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vanjast
04-15-07, 04:31 PM
You people know how moddable SH3 was, and it proved to be a life-saver for the game.
It seems that SH4 is not going that route as the nitty gritty modding looks like it might be impossible without changing the code.

Now this makes you think.. has there been a change of tact from UBI, having noticed how SH3 was modded. Do they now want to hold this 'card', so as to score an extra buck out of us..... I think I see a dark cloud on the horizon

or don't they have a clue and the Devs have overlooked this aspect of the game.

Hmmmm
:cool:

bunkerratt
04-15-07, 04:35 PM
hi george....have you ever heard the term B.O.H.I.C.A. ..AND BTW I STILL THINK YOUR MOVIE "TIME " is awsome

Sailor Steve
04-15-07, 04:37 PM
I'm not sure what you mean. SH3 still has a lot of things that can't be modded without the codes, and SH4 is getting more mods every day, usually along the same lines. It looks like it's going the same way to me.

vanjast
04-15-07, 04:44 PM
I'm not sure what you mean. SH3 still has a lot of things that can't be modded without the codes, and SH4 is getting more mods every day, usually along the same lines. It looks like it's going the same way to me.

Ja, you're right, but I'm impatient to get my mod working and am having endless problems - so I start whinging :-?. With SH3 it was 4 hours from knowing zulch to having the mod working. so far I done 2 weeks on SH4 (this is the screenie object).
Maybe my brain's caved in or something !!

CCIP
04-15-07, 04:46 PM
Um, newsflash: SHIV is more moddable than SHIII. Slightly so in some cases, but overall it is somewhat more favourably-disposed. The community is also far better-tooled thanks to the compatible SHIII developments this time around.

Take it from a guy who's been all over the SH modding scene for the past two years. :yep:

vanjast
04-15-07, 04:46 PM
hi george....have you ever heard the term B.O.H.I.C.A. ..AND BTW I STILL THINK YOUR MOVIE "TIME " is awsome

B.O.H.I.C.A. ?????
With the movie thing.. it's a pleasure.. sah!

bunkerratt
04-15-07, 04:54 PM
B.O.H.I.C.A. =bend over here it comes again
and as a side note theres also D.I.L.L.I.G.A.F. =does it look i give a ....:smug:

vanjast
04-15-07, 05:09 PM
Take it from a guy who's been all over the SH modding scene for the past two years. :yep:
you might be the right guy to ask... Do you have a 'users' guide to the ..
-menu_1024_768.ini file
-the concept of the command file wrt to adding commands/page file references ?
-making movable overlays (like SH4 Captains Log) within the menu_1024_768.ini file.

This is the point I'm stuck on. In SH3 it's no problem, but with SH4 the whole works has changed.

Van

vanjast
04-15-07, 05:10 PM
B.O.H.I.C.A. =bend over here it comes again :smug:

just what my better half likes to hear :up:

CaptainCox
04-16-07, 12:33 AM
Did you try looking at the code structure for e.g. the "log", one might have to make more "code blocks" that mimics what the "log" does. Maybe
MenuGroup/MenuPage/Clonable etc etc etc...

I tried on that "NaviMap" remember...sort a gave up on it as I did other stuff. I guess the trick is to create that "Group" somewhere so that the game recognize it as an integral part of what is being loaded.

In theory I think its doable, its just a matter of understanding how the structure is done and where stuff is loaded from etc...maybe talking gibberish here...

EDIT: Reading back this thread I realize you have tried this...still i am sure its in there.
I guess you have seen this but its such an awesome tut
http://www.subsim.com/radioroom/showthread.php?t=111832

vanjast
04-16-07, 01:20 AM
I tried to follow through the Captain's Log, but could not find the mouse cursor zoning, even on that little console screen where you make the console movable ,by clicking on the X. I found the X image in the HUD.dds file (I think it is). but there is no reference to it or it's location anywhere in the ini/cfg files.

I worked out that I had the options of making my pic..

