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reaper7
05-07-10, 04:37 PM
Working with Patch V1.2:

Reaper7's High Resolution UI Beta V1.6 with Stadimeter Mod Incorporated


PDF Document also Included in Download (Just a Basic rundown on features)



Enhanced Ship ID V2.0
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Silent%20Hunter%205%20Recon%20Manual%20Mod/RecMan3.jpg



http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Orders.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Flaggen.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/TriRing.jpg


http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Image1.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Image2.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Image3.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Night2.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Night1.jpg

Download Beta V1.6 From Here:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1842 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1842)

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



PDF Document also Included in Download (Just a Basic rundown on features)

Still many fixes and features to be added - But please post Major Bugs that make it unplayable. :yeah:


EDIT: Almost for got to say thanks to TheDarkWraith for all his help with regard to scripting, Hope I didn't annoy you to much.
Thanks to ArcLight who allowed me to use his Periscopes Mod Originally, although I ended up doing my own one to fit my style I have used his 16:9 cameras.cam file untill I get a chance to make my own.
Also Most Important Guy to thank is karamazovnew who's Original SH4 KiUB Mod inspired this - its also the base for my Periscope Graphics.
Also his thread on that Mod also solved a lot of my problems especially getting the Graticules lit up at night.
And to all the Modders out there, I would never have got this far witout all the hard work from you guys. Thanks Guys.

reaper7
05-07-10, 04:39 PM
R7 HiRes SteelVikings Optics
http://www.subsim.com/radioroom/downloads.php?do=file&id=1918

http://i236.photobucket.com/albums/ff240/reaper7_bucket/Obs-SV.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/Binoc-SV.jpg


R7 HiRes Mithrandirs Alt Clock
http://www.subsim.com/radioroom/downloads.php?do=file&id=1916

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Clock-1.jpg



R7 HiRes Alt English Panels
http://www.subsim.com/radioroom/downloads.php?do=file&id=1915

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Eng-Torp.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Eng-Pan.jpg


R7 HiRes Alt Dial Colour
http://www.subsim.com/radioroom/downloads.php?do=file&id=1914

http://i236.photobucket.com/albums/ff240/reaper7_bucket/Colour-Dials.jpg

Defiance
05-07-10, 05:18 PM
Hiya,
Any problem or editing to run 1920x1200 ??

Did try this in sh4, but then along came sh5 so never got to real grips with it

Will try it now ;)

Cheers :yeah:

speedbird
05-07-10, 05:23 PM
Just when I thought I was going to have an early night...! :salute:

reaper7
05-07-10, 05:29 PM
Hiya,
Any problem or editing to run 1920x1200 ??

Did try this in sh4, but then along came sh5 so never got to real grips with it

Will try it now ;)

Cheers :yeah:


Should be no Problem running at that resolution, no editing needed.
Have Tried at at a couple of lower resolution and no problem. You'll lust have an extra 90 pixels of black space between each panel and the scope.
Not much in the difference. :up:

Just when I thought I was going to have an early night...! :salute:

God... Havn't had one of them in a while, been up to 2AM most nights for the last 2 mths working on this.
Crazy when ya think about it.... and still loads to do... Guess there's gonna be a lot of this :zzz: :dead: :zzz: :yawn:

Defiance
05-07-10, 05:29 PM
Ok Many Thanks

:salute:

13owman
05-07-10, 05:53 PM
If only You guys worked @ UBI Soft but then again I do believe that the work you guys put in are really what keeps this game afloat, without you they would have given up @ SH2.
Thank You for your very hard & dedicated work, Mucho appreciation, I would use the saluting guy icon but it seems to be over used so I will just say Thank You!

Ragtag
05-07-10, 05:54 PM
wow, definatly gonna try this one. It looks beautiful :D

speedbird
05-07-10, 06:06 PM
If only You guys worked @ UBI Soft but then again I do believe that the work you guys put in are really what keeps this game afloat, without you they would have given up @ SH2.
Thank You for your very hard & dedicated work, Mucho appreciation, I would use the saluting guy icon but it seems to be over used so I will just say Thank You!

Hear, hear...

ddrgn
05-07-10, 06:10 PM
Gonna play MP for a few hours with this will report any issues....

Such a fine piece of work! Great job Reaper7!

Vorkapitan
05-07-10, 07:04 PM
IT KEEPS GETTING BETTER AND BETTER! :woot:

speedbird
05-07-10, 08:37 PM
This is REAL good man...!! :yeah:

coronas
05-08-10, 02:09 AM
Good work! :yeah:

:salute:

John Channing
05-08-10, 09:54 AM
There is some kind of serious conflict with one of the mods I am running. The game shell loads fine, the Continue Campaign screen with the interesting bits of trivia runs ok and the the screen goes blank for a few seconds (as usual) and bang... I am staring at my desktop (not as usual).

Over time I will remove the mods I have to see which one(s) is/are the offender(s).

JCC

TheDarkWraith
05-08-10, 10:00 AM
There is some kind of serious conflict with one of the mods I am running. The game shell loads fine, the Continue Campaign screen with the interesting bits of trivia runs ok and the the screen goes blank for a few seconds (as usual) and bang... I am staring at my desktop (not as usual).

Over time I will remove the mods I have to see which one(s) is/are the offender(s).

JCC

If you have my UIs mod enabled then yes you will CTD with this enabled.

jaxa
05-08-10, 11:05 AM
Attack Disc is what I was looking for SH5 for many times :up:
Must have for me from GWX time.

John Channing
05-08-10, 11:34 AM
If you have my UIs mod enabled then yes you will CTD with this enabled.

I did have them but removed them before replacing them with Reapers. I wonder if JSGME is not cleaning everything up?

JCC

reaper7
05-08-10, 12:27 PM
I did have them but removed them before replacing them with Reapers. I wonder if JSGME is not cleaning everything up?

JCC

Its quite possible JGSME is the culporit, I've had it happen to me when switching between various WIP test versions I was running.

On a Side note I had a breakthrough with My Recognition Manual for a part that I thought was hardcode, gonna work on a new version of this foe a while. :up:

java`s revenge
05-08-10, 01:21 PM
Raeper7 you make my day. This gui i was still missing.
Now i can targeting with the attack disc again as i did in sh3.

:salute: :yeah::up: :DL

Paco
05-08-10, 02:43 PM
looks great :yeah:

Downloading ....

Paco

icecold
05-08-10, 03:29 PM
Should be no Problem running at that resolution, no editing needed.
Have Tried at at a couple of lower resolution and no problem. You'll lust have an extra 90 pixels of black space between each panel and the scope.
Not much in the difference. :up:



God... Havn't had one of them in a while, been up to 2AM most nights for the last 2 mths working on this.
Crazy when ya think about it.... and still loads to do... Guess there's gonna be a lot of this :zzz: :dead: :zzz: :yawn:

A couple of issues i have noticed in reunning in 1900 x 1200.

Instead of black spaces i have see through spaces. You can see outside the sub lol

Also i have noticed that in this resolution the needles and pins look very rough.

Also not sure if its the res or just a glitch. But when setting the bearing for a torp manualy and then go into RAOB in telescope. The needle skips a few degrees away from the pre entered setting and will not go back on it.


Other than these bugs its awsome mate. However i run the game in this res so the bugs hamper my play lol but it is Alpha :)

reaper7
05-08-10, 03:47 PM
A couple of issues i have noticed in reunning in 1900 x 1200.

Instead of black spaces i have see through spaces. You can see outside the sub lol

Also i have noticed that in this resolution the needles and pins look very rough.

Also not sure if its the res or just a glitch. But when setting the bearing for a torp manualy and then go into RAOB in telescope. The needle skips a few degrees away from the pre entered setting and will not go back on it.


Other than these bugs its awsome mate. However i run the game in this res so the bugs hamper my play lol but it is Alpha :)

Ah I know what that is, My masks are only 1920x1080 and as I'm not using constraints to scale your getting the bits visible outside my masks.
Will redo to use constraints, that should sort that -no way to test my side though :03:.

Yes needles are one of the things on my todo list. - Its a stock issue to do with the way the game handels Needles. Have been giving some advice on a workaround.

Will look into the RAOBF issue. Thanks

raymond6751
05-08-10, 03:58 PM
Another hard-working modder helps keep UBI game afloat.

Thank you.

reaper7
05-08-10, 04:04 PM
Instead of black spaces i have see through spaces. You can see outside the sub:)

Actually icecold can you post a screenshot, interested in pinpointing which masks need changing. :up:

icecold
05-08-10, 04:10 PM
Actually icecold can you post a screenshot, interested in pinpointing which masks need changing. :up:

Will do. Il post a couple of screens on the prob.

ddrgn
05-08-10, 04:11 PM
Hey Reaper7 here is what the masks look like in 1920x1200:

attack:
http://i802.photobucket.com/albums/yy309/pwc100/attack.jpg

obs:
http://i802.photobucket.com/albums/yy309/pwc100/obs.jpg

icecold
05-08-10, 04:23 PM
Beat me to it...

http://i605.photobucket.com/albums/tt132/babalonkie/screen1.jpg

Thats the mask.


http://i605.photobucket.com/albums/tt132/babalonkie/screen2.jpg

Thats the needles, they look worse when moving. As for the RAOB, i can only show in a movie which il do later.

icecold
05-08-10, 04:26 PM
Also notice how the green reticule shows up even in daytime on the obs periscope. Or have you gone for a red overlay in night?

Stevepine
05-08-10, 04:47 PM
why I will stick with dark wraiths Ui's

well ... having the crew icons at the bottom of the screen so I can order the crew around easily... last contact update... depth under the keel etc...


you lose ALL that with this Ui ..... right?

icecold
05-08-10, 05:13 PM
why I will stick with dark wraiths Ui's

well ... having the crew icons at the bottom of the screen so I can order the crew around easily... last contact update... depth under the keel etc...


you lose ALL that with this Ui ..... right?

I believe so, but this mod is awsome, however if reaper in the future has time, mabey he could put the crew icons in. Then this would become best mod in world :D

Stevepine
05-08-10, 05:24 PM
I believe so, but this mod is awsome, however if reaper in the future has time, mabey he could put the crew icons in. Then this would become best mod in world :D


Yes I agree.....! that would make this game REALLY feel like it was getting somewhere! :)

Even though im a HUGE HUGE HUGE Silent Hunter 3 fan .....Silent Hunter 5 is a game im occasionally checking in on to see how its coming along.

I hope in a month or 2....or 3 it will really be worth sinking my self into ! or maybe submerging would be a better word.

TheDarkWraith
05-08-10, 05:32 PM
Yes I agree.....! that would make this game REALLY feel like it was getting somewhere! :)

Even though im a HUGE HUGE HUGE Silent Hunter 3 fan .....Silent Hunter 5 is a game im occasionally checking in on to see how its coming along.

I hope in a month or 2....or 3 it will really be worth sinking my self into ! or maybe submerging would be a better word.

I'm not releasing my code for the officers or most other parts of my UIs mod to anyone sorry. I've put too much time and effort into it :DL

reaper7
05-08-10, 05:45 PM
Thats the mask.

Thats the needles, they look worse when moving. As for the RAOB, i can only show in a movie which il do later.

Thats Great thanks. will get that sorted.

Also notice how the green reticule shows up even in daytime on the obs periscope. Or have you gone for a red overlay in night?

Obs Periscope graticule is a stock Bug workaround. If you look closely at the stock obs periscope you'll see a few small items missing (Zoom and 10 marks) - hence the reason the User Graticule trick doesn't work.
I managed a workaround by actually creating two Graticules one black one translucent green. The green one is enabled at night time 10PM to 7am. Hence why it shown up sometimes at daylight hours. Eg it may be bright at 6am depending on time of year.
This is the way the stock works, thats why you'll notice the green colour mask is on at that time also.

Attack Periscope and UZO (Havn't done this one yet) work normal though so they react to light levels correctly. :up:

I'm not releasing my code for the officers or most other parts of my UIs mod to anyone sorry. I've put too much time and effort into it :DL

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:

Stevepine
05-08-10, 06:07 PM
" You have my full permission to use my Mod in yours if you wish. :rock: "

Well now .... there is quite an offer! :D

tirramissu
05-08-10, 06:15 PM
I have some problems with this mod on 1600x1200:
1. When using periscope I have transparent lines on the top and on the bottom of the screen.
2. Speed, depth and rudder values on the bottom of the screen are always equal to 0.

reaper7
05-08-10, 06:58 PM
I have some problems with this mod on 1600x1200:
1. When using periscope I have transparent lines on the top and on the bottom of the screen.
2. Speed, depth and rudder values on the bottom of the screen are always equal to 0.

1. Working on a fix for that now - Was designed for 1080P no never created a mask for resolutions above that (An easy fix).

2. Yes not programmed to do anything - Will most likely remove altogether.

reaper7
05-08-10, 07:13 PM
Ok here's a fix for anyone running resolutions greater than 1920x1080P that are having the Transparent Bands at Top and Bottom of the screen.

http://rapidshare.com/files/385108088/Extract_into_SH5_Folder.zip

Will be included in the next release. (let us know if it works - unable to test my end)

Capt Jack Harkness
05-08-10, 07:32 PM
I have an odd bug of seemingly every tip window being present and overlapping the first time I loaded this mod up and can't find a way to get rid of them...

Oh and if you intend to tweak your periscope mask at all in the future, do you think you could dim down the picture a la TDW's mod? There was a similar mod for SH4 and while it did make submerged night attacks nigh impossible, I did appreciate the realism. On a related note, are the marks on the graticule actually meaningful or just eye candy? O.o

makman94
05-08-10, 07:41 PM
I'm not releasing my code for the officers or most other parts of my UIs mod to anyone sorry. I've put too much time and effort into it :DL

:down:

@Reaper7 : congratulations :up: . very good work so far ! i have allready told you that you are making a mod that will 'live' as long sh5 live ! it is very nice !
keep at it :up:

reaper7
05-08-10, 08:01 PM
I have an odd bug of seemingly every tip window being present and overlapping the first time I loaded this mod up and can't find a way to get rid of them...

Oh and if you intend to tweak your periscope mask at all in the future, do you think you could dim down the picture a la TDW's mod? There was a similar mod for SH4 and while it did make submerged night attacks nigh impossible, I did appreciate the realism. On a related note, are the marks on the graticule actually meaningful or just eye candy? O.o

Not sure what you mean, can you post a screenshot. (I know that I have to move the mouseover Tip popups from there current location, as if you mouseover the sub or targets on the TAI map the popup blocks your mouse :nope:.

Yes I have Plans to do A Mask for the Periscope (Had them done in an earlier WIP but removed it to get the Green Night Graticule working), Will be creating a new mask for behind the Graticules. Also will be making some colour filters as well.
Yes Graticules Marking are used as in the real deal. Check out ArcLights Periscope Mod Thread he has an explanation and formulas for there use. Will document this in a later release.
Also Graticules on RAOBF work also - But only at 1080P (Or 16:9) resolutions due to cameras.cam file - need to create fix for other resolutions.

icecold
05-08-10, 08:06 PM
Thats Great thanks. will get that sorted.



Obs Periscope graticule is a stock Bug workaround. If you look closely at the stock obs periscope you'll see a few small items missing (Zoom and 10 marks) - hence the reason the User Graticule trick doesn't work.
I managed a workaround by actually creating two Graticules one black one translucent green. The green one is enabled at night time 10PM to 7am. Hence why it shown up sometimes at daylight hours. Eg it may be bright at 6am depending on time of year.
This is the way the stock works, thats why you'll notice the green colour mask is on at that time also.

Attack Periscope and UZO (Havn't done this one yet) work normal though so they react to light levels correctly. :up:



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:


Good to see a modder that wants to help the community. (The sole reason to be a modder). GJ Reaper.

