Release Elite Dangerous HUD Mod (EDHM)

Hi CMDRs,

Just a quick Announcement

There will be a minor update tomorrow (v1.51) to fix an issue with the XML text colour (option 3 for text colour in Startup-Profile.ini). Currently it's being applied twice to the panels.

I didn't realise at first, I thought it was just the way XML interacts with the panels. But a clever CMDR made me aware of the issue using CMDR Exigeous' HUD as a reference .. the text shouldn't be red on the panels, but blue

With the v1.51 fix you won't need to reinstall EDHM, just replace a few files in the ShaderFixes folder. I'm testing the fix now to make sure it doesn't break anything else

Is this update out yet?
 
Hi there!

I have updated my installation of the HUD mod today, and I'm really enjoying it. I switch between two color profiles for flying/traveling (blue) and combat (red) with the mode switch of my X52. It was a bit of a hassle to get everything set up, but I successfully added two XML profiles to my two hotkey profiles. Great stuff! I play exclusively in VR and always found it irritating that the panels didn't follow my HUD color scheme. Thumbs up!

That being said, bug report: I just played a session of core hunting in the shadow zone behind the planet just before "dawn". It might have been a well timed coincidence, but around the time the star came round the planet (a few minutes after I had left the planet's shadow and had found my next core asteroid) I noticed that the colors of the detonation HUD had changed. I checked the side panels and saw that they had reverted back to the non-XML orange-ish EDHM color scheme. I could set them back to the XML colors with the preset keys with no problem though.

I think there might be a connection to me leaving the planet's shadow; I had just cracked an asteroid, so I was inside the dust cloud of the remains, in pitch black, when the star came around. There was no gradual transition of the sun reflecting on the dust and the volumetric effects setting in, it was as if a switch was flicked - boom, illuminated dust. So maybe ED reloaded its shaders or something when it had decided that the star was far enough around the planet or something, and that overwrote the panel colors.

Anyway, hope this helps. And I hope your HUD mod still works on monday :).
 
Hi there!

I have updated my installation of the HUD mod today, and I'm really enjoying it. I switch between two color profiles for flying/traveling (blue) and combat (red) with the mode switch of my X52. It was a bit of a hassle to get everything set up, but I successfully added two XML profiles to my two hotkey profiles. Great stuff! I play exclusively in VR and always found it irritating that the panels didn't follow my HUD color scheme. Thumbs up!

That being said, bug report: I just played a session of core hunting in the shadow zone behind the planet just before "dawn". It might have been a well timed coincidence, but around the time the star came round the planet (a few minutes after I had left the planet's shadow and had found my next core asteroid) I noticed that the colors of the detonation HUD had changed. I checked the side panels and saw that they had reverted back to the non-XML orange-ish EDHM color scheme. I could set them back to the XML colors with the preset keys with no problem though.

I think there might be a connection to me leaving the planet's shadow; I had just cracked an asteroid, so I was inside the dust cloud of the remains, in pitch black, when the star came around. There was no gradual transition of the sun reflecting on the dust and the volumetric effects setting in, it was as if a switch was flicked - boom, illuminated dust. So maybe ED reloaded its shaders or something when it had decided that the star was far enough around the planet or something, and that overwrote the panel colors.

Anyway, hope this helps. And I hope your HUD mod still works on monday :).

Hi CMDR,

Thanks so much for the report. That's a really odd bug, and I'll definitely check it out. Yeah it sounds like the shaders reloaded during the transition, though I've never seen it do that before so it could be challenging to make a fix for it. I'll let you know if I make some progress, and I'm glad to hear you're enjoying the mod in VR!
 
Is there a way to make the panel opacity setting permanent? I want the darker setting as default.

I tried changing this 👇 but, just as it says right there, it only changes the color behind the panel:

1616939944189.png
 
Is there a way to make the panel opacity setting permanent? I want the darker setting as default.

