Log in

View Full Version : [REL] WideScreen MaGui v3.4 (StandAlone Version)


makman94
09-23-10, 12:44 PM
WideScreen MaGui v3.4 (StandAlone Version)
----------------------------------------------


update 17/December/2013
----------------------------------------------------------------------------------------------------------------------------------------------
at my mediafire page you can find four new packs which adjusting the ''Widescreen MaGui v3.4-SA'' to the needs of NYGM v3.6D , of GWX v3 , of LSH3 v5.1 and to the needs of CCoM v10.1
----------------------------------------------------------------------------------------------------------------------------------------------

update 6/June/2013
----------------------------------------------------------------------------------------------------------------------
at my mediafire page you can find a stand alone version of the WideScreen MaGui v3.4
----------------------------------------------------------------------------------------------------------------------
http://i965.photobucket.com/albums/ae138/sphere94/wide-intro.png



WideScreen MaGui v3.4 (StandAlone Version) is on resolution 1360x768


================================================== ====================
------------------------------------------------
CREDITS (for the widescreen version):
------------------------------------------------

1. to Conus00 for his beautyfull work at the 1360x768 tgas for the menu screens that i took from his mod ''Conus' SH3GWXWS 2.3''

2. to Seeadler for his d3d9.dll file that this mod is using for the 1360x768 resolution

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


Can be found at my mediafire page


enjoy,


23/September/2010


Makman94
PICS:
Nav map:
http://i965.photobucket.com/albums/ae138/sphere94/01.png
Attack map:
http://i965.photobucket.com/albums/ae138/sphere94/02.png
Attack Scope:
http://i965.photobucket.com/albums/ae138/sphere94/03.png
http://i965.photobucket.com/albums/ae138/sphere94/WIDE-04444.png
Obs Scope:
http://i965.photobucket.com/albums/ae138/sphere94/05.png
http://i965.photobucket.com/albums/ae138/sphere94/WIDE-06666.png
Uzo:
http://i965.photobucket.com/albums/ae138/sphere94/07.png
http://i965.photobucket.com/albums/ae138/sphere94/WIDE-08888.png
Binoculars:
http://i965.photobucket.com/albums/ae138/sphere94/08.png

reaper7
09-23-10, 01:06 PM
Makman94 can a guy love another guy enough without it becoming a forbidden type of love :D.
Seriously I can not thank you enough for this. The Widescreen Mod was the best mod for Sh3 for me, and now you have just filled in all the missing blanks that it could not fullfill.

Thank you so much for this :yeah::yeah::yeah::yeah::yeah:

makman94
09-23-10, 05:35 PM
Makman94 can a guy love another guy enough without it becoming a forbidden type of love :D.
Seriously I can not thank you enough for this. The Widescreen Mod was the best mod for Sh3 for me, and now you have just filled in all the missing blanks that it could not fullfill.

Thank you so much for this :yeah::yeah::yeah::yeah::yeah:

Reaper7 ... it is posts like yours that makes me feel that it deserved the effort!:up:
i am really glad that you like it
thank you too for your words ;)

Abd_von_Mumit
09-23-10, 07:03 PM
Oh yes. :salute: Now it's time to reconsider coming back to SH3. The idea seems more and more tempting when I see the progress made for widescreen users.

I love your mod - the dirty and very dark (sic!) look is fantastic. Very impressive.

IFRT-WHUFC
09-25-10, 06:22 AM
Now this I have been waiting for!!:rock: Great Work as usual my friend!

Rick

NGT
09-25-10, 03:07 PM
Dear Makman,

This mod is like a patch from Ubisoft, like 1.5 patch. The improvement is obvious.

Thank you very much. Thanks for Seeadler too.

Please accept this virtual award.

http://img149.imageshack.us/img149/8807/forlutzow.jpg (http://img149.imageshack.us/i/forlutzow.jpg/)

Myxale
09-26-10, 02:55 AM
Agree! Most awesome thing! Kudos a bunch!:rock:

makman94
09-26-10, 05:20 AM
Oh yes. :salute: Now it's time to reconsider coming back to SH3. The idea seems more and more tempting when I see the progress made for widescreen users.

I love your mod - the dirty and very dark (sic!) look is fantastic. Very impressive.

Now this I have been waiting for!!:rock: Great Work as usual my friend!

Rick

Agree! Most awesome thing! Kudos a bunch!:rock:
thank you all guys ! :up: really glad that you enjoy it .the truth is that the more i am using it....the more i like it ...at the end !
Dear Makman,

This mod is like a patch from Ubisoft, like 1.5 patch. The improvement is obvious.

Thank you very much. Thanks for Seeadler too.

Please accept this virtual award.

http://img149.imageshack.us/img149/8807/forlutzow.jpg (http://img149.imageshack.us/i/forlutzow.jpg/)




..... :har:

come on NGT ! stop teasing me ! you know very well who is responsible for putting me so many hours on pc again,....moding sh3 !
yea ....it is always the same person....with a nickname 'NGT' and now he is showing up...giving ...''awards'' :o:o!!!

oh my friend....i really laughed very much ! :DL

Να 'σαι παντα καλα ρε μπαγασα!

clouclou
09-28-10, 11:36 AM
Dear Makman,
A great job, a huge step for SH3, this for the graphics and setting up for the big screen, bravo, bravo.
But there is a small, but we could move further to the right, in the function of gunnery, the icon of the shell and the counting of armaments. (Travel outside of the lens)
Again, congratulations and thank you.
fraçais translated from English.
Claude.

makman94
09-29-10, 08:09 AM
Dear Makman,
A great job, a huge step for SH3, this for the graphics and setting up for the big screen, bravo, bravo.
But there is a small, but we could move further to the right, in the function of gunnery, the icon of the shell and the counting of armaments. (Travel outside of the lens)
Again, congratulations and thank you.
fraçais translated from English.
Claude.

yes, i know this Clouclou but it seems hardcoded ...meaning that i can't move the shell icon (at deckgun) to the right !

thank you too ! :up:

clouclou
09-29-10, 09:12 AM
Too bad, but it is great.
claude.

Seeadler
09-29-10, 09:33 AM
yes, i know this Clouclou but it seems hardcoded ...meaning that i can't move the shell icon (at deckgun) to the right !


There are a lot of 2D graphics elements for the SH3 GUI which are hardcoded in their x-positions and some in xy-position (not controled by the menu_1024_768.ini). This also makes it impossible to expand the resolution in a reasonable way, for example to 1680x1050.:shifty:

clouclou
10-09-10, 01:58 AM
Makman;
One question:
How to release panel TDC right into ObsScope without changing Realism (Targeting System manual)? I searched "1024-768 menu, but can not find the key.
Thank you for the reply.
Claude.

makman94
10-10-10, 07:39 PM
Makman;
One question:
How to release panel TDC right into ObsScope without changing Realism (Targeting System manual)? I searched "1024-768 menu, but can not find the key.
Thank you for the reply.
Claude.

Hi Claude,

not sure that i understand your question ....
if you mean to be able to control the tdc panel (at obs scope) when your settings are on auto targeting system then the answer is no...definetely is not possible !

bye

clouclou
10-11-10, 01:50 AM
Too bad!
Thank you.

nemo7
10-11-10, 03:53 AM
Outstanding piece of work matey. Congrats :DL

clouclou
10-17-10, 10:54 AM
Makmann,
I managed to move the icons (shell) and progress bar shells in the window of cannon fire and the AA. (Thus it is no longer in view of Deckgun)
Menu in 1024x768, at G38, G39, G3A: change all Pos: 1 digit (9 ..) add 300 (12 ..).
Sincerely,
Claude

makman94
10-19-10, 11:36 AM
Makmann,
I managed to move the icons (shell) and progress bar shells in the window of cannon fire and the AA. (Thus it is no longer in view of Deckgun)
Menu in 1024x768, at G38, G39, G3A: change all Pos: 1 digit (9 ..) add 300 (12 ..).
Sincerely,
Claude

Oh, very nice Claude ! bravo :up:

shell's icons was not a problem but the loading bar was the problem. how do you replace the loading bar,from which entry ? i remember that no entry in menu_ini is effecting the loading bar so i am really curious...

clouclou
10-20-10, 02:32 AM
It seems like G38 i10 , G39 i10, G3A i10 , in any case it works with me: the whole block icons / load moves.
Cordially
Claude.

makman94
10-22-10, 11:19 AM
It seems like G38 i10 , G39 i10, G3A i10 , in any case it works with me: the whole block icons / load moves.
Cordially
Claude.

hmm...:hmmm: ,thats very strange Claude ! i looked at the g38 i10 of widescreen menu_ini and i have ''moved'' the value a lot of pixels to the right and it didn't effect the loading bar (also ,at the released menu_ini the value is left there with the added pixels but loading bar still 'stands' at its default position).

anyway....maybe is the combination of all values that moves the loading bar to the right...will look at it . thank you for your observation ! :up:

Reece
10-22-10, 09:48 PM
The ''circles'' are appearing [...at least at my pc ] as 'upright eggs' but according to Seeadler there is a workaround for 'healing' this but it depends from your pc settings,video cards,monitors,connections,drivers...etc. for more info about this,please contact with Seeadler who is the expert to help you .That is because some monitors have 16:10 ratio, others have 16:9 ratio whereby the circles show correctly.:yep: The only fix is to change the resolution but this means changing the menu ini values as well as all the picture sizes etc. There is also a work around for nvidia users but not for ATI users.:-?

clouclou
10-23-10, 01:54 AM
Makmann,
I rechecked the menu 1024_768, all the "pos:" (1st group of numbers) are changed, in groups G38, G39, G3A, from I2 to I10. All.
And the case works!
To you.
Claude.

ryanwigginton
10-23-10, 04:29 AM
Looks awesome makman94. Good screenies. One question, do I lose the waves when I zoom in with scopes? I remember OLC battled this problem, and if I remember, the only way around it was to have just one fixed zoom level. Thanks.

makman94
10-26-10, 01:56 PM
Makmann,
I rechecked the menu 1024_768, all the "pos:" (1st group of numbers) are changed, in groups G38, G39, G3A, from I2 to I10. All.
And the case works!
To you.
Claude.

oh yes Claude ! it is working !! :yeah:
Very nice finding from you !release it if you like :up:

Looks awesome makman94. Good screenies. One question, do I lose the waves when I zoom in with scopes? I remember OLC battled this problem, and if I remember, the only way around it was to have just one fixed zoom level. Thanks.

Hi Ryanwigginton,
yes , you 'lose' the waves (and yes ,only when you use one fixed zoom level is 'solving' this)

makman94
10-26-10, 02:13 PM
That is because some monitors have 16:10 ratio, others have 16:9 ratio whereby the circles show correctly.:yep: The only fix is to change the resolution but this means changing the menu ini values as well as all the picture sizes etc. There is also a work around for nvidia users but not for ATI users.:-?

yes Reece, i think that it is (i am talking for my pc) becuase i haven't connected the monitor with a dvi cample(and that way to have the scaling option of nvidia) and haven't tried it yet (but this is just...me)

clouclou
10-28-10, 08:21 AM
Quote:
Makman94
oh yes Claude ! it is working !! :yeah:
Very nice finding from you !release it if you like :up:






It's free and public

jahsavage
11-01-10, 02:10 PM
Things don't look too good on my screen at 1380x so I use the mod below to set the resolution at 1920x1200, I also set the resolution setting in Main.cfg for good measure although I'm not sure if it has any effect.

SH3_XPSP2_Res_Fix_for_1.4b

Yes, I know this mod scales but it makes the game playable and everything look sharp without any bit flicker.

The only draw back I've experience when running on Windows 7 is that the screen capture is intermittent, working only occasionally and more often or not crashing the Silent Hunter 3.

I hope this info shall be useful for anyone wanting to enjoy this fabulous piece of user interface design.

Thanks to everyone involved!

jahsavage
11-03-10, 04:24 PM
Is it possible to apply it to 1280x800 resolution?

You have an aspect ratio of 1.6 which is the same as mine, I suggest you give it a try.

sabretwo
11-07-10, 10:51 AM
I'm trying out this GUI for the first time...Very nice work! Having used OLC for a number of years, a lot of it is very familiar. However, there are a number of differences.

