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-   -   [REL] Old Style SH Controls (familiar 3 dials) for UI v1.3.1 (https://www.subsim.com/radioroom/showthread.php?t=163208)

Vikinger 03-04-10 10:08 PM

Quote:

Originally Posted by gutted (Post 1294484)
wonder what the devs would think.. all that effort on a new UI, to have us bring back the old one just 2 days after release. :rotfl2:


Who are the devs?

They gave us a shell that we have to fill :D Just like whit sh3 and 4.

UrPeaceKeeper 03-04-10 10:08 PM

Quote:

Originally Posted by gutted (Post 1294484)
wonder what the devs would think.. all that effort on a new UI, to have us bring back the old one just 2 days after release. :rotfl2:

At this point and time they did all the hard work by updating the graphics and adding the full submarine and the Role playing, we are just returning it to an interface that doesnt suck...

For what it's worth the teleporting still works from what I had when I was messing around with the buttons and what not... didnt try to dive to see if it teleported the captain, but it may be the step towards the "Make my captain run to a place in a hurry :P I personally never minded the teleporting, but it is nice to walk around the boat when I'm bored :P

:arrgh!:

EDIT: Scarier yet is the amount of code and files left over from previous versions. It's stupid how much stuff is left in there. They have the "American" folder from SH4 left in there... completely unnecessary but it was too difficult to just go into the files and remove the lines that refered to the American Folder, so what they did was leave them in there and for images they made the images transparant, similiar to the old UI as we are finding out. This is very poor programing but it does have one advantage: UI bugs from rewriting the UI and removing old files are almost non-existent... I guess it was "practical" from their standpoint, but I dont see nearly the same file structure and coding between CoD:MW, CoD:WaW and CoD:MW2, all use the same engine, but have very different coding...

gutted 03-04-10 10:20 PM

Do the dials get bigger when you mouse over them like in SHIV?

Vikinger 03-04-10 10:29 PM

Quote:

Originally Posted by UrPeaceKeeper (Post 1294490)
At this point and time they did all the hard work by updating the graphics and adding the full submarine and the Role playing, we are just returning it to an interface that doesnt suck...

For what it's worth the teleporting still works from what I had when I was messing around with the buttons and what not... didnt try to dive to see if it teleported the captain, but it may be the step towards the "Make my captain run to a place in a hurry :P I personally never minded the teleporting, but it is nice to walk around the boat when I'm bored :P

:arrgh!:

EDIT: Scarier yet is the amount of code and files left over from previous versions. It's stupid how much stuff is left in there. They have the "American" folder from SH4 left in there... completely unnecessary but it was too difficult to just go into the files and remove the lines that refered to the American Folder, so what they did was leave them in there and for images they made the images transparant, similiar to the old UI as we are finding out. This is very poor programing but it does have one advantage: UI bugs from rewriting the UI and removing old files are almost non-existent... I guess it was "practical" from their standpoint, but I dont see nearly the same file structure and coding between CoD:MW, CoD:WaW and CoD:MW2, all use the same engine, but have very different coding...

This have been in since sh3. When they did sh4 there was nearly a full copie left of sh3 in it. And same whit this sh5.

However it makes its easier for us modders to identify from prevoius version what to change or to keep. But if they removed all thos unecessary files i think the game wud fit on a floppy disc :D

UrPeaceKeeper 03-04-10 10:30 PM

Quote:

Originally Posted by gutted (Post 1294505)
Do the dials get bigger when you mouse over them like in SHIV?

In the original release they do not, not sure about the new one with the full on HUD... I Hope so... if not I think I can look past it being as the rest of the HUD works :)

TheDarkWraith is there anything else you need help finding right now?

Quote:

Originally Posted by Vikinger (Post 1294513)
This have been in since sh3. When they did sh4 there was nearly a full copie left of sh3 in it. And same whit this sh5.

However it makes its easier for us modders to identify from prevoius version what to change or to keep. But if they removed all thos unecessary files i think the game wud fit on a floppy disc :D

ROFL, nice! :) I agree, it probably would! At least one CD!

TheDarkWraith 03-04-10 10:38 PM

nope, finishing up new UI. Now I'm going through all the buttons and those that do not work I'm removing/disabling. We can investigate reasons why after UI is tested awhile for stability and errors.

UrPeaceKeeper 03-04-10 10:41 PM

Quote:

Originally Posted by TheDarkWraith (Post 1294526)
nope, finishing up new UI. Now I'm going through all the buttons and those that do not work I'm removing/disabling. We can investigate reasons why after UI is tested awhile for stability and errors.

