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Old 06-12-14, 02:48 AM   #31
vanjast
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Not sure exactly..

Under the Loadscreens the values affect the positioning of the load screens.
The first screen (tx,ty) is when you start the game, the second (sx,sy) when you start a mission. I never managed to move the second screen red progress bar downwards, but then I never looked at this - I think it's in the menu.ini file.

maxscale, I take as full-screen resolution.

The EFFECTS, I have no idea as I didn't touch this.
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Old 06-12-14, 02:10 PM   #32
LGN1
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Thanks, vanjast!

Can you please also comment on the maps.cfg changes?

Regards, LGN1
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Old 06-12-14, 03:08 PM   #33
nelruid
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New SH3 Game.

Excelent job, in the right way.
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Old 06-12-14, 03:26 PM   #34
vanjast
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Quote:
Originally Posted by LGN1 View Post
Thanks, vanjast!
Can you please also comment on the maps.cfg changes?
Regards, LGN1
This stuff is courtesy of MakMan94
[Map0]
MapID=Navigation_map
Position=0,0
;Resolution=1024,656
Resolution=1920,1080 --> Wide Screen res of the background StrTactMap.tga image that fills the screen (this is hard coded as is the file name)
;MajorSqrs=4,2.4
MajorSqrs=4,3.3 --> The X:Y (Horizontal:Vertical) ratio of the map itself which overlays the above StrTactMap.tga file. The maximum value of either X or Y is 1024 IIRC (Beyond 1024 you get 'wrap-around'). I've adjusted the vertical (Y) value to fit. I think the value 4 = 1024 (1=256 which makes sense)

The positioning of the map (hard coded) seems to be centered on the screen, no matter what the resolution is.... so you have to play with the X:Y ratios to get it right

Hope this makes sense
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Old 06-14-14, 02:36 PM   #35
ralph002
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Awesome mod Got a newb quesion tho, did you remove the ship distance on the attack periscope screen on purpose so its more realistic or I just missed a click/ini setting somewhere?
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Old 06-14-14, 03:03 PM   #36
vanjast
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No! that was removed by Hitman's GUI if I'm not mistaken
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Old 06-14-14, 05:01 PM   #37
ralph002
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Ah I see, thanks
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Old 06-24-14, 04:24 AM   #38
swampy
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Does this work with other mods on top of nygm?
For example hardcore fixes V16B1 and a soundmod
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Old 06-24-14, 06:35 AM   #39
vanjast
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If any mod replaces the used files, you're going to have problems.
You'll see this in JSGME when it lists the files to be replaced, or after installing a mod, the widescreen name in the listing is faded.
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Old 07-18-14, 10:19 PM   #40
BigWalleye
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vanjast, this mod looks spectacular! And, since I play NYGM with Hitman's Optics, it's a perfect fit for me. Thanks for all the hard work. I considered making a widescreen hi-rez version a while back. I made an assessment of what it would take, and decided that I would put it off until I was really, really tired of playing SH3, 'cause once I started on the conversion, I knew I wouldn't be playing for a looong time.

I have a problem with the mod. It's an obvious one, and, since I haven't seen anyone else mention it, I am assuming I have just missed something. I don't know how to make the stopwatch visible on the scope and UZO screens. I messed around in menu_1024_768.ini and got it to appear and work on the attack scope screen, but on the UZO and obs scope I can get it to appear but not to work. I'm using the mod config you specify, with several others, but none of them modifies the menu_1024_768.ini or dials.cfg, and all the .tga files your mod needs are there. Can you tell me what I have missed? I'm eager to get after a new career with this great mod of yours.
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Old 07-19-14, 08:06 AM   #41
vanjast
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I saw that the stop watch was missing, but just ignored it, as Jonz's watch was there - I think it must just be a button thing to add onto Jonz's draggable watch, although I think it might be a separate issue.

I usually get all my info from mods or the vanilla menu_1024.768.ini file.
The vanilla stopwatch pic is in the Periscope.tga file (Bottom left hand corner)
One just has to search through the menu file for Periscope.tga, and it's location to find the stopwatch application - from here look for a button.

