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-   -   [REL] Multiple UIs for SH5 with TDC (https://www.subsim.com/radioroom/showthread.php?t=166093)

Junglist 03-25-10 01:39 AM

Thanks!

Suggestion: would be nice if you raise up this annoying "button" "Break lock", because it disturbing me while i'm using stadimeter. Turning those "Lock|break lock|switch target" off would be nice too.
I know about separate mod about this thing, but want to see this in yours. And again — thanks a lot, very nice work!

TheDarkWraith 03-25-10 01:44 AM

Quote:

Originally Posted by Junglist (Post 1332769)
Thanks!

Suggestion: would be nice if you raise up this annoying "button" "Break lock", because it disturbing me while i'm using stadimeter. Turning those "Lock|break lock|switch target" off would be nice too.
I know about separate mod about this thing, but want to see this in yours. And again — thanks a lot, very nice work!

yes those will be addresses quickly. I just ran out of time and 'feature creep' was setting in horribly so I had to finalize on a base version. What you have is the base version. This gives me time to see what bugs and all you all find so that I can (hopefully) correct them also.

TheDarkWraith 03-25-10 01:47 AM

Quote:

Originally Posted by gutted (Post 1332766)
My Initial Observations (using SH5 enhanced):

Mods I had to merge back in that should really should be in it alreaday:
No Player Guidance Icons
No Crosshair (the main FPS style crosshair)
No Binocular Crosshair


1. How do i remove the officer icons?
I dont need them. I have everything i need set to hotkeys. Im looking through the mod's config script and i dont see any options for it.

Also, I was playing with the officer icons and i had the game crash on me twice. It happened when i was playing with man the flack gun. I was toggling the flack gun on and off with the F6 key and then issuing orders via the officer icons. The hokeys method always mans the flack gun, but someitmes after using that hotkey, the officer icon command didn't work.. and twice it crashed the game. Haven't figured out the correct sequence of key pushes and orders that does it yet.

1. I'll add an option via the options file to disable them in the next release. I didn't really leave an easy way to disable them in the files.

The crashing part I find very interesting. Never once did I experience any kind of crash. If you can find the sequence of keys that caused it that would help me to see if it's a problem on my end or not.

and what does your TAI do differently in behavior than mine? I'm open to any and all comments/criticisms/suggestions.

TopCat 03-25-10 01:58 AM

Hi Dark Wraith

Absoultely fabulous! Thank you very much. I will test it all out tonight after work.

For your next version:
What about adding those tube door switches? That would be very cool!
And have you already tried to make the dials for starboard and port engines operable separatedly?

Thanks again for your great work! It's a huge step to make this game worth playing!

TheDarkWraith 03-25-10 02:00 AM

Quote:

Originally Posted by TopCat (Post 1332778)
Hi Dark Wraith

Absoultely fabulous! Thank you very much. I will test it all out tonight after work.

For your next version:
What about adding those tube door switches? That would be very cool!
And have you already tried to make the dials for starboard and port engines operable separatedly?

Thanks again for your great work! It's a huge step to make this game worth playing!

yeah I almost forgot about the tube door switches. I'll add it to my list in post #2. Thanks :up:

As far as the seperate engines, I'm going to call on someone to try and implement that for me for I have given him some knowledge on how to add dials.....I think he knows who I am talking about.....I could do it (if it's possible) but would rather let this one person take it on as a challenge for themselves.

de vliegende hollander 03-25-10 02:01 AM

looks again great many thanks from the netherlands :salute: :yeah:

TheDarkWraith 03-25-10 02:05 AM

Quote:

Originally Posted by kylania (Post 1332745)
I like it so far. The extra message window stuff is nice. Getting used to information being bottom left instead of bottom right. I'll try a real patrol tomorrow with it and post more. :)

via the options script file (TheDarkWraithUserOptions.py) you can make the message window bigger or smaller. It's suit to taste :cool:

gutted 03-25-10 02:15 AM

Quote:

Originally Posted by TheDarkWraith (Post 1332776)
and what does your TAI do differently in behavior than mine? I'm open to any and all comments/criticisms/suggestions.

Other than which keys do what, not a whole lot except for what happens when you leave the nav map:

1. If the TAI map is half-open it returns to half open when leaving the nav map.
2. If the TAI is minimized, it's returns to minimized when you leave the nav map.
3. If the TAI is maximized, what you get when leaving the nav map depends on what it was before it was maximized.

.ie

If you maximized it from a minimized state, leaving the navmap will minimize it.

If you maximized it from a half open state, leaving the navmap will knock it down to half-open when you leave the navmap.


My hotkey behaviour is like this:
TAB toggles between half-open & minimized
SHIFT+TAB toggles between maximized & minimized
Hitting TAB while maximized knocks it down to half open.

Not everyone will like those key changes though.


p.s. I remember you mentioning the TAI map won't auto-open when entering scopes.It still opens though.


Anyway, i've already customized the mod to my liking... just need to kill those floating officer icons.

TheDarkWraith 03-25-10 02:26 AM

Quote:

Originally Posted by gutted (Post 1332795)
Other than which keys do what, not a whole lot except for what happens when you leave the nav map:

1. If the TAI map is half-open it returns to half open when leaving the nav map.
2. If the TAI is minimized, it's returns to minimized when you leave the nav map.
3. If the TAI is maximized, what you get when leaving the nav map depends on what it was before it was maximized.

