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Old 04-29-11, 07:21 PM   #631
reaper7
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SPOT THE DIFFERENCE:

Previous Pic

Current Pic


I got Manual/Auto TDC switch working

This one has taken me nearly 8 Hours to get working.
The reason: The Autoupdate Button for TDC is hardcoded (And in use on my Left TDC Panel),Cloning of the button didn't work as the game is using a hardcoded ID and coping the ID to the new switch had no effect.
But thru some scripting, a game-command to Toggle TDC and some clever use of graphics to simulate a toggle switch (light).

It works Plus if i toggle the original switch on the Left TDC Panel, this one switches state to match .

A small update visual wise but a big update gameplay wise that switch.
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Old 04-29-11, 09:44 PM   #632
Budds
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Lookin' Sharp !

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Old 04-30-11, 09:32 AM   #633
reaper7
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Removed some items and merged some of the switches from the Game switches into my TDC switches which were previously just background graphics.

So now it has all the on-screen while still retaining the overall look of the original TDC

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Old 04-30-11, 10:18 AM   #634
Sepp von Ch.
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I know, that you spent a long time preparing it and it can be seen at the first sight! Wonderful work raeper7!

I can´t wait! When will be the latest version?
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Old 04-30-11, 10:29 AM   #635
reaper7
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Quote:
Originally Posted by Josef von Posorschitz View Post
I know, that you spent a long time preparing it and it can be seen at the first sight! Wonderful work raeper7!

I can´t wait! When will be the latest version?
Soon hopefully, just need some to do small bits with the TDC.
Like animated shadows for the dials Yes that's right Animated shadows - Dont thinks that's been done before - Its in the small details .
Then I got to script it into all pages that can access it. Oh and create the Redlight mode for the TDC also.

Also have a things to work on to have my Ui ready for integration with MiTon's
up and coming Speech Rec UI-Boat v0.4.1 alpha
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Old 04-30-11, 12:34 PM   #636
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Example of Shadow Animation:

Need to look close its hard to make out from screenshot (Ingame is perfect).

This is the best dial for it to work on as other ones snap to same angles - so hard to make out that shadow has rotated.

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Old 04-30-11, 01:13 PM   #637
Sepp von Ch.
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One more small problem with "Erkennungshandbuch":

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Old 04-30-11, 02:48 PM   #638
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Quote:
Originally Posted by reaper7 View Post
Example of Shadow Animation:

Need to look close its hard to make out from screenshot (Ingame is perfect).

This is the best dial for it to work on as other ones snap to same angles - so hard to make out that shadow has rotated.

Woow!

seems to become the bestolooking TDC ever!

My men will be happy tu use this one


regards

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Old 04-30-11, 07:09 PM   #639
ologuy
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I really like your work, reaper7, but in my opinion the UI looks a bit crowded. There're a lot of dials blocking a lot of space. Maybe you could get some inspiration from the UI by onelifecrisis here: http://www.subsim.com/radioroom/showthread.php?t=147667

Greetings
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Old 04-30-11, 07:18 PM   #640
reaper7
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Quote:
Originally Posted by ologuy View Post
I really like your work, reaper7, but in my opinion the UI looks a bit crowded. There're a lot of dials blocking a lot of space. Maybe you could get some inspiration from the UI by onelifecrisis here: http://www.subsim.com/radioroom/showthread.php?t=147667

Greetings
It already has the uncluttered look, also everything can be hidden





The TDC that I'm currently working on is not a replacement for the current TDC which is on 2 panels.
But as an alternative method to enter solution when at other station other than the scopes or even at the scopes
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Old 04-30-11, 07:23 PM   #641
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I'm aware of this, but the dials seem a bit big, and some of the dials arent really needed.
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Old 04-30-11, 07:39 PM   #642
reaper7
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Quote:
Originally Posted by ologuy View Post
I'm aware of this, but the dials seem a bit big, and some of the dials arent really needed.

Ah ok, this will depend on the resolution you play at. My panels and dials do not scale with game resolution so as to kkep the best resolution for the graphics - the game engine is not great at scaling things like dials .

So if you play at lower resolution that the panels and dials will appear large blocking out some of the scope etc.
But play it at higher resolution and there will be no problem with dials being to large. That is the way I designed it to work best, look at previous version 2 to see the difference when dials scale with game resolution - looks terrible.

I play at minimum resolution of 1440x900 to avoid my Ui starting to creep in on real estate playing at 1080P gives the best result - this is the resolution I designed the UI to be optimized at

Ps also all dials are used in game - well at least with the extended campaign mod. As they are used for the fat/lut torpedoes
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Old 05-01-11, 12:38 PM   #643
reaper7
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Default TDC Update

Ok got the TDC working at all stations.
All my scripts will need recoding to get them working correctly. No big deal need to clean them up a bit anyway - You'll notice a mic icon in the top right as weel.
This is will be for the Voice Recognition that MiTon is implementing

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Old 05-01-11, 02:39 PM   #644
reaper7
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Default Side Project

Another side project I've been working on and Finally got working.
Will not effect gameplay in any way but its a little achievment

I plan on creating Video Tutorials for all aspects of my Mod.
I plan on making 15 different tutorials ranging from Basic control of the U-Boat to RAOBF Use all the way thru to Attack methods etc.

In line with these I plan to create Mission's for each video so whats in the videos can be practised.

Now while its easy enough to upload missions to the single mission folder - These then appear under Historical Missions on the Main page.

I've wanted to make it like SH3 with a Training School selection - well I've figured it out after alot of CTD's and script fails

So now we got 2 new additions to the Main Menu.

Main Menu


Sub School


Quick Mission


This will allow a lot better control of addon missions and tutorials.
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Old 05-01-11, 02:45 PM   #645
stoianm
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very nice... i like a lot your ideea
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