Has anyone produced a PDF manual as a guide to the interface and manual trageting using MaGUI's tools?

There are virtually no instructions with the mod.

makman94
11-09-10, 09:55 AM
I'm trying out this GUI for the first time...Very nice work! Having used OLC for a number of years, a lot of it is very familiar. However, there are a number of differences.

Has anyone produced a PDF manual as a guide to the interface and manual trageting using MaGUI's tools?

There are virtually no instructions with the mod.

Hello Sabretwo,

of course you will find a lot similarities with Olc's gui becuase the MaGui is builted on Olc's gui . It is Olc's gui with many addings-changes

now, about your question : for every new tool that Magui has added ,there are manuals-infos in the ''documents for tools of MaGui'' . all the other tools (that allready been there...like the aob rings--read Manos Optics text for more info--or the front side of attack disc...just to name some) are working with the same way and is discussed many many times in forum.

bye

sabretwo
11-14-10, 05:42 PM
Makman,

Sorry if I am becoming a PITA with all of my questions lately. Your work on this GUI is simply amazing and reviewing your tutorials you certainly have a deep knowledge of how these tools work.

As a novice to your GUI, I am still going crazy trying to figure some of this out. After several years of using OLC Gold's AOB finder, I pretty much had it mastered and routinely got great solutions. Your GUI looks and feels very similar, but is still a bit of a mystery to me.

With the attack periscope at 12X, I am getting good ranges. However, the trouble I am having now is AOB. I am trying to use the instructions you provided in your tutorial for MaGUI 3.4 but my AOB determinations are wildly wrong.

Sorry I can't screenshot SH3 images in Win 7, but I'll try to explain an example...

I am stationary and determining a solution for attacking a Medium Merchant (length 140.5). My zoom is set at max of the two zoom options for the attack periscope (presumably 12X). I calculated the range at 1,400 meters. (I verified the accuracy of this later by having the Weapon Officer automatically calcualte a solution) I then moved the wheel so that the '14' on the outside of the wheel (1,400 meters) is opposite '140.5' on the outer ring (the length of the vessel). I then center the vertical crosshair on the ship and count horizontl tick marks toward the bow of the ship. With the reticle in MaGUI Widescreen (different scale than the reticle in MaGUI 3.4) I get 12 marks (two ticks beyond the 10-degree mark). Reading the AOB on the inner ring opposite the '12' value on the inside of the wheel, I get an AOB of 15-degrees (which I can tell by eye is very wrong). When I auto-solved the solution immediately afterward to double-check my calculations, SH3 auto-solved the AOB at 147-degrees.

What am I doing wrong here?:damn:

I greatly appreciate your help and patience. I am determined to master your GUI yet!

makman94
11-15-10, 12:00 PM
Makman,

Sorry if I am becoming a PITA with all of my questions lately. Your work on this GUI is simply amazing and reviewing your tutorials you certainly have a deep knowledge of how these tools work.

As a novice to your GUI, I am still going crazy trying to figure some of this out. After several years of using OLC Gold's AOB finder, I pretty much had it mastered and routinely got great solutions. Your GUI looks and feels very similar, but is still a bit of a mystery to me.

With the attack periscope at 12X, I am getting good ranges. However, the trouble I am having now is AOB. I am trying to use the instructions you provided in your tutorial for MaGUI 3.4 but my AOB determinations are wildly wrong.

Sorry I can't screenshot SH3 images in Win 7, but I'll try to explain an example...

I am stationary and determining a solution for attacking a Medium Merchant (length 140.5). My zoom is set at max of the two zoom options for the attack periscope (presumably 12X). I calculated the range at 1,400 meters. (I verified the accuracy of this later by having the Weapon Officer automatically calcualte a solution) I then moved the wheel so that the '14' on the outside of the wheel (1,400 meters) is opposite '140.5' on the outer ring (the length of the vessel). I then center the vertical crosshair on the ship and count horizontl tick marks toward the bow of the ship. With the reticle in MaGUI Widescreen (different scale than the reticle in MaGUI 3.4) I get 12 marks (two ticks beyond the 10-degree mark). Reading the AOB on the inner ring opposite the '12' value on the inside of the wheel, I get an AOB of 15-degrees (which I can tell by eye is very wrong). When I auto-solved the solution immediately afterward to double-check my calculations, SH3 auto-solved the AOB at 147-degrees.

What am I doing wrong here?:damn:

I greatly appreciate your help and patience. I am determined to master your GUI yet!

hi Sabretwo,

i have no problem answering your questions but i am wondering ...have you read my notes for MaGui's optics ? (that is the first thing i would have done...).everything you need to know is written there.

in there you would have read this :

each mark at both horizontal and vertical scale (at both scopes) is 1

note:
-----
if you count the half length of ship then each mark at horizontal scale (and only at horizontal) is 2


so, to answer your question you have to look opposite ''24'' to find your aob.
opposite ''24'' you will read aob=31+ or aob=180-31+ = 149- (tool can't calculate complementary angles) which is very close to the correct solution (of 147 degrees).
( pay attention to this: opposite 12 is 15+ and not 15- as you say so i am suspecting that you accidentally have matched 14 with 145 and not 140,5....check this).

tip: i suggest to count the FULL length of ship (not the half) becuase sh3 has a bug that is NOT CENTERING to all ships when scope is locked on them (this bug is still...unsolved).


the 'fault' of these 1-2 degrees at aob is becuase :
a) not exactly correct range measurment
or
b) faults at the desing of tool itself
or
c) not correct ship's dimensions (thats why you need the TMT mod here)
or
d) a combination of all the aboves

but have in mind that a tiny fault at aob is acceptable (till 10 degrees) becuase your target is close (using the rings is only recommended for fast solutions) and if your speed measure is ok ....then your torp will ...hit .

sabretwo
11-15-10, 01:04 PM
Makman,

Thank you. That makes sense now. I'll try it again tonight.

I read several of the references in the MaGUI 3.4 documents folder and the tutorials throughout the threads, but not in MaGUI Widescreen. (I didn't see any documents in the folder.)

Thanks again!

Bruce_Will_Es
11-25-10, 06:34 AM
Hi Makman,

this mod is fully compatible to your MaGui Final mod?

Thanks for your great work!

Magic1111
11-25-10, 07:23 AM
Hi Makman,

this mod is fully compatible to your MaGui Final mod?

Thanks for your great work!

The answer of your question you´ll find here: http://174.123.69.202/~subsimc/radioroom/showpost.php?p=1541348&postcount=326

Best regards,
Magic

Bruce_Will_Es
11-25-10, 07:26 AM
Oh man, I'm blind behind my glasses. :( Thanks mate!

Magic1111
11-25-10, 07:28 AM
Oh man, I'm blind behind my glasses. :( Thanks mate!


Hehehehe, no Problem !!! :03:

fitzcarraldo
01-19-11, 08:25 AM
@Makman: Hi! I´m trying - for first time - the WideScreen MaGUI. Until now, I used the MaGUI Final. The WS looks awesome in my 1360x768 resolution LCD monitor, but I have three questions:

1 - I see the up face of the angschriffe disc, in MaGUI F I have the down face also. The MaGUI WS have only a face of the disc?

2 - When apply the MaGUI WS via JSGME, it overwrites the d3d9.dll of my Kegety´s HiResFix. Conserves the MaGUI WS the ResFix or no? It seems yes, I see good resolution in the game, but I´m not sure. The FRAPS is known for don´t work with K ResFix, but with MaGUI WS works fine.

3 - Minor detail: In the selection screen, the screenie movie is lightly displaced in reference to the periscope ilustration. No problem at all, only I want to know if it is my problem or a little "bug" of the WS GUI.

Many thanks for the GUI, I´m adopting now the WS version.

(I like a WS MaGUI Final, Is it in your plans?).

Best regards.

Fitzcarraldo :salute:

makman94
01-20-11, 08:39 AM
@Makman: Hi! I´m trying - for first time - the WideScreen MaGUI. Until now, I used the MaGUI Final. The WS looks awesome in my 1360x768 resolution LCD monitor, but I have three questions:

1 - I see the up face of the angschriffe disc, in MaGUI F I have the down face also. The MaGUI WS have only a face of the disc?

2 - When apply the MaGUI WS via JSGME, it overwrites the d3d9.dll of my Kegety´s HiResFix. Conserves the MaGUI WS the ResFix or no? It seems yes, I see good resolution in the game, but I´m not sure. The FRAPS is known for don´t work with K ResFix, but with MaGUI WS works fine.

3 - Minor detail: In the selection screen, the screenie movie is lightly displaced in reference to the periscope ilustration. No problem at all, only I want to know if it is my problem or a little "bug" of the WS GUI.

Many thanks for the GUI, I´m adopting now the WS version.

(I like a WS MaGUI Final, Is it in your plans?).

Best regards.

Fitzcarraldo :salute:

hi Fitzcarraldo,

For 1: WS MaGui was based on MaGui v3.4 and (as in MaGui v3.4) the back side of attack disc is attached to Navigator officer's orders

for 2: yes, WS MaGui will overwrite Kegety´s HiResFix and that is exactly what must be done. WS MaGui is containing its own d3d9.dll (made by Seeadler) which is absolutely necessery for WS MaGui to work properly.(of course will improve your resolution as it is setted to 1360x768)
note: it is better to unistall and completely remove the Kegety´s HiResFix before installing WS MaGui . (don't think that is so good ... dlls to be overwritten)

for 3: no it is not a bug but the video's area position(the video that you see through 'periscope' at main menu) can't be changed so you see just graphics for 'fulling' the rest area at the enlarged 1360x768

ps: no plans for further version . this project is ended .

bye

fitzcarraldo
01-20-11, 12:25 PM
hi Fitzcarraldo,

For 1: WS MaGui was based on MaGui v3.4 and (as in MaGui v3.4) the back side of attack disc is attached to Navigator officer's orders

for 2: yes, WS MaGui will overwrite Kegety´s HiResFix and that is exactly what must be done. WS MaGui is containing its own d3d9.dll (made by Seeadler) which is absolutely necessery for WS MaGui to work properly.(of course will improve your resolution as it is setted to 1360x768)
note: it is better to unistall and completely remove the Kegety´s HiResFix before installing WS MaGui . (don't think that is so good ... dlls to be overwritten)

for 3: no it is not a bug but the video's area position(the video that you see through 'periscope' at main menu) can't be changed so you see just graphics for 'fulling' the rest area at the enlarged 1360x768

ps: no plans for further version . this project is ended .

bye

Many thaks, Makman!

My Kegety´s ResFix is set to 1360x768. But with the Seeadler d3d9, I don´t see the same quality of graphics I have with Kegety´s. Really the Seeadler d3d9 set the graphic resolution to 1360x768 in external camera? (for example). The MaGUI WS works fine in my monitor, but (my sensation) the graphic quality with the Seeadler d3d9 in external camera (or in bridge), is inferior than I obtain with Kegety´s.

No problem at all; I prefer to have the Wide screen GUI to better graphics in external camera.

Other detail: with Seeadler d3d9, the objects in external camera (the U-boat, for example) have the correct proportions. With Kegety´s set to 1360x768, the objects appears longer and circles are ovals. I think both resolution fixes works in different way.

Best regards!

Fitzcarraldo :salute:

drakkhen20
01-27-11, 10:40 PM
Ssssooooo............. What happens if you run it in 1920x1080? Like 16:9 ratio? Btw makman.... The guis are very beautiful and defintly gets you imersed into the game. Great job to all who took part in this mod and to makman for fine tuning things up. Sweet. Oh... What enviro do you use because I think I have it but not sure?

bowfin
02-19-11, 08:42 AM
Thanks so much for making this. I pity Ubi. They'll need a team of 10 guys working for 7 years to catch up to the work of yourself and all the other moders. Even then they'll never get it as good as this!

I just went and tried it over your MaGui Final even though it is not compatible and it worked just fine. I had perfect round circles with no black bars on the sides of my 16:9 monitor and Nvidia250gt. When the mission loaded I had to alt-tab to desktop and there was a message saying missing files 0x3f070017 0x2620e001 0x2620f001.
I clicked ok and then alt-tab back into game and played the whole patrol... sunk a destroyer with a do or die stern shot ( the crew cheered !) and sunk 2 large cargo ships.