By looking at your UI Reaper and what you have delivered so far, i am currently looking at blending my files together. I am trying to get the Voice command mod to work with yours. I am also trying to get an idea for the scripting, and if DW dosnt like your deal, il attempt to work up some easier way to issue commands compatable with your mod. However at this stage dont bank on anything. Keep focussed on what you are doing :up:

icecold
05-08-10, 10:00 PM
Your mod currently works fine with the voice commands mod (a single file needs overpasting). Means i can have the eye candy realsim and can shout commands to my crew :up:

BEST MODS EVER
______________

Reapers High res UI
Voice Commands
BARF


SH5 just became the most realistic sub sim :rock:

U-4053
05-08-10, 10:05 PM
So I tried to load it manually and it worked sort of . When in the periscope view it took up the whole screen which was nice but then again I could not fire my Torpedo's no matter what I tried to do. I had to reload all the old files back in and go back to the way things were.

icecold
05-08-10, 11:58 PM
PROOF - 1900X1200
http://i605.photobucket.com/albums/tt132/babalonkie/SH52010-05-0905-06-42-64.jpg

Although i have noticed one thing. You forgot to "dirty up" the periscope lens :P its like looking through brand new glass :up:


AS A THANK YOU
http://i605.photobucket.com/albums/tt132/babalonkie/SH52010-05-0905-23-05-24.jpg
http://i605.photobucket.com/albums/tt132/babalonkie/SH52010-05-0905-49-58-67.jpg

My first sink on your mod :rock:


Dont stop work here though, your only in Alpha, got to go through Beta and then final... but its looking good so far :yeah:

java`s revenge
05-09-10, 04:31 AM
Reaper7,

It would be great if this mod could be integrated into the Thedarkwraith mod.
Now you have to choose between these mods. Is it permitted to add these
two mods together?

I have done one mission with your mod, i saw the following problems for me.

* no bearing in the scope
* can`t move the aob dial.
* how can i get the recog. manual?
* some icons are gone at the left side so you can`t choose periscope
depth anymore.

Will play some more missions to look if the fault is with me.

icecold
05-09-10, 05:08 AM
Reaper7,

It would be great if this mod could be integrated into the Thedarkwraith mod.
Now you have to choose between these mods. Is it permitted to add these
two mods together?

I have done one mission with your mod, i saw the following problems for me.

* no bearing in the scope
* can`t move the aob dial.
* how can i get the recog. manual?
* some icons are gone at the left side so you can`t choose periscope
depth anymore.

Will play some more missions to look if the fault is with me.


reaper has asked DW, but the ball is in DW's court.

Thats a bit weired also...

* I got bearing in my scope (check above screenshot).
* I can move my dial, god knows how to use these realistic things though :D
* Recog manual should be available when you click on the ship/unknown ship in WO's txt (like normal).
* To adjust scope height use ins or del or if you clcik on the bottom left panel icon, it should move it and reveil the stock periscope for adjusting.


However, i dont know if you have a mod or config that is interfearing. because it all works fine on mine. (Except Aplha bugs as reported above).

reaper7
05-09-10, 05:57 AM
So I tried to load it manually and it worked sort of . When in the periscope view it took up the whole screen which was nice but then again I could not fire my Torpedo's no matter what I tried to do. I had to reload all the old files back in and go back to the way things were.

Most likely a conflict with a Previous Mod, as The Fire button is the Original fire button Just with new graphics (So can not effect use of contrrol as its the same ID).
If using JGSME disable all mods then re-enable mine, start a Game save, exit then reload and see if that works. :up:

PROOF - 1900X1200

Although i have noticed one thing. You forgot to "dirty up" the periscope lens :P its like looking through brand new glass :up:

AS A THANK YOU

My first sink on your mod :rock:

Dont stop work here though, your only in Alpha, got to go through Beta and then final... but its looking good so far :yeah:

Ah I see something else I need to Fix, Must redo the Scopegraphics to extend the base and top of the scope so its not just floating there at higher resolutions. :88)

Ya I forgot to put the Filter back in for the Attack Scope. Originally the Filter and Graticules were the one file, But then I seperated them in order to create the working night illuminated graticule in the attack scope.
Will incorporate the Filter into next release.

And nicely sunk. Haven't gome hunting myself with this UI (its just load, test, unload, fix, reload and repeat :haha:) The life of a Modder.

Reaper7,

It would be great if this mod could be integrated into the Thedarkwraith mod.
Now you have to choose between these mods. Is it permitted to add these
two mods together?

I have done one mission with your mod, i saw the following problems for me.

* no bearing in the scope
* can`t move the aob dial.
* how can i get the recog. manual?
* some icons are gone at the left side so you can`t choose periscope
depth anymore.

Will play some more missions to look if the fault is with me.

As answered by icecold. Cheers.

reaper has asked DW, but the ball is in DW's court.

Thats a bit weired also...

* I got bearing in my scope (check above screenshot).
* I can move my dial, god knows how to use these realistic things though :D
* Recog manual should be available when you click on the ship/unknown ship in WO's txt (like normal).
* To adjust scope height use ins or del or if you clcik on the bottom left panel icon, it should move it and reveil the stock periscope for adjusting.


However, i dont know if you have a mod or config that is interfearing. because it all works fine on mine. (Except Aplha bugs as reported above).

Stock Periscope Controls are still left in my Mod till I redo them, Its behind the Left Panel.
Just turn of the Left Panel (Button at the Bottom of the Screen) to reveal the Periscope control.

One other thing did you Activate the TDC Automatic/Manual switck (The round button at bottom right on the Left handside Panel.
You will not be able to use the dials manualy if your not on Manualy TDC Mode.
Also the Periscope button at the Bottom centre of the screen open's up the XO Dialog Panel. (Same as normal, Working on a new version of the Recognition Manual/XO Dialog Menu). :yeah:

java`s revenge
05-09-10, 07:54 AM
reaper has asked DW, but the ball is in DW's court.

Thats a bit weired also...

* I got bearing in my scope (check above screenshot).
* I can move my dial, god knows how to use these realistic things though :D
* Recog manual should be available when you click on the ship/unknown ship in WO's txt (like normal).
* To adjust scope height use ins or del or if you clcik on the bottom left panel icon, it should move it and reveil the stock periscope for adjusting.


However, i dont know if you have a mod or config that is interfearing. because it all works fine on mine. (Except Aplha bugs as reported above).

I don`t see a bearing in your scope....:hmmm:
I do miss the icon for periscope depht.

Gunfighter
05-09-10, 08:07 AM
Well I was about to give up on SH5 somethings Good somethings Bad,You have just made this game worth playing 100% and this is just your Alpher release,It Will be awesome by final but dont let people rush you. " I want this I want that" take your time and Final will be The Best Mod Yet.Well Done Sir.:up:

java`s revenge
05-09-10, 08:15 AM
Okay i found the bearing. It was for me barely readable.


Can`t alter the tdc dial. So for me it is waiting untill the next
version comes out.

reaper7
05-09-10, 11:07 AM
Okay i found the bearing. It was for me barely readable.
Can`t alter the tdc dial. So for me it is waiting untill the next
version comes out.

I might change the background colour a bit to make Bearing more visible during the day.
It looks good at night though :D.
Actualy an idea just popped into my head right there, will go test it now to see if it works. :up:
EDIT: Darn that idea didn't work - OK I'll just lighten background colour for next release.

What TDC Dial can you not alter - have you Turned TDC to Manual Mode ???

java`s revenge
05-09-10, 12:01 PM
Yes tdc is manual. I only play with manual targeting.

I do mean the tdc dial on the right side. Can`t move it.

ERPP8
05-09-10, 12:04 PM
In menu Editor I'm having trouble resizing the boxes to fit my resolution

reaper7
05-09-10, 12:22 PM
Yes tdc is manual. I only play with manual targeting.

I do mean the tdc dial on the right side. Can`t move it.

Which one, The Top two dials Are only useable if carrying Fat/Lut Torps and even them I don't think there Programmed correctly by the Devs.
Torpedo Spread angle is useable - Only if in salvo Mode
Torpedo Depth - Is useable
Target Bearing (Double Vertical Dials) - Bottom Dial is Useable (Top one rotates it self when draging bottom one in 10ths)
Torpedo Gyro (Double Horizontal Dials) - Is not useable Rotates its self depending on solution (This is the 3Digit Gyro Angle of older Silent Hunter games)

Target Bearing and Torpedo Gyro will rotate if in TDC Off (XO Dialog) mode when you rotate the Periscope as there in Auto Mode to correspond to the 1,2,3 Numberes Auto solution.

reaper7
05-09-10, 12:29 PM
In menu Editor I'm having trouble resizing the boxes to fit my resolution


You dont Manully resize The Graphics, you need to Set eash item to Linear scale in the drop box.
Leave the Crop size as is eg. For the Left Panel they would be: 0, 0, 424, 880.
Then where you see the Screen Cordinates x=xx Y=xx DX=xx DY=XX: Change DX=(New width) DY=(New Height). So the DX and DY in mine are set as 424 and 880 and Scaling is set to none, Hence they dont scale.
But if you change them to for example 212 and 440 and Linear scale. They would scale to half size in Game (But not in the EDITOR: In the Editor they are still full size).
Hence the fun of Modding you make a change in the Editor then fire up the game to see the change... Rinse and repeat. :rock:

java`s revenge
05-09-10, 12:40 PM
The dial you can use to set it for example (red or green) 90 degrees.

reaper7
05-09-10, 12:49 PM
The dial you can use to set it for example (red or green) 90 degrees.

Yes thats the Fat/Lut Impact Anlge Dial - You need to be carrying Fat/Lut type Torpedos to use that one. Not Available till the Late years of the Campaign I'm Afraid. (Even in stock They only allow you to set 90Degrees port or starboard only, not full control - Can't see the devs fixing that either as Harcoded)

If its the Angle on Bow dail your thinking off thats the one on the Left Panel with the Vernier Dial incorporated (Thats the Correct way the Dial worked - was always wrong in the stock version of the Game, Devs mixed it up with the Fat/Lut Impact Angle Dial).

You Read it the same way but if you look at the inside vernier it also gives you the 10th degrees as well Red Number is for the red side of the dial, the green number is for the green side of the dial. So you can set percise AOB degrees.

ERPP8
05-09-10, 12:55 PM
You dont Manully resize The Graphics, you need to Set eash item to Linear scale in the drop box.
Leave the Crop size as is eg. For the Left Panel they would be: 0, 0, 424, 880.
Then where you see the Screen Cordinates x=xx Y=xx DX=xx DY=XX: Change DX=(New width) DY=(New Height). So the DX and DY in mine are set as 424 and 880 and Scaling is set to none, Hence they dont scale.
But if you change them to for example 212 and 440 and Linear scale. They would scale to half size in Game (But not in the EDITOR: In the Editor they are still full size).
Hence the fun of Modding you make a change in the Editor then fire up the game to see the change... Rinse and repeat. :rock:
I've seen lots of screenshots of the menu editor and mine looks alot different, how can I change it
Many of the features are different in my version

reaper7
05-09-10, 01:06 PM
I've seen lots of screenshots of the menu editor and mine looks alot different, how can I change it
Many of the features are different in my version

http://i236.photobucket.com/albums/ff240/reaper7_bucket/StadimeterDial.jpg

This is what My Editor looks like - This is the one initiated by setting the Menu.cfg file in the your Documents Folder under the SH5 Folder.
E.G C:\Users\(YourNameedUser)\Documents\SH5\data\cfg

Change:
[DEVELOPING]
;Modding=Yes
;MenuEditor=Yes
;DebugScripts=Yes

To:
[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes

Selected Items: Is where the Items xy Cordinates are entered DxDy is the Size the Item Displayes at (Results depend on scale type Selected)

Displ: Is the Scaling type

Tex Crop: is where you input the crop points (Easier in mine as I have seperated all mu Graphics so crop point will nearly all be 0,0)
the last 2 boxes are The crop size of the Item (Again in my case as there all seperate its the Actual size of the item as displayed at Tex Dim.

:yeah: Don't worry its very daunting to understand at the begining. karamazovnew has an excellent tutorial on this somewhere.

EDIT: I have his Tutorial on my HardDrive Copied into a word document, give me a few mins I'll upload it.

ERPP8
05-09-10, 01:07 PM
http://i236.photobucket.com/albums/ff240/reaper7_bucket/StadimeterDial.jpg

This is what My Editor looks like - This is the one initiated by setting the Menu.cfg file in the your Documents Folder under the SH5 Folder.
E.G C:\Users\(YourNameedUser)\Documents\SH5\data\cfg

Change:
[DEVELOPING]
;Modding=Yes
;MenuEditor=Yes
;DebugScripts=Yes

To:
[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes

Selected Items: Is wher ythe Items xy Cordinates are entered DxDy is the Size the Item Displayes at (Results depend on scale type Selected)

Displ: Is the Scaling type

Tex Crop: is where you input the crop points (Easier in mine as I have seperated all mu Graphics so crop point will nearly all be 0,0)
the last 2 boxes are The crop size of the Item (Again in my case as there all seperate its the Actual size of the item as displayed at Tex Dim.

:yeah:
What I mean is that in things like object editor and ai script editor my version's not the same

reaper7
05-09-10, 01:17 PM
What I mean is that in things like object editor and ai script editor my version's not the same


Ok. Those Editors are the ones activated while in game. The Menu Editor is activated out of game on start up. Is this the one your going into?
Did you change the menu.cfg as I have shown above, this is the only way to access the Menu Editor.

karamazovnew has an excellent tutorial on this somewhere.

I have his Tutorial on my HardDrive Copied into a word document, give me a few mins I'll upload it.

Edit: Uploaded http://rapidshare.com/files/385373207/FIRST_STEPS_IN_MODDING.zip

ERPP8
05-09-10, 02:08 PM
Ok. Those Editors are the ones activated while in game. The Menu Editor is activated out of game on start up. Is this the one your going into?
Did you change the menu.cfg as I have shown above, this is the only way to access the Menu Editor.

karamazovnew has an excellent tutorial on this somewhere.

I have his Tutorial on my HardDrive Copied into a word document, give me a few mins I'll upload it.

Edit: Uploaded http://rapidshare.com/files/385373207/FIRST_STEPS_IN_MODDING.zip
What wit the menu.cfg?

reaper7
05-09-10, 02:35 PM
What wit the menu.cfg?


Menu.cfg file in the your Documents Folder under the SH5 Folder.
E.G C:\Users\(YourNameedUser)\Documents\SH5\data\cfg

Change:
[DEVELOPING]
;Modding=Yes
;MenuEditor=Yes
;DebugScripts=Yes

To:
[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes


If you do this when you start the Game A dialog box pops up asking if you want to start the Menu Editor.
Select yes to open Menu Editor or No to start Game. :up:

ERPP8
05-09-10, 02:40 PM
Menu.cfg file in the your Documents Folder under the SH5 Folder.
E.G C:\Users\(YourNameedUser)\Documents\SH5\data\cfg

Change:
[DEVELOPING]
;Modding=Yes
;MenuEditor=Yes
;DebugScripts=Yes

To:
[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes


If you do this when you start the Game A dialog box pops up asking if you want to start the Menu Editor.
Select yes to open Menu Editor or No to start Game. :up:
I figured it out: I wasn't using the ingame editor

reaper7
05-09-10, 02:43 PM
I figured it out: I wasn't using the ingame editor


Excellent, but you know what this means: Once you start your gonna be in for countless long hours into the night. :rotfl2:

ERPP8
05-09-10, 02:44 PM
Yeah,
But I'm still having problems resizing the boxes

reaper7
05-09-10, 02:53 PM
Have a good read of that tutorial that I uploaded, it really explains a lot.
Its quite difficult to get your head around at first.
Hence the reason I went with no scaling in the first place. ;)

ERPP8
05-09-10, 03:06 PM
It doesn't say anything about scaling though
When I use DX and DY it keeps the size, just shows less

reaper7
05-09-10, 03:11 PM
Thats why you need to use Linear (scales it in a linear fashion).

The Tutorial does have it in it - Read from Page 19 to 40. Its alot but its all there.

