View Full Version : [REL] Reaper7's High resolution UI Alpha
reaper7
06-26-10, 04:42 PM
maybe I'm either totally confused or not seeing the big picture here. How is the mast height getting set for the ship? If the mast height isn't set then using the XO's stadimeter is going to give incorrect range readings due to 20.0m being used for every ship's mast height :06: Or is this working because you have TDC in Off so the game is automatically computing range for you and you're just sending that range to the TDC? :hmmm:
It isn't getting set. I think whats happening is the game is using the value thats used for the sonar 'Percise range to contact'.
For some reason the PK has access to that valus and updates the range value when you click the Send range to TDC when you bypass the Mast height selection.
Its like its using the Value from Automatic Mode - but in manual Mode because of using the PK button :D
No Irish: Hence the Colour, not color as in American :D
British people spell it "colour" too
P.S. I'm part Irish too
John Channing
06-26-10, 06:40 PM
Canadians too!
JCC
Canadians too!
JCC
If I remember correctly, Canada was a British colony, so that would make sense
Dodger02
06-26-10, 08:48 PM
If I remember correctly, Canada was a British colony, so that would make sense
And we are still members of the British commonwealth and the Queen is on our money. God Save The Queen! :yeah:
Actually, it is only in the USA and it's territories that colour, like harbour, is spelled without the "u".
It isn't getting set. I think whats happening is the game is using the value thats used for the sonar 'Percise range to contact'.
For some reason the PK has access to that valus and updates the range value when you click the Send range to TDC when you bypass the Mast height selection.
Its like its using the Value from Automatic Mode - but in manual Mode because of using the PK button :D
question..i think u told before that real subs dont use a stadimeter but instead your new optic with 3 rings ,that people can use to measure Range and Angle of bearing..
whats the point of fixing the standimeter in game if your 3 ring new dial/optic.. already can get the range and AoB ?
another thing is also that people looking for manual targeting.. there are tutorials already to calculate enemy ships course/range and speed.. youtube videos for (manual targeting) all manually.. without the need to use any standimiter or even optics.. all done using hydrophone readings. with good experience and lot of practice is even possible to sink ships without surfacing the uboat or using visual aid at all. or at least people can use the hydrophone manual targeting technique to calculate accurate range of the enemy ship and its speed and set the uboat for a parallel course or intercep at 500-800 meters..
reaper7
06-27-10, 04:30 AM
question..i think u told before that real subs dont use a stadimeter but instead your new optic with 3 rings ,that people can use to measure Range and Angle of bearing..
whats the point of fixing the standimeter in game if your 3 ring new dial/optic.. already can get the range and AoB ?
another thing is also that people looking for manual targeting.. there are tutorials already to calculate enemy ships course/range and speed.. youtube videos for (manual targeting) all manually.. without the need to use any standimiter or even optics.. all done using hydrophone readings. with good experience and lot of practice is even possible to sink ships without surfacing the uboat or using visual aid at all. or at least people can use the hydrophone manual targeting technique to calculate accurate range of the enemy ship and its speed and set the uboat for a parallel course or intercep at 500-800 meters..
Yes, Personally I prefer to use the RAOBF for that reason. I don't want to use advantages that the real captains didn't have.
But most people that have played the silent hunter series have grown up with the stadimeter and it is an important part of the sim for them.
Take the stadimeter away completly or leave it there broken, and it won't matter that there's an RAOBF there. They just won't play :03:.
TheBeast
06-27-10, 09:14 AM
Not sure if anyone else has noticed but when using the Hydrophone Station, the needle is off by about 10 degree's. The Sonarman reports the corrent bearing but this station itself is wrong. At least it is wrong on my system anyway.
reaper7
06-27-10, 11:32 AM
Not sure if anyone else has noticed but when using the Hydrophone Station, the needle is off by about 10 degree's. The Sonarman reports the corrent bearing but this station itself is wrong. At least it is wrong on my system anyway.
Haven't played no notice, wonder If this is the same with stock:hmmm:.
I'd imagine it is as I can't think of anything I changed to influence this.
Don't know if this is in the dials.cfg or is it in the 3D files :06:.
:D What a needle :haha: that is for me :rotfl2: ,i get to see that Reaper ;)
reaper7
06-27-10, 12:28 PM
:D What a needle :haha: that is for me :rotfl2: ,i get to see that Reaper ;)
Cheers BigReg. I think it best I leave it with you. :03:
Ok, I looked and found what is happening, I could do it again :03:
that is in the .sim for the sensor ,i have a question for you Reaper , i have see you are add value in the Dials.cfg and i will to ask you ,if you can add some one for the Radio ? on/off and station research ? i think i can make workable radio antenas :hmmm: ( i have make the round antena up/down with water level value ) , but i think is go better with radio dials
Webster
06-27-10, 01:43 PM
Can I ask what you mean about the tube selection :06: The torpedo panel has the exact same functions as the stock panel - It is bacically the stock panel just with reworked graphics.
i didnt have a lot of time to spend on it but i was trying just your mod by itself and when i raised the scope there was no torpedo control panel access.
now that i think about it i was using the observation scope when i couldnt find the torpedo controls so did you remove them for the observation scope views? :hmmm: maybe i just dont know the key to bring up the torpedo control screen?
EDIT: ok yep thats what it is, you cant access torpedo controls from the observation scope but you should be able to have torpedo and TDC for both, accessing these is about the capt giving the orders and which scope you use shouldnt limit your ability to give orders to your crew but only give you a slightly different view of things.
i would like to suggest that the compass, speed, & depth guages be lowered more to the bottom of the screen so your not seeing the posts, i dont see the point in seeing the posts and if you leave the guages open it takes up a lot of extra room on the screen.
i am finding if you click on the observation scope it never raises fully but like 90-95% and just hangs there whirring away until you click the lever to stop the noise but it wont fully deploy until you click the lever to raise it fully.
also maybe its the game itself since i barely just started playing the game but periscope depth is way too high by a couple meters, my tower is breaking above water. looks like its set for 11-12m and when i set it to 13-14 it looks about right so maybe you could have a look at that
reaper7
06-27-10, 04:23 PM
Ok, I looked and found what is happening, I could do it again :03:
that is in the .sim for the sensor ,i have a question for you Reaper , i have see you are add value in the Dials.cfg and i will to ask you ,if you can add some one for the Radio ? on/off and station research ? i think i can make workable radio antenas :hmmm: ( i have make the round antena up/down with water level value ) , but i think is go better with radio dials
I'll have a look into it BigReg, will see what commands are avaible to see the antenas can be linked to it. :up:
i didnt have a lot of time to spend on it but i was trying just your mod by itself and when i raised the scope there was no torpedo control panel access.
now that i think about it i was using the observation scope when i couldnt find the torpedo controls so did you remove them for the observation scope views? :hmmm: maybe i just dont know the key to bring up the torpedo control screen?