The stopwatch would also be in the Dials.cfg file as well.
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Old 07-19-14, 09:46 AM   #42
BigWalleye
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Quote:
Originally Posted by vanjast View Post
I saw that the stop watch was missing, but just ignored it, as Jonz's watch was there - I think it must just be a button thing to add onto Jonz's draggable watch, although I think it might be a separate issue.

I usually get all my info from mods or the vanilla menu_1024.768.ini file.
The vanilla stopwatch pic is in the Periscope.tga file (Bottom left hand corner)
One just has to search through the menu file for Periscope.tga, and it's location to find the stopwatch application - from here look for a button.

The stopwatch would also be in the Dials.cfg file as well.
Actually, Jonz' Draggable Chronometer is not a functional stopwatch. It is jsu a repeater for the primary chronometer. It can be dragged to an page and continues to show elapsed time as long as the actual chronometer on the scope/UZO pages is running. Only the fixed (nondraggable) chronometer on the scope/UZO pages can be started and stopped. (At least, that's how mine works.)

As I posted above, I can get the chronometer to work on the attack scope page. The relevant entries in menu_1024_768.ini look like this:

[G26 I1]
Name=Page attack periscope
Type=1027;Menu page
ItemID=0x26000000
ParentID=0x0
Pos=0,0,0,0
LoadingMode=2
.
.
.
[G26 I107]
Name=Chrono
Type=1026;Menu group
ItemID=0x26020000
ParentID=0x26000000
;Pos=608,764,136,52
;Pos=33,383,200,300
Pos=70,400,200,300
Drag=true
Color=0xFFFFFFFF

I can make the chronometer appear on the Obs scope and UZO pages, but it is not functional. (Can't start/stop/reset.) The equivalent entries are

[G28 I39]
Name=Range
Type=1026;Menu group
ItemID=0x280B0000;THE CHRONO IS NOW LINKED HERE!
ParentID=0x28000000
Pos=0,0,0,0
Color=0xFFFFFFFF
.
.
.
[G28 I97]
Name=Chrono
Type=1026;Menu group
ItemID=0x28020000
ParentID=0x280B0000
Pos=33,383,200,300
Color=0xFFFFFFFF

When I change the ParentID to 0x28000000, the chronometer becomes visible, but doesn't function.

I could use the chronometer on the attack scope page as the primary source, but that's going to be awkward at times, especially when using the UZO. Does anyone know of changes I could make to get the chronometer to function on all three pages?

I have never seen a way to make Jonz's chronometer functional. If that's possible - and I've seen posts that say it is not - then that would be the best solution of all.

BTW, I've checked the dials.cfg and haven't found any change there that will make the chronometer work, either.

Also BTW, the position data shown above correct a minor glitch: The chronometer body didn't show on the attack scope screen and the hands were overlaid on the scope FoV. But that's an easy fix.
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Old 07-19-14, 05:26 PM   #43
BigWalleye
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Apologies for the double post, but I solved the "problem." Just typos and syntax errors. Chronometer now works on all three scope pages! Jonz's Draggable Chrono works as a repeater (but can't be started or stopped).

vanjast, PM me if you want a copy of my fixed up menu_1024_768.ini. Far as I know, that's the only bug in the mod.

And it really looks great! Thank again for all the work!



Hey! Hey! Widescreen and high-rez. Hitman's historically accurate optical targeting systems. What's not to love?

Last edited by BigWalleye; 07-19-14 at 06:58 PM.
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Old 07-26-14, 05:51 PM   #44
hocking
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Hello BigWalley. It is me again, and I am in the forums trying to figure out this very problem that you have found a solution for. Currently, using this widescreen mod, I have the chronometer in the wood case that works fine when firing torpedoes but as you point out it can't be started and stopped for other timing uses. I would like to get a chronometer that can be started and stopped. Can you share your solution for this problem with me?

