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

kylania 04-27-10 08:31 AM

The problem with that big compass is that it's not scaled properly in SH5. If you noticed in the SH3 screenshot, the inner rings can be used to draw accurate distances quickly. In SH5 the scale of it changes so that depending on the zoom level you're at you'll get wildly different values for the same distance of line. I'll try to take some screenshots that show that at work.

Here's the documentation for that compass ruler and how it's supposed to work.

Also simply deleting the night_filter.dds seemed to work OK in a quick test. In SH5 the night filter did seem like you were in red light mode with little lamps providing illumination. In SH5 it was more just a uniform washed out look. Probably just needs tweaking.

TheDarkWraith 04-27-10 08:37 AM

Quote:

Originally Posted by panosrxo (Post 1374973)
does your observation scope work? mine is messed up. Scope is too low, part of it is out of the screen.
I use minimal dials.


can you show a screenshot of the problem?

reaper7 04-27-10 08:45 AM

Quote:

Originally Posted by kylania (Post 1374988)
The problem with that big compass is that it's not scaled properly in SH5. If you noticed in the SH3 screenshot, the inner rings can be used to draw accurate distances quickly.

With regards to scalling has anyone figured out the problem with the Bearing tool only being visible on the 2 most zoomed in levels.
Ie the 2 zoom levels where it displays the Sub a top down graphic rather than the Circle and tail of all the oter zoom levels.

If we could figure what is making it switch between the circle/tail icon and the Sub icon we may find a way to get the 3000m Bearing working.

TheDarkWraith 04-27-10 08:47 AM

Quote:

Originally Posted by reaper7 (Post 1375015)
With regards to scalling has anyone figured out the problem with the Bearing tool only being visible on the 2 most zoomed in levels.
Ie the 2 zoom levels where it displays the Sub a top down graphic rather than the Circle and tail of all the oter zoom levels.

If we could figure what is making it switch between the circle/tail icon and the Sub icon we may find a way to get the 3000m Bearing working.

the MapControl controller controls this. Haven't found a way to make it change the zoom level at which it switches (set at second to last and appears hard coded)

Sonarman 04-27-10 08:53 AM

If the compass is not scalling properly maybe it would be possible to scale it manually to the correct size in Photoshop and use a different image for each level of zoom? That might actually produce better results anyway as it maybe better/sharper than the games inbuilt scaling engine?


I switched to the SH3 style UI today with the min TDC dials mod and found that the teleport controls seem to be all messed up some controls doing nothing when clicked others dumping you off the boat. I previously used the SH5 enhanced UI and all was fine there.

TheDarkWraith 04-27-10 08:58 AM

Quote:

Originally Posted by Sonarman (Post 1375022)
If the compass is not scalling properly maybe it would be possible to scale it manually to the correct size in Photoshop and use a different image for each level of zoom? That might actually produce better results anyway as it maybe better/sharper than the games inbuilt scaling engine?


I switched to the SH3 style UI today with the min TDC dials mod and found that the teleport controls seem to be all messed up some controls doing nothing when clicked others dumping you off the boat. I previously used the SH5 enhanced UI and all was fine there.

interesting :hmmm: I'll have to try it and see for myself :DL

panosrxo 04-27-10 09:04 AM

Quote:

Originally Posted by TheDarkWraith (Post 1375002)
can you show a screenshot of the problem?

http://img685.imageshack.us/img685/7703/captureca.jpg

Screenshot is 1280x720 but the problem is about the same with 1920x1080

TheDarkWraith 04-27-10 09:05 AM

Quote:

Originally Posted by panosrxo (Post 1374973)
does your observation scope work? mine is messed up. Scope is too low, part of it is out of the screen.
I use minimal dials.


are the other scopes (attack, uzo) ok?

EDIT:

just looked at obs scope in minimal dials and it's my error. Don't know how some value got changed but it did......

