To give a somehow better understanding to what I am trying to accomplish here, I will share some screen shots with you. Necessarily, diverting into developer focus and artwork/content vetting cannot be avoided.
Here's a view of the current left view display unit (VDU, lvdu) shield and armor stats for the "disabled-cockpit":
It's artistic evaluation can be looked up in my previous post. Now, I am proposing to replace this representation of shield and armor status with something more representable to the likings of the following image. Please note that the engine code has not been changed and the native engine shield and armor stats representations are still visible.
On a side note, for the placement of my images, I have constructed a small helper image (below) plus a simple calc sheet that allows easy calculation of the required numbers to be included in the sprite files and cockpit file shield and armor statements. Both will be soon shared in the masters directory together with different shield/armor combos as well as the source files used to make the shields and armors.
To give you some further idea of the possibilities of the source file, in the following picture is another type of shield and armor status. The core possibilities (of the source for POV-Ray) are shields/armor shapes from circular to rectangular (completely flat) shape, any color combination you can dream of, and almost any type of transparency or transparency gradient for both.
Of course, not being happy with the overlay of my new shields and armor stats with the existing engine stats, I am pursuing the direction of making the native engine representations disappear and at the same time maintaining the lvdu image of my ship intact. This quest lead me to the already mentioned (see previous post) uncommenting of the
DrawShieldArmor statement in the function
void VDU::DrawVDUShield in line 599 of the
vdu.cpp file, which lead me to the desired result visible in the next image. The colors are changed just to exemplify the existing possibilities.
Before proposing this little change for commitment to svn, let me share with you my dilemma. This little change (of uncommenting the
DrawShieldArmor statement) would imply that all cockpits that use the
<VDU ... type="Shield ..." file="lvdu.spr" /> statement either:
* upgrate to also include the corresponding shield and armor statements and images, or
* remain without shield and armor stats representations (which isn't really an acceptable option)
As far as VS the game is concerned, with the existing six cockpits, it is no issue, since I can easily upgrade the required files after generic approval of the approach here presented.
My concern however is with backward compatibility to other mods. A preliminary scan of few of the paralleluniverse and privateergold mods revealed that this statement is not used at all, means your own ship image is not shown in the vdu and the cockpits have separate shield and armor statements included and do not utilize the native engine shield/armor representation.
Another, yet unexplored option, would be to add and allow another statement type to the cockpit file, e.g.
<VDU type="Vessel Shield" file="lvdu.spr" />, which would permit the display separation of your own ship and the shield/armor stats combo. This, of course, would require some coding and as far as I am concerned, with my migraine-stimulating c++ knowledge and (coming not so long ago from a windos programming environment) missing IDE setup with no debugging, tracing and this sort of programming facilities at hand, I'd jump into it only if deemed compulsory functionality.
Call for community feedback:
Therefore summarizing, what I would appreciate and request from you, developers, mod lead developers, users, programmers, and players, are comments and suggestions on the following:
1) Is the improvement in shield/armor graphics for VS the game appreciated? If so what would be the desired color combination for shield and armor?
2) Can VS mods live with the uncommented
DrawShieldArmor statement in vdu.cpp (i.e.
<VDU type="Shield" file="lvdu.spr" /> statement is not used in any cockpit file)?
3) Is a hermetic separation of ship and shields/armor statements in the cockpit files desired for any current needs or future flexibility?
Post scriptum:
Just in case the question has been occupying your mind, yes, I have been taking a break off improving planet textures.