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Old 10-15-09, 03:42 AM   #1
karamazovnew
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Boy I sure took my sweet time . I'm so lazy that I sometimes wonder when I'll just decide to stop breathing air . Anyway, the tdc panel is finished at last, so I'm releasing it as an alpha version. All you need is OM715+OMEGUv210+Hotfix3. Enable my mod after them.

Download link for : http://www.filefront.com/14726049/KiUB_alpha_1.0.zip



This mod will transform the notepad on the Attack Periscope into DIAL NIRVANA . There are only NEW items, all the old ones sit nicely under them, invisible and unclickable. The autotdc update button sure fought with me for a while but it finnaly gave in, so now it works. Just press the green bulb, but not exatcly on it's center (if the color doesn't change, the autoupdate will not toggle) . Normally it should be green for ON and red for OFF. If it gets desyncronised that means that you've pressed the Autoupdate button on the attack map and forgot to switch it back, just press the button on the attack map page once to fix it .

What was left? Ah yes, I'll change the handles for hiding/showing the panels after I finish the torpedo panel. The images have not been photoshoped yet, I've just asembled and cropped them. All contrast/hue/scratches stuff will be done just before I release the final version.
You can integrate this into any mod you want, but please remember that it's not yet finished. This mod contains 2 very important files, menu_1024_768.ini and dials.cfg that are only compatible with the latest OMEGU. I've named everything on the AP page but all you need to do to adapt it to vanilla is copy the entire G26 section and paste it over your file, then delete all of FLB Sale's items since you won't have some files needed (don't worry they are the last items in the page, and clearly marked, you won't need to renumber anything). Then paste all my dials onto your dials.cfg file and renumber them correctly. If you can't manage that, you'll have to wait for the final version. I'll make one for each major interface (RFB,TMO,Vanilla) if requested. However I hope to make this good enough for Lurker to integrate it into his mod so I don't need to update it on every change

I had expected the torpedo panel to be ready now but an ugly cold and bronchitis combination prevented me from doing much work. Next alpha version will be up at the end of next week, I hope

Last edited by karamazovnew; 10-15-09 at 06:40 AM.
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Old 10-15-09, 06:54 AM   #2
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Quote:
Originally Posted by karamazovnew View Post
However I hope to make this good enough for Lurker to integrate it into his mod so I don't need to update it on every change
I've downloaded the mod an will do a "integration" check. I've been sitting on my next version of OMEGU waiting for this mod. Will report back later today

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Old 10-15-09, 08:22 AM   #3
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Looks excellent, downloading now

One "realism" suggestion: In the real TDC the light that indicated wether it was set to autoupdate with the movement of the scope/uzo or free from them and able to receive manual inputs in the dials was BLUE, and it was lit when the TDC was NOT coupled to the scope/uzo, i.e. when it accepted manual input on the dials. When coupled to scope/uzo, the light was off.

Oh, and I liked the original Papenberg (periscope level indicator) better than this new one, as it matched the pictures from real U-Boats I've seen. It's a matter of personal taste, though
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Old 10-15-09, 08:41 AM   #4
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Oh Lawdy Sweet Jebus !




This one gotta be seen in game.
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Old 10-15-09, 12:42 PM   #5
karamazovnew
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Quote:
Originally Posted by Hitman View Post
Looks excellent, downloading now
Oh, and I liked the original Papenberg (periscope level indicator) better than this new one, as it matched the pictures from real U-Boats I've seen. It's a matter of personal taste, though
Tell it to Lurker, not to me, I haven't touched any existing items .
About the colors of the autoupdate, will do, but for now, you can photoshop the thing in TDC_parts.tga. It's the 2 bulbs at the bottom of the immage, one in each corner (not the ones at the top right of the image). Desaturate the left one and change the hue on the other.
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Old 10-15-09, 01:57 PM   #6
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Quote:
you can photoshop the thing in TDC_parts.tga
LOL already did that, I just mentioned it for future releases
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Old 10-17-09, 05:06 PM   #7
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Quote:
Originally Posted by karamazovnew View Post
Boy I sure took my sweet time . I'm so lazy that I sometimes wonder when I'll just decide to stop breathing air . Anyway, the tdc panel is finished at last, so I'm releasing it as an alpha version. All you need is OM715+OMEGUv210+Hotfix3. Enable my mod after them.

Download link for : http://www.filefront.com/14726049/KiUB_alpha_1.0.zip



This mod will transform the notepad on the Attack Periscope into DIAL NIRVANA . There are only NEW items, all the old ones sit nicely under them, invisible and unclickable. The autotdc update button sure fought with me for a while but it finnaly gave in, so now it works. Just press the green bulb, but not exatcly on it's center (if the color doesn't change, the autoupdate will not toggle) . Normally it should be green for ON and red for OFF. If it gets desyncronised that means that you've pressed the Autoupdate button on the attack map and forgot to switch it back, just press the button on the attack map page once to fix it .

