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But I may do it one of the days soon. Then you can have a look at it... |
I'm only interested in the block of code for the Autoupdate button (menu.ini and commands.cfg sections). :03: Don't you have that already? This mod is anyway far from finished :wah:
PS: important question for everybody. I've put the TDC on the left and the Torpedoes on the right because both panels have preety much the same layout as the real thing and it's very comfortable to use (ergonomy wise). But now I'm beginning to reconsider since the TDC obstructs the vertical marks on the periscope. I can mirror them to the other side but I want to know NOW how you prefer it because I'd rather not move 100 items after :D |
Carotio, I'm impressed, I've never thought of using a dial as a means to input a command that has nothing to do with that dial :haha:. I've used the indications on FLB Sales' thread and managed to make a working button. But I've hit the same problem as you. Since the command doesn't affect the dial itself, it will never move :hmmm:. So... while being struck by lightning, I came up with the next:
(I've used the torpedo pistol graphics for this one, but that doesn't mater, it's just a dial group with a "val" and "dial" in it) [Dial98] Name=Autoupdate; Carotio`s Torpedo Dials, Auto-Manuel Peri Type=56; Toggle_TDC_autoupdate Cmd=Radar_toggle_sweep_focus Dial=0x260FF902 CrtVal=0x260FF901 NewVal=0x0 DialVal=-45,45 RealVal=0,1; 0-auto or 1-manuel Circular=Yes SndStep=1 SndList=2,Menu.TDC.TorpedoSalvo_T,0.1,Menu.TDC.Tor pedoSalvo_S,1, [Dial99] Name=Autoupdate; Carotio`s Torpedo Dials, Auto-Manuel Peri Type=56; Toggle_TDC_autoupdate Cmd=Toggle_TDC_autoupdate Dial=0x260FF902 CrtVal=0x260FF901 NewVal=0x0 DialVal=-45,45 RealVal=0,1; 0-auto or 1-manuel Circular=Yes There are 2 dials on top of eachother. Both are clicked at the same time. The first will toggle the radar sweep, the second will toggle the autoupdate. In short, it works even if you don't have a radar, or if you're underwater. I've tried the same thing using the Radar Range dial but that only worked if you actually had a radar :haha: bastards. |
I have totally forgotten that I wrote in the thread what I did :D
Yes, there really is no need for a dial graphic, since it doesn't move, as long as the user can just click on the graphic as if it was a button. Well, I hope you can do it with that info then... |
I don't think you understood my last post, the dials moves :haha:. That's because the same item sends 2 commands (through 2 dials). One changes the graphic dial (by changing the radar mode) and the other autoupdates the tdc :yeah:. Ofc it's a dirty fix but on the other hand:
1. who uses radar?! 2. who uses radar underwater?! 3. who uses radar while setting the tdc?! |
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Paragraph 105.e) of the U-Boat commander's Hanbook: "In every submarine attack, whether by day or by night, the attempt must be made to obtain reliable data for aiming (controlling) the torpedo, ... measuring the deflection with the aid of the line ..." The size of enemy ships was estimated by the commander or IWO, once you have some practice it isn't that difficult and errors of -/+ 15 metres are not much relevant. I included this method in the tutorial for firing solutions -as well as the aspect ratio- despite both being used in U-Boats because they are by far easier to do in the game and by one single person than plotting -which is what the us submarines crews did to gather target data-. Not coincidentally, because in the U-Boat the captain (Or IWO) worked it all himself out, whereas the US commander had the assitence of the whole tracking party and the TDC operator. Since we are alone when playing, the U-Boat method suits us better IMO. CHeers |
