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-   -   [REL] OLC GUI v1.2.7 (https://www.subsim.com/radioroom/showthread.php?t=124639)

Jaeger 02-20-08 04:20 PM

Quote:

Originally Posted by rulle34
Is the OLC 1.2.2 compatible with GWX 2.0?

Yes, it is.

rulle34 02-20-08 05:30 PM

Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by rulle34
Great work on this one OLC but just a stupid question:
In your new release 1.2.2, how do you use this
"The blue diagonal marks have been added to the range/aob finder."
I cant find anything that tells me how to use this. Probably I have missed something but maybe you can tell me anyway:oops:

It's just an alternative set of marks. No new functionality. You can use them instead of the yellow/red/green ones if you like, that's all they're there for.

Quote:

Originally Posted by Jaeger
Quote:

Originally Posted by rulle34
Is the OLC 1.2.2 compatible with GWX 2.0?

Yes, it is.

OK! Thanks OLC and Jaeger for help and quick reply
Will try it out now

onelifecrisis 02-20-08 09:07 PM

1.2.3 released.
 
This is the same as 1.2.2 but with some very small graphical touch-ups added, such as:
  • Dark version now darkens the Yes/No dialog box (e.g. for moving crew to rest by right-clicking on the compartment).
  • Mouse cursor and tooltips (which as of 1.2.2 are the same colour in both light and dark versions to avoid JSGME error messages) changed to an intermediate level of brightness so as to suit both light and dark versions.
  • When I re-did the obs scope and UZO for 1.2.2 I re-introduced a tiny graphical problem which you might not even have noticed (and which is kind of hard to describe, but anyway...) which is now fixed.
  • Nudged up the large officer order icons by a few pixels (e.g. Deck Gun and Flak Gun orders) to prevent the ugly crossover with the console in the dark version.
Etc... you get the idea... nothing major.

Cheers
OLC

Uber Gruber 02-21-08 08:49 AM

Thanks for the new version OLC. Personally, I think its a brilliant mod, one of the best i've seen in 3 years of playing SH3 so well done. Hope my post didn't add to the confusion.

I know the game engine is restricting and I know you have endeavoured to mod the optic stations (periscopes, UZO, Binnocs) so that we can use them in a fashion similar to the way they were really used in real life. I believe your goal is for a commander to obtain info from these stations that reflect the info they would have obtained in real life, ideally with a similar level of uncertainty. I suppose what i'm saying is that as long as the commander is able to aquire target data to the same level as in real life then the mechanism of how that is acheived is secondary.

That said, the mechanism you've employed in your mod are very good and go a long way in overcoming the failings of the original SH3 release in this domain.

So a big thankyou to you. :yep:

onelifecrisis 02-21-08 11:05 AM

My pleasure :up:

Einsman 02-21-08 11:38 AM

I think the same thing that Uber Gruber. Without doing "noise" you have obtained a really brilliant mod.

One of the best mods who has been contributed to SH3. I cannot imagine my SH3 without this mod. :D

Congratulations. :up:

Sailor Steve 02-21-08 03:08 PM

Quote:

Originally Posted by onelifecrisis
Steve, are you trying to give me a hard time?

I did not say I would destabilise the binocs. In fact if you read back a few posts you'll find me bitching about destabilised binocs and saying they're the only reason I don't want SB's mod because I'd rather chop off my left testicle than destabilise the binocs. Okay I didn't say that but you're hopefully getting by now that I don't want destabilised binocs so please stop saying that I do. :)

:damn: :oops:

Sorry. When I read this http://www.subsim.com/radioroom/show...8&postcount=26 I just assumed you meant both. My bad, and I'll try to make sure it doesn't happen in the future.

There's an old saying: "Never assume - it only makes an ass out of u and me." I hate that saying, as it's a bit trite for my blood; but this time it seems to be true.

skookum 02-22-08 01:32 AM

Hi OLC.


You helped me get the SB Camera mod working with the last version of the GUI. Would you be willing to do the same again for this version too?

Thanks.

onelifecrisis 02-22-08 03:41 AM

Quote:

Originally Posted by skookum
Hi OLC.


You helped me get the SB Camera mod working with the last version of the GUI. Would you be willing to do the same again for this version too?

Thanks.