EDIT: ok yep thats what it is, you cant access torpedo controls from the observation scope but you should be able to have torpedo and TDC for both, accessing these is about the capt giving the orders and which scope you use shouldnt limit your ability to give orders to your crew but only give you a slightly different view of things.
i would like to suggest that the compass, speed, & depth guages be lowered more to the bottom of the screen so your not seeing the posts, i dont see the point in seeing the posts and if you leave the guages open it takes up a lot of extra room on the screen.
i am finding if you click on the observation scope it never raises fully but like 90-95% and just hangs there whirring away until you click the lever to stop the noise but it wont fully deploy until you click the lever to raise it fully.
also maybe its the game itself since i barely just started playing the game but periscope depth is way too high by a couple meters, my tower is breaking above water. looks like its set for 11-12m and when i set it to 13-14 it looks about right so maybe you could have a look at that
Thanks Webster some good comments there.
The Obs Scope will have the TDC and Torpedo panel done for them eventually ;). Importing the TDC Panels is easy but I need to scratch build the Torpedo Panel due to hardcode ID's on the switches Can't copy and paste from the Attack scope.
But they will be done :up:.
Scope heights have been altered, thanks to BigReg's Periscope Height Mod and will be in the next release.
The Reason the Obs scope keeps trying to go up is a Dev problem. They made the Obs scope higher than the Avatar height. You don't notice it in stock as you don't have the raise fully button.
Will look at the Contol dial and see what comprimise I can make regards the Posts. I may remove them altogeter ans just put toggle buttons beside them :yeah:
reaper7
06-29-10, 05:58 PM
Just a quick update.
Hopefully I'll have a new release tomorrow.
Fixes Include.
Obs periscope whirling noise when entering station now stopped. (Especially for Webster :03:).
TDC Panels and Torpedo Panel now included with the Obs Periscope.
TDC Panels and Torpedo Panel now included with the UZO.
Integrated my Stadimeter Mod into this so no more buggy SH4 Rec Man.
BigReg's Periscope Height Mod Included for accurate heights.
Fixed the Correct Display of the Navigation Map.
Removed TAI Map and TAI Maptools :nope: from Navigation Map.
2 New sets of MapTools for the Navigation Map (SH3 and SH4 style for user choice).
Next on the list is to fix all the officers commands. :yeah:
etheberge
06-29-10, 10:03 PM
Looking forward to trying the new version :woot:
SteelViking
06-30-10, 02:12 AM
Sounds like the next version of your UI is shaping up to be a beauty, I just wish you luck with those officers. I would imagine that the scripting behind the commands is no fun to mess with.
reaper7
06-30-10, 11:50 AM
Sounds like the next version of your UI is shaping up to be a beauty, I just wish you luck with those officers. I would imagine that the scripting behind the commands is no fun to mess with.
No most of them are straight forward just a matter of giving them a simple script command eg.
Game.SubmarineCommands.ExecuteCommand( "Send_weather_report" )
The command Send_weather_report is just taken from the commands.cfg file. :yeah:
Although I'm not sure does that include the same delays as in the commands.cfg file or are they all instant this way and delays need scripting as well. Time will tell. :)
reaper7
06-30-10, 01:33 PM
OK Version 1.6 is uploaded Download from: :yeah:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1842
Fixes Include.
Obs periscope whirling noise when entering station now stopped. (Especially for Webster :03:).
TDC Panels and Torpedo Panel now included with the Obs Periscope.
TDC Panels and Torpedo Panel now included with the UZO.
Integrated my Stadimeter Mod into this so no more buggy SH4 Rec Man.
BigReg's Periscope Height Mod Included for accurate heights.
Fixed the Correct Display of the Navigation Map.
Removed TAI Map and TAI Maptools :nope: from Navigation Map.
2 New sets of MapTools for the Navigation Map (SH3 and SH4 style for user choice).
SteelViking
06-30-10, 02:49 PM
Awesome:rock: Is this going to be your last version?
reaper7
06-30-10, 03:48 PM
Awesome:rock: Is this going to be your last version?
Official Released version will be when the Officer Orders are working correctly.
Then it will be a complete working UI.
Most likely will take a break then to play it at 100% realism - maybe make a tutorial or two on the use of its features etc.
Also need to do up some documentation on the use of the UI.
So still a bit to do. :yeah:
After release I need to do some stuff that puts mu UI at risk.
Also have some idea's I want to work on which may break the game completly but if they work :).
You may remember my TAI Map removal (That was succesful) - want to come back to that :03:.
SteelViking
06-30-10, 04:26 PM
Yeah, I remember the TAI removal that you did, but then you lost the file. I wish you would have sent me the files to test or something so I could just send them to you, but I am pretty sure you never sent them.
Webster
06-30-10, 04:52 PM
OK Version 1.6 is Fixes Include.
Obs periscope whirling noise when entering station now stopped. (Especially for Webster :03:).
thanks for the effort but i think you missunderstood me, it wasnt the noise i was unhappy about, that noise was just the result of the limited movement problem it had. it was not fully raising in the automatic raise itself action and so the noise was it continuing to try to fully raise iself to the fully raised position as it should (maybe it was a time activated thing where it timed out the action before it was fully raised), the noise adds to the realism and IMO it is needed and not having that noise is not the way to go.
if i can offer a possible solution, maybe you can tie the button that you click to manually raise the scope into the automatic raise scope action that you get when you click on the obs scope so that it completely avoids that hinky glitch. the manual button actions always worked perfectly :up:
or even better, maybe you could just disable the auto raise feature of the obs scope so you will have to click to raise or lower your scope after you click to go to the scope station, that sounds like it would be a simple sulution. (i dont recall having any trouble with the attack scope in v1.5)
anyway heres some early feedback:
both the scopes seam to be acting funny in how they move
the observation scope only moves from the marked waterline level guage to about 2 meters above it and definately feels like its not fully lowering or raising as it should (visually your views are ok for using it).
