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

col_Kurtz 11-23-10 03:00 PM

Situation;)
 
First of all.
@TheDarkWraith - fantastic job, great - impressive - thank you:salute:
@Kylania, thanks for your movie tutorial "How to install..." on youtube. That is what I needed.
@sober thank you for your mods list. Unfortunately I can`t fond out all of your stuff - probably name of *.zip folders are different than file inside.
So... Problems. What I did wrong?
I tried SH4style - I don`t need this bottoms bar from SHIV, so I switch (in python) to SH3style. Full JSGME list is below. I added the screens too `cause one photo can tell you more, than tousands words.


In Python txt changed to SH3style...

Accurate German Flags
Church's SHV 1.01 Keyboard Commands v1.1
MightyFine Crew Mod 1.2.1 Alt faces
Shadow Improvement Mod
Environment 4.5 MOD
Lite Campaign LC 1.2
No Ship Wakes 1.2
North Atlantic Green 1.1
sobers 100% underwater FX
sobers ultimate base wave mechanics for SH5
sobers realistic hydrophone operator SH5
IO_MapCourseLine_normal pencil_mod
new_KM_binos
More_crew_commands_dialog_v1.04
NewUIs_TDC_5_2_0_ByTheDarkWraith
NewUIs_TDC_v5_2_0_patch_2
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_POL

This morning I tried all options and found it what I had looked for. Tried on historical mission and everything was fine. Now I turn off your mods add some *dds file from your general mod and turn on again. Start the game and I got this:(

Please correct my list orders if I`m on the wrong way.
http://naforum.zapodaj.net/thumbs/d76353d5eff8.jpg

Next. Chalckboard I can`t switch off this. When I moved or teleported to new station it`s show up. I`m clicking on the cross, closed... to the next click or move:/ again show up:/
http://naforum.zapodaj.net/thumbs/bf140d774732.jpg[/url]
I lost my language in the game. Sometimes I need this `cause my english is bad:P
http://naforum.zapodaj.net/thumbs/fc85f6f45f06.jpg

Thank you for yours great job:rock:

Trevally. 11-23-10 03:32 PM

Quote:

Originally Posted by TheDarkWraith (Post 1540395)
just gave the tutorial feature the ability to branch (jump) to different locations in the tutorial. This will allow you to define subroutines to handle whatever. The branching now is determined from a GUI Dial value either in a range or not in a range, whether a gameplay setting is enabled or not (like manual targeting enabled or not), or a Jump command. I plan to add more branching capabilities to it and to add branching to Automation. This will allow the greatest flexibility in both of these :rock:

I had to add this because my new tutorial, How to use speed finder, required checking to see if the user input incorrect values into the TDC dials and whether manual targeting was already enabled or not.


:up: I have been testing a finished one for manual tdc - working well.

Am I right in thinking that with "branching", I can stop sending up messages "please check you are heading blah blah" and instead only post the message if they are not.

letterboy1 11-23-10 06:21 PM

Quote:

Originally Posted by Arsenius (Post 1540439)
how i can reposition the bars?

my officer bar is being juxtaposed by the "fuel, battery, compressed air, CO2" bar

if i place the officer bar a bit to left, all culd be fine

why i'm having this problem? hah, just because i use an old 15 inches lcd monitor

Have you tried making the Officers Bar disappear when you are not using it? If you use TDW's Multiple UI mod then look in the "TheDarkWraithUserOptions.py" file which is located in data\scripts\menu folder (you can open it with Notepad). At about line # 791 you will see:

Quote:

# do the officers scroll down when moused out and scroll up when moused in?
# change below to either True or False
OfficersScroll = False
Change "False" to "True" and save your change.
Now the Officers Bar slides out of sight until you put your mouse cursor at the bottom of monitor where it used to be - it will slide back up and stay there as long as you are using it. When you move your mouse away for more than 5 seconds it will slide down again.

TheDarkWraith 11-23-10 06:23 PM

Quote:

Originally Posted by letterboy1 (Post 1540582)
Have you tried making the Officers Bar disappear when you are not using it?

or you put the mouse just above the officer icons and the mouse cursor will turn into 4 arrows. Left click the left mouse button and drag where you want. Then release left mouse button.

If you edit the options file to allow the officer icons to be draggable to anywhere on screen (OfficersPinnedToBottomOfScreen = False and they are not scrollable) then you can put them anywhere on screen.

