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-   -   Is there a mod put the stop watch on other screens? (https://www.subsim.com/radioroom/showthread.php?t=86479)

Marhkimov 11-14-05 01:18 PM

In order to get a clickable stopwatch, have you guys compared 'text blocks' with the other 3 stopwatches? Most likely, they hold all of the answers.

And...

What about making comparisons with the dials right next to the stopwatch? If we can figure out how the compass or telegraph are interactive, then maybe we can make the stopwatch interactive too.

Marhkimov 11-14-05 04:53 PM

Am I alone in here???

Geez! This is hard. Someone help me. :dead:

Marhkimov 11-14-05 06:36 PM

.... Can't figure out the click ability... I'm burnt out.... I give up. :dead:

Marhkimov 11-14-05 06:57 PM

Dude... What am I taking about?! I never give up! I will solve the clicky chronometer before I die.

I was thinking. If we can't click on the bottom right chronometer, would it be possible to swap that one with the chronometer from say the observation periscope? Maybe it would work if we switched their ID values or something... It's worth a try.

BladeHeart 11-14-05 07:00 PM

Forgive me if this is a stupid question, but I am not a programer.

Why not copy the other file across with a few of the obvious alterations, such as locations?

Marhkimov 11-14-05 07:04 PM

Quote:

Originally Posted by BladeHeart
Why not copy the other file across with a few of the obvious alterations, such as locations?

That is basically what is going on. We have copied and pasted a new chronometer, but the problem is that it is an unclickable chronometer. And no one knows why...

I suspect that only the obs persicope, atk periscope, and UZO are hardcoded to allow for clickable chronometers.

Currently looking for a workaround...

BladeHeart 11-14-05 07:06 PM

Then why not tell it that's it is one of those screens when referring to the stopwatch?

Observer 11-14-05 08:08 PM

Quote:

Originally Posted by marhkimov
Observer,

Are you sure everything you post is correct?

When I load a mission, I get an item ID missing = 0x3F1C0001

So i see you don't have that ID... What's going on?



EDIT: a lot of your ID values were incorrect. I had to edit them to get the stopwatch to work.
Next I will figure out how to get a clickable stopwatch...

I think I forgot to copy that part of the file to the post. This is what happens when you don't write things down. :cry:

Observer 11-14-05 08:11 PM

Quote:

Originally Posted by marhkimov
Quote:

Originally Posted by BladeHeart
Why not copy the other file across with a few of the obvious alterations, such as locations?

That is basically what is going on. We have copied and pasted a new chronometer, but the problem is that it is an unclickable chronometer. And no one knows why...

I suspect that only the obs persicope, atk periscope, and UZO are hardcoded to allow for clickable chronometers.

Currently looking for a workaround...

I wish you better luck than I. I fooled with this for a while without much success. It may be a mouse capture thing. In other words, not linked to the stopwatch, rather to the mouse. How does the mouse identiy clickable areas on the screen. I didn't try this, so maybe it's the answer.

Marhkimov 11-14-05 08:16 PM

It's been hours and it is looking hopeless.

Everytime I swap or change an ID, i get a multitude of missing ID errors. And then, when I think I've fixed it, MORE errors! And so on and so forth.

It is very annoying. I've spent nearly 5 hours today and yesterday, with nearly zilch progress... :-?

panthercules 11-14-05 08:27 PM

I'm just watching in amazement while you guys try to hammer on this thing - I think it's cool that you can do it, but I use the compass/course setting control at bottom right too much to be able to use the approach that replaces it with the stop watch. I also got kinda intimidated looking at all the other changes in the "Integrated Orders" mod someone pointed to, so I decided against trying that one out as well.

I'm still hopeful that someone will be able to figure out a simple, single-purpose mod that just puts a working (ticking, not necessarily clickable) stop watch on the nav map (and, if possible, some of the other screens like the crew management and hydrophone screens) - it would be great of course if it were something that you could only put on there when you actually need it and have it go away (or be able to be turned off) when you don't, so you wouldn't have it taking up space all those times when you don't really need it, but that's probably asking too much. Assuming it has to be on those screens all the time, it would be great if it could be shrunk down in size a bit (but again, that's probably way more trouble than is possible). Still, since I don't know how to do any of this, I have no idea what's tough and what's not, so I figure I might as well ask :)

Thanks to all the modders for all the hard work :up:

Good luck and good hunting!

