[Design] BaCCH (Better and more Complex Cockpit and HUD) v0.03 - DISCONTINUED

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TheRealBix
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[Design] BaCCH (Better and more Complex Cockpit and HUD) v0.03 - DISCONTINUED

Post by TheRealBix »

DISCONTINUED



[update] Development page created on Nexus. Look at the end of the OP !

Not doable for the moment, I know (for the most part).

But when we'll have the neccessary tools, it should be fun and really pratical to add more things to the HUD and cockpit interface !


List :
  • Clickable cockpit ! (quick access to properties, target infos, weapons/shield stats, inventory/cargo, map, ship databaseShut up Yisha!, missions...)
  • Real speed (not replace the bar, but add it just below (there's an emplacement just below that can be used, or directly on the HUD]
  • Target speed
  • Target distance (make it screwed to the HUD or cockpit, I think it's not really visible for the moment)
  • Reduce the horizontal boxes height (The font doesn't take all the height, it could be a gain of place to show more target infos like its speed and distance)
  • A switch button to have a static map ! With the current zone name (there's a little circle above the bottom-right screen that can be used)
  • Leds that light on/off (when ennemies, containers, or asteroids are close for exemple)
  • An on-screen switch with multiple positions, showing the scanner mode you are in.
  • Mouseover tooltips to explain weapon stats and such.
  • Different shapes of target markers when objects are closing or getting away from you.
    = a simple way to tell which are probably attacking you without having to judge a distance value for each of them.
  • Different types of target markers whether it's a drone, a civilian, a fighter or a capital.
  • Target's order, if the target is owned or has been scanned (On the monitor with place saved by reducing boxes)
  • A little switch to change the display of weapons/shield bars to a numeric display (i.e. in %).
  • A 'leave cockpit' trigger clickable somewhere, like a button or just the bottom right zone of the screen.
  • A switch to bascule in combat mode, where the virtual reality googles drops down and show an optimised combat HUD for the Skunk (showing only military targets, and highlighting missiles for exemple).
If you want I can add more things to the list and if something is already done, just tell me! I'll update the post and add links if something is already out.

It can help me and other modders to work on a mod which could add all those things to the game !
I suggest modders to work together to have an only one big mod easily findable, preferable to many little mods. Of course you can always work alone if you are shy :)

But as I said earlier, the most of those things will only be moddable when the proper tools will be released by Egosoft, so no ETA for the moment.

Feel free to comment and suggest !


Nexus Development page
I've started a development page on Nexus. If you want to participate, just read instructions!
[ external image ]


Instructions :
For Modders :
-> If you want to participate, PM me on the forum (TheRealBix) <--

Remember to always attach all language files, even if they're not translated.

When you upload something, please rescpect this folder hierachy : " 'yourname'\BaCCH\ "

Also, provide us a ChangeLog of your changes, and upload the file like this : 'yourname_vxxxyy.zip' with 'xxx' the current version of the mod and 'yy' your own version of this mod (e.g. for me, my first uploaded file will be : 'therealbix_v_00301.zip'.) zipped in deflate if possible.

Thanks for all !


Changelog :
v0.01 : First version of the list.
v0.02 : Added 'Numeric display' and 'leave cockpit', merged 'current position' with 'map'.
v0.03 : Added 'Combat Mode with VR googles', courtesy of CrazySquirrel


Modders :
TheRealBix
vax1410


Thanks to :
me (:p)
Gazz !
CrazySquirrel !
Last edited by TheRealBix on Thu, 22. May 14, 16:17, edited 19 times in total.
Alexandus
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Post by Alexandus »

Gazz wrote:
  • An on-screen switch with multiple positions, showing the scanner mode you are in.
Being able to actually interact with the cockpit such as pressing various buttons or flipping switches would be awesome! It would actually make this massive vision blocker worth something!
Just a casual gamer who posts videos on youtube at http://www.youtube.com/user/alexandus62
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TheRealBix
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Post by TheRealBix »

Alexandus wrote: Being able to actually interact with the cockpit such as pressing various buttons or flipping switches would be awesome! It would actually make this massive vision blocker worth something!
That's the goal too ! Make the cockpit so useful that you will love it !
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TheRealBix
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Post by TheRealBix »

Devlopment page posted on Nexus !
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TheRealBix
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Post by TheRealBix »

  • Different shapes of target markers when objects are closing or getting away from you.
    = a simple way to tell which are probably attacking you without having to judge a distance value for each of them.
I'm creating the shapes right now. Modifying the originals to make them bigger or smaller. (I begin with 2 larger ones and 2 smaller ones)
kennowski
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Post by kennowski »

Leds that light on/off (when ennemies, containers, or asteroids are close for exemple)
I'm not kinda into 'Leds' when you have 'holograms' around you. Maybe you can display on-screen for a few moments "Enemy <enemyName> is in close proximity"

edit: also you can put on background (on-screen) a camera with a specific angle of the enemy ship while moving in space. The text will follow on top with superior z-index.