That was the most fun I ever had with silent hunter. So good to finally play in wide screen with 5.1 surround sound and with manual targeting !

fitzcarraldo
02-19-11, 11:55 AM
Thanks so much for making this. I pity Ubi. They'll need a team of 10 guys working for 7 years to catch up to the work of yourself and all the other moders. Even then they'll never get it as good as this!

I just went and tried it over your MaGui Final even though it is not compatible and it worked just fine. I had perfect round circles with no black bars on the sides of my 16:9 monitor and Nvidia250gt. When the mission loaded I had to alt-tab to desktop and there was a message saying missing files 0x3f070017 0x2620e001 0x2620f001.
I clicked ok and then alt-tab back into game and played the whole patrol... sunk a destroyer with a do or die stern shot ( the crew cheered !) and sunk 2 large cargo ships.

That was the most fun I ever had with silent hunter. So good to finally play in wide screen with 5.1 surround sound and with manual targeting !

But really you have MaGUI final or MaGUI 3.4 WS? If you install WS after the MaGUI Final, I think you overwrites the MaGUI Final and the result is the MaGUI 3.4 Widescreen.

I don´t try your solution, only this is my speculation :hmmm:

Regards.

Fitzcarraldo :salute:

bowfin
02-19-11, 05:26 PM
I tried installing widescreen 3.4 over both Magui final and Magui 3.4. so see what happens. They both worked. Final has little differences like the map tools... so I can tell it's final. The only problem with final that I could see was that when I loaded the mission I had to alt-tab to desk top and click ok on missing file message, then alt-tab back to mission and it worked fine. It still looked like Magui final to me with the different map plotting tools.

I not asking for help with error messages. I know I should follow instructions if I want support. I just notice it worked doing this and thought others would like to know.

One question I have is: in narrow screen the back of the attack wheel is brought up with "B" button and front of attack wheel is brought up with "F" button. But in both MaGui final and Magui 3.4 wide-screen when I press the little round button on the bottom left next to the dials button I get a yellow hue to the periscope. Is this a filter? I assumed it was the error with the back of the attack wheel at first. but then I found the back of the attack wheel on the right of the screen when the nav officer is selected. Now I don't know what it is.

fitzcarraldo
02-19-11, 06:20 PM
I tried installing widescreen 3.4 over both Magui final and Magui 3.4. so see what happens. They both worked. Final has little differences like the map tools... so I can tell it's final. The only problem with final that I could see was that when I loaded the mission I had to alt-tab to desk top and click ok on missing file message, then alt-tab back to mission and it worked fine. It still looked like Magui final to me with the different map plotting tools.

I not asking for help with error messages. I know I should follow instructions if I want support. I just notice it worked doing this and thought others would like to know.

One question I have is: in narrow screen the back of the attack wheel is brought up with "B" button and front of attack wheel is brought up with "F" button. But in both MaGui final and Magui 3.4 wide-screen when I press the little round button on the bottom left next to the dials button I get a yellow hue to the periscope. Is this a filter? I assumed it was the error with the back of the attack wheel at first. but then I found the back of the attack wheel on the right of the screen when the nav officer is selected. Now I don't know what it is.

It is a filter. MaGUI WS have the botton for the front of AOB finder, and the bottom of the AOB turns on with the Navigator icon. It´s a slider at the right of the screen.

Can you post an image of your MaGUI installed, attack periscope view?

Regards.

Fitzcarraldo :salute:

makman94
02-21-11, 01:44 PM
I tried installing widescreen 3.4 over both Magui final and Magui 3.4. so see what happens. They both worked. Final has little differences like the map tools... so I can tell it's final. The only problem with final that I could see was that when I loaded the mission I had to alt-tab to desk top and click ok on missing file message, then alt-tab back to mission and it worked fine. It still looked like Magui final to me with the different map plotting tools.

I not asking for help with error messages. I know I should follow instructions if I want support. I just notice it worked doing this and thought others would like to know.

One question I have is: in narrow screen the back of the attack wheel is brought up with "B" button and front of attack wheel is brought up with "F" button. But in both MaGui final and Magui 3.4 wide-screen when I press the little round button on the bottom left next to the dials button I get a yellow hue to the periscope. Is this a filter? I assumed it was the error with the back of the attack wheel at first. but then I found the back of the attack wheel on the right of the screen when the nav officer is selected. Now I don't know what it is.

Hello Bowfin ,

look at my reply here : Error/Problems w/ Ma GUI Widescreen. (http://www.subsim.com/radioroom/showthread.php?t=180524)

SkyBaron
02-26-11, 07:28 PM
Hi makman94,

I was using your MaGui Final before I switched to the WS version and one thing I got used to was the F/B buttons for the Whiz-wheel in the Final version. So I went ahead and "installed" them on the WS menu.ini and everything works fine the only thing I can't seem to get rid of is the yellow filter, it always shows up when I press the B button together with the back of the attack wheel.

What do I have to do to turn it off? I went over menu.ini but couldn't figure out where it is and how it's connected to that button. Thanks for any help!

makman94
02-27-11, 12:29 PM
....

What do I have to do to turn it off? I went over menu.ini but couldn't figure out where it is and how it's connected to that button. ....

hello NewCaptain,

try to delete (or rename to something else ) the ''filter.tga'' (it is located at data/menu/olc/ )
if this doesn't work ...edit the above image (with a graphic programm) and make it fully transparent

if nothing of the aboves worked ....ask me again and i will tell you what to do at menu_ini to get rid of it (but i believe that you will have success with the above suggestions)

bye

SkyBaron
02-27-11, 04:31 PM
hello NewCaptain,

try to delete (or rename to something else ) the ''filter.tga'' (it is located at data/menu/olc/ )
if this doesn't work ...edit the above image (with a graphic programm) and make it fully transparent

if nothing of the aboves worked ....ask me again and i will tell you what to do at menu_ini to get rid of it (but i believe that you will have success with the above suggestions)

bye


I edited the mentioned file and it's working now! Thanks for your help makman94!

http://img818.imageshack.us/img818/1208/69968669.jpg

Thanks again for this awesome GUI!

fitzcarraldo
02-27-11, 06:51 PM
I edited the mentioned file and it's working now! Thanks for your help makman94!

http://img818.imageshack.us/img818/1208/69968669.jpg

Thanks again for this awesome GUI!

Can you post a little tutorial for this changes? Also I use WS MaGUI.

Best regards.

Fitzcarraldo :salute:

SkyBaron
02-27-11, 10:12 PM
Can you post a little tutorial for this changes? Also I use WS MaGUI.

Best regards.

Fitzcarraldo :salute:

Hi Fitzcarraldo

I'm not a modder so this is more of a hack of the WS MaGui, some lines copied from MaGui Final and some trial and error to position the icons. It's working so far but I can't guarantee it won't mess up something later on. So keep a backup of the original menu.ini

Here's what I changed(in red). It may be missing some lines but I think I got everything:



[G3F I35]
Name=KM whizwheel
Type=1026; Menu Group
ItemID=0x3F4E1000
ParentID=0x3F1F0000
Pos=29,294,600,600
Color=0xFFFFFFFF


[G3F I49]
Name=OLC Toggle Dials
Type=1032;Button
ItemID=0x3F010018
ParentID=0x3F010000
Pos=139,-54,32,32
Materials=4
Display=0;No stretch
Mat 0=data/menu/OLC/Button.tga
Mat 1=data/menu/OLC/Button.tga
Mat 2=data/menu/OLC/Button.tga
Mat 3=data/menu/OLC/ButtonPressed.tga
MatFlags=0x29
TexFmt=0x9
Font=1
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
;ToolTipText=2212
;ToolTipBox=0x3F01000E, 0x0


[G3F I50]
Name=Toggle Filter
Type=1032;Button
ItemID=0x3F010017
ParentID=0x3F010000
Pos=1044,-54,33,33
Materials=4
Display=0;No stretch
Mat 0=data/menu/OLC/SFButton.tga
Mat 1=data/menu/OLC/SFButton.tga
Mat 2=data/menu/OLC/SFButton.tga
Mat 3=data/menu/OLC/SFButtonPressed.tga
MatFlags=0x29
TexFmt=0x9
Font=1
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
;ToolTipText=2247

[G3F I149]
Name=Stealthmeter
Type=1026;Menu group
ItemID=0x3F380000
ParentID=0x3F120000
Pos=-234,-45,141,24
Color=0xFFFFFFFF


[G3F I272]
Name=OLC Toggle Set Attack Disc
Type=1032;Button
ItemID=0x3F010019
ParentID=0x3F010000
Pos=1008,-54,41,39
Materials=4
Display=0;No stretch
Mat 0=data/menu/OLC/SmallButton.tga
Mat 1=data/menu/OLC/SmallButton.tga
Mat 2=data/menu/OLC/SmallButton.tga
Mat 3=data/menu/OLC/SmallButtonPressed.tga
MatFlags=0x29
TexFmt=0x9
Font=1
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
;ToolTipText=4978


Last lines commented out for the yellow filter:
[G3F I323]
Name=OLC TDC Back
Type=1030
;ItemID=0x3F039903
;ParentID=0x3F1B0000
;Pos=220,590,637,637;316,534,525,525
;Display=0
;Materials=1
;Mat 0=data/menu/OLC/filter.tga
;MatFlags=0x29
;TexFmt=0x9


[G3F I405]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x3FF00007
ParentID=0x3F000000
Pos=-120,43,141,770
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/FM_SextantX.tga
Crop 0=0,0,1.0,1.0
MatFlags=0x29
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF


[G3F I406]
Name=sliderule
Type=1026;Menu group
ItemID=0x3F070010
ParentID=0x3F1B0000
Pos=674,607,600,600
Color=0xFFFFFFFF
;HorizSlide=600

[G3F I408]
Name=sliderule zeitrad
Type=1031;Stat bmp array
ItemID=0x3F070011
ParentID=0x3F070010
;Pos=144,-1,316,596
Pos=136,11,327,617
Materials=1
Display=5;Linear&Rotation
;Mat 0=data/menu/U-jagd/sliderulezeitrad.tga
Mat 0=data/menu/U-jagd/sliderulezeitradHitman.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
BmpState=1
NeedFocus=true
SelOne=false
IDGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF



[G3F I410]
Name=circularsliderule
Type=1031;Stat bmp array
ItemID=0x3F070017;3B200004
ParentID=0x3F070010;3B200000
Pos=0,0,600,600
Materials=1
Display=5;Linear&Rotation
;Mat 0=data/menu/U-jagd/circularsliderule.tga
Mat 0=data/menu/U-jagd/HItmanslideruleouter.tga
Crop 0=0,0,1,1
MatFlags=0x29;21
TexFmt=0x9
BmpState=1
NeedFocus=true
SelOne=false
IDGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF


Add this section and change the following [G3F I4XX] numbers to match the sequence.

[G3F I413]
Name=Attack Disc Back
Type=1031;Stat bmp array
ItemID=0x3F4E1234
ParentID=0x3F070010;0x3F4E1000
Pos=-26,26,652,714;-26,26,652,714
Materials=1
Display=0
Mat 0=data/menu/OLC/AttackDiscBack.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=0
NeedFocus=true
SelOne=false
IDGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

...

