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

TheBeast 05-01-10 02:40 AM

Nice work Nauticalwolf. Those are really good images.

Nauticalwolf 05-01-10 02:47 AM

Soundman works better when not distracted by sight :dead:

Sonarman 05-01-10 03:13 AM

@ Nauticalwolf the images look great, although the cross might be a bit bright for night vision?

Maybe it would be nice if we could do the same for the sub ie. the longer we stay on patrol more rust stains appear on the UI and if the subs takes a lot of damage the guages get cracked, stained etc?

Nauticalwolf 05-01-10 03:26 AM

Quote:

Originally Posted by Sonarman (Post 1379102)
@ Nauticalwolf the images look great, although the cross might be a bit bright for night vision?

Maybe it would be nice if we could do the same for the sub ie. the longer we stay on patrol more rust stains appear on the UI and if the subs takes a lot of damage the guages get cracked, stained etc?

Darker grave markers - DL:http://www.filefront.com/16323697/OfficerKIA.dds

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

Sonarman 05-01-10 04:02 AM

superb! thanks

TheDarkWraith 05-01-10 12:04 PM

Quote:

Originally Posted by Nauticalwolf (Post 1379077)
G'day TDW,

Sorry I've been out and about for a spell and haven't had a chance to do any testing of your great :up: amazing :up: mod :up:. Just got back in and seen your already working on 2.1 - WOW.

I like your idea above and was wondering if something along these lines might help: DL:http://www.filefront.com/16323413/Wo...and%20Cross.7z

http://i947.photobucket.com/albums/a...H5/Wounded.jpg http://i947.photobucket.com/albums/a.../SH5/Cross.jpg

The wounded officers are set up like the normal OfficerA.dds and the Kriegsmarine Grave Marker is set up as both a stand alone .dds, sized to fit and a set up just like the OfficerA.dds.

If you need these set up any other way please let me know. I can make up a row of grave markers and officers etc just like the OfficerA.dds


those are AWESOME :yeah: You guys rock :up:

LeBabouin 05-01-10 12:18 PM

They are great images but make me laugh instead of dramatizing the situation, especially as the hide/show officer bar feature doesn't exist yet.

Lopo 05-01-10 02:08 PM

@TDW
 
Hello,

Would be possible to do the same in SH5 in your mod as RaptOr and ViperU48 have done for SH3 with their mod in http://www.subsim.com/radioroom/showthread.php?t=163250?

Many thanks

TheDarkWraith 05-01-10 06:16 PM

v2.1.0 is shaping up real nice :D

here's the changelog so far (still more to be done):

v2.1.0 - fixed bug of togglable icon for XO TDC dialog box not working correctly
- fixed bug of when user resizes the messagebox using the mouse the messagebox had tendency to 'creep' when user had the option of TC set to 1 on new nav map contact.
- added button to messagebox above the toggle button that allows the user to specify the current height as the new minimum height of the messagebox
- fixed sonar notepad not showing any data on contact
- flipped the 2 draggable compasses around as they were backwards
- battlestations now turns to selected (Gold) when battlestations is active
- the determination for when sub is underwater is now controlled by the warning icon denoting sub is underwater
- timer value used for follow target changed from 0.05 to 0.025 seconds
- timer value used for updating officers, officer category bars, and officer order bars changed from 0.2 to 0.1 seconds
- error handling code added to follow target
- when an order category or order bar order is clicked it will blink twice so that user knows the command is being executed
- added user option to be able to change the number of messages stored in the messagebox. Stock game is 20. After x messages are added to the messagebox and a new one is added, the oldest is removed from the list (NumberMessagesToKeepInMessageBox)
- when submerged you will not receive radio reports (if they start out with 'Radio Report Received' then they will be squelched)
- enabled the notepads for the UZO, attack, and obs scopes. You will be able to access stadimeter and AOB from this notepad (Speed is disabled due to errors with it. Trying to implement my own version of it)
- changed the code for the XO TDC dialog dynamically repositioning itself to take into account the notepad being shown. If the XO TDC is draggable then it's dynamic repositioning is disabled.
- rewrote most of the code to go from a polling event driven style to an event driven style
- made the DarkWraithUserOptions.py file the repository for all values. Accessor methods added to retrieve/set variables data
- when submerged you will not receive radio messages (if they start out with 'Radio Message Received' then they will be squelched)
- added user option that will set TC to 1 on a Radio Report received or a Radio Message received (TC1OnRadioReportMessageReceived)
- added togglable icon to TC group in top right bar to control TC1OnRadioReportMessageReceived

furby 05-01-10 07:04 PM

great stuff :salute:

TheDarkWraith 05-01-10 10:15 PM

toggle for TC 1 on radio report/messages received added to top right bar:
http://www.subsim.com/radioroom/pict...pictureid=1959

http://www.subsim.com/radioroom/pict...pictureid=1960

TheDarkWraith 05-01-10 11:46 PM

coded in the officer's wounded and dead. Tried some debug code just to see if the crew actually gets wounded or not. I think a picture speaks a thousand words here:
http://www.subsim.com/radioroom/pict...pictureid=1961

a cruiser was pounding me heavily with his guns. It didn't take long before the radio room was damaged. Then I got watch officer wounded, radioman wounded, and soundman wounded :rock:

