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

TheDarkWraith 09-08-10 10:27 PM

v4.3.0 released. See post #1 for details :|\\

Abd_von_Mumit 09-08-10 10:35 PM

Quote:

Originally Posted by TheDarkWraith (Post 1488366)
v4.3.0 released. See post #1 for details :|\\

Excellent. Thanks. Can't wait to test it tomorrow - time to sleep now. Good new thingies. New thingies are always good. :88)

EDIT: Download and options editing time.

EDIT2:
Issues
1. Is-Was visible in mission briefing screen (talk to the officer in docks)

2. Stop watch shows 2 seconds as each 1 seconds passes (goes twice too fast).

3. Stop watch has eliptic shape instead of circled (my resolution is 1920 x 1080).

4. Stop watch lacks the little arrows/indicators/needles.

5. Call the attack disc Is-Was, and the button lettering won't be so squeezed.

6. Graphics is pixelized, no antialiasing applied to stopwatch/Is-Was.

7. Could "Angle on the bow" and "Bearing" TDC dials be unchained (separated... not cooperative) when TDC is UNlocked?

9. I can't turn my optics when RAOBF is on. Could it work that clicking in the glass (view) turns scope, when clicking on the RAOBF ring turns RAOBF?

10. TDC small dial of "Angle on the bow" doesn't work when turning the TDC dial itself, but works when turning Is-Was.


Below the look of all new thingies in 1920 x 1080 resolution.

http://a.imageshack.us/img413/4668/s...0909140618.png

TheDarkWraith 09-09-10 09:59 AM

Quote:

Originally Posted by Abd_von_Mumit (Post 1488369)
Excellent. Thanks. Can't wait to test it tomorrow - time to sleep now. Good new thingies. New thingies are always good. :88)

EDIT: Download and options editing time.

EDIT2:
Issues
1. Is-Was visible in mission briefing screen (talk to the officer in docks)

2. Stop watch shows 2 seconds as each 1 seconds passes (goes twice too fast).

3. Stop watch has eliptic shape instead of circled (my resolution is 1920 x 1080).

4. Stop watch lacks the little arrows/indicators/needles.

5. Call the attack disc Is-Was, and the button lettering won't be so squeezed.

6. Graphics is pixelized, no antialiasing applied to stopwatch/Is-Was.

7. Could "Angle on the bow" and "Bearing" TDC dials be unchained (separated... not cooperative) when TDC is UNlocked?

9. I can't turn my optics when RAOBF is on. Could it work that clicking in the glass (view) turns scope, when clicking on the RAOBF ring turns RAOBF?

10. TDC small dial of "Angle on the bow" doesn't work when turning the TDC dial itself, but works when turning Is-Was.


Below the look of all new thingies in 1920 x 1080 resolution.

1. Is-was? I'm assuming this is the attack disc? If so, yes I can see how this could be possible now. I'll have to fix :up: Should also apply to RAOBF so I'll have to verify it doesn't show in mission briefing screen also.

2. Stop watch is the same stopwatch with different graphics. I didn't change it's speed (it's hard coded). Fire up the vanilla game and compare the 'tick' of the stopwatches and you'll see they both move the same angular movement with each tick.

3. Not sure why it would be elliptical....I'll have to look at this in the menu editor to see if I didn't set something right.

4. The little arrow/indicators/needles were taken out and made to be big arrow/indicators/needles. All the minute needles were small needles rotating on the small 3,6,9,12 dial. I found it hard to read so I made them big. You want them back as small needles??

5. Not sure what you are talking about here. Are you talking about the 'Attack disc' lettering on the buttons in the scope views? If so, you would like to see them labeled as 'As-Was'? Why that name?

6. Don't know of any way to 'make' the game anti-alias the images. At least I haven't found a setting in the menu editor for it.

7. Angle on bow and heading are chained together via hard code. I haven't found any way to unlink them. I can see why the devs did this - if you're doing a fast 90 torp shot then this chaining is perfect for it.

9. That would be correct, you can't. If you want the RAOBF to be draggable via mouse then it's 'image' overlays on the image used to capture mouse for the current view. I would have to make the RAOBF work via keys to be able to move your scope view (that's one reason why I had it moveable via keys in the first place)

10. Never noticed this problem when testing. I'll have to verify this. EDIT: ah yes, I know why now. I used the 'sol' AOB via the 'tgt' AOB for this. The TDC AOB dial will move, it's just that moving the TDC dial will not move the Attack Disc disk linked to it until you mouse out of the TDC AOB dial. I did this so that you could move the Attack disc and not disturb your torp shot if you had one set up. So which way do you all want this to work? Do you want to be able to move the attack disc via the TDC AOB dial or leave it as it is (same thing goes for RAOBF)?

longam 09-09-10 12:21 PM

Quote:

Originally Posted by TheDarkWraith (Post 1488628)
4. The little arrow/indicators/needles were taken out and made to be big arrow/indicators/needles. All the minute needles were small needles rotating on the small 3,6,9,12 dial. I found it hard to read so I made them big. You want them back as small needles??