[G3F I414]
Name=aob tool
Type=1026;Menu group
ItemID=0x3F070090
ParentID=0x3F060000;0x3F070000
Pos=-424,650,615,615
Color=0xFFFFFFFF

You'll also need the edited Console.tga:

http://www.mediafire.com/?ddc0ei400w6m6di

This is the original makman94's work edited for my personal use. So if he wants I can remove the link.

fitzcarraldo
02-28-11, 05:53 AM
Hi Fitzcarraldo

I'm not a modder so this is more of a hack of the WS MaGui, some lines copied from MaGui Final and some trial and error to position the icons. It's working so far but I can't guarantee it won't mess up something later on. So keep a backup of the original menu.ini

Here's what I changed(in red). It may be missing some lines but I think I got everything:



[G3F I35]
Name=KM whizwheel
Type=1026; Menu Group
ItemID=0x3F4E1000
ParentID=0x3F1F0000
Pos=29,294,600,600
Color=0xFFFFFFFF


[G3F I49]
Name=OLC Toggle Dials
Type=1032;Button
ItemID=0x3F010018
ParentID=0x3F010000
Pos=139,-54,32,32
Materials=4
Display=0;No stretch
Mat 0=data/menu/OLC/Button.tga
Mat 1=data/menu/OLC/Button.tga
Mat 2=data/menu/OLC/Button.tga
Mat 3=data/menu/OLC/ButtonPressed.tga
MatFlags=0x29
TexFmt=0x9
Font=1
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
;ToolTipText=2212
;ToolTipBox=0x3F01000E, 0x0


[G3F I50]
Name=Toggle Filter
Type=1032;Button
ItemID=0x3F010017
ParentID=0x3F010000
Pos=1044,-54,33,33
Materials=4
Display=0;No stretch
Mat 0=data/menu/OLC/SFButton.tga
Mat 1=data/menu/OLC/SFButton.tga
Mat 2=data/menu/OLC/SFButton.tga
Mat 3=data/menu/OLC/SFButtonPressed.tga
MatFlags=0x29
TexFmt=0x9
Font=1
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
;ToolTipText=2247

[G3F I149]
Name=Stealthmeter
Type=1026;Menu group
ItemID=0x3F380000
ParentID=0x3F120000
Pos=-234,-45,141,24
Color=0xFFFFFFFF


[G3F I272]
Name=OLC Toggle Set Attack Disc
Type=1032;Button
ItemID=0x3F010019
ParentID=0x3F010000
Pos=1008,-54,41,39
Materials=4
Display=0;No stretch
Mat 0=data/menu/OLC/SmallButton.tga
Mat 1=data/menu/OLC/SmallButton.tga
Mat 2=data/menu/OLC/SmallButton.tga
Mat 3=data/menu/OLC/SmallButtonPressed.tga
MatFlags=0x29
TexFmt=0x9
Font=1
TextFlags=0x0
StatesColors=0xB0B0B0FF, 0xFF, 0xFFFFFFFF, 0xFFFFFFFF
;ToolTipText=4978


Last lines commented out for the yellow filter:
[G3F I323]
Name=OLC TDC Back
Type=1030
;ItemID=0x3F039903
;ParentID=0x3F1B0000
;Pos=220,590,637,637;316,534,525,525
;Display=0
;Materials=1
;Mat 0=data/menu/OLC/filter.tga
;MatFlags=0x29
;TexFmt=0x9


[G3F I405]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x3FF00007
ParentID=0x3F000000
Pos=-120,43,141,770
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/FM_SextantX.tga
Crop 0=0,0,1.0,1.0
MatFlags=0x29
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF


[G3F I406]
Name=sliderule
Type=1026;Menu group
ItemID=0x3F070010
ParentID=0x3F1B0000
Pos=674,607,600,600
Color=0xFFFFFFFF
;HorizSlide=600

[G3F I408]
Name=sliderule zeitrad
Type=1031;Stat bmp array
ItemID=0x3F070011
ParentID=0x3F070010
;Pos=144,-1,316,596
Pos=136,11,327,617
Materials=1
Display=5;Linear&Rotation
;Mat 0=data/menu/U-jagd/sliderulezeitrad.tga
Mat 0=data/menu/U-jagd/sliderulezeitradHitman.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
BmpState=1
NeedFocus=true
SelOne=false
IDGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF



[G3F I410]
Name=circularsliderule
Type=1031;Stat bmp array
ItemID=0x3F070017;3B200004
ParentID=0x3F070010;3B200000
Pos=0,0,600,600
Materials=1
Display=5;Linear&Rotation
;Mat 0=data/menu/U-jagd/circularsliderule.tga
Mat 0=data/menu/U-jagd/HItmanslideruleouter.tga
Crop 0=0,0,1,1
MatFlags=0x29;21
TexFmt=0x9
BmpState=1
NeedFocus=true
SelOne=false
IDGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF


Add this section and change the following [G3F I4XX] numbers to match the sequence.

[G3F I413]
Name=Attack Disc Back
Type=1031;Stat bmp array
ItemID=0x3F4E1234
ParentID=0x3F070010;0x3F4E1000
Pos=-26,26,652,714;-26,26,652,714
Materials=1
Display=0
Mat 0=data/menu/OLC/AttackDiscBack.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=0
NeedFocus=true
SelOne=false
IDGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

...

[G3F I414]
Name=aob tool
Type=1026;Menu group
ItemID=0x3F070090
ParentID=0x3F060000;0x3F070000
Pos=-424,650,615,615
Color=0xFFFFFFFF

You'll also need the edited Console.tga:

http://www.mediafire.com/?ddc0ei400w6m6di

This is the original makman94's work edited for my personal use. So if he wants I can remove the link.

Thanks a lot! I´ll try it in my installation.

Best regards.

Fitzcarraldo :salute:

Chubster
03-26-11, 06:57 PM
OK, I have just been given my first boat. Would I be better to learn to actually play the game "as is" first before loading this mod ?

I assume this mod changes the way I target etc, Would that be correct?

Or should I just dive straight in...it looks great

(i also running GWX3 as a virgin too) :)

frau kaleun
03-26-11, 07:33 PM
I'm pretty sure this mod requires that you turn off targeting assistance, so if you're not ready to dive right in to manual targeting, that's one reason to wait a while.

Salvadoreno
03-26-11, 08:55 PM
Wow this is simply amazing looking! Looks like i need another learning curve to adjust to all the dials measuring devices incorporated into this mod! Just downaloded 3.4 now and cant wait to get back in base to install it!!!


::edit::

Nevermind looked at downloaded files everything is self explanitory! wohoo!

Chubster
03-26-11, 09:33 PM
I'm pretty sure this mod requires that you turn off targeting assistance, so if you're not ready to dive right in to manual targeting, that's one reason to wait a while.

Im "sort" of okay with manual targeting....before being assigned to this tiny little tub I was a spy on one of those fine fleet boats...:)

Wheres Rockin Robbins when ya need him...I need a "Dick O kane das boot" stylie attack video

Im just going to dive in and see what happens....:salute:

Chubster
03-26-11, 10:20 PM
Ssssooooo............. What happens if you run it in 1920x1080? Like 16:9 ratio? Btw makman.... The guis are very beautiful and defintly gets you imersed into the game. Great job to all who took part in this mod and to makman for fine tuning things up. Sweet. Oh... What enviro do you use because I think I have it but not sure?

Well I have just installed it and I am running it on a 46" HD TV at that resolution and it looks blooming marvellous. Everything is round as it is supposed to be and everything to my "untrained" eye looks dandy :yeah:

Top Work Makman :up:

clouclou
03-27-11, 02:50 AM
Makman,
I have a problem.
On a navigation chart of compass needles of the great no longer works.
The needle is "Pointer2.tga"
That of the small compass (Manos22.tga) works correctly.
What's wrong?
Thank you for the future response.
Claude.

Chubster
03-27-11, 06:07 AM
Well I have just installed it and I am running it on a 46" HD TV at that resolution and it looks blooming marvellous. Everything is round as it is supposed to be and everything to my "untrained" eye looks dandy :yeah:

Top Work Makman :up:

Hmm...Got it working first time on HD TV but cant get it to look right on my laptop at resolution 1600 x 900.

For instance the attack periscope is over to the left and I can only see through half of it...the other half is black

What do you think I did wrong :hmmm:

Chubster
03-27-11, 02:56 PM
Sorry if I have missed something really obvious.....but when clicking on the Chronometer nothing happens?

How do I start / stop it and is there a key to hide/activate it on display. In SH4 it was X but this launches decoys ?

EDIT Ok ignore that, I see it doesnt actually work and is just a timer once torps are fired. Correct?

Chubster
03-29-11, 05:54 PM
Hi all....A couple of quick questions if I may. First screen shot. The green square button, to the right of the circular button labelled W, - What does it do. As mine is black and seems to do nothing.

Then same screenshot, again above the status bar but on the left there is a button labelled SE, what is this supposed to do. When I click it I get a very faint circle appear, is it a filter or something or just not working correctly?

Fantastic GUI by the way....loove it

clouclou
03-30-11, 04:28 AM
1 - Replace the small submarine green when you are detected, the green turns orange then red.
2-This is the filter for night scopes

Hello Makman,
I have a problem.
On a navigation chart of compass needles of the great no longer works.
The needle is "Pointer2.tga"
That of the small compass (Manos22.tga) works correctly.
What's wrong?
Thank you for the future response.
Claude.

clouclou
03-31-11, 10:53 AM
Makman,
I found the solution in one of your tutorial.
Thank you.
Claude

makman94
04-04-11, 03:57 PM
Makman,
I found the solution in one of your tutorial.
Thank you.
Claude

Hello Claude,
there is a reason that is made so . read the MaGui Compass's manual (but i am guessing that you allready did so ,as you found the 'solution') to find out the 'why'.

bye

Magic1111
03-26-12, 02:48 AM
Hi Folks!

I use MaGUI Widescreen and I´ve a problem when I go to the Hydrophone Station by myself. When I now sitting in front of the hydrophone, the little Notice-Block hidden a part of my point of view to the hydrophone scale, please look at the picture.

Can anybody tell me, it is possible to bring the Notice-Block to the left above corner, e.g. under the stop-watch?

Do you know what I mean (sorry for my english)?:oops:

Best regards,
Magic:salute:


http://i1248.photobucket.com/albums/hh495/Magic_1111/SH3%20Bilder/8517e9ba.jpg

makman94
03-26-12, 11:42 AM
Hi Folks!

I use MaGUI Widescreen and I´ve a problem when I go to the Hydrophone Station by myself. When I now sitting in front of the hydrophone, the little Notice-Block hidden a part of my point of view to the hydrophone scale, please look at the picture.

Can anybody tell me, it is possible to bring the Notice-Block to the left above corner, e.g. under the stop-watch?

Do you know what I mean (sorry for my english)?:oops:

Best regards,
Magic:salute:



hello Thomas ,how are you mate ?

go at menu_ini and search for the entry :

[G33 I2]
Name=Bloc notes
Type=1026;Menu group
ItemID=0x33010000
ParentID=0x33000000
Pos=738,767,286,286
Color=0xFFFFFFFF

now pay attention at the colored ''738'' and ''767''
the ''738'' is placing the image that you are interested at the x-axis and
the ''767'' is placing the image at the y-axis ,so
adjust them and place the image wherever you like (don't 'touch' the other values that you see at the 'pos' line)

bye

Magic1111
03-27-12, 04:14 AM
hello Thomas ,how are you mate ?

go at menu_ini and search for the entry :

[G33 I2]
Name=Bloc notes
Type=1026;Menu group
ItemID=0x33010000
ParentID=0x33000000
Pos=738,767,286,286
Color=0xFFFFFFFF

now pay attention at the colored ''738'' and ''767''
the ''738'' is placing the image that you are interested at the x-axis and
the ''767'' is placing the image at the y-axis ,so
adjust them and place the image wherever you like (don't 'touch' the other values that you see at the 'pos' line)

bye

Hi Manos!

All is well mate...! :yeah:

And many thx for post this solution, I´m going to try this today evening!:up:

Best regards my Friend! :salute:

SouriaBasharAkbar
05-25-12, 09:44 AM
Well I have just installed it and I am running it on a 46" HD TV at that resolution and it looks blooming marvellous. Everything is round as it is supposed to be and everything to my "untrained" eye looks dandy :yeah:

Top Work Makman :up:

How do you do that? I can't even run it in 1680x1050? How do you do it, how? It doesn't work its impossible. Please walk me through it because I tried everything. :damn::damn::damn::damn:

SouriaBasharAkbar
05-25-12, 09:47 AM
Hmm...Got it working first time on HD TV but cant get it to look right on my laptop at resolution 1600 x 900.