Arsenius 11-23-10 07:44 PM

thank you all, got my problems all sorted now:yeah:

letterboy1 11-23-10 07:45 PM

@TDW:
Oh, I love that options file.:rock: I've read through those user-available options about half a dozen times now and can't believe I missed out on all this fun since I took a break from SH5 last Spring.

@Ustahl:
That fixed it! Thanks.:salute:

TheDarkWraith 11-23-10 11:20 PM

Quote:

Originally Posted by Trevally. (Post 1539390)
Would it be possible to add to the tutorial box a scroll feature that as new text appear, previous text moves up.

This would allow people to scroll up through text and re-read.

Something stops the back command sometimes. Think it might be the "wait for next" command.

After much thought on how to implement this and after coding in the ability to define functions and call them with Call and Return commands in the tutorial feature I came to realize that my way of displaying text in the tutorial box wasn't very good. So I've made an architectural change to it. The main 'window' of the tutorial box is now a list. As new text is added to the list, it is added a 'window' at a time. Being a list it is scrollable with the mouse like the messagebox is. Unlike the messagebox there is no limit to the number of 'items' it can hold before it starts erasing old items. This means the entire tutorial will be stored in the tutorial box if played to end. The Previous button has been removed as it is no longer needed. Now all one has to do is press Pause and then scroll though the previous text with the mouse if they missed something or want to re-read a previous item.

In the screenshot below I pressed Pause and then scrolled up through the previous items to re-read it. Notice that the slider on the far right of the text 'window' is located in the middle. This shows that there are more items below and above this one:
http://www.subsim.com/radioroom/pict...pictureid=3298

I'll be giving Automation the same ability to define functions that are callable with Call and Return commands. I'm currently working on coding in the ability to define global variables and to be able to set and retrieve values from them. This will give the ultimate flexibility to Automation and the Tutorials. Automation (and Tutorials) are becoming their own programming languages.

Trevally. 11-24-10 01:18 PM

Thanks TDW that looks great:up:.

With the scrolling text, is there still a max limit for text within one "displaytext" command?


Im looking forward to seeing the new call and return commands and your finished "speed finder" tutorial:yeah:

TheDarkWraith 11-24-10 01:48 PM

Quote:

Originally Posted by Trevally. (Post 1541007)
Thanks TDW that looks great:up:.

With the scrolling text, is there still a max limit for text within one "displaytext" command?


Im looking forward to seeing the new call and return commands and your finished "speed finder" tutorial:yeah:

I had to make some more changes to accomodate the new items and features of the tutorial feature. One major change is the commands. They now take 5 arguments vice 4. Nothing big but it does force everyone who made tutorials to revamp them. I'll send out revised documentation here in a bit. I'm just testing and making sure I don't need to make any other changes. I hate making major changes but this is necessary.

I did not increase the size of the text so yes there is still currently a limit. I might have an idea of how to overcome this easily. I'm testing now currently.

Some of the scrolling text is clickable. When clicked it will take you back to that part of the tutorial and continue from there. This allows you to go back in time. Some text is not clickable and this would be because the callstack wasn't 0 at the time and thus allowing you to go back could lead to undefined behavior.

Trevally. 11-24-10 02:42 PM

Thanks TDW

Quote:

Some of the scrolling text is clickable. When clicked it will take you back to that part of the tutorial and continue from there. This allows you to go back in time. Some text is not clickable and this would be because the callstack wasn't 0 at the time and thus allowing you to go back could lead to undefined behavior.
Sorry for the noob question- If the callstack allows a "go back", will that undo all actions post callback point or allow them to be redone going forward?

TheDarkWraith 11-24-10 08:47 PM

Quote:

Originally Posted by Trevally. (Post 1541068)
Sorry for the noob question- If the callstack allows a "go back", will that undo all actions post callback point or allow them to be redone going forward?

the callstack is a collection of 'pointers' that point to a position in the tutorial. Each time you issue the command Call x, the current position in the tutorial is saved to the callstack and execution branches to x. When the command Return is encountered, the top of the callstack is popped off and that saved position is set as the current position of the tutorial. This is what allows you to define functions :D For those computer science majors out there, yes, this does model an Intel CPU architecture.

To take modelling of the Intel CPU architecture even further I've given Automation and Tutorial 4 general purpose registers (although each can use each others registers). You can also define your own variables now. Anything can be stored in these registers and your variables. I've also made available commands for copying (MOV), adding, subtracting, dividing, multiplying, equality tests, power, and square root. This will allow for some interesting Automation scripts and Tutorials.

My new Speed Finder tutorial makes use of just about everything new in v5.3.0.

