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Old 11-30-10, 02:41 PM   #5116
Sammi79
XO
 
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Default question re UI mod

Hallo TheDarkWraith I shall start by saying that your mods (FX,UI+AI) are truly incredible thankyou kindly for making SH5 into a working simulator.

I have a small problem regarding mouse camera control I am not sure if this is related to your UI mod although I noted a couple of posts earlier in this thread that sound very similar. >

Quote:
Originally Posted by Obelix View Post
Sorry
I'm on the bridge, TAI closed. Open the crew management, after 5-10 seconds the panel closes spontaneously.

Periscope:
Right-click - the cursor disappears, you can rotate the periscope to the left or right. 5-10 seconds spontaneously cursor appears and, accordingly, the periscope cannot rotate left and right by mouse. We have to do again right click to turn the periscope.

Maybe I should not bother you. Maybe I should check the mouse. Maybe the whole thing on the right button.

(in interior fore cam) When I right click, the cursor dissapears (as it should) and I am then in control of the rotation of the camera (as I should be). The problem is, after a random amount of time, the cursor reappears as if I had right clicked again. Not a major problem though just a little annoying. It becomes more frustrating in external follow cam views where right click no longer works at all, leaving me with limited keyboard control over the camera, and denying me the ability to take screenshots from the angle/elevation I desire.

I realise this is probably a conflict of mods as my modlist is (like many others) 25+ mods long I was just wondering if you had any info on which particular files deal with this mouse control?

Thanx in advance, sorry if this is a dumb/repeated/solved query. Regards, Sam.
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Old 11-30-10, 03:00 PM   #5117
col_Kurtz
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Quote:
Originally Posted by TheDarkWraith View Post
set the UIStyle to SH3Style in the options file
Hello TheDarkWraits...

I got this too...
http://www.subsim.com/radioroom/show...1&postcount=67
And next stupid question. On this original screeny of ERM you can see the visible green horizontal lines. In the game should be visible too...?
http://www.subsim.com/radioroom/show...39&postcount=1

Yes... there is this thin green line. I switched off the mods from your NewTDWUi... and activate ERM mod.
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Last edited by col_Kurtz; 11-30-10 at 04:02 PM. Reason: Loaded the ERM mod...
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Old 11-30-10, 03:43 PM   #5118
AngusJS
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Great mod, Darkwraith!

I have a bit of a problem, though. I chose to never display the XO, the TAI or the lower left bar, in SH3style. So now I can open the TDC and use the stadimeter, but I don't know how I can access the ship recognition manual, or how I can plot my observations. Have I opted myself out of manual targeting?

Thanks
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Old 11-30-10, 08:20 PM   #5119
ustahl
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Cameras.cam

Quote:
Originally Posted by Sammi79 View Post
Hallo TheDarkWraith I shall start by saying that your mods (FX,UI+AI) are truly incredible thankyou kindly for making SH5 into a working simulator.

I have a small problem regarding mouse camera control I am not sure if this is related to your UI mod although I noted a couple of posts earlier in this thread that sound very similar. >




(in interior fore cam) When I right click, the cursor dissapears (as it should) and I am then in control of the rotation of the camera (as I should be). The problem is, after a random amount of time, the cursor reappears as if I had right clicked again. Not a major problem though just a little annoying. It becomes more frustrating in external follow cam views where right click no longer works at all, leaving me with limited keyboard control over the camera, and denying me the ability to take screenshots from the angle/elevation I desire.

I realise this is probably a conflict of mods as my modlist is (like many others) 25+ mods long I was just wondering if you had any info on which particular files deal with this mouse control?

Thanx in advance, sorry if this is a dumb/repeated/solved query. Regards, Sam.
I, too, have this issue with the cursor reappearing soon after right click, especially in external view. Although it's not a show stopper, it is somewhat annoying.
It probably is the cameras.cam from this UI mod that causes it, because I testwhise replaced it with cameras.cam from "Free Cam Tweak 1.1 - Narrow", and the right click issue was gone, but so was the ability to zoom with the mouse wheel, obviously.
Speaking of mouse wheel zooming: Sometimes the 1st zoom level is abt 1 m smack on the hull (=too darn close) and not reversable with the mouse wheel. Also, when there is texture flickering from ships in external view, I read somewhere TDW's suggestion to zoom in & out with the mous wheel to get rid of the flickering. Well, this does not work for me. Flicker stays.
Maybe cameras.cam needs some further attention to work consistently.
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Old 12-01-10, 02:19 AM   #5120
Defiance
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Hiya's,

I have the same thing happen

Can get annoying when pan-viewing from the bridge etc

Phew, thought it was just me lol
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Old 12-01-10, 03:46 AM   #5121
LTD1
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Quote:
Originally Posted by TheDarkWraith View Post
set the UIStyle to SH3Style in the options file
Quote:
Originally Posted by col_Kurtz View Post
@LTD1

http://www.subsim.com/radioroom/show...postcount=2299
Look at this... This is the best way. This thread should be high priority or sticked...?

Oh yas, this did the trick. Thank you gentlemen. SH 5 is starting to look like it might be possible to play it afterall.

