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-   -   WideScreen 1920x1080 Project (https://www.subsim.com/radioroom/showthread.php?t=213527)

vanjast 07-19-14 08:06 AM

I saw that the stop watch was missing, but just ignored it, as Jonz's watch was there - I think it must just be a button thing to add onto Jonz's draggable watch, although I think it might be a separate issue.

I usually get all my info from mods or the vanilla menu_1024.768.ini file.
The vanilla stopwatch pic is in the Periscope.tga file (Bottom left hand corner)
One just has to search through the menu file for Periscope.tga, and it's location to find the stopwatch application - from here look for a button.

The stopwatch would also be in the Dials.cfg file as well.

BigWalleye 07-19-14 09:46 AM

Quote:

Originally Posted by vanjast (Post 2226203)
I saw that the stop watch was missing, but just ignored it, as Jonz's watch was there - I think it must just be a button thing to add onto Jonz's draggable watch, although I think it might be a separate issue.

I usually get all my info from mods or the vanilla menu_1024.768.ini file.
The vanilla stopwatch pic is in the Periscope.tga file (Bottom left hand corner)
One just has to search through the menu file for Periscope.tga, and it's location to find the stopwatch application - from here look for a button.

The stopwatch would also be in the Dials.cfg file as well.

Actually, Jonz' Draggable Chronometer is not a functional stopwatch. It is jsu a repeater for the primary chronometer. It can be dragged to an page and continues to show elapsed time as long as the actual chronometer on the scope/UZO pages is running. Only the fixed (nondraggable) chronometer on the scope/UZO pages can be started and stopped. (At least, that's how mine works.)

As I posted above, I can get the chronometer to work on the attack scope page. The relevant entries in menu_1024_768.ini look like this:

[G26 I1]
Name=Page attack periscope
Type=1027;Menu page
ItemID=0x26000000
ParentID=0x0
Pos=0,0,0,0
LoadingMode=2
.
.
.
[G26 I107]
Name=Chrono
Type=1026;Menu group
ItemID=0x26020000
ParentID=0x26000000
;Pos=608,764,136,52
;Pos=33,383,200,300
Pos=70,400,200,300
Drag=true
Color=0xFFFFFFFF

I can make the chronometer appear on the Obs scope and UZO pages, but it is not functional. (Can't start/stop/reset.) The equivalent entries are

[G28 I39]
Name=Range
Type=1026;Menu group
ItemID=0x280B0000;THE CHRONO IS NOW LINKED HERE!
ParentID=0x28000000
Pos=0,0,0,0
Color=0xFFFFFFFF
.
.
.
[G28 I97]
Name=Chrono
Type=1026;Menu group
ItemID=0x28020000
ParentID=0x280B0000
Pos=33,383,200,300
Color=0xFFFFFFFF

When I change the ParentID to 0x28000000, the chronometer becomes visible, but doesn't function.

I could use the chronometer on the attack scope page as the primary source, but that's going to be awkward at times, especially when using the UZO. Does anyone know of changes I could make to get the chronometer to function on all three pages?

I have never seen a way to make Jonz's chronometer functional. If that's possible - and I've seen posts that say it is not - then that would be the best solution of all.

BTW, I've checked the dials.cfg and haven't found any change there that will make the chronometer work, either.

Also BTW, the position data shown above correct a minor glitch: The chronometer body didn't show on the attack scope screen and the hands were overlaid on the scope FoV. But that's an easy fix.

BigWalleye 07-19-14 05:26 PM

Apologies for the double post, but I solved the "problem." Just typos and syntax errors. Chronometer now works on all three scope pages! Jonz's Draggable Chrono works as a repeater (but can't be started or stopped).

vanjast, PM me if you want a copy of my fixed up menu_1024_768.ini. Far as I know, that's the only bug in the mod.

And it really looks great! Thank again for all the work!

:yeah:

Hey! Hey! Widescreen and high-rez. Hitman's historically accurate optical targeting systems. What's not to love?

hocking 07-26-14 05:51 PM

Hello BigWalley. It is me again, and I am in the forums trying to figure out this very problem that you have found a solution for. Currently, using this widescreen mod, I have the chronometer in the wood case that works fine when firing torpedoes but as you point out it can't be started and stopped for other timing uses. I would like to get a chronometer that can be started and stopped. Can you share your solution for this problem with me?

Also, I noticed that the parascope view has floating chronometer dials in its field of view just off to the left side of center. These hands are just floating there, are not contained in any housing, and actually function when firing torpedoes. I am certain that these dials shouldn't be there. How can I get rid of them?

BigWalleye 07-26-14 07:00 PM

Quote:

Originally Posted by hocking (Post 2228319)
Hello BigWalley. It is me again, and I am in the forums trying to figure out this very problem that you have found a solution for. Currently, using this widescreen mod, I have the chronometer in the wood case that works fine when firing torpedoes but as you point out it can't be started and stopped for other timing uses. I would like to get a chronometer that can be started and stopped. Can you share your solution for this problem with me?