when your not looking in the obs scope it looks like it goes all the way down but not if your looking through it.
the attack periscope also seams to have a very limited rainge of motion and the water level and scope marker are not working right because it was never going below the marked waterline on the guage
reaper7
06-30-10, 05:09 PM
thanks for the effort but i think you missunderstood me, it wasnt the noise i was unhappy about, that noise was just the result of the limited movement problem it had. it was not fully raising in the automatic raise itself action and so the noise was it continuing to try to fully raise iself to the fully raised position as it should (maybe it was a time activated thing where it timed out the action before it was fully raised), the noise adds to the realism and IMO it is needed and not having that noise is not the way to go.
if i can offer a possible solution, maybe you can tie the button that you click to manually raise the scope into the automatic raise scope action that you get when you click on the obs scope so that it completely avoids that hinky glitch. the manual button actions always worked perfectly :up:
or even better, maybe you could just disable the auto raise feature of the obs scope so you will have to click to raise or lower your scope after you click to go to the scope station, that sounds like it would be a simple sulution. (i dont recall having any trouble with the attack scope in v1.5)
anyway heres some early feedback:
both the scopes seam to be acting funny in how they move
the observation scope only moves from the marked waterline level guage to about 2 meters above it and definately feels like its not fully lowering or raising as it should (visually your views are ok for using it).
when your not looking in the obs scope it looks like it goes all the way down but not if your looking through it.
the attack periscope also seams to have a very limited rainge of motion and the water level and scope marker are not working right because it was never going below the marked waterline on the guage
Hmmm, it may have to do with BigRegs Periscope Height Mod. Can you disable the Mod Vis JGSME and remove the Objectsfolder or rename the re-enable the Mod.
See if that fixes your issues. :yeah:
Sound is still there. I just gave it a periscope stop command when entering the station to stop the scope sounding like its constantly trying to raise without moving. :)
reaper7
06-30-10, 05:41 PM
There may be an error with the Obs periscope and UZO regarding the Nighmaske. Will prob throw up a script error when entering the stations.
Here is a patch to fix.
Disable the Mod via JGSME
Copy the contents of the Fixinto the data/scripts/menu folder of the Hires V1.6 Mod
Re-enable the Mod via JGSME
Link to fix:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1928
Capt Jack Harkness
06-30-10, 07:10 PM
Speaking of errors, when I used the obs scope I had the right TDC panel up and when I left the scope the TDC panel was still displayed...
reaper7
07-01-10, 01:31 AM
Speaking of errors, when I used the obs scope I had the right TDC panel up and when I left the scope the TDC panel was still displayed...
Is this after applying the fix. Before the fix the Nightmask error would cause the script to break, therefore not decativating the TDC on exit.
Capt Jack Harkness
07-01-10, 05:18 AM
Aha, no I haven't tried the fix yet, will do ASAP.
:salute: Hi Reaper7
I have found a book for you :03:
http://dl.dropbox.com/u/8655607/UKdtHdb.pdf
reaper7
07-01-10, 12:44 PM
:salute: Hi Reaper7
I have found a book for you :03:
http://dl.dropbox.com/u/8655607/UKdtHdb.pdf
Thanks BigReg. I think this was for SH2 but still alot of interesting stuff contained in it. :up:
reaper7
07-01-10, 07:04 PM
Work has begun on the Officers Clipboard.
All the stock buttons etc have been stripped out, will all be scripted from here on out.
Progress is looking good. It will prob take less script to do my own commands than the current script to do the hidden stock Sh4 ones :D.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/OfficerClipboard.jpg
I now have the Clipboard draggable from the Paper Clamp on the top of the board. :up:
Have started on the XO's orders. All the orders shown above are scripted and working in game - well the snorkel commands give a Snorkel not available. (Tooltips are being added to all commands.)
But in time this may be moddable into the game. :)
SteelViking
07-01-10, 07:11 PM
Looking good:up:
:haha: You just reminded me of when I redid all those primary commands to make all the orders the same size, I had totally forgotten that. What ever happened to those, are you going to use them?
Oh, and by the way, I am getting my shadow mod near a state that I would be willing to release it. So, I will be PMing a link to it in a little bit so that you can test it out.:yeah:
Fattysbox
07-01-10, 07:58 PM
OK, what am I doing wrong? :06::06:
Simply extracted to MODS folder and installed via JMGSE and nothing. Removed all other mods as well. Your file structure is mod/core files and documentation/data. Does the data have to be along with the documentation?
J
reaper7
07-02-10, 01:24 AM
Looking good:up:
:haha: You just reminded me of when I redid all those primary commands to make all the orders the same size, I had totally forgotten that. What ever happened to those, are you going to use them?
Oh, and by the way, I am getting my shadow mod near a state that I would be willing to release it. So, I will be PMing a link to it in a little bit so that you can test it out.:yeah:
Actually going to bypass the primary commands altogether now. All available commands for each officer will be on there page in the clipboard. (You did the small icons as well must use them).
No need to go through a subpage to get at command. :up:
Good news on the shadows front, look forward to testing it. :yeah:
OK, what am I doing wrong? :06::06:
Simply extracted to MODS folder and installed via JMGSE and nothing. Removed all other mods as well. Your file structure is mod/core files and documentation/data. Does the data have to be along with the documentation?
J
That sounds about right. Just extract the R7 HiRes UI Core files into the Mods folder. When you look at it in the Mods folder it will be like this:
(Default SH5 dir)\Mods\R7 HiRes Mod Core Files\data
Hope that works.
Fattysbox
07-02-10, 04:43 PM
That sounds about right. Just extract the R7 HiRes UI Core files into the Mods folder. When you look at it in the Mods folder it will be like this:
(Default SH5 dir)\Mods\R7 HiRes Mod Core Files\data
Hope that works.
Nope - no go for me. This is exactly how it looks in my folder structure. Strange.
reaper7
07-03-10, 11:24 AM
Nope - no go for me. This is exactly how it looks in my folder structure. Strange.
Can you post a screenshot of what the front end of the UI looks like after starting the game.
Are you getting it up as stock or are there any changes at all?
Progress Update:
I have gone back on the officer Orders bar and re-started it from scratch again :oops:. The reason as it was using standard buttons. I'm redoing them to Check box style buttons so as the state of the switch can be shown on/off etc.
This will allow for more control down the line if other coding is required etc.
