[MOD] Targeting UI Extension now with External Camera - (Nov 27, 2013)

The place to discuss scripting and game modifications for X Rebirth.

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

The_Mess
Posts: 235
Joined: Thu, 1. Jan 04, 03:10
x3tc

Post by The_Mess »

Mad_CatMk2 wrote:
Gazz wrote:At this point I'm inclined to believe that the devs are simply scared of opening up the LUA parts of the interface. =P
I can only imagine what a XR MARS would be... :o
Need moar cap ship weapons for that, though could design it around drones instead of weapon shifting :P
Nomenluni
Posts: 64
Joined: Wed, 20. Nov 13, 10:47

Post by Nomenluni »

An external camera, this was one of my biggest wants :)

can you move the camera around, or it is fixed?
User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz »

Mad_CatMk2 wrote:I can only imagine what a XR MARS would be... :o
Very different.

The only thing that the "scripted" turret scripts do is to hand a target list to a hardcoded function.
Then... stuff happens.

Weapon switching was very useful for the script but it could work without. The target selection was still unique but I don't know precisely how things work in XR.
If this target list is worked off sequentially, there would still be room for improvement, like putting "good" targets at the top of the list.
IMO, anything larger scale will have to wait until the vanilla scripts mature a bit more. =)
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Architekton
Posts: 60
Joined: Tue, 19. Nov 13, 01:43
x4

Post by Architekton »

@Observe> This is awesome!

Would it be possible to extend the external camera functionality so it can perform like a drone (sort off) without any hud?
User avatar
Observe
Posts: 5326
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

Architekton wrote:Would it be possible to extend the external camera functionality so it can perform like a drone (sort off) without any hud?
Next release will have some additional camera options (distance, angle), but for now, it still has to operate more or less in the same manner as it is doing in the current version.

Thanks!
Architekton
Posts: 60
Joined: Tue, 19. Nov 13, 01:43
x4

Post by Architekton »

What I've 'Observed' :P is that due to the current FOV of the external camera, it's kind of tricky to get good shots of your target that don't look like
toyships floating in the void. It's fairly easy to get a crisp looking ship with a ultra blown-out background. Also, even at max viewdistance and lod settings,
it still happens a lot you capture a ship already out of lod-zero because otherwise you either need to fly too close to it (and can't capture the whole thing) or you just end up with issue nr1 again.

Maybe experiment a bit with several settings?
Sounds like you're already ahead in this :-)
Just to be clear: No matter what, this is already ultra!
Thurmonator
Posts: 205
Joined: Thu, 4. Dec 03, 21:07
x2

Post by Thurmonator »

Was wondering if you could make the full screen external view closable by hitting esc instead of the four (or so?) second auto-switch-back to cockpit?

Thx

Love the mod BTW
User avatar
Observe
Posts: 5326
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

Thurmonator wrote:Was wondering if you could make the full screen external view closable by hitting esc instead of the four (or so?) second auto-switch-back to cockpit?
Already done and will be in next version.

The various settings and functionality are still a work in progress as I fine-tune the interface and associated coding. Any suggestions are likely to have impact. :)

Thanks
Dungeoncrawler
Posts: 1093
Joined: Sun, 7. Dec 03, 05:32
x3tc

Post by Dungeoncrawler »

Observe wrote:
Thurmonator wrote:Was wondering if you could make the full screen external view closable by hitting esc instead of the four (or so?) second auto-switch-back to cockpit?
Already done and will be in next version.

The various settings and functionality are still a work in progress as I fine-tune the interface and associated coding. Any suggestions are likely to have impact. :)

Thanks
Is there an eta on next version? Also will the extended, external camera always rotate around the ship? Just curious on both questions? Love the mod as I tend to be a 'voyeur' kind of person when it comes to space sims :P
User avatar
Observe
Posts: 5326
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

Dungeoncrawler wrote:Is there an eta on next version? Also will the extended, external camera always rotate around the ship? Just curious on both questions? Love the mod as I tend to be a 'voyeur' kind of person when it comes to space sims :P
Part of the limitation with the current version, is inability to control your ship while the full-screen camera is running. That is why I limited the external camera to 5 seconds duration, and also part of the reason I used the orbit animation when viewing the Skunk.

The GOOD news is, I've found a way to remain in control of the ship while the external camera is running. This means the next version will use an improved control system and the Skunk external camera will be better optimized.

ETA? I'm hoping today - because otherwise it may have to wait a week or so due to obligations.

Thanks
Dungeoncrawler
Posts: 1093
Joined: Sun, 7. Dec 03, 05:32
x3tc

Post by Dungeoncrawler »

Observe wrote:
Dungeoncrawler wrote:Is there an eta on next version? Also will the extended, external camera always rotate around the ship? Just curious on both questions? Love the mod as I tend to be a 'voyeur' kind of person when it comes to space sims :P
Part of the limitation with the current version, is inability to control your ship while the full-screen camera is running. That is why I limited the external camera to 5 seconds duration, and also part of the reason I used the orbit animation when viewing the Skunk.

The GOOD news is, I've found a way to remain in control of the ship while the external camera is running. This means the next version will use an improved control system and the Skunk external camera will be better optimized.

ETA? I'm hoping today - because otherwise it may have to wait a week or so due to obligations.