That smaller dial above the main shaft is at half scale, or it was on the old chrono, this could be what he is referring too when he is talking about clicking at 2 second increments. If you'll notice it only goes to 30.

http://ihc185.infopop.cc/eve/forums/...ain_dial_7.jpg

Abd_von_Mumit 09-09-10 12:46 PM

Quote:

Originally Posted by TheDarkWraith (Post 1488628)
1. Is-was? I'm assuming this is the attack disc? If so, yes I can see how this could be possible now. I'll have to fix :up: Should also apply to RAOBF so I'll have to verify it doesn't show in mission briefing screen also.

2. Stop watch is the same stopwatch with different graphics. I didn't change it's speed (it's hard coded). Fire up the vanilla game and compare the 'tick' of the stopwatches and you'll see they both move the same angular movement with each tick.

3. Not sure why it would be elliptical....I'll have to look at this in the menu editor to see if I didn't set something right.

4. The little arrow/indicators/needles were taken out and made to be big arrow/indicators/needles. All the minute needles were small needles rotating on the small 3,6,9,12 dial. I found it hard to read so I made them big. You want them back as small needles??

5. Not sure what you are talking about here. Are you talking about the 'Attack disc' lettering on the buttons in the scope views? If so, you would like to see them labeled as 'As-Was'? Why that name?

6. Don't know of any way to 'make' the game anti-alias the images. At least I haven't found a setting in the menu editor for it.

7. Angle on bow and heading are chained together via hard code. I haven't found any way to unlink them. I can see why the devs did this - if you're doing a fast 90 torp shot then this chaining is perfect for it.

9. That would be correct, you can't. If you want the RAOBF to be draggable via mouse then it's 'image' overlays on the image used to capture mouse for the current view. I would have to make the RAOBF work via keys to be able to move your scope view (that's one reason why I had it moveable via keys in the first place)

10. Never noticed this problem when testing. I'll have to verify this. EDIT: ah yes, I know why now. I used the 'sol' AOB via the 'tgt' AOB for this. The TDC AOB dial will move, it's just that moving the TDC dial will not move the Attack Disc disk linked to it until you mouse out of the TDC AOB dial. I did this so that you could move the Attack disc and not disturb your torp shot if you had one set up. So which way do you all want this to work? Do you want to be able to move the attack disc via the TDC AOB dial or leave it as it is (same thing goes for RAOBF)?

1&5. Yes, Is-Was was a commonly used name for the Attack Disc among SH3 folk (for most of you Anglo-Saxons Angriffsscheibe is impossible to pronounce, and Attack Disc sounds too much like Death Star I assume :D). I suggested it instead of "Attack Disc" on the button in periscope view, because it's shortwer and will fit better, unlike squeezed hardly legible "Attack Disc".

2/4. If it's hard coded then we may have a problem. More details in an update to this post in 30 minutes (or in my another post).

6. However it seems that the rest of your dials, like TDC dials and their arrows, are anti-aliased, so it obviously can be done. How - no idea.

7. Copy that.

9. I COULD in OLC GUI's mod, and that was terrificly Kaleun-friendly. :) I'm in no position to tell you what can and what can't be done, but I suppose if it could be done in SH3, it can be also done in SH5. :hmmm:

10. Before asking me questions let me learn what 'sol' and 'tgt'a are. :) Can you point me to place where I could read about it?

EDIT:
As seen on the screenshot below the old clock and new stopwatch have different scales:
1. Outer (bigger) scale is same, 60 seconds.
2. Inner, smaller scale used to be 30 minutes (pure stupidity) and is now 12 minutes (excellent).

Thus the arrow you moved from old small scale to new big scale, that indicates minutes, does 12 degrees a minute/step, but should only do 6 deg (current speed x 0.5). If you move it back to the small scale (which is my suggestion), it should do 30 deg a minute/step (current speed x 2.5).

In my opinion the clock would look better if you moved the minutes-arrow back to small scale, where it belongs by design. Then the small scale would have 2 minutes-arrows (black + red), and the big scale 2 seconds-arrows (black + red). With 4 large arrows on the same scale the chronometer can be hard to decipher.

