0.4 Cockpit Discussion
Re: 0.4 Cockpit Discussion
Maybe it's cause I turn off almost all settings I find useless/eat up FPS like grid and rim walls, also...That freaking clock.
bye
Re: 0.4 Cockpit Discussion
I find the entire hud besides the tab scoreboard/pings and the lag diamond useless. Make any changes to the hud toggleable if I ever have to upgrade to that terrible waterbaby you guys call .4
Re: 0.4 Cockpit Discussion
You can modify COCKPIT_FILE to a different cockpit... There is a cockpit that is supposed to look like 0.2./dev/null wrote:I find the entire hud besides the tab scoreboard/pings and the lag diamond useless. Make any changes to the hud toggleable if I ever have to upgrade to that terrible waterbaby you guys call .4
Re: 0.4 Cockpit Discussion
I wanted to bump this thread for those who might not have seen it before. This weekend I finally got around to designing a cockpit and it looks marvelous. It has all the features of the default cockpit (sans fastest) and follows popular design trends among cockpit users, like the extra-wide rubber bar. I assigned all five toggle keys so you can remove everything from the HUD. It's looking pretty slick and will post it for testing shortly, but wanted to spark the discussion up once again.
How do you feel about colors? Are you inspired by HUDs from other, popular games? What would be your essential features in a minimal cockpit?
Note: I am not using the cockpit branch, so nothing is assigned to <Anchors> and I question how this cockpit will look on different aspect rations. I'll need testers.
How do you feel about colors? Are you inspired by HUDs from other, popular games? What would be your essential features in a minimal cockpit?
Note: I am not using the cockpit branch, so nothing is assigned to <Anchors> and I question how this cockpit will look on different aspect rations. I'll need testers.
Re: 0.4 Cockpit Discussion
Also, because I'm stupid, can someone give me a function that looks like this?
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Re: 0.4 Cockpit Discussion
Yeah that will work. Thanks! Yesterday I kept trying trying different power functions then today realized it wasn't working because I wasn't scaling the axis correctly. Like I said, I'm stoopid.Word wrote:Something with y = x^(1/...)?
This formula is needed to make the speed gauge feel more like a gauge. Ideally it should be log, not power, but the cockpit code doesn't have a log function that I can see and it would be way too much effort to do a workaround, especially for a gauge most people don't pay attention too. If they look at all, it is the numbers they read, not the needle.
Re: 0.4 Cockpit Discussion
I currently use Flex's essential remix cockpit. However, I would prefer it if the brake and speed meters looked and functioned more like the rubber meter does.
Playing since December 2006
Re: 0.4 Cockpit Discussion
For anyone wondering
What's that?Monkey wrote:Flex's essential remix cockpit
Re: 0.4 Cockpit Discussion
Alright, I now have a full understanding of the cockpit code. While nothing I have is ready for release, I want to share a few sketches. Speaking of sketches, if you have cockpit ideas and can draw, post them here and I might be able to create it for you. I would like to collaborate. Also, I want to hear from .2x users who are more critical of changes and less likely to make their own.
Re: 0.4 Cockpit Discussion
Here is an earlier version of the above cockpit.
- Lucifer
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Re: 0.4 Cockpit Discussion
I use my own minimal cockpit. I forget what it's called, though, but I fixed it in the 0.4 branch, so now it's a v0.2 cockpit.
There's a minimap, speed and brake gauges right up in the middle of the screen (small enough that they don't hide important stuff happening, big enough to be readable, and right where you're already looking, so you can check them even in tight spots).
Then there's a friends/enemies alive, color coded so that at a glance you can tell if your team outnumbers the other team.
I think that's it. No rubber gauge. Rubber for weaks!
There's a minimap, speed and brake gauges right up in the middle of the screen (small enough that they don't hide important stuff happening, big enough to be readable, and right where you're already looking, so you can check them even in tight spots).
Then there's a friends/enemies alive, color coded so that at a glance you can tell if your team outnumbers the other team.
I think that's it. No rubber gauge. Rubber for weaks!
- kyle
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Re: 0.4 Cockpit Discussion
Looks sleek, but I'm not so sure about the monochrome fill for the meters, It could be a lot harder to read in my opinion. also are the filled by volume, or by length?
Re: 0.4 Cockpit Discussion
You are correct, and they will not stay monochrome. Really, these are just sketches, a way for me to learn the cockpit code. My design philosophy is to start in black & white then add color later. However, as I suspected, the design process really needs to move beyond the cockpit and toward a unified theme for the newest version of Armagetron. I don't want a cocpkit that looks "slapped on," but rather one that compliments a new look.kyle wrote:Looks sleek, but I'm not so sure about the monochrome fill for the meters, It could be a lot harder to read in my opinion.
I wish there were more people involved in Arma because I want to have an in-depth discussion about future game art.
Re: 0.4 Cockpit Discussion
It looks nice so far, but the one thing I dislike is how cluttered the bottom left is, that's a lot of stuff in one corner and I think the time/fps is better suited for the top right or left of the screen
bye