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[G26 I64] Name=Dial Type=1033;Stat bmp array ItemID=0x260FF902 ParentID=0x260FF900 Pos=0,0,66,66 Zone= 155 433 66 66 1 1 0x260FF900 0 0 0x260FF902 0 0 0 0 Materials=8 Display=0 Mat 0=data/menu/gui/tdc/tdc1.tga Crop 0=0.00195313,0.816406,1,1 Mat 1=data/menu/gui/tdc/tdc1.tga Crop 1=0.09375,0.816406,1,1 Mat 2=data/menu/gui/tdc/tdc1.tga Crop 2=0.00195313,0.816406,1,1 Mat 3=data/menu/gui/tdc/tdc1.tga Crop 3=0.09375,0.816406,1,1 Mat 4=data/menu/gui/tdc/tdc1.tga Crop 4=0.00195313,0.816406,1,1 Mat 5=data/menu/gui/tdc/tdc1.tga Crop 5=0.09375,0.816406,1,1 Mat 6=data/menu/gui/tdc/tdc1.tga Crop 6=0.00195313,0.816406,1,1 Mat 7=data/menu/gui/tdc/tdc1.tga Crop 7=0.09375,0.816406,1,1 MatFlags=0x9 TexFmt=0x0 Font=0 TextFlags=0x0 CheckBoxWidth=46 StatesColors=0xCDBEB4FF, 0xCDBEB4FF, 0xCDBEB4FF, 0xCDBEB4FF ToolTipText=2247 coupled with this: [Dial98] Name=Autoupdate; Carotio`s Torpedo Dials, Auto-Manuel Peri Type=63; Toggle_TDC_autoupdate Cmd=Toggle_TDC_autoupdate Dial=0x260FF902 CrtVal=0x260FF901 NewVal=0x0 DialVal=-45,45 RealVal=0,1; 0-auto or 1-manuel Circular=Yes SndStep=1 SndList=2,Menu.TDC.Pistol_I,0.1,Menu.TDC.Pistol_M, 1, works like a charm :yeah:. There's just one bug. Since will be at least 3 autoupdate buttons in the game, on different screens, I don't know of any way to link them to the "real" hardcoded autoupdate button. That means that if you change the autoupdate status and then you leave any screen (uzo, ap, obs, attack map) without switching it back, the other screens will have the graphic reversed (on for off, off for on, except for the real one on the attack map). But hey, it's better than nothing. Anyway, I really need to move the TDC to the right of the screen. I've just realised that it would cover up an important part of the AOBF wheel. I guess the beta test release will have to wait untill tomorrow. For the moment I'll use the method above for the autotdc update. In the fianl release I think I'll use one of the temporary solution dials. We'll see then. |
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For left-handers though, it's a different matter I suppose. Me I'm both handed and do nearly indistinctly tasks with both hands, but still we live in a right handed world and you expect to find the switches and buttons on the right side of whatever you operate with. My 2 cents |
I just took a brief look at what I have written in my files and it's not the same as what I wrote 1½ year ago in the thread and not the same as you have just written above.
You have of course my permission to use my findings, if you want, with a little credit of course. :03: I think I may make a new thread for my own version too though. My version only works for 1280*1024 screen resolution; I tried it on my widescreen laptop, and it didn't look good. These inputs below all adress the auto-manual button as I made it. Here it goes: dials.cfg [Dial90] Name=Autoupdate; Carotio`s Torpedo Dials, Auto-Manuel Peri Type=37; Toggle_TDC_autoupdate Cmd=Toggle_TDC_autoupdate Dial=0x2620D002 CrtVal=0x2620D001 NewVal=0x0 DialVal=-45,45 RealVal=0,1; 0-auto or 1-manuel Circular=Yes CmdOnDrag=No [Dial91] Name=Autoupdate; Carotio`s Torpedo Dials, Auto-Manuel UZO Type=37; Toggle_TDC_autoupdate Cmd=Toggle_TDC_autoupdate Dial=0x2820D002 CrtVal=0x2820D001 NewVal=0x0 DialVal=-45,45 RealVal=0,1; 0-auto or 1-manuel Circular=Yes CmdOnDrag=No command.cfg [Cmd131] Name=Toggle_TDC_autoupdate Ctxt=1 ;MnID=0x2620D001 ;MnID=0x2820D001 Key0=0x41,Rs,"Right Shift + A" menu_1024_768.ini [G26 I181] Name=Switch; Carotio`s torpedo visere, Auto-Manuel Peri Type=1026;Menu group ItemID=0x2620D000 ParentID=0x26150000 Pos=0,0,46,46 Zone= 405 -335 46 46 1 1 0x26150000 0 0 0x2620D000 0 0 0 0 Color=0xFFFFFFFF [G26 I182] Name=Val Type=1031;Stat bmp array ItemID=0x2620D001 ParentID=0x2620D000 Pos=0,0,1,1 Zone= 18 -4 01 01 0 0 0x2620D000 0 0 0x2620D001 0 0 0 0 Materials=1 Display=2;Linear Mat 0=data/menu/gui/Layout/FLBTDC1_tdc1x.dds Crop 0=0,0,1,1 MatFlags=0x9 TexFmt=0x9 Drag=false BmpState=0 NeedFocus=true SelOne=false IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF [G26 I183] Name=Dial Type=1031;Stat bmp array ItemID=0x2620D002 ParentID=0x2620D000 Pos=0,0,46,46 Zone= 0 0 46 46 0 0 0x2620D000 0 0 0x2620D002 0 0 0 0 Materials=1 Display=0;No stretch Mat 0=data/menu/gui/Layout/FLBTDC1_tdc1.dds