Also, as the clock doesn't serve as a clock (it doesn't show what time it is), the user option AboveThisTCLevelShowClock doesn't make much sense anymore.

http://img251.imageshack.us/img251/7906/clockchrono.png


Also - is it possible that file formats or color formats (RGB/CMYK, indexed) decide if a graphic file is anti-aliased or not? As you see on the picture above, the old clock is smooth, while the new is not.

TheDarkWraith 09-09-10 04:07 PM

I'll look into the .dds files for the clock and Attack disc. Currently I'm getting everything ready for my trip to Osterode, Germany this Saturday (be there for 7 days). Getting my mobile powerhouse up to speed with all apps and files I'll need to continue work on the road :DL If I have time after getting everything ready before I leave for airport I'll dig into this and what you posted above.
Which leads me to ask, does anyone live near Osterode, Germany??

KarlKoch 09-09-10 04:37 PM

Quote:

Originally Posted by TheDarkWraith (Post 1488972)
I'll look into the .dds files for the clock and Attack disc. Currently I'm getting everything ready for my trip to Osterode, Germany this Saturday (be there for 7 days). Getting my mobile powerhouse up to speed with all apps and files I'll need to continue work on the road :DL If I have time after getting everything ready before I leave for airport I'll dig into this and what you posted above.
Which leads me to ask, does anyone live near Osterode, Germany??

Wolfsburg here, about 100km NNE of Osterode, if you are talking about the Osterode at the "Harz".

xyfmx 09-10-10 08:12 AM

issue
 
While using this mod i have a very uncomfortable and annoying issue - CO2, fuel and battery indicator overlaps the speed indicator. Screenshot link: http://yfrog.com/0696190046p Please, give me a piece of advice and help to fix that somehow. Thanks!

TheDarkWraith 09-10-10 09:14 AM

Quote:

Originally Posted by xyfmx (Post 1489538)
While using this mod i have a very uncomfortable and annoying issue - CO2, fuel and battery indicator overlaps the speed indicator. Screenshot link: http://yfrog.com/0696190046p Please, give me a piece of advice and help to fix that somehow. Thanks!

wild. First time I've seen that one. Try disabling the integrate levels in the options file, restarting the game, exit game, and then re-enable the integrated levels and see if that helps.

#+++++++++++++ SH5 specific UI Items +++++++++++++++
# integrate the fuel, battery, compressed air, and CO2 interface into the bottom bar
# change below to either True or False
IntegrateLevels = True

TheDarkWraith 09-10-10 10:14 AM

Quote:

Originally Posted by Abd_von_Mumit (Post 1488369)
6. Graphics is pixelized, no antialiasing applied to stopwatch/Is-Was.

found the source of this problem. Menu editor doesn't give you any options for applying any type of filtering to the image. All my new images were just transparent. I've added bilinear filtering to them now :up:

Abd_von_Mumit 09-10-10 10:24 AM

Quote:

Originally Posted by TheDarkWraith (Post 1489653)
found the source of this problem. Menu editor doesn't give you any options for applying any type of filtering to the image. All my new images were just transparent. I've added bilinear filtering to them now :up:

No idea what this is, but if it helps the picture to be antialiased, that just awesome. :D

xyfmx 09-10-10 11:37 AM

Quote:

Originally Posted by TheDarkWraith (Post 1489591)
wild. First time I've seen that one. Try disabling the integrate levels in the options file, restarting the game, exit game, and then re-enable the integrated levels and see if that helps.

#+++++++++++++ SH5 specific UI Items +++++++++++++++
# integrate the fuel, battery, compressed air, and CO2 interface into the bottom bar
# change below to either True or False
IntegrateLevels = True

nope, unfortunately it didn't affect anything(

xyfmx 09-10-10 12:10 PM

now, temporarily i'm using that mod without that panel...

Abd_von_Mumit 09-10-10 12:43 PM

Quote:

Originally Posted by xyfmx (Post 1489776)
now, temporarily i'm using that mod without that panel...

Did you install the mod localization files? If not, try them. If yes, try English version. You may be actually the first user that installed the Russian version and discovered a bug in it - just wild guessing. :hmmm:

ACSoft 09-10-10 01:07 PM

Hello TheDarkWraith,

Long time I didn't played to SH5 ! So, I first patched the game to version 1.2 and then started to update & check my Mods.

Speaking of UI, I made the huuuudge jump from "OldStyleSHControls 1.3.1", to this new UIs, version 4.2.0 first and now, 4.3.0.

Congratulations, what an incredible work you have done, since the OldStyleSHControls mod !!! :salute: By the way, did-you still sleep at night ?!? :haha: Sooo much work in a relative short time !!!

