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Old 12-31-08, 05:21 AM   #76
h.sie
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Quote:
Originally Posted by jaxa
h.sie, how to make map screen lighter? It's too dark for me, I'd like stock view.
not possible. if you do that, the OLC depth thingy won't work correctly.
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Old 12-31-08, 05:48 AM   #77
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It's a pity, but I understand.
I'm on first patrol now after enabling GWX 3.0 Gold and your GUI - very good combination
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Old 12-31-08, 05:53 AM   #78
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Quote:
Originally Posted by jaxa
It's a pity, but I understand.
I'm on first patrol now after enabling GWX 3.0 Gold and your GUI - very good combination
never played a patrol until now. really. always testing new mods, modding myself and programming. hope to find and end with that and hope to start to play....

happy new year!
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Old 12-31-08, 06:34 AM   #79
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Happy New Year for You too and thanks for technical support with hsGUI
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Old 12-31-08, 09:35 AM   #80
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Good job mate, happy new year.
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Old 12-31-08, 10:23 AM   #81
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Quote:
Originally Posted by Nekh
Good job mate, happy new year.
muchas gracias and a happy new year to you!!!
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Old 01-20-09, 08:27 AM   #82
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much appreciated

Do you think you can on-off the attack disk and circular rule triggered by a button but not slide-out (no, not by making slide speed really fast. I hate when the dial wobbles when the mouse is near edge and would like the dials keep staying)? Perhaps adding extra buttons to weapon officer and navigator's sub command?

Last edited by jimmie; 01-20-09 at 10:30 AM.
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Old 01-20-09, 10:43 AM   #83
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Quote:
Originally Posted by jimmie
much appreciated

Do you think you can on-off the attack disk and circular rule triggered by a button but not slide-out (no, not by making slide speed really fast. I hate when the dial wobbles when the mouse is near edge and would like the dials keep staying)? Perhaps adding extra buttons to weapon officer and navigator's sub command?
thank you. i'm sorry to say that i'm currently not able to do anything for hsGUI because of private AND job-related reasons. perhaps, in a few weeks......
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Old 01-20-09, 12:41 PM   #84
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Please take your time and prioritize what's more important. I'm not in a hurry
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Old 01-20-09, 02:16 PM   #85
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Quote:
Do you think you can on-off the attack disk and circular rule triggered by a button but not slide-out (no, not by making slide speed really fast. I hate when the dial wobbles when the mouse is near edge and would like the dials keep staying)? Perhaps adding extra buttons to weapon officer and navigator's sub command?
I've played about with the idea of adding buttons to the officers a while back, but they don't often work how you'd like them too. i.e. you switch off button which controls the disc, go to another compartment and then return and the disc is on the screen by default (button not activated). I will return to the problem, but it does give you an insight to the snags.

Hope this helps.
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Old 01-20-09, 03:10 PM   #86
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I don't know how buttons work but can you not give the object a default position which is beyond screen like those slide-out things are set up?
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Old 01-20-09, 04:15 PM   #87
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You can switch the object on/off with a new button, but using them via the officers causes problems. The idea of tying them to officers was to make them crucially important. It was one of the projects I was looking into, until the pc crash.
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Old 01-21-09, 01:08 AM   #88
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I see... Is it then easy to use zoom-in and out buttons in the tool box for the disks? With a wheel mouse I've been always feeling those +- buttons are kinda space-waster, as well as the '?' button, ever since the first official patch where the 'advanced tools' were introduced.
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Old 01-21-09, 11:35 AM   #89
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Quote:
I see... Is it then easy to use zoom-in and out buttons in the tool box for the disks? With a wheel mouse I've been always feeling those +- buttons are kinda space-waster, as well as the '?' button, ever since the first official patch where the 'advanced tools' were introduced.
If I understand correctly, you mean in the Navigation Map.

Unfortunately it doesn't support rotation, and so dials can't be used in this view.

They are done in the 3F;Page layout view, which is available in all viewing areas and is easier to implement as you only need one copy, not one for each view.

Space saving is a real problem when doing this type of mod. Where to put things in useful positions without cluttering the viewing area. I'm designing my own GUI and can say this is a major task. You can have a simple mod that you want to install, but it means moving others about, then it turns into a big mod.

I'm working on at the moment attack periscope view.
Starts in a view similar to the conning periscope view (small eyepiece)
This gives plenty of room for all the dials.
Then when you go to the eyepiece it opens up the viewing area (zoom-in). (Dials hidden, dark realistic tunnel view through eyepiece)
This is a major mod as the eyepiece/viewing area is in the centre, not offset to left. (means changing every file associated)
I have a feeliing that only High-end pc's will be able to run his.
Have had lots of head bashing moments, but it is much more realistic.

Last edited by badwolf; 01-21-09 at 12:06 PM.
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Old 01-21-09, 12:03 PM   #90
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I meant I'd like to turn on-off attack disk and circular rule via some on-off switches somewhere and thus no slide-out anymore.. And yeah, I realized the tool box is only for nav screen, not the place for the switches
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