What was left? Ah yes, I'll change the handles for hiding/showing the panels after I finish the torpedo panel. The images have not been photoshoped yet, I've just asembled and cropped them. All contrast/hue/scratches stuff will be done just before I release the final version.
You can integrate this into any mod you want, but please remember that it's not yet finished. This mod contains 2 very important files, menu_1024_768.ini and dials.cfg that are only compatible with the latest OMEGU. I've named everything on the AP page but all you need to do to adapt it to vanilla is copy the entire G26 section and paste it over your file, then delete all of FLB Sale's items since you won't have some files needed (don't worry they are the last items in the page, and clearly marked, you won't need to renumber anything). Then paste all my dials onto your dials.cfg file and renumber them correctly. If you can't manage that, you'll have to wait for the final version. I'll make one for each major interface (RFB,TMO,Vanilla) if requested. However I hope to make this good enough for Lurker to integrate it into his mod so I don't need to update it on every change

I had expected the torpedo panel to be ready now but an ugly cold and bronchitis combination prevented me from doing much work. Next alpha version will be up at the end of next week, I hope
Karamazovnew.....''torpedo impact'' !! it is absolutelly beautyfull !!
(i would like it even darker ....but thats ok...tastes...) .i haven't test it yet...(only played around a little bit with it) but it will be for sure the 'MUST' mod for u-boats when it finished!! definetely a mod that puts u-boats to a higher level....congratulations sir !
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Old 10-17-09, 09:29 PM   #8
Wilcke
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Thank you! Take care of that bronchitis.
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Old 10-18-09, 04:13 AM   #9
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Tested it and everything seems to work perfectly

What a difference this makes in the game

But so far I only got it to work with OMEGU, if following your instructions to enable it in the stock game it didn't work. May be I did something wrong, may be not. I just mention this in case you are planning to release a "Do it Yourself" kit for modders to incorporate it into their own GUI mod.
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Old 10-18-09, 12:07 PM   #10
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Quote:
Originally Posted by Hitman View Post
Tested it and everything seems to work perfectly

What a difference this makes in the game
This is a must have! Concur, working well with the following list.

Rel_SH4_Trans-Atlantic_Radio
Setup Trans-Atlantic Radio and BBC
OpsMonsun_V705
OMv705_to_V715A
OMv715_patch1
OMEGU_v210
OMEGU_v210_Hotfix3
KiUB alpha 1.0
OM_Arct_Env
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Old 10-19-09, 09:56 AM   #11
karamazovnew
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Thanks all, hope to have the alpha 2 version ready in 3 days.

B25, the tdc was originally on the left of the screen. I decided at the last second to move it to the right (and also mirroring the layout) because on 4:3 resolutions it covered the vertical periscope marks. I'll put the torpedo settings on the left since they don't need to be constantly up. Since all the items have scalable and relative size and position, they should be easy to move from one position to the other by simply making an offset or, better, playing with the parent position ratio. You only need to move the 0x26030000 object. Yet some items will behave incorrectly because the Pos and Line values will not all be correct. For example, if I move the 0x26030000 object 1 pixel to the right, I need to remake the Line position for all it's children to avoid any problems. And there are about 50 of them . And scaling is done just by changing the size of the main group (0x26030000).
BUT, there's always a BUT...

Problem nr1.: make sure that this file data/menu/gui/layout/bgr00.tga is transparent. I think yours is white and NOT transparent. It's used as an image for all invisible (but clickable) dials. I'll make a new one, so it won't be a problem anymore, I had no idea that TMO has a different bgr00.tga file...

Problem nr2: the TDC autoupdate button is not a button, it's a dial. The red/green bulb is not a bulb, it's a needle. It's center is, in my version, waaay to the right, somewhere above the bearing dial. When you click it, it rotates 180 degrees. The red bulb which was just offscreen, now moves into the correct position and the green bulb moves outside the screen . SO if you move the TDC to the left of the screen, you'll have to rework the needle to make the unwanted bulb go offscreen to the left, not to the right (just move the needle to the left, by an equal ammount of pixels to it's width).

Problem Nr3: this is where it hurts... at least it hurt me on my calculations. All the images in the game are made for 1024x768 resolution. The game dodges this problem on higher resolution by not scaling up the items (not all of them, just look how bad the periscope background looks at high res). But as you can see, my panel looks the same at any resolution (including widescreen). That's because the game stretches my images (I used 1 1 scaling values for all my items). I tried at first to use "1024x768" image but at high resolutions (I'm using 1920x1200) it looked like krap. So instead, I used 1920x1200 image files (cropped of course) so that they look best and unpixelated at the maximum resolution and are scaled down for the lower ones by the game, with an acceptable loss of information. My items have the exact same size in pixels as the image parts themselves multiplied by 0.64 (1024/1920=0.64). This way, even at 1024x768, the dials are still readable. But if you scale the thing down even by 10%, the game will have to rescale an already rescaled image... you won't be able to read them anymore at low resolution. In other words, the size is not some designer wish, it's demanded by readability Just to make you understand, I had to make the dials 5% bigger at one point because the white text on the AOB dial was completely blurred at 1024x768. And to either move or scale it, requires reworking the image files too. I'm not talking about "Image size" in photoshop, I'm talking about modifying 3d objects and rerendering and then reworking each item in the menu.ini file. Not an option for me, at least at this stage.

Last edited by karamazovnew; 10-19-09 at 12:09 PM.
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Old 10-19-09, 11:34 AM   #12
Wilcke
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Karamazovnew,

Believe you were responding to B25 post.

I am OK with TDC on the right. I never use the note pad.

I am running in a widescreen LCD and everything is scaling nicely, believe its a 1920 by 1080 res.

Well done and looking forward to Alpha 2!

Take care man.
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Check out: A Brief Introduction to the Pacific Submarine War by Ducimus
http://www.subsim.com/radioroom/showthread.php?t=128185
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