I tried changing this 👇 but, just as it says right there, it only changes the color behind the panel:

View attachment 214967

ooh Notepad++, very nice! :)

Yeah go into d3dx.ini and change the x111 value to whatever level you want it to load with Elite (1.5 is the darker opacity)

Panel-opacity-startup.PNG


If you want to cycle with this new value, go into Keybinds.ini, find x111, and change the '1' value in the cycle sequence (the last value) to the same value you set in d3dx.ini, though this last step makes more sense if you set the starting value to something other than 1.5

Panel-opacity-startup-2.PNG


Hopefully that should work!
 
How do I change the side panel colors?

Hi CMDR,

You'll start by entering your XML colour matrix into the Profile Tool, but best to read the Profile Guide as it explains everything in detail (and the Manual as well). If anything in there is confusing please let me know

But if you just want to try the Demo hotkey profiles, press CTRL 5,6,7,8,9

An important update will be arriving shortly (v1.51) that fixes the text on the side panels if you choose the XML text colour option in Startup-Profile.ini
 
OK, so... If I'm one of the wierdos that likes the default colour scheme for Elite, and just wants to turn off those damn lights that shine in my face, what's the best way to do this?

I've had a quick play with the Mod already, but really, all I want it to do is turn off the lights, especially on the Asp!
 
OK, so... If I'm one of the wierdos that likes the default colour scheme for Elite, and just wants to turn off those damn lights that shine in my face, what's the best way to do this?

I've had a quick play with the Mod already, but really, all I want it to do is turn off the lights, especially on the Asp!
Just like me. :)
I use Yellow for most objects and Christmas for radar and distributor. The XML file is one of the lighter orange ones from the The NO2O (No To Orange) thread.

Omega Sector VE-Q b5-15 30_Mar_2021_10_57_2.png
 
OK, so... If I'm one of the wierdos that likes the default colour scheme for Elite, and just wants to turn off those damn lights that shine in my face, what's the best way to do this?

I've had a quick play with the Mod already, but really, all I want it to do is turn off the lights, especially on the Asp!
Hi CMDR,

I made a post about this a few months ago, please see the first section of this post:


It's with reference to a previous version but the shader hashes are still the same
 
Hi there!

I noticed that the colors of the detonation HUD had changed.

Hi CMDR,

I couldn't get the 'morning sun' situation to change my panels so I think it must be an edge-case scenario that might happen very rarely. But in 1.51 I did fix the detonation squares in the seismic-charge mini-game. The bottom layer will be related to your text colour, as I colour swap everything orange in the info panel in order to have text colour consistent with the rest of the mod, but hopefully it's ok
 
Hi CMDRs!

The v1.51 update is available on GitHub

If you are updating from v1.5 then please backup (to a different folder) any .ini files you have modified. All .ini files are compatible across versions.

I recommend running the EDHM-Uninstall.bat on v1.5 before installing v1.51, as many changes have been made to the shaders.

Changelog notes are on the GitHub, but here's the info:

v1.51 Update

• Fixed the XML text colour on the panels. In v1.5 it was being applied twice, resulting in unexpected text colour
• Updated the text colour at the top of the Info panel. It should now correctly display your preferred text colour
• Fixed the glitches that would sometimes occur on the jump charging bar, depending on the text colour
• The red triangle warning symbol that pops up in the centre of the screen has been changed to white for cream and custom text colours. It's impossible not to glitch the red triangle with these text colours.
• Numerous optimisations within the shaders
• Dev Mode has been removed. You can now always reload your .ini file changes with F11 (keybind can be changed). Thank you to CMDR alterNERDtive for this advice.
This means you no longer need to create a separate Hotkey profile for your default profile, you can just press F11 to re-load your default profile.

This will be the final update pre-Odyssey. All the shaders will have to be re-done for Odyssey so I welcome suggestions for EDHM v2.0! Plus I need to take a little break from modding for a few weeks to catch up on my work (and actually play Elite instead of staring at shader code 🙂 )

I hope you enjoy the update!

o7

PS. Here's a little preview of the Odyssey taxi

Odyssey-taxi.jpg
 
Hi CMDRs!

