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

etheberge 03-01-11 07:23 PM

Quote:

Originally Posted by TheDarkWraith (Post 1609852)
Ok, coded in and working :rock:

Notice the ADDITIONAL INFO button located below the stats (length, width, mast, etc.):
http://www.subsim.com/radioroom/pict...pictureid=3730

Clicking that button will show the additional info:
http://www.subsim.com/radioroom/pict...pictureid=3729

The additional info text scrolls. To scroll the text place mouse in text and use mousewheel. Press CLOSE to close additional info and go back to stats.

@Magnum: here's how the NLL.cfg file looks now:

[Unit]
ClassName=LL
3DModelFileName=data/Sea/NLL/NLL
UnitType=102
MaxSpeed=13
Length=140.91
Width=21.35
Mast=26.18
Draft=8.20
Displacement=7170
DisplacementVariation=5
RenownAwarded=220
CrewComplement=40
SurvivalRate=70
SurvivalPercentage=40
RecManualCategory=Freighter
BowShape=Raked
Superstructure=Composite
Islands=None
ShowInRecognitionManual=Yes

[AdditionalInfo]
AIText=2,718 built by 17 shipyards located along the Atlantic, Pacific and Gulf coasts. Highest number (385) were built by Bethlehem-Fairfield Shipyards, Inc. in
Baltimore.| |The Liberty ships are between 400 and 450 feet long (120 - 140 m) and 56 feet (17.3 m) wide. They use a 2,500 horsepower steam engine to push them
through the water at 11 knots at a range of 23,000 miles (37,000 km). Liberty ships have five cargo holds, three forward of the engine room and two aft (in the
rear portion of the ship). Each could carry 10,800 deadweight tons (the weight of cargo a ship can carry) or 4,380 net tons (the amount of space available for
cargo and passengers).| |The crew quarters are located amidships (the middle portion of the ship). Crew consist of between 38 and 62 civilian merchant sailors,
and 21 to 40 naval personnel to operate defensive guns and communications equipment.| |The first of these new ships was launched on September 27, 1941. Based on a
British design, modified by the United States Maritime Commission to conform to American construction practices and to make it even quicker and cheaper to build.
The US version was designated 'EC2-S-C1': 'EC' for Emergency Cargo, '2' for a ship between 400 and 450 feet (120 and 140 m) long (Load Waterline Length), 'S' for
steam engines, and 'C1' for design C1.

;************ THE END ***********

Notice the AIText= entry. Any text after the equals sign will be shown in the additional info
Notice the | | entries. Those signify a blank line. A single | signifies new line (carriage return + linefeed)

:|\\

EDIT:

I see one problem with our configuration: different languages! We should move this additional info to it's own file (something like NLL.ait located in the same folder as the NLL.cfg) so that users of other languages can make their own additional info texts. I'm going to change the code to do this. The new file should have the class name and .ait as the extension. So in this example the new file would be NLL.ait and it's contents would be:

[AdditionalInfo]
AIText=2,718 built by 17 shipyards located along the Atlantic, Pacific and Gulf coasts. Highest number (385) were built by Bethlehem-Fairfield Shipyards, Inc. in
Baltimore.| |The Liberty ships are between 400 and 450 feet long (120 - 140 m) and 56 feet (17.3 m) wide. They use a 2,500 horsepower steam engine to push them
through the water at 11 knots at a range of 23,000 miles (37,000 km). Liberty ships have five cargo holds, three forward of the engine room and two aft (in the
rear portion of the ship). Each could carry 10,800 deadweight tons (the weight of cargo a ship can carry) or 4,380 net tons (the amount of space available for
cargo and passengers).| |The crew quarters are located amidships (the middle portion of the ship). Crew consist of between 38 and 62 civilian merchant sailors,
and 21 to 40 naval personnel to operate defensive guns and communications equipment.| |The first of these new ships was launched on September 27, 1941. Based on a
British design, modified by the United States Maritime Commission to conform to American construction practices and to make it even quicker and cheaper to build.
The US version was designated 'EC2-S-C1': 'EC' for Emergency Cargo, '2' for a ship between 400 and 450 feet (120 and 140 m) long (Load Waterline Length), 'S' for
steam engines, and 'C1' for design C1.