I'm a little confused here. When I click on the navigation map icon in the top right corner, the TAI minimizes. When I click on the nav map icon again in top right corner to leave the nav map, the TAI restores to it's previous state. That's how I coded it. That's how I see it working. I don't know why it isn't working that way for you.

gutted 03-25-10 02:42 AM

Probably because i dont click on things.. i use hotkeys. :D

I normally open it with the "M" key.. . and leave it with Escape (or sometimes pushing M again).

gutted 03-25-10 02:52 AM

DarkWraith, to stop the TAI opening by itself when you enter a scope:

In:
def Station_Activated( station ):

comment out the the "else" part of this
Code:

if Game.Mission.IsTutorial:
            SetFeedBackMode( FeedBackModes.Minimized, Instant.Yes )
      #else:
            #SetFeedBackMode( FeedBackModes.TAI, Instant.No )

When you enter a scope with it minimized it stays minimized. If you enter with it open.. its still open.

gutted 03-25-10 02:57 AM

I don't have the time to dig into this too far, but maybe you can point me in the right direction for when i do have the time.


How would i go about setting up a hotkey to toggle the compass dial on and off? Preferably "C".

I hate clicking.

[edit]
More specifically.. i know where and how to add the hotkey in the script, i just need to know what to call to show and hide the dial.

TheDarkWraith 03-25-10 03:15 AM

Quote:

Originally Posted by gutted (Post 1332824)
I don't have the time to dig into this too far, but maybe you can point me in the right direction for when i do have the time.


How would i go about setting up a hotkey to toggle the compass dial on and off? Preferably "C".

I hate clicking.

[edit]
More specifically.. i know where and how to add the hotkey in the script, i just need to know what to call to show and hide the dial.

Pagelayout.py: ToggleDisplayRudderHeading()

What if the officer's icons were hidable? Like their background? When you needed them you moused down to the bottom of the screen and they popped up? I could add a little 'lock' button next to them so that those that want them stay up all the time could lock them up. Same goes for those that don't want to see them - lock them down.
I'm curious what command you are sending with the hotkeys when you enable/disable the nav map? Can you tell me what the command is that is assigned to that hotkey of yours?

TheDarkWraith 03-25-10 03:16 AM

Quote:

Originally Posted by gutted (Post 1332820)
DarkWraith, to stop the TAI opening by itself when you enter a scope:

In:
def Station_Activated( station ):

comment out the the "else" part of this
Code:

if Game.Mission.IsTutorial:
            SetFeedBackMode( FeedBackModes.Minimized, Instant.Yes )
      #else:
          #SetFeedBackMode( FeedBackModes.TAI, Instant.No )

When you enter a scope with it minimized it stays minimized. If you enter with it open.. its still open.

I'll add that as a user option. I can see that being very usable.

gutted 03-25-10 03:25 AM

Ahaha i was just coming to say that i figured it out.

I added this to the top "def PageDefaultHud_KeyPressed( args ):" in PageDefaultHud.py

Code:

    from Pagelayout import Pagelayout
    from Pagelayout import ToggleDisplayRudderHeading
    if args.Key == MenuKeyManagerWrapper.Keys.C:
        if Menu.MenuKeyManager.IsKeyPressed( MenuKeyManagerWrapper.Keys.Shift ) == False:
            if Menu.MenuKeyManager.IsKeyPressed( MenuKeyManagerWrapper.Keys.Ctrl ) == False:
                ToggleDisplayRudderHeading()

could probably make that key configurable in the setup script.

TheDarkWraith 03-25-10 03:27 AM

Quote:

Originally Posted by gutted (Post 1332851)
Ahaha i was just coming to say that i figured it out.

I added this to the top "def PageDefaultHud_KeyPressed( args ):" in PageDefaultHud.py

Code:

    from Pagelayout import Pagelayout
    from Pagelayout import ToggleDisplayRudderHeading
    if args.Key == MenuKeyManagerWrapper.Keys.C:
        ToggleDisplayRudderHeading()

could probably make that key configurable in the setup script.

another good suggestion. I'll add it to post #2's list.

gutted 03-25-10 03:29 AM

Quote:

Originally Posted by TheDarkWraith (Post 1332835)
Pagelayout.py: ToggleDisplayRudderHeading()
I'm curious what command you are sending with the hotkeys when you enable/disable the nav map? Can you tell me what the command is that is assigned to that hotkey of yours?

The nav map hotkeys i use are stock keys. I didn't alter them.

kiwi_2005 03-25-10 03:34 AM

:rock::rock:

gutted 03-25-10 03:34 AM

On last thing before i go off to actually "use" the new UI instead of fiddling with it..

Quote:

Needs validation:
- When user has pattern running torpedoes, do the dials associated with pattern runners show up in the TDC?
Nope, just tested it again. Loaded up some FaT I's and no way to control their pattern.

TheDarkWraith 03-25-10 03:36 AM

Quote:

Originally Posted by gutted (Post 1332862)
On last thing before i go off to actually "use" the new UI instead of fiddling with it..

Nope, just tested it again. Loaded up some FaT I's and no way to control their pattern.

ok thanks. It's a game bug then. I'll have to find a way to make the game show them or I'll just have to force them on at all times.


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