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

TheDarkWraith 04-23-10 02:13 PM

Quote:

Originally Posted by Sonarman (Post 1370779)
You can see the icons at the side here. They slide in from the side on mouse over, Of course the location shown may be inappropriate due to the positioning of the tdc etc, they could perhaps be located elsewhere.

ah yes, the quick click features on the left hand side. How could one forget those? :doh: Seeing that there is a teleport order bar that can be made visible by key press and soon to be icon click I don't see adding this slide out.

7thSeal 04-23-10 02:16 PM

Chit... I don't even get a chance to try out one version before finding out that you've already posted a new one.... I'm going to alternate between new versions now.... :rotfl2:

OK, I'm setting up 1.8 version now to my likings and do intend giving it a try.... don't post anything new until I've done so... :haha:

rededge 04-23-10 02:22 PM

Quote:

Originally Posted by TheDarkWraith (Post 1343995)
no patch is stopping my work. I'll see what changed after the patch and adjust as necessary :03:

He wasn't wrong!

It's a job keeping up lately :up:

TheDarkWraith 04-23-10 02:33 PM

Quote:

Originally Posted by kylania (Post 1370858)
Future ideas:

UI ideas:
  • Default Tool Helper to ON - Implemented via option
  • Slide out speedchart/map/flag ID chart ala GWX - Looking into
  • Additional Mapping Tools (Draggable compass, plotting tool, etc) - what map tools do we have? I thought we had these already? If not, show me screenshots of what you're looking for
  • WhizzWheel (AOB wheel, is-was) - is it a program? If so, where can I find it?
  • High rez 1500-3000m bearing overlay - Didn't someone make an overlay already?
  • SlideIn/SlideOut option buttons at the top (hover next to TC area and the toggle switches appear, basically able to hide all the yellow boxes up there.) - Sorry, not going to happen. I like the look of the toggle switches and thus they stay (as I'm designer I have final say ;))
Game Improvement Ideas:
  • Figure out how to get the bearing overlay to appear at greater than last 2 zoom levels - will look into...EDIT: hard coded, can't be changed.
  • Timestamps on contacts displayed on the map - great idea....should be easy to implement....Implemented!
  • List deck gun ammo on torpedo weapon page (plug-n-play so works with other damage screens would be great) - haven't figured out how to read sub equipment or stores yet
  • Combine a teleport to the control room with a crash dive command. - closest I can do is teleport to Radar on crash dive command. If you are surfaced and request teleport to Bridge it will take you to the topside bridge. I haven't figured out how to force it to take you to control room bridge yet. I'll make this an option also. Option added and implemented with teleport to Radar Station. You teleport and then 2 seconds later the crash dive command is given (to mimmick crew leaving topside and getting down the ladder). Time can be extended.
Integration with other UI mod ideas:
  • Integrate flag mod with on/off toggle - I might have figured out how to control objects via script code. Still working on it.
  • Integrate MRP 1.2+OPCF from Arclight - should be possible. I haven't looked over any AI code though. I'm afraid that if I do I'll run with it.

See above in yellow.

mcaa666 04-23-10 03:03 PM

Quote:

Originally Posted by mcaa666 (Post 1371033)
I've been playing for 6 hours now using the latest version and i love it...thnx for all the effort you've put in...you rock!!!
I was wondering; would it be possible to re-maximize the message box when running on a certain time compression value. I like the fact that I can remove the message box when playing at tc x 1 but I often run on tc x 512 to speed things up and I often forget to maximize the message box. So I keep missing important radio messages. Maybe have the message box maximize when reaching tc x 256/512. Just like the clock pops up when reaching tc x 2036...
Hope it's possible...

Sorry for being in-patient but what do you think TDW? Would something like this be possible?

TheDarkWraith 04-23-10 03:10 PM

Quote:

Originally Posted by mcaa666 (Post 1371033)
I've been playing for 6 hours now using the latest version and i love it...thnx for all the effort you've put in...you rock!!!
I was wondering; would it be possible to re-maximize the message box when running on a certain time compression value. I like the fact that I can remove the message box when playing at tc x 1 but I often run on tc x 512 to speed things up and I often forget to maximize the message box. So I keep missing important radio messages. Maybe have the message box maximize when reaching tc x 256/512. Just like the clock pops up when reaching tc x 2036...
Hope it's possible...

