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Old 09-20-10, 05:06 PM   #226
Abd_von_Mumit
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Quote:
Originally Posted by TheDarkWraith View Post
dials can be linear instead of circular so yes should be possible. Having 3 mouse-draggable elements is not possible - or I should say would require much testing and trying to make it work if it's even possible to do
Realistically, as a non-programmer, can I ever figure this magic out, in a time not tending to infinity? And if yes - where should I start, from learning what tool? Right now this area is a black hole for me.

EDIT:
This is the toold I'm talking about (scales would need to be different):
http://www.syssrc.com/html/museum/html/sims/javaslide/
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SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring
My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch
Links: SH5 mods I use, FileFront, Manual plotting how-to
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Old 09-21-10, 05:22 PM   #227
KarlKoch
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Okay guys, i think i need some help. I want to work on a radio traffic mod, but i can't seem to find where the page layout for the incoming radio message is defined. I am talking about this screen:

Another thing is how to get the actual sub-identification ingame. Like U-47, for example. Maybe someone can help me with that.
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Old 09-23-10, 06:17 AM   #228
Abd_von_Mumit
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In my map tools mod I thought it would be good to reduce somewhat number of files used - some tools are identical, so there's no need to store 2-4 independent files when just one would be enough. So I tested this (of course I also changed file names), but this CTDs the game without any error message just before Menu screen would show up:

Instead of [original mouse.cfg]:
Code:
[Cursor 11]
Name=PencilExt

[Cursor 12]
Name=LineExt

[Cursor 13]
Name=SquareExt

[Cursor 14]
Name=CompassExt

[Cursor 16]
Name=ProtractorExt
I tried this:
Code:
[Cursor 11]
Name=EQuaToolPencil

[Cursor 12]
Name=EQuaToolStandard

[Cursor 13]
Name=EQuaToolStandard

[Cursor 14]
Name=EQuaToolStandard

[Cursor 16]
Name=EQuaToolStandard
My question is - WHY?
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Long, hard, wet and full of seamen. My precious.
SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring
My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch
Links: SH5 mods I use, FileFront, Manual plotting how-to
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Old 09-26-10, 05:21 AM   #229
Abd_von_Mumit
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I need to check what colours on the NavMap correspond with depths. Is there any particular file I could use to extract this information? I know I can just sail around checking depth and doing colour checks/measurements, but I hoped to use a simpler and less error-prone approach. Thanks.
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Long, hard, wet and full of seamen. My precious.
SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring
My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch
Links: SH5 mods I use, FileFront, Manual plotting how-to
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Old 10-01-10, 01:07 AM   #230
Obelix
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I need a help:

How to change the attach of nomograph from the bottom right corner to the upper right?
At any screen resolution the nomograph should remain in the upper right corner.
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Old 10-01-10, 07:30 AM   #231
TheDarkWraith
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anchor=to the page you are using
ary = 1
dry = -1
arx = 1
drx = -1

that will put it in the top right corner providing the image is correct (not offset on a larger canvas size)
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Old 10-28-10, 05:26 PM   #232
ustahl
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Need tool for editing .bik video files

I need to change the aspect ratio of a 4:3 format .bik video file to better fit a 16:9 widescreen; ie. I want to stretch the video sideways.

The situation I need to solve is described here http://www.subsim.com/radioroom/show...=163605&page=3 in post 37, in case the original guys are not around here any longer...
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Old 01-25-11, 07:51 AM   #233
Obelix
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Please tell me which files to run the boot screen missions, and images are displayed at startup (\data\Menu\Skins\German\Loading\Mission\)?
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Last edited by Obelix; 01-27-11 at 06:36 AM.
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Old 01-27-11, 06:37 AM   #234
Obelix
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Quote:
Originally Posted by Obelix View Post
Please tell me which files to run the boot screen missions, and images are displayed at startup (\data\Menu\Skins\German\Loading\Mission\)?
Oops! All elements of the loading screen missions operated from sh5.exe
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Old 02-15-11, 03:42 PM   #235
chrysanthos
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well i guess i have to wait until a playble battleship builds.....since i cant do it because no one helps:/
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Old 03-25-11, 04:16 AM   #236
MiTon
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Problem triggering action with new button!

Hello!

I hope it's the right place to ask, but I've got a problem triggering an action from a new checkbox. Maybe someone can help?

Here the situation:

To toggle SpeechRecognition on/off I created a new checkbox with the MenuEditor.
Located above the PageDefaultHud_Feedback_BottomBar_ToggleAdvancedCk (NewUI)
It's showing ingame and I can click it.