For instance the attack periscope is over to the left and I can only see through half of it...the other half is black

What do you think I did wrong :hmmm:

Yes I have this problem to, apearntly it's imposible to play the GUI at 16:10 ratio/ resolution :nope:

Well it is impossible to run GUI's at 1680x1050 so I will make my own. I'll just draw one up on MSPaint, and use pictures of u-boat or something. Or Ill use this GUI and edit, as soon as I learn how. Surley there's a visual program where you design them. Oh well

Fender74
11-26-12, 07:02 PM
sorry for bumping this old thread,great mod makman.
i was wondering if anyone had any idea how i could get the magui F binoculars (the round view with grid lines) to work in this widescreen version?
can i just edit the binoculars tga in photoshop?
cheers! :cool:

CapZap1970
12-27-12, 02:21 PM
Just a question: Is this mod ready to be used in Wide Screen format, or is it nbecesary to make some adjustments? :06:
This I ask because I just d/l it.... I mean, the final version (3.4F)

fitzcarraldo
12-27-12, 02:54 PM
Just a question: Is this mod ready to be used in Wide Screen format, or is it nbecesary to make some adjustments? :06:
This I ask because I just d/l it.... I mean, the final version (3.4F)

The mod includes a d3dx.dll for Widescreen. Activate the mod via JSGME, and you will have the new resolution!

Regards.

Fitzcarraldo :salute:

CapZap1970
12-27-12, 02:56 PM
Thank you very much, Fitzcarraldo. :up:
Still one question, I hope I am not talking stupid things.... I know that the MaGui is conceived to manual targeting, but is it possible to use it with the automatic solution check on the menu so I don-t have to do all the calculations manually? In other words, I would like to use the full auto features of tageting and solutions, but I know the purpose of MaGui is other, it-s just that it is so great that it woud be a shame not to use it.
Saludos para ti desde La Paz, Bolivia. :salute:

fitzcarraldo
12-27-12, 04:47 PM
Thank you very much, Fitzcarraldo. :up:
Still one question, I hope I am not talking stupid things.... I know that the MaGui is conceived to manual targeting, but is it possible to use it with the automatic solution check on the menu so I don-t have to do all the calculations manually? In other words, I would like to use the full auto features of tageting and solutions, but I know the purpose of MaGui is other, it-s just that it is so great that it woud be a shame not to use it.
Saludos para ti desde La Paz, Bolivia. :salute:

Yes, you can use MaGUI with automated targeting. But in manual mode, is awesome.

Regards. Saludos desde Argentina.

Fitzcarraldo :salute:

fideco
12-31-12, 02:41 PM
Hi all
i'm back with SH3 and i'd like to get the Widescreen version of awesome MaGui v.3.4, but unfortunately in Italy every download from filefront is forbidden....

May someone point me to another working link?
Thanks and happy new year!!

THORN GREG
12-31-12, 02:47 PM
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/MAKMAN94/

Username: Maik
Password: Woelfe

Happy New Year :woot:

fideco
12-31-12, 03:23 PM
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/MAKMAN94/

Username: Maik
Password: Woelfe

Happy New Year :woot:


Thanks mate, you have made my day!!!:)

vanjast
12-31-12, 04:00 PM
Hi all
i'm back with SH3 and i'd like to get the Widescreen version of awesome MaGui v.3.4, but unfortunately in Italy every download from filefront is forbidden....
That's funny as I had that about 12 months ago. Italy must be the flavour of the month, or your ISP is full of cr.p - they get that way.. playing little gods an' all.
:)

fideco
12-31-12, 04:45 PM
I'm getting an error like " Menu Id not found......" because 'm using the "final version" of Magui and not MAGUI 3.4

Where can i find it??
As said Filefront downloads are forbidden in Italy (and in other countries), therefore i cannot use makman94 filefront page.
Thanks

EDIT:
Alternatively, as said here (last post) : http://www.subsim.com/radioroom/showthread.php?t=180524
it seems only a little file from MAGUI 3.4 is needed (Dials.cfg).
May someone upload it somewhere?
Thanks

vanjast
12-31-12, 05:23 PM
I'm getting an error like " Menu Id not found......" because 'm using the "final version" of Magui and not MAGUI 3.4

This is a miss-match of mods - post your mod list(printscreen from JSGME) and I'm sure someone will come up with a solution.

The MacGUI post link is not FileFront but this one.. :)
http://www.gamefront.com/files/user/makman94

Just download all the files.. and you're good to go.

fideco
12-31-12, 05:39 PM
This is a miss-match of mods - post your mod list(printscreen from JSGME) and I'm sure someone will come up with a solution.

The MacGUI post link is not FileFront but this one.. :)
http://www.gamefront.com/files/user/makman94

Just download all the files.. and you're good to go.

Sorry mate i did some confusion, not Filefront but Gamefront (in Italy we are unable to download from any Gamefront link

I just tried the above link and i got the famous "403 - Forbidden"
I need a link to another online storage, but not Gamefront.
Thanks anyway!!!:)

THORN GREG
12-31-12, 05:50 PM
http://www.uploader.pl/file/288837/the-magui-mod-version-3.4.rar.html

:up:

fideco
12-31-12, 05:56 PM
http://www.uploader.pl/file/288837/the-magui-mod-version-3.4.rar.html

:up:

Thank mate, you were faster than light ...:up:
Problem solved!

This forum is so full of generous and kind people..

Thanks again and Happy New Year!!!:woot:

THORN GREG
12-31-12, 06:00 PM
How to download files from gamefront ..? It's easy! :rotfl2:

First - Go here - http://www.placesite.info/
Second - Copy the link to a file on the server gmefront
3rd - Download file
4th - Change the name - for example -(The_MaGui_mod_ (version_3.4). Rar)
5th Extract
6th and ready

:arrgh!::rock:

ps.

No problem Fideco. We are on the Subsim forum to help each other...

vanjast
12-31-12, 06:41 PM
We need a sticky on these type of thingy's :)

vanjast
12-31-12, 06:48 PM
I just tried the above link and i got the famous "403 - Forbidden"

I've had that before..
Sometimes I wait a few seconds and link again with success, or hang on for 15-30 minutes and hit it again, with succes.

I think there's a general problem with major router terminals at the moment - getting flooded with all sort of sh1t requests (social network cr.p, Facebook and similar, youtube, etc..) and not able to handle the traffic.

If you send your 'request' (clicking) often the major routers lock on to your requests.
:)

THORN GREG
12-31-12, 06:50 PM
Any good way to get to success ... :Kaleun_Binocular:

:haha:

fideco
01-01-13, 04:09 AM
I've had that before..
Sometimes I wait a few seconds and link again with success, or hang on for 15-30 minutes and hit it again, with succes.

I think there's a general problem with major router terminals at the moment - getting flooded with all sort of sh1t requests (social network cr.p, Facebook and similar, youtube, etc..) and not able to handle the traffic.

If you send your 'request' (clicking) often the major routers lock on to your requests.
:)

It seems to be a policy recently taken from Gamefront, as established in this report (after a Google search...):

"Gamefront wrote:
Can I download Game Front files from any territory in the world?
A: Game Front file downloads are not supported in le seguenti territories. If you're not in one of the territories below and are still having issues with our servce, please submit a ticket and we'll look into it.
Argentine
Mexico
chile
Spain
Thailand
Poland
Colombia
Brazil
France
Venezuela
Italy
Peru
Uruguay
Malaysia
Turkey
Indonesia
India
Ecuador
Costa Rica
Honduras
Hungary
Philippines
Portugal
Romania
Russian Federation
Serbia
Singapore
Sweden
Japan
Indonesia

Gamefront "

I do not understand the reason for this strange decision, that causes me a lot of problems because tons of files made ​​by modders are deposited on Gamefront.

fideco
01-01-13, 04:13 AM
How to download files from gamefront ..? It's easy! :rotfl2:

First - Go here - http://www.placesite.info/
Second - Copy the link to a file on the server gmefront
3rd - Download file
4th - Change the name - for example -(The_MaGui_mod_ (version_3.4). Rar)
5th Extract
6th and ready

:arrgh!::rock:

ps.

No problem Fideco. We are on the Subsim forum to help each other...

Thanks for this tip!
Really needed...
I'll give it a try :up:

A final word on MaGui: it's a piece of art.
Many thanks to makman94 for his amazing work...
Simply stunning.

ATLeow
01-01-13, 12:50 PM
If anyone is having issues with gamefront using US proxies seems to work, as I discovered while modding other games - I use this list:

http://www.proxynova.com/proxy-server-list/country-us/

Ones in Texas seem to be fastest. I find they're faster than using proxy websites.

Also turns out that the list of countries that can't use gamefront is even bigger than that: http://www.gamefront.com/file-hosting-faq/

THORN GREG
01-01-13, 06:07 PM
**** Gamefront ! If they believe that the censorship is the best and segregates people by their country :down: ... again ... EDITED BY MODERATOR NO SWEARING PLEASE Gamefront. :yeah:

Are other servers - Use them!!!
:rock:

:salute:

Regards :up:

Spectre-63
01-03-13, 02:03 PM
Tag - this one's for me!

Spectre-63
01-04-13, 10:37 AM
<edit> disregard....user error! I didn't dig into the mod folder structure far enough to realize I wasn't actually applying the modded data...only moving folders containing the modded data into the root directory.

DERP!

Spectre-63
01-04-13, 10:47 PM
Okay, so once I managed to get everything installed correctly, I still saw issues where the apparent resolution of the UI was only 1366x768, even though I have the d3d9.cfg set to 1920x1200...very odd.

Anyone have ideas?

SKI
02-27-13, 03:48 PM
I have some documentation that addresses most of the tools in the mod but I am not finding much on the use of the rings on the attack scope. I am using the the mod with the GWX gold add-on. What I have found discussing the use of the rings did not explain the red s and red x on the inside ring. Any redirection to notes or explanation would be great. Thanks.

jonmar
04-16-13, 10:07 AM
Hey makman:

In the MaGUI F thread you replied to me:

you can safely use the ''FM NI Fix for WideScreen MaGui v3.4'' that is included in the WideScreen MaGui v3.4 's rar.
the ''CT_FM_NI_Fix_for_MaGUI3.4'' has nothing realy important and was made for a specific request by one member

So if I'm using the Conning Tower Open Hatch mod I can still use the FM NI Fix and I don't have to use the CT FM NI Fix? That's why I was asking if there is a widescreen version of the CT FM NI Fix because I was not sure if I can use the fix for the normal 3.4 version with the widescreen version.

Also from the changelog for MaGUI F:

7. Correcting all tiny bugs that where left from previous versions such as the not 100% correctly appearance of mines.tga or nomo.tga . the little bug with the bearing rose that is attached to sub on ATTACK MAP(the one that is showing when you press the button with the question mark there) is now corrected.(the bug was that this rose were always vissible even if the sub was 'under' the dials or the panels there.

Are these also fixed in the widescreen version of 3.4? These are the bugs I was asking about in the other thread.

Thanks!

makman94
04-17-13, 03:55 AM
So if I'm using the Conning Tower Open Hatch mod I can still use the FM NI Fix and I don't have to use the CT FM NI Fix? That's why I was asking if there is a widescreen version of the CT FM NI Fix because I was not sure if I can use the fix for the normal 3.4 version with the widescreen version.

Also from the changelog for MaGUI F:



Are these also fixed in the widescreen version of 3.4? These are the bugs I was asking about in the other thread.

Thanks!

hi Jonmar,

read the readme of the ''FM NI Fix'' . it is for use when you want to run FM interiors with MaGui. if you are not using the FM's interior,you don't have to enable any fix at all.
now,in case that you are using FM's interior ,then yes the ''FM NI Fix'' covers you and i mean that you don't need the CT FM NI fix at all
(CT FM NI fix is nothing really important.just forget it)

the MaGui F was my last release so these bugs are still in MaGui v3.4 and its widescreen version . to answer your next question ...when i find the will ,i will correct them to wd version 3.4

fitzcarraldo
04-17-13, 07:37 AM
hi Jonmar,

read the readme of the ''FM NI Fix'' . it is for use when you want to run FM interiors with MaGui. if you are not using the FM's interior,you don't have to enable any fix at all.
now,in case that you are using FM's interior ,then yes the ''FM NI Fix'' covers you and i mean that you don't need the CT FM NI fix at all
(CT FM NI fix is nothing really important.just forget it)

the MaGui F was my last release so these bugs are still in MaGui v3.4 and its widescreen version . to answer your next question ...when i find the will ,i will correct them to wd version 3.4

...And if you use Aces Super Turms, you need the Aces compatibility fixes with Magui 3.4 WS and FM Interiors...