Quote:

Originally Posted by mcaa666 (Post 1371240)
Sorry for being in-patient but what do you think TDW? Would something like this be possible?

Anything is possible when you can script!

let's define the logic for this:

at x TC setting if messagebox is not visible:
make visible
expand

now what should the x be?

kylania 04-23-10 03:26 PM

These screenshots are from MaGui 3.1 for SH3.

The two drag able tools marked on this image would be really helpful:
http://img293.imageshack.us/img293/6106/44683957.jpg


Basically the slideout tools from these would be helpful as well. There are other versions of these as well. Hitman has some nice ones in his SH3 mod, and I've seen examples with English instructions on them before, but can't find them now heh

Here's the AoB wheel:
http://img7.imageshack.us/img7/4241/10652531.jpg


I totally forget what this one is for, but it's helpful too!

http://img132.imageshack.us/img132/126/34179855.jpg



Here's a current comparison of the available bearing tools:

http://img341.imageshack.us/img341/9...aringtools.jpg

Gisement is the highest rez and easiest to see, but only 1000m (which due to the limit of 2x zoom isn't bad). Guf's is too small really to use and without enough detail. The GWX one is nice, but can't be seen in it's entirety and is really fuzzy/light and hard to read. Not really needed, just thought it would round out the ultimate UI mod. :O:

Also, if you figure out how to get map contact time stamps and a single-button-from-bridge crash drive solution, people will have your babies! :rotfl2:

TheDarkWraith 04-23-10 03:34 PM

Quote:

Originally Posted by kylania (Post 1371293)
Also, if you figure out how to get map contact time stamps and a single-button-from-bridge crash drive solution, people will have your babies! :rotfl2:

single button crash dive from bridge works BEAUTIFULLY!! You teleport to Radar and then after the time expires the crash dive command is given :rock: I've included an optional time part of it in the options file so you can delay from when you teleport to when the crash dive command is given :yeah:

kylania 04-23-10 03:38 PM

Quote:

Originally Posted by TheDarkWraith (Post 1371306)
single button crash dive from bridge works BEAUTIFULLY!!

Great, now we just need to tie it into using this and all will be perfect!

http://awaregeek.com/wp-content/uplo.../panikknap.jpg

mcaa666 04-23-10 03:38 PM

Quote:

Originally Posted by TheDarkWraith (Post 1371254)
Anything is possible when you can script!

let's define the logic for this:

at x TC setting if messagebox is not visible:
make visible
expand

now what should the x be?

Well, speaking for me personally; I do the most of my long distance travels mostly @ TC x 512 (or higher). So I think that would be a good value. Also allows for quick patrolling @ TC x 256 over short distances without the message box on screen for better visibility...
So 512 to start with I guess and we'll see from there :)

TheDarkWraith 04-23-10 03:41 PM

Quote:

Originally Posted by kylania (Post 1371309)
Great, now we just need to tie it into using this and all will be perfect!

http://awaregeek.com/wp-content/uplo.../panikknap.jpg

actually that's not a far-fetched idea. It can be implemented but I'm not going to right now.

Default time setup in the options file from when you press the crash dive icon (and teleport to Radar) to when the crash dive command is given is 5 seconds.

Working on timestamps now.....

TheDarkWraith 04-23-10 03:54 PM

Quote:

Originally Posted by mcaa666 (Post 1371310)
Well, speaking for me personally; I do the most of my long distance travels mostly @ TC x 512 (or higher). So I think that would be a good value. Also allows for quick patrolling @ TC x 256 over short distances without the message box on screen for better visibility...
So 512 to start with I guess and we'll see from there :)


I got a better idea....how about I make it a user configurable option? You set what TC level you want the behavior to happen :up:

TheDarkWraith 04-23-10 03:54 PM

Quote:

Originally Posted by kylania (Post 1371293)
These screenshots are from MaGui 3.1 for SH3.

