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

TheDarkWraith 03-31-10 01:42 PM

Quote:

Originally Posted by lumat83 (Post 1342294)
Maybe You haven't seen my question :oops:. I know that you have many many questions to answer :)

what version of the mod are you using? In v1.1.0 there is an option:

##################################### Player Guidance (SH3/4/5 modes) ####################################
PlayerGuidanceEnabled = False

by default it's disabled. Sounds like you're using a later version (like v1.0.0)

TheDarkWraith 03-31-10 01:43 PM

Quote:

Originally Posted by TheBeast (Post 1342295)
Will the Telegraph still overlap?

I'll move the officers to the left so that they don't underlap the telegraph for those using 1024 X 768 res.

TheDarkWraith 03-31-10 01:45 PM

Quote:

Originally Posted by cothyso (Post 1341880)
I don't know if you've seen this:



Also, maybe instead the Xed icon for the order category that doesn't meet conditions using a dark greyed icon would be much better (as the X would make the icon underneath hardly recognisable and would visually "crowd" the icons).

Awesome work, as usual.

the X isn't really a big deal. The icon still has a tooltip so if you hover the mouse over it you'll find out what it is. I like the X vice nothing shown. Making it turn a darker color would add too much complexity and work (not to mention making the .dds file bigger).

TheDarkWraith 03-31-10 01:47 PM

Quote:

Originally Posted by TheBeast (Post 1342142)
Using the UZO and Periscope I found that the Crew Warning Text box covers the XO Pic/Button. This is just a PITA and nothing is broken.
Can the XO button and Interactive Dialog window be moved slightly to the left of the Text box?
http://www.subsim.com/radioroom/pict...pictureid=1628
-TheBeast

you're using a version of my mod that a) I didn't approve or give permission to use my code and b) doesn't look like was designed correctly. In short, a copy of my work.

java`s revenge 03-31-10 01:47 PM

Quote:

Originally Posted by lumat83 (Post 1342294)
Maybe You haven't seen my question :oops:. I know that you have many many questions to answer :)

Lumat,
For your question there has been already made a mod. Take a look into
the mod section. :D

kylania 03-31-10 02:07 PM

Quote:

Originally Posted by TheDarkWraith (Post 1342304)
what version of the mod are you using? In v1.1.0 there is an option:

##################################### Player Guidance (SH3/4/5 modes) ####################################
PlayerGuidanceEnabled = False

by default it's disabled. Sounds like you're using a later version (like v1.0.0)

He, for some reason, wants the objectives not to be shown either.

It's pretty trivial to remove all ability to see what you're supposed to be doing, but if you remove the yellow ! icon, would that also remove the objective updates as well?

lumat83 03-31-10 03:45 PM

Quote:

Originally Posted by TheDarkWraith (Post 1342304)
what version of the mod are you using? In v1.1.0 there is an option:

##################################### Player Guidance (SH3/4/5 modes) ####################################
PlayerGuidanceEnabled = False

by default it's disabled. Sounds like you're using a later version (like v1.0.0)

Thank for your answer. I use the v1.1.0 and I've this option (PlayerGuidanceEnabled) to False in the TheDarkWraithUserOptions.py file.

But I've always this icon :cry:

http://img511.imageshack.us/img511/8...331113502n.jpg

Java's revenge,
this mod (Player Guidance Icons Removed v1.02 ?) doesn't work with the Multiple UI.
(Many artefacts appear on the screen)

TheDarkWraith 03-31-10 07:59 PM

Quote:

Originally Posted by lumat83 (Post 1342492)
Thank for your answer. I use the v1.1.0 and I've this option (PlayerGuidanceEnabled) to False in the TheDarkWraithUserOptions.py file.

But I've always this icon :cry:

http://img511.imageshack.us/img511/8...331113502n.jpg

Java's revenge,
this mod (Player Guidance Icons Removed v1.02 ?) doesn't work with the Multiple UI.
(Many artefacts appear on the screen)

ok. What mission were you running in this screenshot? I'd like to duplicate this so I can see what I did wrong or missed.

TheBeast 03-31-10 11:34 PM

Quote:

Originally Posted by TheDarkWraith (Post 1342310)
you're using a version of my mod that a) I didn't approve or give permission to use my code and b) doesn't look like was designed correctly. In short, a copy of my work.

WTF, you told me to try this version(NewUIs_TDC_1_1_0_ByTheDarkWraith).:hmmm: It is your work!

TheDarkWraith 04-01-10 12:03 AM

Quote:

Originally Posted by TheBeast (Post 1342960)
WTF, you told me to try this version(NewUIs_TDC_1_1_0_ByTheDarkWraith).:hmmm: It is your work!

this screenshot http://www.subsim.com/radioroom/show...&postcount=229 looks different from my work. Anyways....


my photoshop skills are not the best so it takes me time to do things. Redid the .dds files for the officers and here's what I've come up with:
http://www.subsim.com/radioroom/pict...pictureid=1629

just the officers and order categories were redone. I made a real thin (1 pixel wide) border around the selected officer. For the order categories a gold colored icon is the currently selected one, grey is unavailable, and white is available. The icon will only turn gold colored is there is an associated order bar to go with it (like in this example). If I had clicked on the reports (the far right icon above the officers) then the page for system would show (no need to color the icon gold because it has no orders bar). If everyone likes this scheme then this is the pattern I'll carry over to the orders bar (the big bar above the order's categories which is currently bright white).

kylania 04-01-10 12:08 AM

Quote:

Originally Posted by TheDarkWraith (Post 1342982)
(like in this example)

So available = white,
unavailable = gray,
currently selected menu = gold
and active ability (as in Recharging Batteries or Standard Propulsion which are both white in that example, but should be a toggle) are gold too? or remain yellowish? or nothing?

TheDarkWraith 04-01-10 12:13 AM

Quote:

Originally Posted by kylania (Post 1342987)
So available = white,
unavailable = gray,
currently selected menu = gold
and active ability (as in Recharging Batteries or Standard Propulsion which are both white in that example, but should be a toggle) are gold too? or remain yellowish? or nothing?

They are changing to a toggle (along with some other items). This way when you interact with the crew they aren't confused anymore :doh: For the Recharging batteries or standard propulsion, only one icon will show depending on which mode you have set. If it is available and being used (not damaged) it'll be gold, if it's available but not being used it'll be white, if it's not available (or damaged) it'll be grey.

kylania 04-01-10 12:16 AM

Well, that all sounds good, but instead of gold perhaps you should do lime green instead? With a dark gray background and for active abilities just like a big spinning green X shape? Dunno why I just thought of that, but I think it would be hella sweet.

TheDarkWraith 04-01-10 12:19 AM

Quote:

Originally Posted by kylania (Post 1342999)
Well, that all sounds good, but instead of gold perhaps you should do lime green instead? With a dark gray background and for active abilities just like a big spinning green X shape? Dunno why I just thought of that, but I think it would be hella sweet.

is your webpage for subsim showing xbox gamer den also? You are joking about the lime green right?

lumat83 04-01-10 12:31 AM

Quote:

Originally Posted by TheDarkWraith (Post 1342753)
ok. What mission were you running in this screenshot? I'd like to duplicate this so I can see what I did wrong or missed.

At the beginning of the campaign, "English coats" :)


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