Regards.



Fitzcarraldo :salute:

ReallyDedPoet
04-17-13, 08:42 AM
...And if you use Aces Super Turms, you need the Aces compatibility fixes with Magui 3.4 WS and FM Interiors...


Regards.



Fitzcarraldo :salute:

:yep:

Tried a new set-up last night with the above and it seems to be working. Used a set-up similar to what Aces listed in his Turms 6 Thread, but toned down somewhat.

makman94
04-17-13, 03:20 PM
...And if you use Aces Super Turms, you need the Aces compatibility fixes with Magui 3.4 WS and FM Interiors...


Regards.



Fitzcarraldo :salute:

:yep:

Tried a new set-up last night with the above and it seems to be working. Used a set-up similar to what Aces listed in his Turms 6 Thread, but toned down somewhat.

hello guys ,

let me tell you a few things about all these 'fixes'.

when you install the FM's interior or Open Tower mod or Ace's turm mod there is in all these mods the camera.dat in their files .
for none of the above mods , the camera.dat is necessery and you can simply delete it from their files .this will save you from a lot troubles as this file (the camera.dat) is the one file responsible for the incompatibilities.

the other file is the commands_en.cfg (and commands_de.cfg) and thats the only one that you must very carefull to take care becuase this file is absolutely necessery to both mods for working properly.

fitzcarraldo
04-17-13, 04:13 PM
hello guys ,

let me tell you a few things about all these 'fixes'.

when you install the FM's interior or Open Tower mod or Ace's turm mod there is in all these mods the camera.dat in their files .
for none of the above mods , the camera.dat is necessery and you can simply delete it from their files .this will save you from a lot troubles as this file (the camera.dat) is the one file responsible for the incompatibilities.

the other file is the commands_en.cfg (and commands_de.cfg) and thats the only one that you must very carefull to take care becuase this file is absolutely necessery to both mods for working properly.


In my JSGME list I have all the sucesive fixes:

Generic Mod Enabler - v2.6.0.157
[F:\SH3\MODS]

WAC4.1 SubPen_animated_18.02.2010
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Part1
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Part2
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Part3
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7 Part4
LifeBoats&Debris_v4
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
Aces' Multimod compatability fix release v1.3 public beta
CCoM_8.x_Bug_Hecktorpedoraum_V1.0

...........................................
Aces' Super Turms v7 Taster
MaGui 3.4
Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
TorpedoSolutionButton for WideScreen MaGui v3.4
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on v2 (Ccom Torpedo Rooms Compat)
Aces' MaGUI v3.4 (Widescreen version) add-on v4 for Super Turms 7 & Multimod compatability Fix v1.3
..................................................
Rapt0r's Das Boot Interior
Rapt0r's Instruments V3.5
Low Contrast Instruments
Flags_enlighten
Pascal_Port_People
BMW-R75 v.1 by TP
Dönitz Aces - Custom Emblems
Dönitz Picture With Fly
Merchant_Fleet_Mod_3.2
Q Ship mod GWX3.0
Combat Radio Frequency
.................................................. ..
Thomsen's Sound Pack V3.2cg
GWX Speech
Torpedo_HAHD_1024_GWX
Rapt0r's Uniforms V2.0 [Black]
No Medals On Crew [Patch]
Compulsory U-boat Headdress - GWX 2.0
OLC's Modified Searchlight Beams for GWX3


Rbs1_SH4_Effects_GWX_30_71
Rbs2withbuoyance
Rbs3withlifeboat
Carotio_SH3_Seafloormod - 128mb
Aces' St.Nazaire Super Pens v5.1 GWX Version


Aces' Modified Headphones
TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
Type VII salvo selector
pascal_map
B25_Deck_Crew_Ambient
Haunting Atlantic Wind
Karle's_Crash_Dive_Mod
Scirè-Tikigod- repeated order
Real Depth Charge
TiefeMkI(German)
TorpedoTubesFfireFinal vGW
_LSH3_V5.1_SLS_Schiffshorn-Leuchtkugeln-Seenotsignal
_LSH3_V5.1_SLS_Spezialeffekte-Gross

Aces' Combined SH3.SDL Files v4
Sub Image mod
Supplement to V16B1 (JSGME)
DD_VisibleMines_V1.0
MFM3.2 displacement correction mod
Ultimate ObjectView Camerav1.0
Water Drops Blur Effect MaGUI v3.4 Widescreen Compat

SH-5 Water for SH-3 16 Km V84 My Way
Wolfehunters_VIIC_U408_2048
Wolfehunters_U-82_VIIC Decks
Stiebler4B_Addon_for_V16B1
Commands My Way

The "Aces' MaGUI v3.4 (Widescreen version) add-on v4 for Super Turms 7 & Multimod compatability Fix v1.3" is the key fix for compatibilize Magui WS, Interiors and Aces stuff. With this configuration, I have all the stuff working.

Of course, I touched some files in H.sie patch.

Also I use the Water Drops Blur Effect MaGUI v3.4 Widescreen Compat
and Ultimate ObjectView Camerav1.0. The former has a camera.dat compatible with MaGUI WS, and the later improve the camera.dat without modify the cameras.dat of The Water Drops (It´s a camera.val file). The combination is superbe for inmersion (and I recommend it for U_BOOT_HAAD, BTW).

Best regards.

Fitzcarraldo :salute:

captainzhukov
04-27-13, 04:22 AM
http://media1.gamefront.com/personal/2765292/100816/2f6791079/The%20MaGui%20mod%20%28version%203.4%29.rar?b17f4b 620c6cf1393ffa644f19eea1510e609a4b146533643dacb830 8c97e8fcebb895b55b792a6df35e6b3f1809ebe354f69bf6a9 f1441babedbfb6d81fe45cb5bb545b76a958896cae5f8f4a27 c1be9715c83c2a4aa5d9cba6f990dbd32a53a23c2f2ad0a0e7 d8a00e98bb4a30f7ca819dafbe5868857afce269a2542453d7 43a346.
Error 6 (net::ERR_FILE_NOT_FOUND)



:dead: :dead: :dead: :dead: :dead: :dead: :dead: :dead: :dead:

Captain Wreckless
05-10-13, 11:55 AM
I have been trying to get SH3 working in widescreen. I've never played in widescreen before and since I have a widescreen laptop, decided to try.

I can't get anything to work. :wah: I'm trying the MaGui WS mode. I tried changing the resolution of my screen and the resolution in the d3d9.ini but that didn't work. It makes the game load in the lower left corner of my screen and shrinks it. At times I get "cannot initialize 3d engine" msg.

I play on my laptop which has a 15.6" 16:9 WS (1920x1080) screen. I would prefer to get rid of the black (overscan) bands on the side, but I can live with them if I have to. I don't have to run it @ 1920x1080 just anything that will work.

I think I've tried everything mention on the subject in SubSim and nada.

Thanks,

Mike

15.6" 16:9 WS (1920x1080) screen/8GB RAM/AMD Radeon HD 6990M video w/2GB RAM/Win7 64bit
__________________

zakarpatska
05-10-13, 07:25 PM
Hi Mike,

I noticed that you are using a Radeon. Does it support 1360x768 resolution? If not this may be your problem. I also have a Radeon (Mobility 5870) which does not support 1360x768 resolution. I found that there is a utility called "PowerStrip" which you can download from http://entechtaiwan.com/util/ps.shtm that allowed me to add the 1360x768 resolution to my display modes. Once I did this I was able to get the MaGui widescreen mod working on my Radeon.

I now have frame rate issues when I am close to land (which I suspect is something else in the mod), but as you have a more powerful graphics card this may not be an issue for you. The PowerStrip utility isn't that easy to use and it's kind of annoying as it always pops up a message when you boot (you can disable this if you register).

If you decide to try PowerStrip and have trouble getting it to work, let me know and I can try and help out. Right now I'm posting from a Linux machine so I don't have Windows and the PowerStrip utility in front of me.

Thanks.

PS. I'm not associated with the makers of PowerStrip in any way.

BigWalleye
05-10-13, 07:50 PM
To alleviate the "Cannot initialize 3D engine" error message, try changing the resolution in d3d9.ini from 1360x768 to 1366x768. If your GPU doesn't support 1360, it may support 1366. And the 0.4% compression won't be apparent. I am using an NVidia 540M and it works for my rig.

I have not found any widescreen mod which will work at 1920x1080. The masks are all much too small, and the 2D pages do not stretch. (Explanation here: http://www.subsim.com/radioroom/showpost.php?p=2048726&postcount=6) WS MaGUI won't do it, Conus' WS won't do it, Seeadler and Rubini's won't. All have some pretty ugly problems with the 2D pages at 1920x1080. A pity, because the 3D pages are incredibly sharp at 1920x1080. But all of them work great at 1366x768.

Captain Wreckless
05-11-13, 02:11 AM
Hi Mike,

I noticed that you are using a Radeon. Does it support 1360x768 resolution? If not this may be your problem. I also have a Radeon (Mobility 5870) which does not support 1360x768 resolution. I found that there is a utility called "PowerStrip" which you can download from http://entechtaiwan.com/util/ps.shtm that allowed me to add the 1360x768 resolution to my display modes. Once I did this I was able to get the MaGui widescreen mod working on my Radeon.

I now have frame rate issues when I am close to land (which I suspect is something else in the mod), but as you have a more powerful graphics card this may not be an issue for you. The PowerStrip utility isn't that easy to use and it's kind of annoying as it always pops up a message when you boot (you can disable this if you register).

If you decide to try PowerStrip and have trouble getting it to work, let me know and I can try and help out. Right now I'm posting from a Linux machine so I don't have Windows and the PowerStrip utility in front of me.

Thanks.

PS. I'm not associated with the makers of PowerStrip in any way.

Unfortunately my Radeon doesn't support 1360x768 either. I'll give PowerStrip a try.

Thanks.

Captain Wreckless
05-11-13, 02:13 AM
To alleviate the "Cannot initialize 3D engine" error message, try changing the resolution in d3d9.ini from 1360x768 to 1366x768. If your GPU doesn't support 1360, it may support 1366. And the 0.4% compression won't be apparent. I am using an NVidia 540M and it works for my rig.

I have not found any widescreen mod which will work at 1920x1080. The masks are all much too small, and the 2D pages do not stretch. (Explanation here: http://www.subsim.com/radioroom/showpost.php?p=2048726&postcount=6) WS MaGUI won't do it, Conus' WS won't do it, Seeadler and Rubini's won't. All have some pretty ugly problems with the 2D pages at 1920x1080. A pity, because the 3D pages are incredibly sharp at 1920x1080. But all of them work great at 1366x768.

BW,

I tried both of those settings and nothing. It seems my video card doesn't have 1360x768 as an option. I'll have to try to force it somehow.

Mike

BigWalleye
05-11-13, 06:16 AM
You might try opening the control panel for your graphics card. It should have a list of supported resolutions. Try plugging some of those numbers into d3d9.ini. Pick one with 768 horizontal res if you have it. See if you can live with any of those. Alternatively. the PowerStrip program recommended by Zakarpatska might work. I don't know of it, so can't recommend it. You might Google it and see what you can find out before installing it.

Good luck. SH3 really looks good in full-screen.

Captain Wreckless
05-11-13, 07:24 AM
You might try opening the control panel for your graphics card. It should have a list of supported resolutions. Try plugging some of those numbers into d3d9.ini. Pick one with 768 horizontal res if you have it. See if you can live with any of those. Alternatively. the PowerStrip program recommended by Zakarpatska might work. I don't know of it, so can't recommend it. You might Google it and see what you can find out before installing it.

Good luck. SH3 really looks good in full-screen.

SUCCESS! :Kaleun_Applaud:
I was able to get the WS working. My graphics card does not list 1360x768 as an option, but using PowerStrip I was able to add the resolution option. At first SH3 WS would give me the "can not initialize 3d engine message" so I tried another resolution 1376x744 and I was able to get it to work. Then I went back to 1360x768 and it worked. Why it didn't the first time, I have no idea.