//SECURE SILENT RUNNING

@TDW
I've been away for a few months and it's mind blowing to try to catch up on all the work you're doing to mod the game, really incredible work.

@Magnum
Love your ideas for the new rec manual and the final product TDW coded seems great.

Two suggestions: 1) Any chance of a red filter at night on the manual pages? This may be already in, haven't played SH5 enough.
2) Regarding the additional info, this is great stuff, will be nice to read on long patrols. For the warships it would be cool to have stuff in there like commissioning date, critical battles the ship was involved in if any, if it was sunk and under what circumstances, what happened to it at the end of the war, etc.

That's it for me, back under for a while

//RIG FOR SILENT RUNNING

TheDarkWraith 03-01-11 08:38 PM

The new zoomable SH5 Enhanced heading/rudder dial looks superb zoomed with Church's new .dds for the dials (below is option 1) :rock:
http://www.subsim.com/radioroom/pict...pictureid=3731

Test version 7 of v6.4.0 is available at post #1. Magnum needs this for adding the 'additional info' to all the ships so I thought I'd go ahead and let everyone use it for now. It includes the revised zoomable SH5E heading/rudder dial.

:|\\

Drewcifer 03-01-11 09:31 PM

TDW you are amazing, and taking into consideration the ideas of others, that you've implemented into the game, SH5 is quickly shaping into something special.

Jester_UK 03-01-11 11:07 PM

Just done a quick test run with 6.4.0 (test 7) and it's looking fantastic. The new SOAN is excellent as is the new functionality.

Just one (possibly silly!) question: In the Readme file it mentions there being a 6.4.0 version of the "No hydrophones on the surface" fix. Is this to be added later because I can't find it anywhere?

Thanks

TheDarkWraith 03-02-11 12:09 AM

Quote:

Originally Posted by Jester_UK (Post 1610063)
Just done a quick test run with 6.4.0 (test 7) and it's looking fantastic. The new SOAN is excellent as is the new functionality.

Just one (possibly silly!) question: In the Readme file it mentions there being a 6.4.0 version of the "No hydrophones on the surface" fix. Is this to be added later because I can't find it anywhere?

Thanks

Use v6.3.7 add-on mods as they're unchanged (the ones I didn't include that is). When I release v6.4.0 as a full release it will include all the add-on mods. These test versions are just that - for testing to ensure no major errors or bugs.

Meldric 03-02-11 03:51 AM

Hi!

Question about the config-file:
I am using Stormys DBSM Sound-Mod and he has provided an enhanced version of the settings-file for "Multiple UIs with TDC". If I start using this, will the options migrater for the next release remove the settings for the sound mod or keep them?

Meldric

Zedi 03-02-11 03:55 AM

Quote:

Originally Posted by etheberge (Post 1609924)
//SECURE SILENT RUNNING

@TDW
I've been away for a few months and it's mind blowing to try to catch up on all the work you're doing to mod the game, really incredible work.

@Magnum
Love your ideas for the new rec manual and the final product TDW coded seems great.

Two suggestions: 1) Any chance of a red filter at night on the manual pages? This may be already in, haven't played SH5 enough.
2) Regarding the additional info, this is great stuff, will be nice to read on long patrols. For the warships it would be cool to have stuff in there like commissioning date, critical battles the ship was involved in if any, if it was sunk and under what circumstances, what happened to it at the end of the war, etc.

That's it for me, back under for a while

//RIG FOR SILENT RUNNING

I can make a extra redish interior page into the .dds, but implementing it depend on the coding part. Dunno if is possible to switch the image when the red light are turned on, or just apply a red filter ingame. Thats TDW's call.

I intend to add some heavy literature about every ship and any help would be appreciated as this is pretty time consuming. I already have my hands full with reworking the .sil for the whole fleet.

