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Anyone have info on the new HUD features

Leif Loveless
Registered User
Join date: 5 Mar 2005
Posts: 16
10-24-2005 18:36
I was searching for HUD and could not find anything beyond the cryptic but enticing release notes.
Kenn Nilsson
AeonVox
Join date: 24 May 2005
Posts: 897
10-24-2005 18:42
I'd really like to know as well.
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Padraig Stygian
The thin mick
Join date: 15 Aug 2004
Posts: 111
10-24-2005 20:52
It's just like any other attachment, except that only you can see it, and llSetText doesn't work on it. Objects attached to the HUD will not be on the avatar, but just docked to the sides of your screen.
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Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
10-24-2005 20:52
They're just regular attachments, but they attach to your camera, instead of your avatar.

There are 8 camera attachment points. All prims become full-bright while camera-attached. I just finished posting a screenshot of my new HUD :)

/invalid_link.html
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Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
10-24-2005 21:01
llsettext is on the bugs to be fixed list from what i saw so i think thats a coming soon, also sounds played from hud objects can only be heard by you
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Judah Jimador
Registered User
Join date: 13 Mar 2005
Posts: 230
10-24-2005 21:03
And no particles, I think.

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Aaron Levy
Medicated Lately?
Join date: 3 Jun 2004
Posts: 2,147
10-24-2005 21:05
So are they they just invisible objects that are always there until a texture is applied or what?
Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
10-24-2005 21:13
No you can attach a normal prim cube, same as body attachments but private
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Happycat Mondrian
Registered User
Join date: 14 Jul 2005
Posts: 8
10-24-2005 21:18
Hint: Dont layer textures with alpha. It will screw up. I guess this is the new alpha sorting "fix" they implemented.
Leif Loveless
Registered User
Join date: 5 Mar 2005
Posts: 16
10-25-2005 03:07
I guess I am still a bit clueless about the HUDs. I guess I am wondering how to make them display things, how they communicate with other objects - presumably they have to use channels to communicate with a game server.
Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
10-25-2005 05:14
Happycat,

What do you mean about alphas? I use several alpha textures in my HUD (you can see the screenshot) and it works just fine.
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Arbus Fahid
Error: No Error
Join date: 16 Apr 2005
Posts: 6
10-25-2005 06:51
From: Francis Chung
They're just regular attachments, but they attach to your camera, instead of your avatar.

There are 8 camera attachment points. All prims become full-bright while camera-attached. I just finished posting a screenshot of my new HUD :)

/invalid_link.html


WOW.

This is truly the beginning of a golden age!
Val Fardel
Registered User
Join date: 11 Oct 2005
Posts: 90
10-25-2005 07:28
I reattached my AO to a HUD attach and made it visible but I can't see it on my screen...

Is there something to making it visible to the wearer that I'm not doing?
Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
10-25-2005 08:13
Make sure the AO is quite big before you attach it to hud, then resize it in hud, if you see it and click edit, you can zoom out using mouse wheel to scale hud to. ( i set mine to 1.00m each side then strecthed it in hud)

Have a idea to make AO touch/change texture, on/off, kinda like a button , so we'd kill another listen script alot of people use, not very good with scripts but it would be nice if someone changed the current one thats free and give it out , -.-
Luc Aubret
Oreo-eater
Join date: 14 Sep 2005
Posts: 86
10-25-2005 09:40
Apparently, you can't even use llSetText on an HUD. So how are we supposed to convey alphanumeric information? Does anybody know?
Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
10-25-2005 12:20
Thanks Arbus :)

From: Val Fardel
I reattached my AO to a HUD attach and made it visible but I can't see it on my screen...

Is there something to making it visible to the wearer that I'm not doing?



Sometimes, things have a tendency to attach off-screen by default. HOWEVER, one thing you can do is "zoom out" your view screen.

It's kind of weird to describe, but try this:
Take a default cube. Attach it to the center of your HUD. It should be this big plywood thing that blocks out most of your screen.

