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-   -   [TEC] Disable hull damage indicator (https://www.subsim.com/radioroom/showthread.php?t=251990)

Bubblehead1980 02-23-22 10:10 PM

Disable hull damage indicator
 
How to disable the display on damage scrren, that shows a number/percentage of hull damage or is this a hard coded thing?

KaleunMarco 02-23-22 10:18 PM

Quote:

Originally Posted by Bubblehead1980 (Post 2795050)
How to disable the display on damage scrren, that shows a number/percentage of hull damage or is this a hard coded thing?

i have never seen a parm or an indicator or a field that corresponds to the in-game hull damage.
if i was to make a SWAG, it would be to say that the hull damage is a calculated field within each mission/patrol. its calculation is hard-coded and its storage is in one of the in-mission binary files stored in the save folder.
but that it only a SWAG.

:Kaleun_Salute:

mazzi 02-24-22 12:50 AM

Quote:

Originally Posted by Bubblehead1980 (Post 2795050)
How to disable the display on damage scrren, that shows a number/percentage of hull damage or is this a hard coded thing?

Look in file menu_1024_768.ini
Code:

[G3E I24]
Name=Hull damage
Type=1026;Menu group
ItemID=0x3E0A0000
ParentID=0x3E000000
Pos=41,-95,150,21
;Zone= 41 673 150 21 0 1 0x3E080000 0.5 0 0x3E0A0000 -0.5 0 0 0
Zone= 41 673 150 21 0 1 0x3E080000 0.5 100 0x3E0A0000 -0.5 0 0 0
Color=0xFFFFFFFF

need this?

Bubblehead1980 02-24-22 02:52 AM

Quote:

Originally Posted by mazzi (Post 2795059)
Look in file menu_1024_768.ini
Code:

[G3E I24]
Name=Hull damage
Type=1026;Menu group
ItemID=0x3E0A0000
ParentID=0x3E000000
Pos=41,-95,150,21
;Zone= 41 673 150 21 0 1 0x3E080000 0.5 0 0x3E0A0000 -0.5 0 0 0
Zone= 41 673 150 21 0 1 0x3E080000 0.5 100 0x3E0A0000 -0.5 0 0 0
Color=0xFFFFFFFF

need this?


Yes. What do you change there to make the hull damage indicator disappear or at least not show the damage?

Mad Mardigan 02-24-22 06:18 AM

:hmmm:

Wanna say, I think a semi colon ( ; ) would do it... but, as for the proper placement, as to where to place it, for it to kick in as a.... circuit breaker... not sure...

But... that's a SWAG, so take it with a heaping, cargo ships load of salt...

:Kaleun_Salute:

M. M.

mazzi 02-24-22 09:02 AM

Quote:

Originally Posted by Bubblehead1980 (Post 2795080)
Yes. What do you change there to make the hull damage indicator disappear or at least not show the damage?

Original:
Zone= 41 673 150 21 0 1 0x3E080000 0.5 0 0x3E0A0000 -0.5 0 0 0


any line is all working:
Zone= 41 673 150 21 0 1 0x3E080000 0.5 100 0x3E0A0000 -0.5 0 0 0
Zone= 41 673 150 21 0 1 0x3E080000 0.5 2 0x3E0A0000 -0.5 0 0 0
Zone= 41 673 150 21 0 1 0x3E080000 -0.5 0 0x3E0A0000 -0.5 0 0 0
Zone= 41 673 150 21 0 1 0x3E080000 0.5 0 0x3E0A0000 -0.5 0 0 200

propbeanie 02-24-22 09:24 AM

When mazzi posts, people should listen... :arrgh!:

Seriously though, 25 posts, and each one a gem. Good to see you here again mazzi! I must thank you again for all your help with FotRSU! You are a true gentleman. :salute:

KaleunMarco 02-24-22 01:53 PM

Quote:

Originally Posted by mazzi (Post 2795122)
Original:
Zone= 41 673 150 21 0 1 0x3E080000 0.5 0 0x3E0A0000 -0.5 0 0 0


any line is all working:
Zone= 41 673 150 21 0 1 0x3E080000 0.5 100 0x3E0A0000 -0.5 0 0 0
Zone= 41 673 150 21 0 1 0x3E080000 0.5 2 0x3E0A0000 -0.5 0 0 0
Zone= 41 673 150 21 0 1 0x3E080000 -0.5 0 0x3E0A0000 -0.5 0 0 0
Zone= 41 673 150 21 0 1 0x3E080000 0.5 0 0x3E0A0000 -0.5 0 0 200

what do the relative character positions control?
in computer science we would ask for a data map of the Zone parameter but that is techno-geek talk:
what does Zone mean? how many zones are there?
41 673 150 21 0 1 seem to be consistent in all of the examples. what does it control/mean?
etc
etc
etc

propbeanie 02-24-22 03:50 PM

zAmboni's Tutorial: Deconstructing the menu ini

It gets to be a slightly difficult concept to explain... lol - Position is in relation to the screen, and Zone is in relation to the Position... I think... but what mazzi is saying it to just have it display out-of-site, out-of-mind...

Mad Mardigan 02-24-22 04:00 PM

Quote:

Originally Posted by propbeanie (Post 2795274)
zAmboni's Tutorial: Deconstructing the menu ini

It gets to be a slightly difficult concept to explain... lol - Position is in relation to the screen, and Zone is in relation to the Position... I think... but what mazzi is saying it to just have it display out-of-site, out-of-mind...

In other words... if ya can't beat 'em join 'em... or in this case... if ya can't get rid of it... change the rules/game... by moving the positioning of that marker/reader of subs health, so it isn't visible at all... problem then solved. It's the same as if ya disabled it... by using that ; injection.

Is the uptake I get from that. :yep: :shucks:

:Kaleun_Salute:

M. M.

KaleunMarco 02-24-22 04:37 PM

Quote:

Originally Posted by propbeanie (Post 2795274)
zAmboni's Tutorial: Deconstructing the menu ini

It gets to be a slightly difficult concept to explain... lol - Position is in relation to the screen, and Zone is in relation to the Position... I think... but what mazzi is saying it to just have it display out-of-site, out-of-mind...

Ok but I’d like the opportunity to hear an explanation of the menu lines. If the explanation gets too technical then I’ll admit defeat and move on.

propbeanie 02-24-22 06:34 PM

That's what the zAmboni link is for though - it is complex, to me... lol :yeah:

KaleunMarco 02-24-22 07:02 PM

Quote:

Originally Posted by propbeanie (Post 2795306)
That's what the zAmboni link is for though - it is complex, to me... lol :yeah:

yeah, i missed that.
i was at the MD's office...using my GD telephone.

:oops:

KaleunMarco 02-24-22 09:50 PM

Quote:

Originally Posted by propbeanie (Post 2795306)
That's what the zAmboni link is for though - it is complex, to me... lol :yeah:

ok, so i read through it. it is starting points and offsets...not much different than assembler language addressing, using registers, offsets, and lengths.

the real question is why make the screen build so duplicit and convoluted?
i suspect that UBI had to accommodate two different manners of screen build: one for the Uboats which was based on SH3 and one for Fleet Boats which was new...and they thought up this cockamamie way of handling both in one parm system.

i have to leave now and go and break some concrete blocks......unbelievable half-arsed development. un-frickin-believable.

Mad Mardigan 02-24-22 11:25 PM

Quote:

Originally Posted by KaleunMarco (Post 2795322)
ok, so i read through it. it is starting points and offsets...not much different than assembler language addressing, using registers, offsets, and lengths.

the real question is why make the screen build so duplicit and convoluted?
i suspect that UBI had to accommodate two different manners of screen build: one for the Uboats which was based on SH3 and one for Fleet Boats which was new...and they thought up this cockamamie way of handling both in one parm system.

i have to leave now and go and break some concrete blocks......unbelievable half-arsed development. un-frickin-believable.

+1 with KM


So... as I always suspected, that 4, was built on the bone's aka carcass, of SH3... :hmmm:

going the el cheapo route.... instead of investing proper time, & development of doing the uboat side of things.

*Just... shakes My head*

Figures... can't say, that I'm shocked.


:Kaleun_Salute:

M. M.


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