So to answer your question, the callstack isn't what allows the go-back to previous spots in the tutorial. Simply mousing into the text area of the tutorial box and scrolling through the items allows this. If the background of the item is black you can select it and go back in time to that point in the tutorial. If it doesn't turn black then you can't select it (it was probably part of a function call at one time). Once you go back in time to a previous point in the tutorial execution resumes as normal.

Going back in time does not unwind any changes made up to the current point in the tutorial. So if the current point in time made x appear then going back in time will still keep x visible (unless the command you go back in time to hides it).

mr.Kiki 11-25-10 06:23 AM

TDW help me!
 
Hallo Männer!:salute:

I have a problem. After ~20 min playing some gui textures (almost all) are become white and then (after few mins\secs) CTD :dead:. After that i can`t start the game - it crashes at startup (Ubi-game-launcher loaded good - game crashes at loading game itself - red loading bar does not go through a half) .

Deactivating NewUIs_TDC_5_2_2 mod allows start the game. I have tried to sequental deactivating all mods, but problem is in NewUIs_TDC_5_2_2 mod.. So, how you can know, without this mod game is almost unplayable. :nope:

May be i must edit some options file? I cannot find any log file in the game directory, so i have not got any exact info on this problem.

My PC configuration: C2Quad Q8300 2,5 GHz, Nvidia GeForce 9800GT 1024 Mb (ver. 258.96 driver) , 2 Gb RAM, Windows 7 Ultimate x86 (all last updates).

PS: SH5 ver. 1.2 Russian. I`m using SH5 Enhanced UI. When game was crashed, i have NOT used teleports or any automation.
PPS: Sorry for my English. :oops:

SOLVED problem with CTD on startup - problem was in menu.txt file - i have edited it - because there are some translations errors.
TheDarkWraith, here are some lines with right RUSSIAN translation
In ;Navigation part:

Code:

4718=Расчетное времҐ до конца маршрута - %.0f часов!
4720=РасстоҐние до конца маршрута - %.0f км!

PPPS: Bug when textures become white and then CTD still there.

Obelix 11-25-10 11:00 AM

Quote:

Originally Posted by mr.Kiki (Post 1541377)
...
PS: SH5 ver. 1.2 Russian. I`m using SH5 Enhanced UI. When game was crashed, i have NOT used teleports or any automation.
PPS: Sorry for my English. :oops:

SOLVED problem with CTD on startup - problem was in menu.txt file - i have edited it - because there are some translations errors.
TheDarkWraith, here are some lines with right RUSSIAN translation
In ;Navigation part:

Code:

4718=Расчетное времҐ до конца маршрута - %.0f часов!
4720=Расстояние до конца маршрута - %.0f км!


Здесь проблема с буквой "я" - "Расстояние ...". Все прописные буквы "я" должны быть заменены знаком "Ґ". Подозреваю, что в игре у Вас отсутствует весь текст, который идёт после строки 4720. Вам нужно открыть menu.txt в любом текстовом редакторе и командой "заменить" произвести замену "я" (с учётом регистра) на значёк "Ґ" или взять этот файл: там подобной проблемы нет, файл полностью работоспособный.

PS для нормальной русификации воспользуйтесь Font_patch, идущим в комплекте с NewUIs_TDC из папки texts, там же находится и menu.txt для текущей версии мода.

PPS Sorry for russian :oops: This applies to only part of the translation errors

mr.Kiki 11-25-10 11:52 AM

Quote:

Originally Posted by Obelix (Post 1541524)
Здесь проблема с буквой "я"

Точно, забыл про ту букву..
Все же баг с текстурами и последующим вылетом остался..

4718=Расчетное времҐ до конца маршрута - %.0f часов!
4720=РасстоҐние до конца маршрута - %.0f км!

Просто эти строки правильнее тех, что использует TDW, которые затесались еще из прошлых частей игры, над переводом которых как всегда у нас особо не трудились. На самом же деле штурман считает время до посл. точки маршрута, а не до израсходования топлива. И дальность он считает не по топливу а по длине маршрута. А вот макс. дальность считается по топливу, точнее по его расходу.


So, TheDarkWraith, here`s right russian menu.txt file link

col_Kurtz 11-25-10 06:14 PM

Move icons of viewing...
 
Hello TheDarkWraith,

one question. Is it possible to move these icons to other (in vertical position) localization or made them draggable?:) Or maybe pop up under mouse...?
http://naforum.zapodaj.net/db61ac328851.jpg.html

Thanks:)


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