Marhkimov 11-14-05 10:26 PM

Quote:

Originally Posted by panthercules
I'm just watching in amazement while you guys try to hammer on this thing

Man, I'll tell ya... :nope: It's like trying to hammer a square peg into a round hole... LOL riiiiiigh... :-?

rulle34 11-15-05 06:50 AM

Quote:

Originally Posted by panthercules
I'm just watching in amazement while you guys try to hammer on this thing - I think it's cool that you can do it, but I use the compass/course setting control at bottom right too much to be able to use the approach that replaces it with the stop watch. I also got kinda intimidated looking at all the other changes in the "Integrated Orders" mod someone pointed to, so I decided against trying that one out as well.

I'm still hopeful that someone will be able to figure out a simple, single-purpose mod that just puts a working (ticking, not necessarily clickable) stop watch on the nav map (and, if possible, some of the other screens like the crew management and hydrophone screens) - it would be great of course if it were something that you could only put on there when you actually need it and have it go away (or be able to be turned off) when you don't, so you wouldn't have it taking up space all those times when you don't really need it, but that's probably asking too much. Assuming it has to be on those screens all the time, it would be great if it could be shrunk down in size a bit (but again, that's probably way more trouble than is possible). Still, since I don't know how to do any of this, I have no idea what's tough and what's not, so I figure I might as well ask :)

Thanks to all the modders for all the hard work :up:

Good luck and good hunting!

I fully agree to this about the stopwatch, and marhkimov, you are doing a great job :up:

panthercules 11-22-05 08:51 PM

bump :up:

Anybody made any progress or have any more ideas how to make this work?

Observer 11-22-05 11:45 PM

I posted how to do it earlier with extracts from my files. The only drawback is you can't start/stop the stopwatch from any screen except the defaults.

As far as I can tell from looking at the Captain's log, it's not possible either because an event handler does not exist in the code (one of the protected SH3 files).

timetraveller 11-23-05 05:53 AM

I've been following this thread, interesting.

A clickable stopwatch on most screens would sure be nice. I'd like to have a play with it when I get some time. It was possible for the compass, at least to have a workable and larger slideout on the main window where the other one was. Even at best, I suspect all stopwatches would work in unison on all screens. I don't think the game has the ability to manage more than one timekeeper.

TT

Observer 11-23-05 09:07 AM

Quote:

Originally Posted by timetraveller
I've been following this thread, interesting.

A clickable stopwatch on most screens would sure be nice. I'd like to have a play with it when I get some time. It was possible for the compass, at least to have a workable and larger slideout on the main window where the other one was. Even at best, I suspect all stopwatches would work in unison on all screens. I don't think the game has the ability to manage more than one timekeeper.

TT

I don't think it's in the menu_1024_768.ini. At least I can't find anything in there that looks like the event handler to start/stop the stop watch. I've also looked in the dials.cfg, but nothing seems obvious. I can see many configuration options, but no click handler.

Do you remember what was necessary to get the compass to work?

Observer 11-23-05 09:42 AM

This bit (from the attack periscope page) is related to starting the stopwatch when measuring the time for contact speed, but may be the same event handler that starts/stops the stopwatch at other times.

Code:

[G26 I64]
Name=Start chrono
Type=1031;Stat bmp array
ItemID=0x260D0004
ParentID=0x260D0000
Pos=27,-216,35,45
Materials=2
Display=0;No stretch
Mat 0=data/menu/gui/Periscope.tga
Crop 0=0.428711,0.916016,0.0341797,0.0439453
Mat 1=data/menu/gui/Periscope.tga
Crop 1=0.464844,0.916016,0.0341797,0.0439453
MatFlags=0x21
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF


timetraveller 11-23-05 10:26 AM

Quote:

Originally Posted by Observer
I don't think it's in the menu_1024_768.ini. At least I can't find anything in there that looks like the event handler to start/stop the stop watch. I've also looked in the dials.cfg, but nothing seems obvious. I can see many configuration options, but no click handler.

Do you remember what was necessary to get the compass to work?

I'll have to go back and check on the compass. I think I had to redefine all the item IDs (like ItemID=0x3F1C0000) with new numbers.

The compass was clickable, and moved in unison with the game compass.

The FABC slideout mod does essentially the same thing. It redefines the existing guage panel and works just like it, in unison with it.

If the stopwatch can be made to work (clickable), I suspect every stop watch will read the same. I doubt if it's possible to have differently-reading stopwatches.

TT

panthercules 11-23-05 10:42 AM

Quote:

Originally Posted by Observer
I posted how to do it earlier with extracts from my files. The only drawback is you can't start/stop the stopwatch from any screen except the defaults

I must have missed something then - I saw some stuff before about replacing the compass circle at bottom right with a stopwatch, but I need that compass to be there so that approach doesn't work for me. Was there something I missed about being able to have a stopwatch (one that would be ticking in synch with the clickable ones but which would not need to be clickable itself) on the nav map and maybe other screens without having to lose the compass to do that?


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