Also, I noticed that the parascope view has floating chronometer dials in its field of view just off to the left side of center. These hands are just floating there, are not contained in any housing, and actually function when firing torpedoes. I am certain that these dials shouldn't be there. How can I get rid of them?

Yes, I can help. It's all in the menu_1024_768.ini. So far, this is the only error I've found in Van1920x1080, which considering the extent of changes he had to make, is excellent, conscientious work.

To make your edits as simple as possible, I've included the entire item block for each change. Just cut and paste the item block over the same numbered block in the menu_1024_768.ini for Van1920x1080. Some of the changes may not be necessary to get the chronometer functionality back. I poked and prodded, and sometimes made multiple changes at the same time. When it worked, I stopped. I didn't bother to find out which changes were the necessary ones!

Replace each item block with the corresponding block below. Won't be any need to renumber anything.


[G26 I107]
Name=Chrono
Type=1026;Menu group
ItemID=0x26020000
ParentID=0x26000000
;Pos=608,764,136,52
;Pos=33,383,200,300
Pos=70,400,200,300
Color=0xFFFFFFFF
[G26 I108]
Name=Reflection
Type=1030;Static bmp
ItemID=0x26020001
ParentID=0x26020000
Pos=-12,-12,256,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/Reflex.tga
MatFlags=0x2
TexFmt=0x9
Drag=false

[G26 I109]
Name=Sec
Type=1031;Stat bmp array
ItemID=0x26020002
ParentID=0x26020000
Pos=85,-92,14,150
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Sec.tga
Crop 0=0,0,0.5,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G26 I110]
Name=Min
Type=1031;Stat bmp array
ItemID=0x26020003
ParentID=0x26020000
Pos=85,-116,14,40
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Min.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G26 I111]
Name=Estim Sec
Type=1031;Stat bmp array
ItemID=0x26020004
ParentID=0x26020000
Pos=85,-92,14,150
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Sec_Red.tga
Crop 0=0,0,0.5,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G26 I112]
Name=Estim Min
Type=1031;Stat bmp array
ItemID=0x26020005
ParentID=0x26020000
Pos=85,-116,14,40
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Min_Red.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G26 I113]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x26020001
ParentID=0x26020000
Pos=0,0,200,300 ;180,990,183,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/H_Chronometer.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

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

[G28 I39]
Name=Range
Type=1026;Menu group
ItemID=0x280B0000 ;THE CHRONO IS NOW LINKED HERE!
ParentID=0x28000000
Pos=0,0,0,0
Color=0xFFFFFFFF

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

[G28 I97]
Name=Chrono
Type=1026;Menu group
ItemID=0x28020000
ParentID=0x28000000
;Pos=33,383,200,300
Pos=70,400,200,300
Color=0xFFFFFFFF

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

G28 I103]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x28020005
ParentID=0x28020000
Pos=0,0,200,300 ;180,990,183,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/H_Chronometer.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

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

[G2B I109]
Name=Chrono
Type=1026;Menu group
ItemID=0x2B020000
ParentID=0x2B000000
;Pos=33,383,200,300
Pos=70,400,200,300
Color=0xFFFFFFFF

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

[G2B I115]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x2B020005
ParentID=0x2B020000
Pos=0,0,200,300 ;180,990,183,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/H_Chronometer.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

If you want to move the chronometer to another location (on the same screen), you should see how to do that easily. BTW, to actuate the chronometer, you must left-click on the center of the small minute-hand dial.

Let me know how it goes.

Just to reiterate: This is vanjast's work. I just corrected a few minor bugs.

hocking 07-27-14 06:27 AM

Thank you very much. This fixed it.

BigWalleye 07-27-14 06:35 AM

Quote:

Originally Posted by hocking (Post 2228439)
Thank you very much. This fixed it.

Awright!

Go get 'em!

hocking 07-30-14 12:28 AM

Is there anyway to get the Message Log, Officer Icons, and control dials (speed, compass, and depth) boxes at the bottom of the screen to be slide out visuals that only appear when the mouse is hovered over that area. Currently these items appear at the bottom of the screen at all times. It would be nice if they were visible only when your mouse was placed in that area. Don't know if this is possible or not.

BigWalleye 07-30-14 08:56 AM

Quote:

Originally Posted by hocking (Post 2229273)
Is there anyway to get the Message Log, Officer Icons, and control dials (speed, compass, and depth) boxes at the bottom of the screen to be slide out visuals that only appear when the mouse is hovered over that area. Currently these items appear at the bottom of the screen at all times. It would be nice if they were visible only when your mouse was placed in that area. Don't know if this is possible or not.

