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09-20-10, 05:06 PM | #226 | |
The Old Man
Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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Quote:
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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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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09-21-10, 05:22 PM | #227 |
Stowaway
Posts: n/a
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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. |
09-23-10, 06:17 AM | #228 |
The Old Man
Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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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 Code:
[Cursor 11] Name=EQuaToolPencil [Cursor 12] Name=EQuaToolStandard [Cursor 13] Name=EQuaToolStandard [Cursor 14] Name=EQuaToolStandard [Cursor 16] Name=EQuaToolStandard
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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 |
09-26-10, 05:21 AM | #229 |
The Old Man
Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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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 |
10-01-10, 01:07 AM | #230 |
Seasoned Skipper
Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
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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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Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ... |
10-01-10, 07:30 AM | #231 |
Black Magic
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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) |
10-28-10, 05:26 PM | #232 |
Watch Officer
Join Date: Apr 2005
Location: Oulu, Finland
Posts: 339
Downloads: 156
Uploads: 0
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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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Cheers Uffe |
01-25-11, 07:51 AM | #233 |
Seasoned Skipper
Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
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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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Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ... Last edited by Obelix; 01-27-11 at 06:36 AM. |
01-27-11, 06:37 AM | #234 |
Seasoned Skipper
Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
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Oops! All elements of the loading screen missions operated from sh5.exe
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Speed squadron is the speed of the slowest ship ... but only so long as on the trail of the squadron did not sit submarines ... |
02-15-11, 03:42 PM | #235 |
Grey Wolf
Join Date: Jan 2011
Location: greece
Posts: 820
Downloads: 488
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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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03-25-11, 04:16 AM | #236 |
Sparky
Join Date: Apr 2010
Location: Germany
Posts: 157
Downloads: 270
Uploads: 2
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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 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 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. |
03-25-11, 09:00 AM | #237 |
Black Magic
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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. |
03-25-11, 12:35 PM | #238 |
Sparky
Join Date: Apr 2010
Location: Germany
Posts: 157
Downloads: 270
Uploads: 2
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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 Code:
from SpeechRecognition import SpeechRecognition SpeechRecognition.Visible = True 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. |
04-04-11, 12:43 PM | #239 |
Sparky
Join Date: Apr 2010
Location: Germany
Posts: 157
Downloads: 270
Uploads: 2
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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 regards MiTon |
06-03-11, 12:40 PM | #240 |
Gunner
Join Date: May 2011
Location: Phoenix, AZ.
Posts: 100
Downloads: 57
Uploads: 0
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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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