ERPP8
05-09-10, 03:13 PM
Thats why you need to use Linear (scales it in a linear fashion).
Sorry if I'm asking too many questions but, in the tutorial it doesn't say anything about linear scaling.
How do I do that?

reaper7
05-09-10, 03:31 PM
Hmmmm, try setting I think its called resiza in the Anchor To 'No Constraints' in the dropbox as this allows the item to scale in both directions. (He prob doesn't mention linear only the DX DY in tutorial)
If its set to None the item can't scale.

ERPP8
05-09-10, 04:31 PM
I don't think it's even possible to re-size thing like that in the menu editor

reaper7
05-09-10, 05:37 PM
Hmmm... Its definitly Possible. The best advice I can give is no disable my mod and go back to stock. Then load up the Editor and that way you can see what way its done in stock.
As the Stock Game works that way scaling everything to work across all resolutions.
Once you see how the stock version does it you can use the same techniques to resize my version :up:.

reaper7
05-09-10, 05:52 PM
Right Guys, I've been working on something for the last few days so haven't had a chance to work on the Periscope side of the Mod.

But I think you'll enjoy my side project, which Is now finished and shall be incorporated into my next release :D.

Ok enough suspense.. My side project was a complete rework of my original Ship recognition Manual Mod.
I have finally worked out how to get it the way I wanted it to look. Believe me when I tell you - no easy task.
The way the Ship ID part of the XO Dialog part works is mostly hard coded into the game (So no way to alter).
It uses cloning to make one page image into three page images hence the reason you have a miniature Page each side of the main page on the Ship ID part.
The Menu Part of the Editor also does not work in the normal manner regards the cloned part of the Page. So I started messing in it changing random things and finally something happened I didn't expect - I got the complete Part of the ship.dds image (The game hard coded crops the top half of the ship.dds) :rock:. This was a major breakthrough, after that it took be two days solid changing a value then loading the game, check result, reload editor change the value slightly and redo.
Remember it doesn't work the same way as normal items.

But enough after 3 days of the above I give you the final results:

Drum roll.........

XO Dialog on entering one of the Periscope or UZO:

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/RecMan1.jpg

Here are a sample of the XO Dialog Pages in Game - Notice the Ship Images on the Manual:

Thats right we now have The 3 view Angles 90 Degrees, 45 Degrees and 0 Degrees. Just like in Previous Versions of Silent Hunter.

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/RecMan2.jpg

Just one last thing to do it and its fully finished - Make it draggable. :)

Sonarman
05-09-10, 06:36 PM
Hey Reaper7 that rec manual looks amazing!... but maybe a good idea to make the background of it a little darker to help player's night vision when playing in the dark?

reaper7
05-09-10, 06:44 PM
Sure, thats a great suggestion - will do.

Sonarman
05-09-10, 06:54 PM
Sure, thats a great suggestion - will do.
Thanks a lot! :up:

Capt Jack Harkness
05-09-10, 07:59 PM
Not sure what you mean, can you post a screenshot. (I know that I have to move the mouseover Tip popups from there current location, as if you mouseover the sub or targets on the TAI map the popup blocks your mouse :nope:.

Yes I have Plans to do A Mask for the Periscope (Had them done in an earlier WIP but removed it to get the Green Night Graticule working), Will be creating a new mask for behind the Graticules. Also will be making some colour filters as well.
Yes Graticules Marking are used as in the real deal. Check out ArcLights Periscope Mod Thread he has an explanation and formulas for there use. Will document this in a later release.
Also Graticules on RAOBF work also - But only at 1080P (Or 16:9) resolutions due to cameras.cam file - need to create fix for other resolutions.

So if I hit the Print Screen button, what directory do the screenshots get stored in? Oh, another problem I forgot to mention earlier is that both scopes seem to only be capable of 1x zoom...

And you say "some" color filters... Is it possible to change filters in game???

EDIT: All my problems were due to activating this mod on top of a different UI mod...

reaper7
05-09-10, 08:07 PM
Thanks a lot! :up:


Ok, change the colour of the pages to get rid of the witewash look to a more sapia type look for the older look.
And a lot easier on the eye's at night too.
Also got the Drag function working, so you can move where you want. :DL
Just need to find that white font type and change it to black. (Its well hidden, can find the rest in the styles sheet - It may be Hardcoded)

http://i236.photobucket.com/albums/ff240/reaper7_bucket/Silent%20Hunter%205%20Recon%20Manual%20Mod/RecMan3.jpg


So if I hit the Print Screen button, what directory do the screenshots get stored in? Oh, another problem I forgot to mention earlier is that both scopes seem to only be capable of 1x zoom...

And you say "some" color filters... Is it possible to change filters in game???

Screen grabs are stored in the Default SH5 Directory. (Win7 and Vista need to use ctrl-F11 to take screenshots - Print Screen doesn't work).
You must have a Mod conflict if zoom is not working. Try reinstalling, save, exit and reload.
It will be possible to change them in game when I'm finished will just script them in to change at the click of a button. :)

ERPP8
05-09-10, 08:23 PM
Any chance of the UI being worked on in lower res's

reaper7
05-09-10, 08:26 PM
Yes, but it will be down the road I'm afraid. Still a lot to do before I'm happy to release V1.0.
Then I'll have to learn how to do the scaling properly myself - have only dabbled a little on the scaling side of things with buttons.
But it is something I wast to so this Mod works across the board. :yeah:

But its still useable at lower resolutions. My main monitor I'm doing all the Modding on is only 1440x900 Max (Screenshot is from it above).
I play the Mod on that for testing - Only using the 1080P TV (When Allowed to that is- Disrupting the Missus from her Soaps :)) for visually testing at the moment.

ERPP8
05-09-10, 08:29 PM
Yes, but it will be down the road I'm afraid. Still a lot to do before I'm happy to release V1.0.
Then I'll have to learn how to do the scaling properly myself - have only dabbled a little on the scaling side of things with buttons.
But it is something I was to to so this Mod works across the board. :yeah:
Oh,
Have you thought about re-sizing the pictures?

reaper7
05-09-10, 08:42 PM
Oh,
Have you thought about re-sizing the pictures?

No, Don't want to sound blunt but would take four times as much work. My Gui is comprised of almost 500 Images that would require resizing for each resolution. And thats the easy part, next I would have to calculate the Cordinates for every items position of screen for that resolution. And the the Hard part the dials are made up of 4 to 5 parts on top of each other with some part having to rotate around a fixed point to not to have a warped rotation :nope:.

Its much easier to set everything up to have No Constraints with Linear scaling where needed, Buttons and TAI map would still be set for fixed size.
Its something I'll attempt, but not today. Sorry :03:.

reaper7
05-10-10, 12:13 PM
Have re-created the Scope Masks for the Obs and Attack Periscopes:

What do ye think are visibilty levels OK in your opinions? (Both shots taken at the same time for comparasion - and at night)

Attack Scope (Visibility reduced)
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/PeriLens.jpg

Obs Scope (Better Visibility)
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/ObsLens.jpg

Next to do the Colour Filters for the Attack Scope :yep:


Also has anyone noticed if the Night masks are bugged. I'm getting a night mask on the Obs Scope (Although its green whereas in sub theres a red hue), but I'm not getting a Night mask in the attack scope.

Is this the same as stock - Is it another bug where masks anr not working correctly.
In the editior there is 2 masks one red and one black overlaying each other which may account for the green hue I'm getting on the obs scope.
If so I can get rid of the stock masks and create my own red masks for the obs and attack scope for night. An do the same as the graticules to overlay the scope between the 10PM and 7AM.

Can anyone confirm how the masks are displaying in stock for both stations and what colour.
Cheers guys.

icecold
05-10-10, 12:28 PM
Have re-created the Scope Masks for the Obs and Attack Periscopes:

What do ye think are visibilty levels OK in your opinions? (Both shots taken at the same time for comparasion - and at night)

Attac Scope (Visibility reduced)
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/PeriLens.jpg

Obs Scope (Better Visibility)
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/ObsLens.jpg

Next to do the Colour Filters for the Attack Scope :yep:


Also has anyone noticed if the Night masks are bugged. I'm getting a night mask on the Obs Scope (Although its green whereas in sub theres a red hue), but I'm not getting a Night mask in the attack scope.

Is this the same as stock - Is it another bug where masks anr not working correctly.
In the editior there is 2 masks one red and one black overlaying each other which may account for the green hue I'm getting on the obs scope.
If so I can get rid of the stock masks and create my own red masks for the obs and attack scope for night. An do the same as the graticules to overlay the scope between the 10PM and 7AM.

Can anyone confirm how the masks are displaying in stock for both stations and what colour.
Cheers guys.


Il try to let you know Reaper7, however it may be quicker if someone else did it, as i am currently building a new pc :D http://s605.photobucket.com/albums/tt132/babalonkie/Rig/

As for the new masks, well they seem to be... its hard to explain.... like they are made out of plastic, scratched and are bone dry. Mabey darken the lens glare circles a little? Also put less in as it looks like someone took sandpaper to the lens lol. Should try and throw in sum "muck" at the very edges also.

The manual looks cool, dont adjust but tweak if you wish, consider adding very light crinkles to it? might make the paper look worn, just an idea not a request :)

But your well on your way to 1.0. You seam to have got the grasp of editing and basic scripting very well. Keep it up ;)

icecold
05-10-10, 12:43 PM
Has DarkWrath got back to you on your proposition? Would be nice to see a 2nd version which is integrated with his/your mod.

Either way make sure you release your own version also.

reaper7
05-10-10, 01:04 PM
Il try to let you know Reaper7, however it may be quicker if someone else did it, as i am currently building a new pc :D http://s605.photobucket.com/albums/tt132/babalonkie/Rig/

As for the new masks, well they seem to be... its hard to explain.... like they are made out of plastic, scratched and are bone dry. Mabey darken the lens glare circles a little? Also put less in as it looks like someone took sandpaper to the lens lol. Should try and throw in sum "muck" at the very edges also.

The manual looks cool, dont adjust but tweak if you wish, consider adding very light crinkles to it? might make the paper look worn, just an idea not a request :)

But your well on your way to 1.0. You seam to have got the grasp of editing and basic scripting very well. Keep it up ;)

Nice Pc four building, should have no prob running SH5 on that :yeah:.

May of went to town abit on the scratches, Will have another go at them.
Thanks for the suggestions. :up:
No word from DW, but thats Ok he has alot on his plate with his own Mod.
Wouldn't have got this far without his help.
Anyway if anyone wants to help me develope to do half of what DW has done - I'm open to help.
At the end of the day I just want something to sit down in front of, for a few hours and enjoy without bugs and unreal immersion factor getting in the way. :D

reaper7
05-10-10, 03:35 PM
Ok, Periscope Masks re-done. Quite happy with the results.
What are your opinion on the Attack Scope does it need to be less tranparent or are you happy with it as is?

Both Obs and Attack scope pics were taken at the same times so the same light levels present for both Night and Evening.

Attack Scope: Night and Evening
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/PeriLens-1.jpg

Obs Scope: Night and Evening
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/ObsLens-1.jpg

Capt Jack Harkness
05-11-10, 02:31 AM
Looks great so far, but is the sight window on the obs scope physically bigger than the attack, or is that a peculiarity of the screenshots? Second question, why does the attack scope have increments (in presumably mils?) of 5 while the obs has increments of 50?

reaper7
05-11-10, 03:28 AM
Looks great so far, but is the sight window on the obs scope physically bigger than the attack, or is that a peculiarity of the screenshots? Second question, why does the attack scope have increments (in presumably mils?) of 5 while the obs has increments of 50?

Screenshotswere taking during test phase so resolution is only at 1360X768 while UI is designed for 1920x1080, hence the reason both stations are so large.
Yes the Obs Periscope has a larger eyepiece than the Attack Scope, will also have better light levels compared to the attack scope.
The reason is that the scopes will be used differently compared to stock where there's no reason to use one over the other. ie the Obs will not be used for observation and plotting and I tools I delvelope for theose purposes will go there.
The Attack scope will have the TDC and is used for basically firing the Torps when solution has ben got.
I'm going to make the light levels in the Attack scope even more restricted as from what I read attack scope was almont unuseable at night.

Again the Marking on the Graticules is for the same reason above and is the way they were in real life. As observation was at longer ranges the ticks were much further apart so ranges were rough and fast.
The attack scope was used for closer ranges and so was more percise.
Well thats my understanding of it from other threads - But if any one has accurate info please share :yeah:

The Mod is pushing to the more realism side of the si, and so the graticule are done the same way.

reaper7
05-11-10, 08:12 AM
Finally gotten around to doing the Filters.
I've done them for both the Attack Scope and Obs Scope. Could only find reference to them being used in the Attack Scope, but other Mods have them on the Obs scope.
So I'm putting them in both, ye can use them on whichever ye want that way :D.

AttackScope Filters:
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/AttackScopeFilters.jpg

ObsScope Filters:
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/ObsScopeFilters.jpg

Ok I think there's enough fixes and new features to warrant another release.
Going to Package it up and release in the next half hour.
Give ye some play time before PATCH 1.2 is released if released :yeah:.

reaper7
05-11-10, 08:40 AM
OK new version up:

Alpha V0.02
· Fixed a bug where there was see-through bands at top and bottom of the screen at resolutions over 1920x1080.
· Fixed a bug where the Scope beraing compass was displaying a nonrotating black version under the rotating green graticules at night .
· Scope Lens have been done (Used look - No more Clean Glass), Attack scope visibility reduced.
· Created changable Filters for both the Attack Periscope and the Obs Periscope, User can cycle through the filters using the button located at the bottom left of the Scopes.
· Have had a breakthrough with my Enhanced Recognition Manual and have now packaged it with this Mod. Ship ID's now include ship Profiles of not only the 90 degrees but 0 degrees and 45 degrees as well.

Download from First Post:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1842

Sonarman
05-11-10, 10:30 AM
:yeah:Well done Reaper7, this is rapidly becoming a must have mod!

icecold
05-11-10, 10:36 AM
Excellent reaper. Very true to history. They look brilliant.

What else you got planned for us? If not much more (i am hoping more, i want to see you turn SH5 into SH6 without an entire dev department lol :D), surely this quality of work could clarify as a BETA? :up:

reaper7
05-11-10, 11:10 AM
:yeah:Well done Reaper7, this is rapidly becoming a must have mod!

Excellent reaper. Very true to history. They look brilliant.

What else you got planned for us? If not much more (i am hoping more, i want to see you turn SH5 into SH6 without an entire dev department lol :D), surely this quality of work could clarify as a BETA? :up:

Thanks Guys, Ya Beta probably would be more in line at this stage.
Just started Placing the Proper names on the Panels - Would ye like English as well as German names. (Ignore the ones on current Panels - Re-doing them).


Wahoo - Game has just started to download update :)

reaper7
05-11-10, 12:15 PM
Patch Staus:

Have just checked Patch 1.2 with My mod and we have a problem.

The Patch has broken My Recognition Manual V2.0 Mod
There addition to the Rec Man crashes My Mod when ID'ng Target.


Download Patch1.2 Recognition Manual Fix Here:
http://rapidshare.com/files/386127972/Patch_1.2_RecMan_Fix.rar (http://rapidshare.com/files/386127972/Patch_1.2_RecMan_Fix.rar)

piri_reis
05-11-10, 02:42 PM
Thanks reaper, patched and started adding mods.
This UI looks pretty good, off to try it now :up:

Wordeee
05-11-10, 07:18 PM
A bloody brilliant piece of work here and a must have as far as i'm concerned.
Excellent job Reaper! I look forward to more stuff from you!

Wordeee

Wordeee
05-11-10, 08:26 PM
Hiya Reaper!

I love your mod. Its what brought me back to playing SH5. I do have one request though if its possible. I'm still having trouble reading my bearing through the Attack Periscope. I can see it clearly only when i up my Gamma. At this level however, its just to bright on the eyes. Is there anyway we can add a light to the bearing reading to make it more readable or maybe just change the background color of it. With the gamma that high it takes away the immersiveness for me. I like things dark and silent if ya know what i mean!

Please consider this small tweak buddy and outstanding job!

Wordeee:up:

icecold
05-11-10, 08:37 PM
Hiya Reaper!

