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Old 07-27-14, 06:27 AM   #46
hocking
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Thank you very much. This fixed it.
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Old 07-27-14, 06:35 AM   #47
BigWalleye
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Quote:
Originally Posted by hocking View Post
Thank you very much. This fixed it.
Awright!

Go get 'em!
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Old 07-30-14, 12:28 AM   #48
hocking
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Is there anyway to get the Message Log, Officer Icons, and control dials (speed, compass, and depth) boxes at the bottom of the screen to be slide out visuals that only appear when the mouse is hovered over that area. Currently these items appear at the bottom of the screen at all times. It would be nice if they were visible only when your mouse was placed in that area. Don't know if this is possible or not.
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Old 07-30-14, 08:56 AM   #49
BigWalleye
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Quote:
Originally Posted by hocking View Post
Is there anyway to get the Message Log, Officer Icons, and control dials (speed, compass, and depth) boxes at the bottom of the screen to be slide out visuals that only appear when the mouse is hovered over that area. Currently these items appear at the bottom of the screen at all times. It would be nice if they were visible only when your mouse was placed in that area. Don't know if this is possible or not.
I have done this already and it's pretty straightforward. I presume you have at least a basic familiarity with the menu_1024_768.ini file. Just put the subgroups on sliders. The trick is that you have to extend the parent item about 10 px into the screen, while keeping everything else off-screen. This gives an (invisible) tab for the mouse to "catch" and trigger the slider. The message bar is the simplest case (the way I have implemented it), so here are the changes as an example:

;=======================================
; THE MESSAGE BAR ON THE BOTTOM LEFT
;=======================================
[G3F I153]
Name=Group messages
Type=1026;Menu group
ItemID=0x3F040000
ParentID=0x3F000000
;Pos=140,131,406,130
Pos=140,140,406,140
Color=0xFFFFFFFF
VertSlide=-130
======================================

[G3F I158]
Name=Bkgr
Type=1031;Stat bmp array
ItemID=0x3F040001
ParentID=0x3F040000
;Pos=0,0,406,129
Pos=0,-10,406,130
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/bkgr.tga
MatFlags=0x1
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

Because I use voice command, I play without any visible GUI. I also linked vanjast's new TVR to the WE button, so it pops up when that button is clicked. But that is because of the constraints of voice command. You could just make it a slider or a drag-on. I use the same "invisible tab" technique to provide a handle for all my draggables. (You'd better know where you put them!)

Van1920x1080 really gives good-looking 3D screens. When you get all the GUI parts off-screen, they look even better.

Please post how well this works out for you.
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Old 07-30-14, 02:24 PM   #50
Taifun206
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i like to Play on the 1920x1080 wildescreen mode
is there a Option to Play without any mod on this mode ?
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Old 07-30-14, 03:01 PM   #51
vanjast
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Quote:
Originally Posted by Taifun206 View Post
i like to Play on the 1920x1080 wildescreen mode
is there a Option to Play without any mod on this mode ?
Afraid not... unless you have the time to customise the Menu file to your liking.
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Old 07-30-14, 04:46 PM   #52
BigWalleye
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Originally Posted by vanjast View Post
Afraid not... unless you have the time to customise the Menu file to your liking.
...which would take about as much work again as you put in getting your mod going in the first place!

As an inveterate mod-butcher, I want to thank you for all the time and effort you put into cleaning up the files and commenting them so they are waaaay easier to chop than stock, or anybody else's mods. I know that is a thankless, low-psychic-reward job, and one that I absolutely hate to do. (I have already made hash of some of your carefully laid out files!)

Kudos to you! Several kudos!
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Old 07-30-14, 10:23 PM   #53
hocking
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Thanks again BigWalleye. It worked out perfectly. I changed all of the windows at the bottom of the screen into vertical slide windows whenever my mouse is hovered over them. They only appear when I need them. This included the message window, Stealth Meter (which is actually the weather meter now), Officer Icons window, and the depth, compass, and speed controls window. Works pefectly. Thank you very much.
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Old 07-30-14, 10:39 PM   #54
BigWalleye
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Quote:
Originally Posted by hocking View Post
Thanks again BigWalleye. It worked out perfectly. I changed all of the windows at the bottom of the screen into vertical slide windows whenever my mouse is hovered over them. They only appear when I need them. This included the message window, Stealth Meter (which is actually the weather meter now), Officer Icons window, and the depth, compass, and speed controls window. Works pefectly. Thank you very much.
You're welcome! Good luck and good hunting!
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Old 07-31-14, 02:50 AM   #55
vanjast
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Quote:
As an inveterate mod-butcher, I want to thank you for all the time and effort you put into cleaning up the files and commenting them so they are waaaay easier to chop than stock
No problem...
Having done a bit of software development, I realised that when embarking on this project I'll have to comment it ad naueam, as when dealing with so many items, you just forget what you've done.

Also that this wide screen would only apply to NYGM, having all the info in the file would help the other major mods (GWX, etc) also to be adapted far quicker, not to mention anyone who feels like tinkering.
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Old 12-12-14, 10:44 AM   #56
guntherprien
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Jeez,that's outstanding

Thanks much,it's almost like a new game
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Old 02-07-15, 09:14 AM   #57
corporalspiffy
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i noticed that the "surfaced attack" and "submerged attack" etc buttons on the crew management screen dont do anything.
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Old 02-07-15, 09:49 AM   #58
BigWalleye
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Quote:
Originally Posted by corporalspiffy View Post
i noticed that the "surfaced attack" and "submerged attack" etc buttons on the crew management screen dont do anything.
IIRC, they used to do something - CTD the game when you clicked on the wrong one!

Doing nothing might be considered an improvement.
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Old 02-07-15, 12:19 PM   #59
HW3
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Right you are BigWalleye. They were bugged when the sim first came out, and AFAIK were never fixed. It is best if you just forget they are even there.
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Old 02-20-15, 11:04 AM   #60
Darojax
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Thankyou very much for this mod. Been able to get it work perfectly with very little fiddling. In fact it almost worked perfectly with just SH3 + GWX3, except the solo stopwatch dial on the attack periscope, but the notes provided in one of the later posts sorted this as well! Thanks!
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