Sounds good, let me know if you do need anything, I'm going to go see if I can't figure out why the UZO crosshairs are all janked in the first zoom option...

Vikinger 03-04-10 10:46 PM

Quote:

Originally Posted by UrPeaceKeeper (Post 1294532)
Sounds good, let me know if you do need anything, I'm going to go see if I can't figure out why the UZO crosshairs are all janked in the first zoom option...

I think that is many of the initialy problems we had whit sh4.

Remember the AA gun did not line up.
The mast heights, etc

My guess is that the devs used the standard valsue for many things from sh4 that the modders changed later on.

So dl some tweaks for thos things u are looking for and compare them.

TheDarkWraith 03-04-10 10:48 PM

Quote:

Originally Posted by UrPeaceKeeper (Post 1294532)
Sounds good, let me know if you do need anything, I'm going to go see if I can't figure out why the UZO crosshairs are all janked in the first zoom option...

there is one thing acting strange. The message pad will now open up when you press the button (didn't work before with the 3 dials) BUT it drops down in position under the interface. It's probably a script doing this. It would be a script under the page default hud i'm guessing. If you want to look into this. I'll send you what I've done so far so you can see what I'm talking about.

here's what it's looking like so far (I expanded the map and tools just to show it):
http://i228.photobucket.com/albums/e...der/NewUI3.jpg

notice that I click on the depth under keel button and look what appeared in the message pad!

There's some kind of level looking line missing that sits above the CO2, fuel, batteries block. I can 'see' it in the menu editor but can't see it in game.

UrPeaceKeeper 03-04-10 10:55 PM

You were correct, under Page Default Hud:

[G0A I252]
Name=Messages
Type=1026;Menu group
ItemID=0xA2B0000
ParentID=0xA000000
Pos=705,-718,315,50
Zone= 705 50 315 50 0 1 0xA000000 1 -1 0xA2B0000 -1 1 -4 0

TheDarkWraith 03-04-10 11:03 PM

Quote:

Originally Posted by UrPeaceKeeper (Post 1294551)
You were correct, under Page Default Hud:

[G0A I252]
Name=Messages
Type=1026;Menu group
ItemID=0xA2B0000
ParentID=0xA000000
Pos=705,-718,315,50
Zone= 705 50 315 50 0 1 0xA000000 1 -1 0xA2B0000 -1 1 -4 0

I found what I was looking for regarding the message box in the default hud script. Now I'm attempting to fix the problem - problem appears to be with bottombar. I gotta move it up also.....

TopcatWA 03-04-10 11:05 PM

Well Done. Anything to make the game run easier.:yeah::yeah:

UrPeaceKeeper 03-04-10 11:07 PM

Ohh whoops you were looking for the actual script file?! Oi... thought you meant the Message box location indicator :oops: Playing around with the values, .5 and -.5 sets the box dead center at the bottom of the screen, which makes no sense to me... Originally I thought it was a coordinate system (thats too easy isnt it...) but it isnt truely a coordinate system, or at least one that I understand...

EDIT: I believe what you are talking about a level indicator above the battery/CO2/COmpressed Air/Fuel indicator is the fuel indicator for the Walter Drive with the Hydrogen Peroxide fuel level. Wont matter for us as we dont have access to the Walter Drive in this game.

Interesting question though, if the file systems are this similiar I wonder if that means we can add other submarines to this game... And if that holds true that means Surface ships should also be easy to implement...

UberMatz 03-04-10 11:07 PM

You guys are restoring my faith that I won't have to shelve this game and wait for months for the fixes. I almost had to clean myself after I installed the 3 dials... now you've nearly got the entire SH4 UI!!!! WooHoo!!!:rock:
Seriously, you guys are the best of the best!! I really hope you are aware how much you are appreciated! Especially by a programming illiterate swabbie like myself! :salute:

UberMatz

UrPeaceKeeper 03-04-10 11:21 PM

Slightly OT, UZO bug is indeed a bug... everything I see in the scripting files and the .ini files defining it show that it should display normal in the first zoom in mode... Not sure whats happening there...

I'm giving up on the UZO for now and I'm going to see if I can't find info for the TDC and how it's disabled in the game and see if it isnt possible to re-enable it. No promises, I'm a horrid amerature =\

TheDarkWraith 03-04-10 11:22 PM

Quote:

Originally Posted by UrPeaceKeeper (Post 1294568)
Ohh whoops you were looking for the actual script file?! Oi... thought you meant the Message box location indicator :oops: Playing around with the values, .5 and -.5 sets the box dead center at the bottom of the screen, which makes no sense to me... Originally I thought it was a coordinate system (thats too easy isnt it...) but it isnt truely a coordinate system, or at least one that I understand...