I love your mod. Its what brought me back to playing SH5. I do have one request though if its possible. I'm still having trouble reading my bearing through the Attack Periscope. I can see it clearly only when i up my Gamma. At this level however, its just to bright on the eyes. Is there anyway we can add a light to the bearing reading to make it more readable or maybe just change the background color of it. With the gamma that high it takes away the immersiveness for me. I like things dark and silent if ya know what i mean!

Please consider this small tweak buddy and outstanding job!

Wordeee:up:

Just dont make it too light Reap's, remember that everything in a sub was lit by a small light bulb here and there ;)

reaper7
05-12-10, 03:13 AM
Hiya Reaper!

I love your mod. Its what brought me back to playing SH5. I do have one request though if its possible. I'm still having trouble reading my bearing through the Attack Periscope. I can see it clearly only when i up my Gamma. At this level however, its just to bright on the eyes. Is there anyway we can add a light to the bearing reading to make it more readable or maybe just change the background color of it. With the gamma that high it takes away the immersiveness for me. I like things dark and silent if ya know what i mean!

Please consider this small tweak buddy and outstanding job!

Wordeee:up:

Just dont make it too light Reap's, remember that everything in a sub was lit by a small light bulb here and there ;)

Meant to fix that for the last release, will be in the next one ;).

tennozan
05-12-10, 11:44 AM
Reaper,

Enjoying your most excellent work! As you mentioned earlier, I would like to have the option for the plates to be in English if you would be so kind. Keep up the good work!!

reaper7
05-12-10, 02:41 PM
Just spotted that one of the ship ID's was displaying the original dds file therefore its was half cropped: The offending item is N3SA1_sil.dds

The reason for this is they have a duplicate of this is the same folder under the name : NKSCS_N3SA1_sil.dds

I've fixed it and will include for next release.
This may not be the only duplicate I missed so if anyone notices ship images not displaying correctly in the Recognition Manual.
Just note the name and post here for fixing in next release:

Cher's Guys :up:.

reaper7
05-12-10, 03:05 PM
Ok redid the Bearing Compass to be more visible during the day (Given it a green backlit look).

Night on Top, Day on Bottom
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/Bearings.jpg

Will be in next release :yeah:.

Wordeee
05-12-10, 04:47 PM
AWESOME!!:yeah:

Thankyou!

Wordeee

Wordeee
05-12-10, 05:05 PM
I downloaded update but no light:wah:

Is there a switch?

:wah::wah::wah:

Wordeee

reaper7
05-12-10, 05:13 PM
I downloaded update but no light:wah:

Is there a switch?

:wah::wah::wah:

Wordeee

Update was for the Ship Recognition Mod V2.0 thats part of the last release.
If your refering to the Bearing Backlight, thats not in the update, just done today and will be in next release also working on a U-jadg chronometer (will try to make it seperate from the original chrono - but if I cant get it working will replace stock chrono).

O
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/Bearings.jpg

Will be in next release :yeah:.

Wordeee
05-12-10, 05:22 PM
Gotcha!

Anxiously waiting though!:yeah:

Wordeee

ziemny
05-12-10, 06:24 PM
Hi o7
have u any other linkt for download this recogn fix ?
i cant download it :(
thx for help

reaper7
05-12-10, 07:08 PM
Hi o7
have u any other linkt for download this recogn fix ?
i cant download it :(
thx for help


No problem added to subsim downloads. Link on first Page and here:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1845

ziemny
05-13-10, 03:38 AM
thx mate :D

reaper7
05-13-10, 10:05 AM
Just a little update what I've been at - need feedback on features.

First I've redone the background for the pages in the Rec Manual, has a better look for night time once again (But also a more used look).

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/RECMAN.jpg

Now as posted earlier I've being creating the U-jadg stopwatch which allows for calculation ship speeds. (Original Graphics by
Joe Grundman, Just some colour changes - Hope its ok to reuse his work. PM sent to Joe for permission).

The only way I could do this is by redoing the stock version. I have removed all the clock hands only leaving the seconds and minutes hands.
Also I've created a clock for standard time, nice to know the time that can be displayed on screen all the time - doesn't disappear like the stock chrono at different time compressions.

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/CLOCKS.jpg

But what I want to get your feedback on is in regards to the Torpedo Estimate Hands. (2 x Hands: One for seconds running and one for estimated impact)
Are these necessary and if so where should I now place them:

A. On the U-Jadg
B. On the Clock
C. Create a new Torpedo clock.

The hands will always point to 12 until a Torp is fired and then it will always only show the last torp fired. (But then torps are shown on the TAI Map so are these necessary at all :hmmm:).

PL_Andrev
05-13-10, 11:49 AM
I'm not sure that the XO dialog box in recon book is good idea...
But the book and new clocks look fantastic.

Great job!
:yeah:

wildcards
05-13-10, 01:00 PM
Hi Reaper7,

Lots of hard work you have put in to this mod that I can see.

Many may like it, but I do not. I don't like it because its to bright and doesn't blend in with the background well.
The stock HUD is very dark and because of this, it works very well during the night. Yours on the other hand is the opposite and their for uncomfortable to use at night.

Would you tone down the colors to make them more blend with the background making them less obvious yet still visible and usable then its a whole other story.

I really like what you have to offer in you mod, I would have surly used it would it have been much darker.

I hope you don't take this feedback the wrong way, I mean good with it :03:

reaper7
05-13-10, 01:07 PM
Hi Reaper7,

Lots of hard work you have put in to this mod that I can see.

Many may like it, but I do not. I don't like it because its to bright and doesn't blend in with the background well.
The stock HUD is very dark and because of this, it works very well during the night. Yours on the other hand is the opposite and their for uncomfortable to use at night.

Would you tone down the colors to make them more blend with the background making them less obvious yet still visible and usable then its a whole other story.

I really like what you have to offer in you mod, I would have surly used it would it have been much darker.

I hope you don't take this feedback the wrong way, I mean good with it :03:

Yes its bright at the moment - But that won't be the case by the time this becomes an official release.
At the moment its Alpha till the main faults are discovered.
I have already worked out how to do things by the time of the day, as in the obs periscope graticule (It changes to night mode between 10PM and 7AM).

It is my Intent to create Filters that are activated at night rendering things darker at night.
The Stock game appears to be broken with regards to its implantation of filter masks.
If you look at my Periscope screen its always got a green overlay but the attack scope does not (Stock Bug).
You do not see this in the stock game as there are no background graphics - Just a black screen with a hole (Talk about minimalistic).

Its another thing on my list of To-Do, plenty to go before Version 1.0 is released. :03:
I'm going for realism here - so the Panels will be as is during the day and will be Red masked at night as is when walking around the sub.

ERPP8
05-13-10, 03:22 PM
Is "Fix scaling" anywhere on your to-do list?
Sorry I keep asking, but I love this mod, but it's useless if the panels are too big

wildcards
05-13-10, 03:54 PM
Yes its bright at the moment - But that won't be the case by the time this becomes an official release.
At the moment its Alpha till the main faults are discovered.
I have already worked out how to do things by the time of the day, as in the obs periscope graticule (It changes to night mode between 10PM and 7AM).

It is my Intent to create Filters that are activated at night rendering things darker at night.
The Stock game appears to be broken with regards to its implantation of filter masks.
If you look at my Periscope screen its always got a green overlay but the attack scope does not (Stock Bug).
You do not see this in the stock game as there are no background graphics - Just a black screen with a hole (Talk about minimalistic).

Its another thing on my list of To-Do, plenty to go before Version 1.0 is released. :03:
I'm going for realism here - so the Panels will be as is during the day and will be Red masked at night as is when walking around the sub.

I truly hope you will manage to find what you looking for (code wise) and are able to implant this mask. But I also hope that you would consider creating a darker version that works much better during the night for the time being.

reaper7
05-13-10, 04:25 PM
Is "Fix scaling" anywhere on your to-do list?
Sorry I keep asking, but I love this mod, but it's useless if the panels are too big

Yes its on the list, hopefully soon got most of the basic stuff done. So it's almost time to get into the nitty gritty stuff (That I've being Avoiding) to get it to a proper release (But its a slow process - This is my first time modding, so I'm learning as I go along).

I truly hope you will manage to find what you looking for (code wise) and are able to implant this mask. But I also hope that you would consider creating a darker version that works much better during the night for the time being.

Code wise is no problem, have figured that bit out - just have so many little bits and so little time. But I will try to get to it quite soon, as likewise I dint like the brightness of the panels during night time use.

But, can someone answer me, how were the U-boats lit during normal operations. As I'm sure there was no sunlight in a Sub :D so all lighting must of being artificial. Were u-boat light using natural colour lights during the day and Red lights during the night.
Would like to get the colours as close as possible to the real thing. :up:

Just finished doing the German Labels for the Panels - hope I got them right.
Will post a pic in a bit.
Next to do the English Names. :yeah:

Edit: Pic of German Labels
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/GermanLabels.jpg

reaper7
05-13-10, 06:00 PM
This is for the Guys who don't like the bright panels at night (Myself included)
Also fixed the Green colour issue on the Obs Scope:

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/NightMasks.jpg

This was a quick test using just the Obs Periscope Graphic Only to test a time activated Red Mask for night use.
As you can see its a sucess - Now I just need to create masks for every object. Then script them to activate the RedMask at nighttime. :yeah:

Wordeee
05-13-10, 06:45 PM
Looking great Reap! Love the light on bearing too:up:

Wordeee

icecold
05-13-10, 07:41 PM
This is for the Guys who don't like the bright panels at night (Myself included)
Also fixed the Green colour issue on the Obs Scope:

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/NightMasks.jpg

This was a quick test using just the Obs Periscope Graphic Only to test a time activated Red Mask for night use.
As you can see its a sucess - Now I just need to create masks for every object. Then script them to activate the RedMask at nighttime. :yeah:


I like what your going for, but mabey a slightly lighter hint of red, and try to put it on certain areas of scope to make it look like inside lighting. ATM it looks a little off.

But your on track.

Mabey just fade the red out a little with a more transparent mask? Or if you can edit using photoshop, mabey use "darken" on the red mask. it should keep it shown red on the parts but not in the dark areas. May have to mix and match.

reaper7
05-13-10, 07:45 PM
Thanks Wordeee.

Well I've done some more experimenting on the Night Filter as even though it works I don't like the total red washed look across the whole screen.
Just didn't convey any depth of perception.
So, like most things I'm not happy with in the UI - Redo, redo, redo.

Got a better method to achieve the look I want now:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/NightMask.jpg

No to do the same for all the rest, but not tonight - time to get some shut eye. :yawn:

reaper7
05-13-10, 07:48 PM
I like what your going for, but mabey a slightly lighter hint of red, and try to put it on certain areas of scope to make it look like inside lighting. ATM it looks a little off.

But your on track.

Mabey just fade the red out a little with a more transparent mask?


Haha.. Guess I was posting at the same time - something more like above. :rock:

icecold
05-13-10, 07:54 PM
Haha.. Guess I was posting at the same time - something more like above. :rock:

Lol yup. I see your going for a total UI realism mod... you are fastly becoming admired :yeah:

Ragtag
05-14-10, 03:26 AM
Love your work. 3 things that didn't like that much:

1. Scopes are way to dirty. I had trouble seeing targets. A scope that weathered would have been exchanged immediatly.
2. No TDC in OBS scope. OBS scope were the prefered scope during dark days or night attacks when submerged due to larger head.

3. REC manual. I can hardly read the XO output. Can you change font color to black?... also, how do i close the REC manual?

Other than that it's brilliant. It feels and look like WWII and i love the filters :)

This would be a great addon to Darkwraiths UI mod.

wildcards
05-14-10, 03:57 AM
I'm aware your still experimenting and all, but I've to say that I like the color on the left side of the scope, it very dark, yet still visible enough to work with. The right side of the scope, is a bit to bright to my taste.

If all panels had more or less the same color tone like the left side of the scope has, that would be great. Very dark, still visible enough to make the impression of being a panel with buttons and dials.

http://i1012.photobucket.com/albums/af244/wildcat140679/NightMasks.jpg

Regarding the (new) red look at night.
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/NightMask.jpg

It's looking promising, itching to try it out to get a better feel of it. Looking forward on a test release :D
But I'm wondering what a tad darker effect would look like, the more the score ring is gone, blended in to the background the better.

When I look at it at first glance its the red ring I see first, followed by the green markings in the center and after several long seconds staring at my screen my eye adjust (block out the reddish ring or some thing) and the image of the scope become more clear and the outlining of a ship become visible.

When I compare this (first glance) with the stock game, the center is much brighter in color then every thing else. Making it the first thing you focus on.

I know your aiming for a red light effect to add the sense of night time to the game. But I'm wondering if it would not be better to darken the the out lining of the scope even more towards hardly visible and leaving only the panels your can toggle on and of with this reddish glow.

From what I read in books, seen first hand on the old boats and seen in movies, if the scope isn't fitted with a rubber/leather like eye piece to block out all surrounding light and leave you with the image of the scope alone to focus on, captains would cover them selfs with a coat or a blanket to (try and) block out all surrounding lights to increase visibility.


Seeing your..., well tweaking it all and aiming for a darker HUD I reinstalled the mod to gather some more feedback for you.

I'm a bit puzzled about your filters. when I compare them
http://i1012.photobucket.com/albums/af244/wildcat140679/NightMasks1.jpg
Left side no filter(?) right side green filter

The one with no filter gives me a better outlining of the ship against the background then the one with the green filter. Are the filters having a correct desired effect or is it just for show? So far I didn't find a filter that gave me the impression it boosted visibility.


I'm wondering if the rec. manual will also be effected by the night time changes and can be made to look darker. In its current state, I find it way to bright.

The Attack Disc is real cool feature, but sadly it replaced my big compass mod ::wah: was quit attached to it.
I doubt the two of them can be mixed and work side by side, if the can please let me know :)

Color wise, the red outer ring I find to have a cursing effect. Doesn't look good with it. Overall its very bright and hard to use during night attacks. Toning down the colors would improve its use a lot.

I hope this feedback is useful to you.

Regards,

Wildcards

reaper7
05-14-10, 09:55 AM
Love your work. 3 things that didn't like that much:

1. Scopes are way to dirty. I had trouble seeing targets. A scope that weathered would have been exchanged immediatly.
2. No TDC in OBS scope. OBS scope were the prefered scope during dark days or night attacks when submerged due to larger head.

3. REC manual. I can hardly read the XO output. Can you change font color to black?... also, how do i close the REC manual?

Other than that it's brilliant. It feels and look like WWII and i love the filters :)

This would be a great addon to Darkwraiths UI mod.

Thanks Ragtag, Yes the Panels can be made for the Obs Scope as well.
Regarding the Rec Man, I need to chase down the cream coloured font as in the styles sheet it showing as black but on screen its cream, wierd.
Have redone the paper background for the txt to be more visible, but will do my best to get all txt darker.

To close the Rec Manual, you need to click on the Ship name thats ID'ed that gets rid of the ship picture.
Then you can see a close button on the top right corner.


I'm aware your still experimenting and all, but I've to say that I like the color on the left side of the scope, it very dark, yet still visible enough to work with. The right side of the scope, is a bit to bright to my taste.

If all panels had more or less the same color tone like the left side of the scope has, that would be great. Very dark, still visible enough to make the impression of being a panel with buttons and dials.



Regarding the (new) red look at night.


It's looking promising, itching to try it out to get a better feel of it. Looking forward on a test release :D
But I'm wondering what a tad darker effect would look like, the more the score ring is gone, blended in to the background the better.

When I look at it at first glance its the red ring I see first, followed by the green markings in the center and after several long seconds staring at my screen my eye adjust (block out the reddish ring or some thing) and the image of the scope become more clear and the outlining of a ship become visible.

When I compare this (first glance) with the stock game, the center is much brighter in color then every thing else. Making it the first thing you focus on.

I know your aiming for a red light effect to add the sense of night time to the game. But I'm wondering if it would not be better to darken the the out lining of the scope even more towards hardly visible and leaving only the panels your can toggle on and of with this reddish glow.