What is fantastic in SOAN now that we have a template, is that in the future anyone can skin it and add/change content to fit his personal taste. This is what I really love here just because I hate stuff that cannot be customized ... in time it gets boring. But if you can customize it, it will never gets old. :up:

stoianm 03-02-11 03:58 AM

@Magnum... very interesting ideea to complete the soan with historical inf... i like a lot the ideea:up:
btw... are you tired today?:D

Gandalfi2005 03-02-11 07:31 AM

How can activate or open the SOAN ? I didnt find it anywhere.
Is there an option i have to activate ? Help please ... :timeout:

stoianm 03-02-11 07:43 AM

Quote:

Originally Posted by Gandalfi2005 (Post 1610281)
How can activate or open the SOAN ? I didnt find it anywhere.
Is there an option i have to activate ? Help please ... :timeout:

http://www.subsim.com/radioroom/show...postcount=6430

TheDarkWraith 03-02-11 09:10 AM

Quote:

Originally Posted by Gandalfi2005 (Post 1610281)
How can activate or open the SOAN ? I didnt find it anywhere.
Is there an option i have to activate ? Help please ... :timeout:

You have to enable the charts first (chart icon in right side bar) then you can drag SOAN out from left side of screen.

TheDarkWraith 03-02-11 09:19 AM

Quote:

Originally Posted by Magnum (Post 1610180)
I can make a extra redish interior page into the .dds, but implementing it depend on the coding part. Dunno if is possible to switch the image when the red light are turned on, or just apply a red filter ingame. Thats TDW's call.

I intend to add some heavy literature about every ship and any help would be appreciated as this is pretty time consuming. I already have my hands full with reworking the .sil for the whole fleet.

What is fantastic in SOAN now that we have a template, is that in the future anyone can skin it and add/change content to fit his personal taste. This is what I really love here just because I hate stuff that cannot be customized ... in time it gets boring. But if you can customize it, it will never gets old. :up:

I'm trying to find an efficient way to recognize when the 'red light' is turned on. I can poll the scopes to see if their red light is on but that is very inefficient. Currently that is the only way I've found to do it. I would need a 'red light' mask for SOAN (cover and opened book) in a .dds in order to add it to SOAN.

I can either add a red mask to the image or swap out the images for a different .dds (I figured out a way to swap images for menu items some versions ago :D). Code wise it's easier to just turn on a red mask than to change every item's pointer to the .dds.

The heavy literature for every ship sounds great. I have other ideas for SOAN that I would like to see implemented. Some of those are:
- a critical section list like was done in SH3. The ship's image was colored in different colors for each compartment denoting what the compartment was and where to hit for a critical hit
- an ASW/weapons page that shows (by month/year) what ASW/weapons were onboard the unit

stoianm 03-02-11 09:23 AM

Quote:

Originally Posted by TheDarkWraith (Post 1610348)
- a critical section list like was done in SH3. The ship's image was colored in different colors for each compartment denoting what the compartment was and where to hit for a critical hit

sounds very cool... this wil be related by real in game... i mean if i place my torpedo in the most sensibil part of the ship i will have more chances to sunk the ship with less torpedoes?

Zedi 03-02-11 09:43 AM

Quote:

Originally Posted by TheDarkWraith (Post 1610348)
...

- a critical section list like was done in SH3. The ship's image was colored in different colors for each compartment denoting what the compartment was and where to hit for a critical hit
...

But... is this working in the game? I mean, there are hot spots on ships where if hit by torpedoes it will crack and blow in tinny pieces? I thought the crit hit depend by the the torpedo tunning, not by the ships hot spots.

After the sil is done, I will try to make a red mask for soan and fit it into a dds. For now, Im still working on sil files because I work each of them them manually.. very time consuming.

ASW/weapons means.. anti sub weapons, right?

TheDarkWraith 03-02-11 09:47 AM

Quote:

Originally Posted by Magnum (Post 1610371)
But... is this working in the game? I mean, there are hot spots on ships where if hit by torpedoes it will crack and blow in tinny pieces? I thought the crit hit depend by the the torpedo tunning, not by the ships hot spots.

After the sil is done, I will try to make a red mask for soan and fit it into a dds. For now, Im still working on sil files because I work each of them them manually.. very time consuming.

ASW/weapons means.. anti sub weapons, right?

yes, ASW mean anti sub weapons. Basically I was thinking of adding something like the additional info button that when clicked would list (and possibly show) each weapon onboard the vessel. We could limit the showing to those only in the current month/year.


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