-popup on command [ I haven't been able to add a command that works yet . I must still see if I can use an existing command to my user created page/group]

-make it a movable overlay that one moves off-screen. This is what I've done in SH3 [it seem that I must get that mouse cursor to change to 'X' before I can move the image - still looking]

-make similar to the sliding pics of the torpedo setups [ I think the page files are hard coded for this as I've tried every trick in the book - I get the image all there but it won't slide]

:know:

CaptainCox
04-16-07, 01:38 AM
Yea...same result I had on the NaviMap some week ago...Well of to work here, whole week...I will look at this stuff when i have some time over in the evenings.

CaptainCox
04-17-07, 02:00 AM
Hm yea...had a go with this again last night...

Tried some different approaches...Basically creating a "Menu group" will at least show the map but still wont move around...
Example of one of many different tries

[G31 I29]
Name=PTOMAP
Type=1026;Menu group
ItemID=0x31000007
ParentID=0x31000000
Pos=756,-256,268,256
Zone= 756 512 268 256 0 1 0x31000000 1 -0.5 0x31000007 -1 0.5 0 0
Color=0xFFFFFFFF

[G31 I30]
Name=Grab position
Type=1029;Static text
ItemID=0x4B010008
ParentID=0x31000007
Pos=5,-140,186,108
Zone= 0 768 1100 900 3 1 0x31000007 0.0186567 -0.546875 0x4B010008 0 0 0 0
Font=0
Text=0
TextFlags=0x5

[G31 I31]
Name=Target;PTOMAP
Type=1031;Stat bmp array
ItemID=0x31000009
ParentID=0x31000007
Pos=-990,1781,1026,1026
Zone= 0 768 1100 900 3 1 0x31000007 0.5 0 0x31000009 -0.5 0 0 0
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/Menu/Gui/MAPI.tga
Crop 0=0,0,1,1
MatFlags=0x9
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF



Wierd thing is, how can the game know for e.g. that its the "Name=Handle Circular Outside" (for the Watch) that is dragable and nothing else? there is nothing in the "menu_1024_768" that hints at this

[G29 I13]
Name=Handle Circular Outside
Type=1031;Stat bmp array
ItemID=0x2902000B
ParentID=0x29020000
Pos=38,-66,236,234
Zone= 450 702 236 234 0 1 0x29020001 0.5 -1 0x2902000B -0.5 1 0 0
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/clock.tga
Crop 0=0,0.0898438,0.460938,0.914063
MatFlags=0x9
TexFmt=0x0
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF


0xFFFFFFFF=selectable, selected
but a lot of stuff have that...

Like some ppl said maybe it is coded somewhere else in the game but where?
Last resort would be to run this in "OLLYDBG" for e.g. but how would one implement any findings in hex as a mod? This is not simply changing some values, but rather adding a "function" to an object...off to work again :p gonna give this another go tonight.

I thought of a "dirty" way to do this, for e.g. add another texture to the "Watch" but then one would have to trigger the Watch every time one want to look at the "Navimap" in this case. it might work...but as I said its the "dirty way" of doing things.

vanjast
04-17-07, 03:11 AM
Hm yea...had a go with this again last night...
I thought of a "dirty" way to do this, for e.g. add another texture to the "Watch" but then one would have to trigger the Watch every time one want to look at the "Navimap" in this case. it might work...but as I said its the "dirty way" of doing things.

I had thought of doing this to the Clock as a last resort. Extending the clock texture with my overlay and adjusting the POS/Zone parameters for the clock. Only problem is that you might get my pic everytime one brings up the clock, which will be annoying after a while. Also I can only see 1 set of reference to the clock imaging info so it's probably universal for each position/page :cry:

Edt: Maybe I can do something similar with the captains log, as you'll rarely look at this, and when using it to sight lunar objects I'm sure I won't mind looking at a log sheet as well. Also when doing a nav shot, there should be no action happening!!

Edt2: Getting ideas now. In the command file, there is reference to repeat strokes of a Key. Does anybody know how they implement repeat keys - Maybe we can use this to alternate between ovelays ???