Also Capt. Teach gave me permission to use his colour officer icons from his SH3 Mod. So these will be used for all the on states of the buttons. They look Good. :up:
Example:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/XO.jpg
reaper7
07-04-10, 07:15 AM
I sat down this morning to work on my Officers Orders and check up the activeties of the Forum.
Well after seeing thig:
all coded in and working......but I don't understand how to use it :hmmm: The inner ring rotates but that's about all I know to do with it (uses the same keys as the heading bar and navmap draggable compasses - Q and E. Shift + Q or Shift + E causes it to rotate faster). I don't think the middle part (the scaling in the yellow color) is correct.
I added a new button to the torpedo panel that controls the RAOBF visibility. Each scope (attack, obs, and UZO) has the ability to display the RAOBF. You can see the button in the screenshot below for the Obs scope:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=2428
since those are not my .dds files for the RAOBF I need to know who is the author for proper crediting. Does anyone know who it is? I pulled them from Reaper7's UI mod :06:
http://www.subsim.com/radioroom/showpost.php?p=1434797&postcount=3421 (http://www.subsim.com/radioroom/showpost.php?p=1434797&postcount=3421)
I am now pondering if I will continue with my MOD. :nope:
No permission asked - WIt would have been given.
But this is totally goes against the Spirit of the SH comunnity in my opinion.
Whats the point in trying to create something and have it ripped out with no permission asked.
I'm furious and feel like deleting everthing and walking away.
John Channing
07-04-10, 07:27 AM
Well, before you do anything that harms a great many people who have nothing but the utmost respect for you and your work, let's see what TDW has to say. Perhaps it was an innocent oversight?
JCC
TheDarkWraith
07-04-10, 09:34 AM
Well, before you do anything that harms a great many people who have nothing but the utmost respect for you and your work, let's see what TDW has to say. Perhaps it was an innocent oversight?
JCC
I don't understand what people are possibly upset about :timeout:. First off nothing has been released, v3.3.0 is still in my hands. Second, this post: http://www.subsim.com/radioroom/showpost.php?p=1386091&postcount=33 says that I can use this mod in mine, I have full permission. So I lifted 3 .dds files from it (the 3 for the RAOBF) and that was it. I did my own coding so nothing else was 'used' except the 3 .dds files :shifty:
reaper7
07-04-10, 09:50 AM
I don't understand what people are possibly upset about :timeout:. First off nothing has been released, v3.3.0 is still in my hands. Second, this post: http://www.subsim.com/radioroom/showpost.php?p=1386091&postcount=33 says that I can use this mod in mine, I have full permission. So I lifted 3 .dds files from it (the 3 for the RAOBF) and that was it. I did my own coding so nothing else was 'used' except the 3 .dds files :shifty:
I'm upset that you didn't PM me first to say that you were taking stuff from my Mod to use in your Mod regardless of it being released or not.
No to right TheDarkWraith, I wouldn't expect anyone to do all the hard work and have it taken by others.
But I will put an offer on the table if your Interested - though it could be a hard one.
You have my full permission to use my Mod in yours if you wish. :rock:
That offer was for you to incorparate My UI into yours as a whole. ie to merge the two. Not just rip the bits you wanted that would end up making mine obselete.
Even in the line above in that quote I was saying I would not touch your stuff without your prior blessing.
A simple PM first was all it would have taking. I think I deserve that at least, you've gotting that respect from me.
I was Shocked to see my work in your thread for your WIP, and at this stage you've probably realised its of no use to you - as I created it for my UI (Completly different size scopes and Graticules) and therefore it wont work in yours.
Which I would have told you if you PM me and offered advice on how to solve.
TheDarkWraith
07-04-10, 10:00 AM
That offer was for you to incorparate My UI into yours as a whole. ie to merge the two. Not just rip the bits you wanted that would end up making mine obselete.
simple misunderstanding then :salute: I'll just use the RAOBF .dds files from the original author then. Your graticule .dds file has been removed :up:
reaper7
07-04-10, 10:09 AM
simple misunderstanding then :salute: I'll just use the RAOBF .dds files from the original author then. Your graticule .dds file has been removed :up:
Actually the DDS files are my work to from the RAOBF.
But You can use them. Origianls were TGA files and had no alphas and were different scalling.
reaper7
07-13-10, 01:57 PM
Progress on the UI is practically non existent at the moment due to A problem with the Script Editor.
Any time I implement something or change any thing in a script and apply it in the Script Editor it causes a CTD :wah: :damn:.
So I've been forced to do this the very slow way, Implement a line via notepad load up SH5 it it works Good if not then script editor throws up the error - go into Editor try to fix and apply [CTD].
Reopen notepad try to fix and relaunch SH5 to check etc etc etc.....
This is causing the progress on the Officer Orders to proceed at Snail pace slow :damn::damn::damn:.
I've tried everything to find the cause of CTD to luck even reinstalled.
Anyway I've been taking the time to go back on other items to fix the smaller bugs.
Now the Pocket compass in Binocular View works.
The Needle in the Torpedo Depth is correctly scaled.
The Tri-Compass Is working properly.
NightMasks for the Torpedo Panels in UZO and Obs Scope are included (Was throwing up a script error previously).
On that Note I've discovered a problem. My RAOBF Dials do not appear to be rotating anymore :hmmm:, I went through everything and can not see a problem anywhere (Real head scratcher this one).
Can someone check to see if there working for them ingame, and if so send me the Dials.cfg and Menu1024.ini files from the Mod to compare with my own. ;)
SteelViking
07-13-10, 02:15 PM
Just checked, and they are not rotating for me either.:damn: You could do a comparison in WinMerge to see all the differences between the current version and an older one in which the RAOBF was still working. In fact, I will go ahead and take a look at it(I am out of things to do in the interior at the moment so now I am bored:haha:)
Some other minor bugs that I realized:
- The right hand panel of the TDC is an older version(one that I did not clean up) so you might want to replace it. I still have all those files sitting around if you need me to resend it.
- The Watch officer is still showing in the recog manual(I believe I fixed this at one point, but it must have been left out)
SteelViking
07-13-10, 02:18 PM
Well, right away in the .ini files, I see that you changed where the RAOBF entries are and therefore changing their item numbers. Are you sure that you changed the scripts for the RAOBF to take those item number changes into account?
