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-   -   [REL] Multiple UIs for SH5 with TDC (https://www.subsim.com/radioroom/showthread.php?t=166093)

Krauter 05-05-10 05:18 PM

So does this Mod fix the Stadimeter problem? I read somewhere that you had to use the notepad.. how does that work out :s

TheDarkWraith 05-05-10 05:50 PM

Quote:

Originally Posted by Linavitch (Post 1383264)
I think that would be splendid. If you are patrolling the North Sea a 200 mile radius would do, if you were in the Mid Atlantic you might want a 1000 mile radius.

You really think this is achievable?

Regards

I can easily implement that feature. I already have everything I need to do it just have to add the code to check the range to the contact and see if it's greater than or less than value defined. If less than then go to TC 1 if enabled....simple really ;)

TheDarkWraith 05-05-10 05:51 PM

Quote:

Originally Posted by SeaWolf U-57 (Post 1383267)
Same old same old the box was moving down behind the gauges again
until I stopped the clock from popping up.
Oh no I didn't load the fix into the mod I was thinking it was already
in it :oops:

the fix is already in the version I sent you. So explain exactly what you did to get the messagebox to move. I would like to duplicate this problem.

TheDarkWraith 05-05-10 06:03 PM

Here's the newest feature I'm working on. I call it user marks. Instead of the boring pencil adding X marks to the map I wanted something that I could add text to. So I created it. When you add a new user mark you're asked to type in the text for it. Then when you mouse over the user mark on the TAI a pop up shows with the text for it. It's taken me 2 days to just get this far on it and I'm stuck at one spot. As the game doesn't expose the current zoom level or what it does when you zoom/unzoom I have to figure out a way to make the user mark scale appropriately by zoom. In order to make this work I have the mousewheel disabled when you mouse in the TAI map. It becomes re-enabled when you mouse out. This had to be done since I can't read the current zoom level I have to force you to use the zoom and unzoom buttons in the bottom right of the TAI map. When you press those I can increment or decrement a counter to know which zoom level the TAI is in. My problem is this: I add a new user mark to the TAI map:
http://www.subsim.com/radioroom/pict...pictureid=2005

now all I know about this user mark are it's screen coordinates in the TAI. Now I want to zoom in. That would place me at the 1500m scale. So what mathematical formula would I use to scale the position of the user mark? I thought that since we went from 3000m to 1500m that I should double the value....nope, no way. So I tried dividing by 2...nope, no way again. I have to figure out the correct way to scale this point on the map when zooming/unzooming

7thSeal 05-05-10 06:03 PM

One small item I noticed is that when I set the Show Items Note to false in the option file it will still be enabled when starting up the game. Not really a big deal though since you have the ability to toggle it off in the options bar after starting a patrol. :)

TheDarkWraith 05-05-10 06:07 PM

Quote:

Originally Posted by 7thSeal (Post 1383329)
One small item I noticed is that when I set the Show Items Note to false in the option file it will still be enabled when starting up the game. Not really a big deal though since you have the ability to toggle it off in the options bar after starting a patrol. :)

good bug report. Is that the only one that does that? Just looked at the code and I don't see how that can be happening......

EDIT:

just tested it by setting it to both values and everything worked fine. Don't know what you're doing wrong.

7thSeal 05-05-10 06:10 PM

Quote:

Originally Posted by TheDarkWraith (Post 1383331)
good bug report. Is that the only one that does that?

It seems so, I also have the show message box set to false and it seems to stay disabled on startup.:up:

7thSeal 05-05-10 06:18 PM

I'll go back and try it again, I disable the mod before making any changes in the option file and then re-enable it before starting the game. I've checked it twice already thinking I might of forgot to save it after the changes but it was still set to false.

Get back to you after I try it again. :)

Edit\ Well I went through it again and it still wasn't working. Don't know what I was doing wrong but I went ahead and replaced the option file with a fresh copy from the dl I have and made all my usual changes again and saved it. Started up the game and the show items note is disabled. :up:

SeaWolf U-57 05-06-10 12:48 AM

Ok here is today results I have been playing the game with both clock TC at 32
and 1 with no problems at all
so I un-installed your mod and started the game played it for a while don't know
if anything was wrong because its such a long time since I have seen the stock
version running.
loaded your mod back up and yes again the Message box was on something and
could not standstill the icons didn't light up when selected. these things I have
seen before so I saved the game and exited it.
I then restarted the game without making any changes and off it went with no problems so what could cause this I wonder is JSGME not writing all the files
across the first time you enable the mods I think this is unlikely.
I would put this down to the Synchronized games form server crap you get at the start
of the game this is somehow restricting the file changes until you save the game
and then reload it. from now on any new mod I load up I will start the game let
it run for a while then save it and restart it and then see if the new changes are working or not.

SeamanStaines 05-06-10 04:13 AM

For the newbies out there who want to try this, what other intrsuctions aren't made clear in the 1st post?

I enabled the main v2.1.o mod
I figured out i need to find the dials subdirectory i want to use and copy that too, to the SH5 mod directory, before being able to enable it (jsgme). I've chosen 'all dials'.

Still cant see any dials in game with manual targeting on or off.

cheers

kylania 05-06-10 10:00 AM

Quote:

Originally Posted by SeamanStaines (Post 1383578)
For the newbies out there who want to try this, what other intrsuctions aren't made clear in the 1st post?

I enabled the main v2.1.o mod
I figured out i need to find the dials subdirectory i want to use and copy that too, to the SH5 mod directory, before being able to enable it (jsgme). I've chosen 'all dials'.

Still cant see any dials in game with manual targeting on or off.

cheers

Did you edit the TheDarkWaithOptions.py file to indicate you were using All Dials instead of Minimal Dials?

Monte 05-06-10 10:30 AM

My officer icons don´t change if an officer is wounded. Are there some changes I have to do in the 'TheDarkWaithOptions.py'?
Or is it because of my Dual AMD processor?

TheDarkWraith 05-06-10 10:47 AM

Quote:

Originally Posted by Monte (Post 1383828)
My officer icons don´t change if an officer is wounded. Are there some changes I have to do in the 'TheDarkWaithOptions.py'?
Or is it because of my Dual AMD processor?

then your officer's aren't getting wounded :DL How do you know they are wounded?

Monte 05-06-10 11:03 AM

I know it when I click on my moving officer to open the dialog window. In the top right corner theres a red text 'wounded' and the orders are greyed out (I´m not able to chose an order). I thought that the officer icon would change when this happens.

TheDarkWraith 05-06-10 11:18 AM

Quote:

Originally Posted by Monte (Post 1383856)
I know it when I click on my moving officer to open the dialog window. In the top right corner theres a red text 'wounded' and the orders are greyed out (I´m not able to chose an order). I thought that the officer icon would change when this happens.

they should be :hmmm:

EDIT:

just tried it in game and my officers change to wounded.


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