Put your cursor on top of that, and alt-zoom out. Hopefully, at some point, you'll find your AO. After that, you can use regular edit mode to reposition your AO within your regular viewframe.

Then just delete the default cube.
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Eata Kitty
Registered User
Join date: 21 Jan 2005
Posts: 387
10-25-2005 12:56
From: Luc Aubret
Apparently, you can't even use llSetText on an HUD. So how are we supposed to convey alphanumeric information? Does anybody know?


XYText is ideal for hud due to the lack of prim limit and other people don't have to load all the textures it uses. It is fairly tricky to script though.
Bounder Jimenez
programmer/designer
Join date: 12 Oct 2005
Posts: 45
10-25-2005 13:03
From: Luc Aubret
Apparently, you can't even use llSetText on an HUD. So how are we supposed to convey alphanumeric information? Does anybody know?


llOwnerSay seems to work
Sapphire Bombay
Avatar
Join date: 8 Oct 2003
Posts: 341
10-25-2005 13:18
From: Eata Kitty
XYText is ideal for hud due to the lack of prim limit and other people don't have to load all the textures it uses. It is fairly tricky to script though.


I have to say that I think this is a major problem with the new hud. There is no text display capability so immediately everyone is going to reach for xytext and throw in 1000 prims to setup huge text displays. The amount of script time these things are going to take is going to be ugly. We really need llSetText to show through or some other Linden solution. While xytext is neat and all - when you combine it with an unlimited number of prims there are going to be problems.
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Luc Aubret
Oreo-eater
Join date: 14 Sep 2005
Posts: 86
10-25-2005 22:05
From: Bounder Jimenez
llOwnerSay seems to work


I'm glad that llOwnerSay seems to work, but it sorta misses the whole point of an HUD, don't you think?
Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
10-26-2005 05:04
One bug? I can see: HUD attachments are subject to alt-look.

It's a bug because alt-look can't actually do anything for a HUD attachment - you can't zoom or rotate them or anything - yet it still eats the control, for no really good reason. It'd be nice if they made alt-look work "through" HUD attachments on whatever is on the underlying display. (This would also enable HUD attachments to go "dormant" by setting alpha transparency.)
Zodiakos Absolute
With a a dash of lemon.
Join date: 6 Jun 2005
Posts: 282
10-26-2005 05:50
I don't really think xyText is going to be a big issue, unless the script is changing many prims every second. The script itself is passive and uses llMessageLinked. The lag would be no different really than using llSetText to display data. Furthermore, prim updates on your HUD aren't sent to other clients, which further reduces any 'lag' that would be caused by this. A full terminal display (84 characters x 25 lines, because the script displays 6 characters per prim) would only take 350 prims, but all those prims would have completely passive scripts (and probably 1 'master' active script in the root prim).
Allele Semple
Registered User
Join date: 14 Sep 2005
Posts: 16
10-27-2005 02:38
From: Luc Aubret
Apparently, you can't even use llSetText on an HUD. So how are we supposed to convey alphanumeric information? Does anybody know?


With a prim heavy attachment that displays text as textures!
Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
10-27-2005 03:50
From: Allele Semple
With a prim heavy attachment that displays text as textures!

A.K.A XyText :D
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Trimda Hedges
Creator of Useless Prims
Join date: 19 Nov 2003
Posts: 247
10-27-2005 09:44
From: Leif Loveless
I guess I am still a bit clueless about the HUDs. I guess I am wondering how to make them display things, how they communicate with other objects - presumably they have to use channels to communicate with a game server.


Well, to communicate with other objects, llSay on a channel > 0

To communicate with the owner, llOwnerSay or llInstantMessage

To communicate to the world, llSay on channel 0

As for displaying text, XYText toy or your own custom solution should work great (works for me, I'm using my own custom coded solution)

Basically, except for the fact the attachment resides on your camera, its like any other normal external object in the way of communications.
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