Edit: Also, in the older version in which they worked, you had the item type set to "button", in the newer version without rotation the item type is set to "check box".
reaper7
07-13-10, 02:41 PM
Just checked, and they are not rotating for me either.:damn: You could do a comparison in WinMerge to see all the differences between the current version and an older one in which the RAOBF was still working. In fact, I will go ahead and take a look at it(I am out of things to do in the interior at the moment so now I am bored:haha:)
Some other minor bugs that I realized:
- The right hand panel of the TDC is an older version(one that I did not clean up) so you might want to replace it. I still have all those files sitting around if you need me to resend it.
- The Watch officer is still showing in the recog manual(I believe I fixed this at one point, but it must have been left out)
Thanks will sort them out now. :)
Well, right away in the .ini files, I see that you changed where the RAOBF entries are and therefore changing their item numbers. Are you sure that you changed the scripts for the RAOBF to take those item number changes into account?
Edit: Also, in the older version in which they worked, you had the item type set to "button", in the newer version without rotation the item type is set to "check box".
Both of those points should have no effect on them working :06:
Item numbering won't matter as long as they are numbered concecutively and the dials number at the top is always one more than the last entry.
Also Button to ChkBox is only the button method to display the RAOBF so should have no effect on operation :06:
This is very confusing. Been looking at it for 2 days and can't track the culpri down. Its as if something is preventing that Dial type from operating.
Type=24; DIAL_SOL_BEARING
Thanks SteelViking for checking them though. I may stumble across the problem.
I know in testing yesterday it worked once, though I had it fixed then after reloading it was broken again :damn:.
reaper7
07-13-10, 05:38 PM
:woot:
Good news, I just figured out my CTD issue with the script editor.
I had an entry in the def InitializeScript():part of the script the Pagelayout.py
that was not in the def UnloadScript(): part of the script.
Script Editor is working again.
Well its late here, so work will resume tomorrow on the Officed Orders.
:rock:
Now if I could only figure out the RAOBF issue, this would be very close to Offical Release. :D
SteelViking
07-13-10, 06:56 PM
:woot:
Good news, I just figured out my CTD issue with the script editor.
I had an entry in the def InitializeScript():part of the script the Pagelayout.py
that was not in the def UnloadScript(): part of the script.
Script Editor is working again.
Well its late here, so work will resume tomorrow on the Officed Orders.
:rock:
Now if I could only figure out the RAOBF issue, this would be very close to Offical Release. :D
:rock: That is great news! :rock:
Hey Reaper7, I just started playing SHV again and I noticed that the TDC buttons have yellow lined as if the picture is cropped in the wrong place (which I think it is)
reaper7
07-15-10, 01:17 PM
Hey Reaper7, I just started playing SHV again and I noticed that the TDC buttons have yellow lined as if the picture is cropped in the wrong place (which I think it is)
Hi ERPP8, No thats correct. I redone the buttons to check box type. Now when there selected there is a yellow border to show its active :up:.
The problem with the standard butoon was when you left and re-entered stations the panels would display out of sync, this is now resolved. ;)
SteelViking
07-15-10, 01:28 PM
Reaper7, I am seeing something very weird. I don't know if I have damaged my install(been doing a lot of experimental stuff lately) or if this is a legitimate bug.
While using your UI mod: If I go to the obs periscope, and bring up the TDC panels, then leave the obs, the panels are staying in view. In other words, I am walking around the sub still looking at the TDC panels. Could you see if you can reproduce this? Also the buttons on the bottom of the UI that you get when you enter a periscope station are staying as well, allowing me to bring up or minimize the TDC panels anywhere I go.
Reaper7, I am seeing something very weird. I don't know if I have damaged my install(been doing a lot of experimental stuff lately) or if this is a legitimate bug.
While using your UI mod: If I go to the obs periscope, and bring up the TDC panels, then leave the obs, the panels are staying in view. In other words, I am walking around the sub still looking at the TDC panels. Could you see if you can reproduce this? Also the buttons on the bottom of the UI that you get when you enter a periscope station are staying as well, allowing me to bring up or minimize the TDC panels anywhere I go.
I noticed that too, but the buttons stayed there
SteelViking
07-15-10, 01:36 PM
I noticed that too, but the buttons stayed there
Thanks for the quick response ERPP8 I am glad to know that I have not damaged my install(I am sick of reinstalling).
Got any ideas what is causing this John?
Thanks for the quick response ERPP8 I am glad to know that I have not damaged my install(I am sick of reinstalling).
Got any ideas what is causing this John?
For me I just reclick the TDC button and it goes away
reaper7
07-15-10, 01:37 PM
Reaper7, I am seeing something very weird. I don't know if I have damaged my install(been doing a lot of experimental stuff lately) or if this is a legitimate bug.
While using your UI mod: If I go to the obs periscope, and bring up the TDC panels, then leave the obs, the panels are staying in view. In other words, I am walking around the sub still looking at the TDC panels. Could you see if you can reproduce this? Also the buttons on the bottom of the UI that you get when you enter a periscope station are staying as well, allowing me to bring up or minimize the TDC panels anywhere I go.
Yes that is a current bug. And one I had fixed for my next release among many fixes.
But which I have just lost :wah:, after forgetting to backup all my files before disabling via JGSME (Very Stupid of me :nope:).
Had 2 days worth of Photoshoping Command icons lost too :wah:.
And guess what my CTD is back because of this too in the Scriting Editor.
At leat I know the problem with the script now - It will be easily fixable.
But now I have to restart all that work again :-?.
Darn, just realised I've lost all my script fixes too - Can't even remember what I had done.
So my Binoculars Compass fix is broken again among others.
DISASTER
(I think I need to get a hammer, and go hit something :()
SteelViking
07-15-10, 01:43 PM
Yes that is a current bug. And one I had fixed for my next release among many fixes.
But which I have just lost :wah:, after forgetting to backup all my files before disabling via JGSME (Very Stupid of me :nope:).
Had 2 days worth of Photoshoping Command icons lost too :wah:.
And guess what my CTD is back because of this too in the Scriting Editor.
At leat I know the problem with the script now - It will be easily fixable.
But now I have to restart all that work again :-?.
That is horrible news, sorry about that. I did the same thing a few days ago:damn: only lost one days work over it though.
I hope you remember how to do the stuff you lost at least.
reaper7
07-15-10, 01:54 PM
That is horrible news, sorry about that. I did the same thing a few days ago:damn: only lost one days work over it though.
I hope you remember how to do the stuff you lost at least.
I'm think at this stage I'm going to get rid of JGSME on this PC and develope straight to the original files.