When moving the main mod file back and forth via Generic Mod Enabler, the "SH3style" changed back to default option. This had me fooled.
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Old 12-01-10, 09:40 AM   #5122
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
Thanks TDW that looks great.

With the scrolling text, is there still a max limit for text within one "displaytext" command?
Do I need to add a command to be able to resize the tutorial box?

Quote:
Originally Posted by Josef von Posorschitz View Post
II) If you mark the ship, I see the message "Obs key (tanker or cargo) missing in mastheights" (in english even though I am german menu) with the new version 5.1.0 with patch 2.
I finally found the source of this bug while making my speed finder tutorial. This bug will be non-existent in v5.3.0
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Old 12-01-10, 09:44 AM   #5123
TheDarkWraith
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Quote:
Originally Posted by AngusJS View Post
Great mod, Darkwraith!

I have a bit of a problem, though. I chose to never display the XO, the TAI or the lower left bar, in SH3style. So now I can open the TDC and use the stadimeter, but I don't know how I can access the ship recognition manual, or how I can plot my observations. Have I opted myself out of manual targeting?

Thanks
Set this section of your options file like below and see if you like it or not:

##################################### XO TDC Dialog box (SH3/4/5 modes) ###################################
# is the XO and his dialog box visible on the UZO, attack, and obs scopes views?
# change below to either True or False
XOTDCDialogEnabled = False
# if the XO and his dialog box are disabled, are they allowed to pop up when you lock onto a target?
# change below to either True or False
XOTDCDialogAllowedToPop = True
# Is the XO TDC dialog box draggable?
# If the XO TDC dialog box is draggable then the feature of the XO TDC dialog box dynamically repositioning
# based on messagebox visibility is disabled.
# change below to either True or False
XOTDCDialogDraggable = True
# is manual targeting enforced? If True then the option to 'Turn TDC Off' is disabled and not visible
# change below to either True or False
XOTDCManualTargetingEnforced = True

with your setup the plotting will have to be done on the navigation map.
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Old 12-01-10, 09:55 AM   #5124
Trevally.
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Quote:
Originally Posted by TheDarkWraith View Post
Do I need to add a command to be able to resize the tutorial box?
No its ok as is thanks

I came across this when describing the stations. I just kept the text to within what would be shown. The rest appears when clicking next.

I think this is better as it is not too much text to read in one go and a bigger box would need more moving about the screen.
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Old 12-01-10, 10:17 AM   #5125
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
No its ok as is thanks

I came across this when describing the stations. I just kept the text to within what would be shown. The rest appears when clicking next.

I think this is better as it is not too much text to read in one go and a bigger box would need more moving about the screen.
exactly. That is why I sized it the way I did and didn't include a command to be able to resize it. It's not so big that you have to move it out of the way and it's not too small that you can't fit a decent amount of text in it

Were you able to understand my speed finder tutorial (script wise)? It makes use of pointers (and pointer arithmetic) and variables which would be hard for someone to understrand that isn't used to programming in C++

I forgot to include the single mission for that speed finder tutorial. I can send it to you if you'd like it.
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Old 12-01-10, 10:54 AM   #5126
Trevally.
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Quote:
Were you able to understand my speed finder tutorial (script wise)? It makes use of pointers (and pointer arithmetic) and variables which would be hard for someone to understrand that isn't used to programming in C++
I am going through the one I had written for a fast 90 attack. This is allowing me to use some operations and call points.

Between reading the "tutorial notes" and your "how_to_use_speed_finder" I am getting most of it. Wiki is helping too


What I cant find is this:-

Operation|mov|<<range_min>>|600.0f|0|0|0
Operation|mov|<<range_max>>|2600.0f|0|0|0

CheckGUIDialValueInRange|SOL_RANGE|<range_min>|<ra nge_max>|None|0|0

I want to use <<heading_min>> and <<heading_max>> but not sure how to do it. Im guessing it needs to be in "GUIDialValue" and im not sure if it is.

Quote:
I forgot to include the single mission for that speed finder tutorial. I can send it to you if you'd like it.
Yes please. I used one of mine when I tried it last night. As my range etc was for a different mission, I was having to re-do to data to fit within your limits set. (very good for ensuring someone is getting it right)
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Old 12-01-10, 11:15 AM   #5127
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
I am going through the one I had written for a fast 90 attack. This is allowing me to use some operations and call points.