Anyway, I seem to have it running. Played a single mission for about 10 minutes and everything seemed to work ok, just have to get used to the buttons in different places.

zak & BW thanks for the help. :Kaleun_Salute:

BigWalleye
05-11-13, 07:46 AM
Hey, great news! Enjoy!

zakarpatska
05-11-13, 08:05 AM
Thanks for reporting back and letting us know you have it working. That's good news!

Captain Wreckless
05-13-13, 04:22 PM
Hey,

The readme says the WS version needs Magui 3.4 to work correctly. OK, which version, MaGui 3.4 or MaGui Final.

I assume it doesn't matter but the Final version is preferred?


Mike

BigWalleye
05-13-13, 04:45 PM
Hey,

The readme says the WS version needs Magui 3.4 to work correctly. OK, which version, MaGui 3.4 or MaGui Final.

I assume it doesn't matter but the Final version is preferred?


Mike


Mike, do you have a link for the MaGUI Final version?

Captain Wreckless
05-13-13, 05:18 PM
Mike, do you have a link for the MaGUI Final version?

Half way down 1st page of forum.

http://www.subsim.com/radioroom/showthread.php?t=166320

BigWalleye
05-13-13, 05:30 PM
Mike, I hate to look like a dunderhead, but I don't see it. There are references and a link to Makman's Fileffront page, but the only thing there is MaGUI v3.4. I can not find the MaGUI Final version anywhere. And Manos clearly states that MaGUI Final is an improvement on v3.4, so I am confident they are not the same. Can you post the link you used to download it?

Captain Wreckless
05-13-13, 06:18 PM
Mike, I hate to look like a dunderhead, but I don't see it. There are references and a link to Makman's Fileffront page, but the only thing there is MaGUI v3.4. I can not find the MaGUI Final version anywhere. And Manos clearly states that MaGUI Final is an improvement on v3.4, so I am confident they are not the same. Can you post the link you used to download it?


I think I got it here.

ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/MAKMAN94/

Go here: http://www.subsim.com/radioroom/showthread.php?t=171019

4th post down by Plissken 04 is the username/password for the site.

I think I will use the final version.

Mike

BigWalleye
05-13-13, 06:53 PM
Hey, hey! Nailed it! Been looking high and low for that mod. Thanks a bunch, Mike.

Captain Wreckless
05-14-13, 07:45 PM
Hey, hey! Nailed it! Been looking high and low for that mod. Thanks a bunch, Mike.

Glad to help.:Kaleun_Salute:

Mike

makman94
06-06-13, 02:02 PM
ahoy to all subsimers ,

for the fans of WideScreen MaGui,at my mediafire page you can find a stand alone version of the WideScreen MaGui v3.4

Ferlitio
08-23-13, 11:56 AM
Hi, i installed the Widescreen MaGUI, but i can't fid a way to bring down the rings that permits you to take measurements with the periscope.
Tried clicking the small part of the ring that is visible above the periscope but isn't working.
Any help please?

fitzcarraldo
08-24-13, 06:57 AM
Hi, i installed the Widescreen MaGUI, but i can't fid a way to bring down the rings that permits you to take measurements with the periscope.
Tried clicking the small part of the ring that is visible above the periscope but isn't working.
Any help please?

The rings only work with manual targeting. Set this option "on" and you will have the rings.

Regards.

Fitzcarraldo :salute:

Ferlitio
08-24-13, 07:43 PM
Thanks! got it working. now to embark into OLC's Tutorials to learn how to use the tools.

Delta Wolf
08-29-13, 10:29 AM
Hi Guys, :salute:

Quick question, is it possible to get the Chronometer that you can pull out from the top left of the screen to work by clicking on it?, i can only get mine to work by clicking on the stopwatch in the attack scope screen.

Thanks all

makman94
08-30-13, 06:42 PM
Hi Guys, :salute:

Quick question, is it possible to get the Chronometer that you can pull out from the top left of the screen to work by clicking on it?, i can only get mine to work by clicking on the stopwatch in the attack scope screen.

Thanks all

hi TiberiusXIV,

we haven't managed till today to make fuctional (clicable) the dragable stopwatch so activating it from scopes-uzo pages is a limitation that you must get used to.

ps: in u-boot-hahd ui , Reaper7 managed to make the dragable stopwatch clicable too (http://www.youtube.com/watch?v=GutjFGuDbmE), but we have some problems as it is not working to every pc (os problems maybe) and if we don't manage to solve this issue will never be released.

Gear5
11-14-13, 12:02 AM
hi, ur mod looks great, especially i dunno SH3 can run in widescreen.

u said we can find this mod in ur FF page, but i cant!

i tried to search ur name in filefront.com, nothing match. so where is ur page? or how can i get there? THX.

Plissken_04
11-14-13, 01:59 AM
hi, ur mod looks great, especially i dunno SH3 can run in widescreen.

u said we can find this mod in ur FF page, but i cant!

i tried to search ur name in filefront.com, nothing match. so where is ur page? or how can i get there? THX.


Click here

http://www.mediafire.com/folder/da50hb8kchto1/Makman94_Mods#ssc3tnx7fus5y

or here

ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/MAKMAN94/

Username & Password in my Signature!!!



So Long

Maik

Gear5
11-14-13, 10:46 AM
Click here

http://www.mediafire.com/folder/da50hb8kchto1/Makman94_Mods#ssc3tnx7fus5y

or here

ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/MAKMAN94/

Username & Password in my Signature!!!



So Long

Maik

wow, thx again, it works.

makman94
12-15-13, 03:22 PM
hello subsimers ,

after some requests from members of the friendly site ''marinesims.de'' , i upload today (at my mediafire page) a pack which contains all the necessary files for adjusting the ''Widescreen MaGui v3.4-SA'' to the needs of CCoM v10.0 and one more pack which contains all the necessary files for the needs of LSH3 v5.1

page names adjusted at menu screens, career screen reworked , a flag chart added at attack scope page and several other reworks made to both packs.

ps: will follow a pack for GWX and a pack for NYGM (as the biggest amount of work have allready been made for the LSH and CcoM mods)

makman94
12-17-13, 04:44 PM
hello guys,

packs for GWX v3 and NYGM v3.6D are ,also , uploaded

enjoy

Newinger
12-20-13, 12:10 PM
after some requests from members of the friendly site ''marinesims.de'' , i upload today (at my mediafire page) a pack which contains all the necessary files for adjusting the ''Widescreen MaGui v3.4-SA'' to the needs of CCoM v10.0

Thank you! It's great that MaGUI now officially supports CCoM!

ReallyDedPoet
01-23-14, 11:46 AM
I have used widescreen mods in the past with no issues, but now for some reason I am. Not sure why. I get a CTD when initially starting the game.

I am using:

Windows XP, SP 3
3 gigs of RAM
GeForce GT 430 1 gig of RAM VC
PD 3.2 mhz

NGT
01-23-14, 01:21 PM
I have used widescreen mods in the past with no issues, but now for some reason I am. Not sure why. I get a CTD when initially starting the game.

I am using:

Windows XP, SP 3
3 gigs of RAM
GeForce GT 430 1 gig of RAM VC
PD 3.2 mhz

Did you a reinstall of Windows ? If yes, the old problem with screen resolution reappears. For this reason the CTD occurs when you start the game. You need to put your screen resolution same like game resolution > start the game > close the game > change screen resolution to native resolution > restart the game.

If it not work, we have dozens of posts here in Subsim for that.

Sorry for bad English, hope I can help.

ReallyDedPoet
01-23-14, 01:50 PM
Did you a reinstall of Windows ? If yes, the old problem with screen resolution reappears. For this reason the CTD occurs when you start the game. You need to put your screen resolution same like game resolution > start the game > close the game > change screen resolution to native resolution > restart the game.

If it not work, we have dozens of posts here in Subsim for that.

Sorry for bad English, hope I can help.

Thanks NGT :yep::up: and yes I did do a reinstall.

I will try the above, also I did a bit of research and found some other stuff as well :yep:

Güber
01-23-14, 09:26 PM
This might not be the right place to ask, but-
(If it's not the right place, maybe someone will point me in the right direction, please?)

Is there anything like an installation guide for complete dummies for this? Some instructions that assume that I know virtually nothing about installing mods in SHIII would be good, since that's sort of where I'm at now. :doh:

I'm running GWX 3 and SHCommander, and am trying to get the 3.4WS stand-alone version to work. I've gone through the related threads that I could find, but so far nothing seems to work. It looks like the mod installs ok, but everything is still stretched with some of the graphics out of place. Also, am not seeing everything on the left and right edges of the screen.

Anyone have any insights?

Thanks.:Kaleun_Salute:

NGT
01-24-14, 04:40 PM
.....................

It looks like the mod installs ok, but everything is still stretched with some of the graphics out of place. Also, am not seeing everything on the left and right edges of the screen.

Anyone have any insights?

Thanks.:Kaleun_Salute:

Next time I will see you, I will pay you a coffee, if your graphic card is not a Radeon. . .

Because Radeon have a bug with resolution conversion. If you go to the menu of ATI/Radeon control panel is impossible to check the option "Keep Aspect ratio". To do that, you need to choose first a another resolution than the native one. After, the button about Aspect ratio is clickable, and you can check it. After you pass again to the native resolution, and now, if you open SH3 (wide screen or not) it will be not stretched any more. Caution: maybe inside the Radeon control panel, the option about Aspect ratio seems again out, but, the work is done.

A hope I am right (2 times in one thread, little bit difficult...) :hmm2:, but I will loose just a coffee :smug:

Güber
01-24-14, 05:46 PM
Next time I will see you, I will pay you a coffee, if your graphic card is not a Radeon. . .


NGT,
Thanks, I love coffee. :)

My video card is Nvidia GTX 660. I wish it was as simple as having a Radeon card, since I read about the issues already. Whatever I'm (probably doing wrong) seeing isn't readily apparent to me, I'm wondering if there's some step to installing that I've missed.

Thanks for the reply, though!

ReallyDedPoet
01-28-14, 08:54 PM
Finally got this going. Did a reinstall of my older copy of SH3 and that seemed to do the trick :yep:.

ReallyDedPoet
01-30-14, 09:46 PM
Works well, wondering if anyone has other installed mods along with this latest version of MaGui?

Edit: anyone have a good link to a mod compilation thread with some of the newer mods?

ReallyDedPoet
02-02-14, 10:08 PM
Bump : )

Newinger
07-19-14, 09:13 AM
Hi MakMan,

is there a chance for an update of your CCoM compatibility package for CCoM 10.1?

In 10.1, there is an additional slideout on the map screen, about signal flags shown by ships (this is a different slideout than the already included signal slideout for harbours).

makman94
07-22-14, 06:23 AM
Hi MakMan,

is there a chance for an update of your CCoM compatibility package for CCoM 10.1?

In 10.1, there is an additional slideout on the map screen, about signal flags shown by ships (this is a different slideout than the already included signal slideout for harbours).

uploaded to my mediafire page
enjoy

panzerhaff
12-10-14, 12:00 AM
I have a problem with this mod, I have installed Widescreen MaGui 3.4 on a Clean GWX3 installation (with its proper patch) and Im getting this strange bug on the UI.. white squares appear on some of the interface tools (compass, attack disk. etc.) Is there any solution? do I mess up the installation some how? (I already reinstall the mod a couple times) ... help me please :wah:

makman94
12-10-14, 06:55 AM
I have a problem with this mod, I have installed Widescreen MaGui 3.4 on a Clean GWX3 installation (with its proper patch) and Im getting this strange bug on the UI.. white squares appear on some of the interface tools (compass, attack disk. etc.) Is there any solution? do I mess up the installation some how? (I already reinstall the mod a couple times) ... help me please :wah:

hello Panzerhaff,

can you post your mods list as this shows on jsgme display ?

panzerhaff
12-10-14, 09:41 AM
hello Panzerhaff,

can you post your mods list as this shows on jsgme display ?

http://i.imgur.com/Um6cJLo.jpg
here´s my mods list, but I already tried installing just the Magui Mod alone and Im still having the same issue, I´m really enyoing the this UI mod, thanks

yasti
12-10-14, 11:18 AM
Not sure if this is the problem but widescreen magui fn fix is for 1.0 version of new interiors, not 2.1 afaik

makman94
12-10-14, 02:46 PM
here´s my mods list, but I already tried installing just the Magui Mod alone and Im still having the same issue, I´m really enyoing the this UI mod, thanks

hello Panzerhaff,
i don't see any problem on your list,everything looks fine.
i downloaded the mods again ,installed them and i don't see any problem with them so i am thinking that maybe you have corrupted files so try download them again and reinstall.

a tip: from the ''FM NI Fix for WideScreen MaGui v3.4-SA'' ,first delete the Library folder* and then enable it (the only thing that you really need from this fix is the commands.cfg).