If I need to test anything else, I'll do it on another PC.
This is the 3rd time I've done this. Keep forgeting JGSME delets all changes when changing files. :x
Which is good for switching between finished mods, but not so good for WIP Mods. :)
I'm think at this stage I'm going to get rid of JGSME on this PC and develope straight to the original files.
If I need to test anything else, I'll do it on another PC.
This is the 3rd time I've done this. Keep forgeting JGSME delets all changes when changing files. :x
Which is good for switching between finished mods, but not so good for WIP Mods. :)
That seems like a bad idea
SteelViking
07-15-10, 02:21 PM
I'm think at this stage I'm going to get rid of JGSME on this PC and develope straight to the original files.
If I need to test anything else, I'll do it on another PC.
This is the 3rd time I've done this. Keep forgeting JGSME delets all changes when changing files. :x
Which is good for switching between finished mods, but not so good for WIP Mods. :)
Yeah, I have started just backing up files before I mess with them, and working directly with the files in question instead of going through JSGME. It removes the step of unloading and reloading a WIP mod also, which speeds you up.
reaper7
07-15-10, 05:49 PM
Got a close up of the Ingame Attack scope at eye level, and did some work on it.
Here is the results.
What do you think should I replace the current scope with this one, If you like it I'll do the Obs scope next to use the In game 3D model of the Obs scope as well.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Scopes.jpg
:salute::up::yeah::):DL:D:yep::O::sunny: :rock: :woot:Whoua ! no other word !
SteelViking
07-15-10, 06:04 PM
I love it:rock: My only concern is that it looks like you decreased the view port size, or is that just an optical illusion? Maybe you could make it look as if your eye was closer to the eye piece. Just throwing out some ideas, over all I like it much better. I really like how you took the head rest out(how could you see that if your forehead was on it:haha:)
The obs should be easy, it is much more plain looking than the attack peri. is. In fact, I think your current obs scope is pretty much spot on.
I love it:rock: My only concern is that it looks like you decreased the view port size, or is that just an optical illusion? Maybe you could make it look as if your eye was closer to the eye piece. Just throwing out some ideas, over all I like it much better. I really like how you took the head rest out(how could you see that if your forehead was on it:haha:)
The obs should be easy, it is much more plain looking than the attack peri. is. In fact, I think your current obs scope is pretty much spot on.
It's only a little smaller
reaper7
07-16-10, 01:33 AM
I love it:rock: My only concern is that it looks like you decreased the view port size, or is that just an optical illusion? Maybe you could make it look as if your eye was closer to the eye piece. Just throwing out some ideas, over all I like it much better. I really like how you took the head rest out(how could you see that if your forehead was on it:haha:)
The obs should be easy, it is much more plain looking than the attack peri. is. In fact, I think your current obs scope is pretty much spot on.
It's only a little smaller
Its actually the exact same size :D. I have the images for the scopes done at 1920x1200 to cover the higher resolution that some are using. So for lower resolutions the top and bottom get cropped. :up:
Will try to get a screen shot of the obs using the same method to capture the Attack scope and see how it looks :).
SteelViking
07-16-10, 05:52 AM
Its actually the exact same size :D. I have the images for the scopes done at 1920x1200 to cover the higher resolution that some are using. So for lower resolutions the top and bottom get cropped. :up:
Will try to get a screen shot of the obs using the same method to capture the Attack scope and see how it looks :).
Ok, so it is an optical illusion of sorts. Well then I am all for switching to your new one.:yeah:
reaper7
07-17-10, 02:03 PM
Attack and Obs Scope including night masks
Redone them at 2600*2200 so very large resolutions can be supported.
If playing at lower resolutions image will be cropped :03:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Attack-Periscope-3D.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/AttackPeriscopeNight.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Obs-Periscope-3D.jpg
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/ObsPeriscopeNight.jpg
SteelViking
07-17-10, 02:07 PM
Very cool:rock:
How are things going with all the other scripting and bug fixes that you lost? Well I hope, I need some good news. I just damaged my install pretty badly trying to perfect the interior mod:damn: I am gonna have to reinstall now:damn:
Very cool:rock:
How are things going with all the other scripting and bug fixes that you lost? Well I hope, I need some good news. I just damaged my install pretty badly trying to perfect the interior mod:damn: I am gonna have to reinstall now:damn:
What interior mod?
reaper7
07-17-10, 03:14 PM
Very cool:rock:
How are things going with all the other scripting and bug fixes that you lost? Well I hope, I need some good news. I just damaged my install pretty badly trying to perfect the interior mod:damn: I am gonna have to reinstall now:damn:
Very slow progres so far, had not had much time to work on it.
But should have be able to get all the bug fixes redone ok.
Bad news on the install, I've started to copy the Data Folder as a backup - that way when things go wrong just copy and paste the data folder. :03:
Very slow progres so far, had not had much time to work on it.
But should have be able to get all the bug fixes redone ok.
Bad news on the install, I've started to copy the Data Folder as a backup - that way when things go wrong just copy and paste the data folder. :03:
Good idea
SteelViking
07-17-10, 03:37 PM
What interior mod?
:o I have 2 threads out about it. You got to go check it out: http://www.subsim.com/radioroom/showthread.php?t=171415
Version 1.0 is nothing compared to version 1.1 which I am still working on. Me and BIGREG have been working together to completely redo the interior. I am trying to replicate the interior of the surviving U-boats that are now used as museums, plus I have done a lot of research as to the state of U-boats during the war, so I am also taking that into account.
Very slow progres so far, had not had much time to work on it.
But should have be able to get all the bug fixes redone ok.
Bad news on the install, I've started to copy the Data Folder as a backup - that way when things go wrong just copy and paste the data folder. :03:
:doh: Why didn't I think of that. I will go ahead and do that. I just now finished reinstalling(internet is pretty slow so the update takes forever).
SteelViking
07-17-10, 04:45 PM
Hey reaper7, I don't mean to hound you about glitches, but I was wondering if you have come up with a solution to everything popping up upon entering the scopes(the TDC panels, RAOBF, Tri ring compass, etc).
reaper7
07-17-10, 06:04 PM
Hey reaper7, I don't mean to hound you about glitches, but I was wondering if you have come up with a solution to everything popping up upon entering the scopes(the TDC panels, RAOBF, Tri ring compass, etc).
Afraid that has to do with the Stations Loading in the relevant pages like the TDC etc.