Between reading the "tutorial notes" and your "how_to_use_speed_finder" I am getting most of it. Wiki is helping too


What I cant find is this:-

Operation|mov|<<range_min>>|600.0f|0|0|0
Operation|mov|<<range_max>>|2600.0f|0|0|0

CheckGUIDialValueInRange|SOL_RANGE|<range_min>|<ra nge_max>|None|0|0

I want to use <<heading_min>> and <<heading_max>> but not sure how to do it. Im guessing it needs to be in "GUIDialValue" and im not sure if it is.
these two commands:

Operation|mov|<<range_min>>|600.0f|0|0|0
Operation|mov|<<range_max>>|2600.0f|0|0|0

create two global variables named range_min and range_max. The << >> mean to use the variable name itself and not to dereference it (get it's value) - required for mov operations. range_min has the value 600.0 (f meaning a float value) stored (mov) into it. range_max has the value 2600.0 (f meaning a float value) stored (mov) into it. The next command:

CheckGUIDialValueInRange|SOL_RANGE|<range_min>|<ra nge_max>|None|0|0

the < > mean dereference (or get the variable's/pointer's vaue). So what the command is doing is getting the value of range_min and range_max and passing them to the CheckGUIDialValueInRange. That command is going to look up the SOL_RANGE dial's value and ensure it's within value of range_min and value of range_max. The None means I want the result of that range check stored in g_TR1 (it will store True or False in it). The None could be a variable name if you want to store the result in one of your variables/pointers.

So to do what you're wanting would be:

Operation|mov|<<heading_min>>|some_valuef|0|0|0
Operation|mov|<<heading_max>>|some_valuef|0|0|0

I just noticed that you cannot get heading from the GUI dials. I'll have to include that. I'll code it in and send you revised files But after I code it this is how you'll be able to check heading in range:

CheckGUIDialValueInRange|Current_Heading|<heading_ min>|<heading_max>|None or your variable|0|0

I'll send you the single mission for the speed finder tutorial also.
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Old 12-01-10, 11:32 AM   #5128
TheDarkWraith
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in v5.3.0 if you select a tutorial from the list of available tutorials in the main menu page and the historic mission required for that tutorial isn't 'Any' then when you click on Historic Missions from the main menu page the historic mission needed for the tutorial will be highlighted and brought into view. This makes selecting the correct historic mission for the tutorial much easier to find. You still have to click on the historic mission highlighted to activate it as I cannot do this in code. If the required historic mission is 'Any' then no historic mission will be highlighted (as any of them can be used):
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Old 12-01-10, 12:03 PM   #5129
Trevally.
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Quote:
Originally Posted by TheDarkWraith View Post
these two commands:

Operation|mov|<<range_min>>|600.0f|0|0|0
Operation|mov|<<range_max>>|2600.0f|0|0|0

create two global variables named range_min and range_max. The << >> mean to use the variable name itself and not to dereference it (get it's value) - required for mov operations. range_min has the value 600.0 (f meaning a float value) stored (mov) into it. range_max has the value 2600.0 (f meaning a float value) stored (mov) into it. The next command:

CheckGUIDialValueInRange|SOL_RANGE|<range_min>|<ra nge_max>|None|0|0

the < > mean dereference (or get the variable's/pointer's vaue). So what the command is doing is getting the value of range_min and range_max and passing them to the CheckGUIDialValueInRange. That command is going to look up the SOL_RANGE dial's value and ensure it's within value of range_min and value of range_max. The None means I want the result of that range check stored in g_TR1 (it will store True or False in it). The None could be a variable name if you want to store the result in one of your variables/pointers.

So to do what you're wanting would be:

Operation|mov|<<heading_min>>|some_valuef|0|0|0
Operation|mov|<<heading_max>>|some_valuef|0|0|0

I just noticed that you cannot get heading from the GUI dials. I'll have to include that. I'll code it in and send you revised files But after I code it this is how you'll be able to check heading in range:

CheckGUIDialValueInRange|Current_Heading|<heading_ min>|<heading_max>|None or your variable|0|0

I'll send you the single mission for the speed finder tutorial also.
Thanks TDW

Could I trouble you with one more, "gyroangle". This one should be in the GUI dials.

Would this work if I wanted someone to have "zero" gyroangle:-

Operation|mov|<<gyroangle_min>>|-350|0|0|0 (not sure if i need the "-")
Operation|mov|<<gyroangle_max>>|10|0|0|0

CheckGUIDialValueInRange|GyroAngle|<gyroangle_min> |<gyroangle_max>|None|0|0
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Old 12-01-10, 12:13 PM   #5130
TheDarkWraith
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Quote:
Originally Posted by Trevally. View Post
Thanks TDW

Could I trouble you with one more, "gyroangle". This one should be in the GUI dials.

Would this work if I wanted someone to have "zero" gyroangle:-

Operation|mov|<<gyroangle_min>>|-350|0|0|0 (not sure if i need the "-")
Operation|mov|<<gyroangle_max>>|10|0|0|0

CheckGUIDialValueInRange|GyroAngle|<gyroangle_min> |<gyroangle_max>|None|0|0

Operation|mov|<<gyroangle_min>>|358.0f|0|0|0
Operation|mov|<<gyroangle_max>>|2.0f|0|0|0

this will look for a 0 gyro angle with +- 2 degrees spread. If you want to tighten the spread use 359.0f and 1.0f for a +- 1 degree spread or to go even tighter use 359.5f and 0.5f for a +- 0.5 degree spread. the f is required on the end of the numbers to signify they are a float value (a value with a decimal part)

CheckGUIDialValueInRange|SOL_GYROANGLE|<gyroangle_ min>|<gyroangle_max>|None|0|0

The result of this check will be stored in g_TR1 since you have None as the 4th parameter.

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