoyment. If I end
up with future versions I'll post them here and will continue improvements
so people can try them out if they like. The way that mods are popping up
for this game, by the time we get a more final release there should be
alot of good stuff floating around.
Core i7 - 860
4096MB DDR3 dual channel
BFG Geforce GTX 280
SB X-FI Gamer
500 GB Seagate Barracuda SATA HD
Sony DRU-840A
Win 7 Ult 64
Galaxy613
Posts: 3285
Joined: Tue, 28. Dec 04, 02:19
x4

Post by Galaxy613 »

captainfred wrote:Can it be used in combination with other mods? That is can more than one mod be selected as I have the Cockpit mod running already?
I could build it into the cockpit mod(with lefthand's O.K.), it won't be hard.

@Lefthand, there is only ONE way to have two mods running at the same time, and that is to trick X3 into thinking one of those mods are a patch. I won't get into it right now but just FYI...
10,000 Lightyears of awesomeness
DarthVain
Posts: 845
Joined: Mon, 2. Jun 03, 11:53
x3tc

Post by DarthVain »

Galaxy613 wrote:
captainfred wrote:Can it be used in combination with other mods? That is can more than one mod be selected as I have the Cockpit mod running already?
I could build it into the cockpit mod(with lefthand's O.K.), it won't be hard.

@Lefthand, there is only ONE way to have two mods running at the same time, and that is to trick X3 into thinking one of those mods are a patch. I won't get into it right now but just FYI...
That would be excellent :)
Another one bites the dust!!

DarthVain
Galaxy613
Posts: 3285
Joined: Tue, 28. Dec 04, 02:19
x4

Post by Galaxy613 »

Just got the go-ahead, but it will have to wait around 16-18 or so hours before I can sit down and do this because tomarrow will be busy... :|
10,000 Lightyears of awesomeness
User avatar
Red Spot
Posts: 3461
Joined: Fri, 4. Feb 05, 13:44
x3

Post by Red Spot »

guys this one is great ..;)

I used this .. removed the taxi/civ-ships .. and changed all bullet impacts to impact '0' .. this together makes the game very acceptable to play for me .. :)


G
Galaxy613
Posts: 3285
Joined: Tue, 28. Dec 04, 02:19
x4

Post by Galaxy613 »

Ok, my version of the Cockpit Callback mod with Minimal HUD mod is now up! Check out the main post of the Cockpit Callback mod for the URL!
10,000 Lightyears of awesomeness
Arsenal
Posts: 148
Joined: Tue, 3. Feb 04, 23:28
x4

Post by Arsenal »

As I have no idea how the HUD Mod works, here is my suggestion:
Could you put in some small symbols for different stations? Like it was in X, X-Tension and X², so a small S for shieldfactory and if its possible also with these dots above the S for "Small" "Medium" and "Large", dunno if that is possible in X³ but that would be real cool.
User avatar
lefthandblack
Posts: 78
Joined: Mon, 13. Jun 05, 15:44
x3tc

Post by lefthandblack »

Arsenal wrote:As I have no idea how the HUD Mod works, here is my suggestion:
Could you put in some small symbols for different stations?
I have played around with possible additional changes to the hud, one of
them is what you are asking about, however I don't have any plans to get
serious about it until we know what changes patch 1.3 will bring. I don't
wan't to put alot of work into something that may be nullified by the new
patch.

In the meantime, I have been working on some additional weapons,
I still have a few persistent problems to get around, but I'm making
progress.
Core i7 - 860
4096MB DDR3 dual channel
BFG Geforce GTX 280
SB X-FI Gamer
500 GB Seagate Barracuda SATA HD
Sony DRU-840A
Win 7 Ult 64
User avatar
Red Spot
Posts: 3461
Joined: Fri, 4. Feb 05, 13:44
x3

Post by Red Spot »

Ok so am I re-making my pers. low grafics mod ..

but as i have completelly no knowledge about the HUD and how that all works .. I have no idea if this minimal HUD isnt going to conflict or is even gonna make any diff. with 1.3 ..

but because this really helped my game run smooth ..

I'd really apreciate you looking into this Lefthandblack .. :roll:

Edit;
things still seem to run much better with it .. :)


G
User avatar
lefthandblack
Posts: 78
Joined: Mon, 13. Jun 05, 15:44
x3tc

Post by lefthandblack »

As promised the link for the new version has been added to the first page.
The old version should get along fine with the new patch, so if for some reason you prefer the old one, it will work just as well.
Core i7 - 860
4096MB DDR3 dual channel
BFG Geforce GTX 280
SB X-FI Gamer
500 GB Seagate Barracuda SATA HD
Sony DRU-840A
Win 7 Ult 64
Kadaas
Posts: 124
Joined: Fri, 28. May 04, 02:47
x3

Post by Kadaas »

:) Cool ,just dled the new version (wasnt sure of the old one with 1.3).Definately need anything that can smooth out the game a bit with all the new clutter errr asteroids around . :lol:

keep up the good work :thumb_up:

oh and Merry Xmas to all
User avatar
NumNuts
Posts: 166
Joined: Tue, 20. Jul 04, 16:43
x3tc

Post by NumNuts »

I try and extract the MinimalHud1.3.zip and get an error using winrar:
! C:\....MinimalHud1.3.zip: Either multipart or corrupt ZIP archive

any advise??
User avatar
Red Spot
Posts: 3461
Joined: Fri, 4. Feb 05, 13:44
x3

Post by Red Spot »

works fine for me ..


anyway .. will give it a go after X-mas ..
(is the targeting ret. the same on the showed me .. the one with the 'lights' .. the blinky one ..?? (dont know how to explain .. :roll: ))


G

Return to “X³: Reunion - Scripts and Modding”