Thanks
Certainly wasn't questioning your motives. I tend to be of mind that when you get somthing for free, no overt complaining allowed :). Likewise if it needs to wait a week, so be it. I appreciate all the work :).
Troj
Posts: 586
Joined: Tue, 2. Dec 03, 16:20
x3

Post by Troj »

This is AWESOME; thank you thank you thank you!
Semper Pugno, semper Vinci.
User avatar
Cyllie
Posts: 126
Joined: Sat, 16. Nov 13, 02:42

Post by Cyllie »

Observe wrote:Now I'm looking at using an "Options" key in the targeting menu to select the search criteria. For example, I can search for different types of objects in space, including:

- Next Zone (useful as navigation aid when exploring outside highways)
- Next Crate
- Next Resources (ore, hydrogen, etc)
- Next Station

I could have 6 variations, but I haven't decided which exactly would be most useful.

Suggestions?
Next turret on a capital ship
User avatar
Observe
Posts: 5326
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

Cyllie wrote:Next turret on a capital ship
Bingo! That and next engine are commands I'll be including. Probably they won't be in the next update I'm working on releasing today, but hopefully will be included in the update after next.

Once this targeting extension is completed, I'll be modifying the menu so it'll have an Extensions sub-menu with something like the following layout:

1. Targeting extension
2. Navigation extension
3. Missions extension

4. Combat extension
5. Fleet Command extension
6. Exit

Then, I'll have a complete menu suit with functioning commands for use in my upcoming "Exodus" (might be renamed) mod. :)
Last edited by Observe on Tue, 26. Nov 13, 22:06, edited 2 times in total.
User avatar
Cyllie
Posts: 126
Joined: Sat, 16. Nov 13, 02:42

Post by Cyllie »

Observe wrote:
Cyllie wrote:Next turret on a capital ship
Bingo! That and next engine are commands I'll be including. Probably they won't be in the next update I'm working on releasing today, but hopefully will be included in the update after next.

Once this targeting extension is completed, I'll be modifying the menu so it'll have an Extensions sub-menu with something like the following layout:

1. Targeting extension
2. Navigation extension
3. Missions extension

4. Combat extension
5. Fleet Command extension
6. Exit

Then, I'll have a complete menu suit for use in my upcoming "Exodus" (might be renamed) mod. :)
Sounds great, for some reason the auto-target feature hates picking up turrets and other small objects on ships....especially when you have a mission trying to pull your intended target away.
User avatar
Observe
Posts: 5326
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

Update: New version 1.2 now available for download on Nexus.

Other than a lot of code optimization, the main feature addition with this new version is you can control your ship when you are viewing full-screen. I have some other additions I am making (such as engine and turret targeting), but those will have to wait for next version.

Here is a quick (read rough) video showing external camera of the Skunk in operation.

[ external image ]

Notes: Use keyboard option 1 to escape full-screen mode.

This version is experimental. You can revert to the previous version if you have trouble with this one for some reason.
Dungeoncrawler
Posts: 1093
Joined: Sun, 7. Dec 03, 05:32
x3tc

Post by Dungeoncrawler »

Observe wrote:Update: New version 1.2 now available for download on Nexus.

Other than a lot of code optimization, the main feature addition with this new version is you can control your ship when you are viewing full-screen. I have some other additions I am making (such as engine and turret targeting), but those will have to wait for next version.

Here is a quick (read rough) video showing external camera of the Skunk in operation.

[ external image ]

Notes: Use keyboard option 1 to escape full-screen mode.

This version is experimental. You can revert to the previous version if you have trouble with this one for some reason.
Awesome & thanks!
Thurmonator
Posts: 205
Joined: Thu, 4. Dec 03, 21:07
x2

Post by Thurmonator »

Thanks for the awesome mod.

There seems to be this weird sound thing when it auto targets a highway, it seems to play the sound like your in the highway.

Also, when you hit the targeting off, is that a toggle? because it just seems to say targeting off, it doesnt say targeting on when you press it again..

Again thanks in advance

Also, a direct behind but slightly elevated view of the Skunk would be awesome. I like how it turns the ship on the screen instead of just turning the background. It reminds me of Tempest. Even better would be that we could have a couple of external view presets, like the one you have now along with a direct behind but slightly elevated view, and maybe a rear facing camera as well.
User avatar
Observe
Posts: 5326
Joined: Fri, 30. Dec 05, 17:47
xr

Post by Observe »

Thurmonator wrote:There seems to be this weird sound thing when it auto targets a highway, it seems to play the sound like your in the highway.
If you are full-screen viewing a target that is in a highway, I can see how you might hear that sound even if you are not in the highway yourself. I'll have to look into this to verify what's going on there.
Thurmonator wrote:Also, when you hit the targeting off, is that a toggle? because it just seems to say targeting off, it doesnt say targeting on when you press it again..
Yes, that's a bit confusing and poorly implemented. Right now, Targeting Off just turns off any active targeting display. It doesn't toggle back on again. Probably that button could be combined so it becomes Auto Target/Targeting Off.

Also confusing is I require key 1 to exit the full-screen mode. Instead, that should just be a toggle using the same button used to access full-screen.

I'll organize and consolidate the buttons better with next release.
Thurmonator wrote:Also, a direct behind but slightly elevated view of the Skunk would be awesome. I like how it turns the ship on the screen instead of just turning the background. It reminds me of Tempest. Even better would be that we could have a couple of external view presets, like the one you have now along with a direct behind but slightly elevated view, and maybe a rear facing camera as well.
Yes, a variety of presets is something I have planned. :)

Thanks for feedback!
Dungeoncrawler
Posts: 1093
Joined: Sun, 7. Dec 03, 05:32
x3tc

Post by Dungeoncrawler »

Can't seem to exit external view by hitting the applicable key.

Return to “X Rebirth - Scripts and Modding”