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Old 01-18-14, 07:55 AM   #16
sublynx
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Real nice. I really hope the clock gets adopted to different GUI mods in the future
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Old 01-18-14, 03:47 PM   #17
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I think the point of making it available as a DIY is that you can easily drop it into whatever GUI you happen to be using. So anyone can use it in their game, whether stock, modded, or custom. IMO, for a relatively simple addition like this, Tycho's approach is very practical and convenient.
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Old 01-23-14, 01:40 AM   #18
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Quote:
Originally Posted by BigWalleye View Post
IMO, for a relatively simple addition like this, Tycho's approach is very practical and convenient.
The approach is the best there can be. I wish it would be added to different GUI's for two reasons. Some players won't make any kind of changes to the game without JSGME and some unorganized mod soupers (like me) have got stuck to a situation where the menu file is such a complicated, individualized mess that even the simplest changes are somewhat stressful.
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Old 01-23-14, 07:45 AM   #19
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Quote:
Originally Posted by sublynx View Post
...the the menu file is such a complicated, individualized mess that even the simplest changes are somewhat stressful.
I hera that! Been there myself. I came up with a kludge that works for me. I do not tweak any mods. I install them rockstock. I then take all my tweaks - custom keyboard, some sounds I like, a WinMerged menu_1024_768, and other stuff - and put them all into a mod I call "On_Top" because I always activate it last. That way, all my personal changes are in one place. If I add a new mod which changes menu_1024_768, for instance, then I only have to merge the changes from the new mod into the On_Top mod's menu_1024_768. For Tycho's analog clock, I just added the graphics to On_Top, added the entries to menu_1024_768 and Dials.cfg, and activated the new On_Top with JSGME. Configuration management is reduced to the one mod, and I keep all previous versions so I can regress if anything goes wrong.

This may be an obvious solution that everybody else already uses. I don't mean to insult anyone's intelligence. But it has made my life, and juggling mods, a lot easier.
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Old 01-23-14, 09:39 AM   #20
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A very good idea and one I need to implement ASAP
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Old 01-23-14, 11:32 PM   #21
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A very good idea and one I need to implement ASAP
A good alternative to early dementis!
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Old 01-24-14, 02:51 AM   #22
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Does anyone know what GUI Tycho is using ?
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Old 01-24-14, 04:15 AM   #23
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Hitman GUI
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Old 01-24-14, 04:41 AM   #24
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Quote:
Originally Posted by Tycho View Post
Thanks
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Old 01-24-14, 07:42 AM   #25
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[/url]

Is the brown map part if that GUI ?
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Old 01-24-14, 08:50 AM   #26
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No, my map is combination between:
- edited with hex editor Terrain.act file. Very similar to this: http://www.subsim.com/radioroom/showthread.php?t=164173

- "\data\terrain\maps\" files from: http://www.subsim.com/radioroom/showthread.php?t=163133

- and my StrTactMap.tga file
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Old 01-24-14, 12:57 PM   #27
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Old 02-22-14, 11:31 AM   #28
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One more variant:


Analog Clock
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Old 02-27-14, 06:22 AM   #29
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Ok. Here is my final version of the clock. It is with different parameters in menu_1024_768.ini, instruction in readme.txt file!



Final Analog Clock
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Old 09-13-14, 05:34 PM   #30
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Looks great, but before i start to edit files I have 2 questions?

Is the clock working on all screens?
Can i start/stop/reset it from any screen?

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