[WIP] Unofficial Pipboy App

Post » Thu Nov 26, 2015 5:31 pm

I am currently working on an unofficial Pipboy Application (using Python3 and PyQt5) with the goal of providing a satisfying second monitor experience (it can also provide a satisfying second screen experience ).

Here is some http://i.imgur.com/gNbiSXu.png.

At the moment I am mostly concentrating on the map. It already correctly displays the player position (more or less, still some calibration needed), provides better zoom that the official app, and it can center on the player and follow him around.

After that I plan also to implement other widgets to show your current status or other stuff. All widgets are implemented as Qt dock widgets, so they can be dragged around and arranged as you wish.

Currently I am searching for icons (I am not a good artist in this regard as you can see in the teaser image), that I can use for location, quests and other markers. Has anyone already extracted the ones from the official pipboy app, or can me provide with similar good looking ones?

Other suggestions and ideas for widgets are also welcome.

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joannARRGH
 
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Post » Thu Nov 26, 2015 4:29 pm

Taking feature requests already... alrightythen..!

The ability to scroll across the entire local map, Givin that "IF" you plan to even get local working.

The ability to create multiple map markers and annotate them.

Also some sort of Settlement UI if this is even possible, track/locate settlers, reassign jobs, lump food resources into a single entity to assign to a single settler.

Without having even the slightest clue as to what information is available to secondary apps, this is just the beginning to what could be interesting to have available.

Oh, and good start. :)
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Erin S
 
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Post » Thu Nov 26, 2015 7:48 am


Have to decode the local map update messages I get from the game first to see if it's possible. Low priority for now.


That's on my list. Need to have a persistent save system in place first, otherwise such a feature makes no sense. Because of this it will probably only be implemented in a later version.


Unfortunately the game does not give me this information. Maybe the F4SE guys can extend what the game sends me, but currently no change to implement this.


Thx

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ImmaTakeYour
 
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Post » Thu Nov 26, 2015 6:57 pm

Feature request? That you release it under an open source license. :) Looking forward to see what you're cooking up!

Edit: Oh, and that it'll run under Linux. But if you're using Python and PyQt, that will likely be the case anyway.
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Sebrina Johnstone
 
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Post » Thu Nov 26, 2015 4:10 am

I am developing under Linux, so I think there is a high change that it will run under Linux :P.

And I plan to release it under GPL 3.

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Mark Hepworth
 
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Post » Thu Nov 26, 2015 5:57 pm


Great. :) Will you keep it on GitHub? (I'm thinking I will want to package it for the https://wiki.archlinux.org/index.php/Arch_User_Repository.) Also let me know if you need a pre-release tester. Python is one of the few languages I actually feel comfortable in and this wouldn't be the only PyQt application I'm poking at either, so I may be able to look into issues at more depth than your average Joe. (But then, I may also not, because stuff keeps me too busy. -_-)
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matt oneil
 
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