Here is a fix for that problem:

http://www.filefront.com/16277129/Mi...bs-bug-fix.7z/

TheDarkWraith 04-27-10 09:34 AM

added another tool to map tools: Toggle draggable compass. This allows you to use either the original draggable compass in v1.9.0 or the compass recommended by kylania. When the toggle draggable compass is not selected (grey color) you get the original draggable compass in v1.9.0. When selected (orange) you get the new one.

unselected:
http://www.subsim.com/radioroom/pict...pictureid=1924

selected:
http://www.subsim.com/radioroom/pict...pictureid=1925

reaper7 04-27-10 09:42 AM

Quote:

Originally Posted by TheDarkWraith (Post 1375017)
the MapControl controller controls this. Haven't found a way to make it change the zoom level at which it switches (set at second to last and appears hard coded)

Quote:

Originally Posted by Sonarman (Post 1375022)
If the compass is not scalling properly maybe it would be possible to scale it manually to the correct size in Photoshop and use a different image for each level of zoom? That might actually produce better results anyway as it maybe better/sharper than the games inbuilt scaling engine?

Looks like that may be our only option so. If we create an DDS to correspond to each zoom level, then as we zoom in/out make all the images bar the one we want hidden. Don't see why that wouldn't work.
After all the TAI Map gives us a distance scale, just need to create the bearing to that scale for each level. :up:

Edit: Only snag may be centering it on the sub (Circle/Tails) icon when the map is scrolled around. (Sure its poss)

Athlonic 04-27-10 09:50 AM

Quote:

Originally Posted by TheDarkWraith (Post 1375036)
are the other scopes (attack, uzo) ok?

EDIT:

just looked at obs scope in minimal dials and it's my error. Don't know how some value got changed but it did......

Here is a fix for that problem:

http://www.filefront.com/16277129/Mi...bs-bug-fix.7z/

Thanks had this prob too, if only Ubisoft releases fixes as fast as you ^^


TheDarkWraith : The man who mods faster than we are able to test his work !
(I have downloaded the 1.6.0 version on friday, and now already a 1.9.0 out !)

You are the man ! :salute:

:yeah:

TheDarkWraith 04-27-10 09:53 AM

Quote:

Originally Posted by reaper7 (Post 1375069)
Looks like that may be our only option so. If we create an DDS to correspond to each zoom level, then as we zoom in/out make all the images bar the one we want hidden. Don't see why that wouldn't work.
After all the TAI Map gives us a distance scale, just need to create the bearing to that scale for each level. :up:

Edit: Only snag may be centering it on the sub (Circle/Tails) icon when the map is scrolled around. (Sure its poss)

yes that snag is a valid one. It's doable but it won't be pretty. You'd have to hook into the AnimationStopped of Page Default Hud and tell it to draw the overlay where the sub is located every update. This would be happening every 0.06 second......highly inefficient. We need to find a better way.

just looked into the Page Default Hud.py file to see if there was a way to hook into the zooming/unzooming of the map and there is:

def ZoomInButton_Clicked( sender ):
PageDefaultHud_MapGroup_Mapcontrol.ZoomIn()

def ZoomOutButton_Clicked( sender ):
PageDefaultHud_MapGroup_Mapcontrol.ZoomOut()

As you can see the Mapcontrol controller takes care of everything.......

Defiance 04-27-10 09:57 AM

It just gets better n better

Cheers :yeah:

Sonarman 04-27-10 10:04 AM

Reaper wrote: "After all the TAI Map gives us a distance scale, just need to create the bearing to that scale for each level"

Another snag is that the distance scale on the TAI is currently incorrect measure it with the ruler tool to check and you'll see what I mean. can the distance scale be corrected or is it hardcoded into the map controller?

TheDarkWraith 04-27-10 10:09 AM

Quote:

Originally Posted by SKLR (Post 1374751)
A few questions, if i may:

Are ENE, ESE, WSW, WNW also included in possible course readouts for contacts ? I see no mention of them in your picture and also, judging by the contact's tail in the picture, isn't it traveling on a ESE course rather than a NE one as reported ?

this is hilarious! I sat here for about 20 mins when I was making this part of v1.9.0 trying to figure out what to call all the intermediate directions. I came up with:

N,NNE,NE,E,etc...

my NE should actually be ENE.....I'll make the necessary changes :D

The course reported for the contact is it's initial course when it was added to the nav map. It does not get updated in real time.


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