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and I'm now implementing the new features to the ship's journal viewer app:
http://www.subsim.com/radioroom/pict...pictureid=4825 With the destroyed marks, auto sub logging, supermarks, and nav fixes you'll be able to export them to text files so that can be used for :06: I have other uses for that data also :up: Tidbit of useless knowledge: ~ 150,000 views away from exceeding GWX thread in SH3 forum :D And they say SH5 is dead....yeah right :cool: |
Very nice, I like it :up:
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Difficult for them to renounce their beliefs. Seeing the difficulties in SH5 they gladly gave it up. In all forums over the world write the same thing - SH5 dead. :down: There is wisdom: One person looking at is not a full glass of water said he was :cry: half empty. The second says - NO,:rock:he's half full ! As we accept circumstances, so we and live. So :sunny:or so :nope:. Good luck All !!!:salute: |
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I also really like the new features. Especially the DestroyedMarks have been bugging me in combination with Ruby's excellent DeutschMod. Looking forward to test this!
On a side note: 1) I would love to see the journal viewer app in a more ... graphical designed way. It does what it should do, yes... but it looks quite steril... How about adding some graphics like we know from SH3Commander? 2) To navigate to the dates, I would love to use a calendar control (like we know it from other apps), instead of incrementing (or decrementing) through the dates. In this calender control could even be icons included, so that one (for example) could easily spot the days where a ship was sunk... Meldric |
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2) calendar control is an excellent idea and is a tool at my disposal in Visual Studio's toolbox. I'll look into it :up: |
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I am not talking about flash and having everything beep and blink all the time... Here is a screenshot of SH3 Commander: http://imageshack.us/f/176/image2hl9.jpg/ Just a bit more... eye candy to enhance immersion... Maybe just a nice header with a logo in a graphical design connected to the game a bit more (screenshots, enigma maps)... a nice background (the gridmap fading to an surfaced boat or maybe the blueprints of a Type VII) in the style like the startscreens for SH5 floating around in this very forum. I am sure there are many excellent artists here who could give it a try... I could even try myself :) (which will end in not so excellent results...) Look to it more like a nice design, like for a good website... (the ones you visit and think: "oh, this sites looks cool!", even before you have red the first line... they are rare, but sometimes there are really nice finds... you know: "Das Auge isst mit!"? 2. I know that most Dev-Envs provide a calendar control... Its cool that you like the idea... |
I love "immersing in realism". Game becomes fascinating.:up:
I am always ready to help. TDW it knows. "Dialogue Language" (ENG-RUS) can be a hindrance only. But also it not the most difficult. The main desire. |
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http://www.subsim.com/radioroom/pict...pictureid=4827 Okay now you graphic artists, you can find this picture in my new uis 5 album on subsim. Doctor it up how you would like it to look and send to me then I can try and make it happen. Like I said I'm no graphics artist and my artistic abilities when it comes to stuff like this is utilitarian :dead: I am getting a little worried with all the changes I've done. There's been a massive amount in v6.8.0 and I can't test every possible scenario (partly because I can't think of every scenario). I'm thinking about releasing a test version again. Would anyone be willing to test it? I expect there to be a few bugs but I'm hoping there isn't. |
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Had a request some time ago to add an alarm clock to the game. It was on my list of things to do/look into and I've finally gotten around to making it :D:
http://www.subsim.com/radioroom/pict...pictureid=4829 You click the face of the chrono to show/hide the alarm clock box (chrono is the stock game chrono). The buttons are: (starting from the top and working down - first item is not lit state, second item is lit state) Disabled/Enabled - toggles the alarm clock on/off Single/Continuous - toggles the alarm clock from alarming once and stopping to alarming continuously (rearms itself after alarming) Interval/Time - determines whether the time input by user is an interval (time span) time or an actual time Don't play sound/Play sound - determines whether the alarm clock plays a sound (\data\Sound\AlarmClock.wav) when it alarms (using my TDWSound.dll so no sdl entries required) Don't display message/Display message - determines whether a user defined message is displayed in messagebox when it alarms (this will also appear in ship's journal as an entry) No TC change/Time compression 1 - determines whether time compression is set to 1 when it alarms No pause game/Pause game - determines whether the game is paused when it alarms Set - allows the user to define the message to display in the messagebox. Only this text will show (there is no leading Alarm Clock: as in my screenshot) 00:02 - mouse into each one and use mousewheel to change values. If mode is Interval: First is Hours, second is Minutes. If mode is Time then first is clock hour, second is clock minutes (defined in military time). The max time you can define for either is 23:59. If alarm clock is enabled and you change the Single/Continuous, Interval/Time, or the hours or minutes then alarm clock is disabled. You'll have to re-enable it. It does not show any kind of countdown so there's no way of knowing the 'amount of time' left before it alarms when mode is Interval This alarm clock is using my high precision timer dll so time compression is factored in :up: Will be available in v6.8.0 :|\\ |
Echolot found a nasty bug when the user option MapToolsAsObjects is enabled (True) and your at the navigation map and enable the TDC dials on it. I've now fixed the problem but in order to do so had to make the following changes:
- map tools have been resized and each map tool's position been adjusted - the bottom left TDC dials now show to the right of the map tools These changes still allow a user using 1024 X 768 screen resolution to still use the mod and play the game (allbeit a little crowded on screen): http://www.subsim.com/radioroom/pict...pictureid=4830 those using higher screen res will look like this (1920 X 1200 shown here): http://www.subsim.com/radioroom/pict...pictureid=4831 will be available in v6.8.0 :up: |
Orpheus was kind enough to send me a complete Dbgview output denoting the torp door bug rearing it's ugly head. After review I've finally figured out why this happens sometimes and I sent the fix to him to test. Awaiting his test results.
I also noticed some entries in his Dbgview that aren't good: 00000780 431.28399658 [2540] Invalid radio message entry: 19400222 1905 19400223 2205 0 20 Befehlshaber der U-Boote Suppliment: Five hundred and seventy eight crew from both ships were lost. Sixty survivors from MAAS were picked up 00000804 431.28942871 [2540] Invalid radio message entry: 19400616 1945 19400617 2245 0 20 Befehlshaber der U-Boote Reports: Boats have reported the following successes My radio messages files have problems in them :nope: Time to write another app to fix them. I've also noticed that they aren't broken down by year/month like they should (each radio message file has all entries in it) :nope: |
I love them map tools. I never knew I could make them like that :up:
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