From what I read in books, seen first hand on the old boats and seen in movies, if the scope isn't fitted with a rubber/leather like eye piece to block out all surrounding light and leave you with the image of the scope alone to focus on, captains would cover them selfs with a coat or a blanket to (try and) block out all surrounding lights to increase visibility.


Seeing your..., well tweaking it all and aiming for a darker HUD I reinstalled the mod to gather some more feedback for you.

I'm a bit puzzled about your filters. when I compare them

Left side no filter(?) right side green filter

The one with no filter gives me a better outlining of the ship against the background then the one with the green filter. Are the filters having a correct desired effect or is it just for show? So far I didn't find a filter that gave me the impression it boosted visibility.


I'm wondering if the rec. manual will also be effected by the night time changes and can be made to look darker. In its current state, I find it way to bright.

The Attack Disc is real cool feature, but sadly it replaced my big compass mod ::wah: was quit attached to it.
I doubt the two of them can be mixed and work side by side, if the can please let me know :)

Color wise, the red outer ring I find to have a cursing effect. Doesn't look good with it. Overall its very bright and hard to use during night attacks. Toning down the colors would improve its use a lot.

I hope this feedback is useful to you.

Regards,

Wildcards

Thanks Wildcard a lot of great feedback there and a lot of good valid points.
The filters at the moment have about 5% more transpariency but then then have a colour added so that is prob making them just as hard to see through as the original - I will play about with them more to get a better colour/Transparency level with them before next release.

Now that I have my method worked out foe the Night Mask its simple enough to work the effect to my liking. (I can even add a black filter on top of the parts that need it - its all so easy to do now)
Maybe you could do a mock up of what you think would be a good night look in a picture editior.
That will give me a visual idea of what your looking for. :sunny:

Yes I plan on having masks for all the onscreen object including the Rec Man. Have some done for the chrono and the Pocket clock.:up:
Have you any more info on the Big compass mod?

wildcards
05-14-10, 01:48 PM
Thanks Wildcard a lot of great feedback there and a lot of good valid points.
The filters at the moment have about 5% more transpariency but then then have a colour added so that is prob making them just as hard to see through as the original - I will play about with them more to get a better colour/Transparency level with them before next release.

Now that I have my method worked out foe the Night Mask its simple enough to work the effect to my liking. (I can even add a black filter on top of the parts that need it - its all so easy to do now)
Maybe you could do a mock up of what you think would be a good night look in a picture editior.
That will give me a visual idea of what your looking for. :sunny:

Yes I plan on having masks for all the onscreen object including the Rec Man. Have some done for the chrono and the Pocket clock.:up:
Have you any more info on the Big compass mod?

I hope you manage to find the right settings for the filters, because I know all to well that the do work, I've got my self a pair of yellow like night glasses for driving and the make a pretty noticeable difference.

Great to hear you have a great amount of control when it comes down to applying filters and have the know how on how to use them code wise :yeah:

I'll try to create some mock ups in Gimp, ones I've figured out how it works, just don't be expecting any Picasso's from me art wise. Basic mspaint is about all I've mastered :timeout:

Regarding the compass
I'm very pleased with Ottos TriRingCompass Mod (http://www.subsim.com/radioroom/showthread.php?t=165227&highlight=SlideOut+TriRIngsCompass), its a "big" compass very clear in use, and it allows for easy course changes that are yet accurate and spot on.

ERPP8
05-14-10, 02:46 PM
I finally got my machine to run 1080P
Can i have the download link for the latest version?

tennozan
05-14-10, 02:59 PM
Really enjoying this mod and see much potential for the future with your (Reaper) craftmanship.

I'd agree with Ragtag - most especially on the "worn" lens for the attack scope being a little too worn. I can barely see through the scope and would greatly appreciate a "refit"!

reaper7
05-14-10, 03:01 PM
I hope you manage to find the right settings for the filters, because I know all to well that the do work, I've got my self a pair of yellow like night glasses for driving and the make a pretty noticeable difference.

Great to hear you have a great amount of control when it comes down to applying filters and have the know how on how to use them code wise :yeah:

I'll try to create some mock ups in Gimp, ones I've figured out how it works, just don't be expecting any Picasso's from me art wise. Basic mspaint is about all I've mastered :timeout:

Regarding the compass
I'm very pleased with Ottos TriRingCompass Mod (http://www.subsim.com/radioroom/showthread.php?t=165227&highlight=SlideOut+TriRIngsCompass), its a "big" compass very clear in use, and it allows for easy course changes that are yet accurate and spot on.

Cheers Wildcard, Works of Art not needed :haha:, a quick mock up in MS Paint is fine. Just good to picture other ideas, as I may not always visualise the best way to do things, and am open to ideas.
Will look into the compass mod for inclusion.


I finally got my machine to run 1080P
Can i have the download link for the latest version?

Hi ERPP8 latest version is available in first Post including Fix for Patch1.2
Still alot to do before next release. :03:

Ragtag
05-14-10, 03:13 PM
I really love how tidy and minimalistic this mod is or can be at will. The TDC layout and gfx is outstanding. Excellent work. Can't wait to see where this mod ends :yeah:

ERPP8
05-14-10, 03:13 PM
I installed it, but I can't see the XO dialogue and the UI

Ragtag
05-14-10, 03:15 PM
I installed it, but I can't see the XO dialogue and the UI

XO output is in the REC manual (Dragable on the left side) and for the UI, check bottom screen when in attack scope. You will find some new clickable bars.

ERPP8
05-14-10, 03:24 PM
XO output is in the REC manual (Dragable on the left side) and for the UI, check bottom screen when in attack scope. You will find some new clickable bars.
I tried all that, but I see nothing

Ragtag
05-14-10, 03:28 PM
Either somehing wrong when you installed it or you might have to start mission from docks i guess. Or try a historical mission.

ERPP8
05-14-10, 03:29 PM
Either somehing wrong when you installed it or you might have to start mission from docks i guess. Or try a historical mission.
Did all that

reaper7
05-14-10, 03:43 PM
XO Dialog and Rec Man are combined. I have basically redited the old version with new graphics and tweaked it so It's displaying from stock not via scripts on my part.
All that I've done is no move it to the left hand side to allways be 100pixels out and 350pixels up so matter what resolution you use it will be there.
If its not displaying its top to a Mod corruption, best to unistall all Mods and reinstall mods then enter game save and exit before reloading. That should do the trick.
Can you post an ingame screen shot when in the Attackscope or Obspericope to see if its there. :up:

ERPP8
05-14-10, 03:46 PM
XO Dialog and Rec Man are combined. I have basically redited the old version with new graphics and tweaked it so It's displaying from stock not via scripts on my part.
All that I've done is no move it to the left hand side to allways be 100pixels out and 350pixels up so matter what resolution you use it will be there.
If its not displaying its top to a Mod corruption, best to unistall all Mods and reinstall mods then enter game save and exit before reloading. That should do the trick.
Can you post an ingame screen shot when in the Attackscope or Obspericope to see if its there. :up:
The UI is installed last and has no corruptions

reaper7
05-14-10, 03:52 PM
Ok any chance of a sreenshot (CTRL-F11) to see if I can spot anything. :hmmm:

ERPP8
05-14-10, 04:09 PM
Ok any chance of a sreenshot (CTRL-F11) to see if I can spot anything. :hmmm:
http://img85.imageshack.us/img85/2476/sh5img20100514160638.png

reaper7
05-14-10, 04:24 PM
Ok thats the stock UI. Looks like you haven't installed my Mod correctly are you using JGSME to install mods if so need to extract the:
Reaper7 HiRes UI & Reccognition Manual Alpha V0.02 Folder from the Mods folder inside my Mods .zip archive to the Mods folder in the SH5 directory.

If your extracting it straight to the Mods dir in SH5 that would explain why your not seeing anything from mu UI.

ERPP8
05-14-10, 04:44 PM
Thanks!
It worked

I kinda feel dumb, but how do I use the TDC?

reaper7
05-14-10, 05:04 PM
Thanks!
It worked

I kinda feel dumb, but how do I use the TDC?

Best advice I can give on the TDC is to look up some of the Vids and tutorials on the Forums from sh3 and sh4 all re relevant on the use of manual targeting.
The use of this TDC is basically the same as them. JUst newer graphics but the same none the less. ;)

wildcards
05-14-10, 05:35 PM
After spending several hours toying around with gimp darking the surrounding HUD elements, I came to the conclusion that the dirtiness of the lens is also adding to the problems I'm having spotting ships at night. When Applying the orange filter the dirtiness got canceled out a bit, improving visibility some what.

In the first screenshot below I've two freighters visible. Time, 0100, medium overcast and no fog. Click on the image for the sample at 1920x1200. This is what it looks now.

http://i1012.photobucket.com/albums/af244/wildcat140679/sh5-20100514-2231077-1.jpg (http://i1012.photobucket.com/albums/af244/wildcat140679/sh5-20100514-2231078.jpg)

The second screenshot below, I've created a crude version of how dark I believe it the surrounding HUD elements should be toned down to. There is still a big difference in brightness in the left and right portion of the scope, but with colors dimmed down it didn't bother me as much as it did before.

Could have added a bit more red, but the black upper and lower portion was taking on a dirty red color to so I left it with this for now. Was to much messing around with copy/past crop layer this layer that stuff for me to exclude them like I did with the center piece.

http://i1012.photobucket.com/albums/af244/wildcat140679/sh5-20100514-2231078-1.jpg (http://i1012.photobucket.com/albums/af244/wildcat140679/sh5-20100514-2231078.jpg)

Your observation scope is pretty good looking and nice and dark, good for night attacks. I'm not 100% sure, but it looks like you rotated and flipped the lens around what by the looks of it has less dirtiness in the upper half of the lens. Would this is the case, might I suggest you apply the same to the attack scope.



Also ran in to a few problems with your mod.

Full screen map, left side is missing small section of the map. This can be seen best in the upper left corner where it is cutting of the mission text panels in the upper left corner. I've not seen this in the stock game and British coastal waters can be fully be read with out the "b" being cut off.
http://i1012.photobucket.com/albums/af244/wildcat140679/sh5-20100514-2138024.jpg

The event log box in the lower left corner when resized it overlaps the map and part of the map tools. I don't know if it is possible, that when resizing it, could it push the map and map tools up as well?
http://i1012.photobucket.com/albums/af244/wildcat140679/sh5-20100514-2151531.jpg

Wordeee
05-14-10, 06:08 PM
Hey!

I see a green light on this Periscope! Has this been added Reap?
Just wonderin! Itchin for it!

Thx buddy

Wordeee:D

ERPP8
05-14-10, 06:35 PM
Best advice I can give on the TDC is to look up some of the Vids and tutorials on the Forums from sh3 and sh4 all re relevant on the use of manual targeting.
The use of this TDC is basically the same as them. JUst newer graphics but the same none the less. ;)
What I was wondering about is the fact that most of the dials are unclickable

reaper7
05-14-10, 07:30 PM
After spending several hours toying around with gimp darking the surrounding HUD elements, I came to the conclusion that the dirtiness of the lens is also adding to the problems I'm having spotting ships at night. When Applying the orange filter the dirtiness got canceled out a bit, improving visibility some what.

In the first screenshot below I've two freighters visible. Time, 0100, medium overcast and no fog. Click on the image for the sample at 1920x1200. This is what it looks now.



The second screenshot below, I've created a crude version of how dark I believe it the surrounding HUD elements should be toned down to. There is still a big difference in brightness in the left and right portion of the scope, but with colors dimmed down it didn't bother me as much as it did before.

Could have added a bit more red, but the black upper and lower portion was taking on a dirty red color to so I left it with this for now. Was to much messing around with copy/past crop layer this layer that stuff for me to exclude them like I did with the center piece.



Your observation scope is pretty good looking and nice and dark, good for night attacks. I'm not 100% sure, but it looks like you rotated and flipped the lens around what by the looks of it has less dirtiness in the upper half of the lens. Would this is the case, might I suggest you apply the same to the attack scope.



Also ran in to a few problems with your mod.

Full screen map, left side is missing small section of the map. This can be seen best in the upper left corner where it is cutting of the mission text panels in the upper left corner. I've not seen this in the stock game and British coastal waters can be fully be read with out the "b" being cut off.
http://i1012.photobucket.com/albums/af244/wildcat140679/sh5-20100514-2138024.jpg

The event log box in the lower left corner when resized it overlaps the map and part of the map tools. I don't know if it is possible, that when resizing it, could it push the map and map tools up as well?
http://i1012.photobucket.com/albums/af244/wildcat140679/sh5-20100514-2151531.jpg

Nice bit of feedback there Wildcards. I've taken all your feedback onboard and gone back to the Filter's and Mask and have been playing around with them for most of the day.
I have come to what I belive the best I can probably get out of the Masks via SH5 due to the way it applies Alpha Masks and tranperiencies via the Menu Editor.
But I think these should please most people, I also made the scopes (and filters more so) more visible and less dirty so Filters give a reason to use them now.

So here's the Pics:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/AttackNight.jpg

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/ObsNight.jpg

Also redone the AttackDisc. So its Bigger and the numbers are more visible when rotating.
Hope ye like the results. Its a long time spent on the one thing, but the results are worth it. :yeah:

Will look into those 2 bugs as well wildcards. :up:

Hey!

I see a green light on this Periscope! Has this been added Reap?
Just wonderin! Itchin for it!

Thx buddy

Wordeee:D

Hi Wordee the green light on the scope just sends the Lock command (Same as spacebar) when targeting a ship.
It may be changed down the road to activate some other feature yet. :up:

What I was wondering about is the fact that most of the dials are unclickable

In order to use dials you must be in Manual TDC mode.
In xo Dialog set Manual Targeting ON. (Manual Targeting can be set in the gameplay options to be ON all the time)

Then On the Left Panel there's a button (Green/Red) that turns Manual TDC On off - Red off : Green On

Wordeee
05-14-10, 07:59 PM
Nah i meant on the bearing in the periscope view. I didn't think you released that update yet.

Wordeee:rock:

ERPP8
05-14-10, 08:06 PM
I notice this with the dials when I go to the nav map:
http://img195.imageshack.us/img195/3293/sh5img20100514184857.png

icecold
05-14-10, 08:07 PM
Nice bit of feedback there Wildcards. I've taken all your feedback onboard and gone back to the Filter's and Mask and have been playing around with them for most of the day.
I have come to what I belive the best I can probably get out of the Masks via SH5 due to the way it applies Alpha Masks and tranperiencies via the Menu Editor.
But I think these should please most people, I also made the scopes (and filters more so) more visible and less dirty so Filters give a reason to use them now.

So here's the Pics:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/AttackNight.jpg

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/ObsNight.jpg

Also redone the AttackDisc. So its Bigger and the numbers are more visible when rotating.
Hope ye like the results. Its a long time spent on the one thing, but the results are worth it. :yeah:

Will look into those 2 bugs as well wildcards. :up:



Hi Wordee the green light on the scope just sends the Lock command (Same as spacebar) when targeting a ship.
It may be changed down the road to activate some other feature yet. :up:



In order to use dials you must be in Manual TDC mode.
In xo Dialog set Manual Targeting ON. (Manual Targeting can be set in the gameplay options to be ON all the time)

Then On the Left Panel there's a button (Green/Red) that turns Manual TDC On off - Red off : Green On


I think you hit it on the nail. Dont change anymore :P

I am also liking your red back light effect. Just right! it looks like the sub is lit by red bulbs :D

reaper7
05-14-10, 08:16 PM
I think you hit it on the nail. Dont change anymore :P

I am also liking your red back light effect. Just right! it looks like the sub is lit by red bulbs :D


Thanks icecold, I think this is as good as I'm gonna get it. So I'm calling this one complete. Now I have to create the mask for the rest of the Interface items.
Not looking forward to that one.
Also need to to darken the TDC Panels for normal use and make them available in the Obs Scope.
Then I should be close to making this available for release.
May skip straight to Beta (Seems stable enough to exit Alpha) release, not sure a few bugs to iron out. :up:

Nah i meant on the bearing in the periscope view. I didn't think you released that update yet.

