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Old 08-25-09, 02:23 AM   #1
h.sie
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Looks very interesting.

Will try it out. But one question occurs: Didn't OLC say that his Gold Environment and the GUI with fixed zoom are inseperable?

And: The TDC screen look superb. But doesn't it make programmimg these FAT-Torpedoes much harder (never tried it out).

Great work!
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Old 08-25-09, 04:25 AM   #2
makman94
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its always better for someone to have more choices!!
very nice Karamazovnew!
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Old 08-25-09, 09:27 AM   #3
karamazovnew
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Quote:
Originally Posted by h.sie View Post
Looks very interesting.

Will try it out. But one question occurs: Didn't OLC say that his Gold Environment and the GUI with fixed zoom are inseperable?

And: The TDC screen look superb. But doesn't it make programmimg these FAT-Torpedoes much harder (never tried it out).

Great work!
I repeat
Quote:
5. If you're already an OLC gui user, please note that you will loose the fixed zoom level for the scopes. That means that you'll loose the wave effect that OLC has achieved in those screens.
As for the TDC, I've only replaced the background texture. It's all Mikhayl's. I've never used FATs, you might be right, it's harder to visualise how they move.
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Old 08-25-09, 02:36 PM   #4
onelifecrisis
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Quote:
Originally Posted by h.sie View Post
Didn't OLC say that his Gold Environment and the GUI with fixed zoom are inseperable?
It's not the end of the world if someone adds multiple zooms, it just means you lose the wave rendering fix and the horizon will be not quite so well behaved (although I think only the very observant would notice the latter and even then they would not necessarily care).

Nice work k
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Old 08-25-09, 02:49 PM   #5
karamazovnew
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Hey there OLC, always a pleasure to talk to THE interface guru.
I did try to use fixed zoom levels for the UZO and the Binoculars (I mean zoom level 1x, and adjusted Angular Distance). They worked of course, and the waves really made a difference, just as in your release. However, the mouse rotation speed made them almost unusable. So I had to abandon them. If there is a way to reduce mouse sensitivity I wouldn't mind trying again. Fixed zoom level on the periscopes was not an issue for me, the AOB wheel is designed for 6X zoom anyway, but that would also bring the game's lens lines into the view. And I can't have that, I guess you understand why.

Oh, some important questions, in SH3, is it possible to attach a command to a clickable item? Let's say I'd like to make a "Periscope Depth" button on the Periscope screen. The commands_cfg file only links to items in the Layout Page. SH4 seems to ignore even that.

Also, I can't add dials to other pages, like the Nav Map and the Hydrophone view. I really wanted to include a static chrono in those views. I've done all the proper steps, but they don't move. Does the dials.cfg file ignore items in those pages through coding?
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Old 08-25-09, 03:14 PM   #6
onelifecrisis
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heh, thanks

Quote:
Originally Posted by karamazovnew View Post
Oh, some important questions, in SH3, is it possible to attach a command to a clickable item? Let's say I'd like to make a "Periscope Depth" button on the Periscope screen. The commands_cfg file only links to items in the Layout Page.
You answered your own question; AFAIK you can only add commands to the Layout page via commands_cfg. It won't work on other pages. For your own personal use you might want to look at AutoHotkey - it can be a surprisingly powerful tool in any game.

Quote:
Originally Posted by karamazovnew View Post
Also, I can't add dials to other pages, like the Nav Map and the Hydrophone view. I really wanted to include a static chrono in those views. I've done all the proper steps, but they don't move. Does the dials.cfg file ignore items in those pages through coding?
Again you're correct; certain pages cannot have dials on them. I've found no way of "enabling" dial functionality on those pages. Maybe it's hardcoded.
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Old 08-25-09, 04:30 PM   #7
h.sie
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Really a great combination - OLC Env & ACM GUI.

2 very little things I discovered:

a) When changing to the sonar-room, the view of the player is into the direction of the captains bed instead of the sonar man.

b) The lamps of selected torpedoes are dark and the lamps of unselected ones are bright. Is this a bug or a feature?

H.Sie
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Old 08-25-09, 05:34 PM   #8
karamazovnew
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Quote:
Originally Posted by h.sie View Post
Really a great combination - OLC Env & ACM GUI.

2 very little things I discovered:

a) When changing to the sonar-room, the view of the player is into the direction of the captains bed instead of the sonar man.

b) The lamps of selected torpedoes are dark and the lamps of unselected ones are bright. Is this a bug or a feature?

H.Sie
a) lol, it took me a while to understand that you weren't talking about the sonar station but the entire sonar/radio room. I didn't change that camera in any way so it's as in ACM 1.10. I didn't even know that any other mod does it differently. I almost never get to that room because it's impossible to click on the hatch that activates in from the CR position. I only see it when I right click from the hydro room.

Do you get around the sub by clicking? I just Right click the officer's icons. The logic would be for the radio room camera to take it's rotation from either the Command Room rotation, or the Hydrophone room rotation. But that would also face you to the bed . Once we manage to implement a good free camera upgrade this won't be an issue anymore.

Oh, just a thing. This only happens when you enter that room for the first time after a game load right?

b) yes, it is a feature, it's to suggest that the selected tubes buttons have been pushed in. Don't think about it as lit/unlit buttons, but pushed/raised buttons. Maybe I should rework the the tga file to make it more clear...
Actually I will. How about the unselected tubes are raised but unlit, and the selected ones are pushed but lit... I'll start working now. Thanks for the notice.

Edit: Damn, it's harder than I thought.... I think I'll need to take out the torpedo buttons from the Periscope.tga into separate files. Will take a while but I'll definitly put it on my list.

Last edited by karamazovnew; 08-25-09 at 11:10 PM.
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Old 08-26-09, 02:55 AM   #9
h.sie
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Ah, cool. Would be nice if it works.

This Env+GUI combination is nearly perfect and I could be the final solution for me....

Please allow me to tell about another thing:

If looking around through the binocs, one sometimes can see parts of the binocs of the other bridge crew. Maybe this can be solved by changing the point of view a little bit. If you don't want to do that, I'll try it by myself.

greetings,
h.sie
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