Crop 0=0,0,1,1 MatFlags=0x9 TexFmt=0x9 Drag=false BmpState=1 NeedFocus=true SelOne=false IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF [G26 I184] Name=Perihintergrund Type=1030;Static bmp ItemID=0x2620D0003 ParentID=0x2620D000 Pos=0,0,750,160 Zone= -390 185 750 160 0 1 0x262D000 0 0 0x26200003 0 0 0 0 Color=0xFFFFFFFF Materials=1 Display=2;Linear Mat 0=data/menu/gui/Layout/Perihintergrund2.dds Crop 0=0,0,1,1 MatFlags=0x29 TexFmt=0x9 ******************' [G28 I167] Name=Switch; Carotio`s torpedo visere, Auto-Manuel Uzo Type=1026;Menu group ItemID=0x2820D000 ParentID=0x28150000 Pos=0,0,46,46 Zone= 405 -335 46 46 1 1 0x28150000 0 0 0x2820D000 0 0 0 0 Color=0xFFFFFFFF [G28 I168] Name=Val Type=1031;Stat bmp array ItemID=0x2820D001 ParentID=0x2820D000 Pos=0,0,1,1 Zone= 18 -4 01 01 0 0 0x2820D000 0 0 0x2820D001 0 0 0 0 Materials=1 Display=2;Linear Mat 0=data/menu/gui/Layout/FLBTDC1_tdc1x.dds Crop 0=0,0,1,1 MatFlags=0x9 TexFmt=0x9 Drag=false BmpState=0 NeedFocus=true SelOne=false IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF [G28 I169] Name=Dial Type=1031;Stat bmp array ItemID=0x2820D002 ParentID=0x2820D000 Pos=0,0,46,46 Zone= 0 0 46 46 0 0 0x2820D000 0 0 0x2820D002 0 0 0 0 Materials=1 Display=0;No stretch Mat 0=data/menu/gui/Layout/FLBTDC1_tdc1.dds Crop 0=0,0,1,1 MatFlags=0x9 TexFmt=0x9 Drag=false BmpState=1 NeedFocus=true SelOne=false IdGroup=0 StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF [G28 I170] Name=Perihintergrund Type=1030;Static bmp ItemID=0x2820D0003 ParentID=0x2820D000 Pos=0,0,750,160 Zone= -390 185 750 160 0 1 0x282D000 0 0 0x28200003 0 0 0 0 Color=0xFFFFFFFF Materials=1 Display=2;Linear Mat 0=data/menu/gui/Layout/Perihintergrund2.dds Crop 0=0,0,1,1 MatFlags=0x29 TexFmt=0x9 |
Thanks Carotio. Actually it is almost the same :haha:. I won't use any of your code, since the mods are too different anyway as I'm aiming for the old ACM for SH3 style of play(you'll see at the end :O:). I really must have a visual reference that the autoupdate is on or off. At least now we know how to add commands to items in all screens (almost all) :D And this method of using a button/checkbox for the dial background allows visual switching :yeah:
When more buttons do the same thing, the modder has to find a dial that can be modified by a command, to link them together. I've tried with the useless Hydrophone Volume dial (no luck, it simply doesn't work). Since my mod will completely replace the notepad, I'll have the temporary solution dials to play with. Maybe even the Target height, because the stadimeter will work independently. Again, I'll see then. Now back to work, mirroring the tdc is a pain in the #@!. |
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if you want any help with images i can give a shot for you if you like (i have never 'messed' with menu_ini of sh4 so i am not in position to offer help at this) nice that you will include the u-jagd tools !!:up: and of course all the others features are more than wellcome ! but why do you want to make the peri smaller ? of course you can count on me as a tester ps: a question for you and Carotio : do you believe that this idea for the tdc toggle button can work also in my dragable tdc panel for sh3 ?? |
No idea. I have not worked on the menu_1024 file for about 1½ year, so I have to get back "into it" again. But maybe. Only one way to find out. To try it out... :03:
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anyway, for sure i will give it a try! thank you for 'sharing' with us your 'discovery' |
Well.... did you just say dragable tdc? Is it placed in the G3F page? If so, then you only need to add a button (or a checkbox) item and link it in the commands_en.cfg file. However you'll hit the same problem as I did. You'll need to make sure that no other item in the game can toggle the autoupdate because the graphic will no longer be linked to the correct status (just hide the button on the attack map). If it's not in the G3F screen, then yes you'll need to emulate it as a dial, and yes, you'll still have that problem.
