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Old 02-17-06, 05:56 PM   #16
The Noob
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Quote:
Originally Posted by Church SUBSIM
Thanks for the kind words and I am glad you are using it/enjoying it.

I think once this one is done it will be time to do a version of the attack scope as well.
Please!And keep the "Uncommon but cool" style!
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Old 02-17-06, 11:49 PM   #17
U-Schultz
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Just d/l'ed and installed it.
I really appreciated the minor .cfg edit (in the readme) instead of the dreaded "replace the entire .cfg file" thing.

Superb job. I've waited for this mod for a long time.
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Old 02-18-06, 01:51 AM   #18
Tikigod
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what makes it a beta? is the accuracy off?
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Old 02-18-06, 05:20 AM   #19
Church SUBSIM
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Thanks :)

What makes it a beta is the fact that I am not done with the textures and graphical elements. In terms of accuracy, it's spot on.

I do know not know the language of the menu.ini but I am trying to figure out a way to create a mask for it that is seperate from the circular one of the attack scope. Once that gets figured out and the textures tweaked .... then it will be a finished product so to speak.

Right now it is very useable, very accurate.

I am thrilled that it's actually in someone elses's Mod pack ;P

Church
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Old 02-18-06, 05:25 AM   #20
kapitanfred
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Excellent scope. Thanks Church SUBSIM
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Old 02-18-06, 01:11 PM   #21
U-Schultz
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Would removing/deleting/masking the tube/torp buttons on the bottom of the scope .tga remove them from the scope when it is shown in-game?
Or is it not so simple?
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Old 02-18-06, 02:54 PM   #22
Church SUBSIM
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I tried that and what happens is the images are picked uo from the attack scope.

I also know that there are calls in the 1024_768 menu.ini that tells SHIII where and what buttons to place. I really need to learn how the speak geek so I can edit that without fear of spending another 35 hours wondering what *exactly* I did wrong when it comes to that ;)

I also see the red masks in that file too but there are so many, and I am not exactly sure how it works.

If anyone can help me with finding the tube buttons, fire buttons and the red mask for the OBS scope that it would be most appreciated. I have the redmask file ready to go .... just need to know how to add/edit it into the 1024_768.
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Old 02-18-06, 10:13 PM   #23
U-Schultz
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Well I am hardly an expert but I did take a look at the 1024_768 menu.ini....Yikes!

Many entries for the periscope.tga and the "button calls" seem obvious enough for this .tga.

Off the top of my head one idea would be to "break" the connection (in this .ini file) between the attack scope and the obs scope by adding a new group/item...essentially duplicating the attack scope entries (for the periscope.tga) but making them reference only your obs scope .tga and eliminating the "button calls" by the 1024_768 menu.ini for this new group.

Looks like much work (if it works!) unless some of the .ini gods here have something easier.
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Old 03-08-06, 11:35 PM   #24
Clyde00
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--bump--

Any progress made on the ini or the tga? I see that you were busy with the radio mods and the nav icon mod.

Just checking to see how it was going.
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Old 03-09-06, 01:40 AM   #25
Church SUBSIM
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Thanks for the bump....

as of right now the scope works and I almost have the redmask done. Matter of finding the time to get it wrapped up. Soon ;)
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Old 03-10-06, 10:12 PM   #26
Redwine
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Hi Church, traying it and looks so good !!!

Only a little sugestion, the vertical reticle is not well visible, may be it is better if you make the viewfinder a few pixels more wide, so in this way we can watch the vertical reticle better.

Many thanks for job....!!
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Old 03-10-06, 10:42 PM   #27
Church SUBSIM
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Hi Redwine,

Thanks for downloading it and giving it a try.

I am not sure I understand what you are refering to in your post. I am looking at mine atm and the vertical is well within the scope's field of view. I am running at 1600 x 1200 via the res dll but I get the same results when I remove that dll as well.

I was wondering if you would be willing to take a screen shot and illustrait for me what you mean.

The only thing that is covered so to speak is the mag number ... that always bothered me so I saw it being covered as a plus.

Thanks!
Church
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Old 03-11-06, 06:03 AM   #28
Redwine
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Sorry Church....was my mistake.

Because i had my Obs Periscope, i install yours as Attack one.

So it looks like this....



I can invert them......

But any way, it is not bad idea if you make yours a few pixels wide, so the people can install it at any position, Attack or Observation...at customer pleasure.

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Old 03-11-06, 12:46 PM   #29
Church SUBSIM
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Ahh gotcha .... yes, it is not designed to work as the attack scope ... although last night I was doing some reading and came across this little nugget of information .... that the attack scope was very narrow and designed to produce minimal wake .... the OBS scope had a much wider angle of view and was used more so for navigation and when not in harms way ....

So with that in mind .... I am going to make a new attack scope and make the field of view much more narrow ;P

Thanks Redwine!

Hey btw ... what is that Officer Icon mod that you are using? I would love to get a hold of that one.
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Old 03-11-06, 12:52 PM   #30
Redwine
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Quote:
Originally Posted by Church SUBSIM
Ahh gotcha .... yes, it is not designed to work as the attack scope ... although last night I was doing some reading and came across this little nugget of information .... that the attack scope was very narrow and designed to produce minimal wake .... the OBS scope had a much wider angle of view and was used more so for navigation and when not in harms way ....

So with that in mind .... I am going to make a new attack scope and make the field of view much more narrow ;P

Thanks Redwine!
For that i let my modified Observation one, and use yours as Attack one.

Your narrow view one give more feel to be an Attack one.

I will attempt to make it a few pixels wide........

Just a personal choice..... many thanks for job !!


Quote:
Originally Posted by Church SUBSIM
Hey btw ... what is that Officer Icon mod that you are using? I would love to get a hold of that one.

Get it here....

http://subsim.com/phpBB/viewtopic.php?t=48855

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