Wordeee:rock:

Ak ok, no not released yet. :) Soon.

I notice this with the dials when I go to the nav map:


Thanks, Yes I'm aware of that one. Easy to fix - Its just the order the pages are stacked in the 1024.ini file.
The Page Layout is lower in the order than the Page Navigation Map. Will bring to the front in next release :)

wildcards
05-15-10, 05:34 AM
Great job Reaper7!
Its looking very nice! itching to try it and see it happening on my own screen.

I feel some what sorry, that my well intended feedback is causing you more work with the masks and all :D, but I'm betting that the end result will be more then worth it. :yeah:

ERPP8
05-15-10, 07:20 AM
Any chance of adding a stadimeter?

ERPP8
05-15-10, 08:48 AM
Hello?

wildcards
05-15-10, 02:46 PM
stadimeter? its still there. Its mixed with the rec. manual/interaction panel with CO (what ever his rank may be) or are your referring to some thing else?

ERPP8
05-15-10, 02:59 PM
stadimeter? its still there. Its mixed with the rec. manual/interaction panel with CO (what ever his rank may be) or are your referring to some thing else?
No, but when I tried it out it wasn't working
I was asking for something like a button on the pannels

reaper7
05-15-10, 06:00 PM
No, but when I tried it out it wasn't working
I was asking for something like a button on the pannels

Stadimeter is broken in SH5, and devs didn't fix with last patch.
Not mush I can do with it, I know TheDarkWraith fixed it yesterday - don't know if he released it but It's beyond my abilities to get it working.
Only chance is if DW releases the Code to fix, only can cross my fingers. :)

But you can use the graticules on the scopes to measure range or if using 16:10 resolution the Range and Angle on Bow Finder.
Can't help with the use of these at the moment, hope to get the info on there use and relase as a booklet down the road. :yep:

ERPP8
05-15-10, 06:01 PM
Stadimeter is broken in SH5, and devs didn't fix with last patch.
Not mush I can do with it, I know TheDarkWraith fixed it yesterday - don't know if he released it but It's beyond my abilities to get it working.
Only chance is if DW releases the Code to fix, only can cross my fingers. :)

But you can use the graticules on the scopes to measure range or if using 16:10 resolution the Range and Angle on Bow Finder.
Can't help with the use of these at the moment, hope to get the info on there use and relase as a booklet down the road. :yep:
It worked for me

reaper7
05-15-10, 06:07 PM
It Mechanicaly works but distances measured are incorrect as stadimeter send the mast Height value as 20M no matter what ship you ID not there correct mast height. So its of no use as is. :cry:

ERPP8
05-15-10, 06:08 PM
It Mechanicaly works but distances measured are incorrect as stadimeter send the mast Height value as 20M no matter what ship you ID not there correct mast height. So its of no use as is. :cry:
Oh, I've been using it for months!

ERPP8
05-15-10, 06:10 PM
Stadimeter is broken in SH5, and devs didn't fix with last patch.
Not mush I can do with it, I know TheDarkWraith fixed it yesterday - don't know if he released it but It's beyond my abilities to get it working.
Only chance is if DW releases the Code to fix, only can cross my fingers. :)

But you can use the graticules on the scopes to measure range or if using 16:10 resolution the Range and Angle on Bow Finder.
Can't help with the use of these at the moment, hope to get the info on there use and relase as a booklet down the road. :yep:
Do you have a link?

TheDarkWraith
05-15-10, 06:14 PM
Stadimeter is broken in SH5, and devs didn't fix with last patch.
Not mush I can do with it, I know TheDarkWraith fixed it yesterday - don't know if he released it but It's beyond my abilities to get it working.
Only chance is if DW releases the Code to fix, only can cross my fingers. :)

But you can use the graticules on the scopes to measure range or if using 16:10 resolution the Range and Angle on Bow Finder.
Can't help with the use of these at the moment, hope to get the info on there use and relase as a booklet down the road. :yep:

I have no plans on releasing the code to fix the stadimeter. That was a %$^&* of one to figure out and code. But why don't you add a mast height dial and let them set the mast height via the dial like I was doing before I figured this out? That way the stadimeter in your mod will be functional :yep:

ERPP8
05-15-10, 06:15 PM
I have no plans on releasing the code to fix the stadimeter. That was a %$^&* of one to figure out and code. But why don't you add a mast height dial and let them set the mast height via the dial like I was doing before I figured this out? That way the stadimeter in your mod will be functional :yep:
LINK???

wildcards
05-16-10, 03:31 AM
I have no plans on releasing the code to fix the stadimeter. That was a %$^&* of one to figure out and code. But why don't you add a mast height dial and let them set the mast height via the dial like I was doing before I figured this out? That way the stadimeter in your mod will be functional :yep:

I respect your choice of not releasing the code yet, but I'm a bit curious why you would keep it your self longer... working on a mod your self? :D

Regarding an other way to fix/workaround the stadium meter bug, your saying all that needs to be done is that some one creates a mod that allows your to enter the mast height manually?

java`s revenge
05-16-10, 04:49 AM
I will use this mod when it is compatible with theDarkWraith mod.

ERPP8
05-16-10, 08:16 AM
I will use this mod when it is compatible with theDarkWraith mod.
Good luck,
THERE BOTH NEW UI'S, THEY'll NEVER BE COMPATIBLE

reaper7
05-16-10, 09:00 AM
I will use this mod when it is compatible with theDarkWraith mod.

I'm afraid thats out of my hands. While it is possible that this Mod could be useable with TheDarkWraiths Mod it would take a lot of reworking his scripts.
Also DW has and will not give permission to use his more complex scripts in oater peoples Mods.
So the only way these two Mods would work together (And I would love to see them together) is if TheDarkWraith added this mod as an addon to his as he has done with many others. Maybe he could use this as the All Dials option :D.

Maybe if enough people requested it from DW he might reconsider ;) and make it included it in his Mod. I have given him full permission to use it it as an adding.

I'm not in this for the Glory, I just want to be able to play SH5 with everything working and looking nice - thats what I paid for and never got -(And UBI will never get another penny of my money again).

If its a Case of the workload involved and any other scripters want to approach DW and ask can they make them compatible then they have my permission to do so.

Like I said, anything I do for SH5 is available for use in any way once Credit is given. :up:

At the End of the Day I don't want to be Modding, I want to be playing (Which is something I haven't done with SH5 yet - As It was basically a pile of S**T out of the box and had me reaching for the Quit Box after one hour).
I started learning how to Mod the next day and am almost 3mths at it now.

And have only gotten this far due to the wonderful spirit of the Silent Hunter Modders who have made all there previous work available to me and who have helped to learn to Mod various aspects of the interface.
Its a wonderful community, and one I hope to be involved with for a long time to come. :rock:

303_Michcich
05-16-10, 09:28 AM
Repaer_7, thanks for your excellent mod ! However, I found it`s not compatible with Free Cam Tweak mod - any chance to make it compatible (changes to cameras.dat) ?

icecold
05-16-10, 09:28 AM
I'm afraid thats out of my hands. While it is possible that this Mod could be useable with TheDarkWraiths Mod it would take a lot of reworking his scripts.
Also DW has and will not give permission to use his more complex scripts in oater peoples Mods.
So the only way these two Mods would work together (And I would love to see them together) is if TheDarkWraith added this mod as an addon to his as he has done with many others. Maybe he could use this as the All Dials option :D.

Maybe if enough people requested it from DW he might reconsider ;) and make it included it in his Mod. I have given him full permission to use it it as an adding.

I'm not in this for the Glory, I just want to be able to play SH5 with everything working and looking nice - thats what I paid for and never got -(And UBI will never get another penny of my money again).

If its a Case of the workload involved and any other scripters want to approach DW and ask can they make them compatible then they have my permission to do so.

Like I said, anything I do for SH5 is available for use in any way once Credit is given. :up:

At the End of the Day I don't want to be Modding, I want to be playing (Which is something I haven't done with SH5 yet - As It was basically a pile of S**T out of the box and had me reaching for the Quit Box after one hour).
I started learning how to Mod the next day and am almost 3mths at it now.

And have only gotten this far due to the wonderful spirit of the Silent Hunter Modders who have made all there previous work available to me and who have helped to learn to Mod various aspects of the interface.
Its a wonderful community, and one I hope to be involved with for a long time to come. :rock:


Sorry but dosnt DW's mod just add the dials, speed dials ect and officer icons? Of which your mod does!? eccept the officer icons and the one or two bug fixes of which ubi will patch eventually! (And he is not copying because he is using a different UI). Also DW's UI requires way too much customizing by the player, i prefure a mod you just install.

Thats no problem for me, i now have this fully awsome mod working with the voice recognition mod with the help of skwasjer (creator). Now i dont need to click on officer buttons... i Shout at the officers! :DL There was no clicking on officers in 1939 ;)

TheDarkWraith
05-16-10, 09:37 AM
Sorry but dosnt DW's mod just add the dials, speed dials ect and officer icons?

that's probably only 10-15% of the mod.....I suggest you try the UIs mod out and you'll see what it offers.

reaper7
05-16-10, 09:38 AM
Repaer_7, thanks for your excellent mod ! However, I found it`s not compatible with Free Cam Tweak mod - any chance to make it compatible (changes to cameras.dat) ?

I can look into it, only learning how to use the cameras.cam file.
Who does the Free Cam Tweak mod, will check with them whats needed to do. ;)

Sorry but dosnt DW's mod just add the dials, speed dials ect and officer icons? Of which your mod does!? eccept the officer icons! (And he is not copying because he is using a different UI). Also DW's UI is requires way too much customizing by the player, i prefure a mod you just install.

Thats no problem for me, i now have this fully awsome mod working with the voice recognition mod with the help of skwasjer (creator). Now i dont need to click on officer buttons... i Shout at the officers! :DL There was no clicking on officers in 1939 ;)

Well done IceCold, You must release that as an addon. I could package it in the UI Mod as well if you want (If ok with skwasjar and yourself) :up:.

Havn't got much done in the last few days. Had a few different events on :woot:.
Hopefully will get some more done over the next few days. :up:

kylania
05-16-10, 09:40 AM
Also DW's UI requires way too much customizing by the player, i prefure a mod you just install.

It requires you to copy two folders into your MODS folder. It allows a great amount of customizing, but it doesn't require it.

303_Michcich
05-16-10, 10:18 AM
Thanks Reap_7 - free cam tweak is by CCIP. Link to orignal mod:

http://www.subsim.com/radioroom/showthread.php?t=162663

reaper7
05-16-10, 11:08 AM
Thanks Reap_7 - free cam tweak is by CCIP. Link to orignal mod:

http://www.subsim.com/radioroom/showthread.php?t=162663

Thanks 303_Michcich will send CCIP a PM :up:.


I've started to rewrite My Scripts, just to get a better consistency in they way they work regarding buttons.
As sometimes you have two click twice on them to work (Also there were times panels were dispalyed that should be hidden on entering a satation - both these consistencies were linked.

Script code in now more basic and slighly longer but more robust, it should be 100% regarding the above issue. :up:

ERPP8
05-16-10, 11:18 AM
Thanks 303_Michcich will send CCIP a PM :up:.


I've started to rewrite My Scripts, just to bet a better consistency in they way they work regarding buttons.
As sometimes you have two click twice on them to work (Also there were times panels were dispalyed that should be hidden on entering a satation - both these consistencies were linked.

Script code in now more basic and slighly longer but more robust, it should be 100% regarding the above issue. :up:
I noticed those things too

icecold
05-16-10, 04:27 PM
that's probably only 10-15% of the mod.....I suggest you try the UIs mod out and you'll see what it offers.


I have, the rest of the files provided are other peoples mods that either have been made compatable with yours or work with yours. You have added a couple more buttons since i have tried, but i was using your mod right upto the release of reaper7's, which was more up my street.

I am going for realism and good visual's, reaper7's offers that, your mod is more of a "conveiniance" and SH3/4 conversion mod.

Realism FTW.


Well done IceCold, You must release that as an addon. I could package it in the UI Mod as well if you want (If ok with skwasjar and yourself) :up:.

Il give him a PM and let you know what he says, dont thank me though, its you and skwasjar that done the hard work for me :)

reaper7
05-17-10, 02:09 PM
OK New Release Posted: Moving to Beta status.

Here's a list of the latest build.

Beta V1.0
· Fixed the Display of the Bearing on all Scope's to be more visible during the Day.
· Made The Obs and Attack Scope Graphics Taller so when playing over 1920x1080 resolutions you no longer have the Top and Bottom of the scopes floating with no graphics.
· Fixed the issue of the Navigation Map displaying over the control dials and clocks.
· Restricted most of the scripts to work better regarding the use of buttons and station access (There was issue's of having to press buttons twice to activate items). All buttons should now be responsive. (There is still an issue with the Torpedo Fire Panel if you exit the scope and enter again you have to click the button twice to hide the panel - Looking into that one :hmmm:.
· Created Nighttime Masks for all the Scopes, Panels, RAOBF's and Attack Disc. These are activated automatically during the hours of 9PM and 7AM, I'm giving the control to the user via a button to activated Red light Night Mode instead of having it activated by time.
That is unless I can find a command that ties into the Darkness levels in game the same as the Graticule's of the scopes in stock.
· Patch availabe for 16:10 users default is 16:9. Patches are in the Zip file in the Aspect Ratio Camera Patches Folder just replace the current one in the Mods/Reaper7 HiRes UI Beta V1.0 & Reccognition Manual V2.0/Data/library folder.

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Night2.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Night1.jpg

DAY:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Day1.jpg

NIGHT:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Night3.jpg


Give it a whirl and let us know your feedback regarding the Night Masks.
At the moment these are activated vis Scripting to turn on/off between the hours of 10PM and 7AM.

Now this does not tie in to the actual game time of Day/Night as it changes depending of location and season.
I have not found a way to hook it into the Luminosity levels as in the stock scope graticule's. If anyone knows the script command please let me know :yeah:.
Otherwise If ye would prefer I could implement A user activated button instead to switch on/off the Night Mask (Captain giving the order to turn on/off red lights).

Enjoy:

Download:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1842

davidc2
05-17-10, 04:55 PM
I got 2 errors while unzipping the file.

Error 0X80010135:Path too long on file NBB_King_GeorgeV_DoYork_sil.dds

and same error on file

NKM_HogIsland_WarSupplies_sil.dds

icecold
05-17-10, 05:16 PM
OK New Release Posted: Moving to Beta status.

Here's a list of the latest build.

Beta V1.0
· Fixed the Display of the Bearing on all Scope's to be more visible during the Day.
· Made The Obs and Attack Scope Graphics Taller so when playing over 1920x1080 resolutions you no longer have the Top and Bottom of the scopes floating with no graphics.
· Fixed the issue of the Navigation Map displaying over the control dials and clocks.
· Restricted most of the scripts to work better regarding the use of buttons and station access (There was issue's of having to press buttons twice to activate items). All buttons should now be responsive. (There is still an issue with the Torpedo Fire Panel if you exit the scope and enter again you have to click the button twice to hide the panel - Looking into that one :hmmm:.
· Created Nighttime Masks for all the Scopes, Panels, RAOBF's and Attack Disc. These are activated automatically during the hours of 9PM and 7AM, I'm giving the control to the user via a button to activated Red light Night Mode instead of having it activated by time.
That is unless I can find a command that ties into the Darkness levels in game the same as the Graticule's of the scopes in stock.

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Night2.jpg

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Night1.jpg

DAY:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Day1.jpg

NIGHT:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Night3.jpg


Give it a whirl and let us know your feedback regarding the Night Masks.
At the moment these are activated vis Scripting to turn on/off between the hours of 10PM and 7AM.

Now this does not tie in to the actual game time of Day/Night as it changes depending of location and season.
I have not found a way to hook it into the Luminosity levels as in the stock scope graticule's. If anyone knows the script command please let me know :yeah:.
Otherwise If ye would prefer I could implement A user activated button instead to switch on/off the Night Mask (Captain giving the order to turn on/off red lights).