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yes, the tdc is placed on g3f but this can be changed easily if problem is there my question is if a dragable button can work with this idea |
You can't have a draggable button. To drag it you must click it :haha:.
Let me see. You have a draggable item that also needs to control other items... So the draggable item must be the parent of all the other items. But you must still be able to click the other items, which becomes impossible since they're all "beneath" the parent. SO. 1.Make a big menu group as big as the screen 2.Make a Static Bmp Array item (or a Button). It must be draggable, so it needs to be BmpState=1, Needsfocus=true, Drag=true. This item will be your "handle" so put in a suggestive image. 3.Make another group and parent it to the "handle". But they must not intersect (ok they can intersect, but the part that intersects will move the tdc, you can't click "through" it). 4.Insert all the other items, including your autotdc button in the group you made at step 3. In this way, you can only move the tdc if you click on the handle (so it becomes impossible to move the handle offscreen on the handle side, similar to how the notepad hides in SH4). I suggest you place the handle below the TDC so you can move it anywhere left to right and hide it at the top of the screen. To set the initial position of the TDC on the screen, you need to move the group at step 1 (easier to move than the handle). To move the TDC in relation to the handle, you only need to move the group at step 3. That should make it easy to place for you. |
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oh....yes!! :yeah: looks brilliant Karamazovnew !!! i will try it ASAP !! THANK YOU VERY MUCH !!!! :up::up: |
Boy I sure took my sweet time :har:. I'm so lazy that I sometimes wonder when I'll just decide to stop breathing air :|\\. Anyway, the tdc panel is finished at last, so I'm releasing it as an alpha version. All you need is OM715+OMEGUv210+Hotfix3. Enable my mod after them.
Download link for : http://www.filefront.com/14726049/KiUB_alpha_1.0.zip http://img390.imageshack.us/img390/9...4403751.th.jpg This mod will transform the notepad on the Attack Periscope into DIAL NIRVANA :yeah:. There are only NEW items, all the old ones sit nicely under them, invisible and unclickable. The autotdc update button sure fought with me for a while but it finnaly gave in, so now it works. Just press the green bulb, but not exatcly on it's center (if the color doesn't change, the autoupdate will not toggle) :up:. Normally it should be green for ON and red for OFF. If it gets desyncronised that means that you've pressed the Autoupdate button on the attack map and forgot to switch it back, just press the button on the attack map page once to fix it :haha:. :hmmm: What was left? Ah yes, I'll change the handles for hiding/showing the panels after I finish the torpedo panel. The images have not been photoshoped yet, I've just asembled and cropped them. All contrast/hue/scratches stuff will be done just before I release the final version. You can integrate this into any mod you want, but please remember that it's not yet finished. This mod contains 2 very important files, menu_1024_768.ini and dials.cfg that are only compatible with the latest OMEGU. I've named everything on the AP page but all you need to do to adapt it to vanilla is copy the entire G26 section and paste it over your file, then delete all of FLB Sale's items since you won't have some files needed (don't worry they are the last items in the page, and clearly marked, you won't need to renumber anything). Then paste all my dials onto your dials.cfg file and renumber them correctly. If you can't manage that, you'll have to wait for the final version. I'll make one for each major interface (RFB,TMO,Vanilla) if requested. However I hope to make this good enough for Lurker to integrate it into his mod so I don't need to update it on every change :haha: I had expected the torpedo panel to be ready now but an ugly cold and bronchitis combination prevented me from doing much work. Next alpha version will be up at the end of next week, I hope :oops: |
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Lurker |
Looks excellent, downloading now :yeah:
One "realism" suggestion: In the real TDC the light that indicated wether it was set to autoupdate with the movement of the scope/uzo or free from them and able to receive manual inputs in the dials was BLUE, and it was lit when the TDC was NOT coupled to the scope/uzo, i.e. when it accepted manual input on the dials. When coupled to scope/uzo, the light was off. Oh, and I liked the original Papenberg (periscope level indicator) better than this new one, as it matched the pictures from real U-Boats I've seen. It's a matter of personal taste, though :arrgh!: |
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