Now I can code in the changing of the officer's pictures in the officer bar according to their health status ( normal, wounded, and dead) :D

Nauticalwolf 05-02-10 12:33 AM

Quote:

Originally Posted by TheDarkWraith (Post 1379779)
a cruiser was pounding me heavily with his guns. It didn't take long before the radio room was damaged. Then I got watch officer wounded, radioman wounded, and soundman wounded :rock:

Now I can code in the changing of the officer's pictures in the officer bar according to their health status ( normal, wounded, and dead) :D


quote - AWESOME :yeah: - unquote

TheDarkWraith 05-02-10 01:12 AM

Got the officer's changing state based on their health (healthy, wounded, dead) :rock:. In the screenie below I received a bad hit by the A class destroyer and he wounded 3 of my officers! You'll also notice the notepad for getting the range (stadimeter) and AOB. Next is to add an entry into the log (so it will post in the messagebox) denoting which officer was injured/killed.

http://www.subsim.com/radioroom/pict...pictureid=1962

:|\\

Nauticalwolf 05-02-10 02:16 AM

Love your work :yeah:

Flipped the eagle back to the top of the draggable compass.

DL: http://www.filefront.com/16337347/Na...bleCompass2.7z

Cheers
http://i947.photobucket.com/albums/a...05-02_1710.jpg

PL_Andrev 05-02-10 02:46 AM

Quote:

Originally Posted by TheDarkWraith (Post 1379779)
coded in the officer's wounded and dead. Tried some debug code just to see if the crew actually gets wounded or not.

Hm, hm, hm....
Very very nice...
Maybe the better effect will be when:
1) Sound signal should be added (Watch officer is wounded! Mediiiic!)
2) Comment put to the log,
http://img203.imageshack.us/img203/9485/officer.jpg

Second thing:

What happen if any main officer will be dead?
- what about orders?
- what about officer animations?

Sonarman 05-02-10 04:46 AM

Great work so far!!

Another idea for you...
Here is another idea for you to mull over, probably not possible but how about a routine allowing "draggables on demand". Users could drop a dds into a directory eg "maptools" sh5 would read this directory on startup load any dds files there and dynamically assign ids and screen locaton, draggable capability layers etc to any file it finds there. This would allow users to use any map tools of their choice from previous games and mean that you were not constantly bombarded with request to implement "tool x".

On the flipped compasses...
I wonder if that compass that was flipped was designed to give a retro bearing from a target (ie you place it on the targets location and you can see your course heading to the target), seems odd that its creator would make such an obvious mistake? The in game tool helper for the protractor also works this way.

SeaWolf U-57 05-02-10 05:07 AM

Quote:

Originally Posted by Brunos (Post 1379901)
the only thing that always buggs me with this mod is the quantity of options to choose from, there are just too many of them and it drags me to a confussion often. It also requires from user lots of focusing and "try-to-figure-out what it is" by enabling/disabling submods of this mod via JSGME. Screenshots in every submod folder to see what it will be like would ease the pain and would show the user what it is going to look like without the need to relaunch the game all over and over again to see the difference. I hope this note will not be ignored.


All versions are shown with pictures in post one of this thread
if you need a picture in every folder as well how about looking in
post one and then use the right click your mouse option and copy
image and then paste it in the folder of choice :hmmm:

Nauticalwolf 05-02-10 05:16 AM

Quote:

Originally Posted by Sonarman (Post 1379890)
On the flipped compasses...
I wonder if that compass that was flipped was designed to give a retro bearing from a target (ie you place it on the targets location and you can see your course heading to the target), seems odd that its creator would make such an obvious mistake?

I do believe that the tool that the "flipped compass tools" may have been made for was, the protractor with tool helper switched on. They are reversed in order to allow for retro heading/bearing info.

That given a plain compass tool is very handy :up:

TheDarkWraith 05-02-10 07:07 AM

Quote:

Originally Posted by Antar (Post 1379849)
Hm, hm, hm....
Very very nice...
Maybe the better effect will be when:
1) Sound signal should be added (Watch officer is wounded! Mediiiic!)
2) Comment put to the log,

Second thing:

What happen if any main officer will be dead?
- what about orders?
- what about officer animations?

1) sound signal can be added. Someone supply the necessary sounds and I'll implement (if I can - there's no reason these shouldn't be possible)
2) comment put in log working on today

As I've been looking over the files I've noticed many things. One is when the officer is wounded (or any crewmember is wounded) they cannot use abilities. That's all I've noticed so far.

As far as the comments for the officers:

- what should it add to the messagebox when wounded? xxx is wounded (where xxx is the officer)?
- what should it add to the messagebox when dead? xxx is dead (where xxx is the officer)?
- what should it add to the messagebox when healed (was wounded now healthy)? xxx is healthy......xxx has recovered from their injuries......???


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