Enjoy:

Download:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1842


I like the idea of turning on the red light mode. Can you do some sort of flip switch somewhere rather than a button? (To flip the switch on) :) mabey on the tdc board or something (Somewhere atleast semi realistic). or will this require too much work?

O i spoke to the owner of the voice recognition mod, he seams a little worried about implementing it into another mod and then getting lots of help requests. So if i can convince him, we would have to do alot of the trouble shooting.

reaper7
05-17-10, 05:30 PM
I got 2 errors while unzipping the file.

Error 0X80010135:Path too long on file NBB_King_GeorgeV_DoYork_sil.dds

and same error on file

NKM_HogIsland_WarSupplies_sil.dds

Anyone else getting this error: Archive seems to be extracting ok this end :06:

I like the idea of turning on the red light mode. Can you do some sort of flip switch somewhere rather than a button? (To flip the switch on) :) mabey on the tdc board or something (Somewhere atleast semi realistic). or will this require too much work?

O i spoke to the owner of the voice recognition mod, he seams a little worried about implementing it into another mod and then getting lots of help requests. So if i can convince him, we would have to do alot of the trouble shooting.

Will look into programming a CHK Box type switch, haven't learnt how to yet - it may the similar to the standard button.
Regarding the voice recognition mod, do you think it would be a good idea to implement now or wait till down the road when more commands are programmed in?
Haven't used it my self so not fimilar with getting it working, but if you want to work with me on it, I'm happy to go ahead.

icecold
05-17-10, 08:35 PM
Anyone else getting this error: Archive seems to be extracting ok this end :06:



Will look into programming a CHK Box type switch, haven't learnt how to yet - it may the similar to the standard button.
Regarding the voice recognition mod, do you think it would be a good idea to implement now or wait till down the road when more commands are programmed in?
Haven't used it my self so not fimilar with getting it working, but if you want to work with me on it, I'm happy to go ahead.


Dont go out the way for the switch, its more of a novelty thing ;) If you do use a switch, the switches used for the torpedo selection would be more than suffice. Cant you use the coding for them, add an overlay image/mask somewhere and link the red light mask sequence like your RAOTB dial or Periscope mask?


If given permission, it would be best to wait a little while, mabey when you are are officially finishing your beta. skwasjer (http://www.subsim.com/radioroom/member.php?u=230811) is adding a couple of more commands to his release, so some more files may become conflicted, but to be honest his mod pretty much does anything you ask it too already. I believe aslong as you dont adjust/add many more command scripts*, His mod is very compatable, with the only requirement of adding a file and adjusting it.

So dont go adjusting any crew command scripts* just yet, i will continue to negotiate with skwasjer (http://www.subsim.com/radioroom/member.php?u=230811). We cant and wont do anything without his full consent :cool:. You modders must work in harmony :up:


Also i dont think having the VR mod as a permanant addon would be a great idea. It would be better as a given extra option. (Some people would still prefure to go round clicking things).


* Scripts directly linked to subs crew.

UF582151
05-17-10, 08:59 PM
I'm really interested in trying this mod out but I'm not sure if in its current state it will work for me.

I'm playing with a 1440x900 resolution, thats a 8:5 ratio. Is it compatible? Do I have to do anything to make it fit my screen? And will the markings on the scope give me correct range solutions or does the cam file need modification?

thanks, and keep up the good work.

kylania
05-17-10, 09:03 PM
thats a 8:5 ratio

8 x 2 = 16
5 x 2 = 10

16:10 :DL

UF582151
05-17-10, 09:45 PM
I think the standard ratio is 16:9 :03:

I know the difference is small but still...

icecold
05-17-10, 09:48 PM
I think the standard ratio is 16:9 :03:

I know the difference is small but still...

I am playing on 16:10 at high resolution, This mod appears to work fine on that. Not sure about 16:10 at low res.

tennozan
05-18-10, 05:26 AM
I really like the improvements Reaper. I would like to be able to turn off the chronometer as it now stays planted on the upper right corner of the screen. It's not anything until in the scope view when it is on top of the instruments which is annoying. Also, a translation of the German plates would be nice as I can't read them! Keep up the great work - it's appreciated.

reaper7
05-18-10, 06:42 AM
Dont go out the way for the switch, its more of a novelty thing ;) If you do use a switch, the switches used for the torpedo selection would be more than suffice. Cant you use the coding for them, add an overlay image/mask somewhere and link the red light mask sequence like your RAOTB dial or Periscope mask?
.

All the switches that are currently in my Mod are the stock ones - just with my new graphics. Had to do it that way as when I first made a switch that did the same function i.e. Fire torpedoes. It would work fine but command text and voices would be doubled (Appear twice in the info box, and would be said twice - very annoying).
I haven't figured out the code yet script wise to deal with stitches (Only buttons) but I'm sure I can figure it out.

I'm really interested in trying this mod out but I'm not sure if in its current state it will work for me.

I'm playing with a 1440x900 resolution, thats a 8:5 ratio. Is it compatible? Do I have to do anything to make it fit my screen? And will the markings on the scope give me correct range solutions or does the cam file need modification?

thanks, and keep up the good work.

1440x900 is an 16:10 (8:5) ratio. The Mod uses a 16:9 aspect ratio as default in the Mod (1920x1080 = 16:9).

The effect of using the incorrect aspect ratio will only be noticable when using the RAOBF or the graticules on the scope as the camera will not be calibrated for the correct lenght.
For example a ship at 1000m with a mast height of 30M would be 10ticks high at 16:10 but would be 12 ticks high if using the 16:10 cameras.cam file on 16:9 screens.
I have done a patch for users that use 16:10 it include in the zip file in a aspect ratio Patch folder.
Just copy it into the cameras folder of the Mod before installing or directly into the Library folder in SH5/data if already installed.
Have to create patches for the remaining aspect ratios. :up:

I really like the improvements Reaper. I would like to be able to turn off the chronometer as it now stays planted on the upper right corner of the screen. It's not anything until in the scope view when it is on top of the instruments which is annoying. Also, a translation of the German plates would be nice as I can't read them! Keep up the great work - it's appreciated.

:oops: Ooops, It was my intention to have a button for making the clock visible/hidden before releasing. Managed to forget that, thanks for pointing it out. Will create English named Panels as patches so users can switch which ever ones there more comfortable with :up:.

reaper7
05-18-10, 07:04 AM
Important

Patch availabe for 16:10 users default is 16:9.

Patches are in the Zip file in the Aspect Ratio Camera Patches Folder just replace the current one in the
Mods/Reaper7 HiRes UI Beta V1.0 & Reccognition Manual V2.0/Data/library folder
With one of the patches from the Aspect Ratio Camera Patches.


Patches included so far are: (More in the works)
16:10 (8:5)
16:9

reaper7
05-18-10, 04:20 PM
I would like to be able to turn off the chronometer as it now stays planted on the upper right corner of the screen.

Clock now working. new button to switch on/off. Also made it draggable.
Will be in next update. :DL

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Clock.jpg

reaper7
05-18-10, 05:33 PM
English Panels Done: :rock:

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/English-Panel.jpg

ERPP8
05-18-10, 05:37 PM
English Panels Done: :rock:

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/English-Panel.jpg
Should I reinstall to get them?

reaper7
05-18-10, 05:45 PM
Should I reinstall to get them?

No, these are not released yet. just finished doing them.

They will be available in the next release :DL.

icecold
05-18-10, 05:48 PM
Clock now working. new button to switch on/off. Also made it draggable.
Will be in next update. :DL

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/Clock.jpg


Are you going to replace the chrono face? Just stock looks too modern lol

reaper7
05-18-10, 06:06 PM
Are you going to replace the chrono face? Just stock looks too modern lol

Kinda like it. (Image I got from a WWII KeingsMarine Pocketwatch on Google - Not from a U-Boat, Though I added the 24H hand)
Have to change the mouseover to say clock not Chrono.
This is just a clock only. Chrono I converted into a U-Jadg Stopwatch.

Still undecided if I'll make the Torpedo Estimator part of the stopwatch: Options Available ??

A: A seperate Stopwatch of its own.
B: Integrate Into a Panel - I belive this was on the TDC Panel (So should be more authentic)
C: Put it on the U-Jadg or clock.

:hmmm:


What I may do is creata some replacement faces for the clock. Just pick the one you like then :DL.

Der SchattenJager
05-18-10, 06:08 PM
Just FYI, "Leg Length" is spelled wrong.

icecold
05-18-10, 06:18 PM
Kinda like it. (Image I got from a WWII KeingsMarine Pocketwatch on Google - Not from a U-Boat, Though I added the 24H hand)
Have to change the mouseover to say clock not Chrono.
This is just a clock only. Chrono I converted into a U-Jadg Stopwatch.

Still undecided if I'll make the Torpedo Estimator part of the stopwatch: Options Available ??

A: A seperate Stopwatch of its own.
B: Integrate Into a Panel - I belive this was on the TDC Panel (So should be more authentic)
C: Put it on the U-Jadg or clock.

:hmmm:


What I may do is creata some replacement faces for the clock. Just pick the one you like then :DL.


Sounds cool.

Oh you have permission to add the voice recognition addon as an optional addon file in your download only. If you want to do so, let me know i will explain what adjustments would have to be made for it to work.

Oh also your download is currently not workign properly. It appears that you have too long names in your folders and too many folders/extentions.

http://i605.photobucket.com/albums/tt132/babalonkie/toolong.jpg

reaper7
05-18-10, 06:23 PM
Sounds cool.

Oh you have permission to add the voice recognition addon as an optional addon file in your download only. If you want to do so, let me know i will explain what adjustments would have to be made for it to work.

Oh also your download is currently not workign properly. It appears that you have too long names in your folders and too many folders/extentions.

http://i605.photobucket.com/albums/tt132/babalonkie/toolong.jpg

Ok Thanks for letting me know. I'll package up what I've done so far and re-release.

reaper7
05-18-10, 06:50 PM
Ok previous archive suffered from long name errors. So I've repackaged what I've done to date and re-uploaded.

Beta V1.1
· Created English Names Panels as well as German.
· Clock now has a button to hide/unhide the Clock - Its now Dragable as well.
· Fixed corrupt Archive.

Download still avaible from:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1842

English/German panel folders included in the Zip file:
To Install copy the data folder from the archive and paste into the Reaper7 HiRes Mod Folder and install as normal.

ERPP8
05-18-10, 08:41 PM
Ok previous archive suffered from long name errors. So I've repackaged what I've done to date and re-uploaded.

Beta V1.1
· Created English Names Panels as well as German.
· Clock now has a button to hide/unhide the Clock - Its now Dragable as well.
· Fixed corrupt Archive.

Download still avaible from:
http://www.subsim.com/radioroom/downloads.php?do=edit&id=1842

English/German panel folders included in the Zip file:
To Install copy the data folder from the archive and paste into the Reaper7 HiRes Mod Folder and install as normal.
That link doesn't work

SteelViking
05-19-10, 03:07 AM
Hey reaper7, have you thought about putting out a separate mod of just your periscope changes (the graphics overhauls, red backlighting effect, etc). In my opinion your periscope work is amazing. Don't get me wrong, I mean absolutely no offence to your UI work.

reaper7
05-19-10, 06:26 AM
That link doesn't work

Ok. try this one:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1842

reaper7
05-19-10, 06:35 AM
Hey reaper7, have you thought about putting out a separate mod of just your periscope changes (the graphics overhauls, red backlighting effect, etc). In my opinion your periscope work is amazing. Don't get me wrong, I mean absolutely no offence to your UI work.

Sorry, not at this time - it would take time to strip out all the TDC stuff. Time thats needed to develope this further ;).
But if you wish to tackle it yourself go ahead. The Page TDC.ini could be replaced with with the stock one bringing back the stock TDC dials.
But the problem is the Torpedo Fire Panel is on the Page Attack Periscope.ini that would be difficult to remove and change back to stock (Not impossible but difficult).
Also any scripts from those pages would need to be changed.

But why do you not require TDC controls. If you don't use Manual TDC the shoot by numbers mode is still there :timeout:.
And Panels can be hidden when not in use. :up:

SteelViking
05-19-10, 10:54 AM
Totally understandable, I was not even thinking about all the TDC work. I just more or less fell in love with the periscopes in your mod/heard you were making night masks for them, and thought that everyone should have them. Either way, keep up the good work.:salute:

urfisch
05-19-10, 02:31 PM
nice addition!!! thanks

reaper7
05-19-10, 06:00 PM
Only a small update: Been trying out some new ideas but getting nowhere.
So not much to show for today.
Been working on the Attack Disc to implement the Sliding rule part so now when you click the attack disc button you get the attack disc click again and you get the sliderule.

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/AttackDisc.jpg

Its not fully behaving the way I want, but it works. Will keep trying to optimize its function to the way I want :up:.


One small note to anyone using the cameras.cam patches I created. The 16:9 and the 16:10 files are mixed up, so use the opposite from the resolution you need. i.e. if your screen is 16:10 use the camera.cam file from the 16:9 and visa versa.

tennozan
05-19-10, 10:12 PM
Downloaded and enjoying the updated mod. Nice work as always. Silly question though - where is the button to toggle the chronometer? I've clicked on every part of it but no cigar. Thanks!

reaper7
05-20-10, 04:37 AM
Downloaded and enjoying the updated mod. Nice work as always. Silly question though - where is the button to toggle the chronometer? I've clicked on every part of it but no cigar. Thanks!

U-Jadg chrono is the default clock/timer, can be brought up by using the key "O". Have to make a button for that also. :up:

reaper7
05-20-10, 07:39 AM
Only a small update: Been trying out some new ideas but getting nowhere.
So not much to show for today.
Been working on the Attack Disc to implement the Sliding rule part so now when you click the attack disc button you get the attack disc click again and you get the sliderule.

http://i236.photobucket.com/albums/ff240/reaper7_bucket/High%20Resolution%20UI/AttackDisc.jpg

Its not fully behaving the way I want, but it works. Will keep trying to optimize its function to the way I want :up:.


:damn:No matter what I do, can't get it to work the way I want.

Looks like the Dev's broke another function. In Sh3/4 for could get 2 dials that were placed on top of each other to function independently of each other by placing 2 transparent layers on top one for the Dial face that the user drags around and on to block that user drag from affecting the other dial.

Well guess what that doesn't work anymore - no matter what layers or what you do the top dial will always affect the bottom dial, hence when you drag the smaller dial you also drag the bottom dial. :damn:.

So the only way to use the slide rule is by rotating both face together till the topmost face is where you want it. Then rotate the bigger face underneath to get it where you want it. Totally annoying but the only way this works.

And this was supposed to be more Mod friendly, huh right :nope:.

SteelViking
05-20-10, 01:11 PM
reaper7, I just wanted to make sure that you were aware that the numerical values that accompany the 3 sub control dials are stuck at 0.

Edit: reaper7, if you are interested, I have a lot of ideas/suggestions that imho could make this good mod a great one. I am not very experienced in modding(I can do minor stuff), but I would be happy to test things for you. I figured I would ask you instead of just blasting you with my ideas. If not, no worries.

ERPP8
05-20-10, 03:16 PM
reaper7, I just wanted to make sure that you were aware that the numerical values that accompany the 3 sub control dials are stuck at 0.

Edit: reaper7, if you are interested, I have a lot of ideas/suggestions that imho could make this good mod a great one. I am not very experienced in modding(I can do minor stuff), but I would be happy to test things for you. I figured I would ask you instead of just blasting you with my ideas. If not, no worries.
I'm also doing alot of mod testing for him

reaper7
05-20-10, 03:22 PM
Sure no problem, ya can always PM me with suggestions. If I like them you may see 'em. :D

ologuy
05-21-10, 08:16 AM
Will there be a officers bar and teleporting in your mod like in tdws mod?

reaper7
05-21-10, 09:29 AM
Will there be a officers bar and teleporting in your mod like in tdws mod?