The coressponding Lines in Page Default Hud.ini look like this:

Code:
[G0A I278]
Name=ToggleSpeechRecCk
Type=1033;Check box
ItemID=0xA1E0001
ParentID=0xA1E0000
Pos=253,-4,18,20
Zone= 255 46 18 20 0 1 0xA1E0000 0.952727 -0.29 0xA1E0001 -0.5 0.5 0 0
Materials=8
Display=2;Linear
Mat 0=data/menu/gui/layout/hud3.dds
Crop 0=0.178711,0.105469,0.0175781,0.0195313
Mat 1=data/menu/gui/layout/hud3.dds
Crop 1=0.178711,0.128906,0.0175781,0.0195313
Mat 2=data/menu/gui/layout/hud3.dds
Crop 2=0.178711,0.105469,0.0175781,0.0195313
Mat 3=data/menu/gui/layout/hud3.dds
Crop 3=0.178711,0.128906,0.0175781,0.0195313
Mat 4=data/menu/gui/layout/hud3.dds
Crop 4=0.178711,0.105469,0.0175781,0.0195313
Mat 5=data/menu/gui/layout/hud3.dds
Crop 5=0.178711,0.128906,0.0175781,0.0195313
Mat 6=data/menu/gui/layout/hud3.dds
Crop 6=0.178711,0.105469,0.0175781,0.0195313
Mat 7=data/menu/gui/layout/hud3.dds
Crop 7=0.178711,0.128906,0.0175781,0.0195313
MatFlags=0x9
TexFmt=0x0
Font=21
Text=0
TextPosFlags=0x2
TextOffsetY=8,8,8,8
TextFlags=0x0
CheckBoxWidth=0
StatesColors=0xCDBEB4FF, 0xCDBEB4FF, 0xCDBEB4FF, 0xCDBEB4FF
In Page Default Hud.py I added the these lines (the ... arent' there )

Code:
from SpeechRecognition import ToggleSpeechRecognitionOnOff

...

def PageDefaultHud_Feedback_BottomBar_ToggleSpeechRecCk_Clicked():
    ToggleSpeechRecognitionOnOff()

...

def InitializeScript():

....

PageDefaultHud_Feedback_BottomBar_ToggleSpeechRecCk.Clicked += PageDefaultHud_Feedback_BottomBar_ToggleSpeechRecCk_Clicked

...

def UnloadScript():

...

PageDefaultHud_Feedback_BottomBar_ToggleSpeechRecCk.Clicked -= PageDefaultHud_Feedback_BottomBar_ToggleSpeechRecCk_Clicked
Now I' getting namespace errors:


So what went wrong importing Speech Recognition.py???

Called from Speech Recognition.py the command is working like expected!

What's the minimum of code needed for a new button like this? What did I miss?

What would be needed if I wan't to add a new group?

Thanks in advance!

Greets

MiTon

Last edited by MiTon; 03-25-11 at 05:08 AM.
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Old 03-25-11, 09:00 AM   #237
TheDarkWraith
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If SpeechRecognition hasn't been 'opened' yet then it isn't initialized/valid. You must initialize it first either by opening it or using the MakeSureIsLoaded function of the ScriptManager.

Last edited by TheDarkWraith; 03-25-11 at 09:13 AM.
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Old 03-25-11, 12:35 PM   #238
MiTon
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Thx for sharing your knowledge TDW!
It's realy appreciated!

Sorry for these dumb questions! Have been awake for over 30 hours, so concentration dropped quite low
But I think I'm making slow but steady progress understanding Python and SH5 internals


I may be misunderstanding, but since SpeechRecognition is started by the initScript it should be initialized from start, cause I can use it "out of the box".

See here:

Code:
def InitializeScript():
    if SHSpeechEngine.IsSupported:
        global speech
               
        Game.SubmarineCommands.CommandWasGiven += test_CommandGiven
        Game.SubmarineCommands.DelayedCommandWasGiven += test_DelayedCommandGiven

        try:
            
            if speech == None:
                speech = SHSpeechEngine("de-DE")
                speech.Confidence = 0.70 
                speech.OrderReceived += speech_OrderReceived
                speech.Start()
            
        except:
            pass
Ok. Open like this:
Code:
from SpeechRecognition import SpeechRecognition
SpeechRecognition.Visible = True
"MakeSureIsLoaded".
The name sounds promissing, already.

Will give it a try!


I have an other question related to the MenuEditor!

Under "Item text" you can find a dropdow list for localized strings, which seems to read menu.txt. I added my strings there but they don't show up in the dropdownlist?


Is there an other place to define those strings or do I have to set them through
Code:
SpeechRecognition_SpeechRecognitionSettings_ConfidenceLevelText.Text = "TEST"
?

Could be a strange bug since I'm having an other issue, as you can read in my post to NewUI:
http://www.subsim.com/radioroom/show...postcount=6956


Thx again!

Last edited by MiTon; 03-25-11 at 01:55 PM.
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Old 04-04-11, 12:43 PM   #239
MiTon
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Default Way to make use of python standard API??

Hi there!

How can I import standard python modules? They don't seem to be available in the ScriptManager.
Is there a way?

For example, I'd like to use this:

Code:
import os.path
from os.path import abspath as abspath
If I have to build a custom dll, what IDE would you recommend? IronPython Studio, eclipse (pydev)?

regards


MiTon
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Old 06-03-11, 12:40 PM   #240
Xrundel
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Hello guys!
I need a little help - spent hrs trying to find info but failed.
Working with .dds files I am using Photoshop with nVidia plug-in installed
I also have DXTBMPX just in case.
I am puzzled by .dds files that after opening looks like this:



I am trying to make a dial more readable by photoshoping it - but how I can get into it with all those dials and gauges being in pile like this and everything is black/white?
There are bunch of other .dds files that opened just fine - so I am able to edit actual image in color.
Can someone kick me in the right direction on how to work properly with those files. I've noticed that most of them have "AO" in their file names.
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