*the ''WideScreen MaGui v3.4-SA FIX for GWX v3'' allready containes in its library folder an updated cameras.dat

Not sure if this is the problem but widescreen magui fn fix is for 1.0 version of new interiors, not 2.1 afaik

hello Yasti,

no, the fix is the same for both version of FM interiors so can be safely used

yasti
12-10-14, 04:29 PM
hello Yasti,

no, the fix is the same for both version of FM interiors so can be safely used

:doh: time to adjust my mod soup!

Akula17024
12-30-14, 10:51 PM
WideScreen MaGui v3.4 (StandAlone Version)
----------------------------------------------


update 17/December/2013
----------------------------------------------------------------------------------------------------------------------------------------------
at my mediafire page you can find four new packs which adjusting the ''Widescreen MaGui v3.4-SA'' to the needs of NYGM v3.6D , of GWX v3 , of LSH3 v5.1 and to the needs of CCoM v10.1
----------------------------------------------------------------------------------------------------------------------------------------------

update 6/June/2013
----------------------------------------------------------------------------------------------------------------------
at my mediafire page you can find a stand alone version of the WideScreen MaGui v3.4
----------------------------------------------------------------------------------------------------------------------
http://i965.photobucket.com/albums/ae138/sphere94/wide-intro.png



WideScreen MaGui v3.4 (StandAlone Version) is on resolution 1360x768


================================================== ====================
------------------------------------------------
CREDITS (for the widescreen version):
------------------------------------------------

1. to Conus00 for his beautyfull work at the 1360x768 tgas for the menu screens that i took from his mod ''Conus' SH3GWXWS 2.3''

2. to Seeadler for his d3d9.dll file that this mod is using for the 1360x768 resolution

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


Can be found at my mediafire page


enjoy,


23/September/2010


Makman94
PICS:
Nav map:
http://i965.photobucket.com/albums/ae138/sphere94/01.png
Attack map:
http://i965.photobucket.com/albums/ae138/sphere94/02.png
Attack Scope:
http://i965.photobucket.com/albums/ae138/sphere94/03.png
http://i965.photobucket.com/albums/ae138/sphere94/WIDE-04444.png
Obs Scope:
http://i965.photobucket.com/albums/ae138/sphere94/05.png
http://i965.photobucket.com/albums/ae138/sphere94/WIDE-06666.png
Uzo:
http://i965.photobucket.com/albums/ae138/sphere94/07.png
http://i965.photobucket.com/albums/ae138/sphere94/WIDE-08888.png
Binoculars:
http://i965.photobucket.com/albums/ae138/sphere94/08.png

I have scoured the subsim threads for an answer to this question. I am using GUI WS with GWX and I was wondering is their something I can do or another MOD I can add or whatever, that will show the reco book in English like it does in OLC also to make the weapons officer classify contacts automatically so the page with the ship in the reco book is just brought up by clicking the name of the ship instantly. I have the weapons officer assistance option checked in the options so I'm not sure what to do. Thanks in advance.

makman94
12-31-14, 02:09 PM
I have scoured the subsim threads for an answer to this question. I am using GUI WS with GWX and I was wondering is their something I can do or another MOD I can add or whatever, that will show the reco book in English like it does in OLC also to make the weapons officer classify contacts automatically so the page with the ship in the reco book is just brought up by clicking the name of the ship instantly. I have the weapons officer assistance option checked in the options so I'm not sure what to do. Thanks in advance.

hello Akula,
first of all ,make sure that there are no other mods that overwritting MaGui's files
about the rec book: at the languange options make sure that you use ''english''
about the WeaponOfficer: the ''No Weapon Officer Assistance'' must be UNCHECKED.

huppy new year :up:

Akula17024
01-02-15, 10:20 AM
hello Akula,
first of all ,make sure that there are no other mods that overwritting MaGui's files
about the rec book: at the languange options make sure that you use ''english''
about the WeaponOfficer: the ''No Weapon Officer Assistance'' must be UNCHECKED.

huppy new year :up:

I did have English selected and the advice about the weapons officer fixed my issue with the other problem! Thanks a lot for the help!:haha::haha:

This mod really rocks! There are so so many of them I don't know which to use !!!!

Oh! Another question for anyone! When using the AOB wheel .....everything in OneLifeCrisis' video tutorials should apply In Magui. I understand it is to be used at 12x zoom or in 6x everything need to be doubled as far as the tick marks on the scope....I watched theses videos over and over and then applying it in the game,but something seems just a bit off. Thanks!

makman94
01-02-15, 03:10 PM
I did have English selected and the advice about the weapons officer fixed my issue with the other problem! Thanks a lot for the help!:haha::haha:

This mod really rocks! There are so so many of them I don't know which to use !!!!

Oh! Another question for anyone! When using the AOB wheel .....everything in OneLifeCrisis' video tutorials should apply In Magui. I understand it is to be used at 12x zoom or in 6x everything need to be doubled as far as the tick marks on the scope....I watched theses videos over and over and then applying it in the game,but something seems just a bit off. Thanks!

if you have the english selected then the rec book pages should appear in english. i can't think any other reason that can make rec book pages appear in german

about the AOB: the principles using the AOB wheels are the same at whatever mod you see them appear. if you want to test the wheels then you must be sure of certain things before you proceed (such as to know the true target's length and mast values and the true distance and AOB in order to confirm your tests).

look here (http://www.subsim.com/radioroom/showpost.php?p=1652888&postcount=413)

also, have in mind, that the wheels are not so well made images and there are ,indead, some tiny (very tiny though) deviations at results

Akula17024
01-02-15, 03:55 PM
if you have the english selected then the rec book pages should appear in english. i can't think any other reason that can make rec book pages appear in german

about the AOB: the principles using the AOB wheels are the same at whatever mod you see them appear. if you want to test the wheels then you must be sure of certain things before you proceed (such as to know the true target's length and mast values and the true distance and AOB in order to confirm your tests).

look here (http://www.subsim.com/radioroom/showpost.php?p=1652888&postcount=413)

also, have in mind, that the wheels are not so well made images and there are ,indead, some tiny (very tiny though) deviations at results

Wow!!! Thanks a lot. That really helped out. I was turning the wheels properly in every aspect. What I was doing was only counting horiz. marks from the center line, not from bow to stern(based on a previous turorial that was based on the OLC mods wheel. Thanks really helped out a bunch!!!!!
:haha::haha::haha::haha::haha::haha:

Akula17024
01-02-15, 08:55 PM
Wow!!! Thanks a lot. That really helped out. I was turning the wheels properly in every aspect. What I was doing was only counting horiz. marks from the center line, not from bow to stern(based on a previous turorial that was based on the OLC mods wheel. Thanks really helped out a bunch!!!!!
:haha::haha::haha::haha::haha::haha:

Thanks again for the help and the time. You are great teacher! I have one more question.....I have been watching the series of video tutorials you have on manual plotting and targeting. The scope in those vids have red and green horizontal line correlating to port and starboard, I was wondering what scope/optics mod is that or is it from the OLC mod?

makman94
01-03-15, 03:18 PM
Thanks again for the help and the time. You are great teacher! I have one more question.....I have been watching the series of video tutorials you have on manual plotting and targeting. The scope in those vids have red and green horizontal line correlating to port and starboard, I was wondering what scope/optics mod is that or is it from the OLC mod?


hello Akula,
glad that you get helped and thank you for your kind words :up:
at which video exactly you are referring to ?

Akula17024
01-16-15, 08:01 AM
hello Akula,
glad that you get helped and thank you for your kind words :up:
at which video exactly you are referring to ?


It is a manual targeting video that was included in a folder for the OLC Gold mod. Dealt mainly with showing you how to use the range and aob finder and the attack disc.

makman94
01-16-15, 06:34 PM
It is a manual targeting video that was included in a folder for the OLC Gold mod. Dealt mainly with showing you how to use the range and aob finder and the attack disc.

sorry Akula, afaik, none of my videos ever included in OLC Gold mod :dead:

Akula17024
01-19-15, 09:45 AM
sorry Akula, afaik, none of my videos ever included in OLC Gold mod :dead:


There are two AVI files titled Original OLC GUI tutorial. Im not sure then wherre I found them. If you want I will try and figure it out for you. I just down loaded them from somewhere. Let me know.

sublynx
01-20-15, 03:28 PM
I'm late to this widescreen party, but thank you makman94 for this mod! I was so used to playing 1024x768 that the widescreen effect I got from this mod absolutely took me right into the U-boat's deck. I swear I could smell the sea :arrgh!:

I was wondering if it would be technically possible to add a Maneuvering board to the Navigation map (F5), making the map look something like this:

http://i.imgur.com/KEiKjch.jpg

I know how to change the tga files so that I can write or copy paste to the map, but would it be possible to expand the map area to the right so that I could use the empty space on the right to fit a working maneuvering board there?

It's difficult to verbalize what I mean, but perhaps someone with menu_1024_768.ini editing experience understands what I'm getting at, and can give me a "can't be done" or "yeah, go ahead, it should be possible" answer.

If this is possible I might edit my map to look somewhat like the picture, and if it's ok to makman94, I might also release the map as a minimod for MaGuiWS, "MoBo for MaGui WS" :06:

makman94
01-22-15, 01:58 AM
There are two AVI files titled Original OLC GUI tutorial. Im not sure then wherre I found them. If you want I will try and figure it out for you. I just down loaded them from somewhere. Let me know.

hi John,
i can't understand about which videos you are talking about but this is not so important. the main point of my message is this: even if you saw an image that you like in there at RAOBF wheels , DON'T mix things between mods.
ps: if you manage to find a link to the video maybe i can tell you where this image can be found

I'm late to this widescreen party, but thank you makman94 for this mod! I was so used to playing 1024x768 that the widescreen effect I got from this mod absolutely took me right into the U-boat's deck. I swear I could smell the sea :arrgh!:

I was wondering if it would be technically possible to add a Maneuvering board to the Navigation map (F5), making the map look something like this:

http://i.imgur.com/KEiKjch.jpg

I know how to change the tga files so that I can write or copy paste to the map, but would it be possible to expand the map area to the right so that I could use the empty space on the right to fit a working maneuvering board there?

It's difficult to verbalize what I mean, but perhaps someone with menu_1024_768.ini editing experience understands what I'm getting at, and can give me a "can't be done" or "yeah, go ahead, it should be possible" answer.

If this is possible I might edit my map to look somewhat like the picture, and if it's ok to makman94, I might also release the map as a minimod for MaGuiWS, "MoBo for MaGui WS" :06:

hello Sublynx,
thank you for your kind words :up:

about your question:
unfortunatelly it can't be done ! expanding the map area to full the screen was one of my desires too but in sh3 (and not at sh4) there is a game limitation, the map area can only be maximized at length till 1024 pxls.

just two ideas for your idea:
1. why not a draggable MB ?
or
2. you can add a stady image of MB at the right side of screen but take care of its(your image) backround layer. make it so that leave a transparent area at its left (i am talking for your image background) in order not to cover the map area. the rest right background cover it with something that will look like map's layout .
i don't really (personal taste) like this option but it is very possible people to like it. in case that you like it keep in mind to discard the night filter becuase ,during night, the map page will look odd

all the best,
Manos

sublynx
01-22-15, 08:50 AM
Thanks a lot makman94, you saved me from a lot of futile work. I guess I'll go for the draggable mobo as I already have a version of that. I'm not happy with the one I've got and I'll have to keep on finetuning on it before I'm ready to release it.