Ok, For somebody who left your project at the stage of OldStyleSHControls 1.3.1, to "re-synchronize", especially with a thread having now more than 270 pages (!!!), it is a bit like a "big punch" in the face !!! I was a bit KO, some days ago, when I started this upgrade !!! So, please, everybody, pardon me in case I ask for things which might be obvious for you, or which have an answer already written elsewhere. In such a circumstance, you can easily miss some info's, even by using the search tool.

Like I said, I use 4.3.0 with UIStyle = SH3Style.

1- XO TDC Dialog box settings
I wanted to fully disable this feature, at least for now. So I altered the default settings this way:
XOTDCDialogEnabled = False
XOTDCDialogAllowedToPop = False

With these settings, I was expecting not to see anymore the SH5 dialog. But, the first time I lock a target with the spacebar, I got the dialog box, without the icon. Fortunately, if I avoid to click anything in this dialog box and select/deselect my target twice after that, I come to the wanted result: The dialog isn't anymore displayed in any circumstances (desel,resel, change sel). But, if I have the bad idea to use some of the dialog box items, it could lead to something which seem then really broken (dialog box always coming on selection, the mark on the target always missing, etc...).

Is this behaviors "normal" (I mean maybe no way to improve) ?

2- Nomograph
Is-it normal that the nomograh can be toggled with the hotkey only in the combat map, but not into the navigation map mode, where the nomograph is always ON ?

3- Crash dive
Apparently, changing "CrashDiveKey" settings may totally brake the functionnality. Even lowering too much "TeleportOnCrashDiveWaitTime" seem to cause problems. In fact, the only times I successfully got the finctionnality, was with the default settings. But sometimes, I had to click several times on the crash dive icon.

I was in the meaning to isolate the problem(s), but couldn't succeed after many tries (sorry). What is sure, I was NEVER able to get a working "CrashDiveKey" key other than the one defined into "Commands.cfg". I also remarked that a "long click" on the crash dive icon is recommended , to get the teleportation each time and avoid the misses I mentionned before.


4- Free camera
Personnaly, I had to remove this one from your mod and restore the one I was using before (Free Cam Tweak 1.1.zip), because yours, cause flickering artefact's over my submarine, when I look at it, in free camera mode.


5- Attack disk
With 4.3.0, I expected to see it.

But buttons which are supposed to allow me to activate it, are all missing in any modes ?!? Even with these settings:

AttackAttackDiskEnabled = True
ObsAttackDiskEnabled = True
UZOAttackDiskEnabled = True
NavMapAttackDiskEnabled = True

Am-I supposed to do something else ?
EDIT1: Found why: with my default start settings, I am "TDC off" (in SH5 XO Dialog box) and in this mode, the Attack disk function is fully disabled. I will probably understand why, when I will know how work this disk.


6- New clock
Personnaly, I am not very happy with the new clock. I think I remember I read somewhere that, for now, you just changed the graphic. So it will be easy for me now, to restore the old SH5 clock. But...

Are-you going to make this new clock optional, in the future ?


REMARKS
R1- When you write in your TheDarkWraithUserOptions.py file, for example, into the Crash Dive section:

# CrashDiveKey = [ False, None, False ]
# False = enabled
# None = key used
# False = shift key required

Don't you mean in fact ?

# CrashDiveKey = [ True, None, True ]
# True = enabled
# None = no key used
# True = shift key required

Assuming it is the case, then be aware that you have the same type of problems in several other places in your file.

R2- Personnaly, I regret that you started to include in your mod, modifications which have nothing to do with UIs & TDC interface, like for example the free camera tweak or the submarine hydrophone CTD correction. More you do so, more your mod will potentially enter in conflict with other mods and cause problem for peoples who are maybe not so goog in tweaking mods, like I do myself.

R3- I also regret that you didn't sliced all this incredible work into several "logical units", so users can choose the functionalities they really want to use. Like it is now, SH5 load a hudge amount of suplementary ressources which might be never used (even if deactivated in TheDarkWraithUserOptions.py). Being a developer myself, I know this is a very "theoretical wish", because pratically, they are many technical restrictions to succeed in doing so, especially when thinking to your nice "UserOptions" design. Nevertheless, it might be nice of you, if you can put some more comments in your modded files or even into a separate doc file, on "what belong to what". This way, peoples who master mods tweaking, can tweak more easily and more safely too. An other idea would be to make, in the future, several versions of this mod. The complete version, along with different "lite" versions.

Sorry for the long message, but it was an hudge re-sync, as I said before !!!

Again, all my best compliments for your tremendous work and thanks in forward for your answers to my numerous questions.

Regards,

ACS


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