I hope do something along the lines of the Officer's bar. Depend's on whats required to get it working. If there just simple key commands that will be no problem - but if it requires complex scripting that would be a different matter.
That is unless any scripters would like to come on board and look after that side of things :03:.

Same with teleporting depends on whats required to get it working possible something sh3/4 style would suffice. :up:

TheDarkWraith
05-21-10, 09:47 AM
There is an officer's bar available in the stock version of SH5. It is buggy and needs a lot or work to make even functional. That was my first officer's bar until I abandoned it due to the problems with it. I then made my own officer's bar with supporting code and that's the officer's bar in use now in my UIs mod. I wish you best of luck in getting an officer's bar working - but really don't see how without copying my code which I'm not going to release.
As far as a teleporting bar, I'd like to see how you would implement it without copying my code (which again I'm not releasing to anyone). I spent almost a week trying to figure out a way to get teleportation to work and finally figured it out with the way I am doing now.

skwasjer
05-21-10, 10:37 AM
No offense, but why even post if you are not here to assist...

Look at me! Well... too bad!

:shifty:

reaper, I wish I could help, but I don't have the time right now. Perhaps in a few weeks.

TheDarkWraith
05-21-10, 10:49 AM
No offense, but why even post if you are not here to assist...

Look at me! Well... too bad!

:shifty:

reaper, I wish I could help, but I don't have the time right now. Perhaps in a few weeks.

I'm telling him where he can find an officer bar to use. It's not perfect and is buggy but it's something.
And no I'm not saying look at me...too bad. I am making the point that I will protect the code that I have made and the ideas behind them. It took many weeks to devise the ideas and code that I have made and was able to develop (like the teleporting). I've made the game do things it wasn't intended to do. The great thing about code is it's easy to tell when it's been copied, especially scripts because they're not compiled.
I do not want people copying/stealing my ideas. Had that happen in SH3 with a certain group and I will not have a repeat of that happen again.

reaper7
05-21-10, 11:44 AM
Like I said I haven't even looked at that part of the Mod yet, and what I do will not be anything but basically to put commands that are availed in the commands.cfg into buttons etc.
I'm not here to rip of code etc If I want it I'll ask if I'm allowed great if not I'll move on to something else. I'm here to make this game better for myself not rub people up the wrong way. And anyway there's more than one way to make things work.
I wish TheDarkWraith all the best with his Mod, its a wonderfully addition to the SH5 community :up:.
I wish I had his talent to do the stuff with my Mod, but I don't so I'll do what I can and invite anyone that wants to help to come on board and make this a Mod that anyone would be happy to use.

At the end of the day I'm just a disappointed Silent Hunter fan that's trying to make SH5 the game they though they were getting. :D

I'm afraid I won't have as much time to work on it as I'd like from Monday on - Just got a new Job :). Finally after a year reduntant, bloody recession.
But I'll keep at it.

reaper, I wish I could help, but I don't have the time right now. Perhaps in a few weeks.

Wow thanks skwasjer, that would be great. Open to anyone helping - this Mod is for everyone :)

SteelViking
05-21-10, 05:54 PM
reaper7, I just realized that it's the watch officer's picture that shows up in the recognition manual, and not the XO's as it states.

reaper7
05-21-10, 06:03 PM
reaper7, I just realized that it's the watch officer's picture that shows up in the recognition manual, and not the XO's as it states.

Ah, which one is the right picture for the XO. Must change. :06:

SteelViking
05-21-10, 06:18 PM
The XO is the guy with the eye patch, can't miss him.

reaper7
05-21-10, 06:28 PM
Thats right, so used to him now without his patch (Modded). ;)

wildcards
05-22-10, 12:47 PM
Hi reaper,

Your V1.1 is some what buggy here and there.

The speed, heading and depth dials are buggered.
underneath each of the 3 dials you have a zero listed. I assume each should show speed, heading and depth.

Also, the needle indicator on the depth dial is 1 or 2 meters of with the indicator of the set depth. When I set it to got to 12~13 meters the read out will be 14~15 (or visa versa, don't recall what it was)

The attack disk is no longer functional. it comes up, but roting the periscope or changing course nor interaction with the disk works. Also, I would like to suggest to make the attack disk also available at the attack periscope.
Tested it with out any mods running except this one.


I really like the look and feel you have given to the periscopes, the TDC panels and attack disk. But I'm not a real big fan of the brass dials HUD elements and the layout of it.
Not asking you to change but would your mod reach a point where every thing is working I hope you would consider making an alternative version with out all the brass dials and the stock hud/layout.
Some how the stock speed, depth and heading indicators felt better.

Wildcards

ERPP8
05-22-10, 01:33 PM
Hi reaper,

Your V1.1 is some what buggy here and there.

The speed, heading and depth dials are buggered.
underneath each of the 3 dials you have a zero listed. I assume each should show speed, heading and depth.

Also, the needle indicator on the depth dial is 1 or 2 meters of with the indicator of the set depth. When I set it to got to 12~13 meters the read out will be 14~15 (or visa versa, don't recall what it was)

The attack disk is no longer functional. it comes up, but roting the periscope or changing course nor interaction with the disk works. Also, I would like to suggest to make the attack disk also available at the attack periscope.
Tested it with out any mods running except this one.


I really like the look and feel you have given to the periscopes, the TDC panels and attack disk. But I'm not a real big fan of the brass dials HUD elements and the layout of it.
Not asking you to change but would your mod reach a point where every thing is working I hope you would consider making an alternative version with out all the brass dials and the stock hud/layout.
Some how the stock speed, depth and heading indicators felt better.

Wildcards
Yeah, I noticed those too and I'm pretty sure he knows of them too.
It went from a simple graphic rework of the TDC to what it is now.
At first there was only new images but he started coding it and It's getting more complex and elegant with every release

SteelViking
05-22-10, 02:36 PM
Hi reaper,

Your V1.1 is some what buggy here and there.

The speed, heading and depth dials are buggered.
underneath each of the 3 dials you have a zero listed. I assume each should show speed, heading and depth.

Also, the needle indicator on the depth dial is 1 or 2 meters of with the indicator of the set depth. When I set it to got to 12~13 meters the read out will be 14~15 (or visa versa, don't recall what it was)

The attack disk is no longer functional. it comes up, but roting the periscope or changing course nor interaction with the disk works. Also, I would like to suggest to make the attack disk also available at the attack periscope.
Tested it with out any mods running except this one.


I really like the look and feel you have given to the periscopes, the TDC panels and attack disk. But I'm not a real big fan of the brass dials HUD elements and the layout of it.
Not asking you to change but would your mod reach a point where every thing is working I hope you would consider making an alternative version with out all the brass dials and the stock hud/layout.
Some how the stock speed, depth and heading indicators felt better.

Wildcards

Wildcards, all of the UIs out so far will not make much of a difference in the depth accuracy. It will always be a few meters off. ddrgn's historic sub mod accounts for this by off setting the depth commands, to make it more accurate.:yep:

reaper7
05-22-10, 03:02 PM
Thanks lads, I'm aware of those bugs and am working on them and something new also. ;)

ERPP8
05-22-10, 03:03 PM
Thanks lads, I'm aware of those bugs and am working on them and something new also. ;)
Ooooh, A surprise?:D

reaper7
05-22-10, 03:11 PM
The speed, heading and depth dials are buggered.
underneath each of the 3 dials you have a zero listed. I assume each should show speed, heading and depth.

I've removed the Speed, depth and bearing. These are reduntant SH3 txt commands I copied over hoping they would display (But as youn see they don't).
Removed now and looking at using the SH5 stock Speed and depth digits.

Also, the needle indicator on the depth dial is 1 or 2 meters of with the indicator of the set depth. When I set it to got to 12~13 meters the read out will be 14~15.

Hmm I wonder what the actual depth is at that stage, is the Dial correct or the readout?

The attack disk is no longer functional. it comes up, but roting the periscope or changing course nor interaction with the disk works. Also, I would like to suggest to make the attack disk also available at the attack periscope.

Yes I was working on something new for that, that didn't quite work out and am looking into alternative methods to get it working fully.

SteelViking
05-22-10, 04:10 PM
reaper7, you have an email from me.

I also have a question for you, are you talking about getting rid of your dials themselves (imo they look good other than the top glare) or just the digit readings?

reaper7
05-22-10, 04:45 PM
reaper7, you have an email from me.

I also have a question for you, are you talking about getting rid of your dials themselves (imo they look good other than the top glare) or just the digit readings?

Thanks SteelViking. No will keep the dials - I'm replacing the 3 txt boxes that don't work (Reduntant sh3 stuff). :yeah:
Will check my email now.

SteelViking
05-22-10, 06:20 PM
Sehr gut.:salute:

wildcards
05-22-10, 11:46 PM
Hmm I wonder what the actual depth is at that stage, is the Dial correct or the readout?


All I know is that the dial shows 13 meters at periscope depth. when you click on the dial a second more transparent dial will be added indicating to what depth you clicked on and it (should) head to. there is always a gap for over 1~2 meters between the main and the second dial.

reaper7
05-23-10, 05:36 AM
All I know is that the dial shows 13 meters at periscope depth. when you click on the dial a second more transparent dial will be added indicating to what depth you clicked on and it (should) head to. there is always a gap for over 1~2 meters between the main and the second dial.


Ah Ok now I understand, never noticed that before. I know the value on my dial and the stock depth counter read the same so they must be correct. ;)

Vann
05-24-10, 02:37 AM
Ok redid the Bearing Compass to be more visible during the day (Given it a green backlit look).

Night on Top, Day on Bottom
http://i1004.photobucket.com/albums/af168/reaper7_SH5/Mods%20in%20Progress/Bearings.jpg

Will be in next release :yeah:.

hi.. very good mod. :)

it is possible to have a bit more clear bearing indicator.? maybe make the triangle shape bearing a red or yellow line ,because at times u dont know if the bearing is pointing to one degree or another ..like there in the screenshots looks like could be 50 or 51 bearing . the base of the indicator covers like 2-3 degrees .the day version looks abit dark..sometimes 1 degree of accurary when firing a torpedo is the diference between a hit and a miss.. specially with small targets at long distances.

also the atack disk looks very cool.. but dont know how it works.. will be cool to see it available in Nav screen too.

keep going.. with the good job. :)

reaper7
05-24-10, 11:59 AM
hi.. very good mod. :)

it is possible to have a bit more clear bearing indicator.? maybe make the triangle shape bearing a red or yellow line ,because at times u dont know if the bearing is pointing to one degree or another ..like there in the screenshots looks like could be 50 or 51 bearing . the base of the indicator covers like 2-3 degrees .the day version looks abit dark..sometimes 1 degree of accurary when firing a torpedo is the diference between a hit and a miss.. specially with small targets at long distances.

also the atack disk looks very cool.. but dont know how it works.. will be cool to see it available in Nav screen too.

keep going.. with the good job. :)

Cheers, yes I can alter the bearing to make it more readable.
Attack Disc is broken in latest release, working on a newer version at thime of release not going well though - Have one more thing to try to get it to work fully.
The Attack Disc was the SH4 workaround version after the devs broke the trick to get multiple dials draggable form sh3. Trying to figure out a way to get it back to SH3 style (ie. Full attack disc not stripped down version).

Also a lot of bugs to sort out before releasing next version - and Just started back to work today (Previous company went under due to recession) so less hour's to work on it .

SteelViking
05-24-10, 12:13 PM
reaper7, you just got an email from me.

Congrats on the new job btw.

reaper7
05-24-10, 12:48 PM
Yes got the mails on bugs. Now to start fixing.

Vann
05-24-10, 01:09 PM
Cheers, yes I can alter the bearing to make it more readable.
Attack Disc is broken in latest release, working on a newer version at thime of release not going well though - Have one more thing to try to get it to work fully.
The Attack Disc was the SH4 workaround version after the devs broke the trick to get multiple dials draggable form sh3. Trying to figure out a way to get it back to SH3 style (ie. Full attack disc not stripped down version).

Also a lot of bugs to sort out before releasing next version - and Just started back to work today (Previous company went under due to recession) so less hour's to work on it .

cool thx..

another sugestion will be to allow to keep minimized /disable the tai map.. at 1280x1024 resolution always need to resize the map because covers a part of the scope.. will be cool too ,if u could add a nomograph too to the navigator map.. if u have time..that utility is very usefull to get speeds and range . ur Highquality scope looks amazing cant go back
to the standar one after seeing ur mod .. lol :salute:

SteelViking
05-24-10, 01:20 PM
LOL the scopes, get em every time. They are why I switched to this UI. One look at them and I was hooked.:rock:

Anyway, reaper7, I mean you have an email with some attachments for you to look at. Might want to look before you start any major bug fixes.

reaper7
05-24-10, 02:18 PM
Ah thanks, I'm very bad at checking my email - can sometimes go weeks before I remember. :-?
Checking it now :up:.

Jonny-Dog
05-27-10, 04:56 PM
Is it possible to have the Enhanced Ship Recognition Manual V2.1 as a standalone mod?

ERPP8
05-27-10, 04:58 PM
Is it possible to have the Enhanced Ship Recognition Manual V2.1 as a standalone mod?
Look in his mod; you can find the manual files and use them only

Jonny-Dog
05-27-10, 05:43 PM
Ok, have tried to copy the folder "RecManual" to data\Menu\Gui
and the file "Page recognition manual.ini" to data\Menu\Pages.

What more do I have to do?

ERPP8
05-27-10, 05:51 PM
Ok, have tried to copy the folder "RecManual" to data\Menu\Gui
and the file "Page recognition manual.ini" to data\Menu\Pages.

What more do I have to do?
I'm not sure, but you just experiment and see what works

Customizing mods is something that is all experimental

SteelViking
05-27-10, 06:08 PM
Is it possible to have the Enhanced Ship Recognition Manual V2.1 as a standalone mod?

I don't think it would be possible without a lot of page and scripting work. It is incredibly difficult to "pull" stuff out of a UI mod I have found out. I would suggest just using this mod. Better scopes, better manual, and if you ask me prettier all around than most other UI options out there.

I don't want to discourage you, it is this kind of stuff that gets you modding in the first place, just giving you a heads up. Good luck either way:salute:

reaper7
05-28-10, 12:51 PM
Ok, have tried to copy the folder "RecManual" to data\Menu\Gui
and the file "Page recognition manual.ini" to data\Menu\Pages.

What more do I have to do?

Recmanual has nothing to do with the recmanual I'm afraid :doh: Another Dev mishap. The Actual Rec Manual is the XO Dialog Page - Don't they just like to confuse things.
Now the images I've used for the rec manual are stored in the Rec Manual folder alright so that folder the XO_Dialog.py script and ini. page should be enough to get it working. :up:

But as SteelViking said it may take a fair bit of trial and error to get it working.
But If you wish to stick around, I'm hoping to release the next beta Version of the UI after all it goes perfectly nice with the Rec Manual :).

SteelViking
05-28-10, 01:08 PM
I think you would also have to get some stuff from the attackperiscope.ini/obs.ini page files, to get the manual to actually show up would you not? Or maybe something with the defaulthud.ini?

reaper7
05-28-10, 01:30 PM
No just the Page XO_TDC_Dialog .py script and .ini file should be sufficent (And the relevant graphics of course).
Its hard coded into the game to display the Rec Manual from the XO officer icon (Hardcoded ID). :yeah:

SteelViking
05-28-10, 01:31 PM
No just the Page XO_TDC_Dialog .py script and .ini file should be sufficent (And the relevant graphics of course).
Its hard coded into the game to display the Rec Manual from the XO officer icon (Hardcoded ID). :yeah:

Yup, you are 100% right, I just did it and it works.

Edit: If you want it reaper7, I will package it up and send it to you so you don't have to take the time setting it up, it is already in JSGME format.

reaper7
05-28-10, 01:41 PM
Yup, you are 100% right, I just did it and it works.

Edit: If you want it reaper7, I will package it up and send it to you so you don't have to take the time setting it up, it is already in JSGME format.

Sure thing, will have to edit the scripts to remove the night time mask as it doesn't work correctly. :up:
Will post here for anyone that wants it seperate.