Once the Page loads in the correcponding page's script it then makes the items hidden - hence the 1/2 second display of the pages items before the script make the items hidden.
But you got me thinking to a workaround. I could use the Menu Editor to place all the items offscreen. Then when the button is clicked it would offett the item to the required position. :hmmm:
reaper7
07-21-10, 04:09 PM
Finally back on track. Figured out how to stop all the commands issuing when the game loaded. Phew it's much quieter on the bridge now the XO is no longer shouting out 30+ commands :haha:.
Have the XO's, the Motorman's commands done and working.
The rest should be relatively the same to do. :DL
As a side benifit now that the orders are my own and not the SH4 ones in the layout page I can now make the clipboard draggable (Before I could drag the clipboard but the SH4 icons wouldn't move :har: so icons were left floating on the screen).
SteelViking
07-21-10, 04:29 PM
Good to hear you are making headway:yeah:
reaper7
07-22-10, 01:24 PM
Good to hear you are making headway:yeah:
:haha:I just solved my biggest problem - The broken RAOBF dials not moving.
(After weeks of redoing and changing every value I could think of).
I was messing around with the Tri-Ring compass (Which I have working now :)) when I noticed that rotating the Bearing ring (While the RAOBF was visible) caused the raobf to rotate :hmmm:.
So looking into thing's further I was able to eliminate all causes till I came to the answer.
It wasn't broken at all :damn:, It was just a case of the way the dials work in SH5 - If you have Auto TDC enabled (Noob mode, shoot by numbers) which is the default in my test mission Then the dial type is uncontrollable :nope:.
So all that was required to get it working was open the Recon Manual and switch TDC to Manual :har:.
Looks like a case of stripping the Machine apart to find out why its not working, only to realize it wasn't plugged in. :)
SteelViking
07-22-10, 01:35 PM
:haha:I just solved my biggest problem - The broken RAOBF dials not moving.
(After weeks of redoing and changing every value I could think of).
I was messing around with the Tri-Ring compass (Which I have working now :)) when I noticed that rotating the Bearing ring (While the RAOBF was visible) caused the raobf to rotate :hmmm:.
So looking into thing's further I was able to eliminate all causes till I came to the answer.
It wasn't broken at all :damn:, It was just a case of the way the dials work in SH5 - If you have Auto TDC enabled (Noob mode, shoot by numbers) which is the default in my test mission Then the dial type is uncontrollable :nope:.
So all that was required to get it working was open the Recon Manual and switch TDC to Manual :har:.
Looks like a case of stripping the Machine apart to find out why its not working, only to realize it wasn't plugged in. :)
Haha, maybe we would have found that out earlier if we would actually spend much time playing the game:har:
Anyway, whats the news on when you might release a new version?
reaper7
07-22-10, 01:44 PM
Haha, maybe we would have found that out earlier if we would actually spend much time playing the game:har:
Anyway, whats the news on when you might release a new version?
:oops: Yes a bit of game time would have caught that pretty fast. :haha:
I think I have everything working properly in Game now bug wise.
I have about 30 commands done in the officer orders, and prob about 90 more to do.
Never realised there was that many commands in the orders bar.
Still at least my CTD issue is sorted so its just a labour intensive script fest ahead to finish them.
Time is my biggest enemy at the moment, only have about 2hrs each night to mod these days :wah:.
But its getting there, I may send it out to a few (And yourself) for testing once the orders are done.
If ok, I'll make this a V1.0 official release :up:.
SteelViking
07-22-10, 01:57 PM
:oops: Yes a bit of game time would have caught that pretty fast. :haha:
I think I have everything working properly in Game now bug wise.
I have about 30 commands done in the officer orders, and prob about 90 more to do.
Never realised there was that many commands in the orders bar.
Still at least my CTD issue is sorted so its just a labour intensive script fest ahead to finish them.
Time is my biggest enemy at the moment, only have about 2hrs each night to mod these days :wah:.
But its getting there, I may send it out to a few (And yourself) for testing once the orders are done.
If ok, I'll make this a V1.0 official release :up:.
WOW, 90 commands. I did not realize there were that many either. Well, at any rate, I look forward to testing it out.
reaper7
07-22-10, 02:16 PM
WOW, 90 commands. I did not realize there were that many either. Well, at any rate, I look forward to testing it out.
Well almost 90 including some that will be repeated in more than one officer page, but not much off. ;)
reaper7
07-25-10, 03:54 PM
Small update:
Still working on the officer orders - Coming along nicely (So far all working).
Took a day out to fix a small item, but one that has been bugging me evertime I see it.
That is the notepad for the messages. The line's did not match the text size so when you have the messages expanded the went thru the text :nope:.
The main reason it never was right was this is not a full image, but the game tiles it as you expand - and the texture size and the Editor crops just did not match (I made a new one to fit and reedited the Menu Editor crops).
It took me alot of attempts to get right, but the results are worth it in my opnion :DL. Also made the page colour darker, so not so bright at night. :D
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Messages.jpg
SteelViking
07-25-10, 04:20 PM
Neat fix:yeah: And, good to hear that the officers are going well. Keep up the good work my friend.
reaper7
07-27-10, 02:10 PM
Came across this while testing my Soundman orders that I'm currently Implementing. (Bosted on Bigregs Wodaggi Thread as, due to his love for needles :)).
First if we go the Hydrophone and rotate the needle to 0 degrees you'll notice the Bearing in the hydrophone notepad reads 180 degrees.
( A difference of 180 Degrees:O:).
Now using it in game:
Using the Nearest Sound Contact or Follow Nearest Sound contact commands in my officer orders. The soundman notified me a sound contact at 041 degrees. I rotate the needle to 041 degrees (No Sound there), I continue to rotate to approx 220 degrees (Guess what we got a sound here).
Also The note pad is reading 042 degrees at the point I'm getting the loudest sound return. (So the Notepad and the Soundmans report in the message log both are saying +/-040 degrees (Perfect).
But the needle is reading approx 220 degrees, so the needle is placed on the hydrophone 180 degrees of centre :nope:.
Can this be fixed :hmmm:, I don't think its something i caused during modding but its possible.
Can anyone else confirm there hydrophone reading off by 180 degrees.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Hydrophone.jpg
Progress report on The officer Orders as it stands tonight: (Done 58/91)
Green = Done
Orange= Done (But not sure if implemented in SH5???)