The v1.51 update is available on GitHub

If you are updating from v1.5 then please backup (to a different folder) any .ini files you have modified. All .ini files are compatible across versions.

I recommend running the EDHM-Uninstall.bat on v1.5 before installing v1.51, as many changes have been made to the shaders.

Changelog notes are on the GitHub, but here's the info:

v1.51 Update

• Fixed the XML text colour on the panels. In v1.5 it was being applied twice, resulting in unexpected text colour
• Updated the text colour at the top of the Info panel. It should now correctly display your preferred text colour
• Fixed the glitches that would sometimes occur on the jump charging bar, depending on the text colour
• The red triangle warning symbol that pops up in the centre of the screen has been changed to white for cream and custom text colours. It's impossible not to glitch the red triangle with these text colours.
• Numerous optimisations within the shaders
• Dev Mode has been removed. You can now always reload your .ini file changes with F11 (keybind can be changed). Thank you to CMDR alterNERDtive for this advice.
This means you no longer need to create a separate Hotkey profile for your default profile, you can just press F11 to re-load your default profile.

This will be the final update pre-Odyssey. All the shaders will have to be re-done for Odyssey so I welcome suggestions for EDHM v2.0! Plus I need to take a little break from modding for a few weeks to catch up on my work (and actually play Elite instead of staring at shader code 🙂 )

I hope you enjoy the update!

o7

PS. Here's a little preview of the Odyssey taxi
Thank you very much for this update, now the text is not longer messed up in my setup

It's a shame it disables Steam in-game overlay but guess we have to live with it
 
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Hello,

I installed the mod, but suddenly game doesn't recognize my gamepad. Though uninstalling it again, game recognizes it once again. So, definetly is related to mod issues. I use a XBOX Elite gamepad, wirelessly. Anyways, happens either conecting it via wire or by bluetooth.

Been reported ever this porblem?
 
Hello,

I installed the mod, but suddenly game doesn't recognize my gamepad. Though uninstalling it again, game recognizes it once again. So, definetly is related to mod issues. I use a XBOX Elite gamepad, wirelessly. Anyways, happens either conecting it via wire or by bluetooth.

Been reported ever this porblem?

Hi CMDR,

Yeah it's been reported on this thread many times, usually in the context of using a controller through Steam overlay, as the modding software (3Dmigoto) isn't compatible with Steam overlay. I didn't write the software so there's nothing I can do to change that.

However, there might be some solutions that can help, please see this post, and these tips on the GitHub

If you get it working please let us know as I'm sure someone else would appreciate the help
 
Hi CMDRs,

I had a little spare time last night to work on a new space fog shader (well, anti-fog), so please check this one out if you like black space.

I've added control code so you can tweak the settings, and please let me know if you find values that are better than the default

This works well with the 'Enhanced starfield' activated in Custom.ini, but make sure you haven't disabled the Space Fog shader in Custom.ini or this won't work

So add the following code to Custom.ini

INI:
;------------------------------------------------------------------------------------------------------
; Space Fog Reduction (attempting to preserve nebulae) - Beta version
;------------------------------------------------------------------------------------------------------

; Fog Threshold (we want to remove the horrible low-level splodges)
x126 = 0.2

; Gradient of fade effect (from threshold to 0)
y126 = 0.8

; Black floor level addition (clean up faint splodges, higher = more cleanup)
z126 = 0.005

; Overall brightness of remaining fog / core / nebulae
w126 = 1.5

And add the attached shader into ShaderFixes

Here's an example

Space-fog.jpg


PS. I think this might only work in the bubble, but please try and let me know if it works elsewhere
 

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PS. I think this might only work in the bubble, but please try and let me know if it works elsewhere
Is there an actual "bubble" where some mods work and some don't?
I thought "the bubble" was just a name carried over from the Beta.
I am about* 100 jumps out from Sol and coming back. Are there any checks you would like me to do?

* 2500 Ly
 
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