I have done this already and it's pretty straightforward. I presume you have at least a basic familiarity with the menu_1024_768.ini file. Just put the subgroups on sliders. The trick is that you have to extend the parent item about 10 px into the screen, while keeping everything else off-screen. This gives an (invisible) tab for the mouse to "catch" and trigger the slider. The message bar is the simplest case (the way I have implemented it), so here are the changes as an example:

;=======================================
; THE MESSAGE BAR ON THE BOTTOM LEFT
;=======================================
[G3F I153]
Name=Group messages
Type=1026;Menu group
ItemID=0x3F040000
ParentID=0x3F000000
;Pos=140,131,406,130
Pos=140,140,406,140
Color=0xFFFFFFFF
VertSlide=-130
======================================

[G3F I158]
Name=Bkgr
Type=1031;Stat bmp array
ItemID=0x3F040001
ParentID=0x3F040000
;Pos=0,0,406,129
Pos=0,-10,406,130
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/bkgr.tga
MatFlags=0x1
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

Because I use voice command, I play without any visible GUI. I also linked vanjast's new TVR to the WE button, so it pops up when that button is clicked. But that is because of the constraints of voice command. You could just make it a slider or a drag-on. I use the same "invisible tab" technique to provide a handle for all my draggables. (You'd better know where you put them!)

Van1920x1080 really gives good-looking 3D screens. When you get all the GUI parts off-screen, they look even better.

Please post how well this works out for you.

Taifun206 07-30-14 02:24 PM

i like to Play on the 1920x1080 wildescreen mode
is there a Option to Play without any mod on this mode ?

vanjast 07-30-14 03:01 PM

Quote:

Originally Posted by Taifun206 (Post 2229410)
i like to Play on the 1920x1080 wildescreen mode
is there a Option to Play without any mod on this mode ?

Afraid not... unless you have the time to customise the Menu file to your liking.

BigWalleye 07-30-14 04:46 PM

Quote:

Originally Posted by vanjast (Post 2229414)
Afraid not... unless you have the time to customise the Menu file to your liking.

...which would take about as much work again as you put in getting your mod going in the first place!

As an inveterate mod-butcher, I want to thank you for all the time and effort you put into cleaning up the files and commenting them so they are waaaay easier to chop than stock, or anybody else's mods. I know that is a thankless, low-psychic-reward job, and one that I absolutely hate to do. (I have already made hash of some of your carefully laid out files!:doh:)

Kudos to you! Several kudos!:)

hocking 07-30-14 10:23 PM

Thanks again BigWalleye. It worked out perfectly. I changed all of the windows at the bottom of the screen into vertical slide windows whenever my mouse is hovered over them. They only appear when I need them. This included the message window, Stealth Meter (which is actually the weather meter now), Officer Icons window, and the depth, compass, and speed controls window. Works pefectly. Thank you very much.

BigWalleye 07-30-14 10:39 PM

Quote:

Originally Posted by hocking (Post 2229469)
Thanks again BigWalleye. It worked out perfectly. I changed all of the windows at the bottom of the screen into vertical slide windows whenever my mouse is hovered over them. They only appear when I need them. This included the message window, Stealth Meter (which is actually the weather meter now), Officer Icons window, and the depth, compass, and speed controls window. Works pefectly. Thank you very much.

You're welcome! Good luck and good hunting!

vanjast 07-31-14 02:50 AM

Quote:

As an inveterate mod-butcher, I want to thank you for all the time and effort you put into cleaning up the files and commenting them so they are waaaay easier to chop than stock
No problem... :up:
Having done a bit of software development, I realised that when embarking on this project I'll have to comment it ad naueam, as when dealing with so many items, you just forget what you've done.

Also that this wide screen would only apply to NYGM, having all the info in the file would help the other major mods (GWX, etc) also to be adapted far quicker, not to mention anyone who feels like tinkering.
:)

guntherprien 12-12-14 10:44 AM

Jeez,that's outstanding :yeah:

Thanks much,it's almost like a new game :D

corporalspiffy 02-07-15 09:14 AM

i noticed that the "surfaced attack" and "submerged attack" etc buttons on the crew management screen dont do anything.

BigWalleye 02-07-15 09:49 AM

Quote:

Originally Posted by corporalspiffy (Post 2285254)
i noticed that the "surfaced attack" and "submerged attack" etc buttons on the crew management screen dont do anything.

IIRC, they used to do something - CTD the game when you clicked on the wrong one!:O:

Doing nothing might be considered an improvement.:)

HW3 02-07-15 12:19 PM

Right you are BigWalleye. They were bugged when the sim first came out, and AFAIK were never fixed. It is best if you just forget they are even there.

Darojax 02-20-15 11:04 AM

Thankyou very much for this mod. Been able to get it work perfectly with very little fiddling. In fact it almost worked perfectly with just SH3 + GWX3, except the solo stopwatch dial on the attack periscope, but the notes provided in one of the later posts sorted this as well! :salute: Thanks!


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