Anyway, nice project :)
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TheRealBix
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Post by TheRealBix »

kennowski wrote:
Leds that light on/off (when ennemies, containers, or asteroids are close for exemple)
I'm not kinda into 'Leds' when you have 'holograms' around you. Maybe you can display on-screen for a few moments "Enemy <enemyName> is in close proximity"
The goal is to use the cockpit, and not to assist the player.
In 'leds' i see something like the sword of Bilbo which turn blue when there are orcs :p
It's visible, but not too much.
edit: also you can put on background (on-screen) a camera with a specific angle of the enemy ship while moving in space. The text will follow on top with superior z-index.
Mhh I can't see what you mean.. Do you mean a sort of monitor like in X3 ?

Anyway thanks for your coments, I appreciate that :)
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BigBANGtheory
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Post by BigBANGtheory »

three suggestions

1) a Radar type cockpit instrument (see my signature) if that is even possible as its a whole new UI option, plus we don't know what Egosofts plans are here

2) a 2nd monitor screen that can appear from the roof of the cockpit top right hand side.

3) does the current event monitor window need to be a little larger?
Nomenluni
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Post by Nomenluni »

I would like to be able to match my speed to my current target, so a button for that would be nice
Alexandus
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Post by Alexandus »

The more I read about these features, the more excited I get. Hope it works out in the end!
Just a casual gamer who posts videos on youtube at http://www.youtube.com/user/alexandus62
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Gazz
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Post by Gazz »

One re-occurring question in Rebirth is... Where the hell am I going?

While maps (such as there are) have a clear "north", there is no way to tell how your ship is facing in relation to any map.
There is no compass or pitch display.

The classic implementation would be something like FIGURE A.

However, I'd much rather see it worked into the central HUD like in FIGURE B. (or something similar)
The info can be displayed in a very minimalistic way without covering a lot of screen real estate.
I intentionally left out numeric compass headings / degrees because this degree of accuracy is ridiculous in a space opera setting. =)

The compass dot could also be put right inside the outer ring, leaving the central ring to deal exclusively with targeting.

Note how a "bent" pitch display provides an indication of a "middle" without requiring any additional scaling.
The bar could still be interrupted at 90° angles or something like that. Fiddly bits...

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TheRealBix
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Post by TheRealBix »

Gazz wrote:...
Do you plan a sort of 'artificial horizon' ?
I think the idea is good, but (at least for me) the central HUD is not clearly readable..
When I'm in dogfights I use to look the target ship so i'll follow him with my eyes even on the border of the screen. And because the icon is a bit small I'll leave him. I don't really watch/see the rings (outer ring especially)
Maybe it's kind of habit or this is caused by the colorful backgrounds, but in X3 the HUD was much much clear.

All of that to say that add more things to the rings can be disturbing..

I'd like to know some people reviews on it, if I'm the only one to think this or not
Tonsilgon
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Post by Tonsilgon »

What about a specialized HUD-configuration for combat that you can switch on of off at will.
Where it is easier to see and follow enemies and where enemies are colour-coded regarding their strength and hull/shield-condition.
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TheRealBix
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Post by TheRealBix »

Tonsilgon wrote:What about a specialized HUD-configuration for combat that you can switch on of off at will.
Where it is easier to see and follow enemies and where enemies are colour-coded regarding their strength and hull/shield-condition.
  • A switch to bascule in combat mode, where the virtual reality googles drops down and show an optimised combat HUD for the Skunk (showing only military targets, and highlighting missiles for exemple).
:)
Xpert
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Re: [Design] BaCCH (Better and more Complex Cockpit and HUD) v0.03

Post by Xpert »

All the ideas sound really great!
TheRealBix wrote:
  • Leds that light on/off (when ennemies, containers, or asteroids are close for exemple)
Isn't there already a red flashlight at the top right corner of the cockpit? It worked once at the start of the campaign. Maybe it can be used to warn you from incoming missiles (don't know if it already does)
jeroll3d
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Post by jeroll3d »

If possible, walk in Cockpit. :)
Entusiasta da série X3! The best game.
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TheRealBix
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Re: [Design] BaCCH (Better and more Complex Cockpit and HUD) v0.03

Post by TheRealBix »

Xpert wrote: Isn't there already a red flashlight at the top right corner of the cockpit? It worked once at the start of the campaign. Maybe it can be used to warn you from incoming missiles (don't know if it already does)
This led is already used, when the hull takes heavy damages :)
Lord Morpheus
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Post by Lord Morpheus »

I am really looking forward to this mod ;)
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Observe
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Re: [Design] BaCCH (Better and more Complex Cockpit and HUD) v0.03

Post by Observe »

Xpert wrote:Isn't there already a red flashlight at the top right corner of the cockpit? It worked once at the start of the campaign. Maybe it can be used to warn you from incoming missiles
The "red flashlight" is controlled via MD code. I am using it to warn of incoming missiles in my targeting extension mod.

The command for the alarm is:

Code: Select all

<add_effect object="player.room" effect="'cpfx_cockpit_alert_02'"/>
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TheRealBix
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Re: [Design] BaCCH (Better and more Complex Cockpit and HUD) v0.03

Post by TheRealBix »

Observe wrote:
Xpert wrote:Isn't there already a red flashlight at the top right corner of the cockpit? It worked once at the start of the campaign. Maybe it can be used to warn you from incoming missiles
The "red flashlight" is controlled via MD code. I am using it to warn of incoming missiles in my targeting extension mod.

The command for the alarm is:

Code: Select all

<add_effect object="player.room" effect="'cpfx_cockpit_alert_02'"/>
A thing that should be cool would be to create different colors for this led for different notifications.

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