Also, I noticed that the parascope view has floating chronometer dials in its field of view just off to the left side of center. These hands are just floating there, are not contained in any housing, and actually function when firing torpedoes. I am certain that these dials shouldn't be there. How can I get rid of them?
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Old 07-26-14, 07:00 PM   #45
BigWalleye
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Quote:
Originally Posted by hocking View Post
Hello BigWalley. It is me again, and I am in the forums trying to figure out this very problem that you have found a solution for. Currently, using this widescreen mod, I have the chronometer in the wood case that works fine when firing torpedoes but as you point out it can't be started and stopped for other timing uses. I would like to get a chronometer that can be started and stopped. Can you share your solution for this problem with me?

Also, I noticed that the parascope view has floating chronometer dials in its field of view just off to the left side of center. These hands are just floating there, are not contained in any housing, and actually function when firing torpedoes. I am certain that these dials shouldn't be there. How can I get rid of them?
Yes, I can help. It's all in the menu_1024_768.ini. So far, this is the only error I've found in Van1920x1080, which considering the extent of changes he had to make, is excellent, conscientious work.

To make your edits as simple as possible, I've included the entire item block for each change. Just cut and paste the item block over the same numbered block in the menu_1024_768.ini for Van1920x1080. Some of the changes may not be necessary to get the chronometer functionality back. I poked and prodded, and sometimes made multiple changes at the same time. When it worked, I stopped. I didn't bother to find out which changes were the necessary ones!

Replace each item block with the corresponding block below. Won't be any need to renumber anything.


[G26 I107]
Name=Chrono
Type=1026;Menu group
ItemID=0x26020000
ParentID=0x26000000
;Pos=608,764,136,52
;Pos=33,383,200,300
Pos=70,400,200,300
Color=0xFFFFFFFF
[G26 I108]
Name=Reflection
Type=1030;Static bmp
ItemID=0x26020001
ParentID=0x26020000
Pos=-12,-12,256,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/Reflex.tga
MatFlags=0x2
TexFmt=0x9
Drag=false

[G26 I109]
Name=Sec
Type=1031;Stat bmp array
ItemID=0x26020002
ParentID=0x26020000
Pos=85,-92,14,150
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Sec.tga
Crop 0=0,0,0.5,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G26 I110]
Name=Min
Type=1031;Stat bmp array
ItemID=0x26020003
ParentID=0x26020000
Pos=85,-116,14,40
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Min.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G26 I111]
Name=Estim Sec
Type=1031;Stat bmp array
ItemID=0x26020004
ParentID=0x26020000
Pos=85,-92,14,150
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Sec_Red.tga
Crop 0=0,0,0.5,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G26 I112]
Name=Estim Min
Type=1031;Stat bmp array
ItemID=0x26020005
ParentID=0x26020000
Pos=85,-116,14,40
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Min_Red.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G26 I113]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x26020001
ParentID=0x26020000
Pos=0,0,200,300 ;180,990,183,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/H_Chronometer.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

======================================

[G28 I39]
Name=Range
Type=1026;Menu group
ItemID=0x280B0000 ;THE CHRONO IS NOW LINKED HERE!
ParentID=0x28000000
Pos=0,0,0,0
Color=0xFFFFFFFF

======================================

[G28 I97]
Name=Chrono
Type=1026;Menu group
ItemID=0x28020000
ParentID=0x28000000
;Pos=33,383,200,300
Pos=70,400,200,300
Color=0xFFFFFFFF

=====================================

G28 I103]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x28020005
ParentID=0x28020000
Pos=0,0,200,300 ;180,990,183,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/H_Chronometer.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

======================================

[G2B I109]
Name=Chrono
Type=1026;Menu group
ItemID=0x2B020000
ParentID=0x2B000000
;Pos=33,383,200,300
Pos=70,400,200,300
Color=0xFFFFFFFF

======================================

[G2B I115]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x2B020005
ParentID=0x2B020000
Pos=0,0,200,300 ;180,990,183,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/H_Chronometer.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

If you want to move the chronometer to another location (on the same screen), you should see how to do that easily. BTW, to actuate the chronometer, you must left-click on the center of the small minute-hand dial.

Let me know how it goes.

Just to reiterate: This is vanjast's work. I just corrected a few minor bugs.
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