Of course, I'd be happy to. :yep:

In truth it's an extremely simple change and it wouldn't take 5 minutes to do it, it's just I'm trying to avoid the headache of supporting multiple versions of my mod so if someone else "releases" the "SB mod for OLC GUI" it'll take that headache away from me. Silly really but there you go! :roll:

I'll PM you with details, then when GWX 2.1 is released you're good to go. :up:

Uber Gruber 02-22-08 07:52 AM

@OLC

I'm not sure if this can be done but .....

As we click the binding of the Ship ID Manual to open it, is it possible to also click the binding to close it ? From a human interface point of view I think it would be better than having to click the X box in top right hand corner as we currently have to do.

Just a thought....

Grayson02sept1980 02-22-08 08:03 AM

Quote:

Originally Posted by Uber Gruber
@OLC

I'm not sure if this can be done but .....

As we click the binding of the Ship ID Manual to open it, is it possible to also click the binding to close it ? From a human interface point of view I think it would be better than having to click the X box in top right hand corner as we currently have to do.

Just a thought....

I use the "n"-key to bring it up and down once I have clicked once...

mkubani 02-22-08 08:24 AM

OLC, sorry for my ignorance, but I have not been able to follow your progress for over a month now due to RL constraints. I just would like to ask if your newest version has an option to have the old binocular view of the deck gun (with no red crosshair in the zoomed view)? If no, would you mind giving me a quick "how to" please? I tried to overwrite your DeckGun.tga with the stock one, but it doesn't work properly for me. Sorry for this annoying request but I would really appreciate your help. Thanks a lot for you mod. MK

onelifecrisis 02-22-08 09:35 AM

Quote:

Originally Posted by Uber Gruber
@OLC

I'm not sure if this can be done but .....

As we click the binding of the Ship ID Manual to open it, is it possible to also click the binding to close it ? From a human interface point of view I think it would be better than having to click the X box in top right hand corner as we currently have to do.

Just a thought....

It can't be done. Well it can, but it would only look "right" on one of the three sceens (atk scope, obs scope or uzo) and would look wrong on the other two.

onelifecrisis 02-22-08 09:36 AM

Quote:

Originally Posted by mkubani
OLC, sorry for my ignorance, but I have not been able to follow your progress for over a month now due to RL constraints. I just would like to ask if your newest version has an option to have the old binocular view of the deck gun (with no red crosshair in the zoomed view)? If no, would you mind giving me a quick "how to" please? I tried to overwrite your DeckGun.tga with the stock one, but it doesn't work properly for me. Sorry for this annoying request but I would really appreciate your help. Thanks a lot for you mod. MK

Disable OLC GUI. Find and delete deckgun.tga from the OLC GUI folders. Re-enable OLC GUI.

HTH
OLC

Fr8monkey 02-22-08 08:47 PM

First off, love the mod!

Just wondering... Did version 1.2.3 get rid of the map contacts? I was using 1.2.2 and they were there; but now they are gone.

Please help.

The Butcher 02-22-08 10:14 PM

Is the Double Mast Tool the same one that cuervo had put out originally, or do I need to run it again. I already have it in my JSGME file.

I've just started playing the 1.2.1, it looks great. I must say the moon caught me off guard. Thanks for all your hard work.

onelifecrisis 02-22-08 10:26 PM

Quote:

Originally Posted by Fr8monkey
First off, love the mod!

Just wondering... Did version 1.2.3 get rid of the map contacts? I was using 1.2.2 and they were there; but now they are gone.

Please help.

Thanks. No I didn't remove map contacts. Check your realism settings and other mods.

Quote:

Originally Posted by The Butcher
Is the Double Mast Tool the same one that cuervo had put out originally, or do I need to run it again. I already have it in my JSGME file.

Yes its the same one.

Quote:

Originally Posted by The Butcher
I must say the moon caught me off guard.

I didn't change the moon. :hmm:

Edit: Duh. Sorry, I'm being dim. :damn: :roll:

skookum 02-23-08 01:08 AM

Thanks OLC!


*waits patiently*

Philipp_Thomsen 02-23-08 10:25 AM

I would just love reading "Changes in OLC 1.2.3"

So is there a readme file within the mod?

Fr8monkey 02-23-08 12:04 PM

I dont know what to say. I remove OLC 1.2.3 and 1.2.2 with the JSMGE mad I get the map contacts. Same realism settings and Mods. I'm lost.


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