Black = To Do
Pagelayout_GroupofficersNew_Pages_Captain
Crew_control
Crew_control_ForSpecialAbilities
Pagelayout_GroupofficersNew_Pages_XO_Orders
Propulsion_standard
Propulsion_recharge
Rig_for_silent_running
Secure_from_silent_running
Rise_snorkel
Lower_snorkel
Periscope_depth
Snorkledepth_depth
Rise_whole_periscope
Lower_whole_periscope
Rise_whole_obs_periscope
Lower_whole_obs_periscope
Pagelayout_GroupofficersNew_Pages_Watchman_Orders
WP_Target_nearest_ship
WP_Target_nearest_warship
WP_Target_nearest_merchant
WP_Target_recommended
Report_nearest_visual_contact
WP_Identify_target
Watch_crew
WP_Take_photo
Pagelayout_GroupofficersNew_Pages_Navigator_Orders
Navigation_map
Report_time_to_turn
Report_time_to_course_end
Report_range_to_course_end
Get_depth_under_sub_keel
Report_weather
Pagelayout_GroupofficersNew_Pages_Engineer
Page Subsystems
Pagelayout_GroupofficersNew_Pages_Sonar_Orders
Radio_messages
Radar_one_sweep
Radar_continuous_sweep
Sonar_ping
Sonar_pong
Report_nearest_radio_contact
Send_contact_report
Send_weather_report
Send_patrol_report
Pagelayout_GroupofficersNew_Pages_Soundman_Orders
Hydrophone_normal_sweep
Report_nearest_sound_contact
Report_nearest_warship_sound_contact
Follow_nearest_sound_contact
Follow_nearest_warship_sound_contact
Estimate_range_to_contact
Precise_range_to_contact
Pagelayout_GroupofficersNew_Pages_Motorman
Knuckle_port
Double_knuckle_port
Knuckle_starboard
Double_knuckle_starboard
Deploy_decoys
Crash_dive
Emergency_surface
Order_maintain_depth
Heading_to_view
View_to_heading
Pagelayout_GroupofficersNew_Pages_Torpedoman_Order s
WP_Identify_target
WP_Solution_to_target
WP_Solution_on_map
WP_Compute_solution
WP_Fire_torpedo
WP_Report_tubes_status
Pagelayout_GroupofficersNew_Pages_Gunner_Orders
Guns_control
Identifytarget WP_Identify_target
Man_the_deck_gun
Man_the_flak_gun
Man_the_deck_and_flak_guns
WA_Engage_target
DGuns_Fire_at_will
DGuns_Short_range
DGuns_Medium_range
DGuns_Long_range
DGuns_Aim_hull
DGuns_Aim_cmd_deck
DGuns_Aim_weapons
DGuns_Aim_waterline
AAGuns_Fire_at_will
AAGuns_Hold_fire
AAGuns_Short_range
AAGuns_Medium_range
AAGuns_Long_range
AAGuns_Aim_fighters
AAGuns_Aim_bombers
AAGuns_Aim_any
AAGuns_Closing_targets
AAGuns_Any_targets
Deactivate_deck_gun_team
Deactivate_aa_gun_team
Pagelayout_GroupofficersNew_Pages_Bosun
(Page Gramophone)
(Page Radio)
Pagelayout_GroupofficersNew_Pages_Cook
Capt Jack Harkness
07-28-10, 02:54 PM
Just my opinion but I think all the commands for the motorman should really be orders to the chief (wyou wouldnt tell the guy in the engine room to order the rudder left 20 degrees, the helmsman is in the control room).
reaper7
07-28-10, 03:02 PM
All the orders are broken down to who there directed at rather than who is given the order :D.
Its spreads the orders out more so between the different officer pages.
The sh3/4 method was to have the order bar and from there branch out to the suborders for that catogery, I could never remember the tree to get to that order when the heat was on :haha:. Basicaly what I've done is strip out the middle man.
This way makes it easier to find the relevant order. :03: (In my opnion :|\\)
Capt Jack Harkness
07-28-10, 03:11 PM
Aha, okay then.
reaper7
07-28-10, 04:43 PM
Aha, okay then.
This is how the orders will pan out. :) (Pages shown seperatly for show - will not seperate ingame :))
Grey Icon = Not Activated
Colour Icon = Activated
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/oRDERS.jpg
SteelViking
07-28-10, 05:34 PM
Holy crap reaper, no wonder the orders are taking you a while, those look awesome:yeah:
reaper7
07-29-10, 09:29 AM
Holy crap reaper, no wonder the orders are taking you a while, those look awesome:yeah:
Thanls SteelViking, Just down to the Gunner Page now.
Unfortunatly it has takeing me ages to do the scripting. Due to my knowledge (or lack of it) its takes me about 12-20 lines of code to do each order :haha:.
Anyone that knows scripting would prodably do it in 2 to 3 lines. (My Layout script alone is close to 1500 line of code due to the orders :har:).
But they work and that's what counts :03:.
Have no orders for the cook though. Maybe I should put tonights menu on it :).
SteelViking
07-29-10, 11:56 AM
Thanls SteelViking, Just down to the Gunner Page now.
Unfortunatly it has takeing me ages to do the scripting. Due to my knowledge (or lack of it) its takes me about 12-20 lines of code to do each order :haha:.
Anyone that knows scripting would prodably do it in 2 to 3 lines. (My Layout script alone is close to 1500 line of code due to the orders :har:).
But they work and that's what counts :03:.
Have no orders for the cook though. Maybe I should put tonights menu on it :).
What would be cool(of course it would be a whole lot of work) would be if you put their dialog commands into the orders clip board. For instance the cooks "serve special meal" could be put in there. You could modify the current icons for those to use on the clipboard. Of course, I am not familiar with the scripting for the orders, it may be totally impossible. Just a thought.
reaper7
07-29-10, 01:45 PM
What would be cool(of course it would be a whole lot of work) would be if you put their dialog commands into the orders clip board. For instance the cooks "serve special meal" could be put in there. You could modify the current icons for those to use on the clipboard. Of course, I am not familiar with the scripting for the orders, it may be totally impossible. Just a thought.
That was my original thinking. To have access to there special abilites etc.
Unfortunatly I don't think its possible to access there abilites without clicking on the actual officer :wah: at least none that I know off.
But I put all the officers in, just in case that avenue may open up down the road :D.
Is this mod dead? Or even different from your 1.0v HD UI? Much interest,
Mage
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.