EDIT: I believe what you are talking about a level indicator above the battery/CO2/COmpressed Air/Fuel indicator is the fuel indicator for the Walter Drive with the Hydrogen Peroxide fuel level. Wont matter for us as we dont have access to the Walter Drive in this game.

Interesting question though, if the file systems are this similiar I wonder if that means we can add other submarines to this game... And if that holds true that means Surface ships should also be easy to implement...

i love scripts! they make modding so much easier. Here was the problem with the message box dropping down to the bottom when you clicked the button to expand it:
Code:

def PageDefaultHud_Messages_ToggleModeButton_Clicked( sender ):
 c = PageDefaultHud_Messages
 # dragging the size handle changes the SnapFromAnchor
#c.SetSnapParent( PageDefaultHud, MenuItemWrapper.LocationPresets.BottomRight, True, 0, False )
c.SnapFromAnchor.OffsetX = -4 #the animation will position the control
 DurationInSeconds = 0.1
 if c.Height <= c.MinimumSize.Height + 1.0:
  #Menu.PlaySound( "Menu.HUD.Toggle_Open" )#it sounds like a fart
  c.StartAnimation( MenuItemWrapper.AnimationTypes.Height, c.MaximumSize.Height, DurationInSeconds )
 else:
  #Menu.PlaySound( "Menu.HUD.Toggle_Close" )#it sounds like a fart
  c.StartAnimation( MenuItemWrapper.AnimationTypes.Height, c.MinimumSize.Height, DurationInSeconds )

i had to comment out the line highlighted. Now I'm going to let the message box able to expand more than it does currently.....

http://i228.photobucket.com/albums/e...der/NewUI4.jpg

much better.....now to expand it's size.....

UrPeaceKeeper 03-04-10 11:30 PM

Size should be adjustable in the page default.ini file there are size limits in there. Or was it in the script file 0.oa I can't quite remember!

Good knews is that the TDC dials are there in the textures so I dont have to port the dials over, not sure on the rest, still converting the .dds files to make sure!

TDC files have their own nifty little folder titled TDC in:
Data -> Menu -> Gui -> TDC

Going to find the relatevant parts in the SH4 menu files. This isnt complete without the TDC :P Not sure how we'll implement it, it may require more scripting to allow it to be a pop up from the command bar at the bottom for the attack periscope because I'm not sure we'll get one on the attack map since the attack map isnt seperate :D

ddrgn 03-04-10 11:34 PM

Quote:

Originally Posted by UrPeaceKeeper (Post 1294603)
Size should be adjustable in the page default.ini file there are size limits in there. Or was it in the script file 0.oa I can't quite remember!

Good knews is that the TDC dials are there in the textures so I dont have to port the dials over, not sure on the rest, still converting the .dds files to make sure!

TDC files have their own nifty little folder titled TDC in:
Data -> Menu -> Gui -> TDC

Going to find the relatevant parts in the SH4 menu files. This isnt complete without the TDC :P Not sure how we'll implement it, it may require more scripting to allow it to be a pop up from the command bar at the bottom for the attack periscope because I'm not sure we'll get one on the attack map since the attack map isnt seperate :D

TDC with a working spread angle ;]

AOTD_Rhonen 03-04-10 11:39 PM

well done :)

We are working on the Interface too.
Can you tell me pls, how you fix the Bottom Bar grafic problem?
see here: http://www.subsim.com/radioroom/show...3&postcount=22

Also, has anyone an idea how to "delete" the bottom bar, without loosing the toggle buttons for the Dials ? ;)

if i dont let draw the bottom bar by the script, the togglebuttons are also missing :(

UrPeaceKeeper 03-04-10 11:42 PM

I'm not sure we'll get a TDC that works... there is no script file for it and if the game .exe calls the script files we are hosed, if it pulls the .ini files which call the script file we may be ok as we could just have someone write the script file for it. I did find that it has it's own Page file .ini, although all mention of the texture files are all .tga extensions which are hangovers from SH3 and the transition to SH4 with U-boat missions... all the files in the directory are .dds. I'm going to go through the nearly 1000 line .ini file and change the .tga to .dds and see if anything shows up. I'm not holding my breath anyway as my understanding is the script files give the item the functionality and the .ini file so we may need some script writing... maybe...


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