The two drag able tools marked on this image would be really helpful:
http://img293.imageshack.us/img293/6106/44683957.jpg


Basically the slideout tools from these would be helpful as well. There are other versions of these as well. Hitman has some nice ones in his SH3 mod, and I've seen examples with English instructions on them before, but can't find them now heh

Here's the AoB wheel:
http://img7.imageshack.us/img7/4241/10652531.jpg


I totally forget what this one is for, but it's helpful too!

http://img132.imageshack.us/img132/126/34179855.jpg



Here's a current comparison of the available bearing tools:

http://img341.imageshack.us/img341/9...aringtools.jpg

Gisement is the highest rez and easiest to see, but only 1000m (which due to the limit of 2x zoom isn't bad). Guf's is too small really to use and without enough detail. The GWX one is nice, but can't be seen in it's entirety and is really fuzzy/light and hard to read. Not really needed, just thought it would round out the ultimate UI mod. :O:

Also, if you figure out how to get map contact time stamps and a single-button-from-bridge crash drive solution, people will have your babies! :rotfl2:

can you give me links to these items?

kylania 04-23-10 04:11 PM

Quote:

Originally Posted by TheDarkWraith (Post 1371340)
can you give me links to these items?

Map tools and slideout tools:
MaGui 3.1 for SH3 - by makman94

Bearing overlays:
Gisement bearing overlay - linked in a thread by charognard.
GWX Compass Rose Overlay - by conus00
Bearing Tool - by emtguf

Other resources possible from:
HitMan GUI for NYGM/GWX - by Hitman

(Names are PM links)

TheDarkWraith 04-23-10 04:14 PM

alright got it telling me when the crew spots a new contact....one step closer.....

EDIT: got one way to do it but digging through .exe file looking for a better way.

mcaa666 04-23-10 05:09 PM

Quote:

Originally Posted by TheDarkWraith (Post 1371339)
I got a better idea....how about I make it a user configurable option? You set what TC level you want the behavior to happen :up:

Sounds Perfect...

DragonRR1 04-23-10 05:10 PM

Well I thought I'd have one final go at my original feature request before I crash dive into a sulk. :)

Mouse wheel control for the rudder/bearing+ DW?

TheDarkWraith 04-23-10 05:17 PM

Quote:

Originally Posted by DragonRR1 (Post 1371433)
Well I thought I'd have one final go at my original feature request before I crash dive into a sulk. :)

Mouse wheel control for the rudder/bearing+ DW?

It's on my list :03: I know how to do it just haven't implemented it yet.

Well the .exe and .act files provided no info on sUnitContact's structure....I can't get to the variables and thus here's how the time stamp for map contacts will work:

when a sensor on your boat detects a new contact:

a timestamp will be generated and saved with the contact
when you select that contact (you click on it on mini-map or lock onto the target via scope) there will be a little box displayed in the mini-map probably in top left corner that will show the time the contact was spotted. If you deselect the contact the timestamp will disappear. If you lose the contact the timestamp entry will be erased. This is what I'm going to try and make work now.

This is what you all mean by timestamp correct?

Nauticalwolf 04-23-10 05:23 PM

Quote:

Originally Posted by TheDarkWraith (Post 1370364)
the problem is the teleport icons are 20 X 20 in size and I've blown them up to 60 X 60 with the code. That's why they look all grainy.

If someone can make me some 60 X 60 icons then I'll adjust the code to use those instead (they will look MUCH better).

All the teleport icons are located on their own .dds (TeleportOrders.dds)

G'day TDW, :up:

Would these help? 60 x 60 Set up as you normally do - file TeleportOrders.dds

http://i947.photobucket.com/albums/a...eportIcons.jpg

DL Link: http://www.filefront.com/16224293/TeleportOrders.7z

TheDarkWraith 04-23-10 05:36 PM

Quote:

Originally Posted by Nauticalwolf (Post 1371447)
G'day TDW, :up:

Would these help? 60 x 60 Set up as you normally do - file TeleportOrders.dds

http://i947.photobucket.com/albums/a...eportIcons.jpg

DL Link: http://www.filefront.com/16224293/TeleportOrders.7z


those ROCK :rock:

THANK YOU :yeah:


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