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

TheDarkWraith 04-30-10 04:55 PM

v2.1.0 is probably going to have some bugs in it, it's just inevitable with the amount of changes I've made to the code. Just report the bugs as always and I'll fix them.

In every version up to 2.1.0 when a file needed to access the options file it imported it. There were many files that needed access to the options file so there were many copies of all these variables floating around (every file had it's own copies of the variables). This was very inefficient on memory and didn't provide for global variables. So I shifted everything over to accessor methods (get/set) and now when a file needs to access an option in the options file (or set an option in the options file) it calls the associated accessor method. This provides for persistent settings for all the variables. Every file gets the same 'state' of the variable in the options file when they ask for it. This was needed for the notepads on the attack, obs, and uzo. This also saves on memory as now only one set of options file variables are being used.

TheDarkWraith 04-30-10 04:57 PM

Quote:

Originally Posted by TheBeast (Post 1378815)
Now this sounds more like how game configuration options should be done.:salute: It would really reduce user confusion and increase usability.:ping: Will these setting remain persist after exiting game and restarting?:06:
I wish UbiSoft had done something like this for things like Periscope Depth, Snorkel Depth, Crash Dive Depth, Dive Depth, Decks Awhash etc. that can be changed during game play.

Eventually I will make the settings persistant across saved games by saving the options back to the options file in their current state. That will be a couple of versions away though. I need to ensure all the bugs are worked out before going down that road.

7thSeal 04-30-10 04:59 PM

Quote:

Originally Posted by TheDarkWraith (Post 1378803)
I'm trying for 2.1 but it might get pushed to 2.2 due to all the changes I've made to 2.1. It (2.1) is more like a total rewrite of the code and thus needs to be fully tested (and hopefully the errors will be of a small number)

The releases you've made so far in increments seems to have worked well for keeping the bugs to a minimum and tracking down quickly. No need to rush it because of us (kids in a candy store) waiting around. :DL

Nauticalwolf 05-01-10 02:05 AM

Quote:

Originally Posted by TheDarkWraith (Post 1377101)
got some new ideas for v2.1.0:

- when mouse over an officer have the tooltip also show his current morale / max morale
- someone with photoshop skills take the officer bar and make some images of it with each officer wounded and dead (so when the officer becomes wounded I can change his picture to denote this). The game gives me this info (wounded or dead) and I coded it in many revisions ago in the files.

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

Athlonic 05-01-10 02:40 AM

LOL at this one :

http://lh6.ggpht.com/_iSYi6qALEs8/S9...unded_eyes.jpg

And why not something like this :

http://lh3.ggpht.com/_iSYi6qALEs8/S9...ounded_SH5.jpg


Great work by the way !

:D

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:


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