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CaptainCox
06-17-07, 04:00 PM
Ok, I need some help with this little project cause I hit a wall. Its not so much the MOD as actually making it work that is starting to P me off here.
Any one with good knowledge tweaking "zone lines" and understanding of the "menu_1024_768.ini" please have a look and see what can be done!

It stared off with the pics posted by Gino from the USS COD
http://www.subsim.com/radioroom/showthread.php?t=116122
http://img478.imageshack.us/img478/2015/torpedoselectorlk1bv2.jpg

As he had really nice pictures of the Torpedo Launch Interface i thought to try to use that to make it look more like the real thing (OakGroove is also working on something like this but is doing it a bit different as far as i know)
Any how i got this far

http://img376.imageshack.us/img376/7444/periscopecv1.jpg

As you can see there is some problems to be resolved here.

- The position of the [G44 I8]
Name=TorpedoIndicator Anvart also had a look at this but so far we have not really been able to crack it. It seems to be linked with [G44 I5]
Name=SolutionDetect Any changes done to "Solution Detect" effects the "TorpedoIndicator" buttons.

- The [G44 I7]
Name=ShowHide needs to be positioned properly (just tried that for like 3h :p...no luck)

- The
[G44 I10]
Name=TubeSelected needs to be relocated (this I think is not a big problem, just not done yet)

- Not show in this picture, but when the panel slides to the right, you can still see a part of it ( 2mm) still visible.

To make the code more clear I did this so you guys can get at this directly (description of the PeriscopeBasicPanel.dds
http://img376.imageshack.us/img376/2387/periscopebasicpanelcopyse0.jpg


Download link for the project (JSGME READY!, including .INI (ONLY CHANGED THE CODE FOR THE PeriscopeBasicPanel.dds) the rest is ORIGINAL CODE, and the .DDS)
http://www.mediafire.com/?aimjmiatim3 (http://www.mediafire.com/?aimjmiatim3)

As i said in the beginning, its not to do the mod, its more to just get it to work, as I have done mods using EXTESIVE zone tweaks before I am sort a baffled at this one.

Any help appreciated!

ReallyDedPoet
06-17-07, 06:02 PM
Nice work here so far:up:, good luck with it and I hope you get it to work.

http://img478.imageshack.us/img478/2015/torpedoselectorlk1bv2.jpg

Nice pic as well, can see what you mean by wanting to get that look :yep:

RDP

Gino
06-17-07, 06:45 PM
Nice to know that we can be of some help :D

Do you need a better picture?

http://img384.imageshack.us/img384/5955/tfc1la3.th.jpg (http://img384.imageshack.us/my.php?image=tfc1la3.jpg)

Maybe this works?

groetjes,

CaptainCox
06-17-07, 11:24 PM
Cheers Gino, i got that pic the day you posted those pics ;). Actually the .dds is based on that one! As its Monday :( and the start of a very busy working week for me I will do my best to crack this in the evenings. As i said just would like to get it to work as its Png me off big time :p

Jace11
06-19-07, 03:17 PM
There is a big tutorial on the new system used by the menu1024 file. It is on subsim somewhere and quite detailed.

CaptainCox
06-19-07, 10:56 PM
Cheers Jace11, Yea it was written by zAmboni
http://www.subsim.com/radioroom/showthread.php?t=111832
He helped me a lot to understand the .ini when SH4 came out. Thing is...in this case, it's still weird, as some of the functions are combined. When I move
"[G44 I5]Name=SolutionDetect"
all the buttons in
"[G44 I8]Name=TorpedoIndicator" moves with it, etc.

So its almost impossible to position the darn things in a exact way. I am still fiddling with this in the evenings, but so far no go.

Von Tonner
06-20-07, 06:40 AM
Would it not be possible to have an indication of the type of torpedo in a tube. If one is carrying 3 types one always has to go back to the armaments screen to see what is loaded where.

CaptainCox
06-20-07, 12:24 PM
Would it not be possible to have an indication of the type of torpedo in a tube. If one is carrying 3 types one always has to go back to the armaments screen to see what is loaded where.Wow hold your horses :) one thing at a time. I would like to finish this 1st, but...hmmm not such a bad idea. Not sure but worth looking in to.

Bando
06-20-07, 03:36 PM
I'm not sure, but when hovering the mouse over the loaded torp tube light, doesn't it tell you what's in there, cause it does with reloading

CaptainCox
06-21-07, 12:21 AM
Wow! have to check that out, never looked at that to tell you the truth. I always just select and fire :p

buteobuteo
06-21-07, 11:03 AM
Hovering the mouse over the tube indicator actually changes the button. I found this out while is was looking for a way to get indication for open doors.I changed the colour of one of the green buttons in the Periscope Basic Panel DDS file,now when the mouse is over the buttons they change colour.

Bando
06-21-07, 01:19 PM
Hovering the mouse over the tube indicator actually changes the button. I found this out while is was looking for a way to get indication for open doors.I changed the colour of one of the green buttons in the Periscope Basic Panel DDS file,now when the mouse is over the buttons they change colour.

Do I understand this correctly?
You've changed (or tweaked) that .dds file and now you can see if the tube door is open or closed??
If that's what you mean please share, I want this too, please please pl....

buteobuteo
06-21-07, 02:08 PM
Do I understand this correctly?
You've changed (or tweaked) that .dds file and now you can see if the tube door is open or closed??
If that's what you mean please share, I want this too, please please pl....[/quote]

Sorry to disappoint,but I could not get it to work and I,m waiting for patch 1.3 before trying again.

Bando
06-21-07, 07:00 PM
Too bad.....

Just checked the hovering, nope, it just says "loaded".

Too bad....

Webster
06-23-07, 07:06 PM
I'm not sure, but when hovering the mouse over the loaded torp tube light, doesn't it tell you what's in there, cause it does with reloading

it only tells you if its loaded or time to be reloaded not what is loaded