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Old 03-02-06, 01:19 AM   #1
JonZ
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Quote:
Originally Posted by Demonspawn
I appear to be having the same problem as panthercules.

The bottom of the chronometer appears at the top of the screen near the left edge. It is not dragable. The seconds hand falls downward to count seconds, and is visible after 40 seconds or so. If I stop the chronometer the seconds hand stays put, ad once I reset it, it is invisible (off the top edge of the screen) again.

I have checked, and 0x3FF00001 is not used elsewhere in dials.cfg or menu_1024_768.ini. "Dial" is set drag=true. All seconds, minutes, est seconds, est minutes are related to 0x3FF00001.

I'm not sure what is causing this behavior, so mabye it's a mod that panthercules and I use that you don't. I have:
IUB 1.02
Heavy Radio Messages
NYGM Crew Management
TransparenteKonsole
SlideoutAnzeign (this and the previous for FLB U-999's simfeeling mod)
my custom mod to change the sub appearance on map when zoomed in

That's it. Anything you an think of? (other than that I do play in 1024x748)

I'm out of ideas

Maybe try without Commander. That's the only thing I did not do.
Also check if putting that whole G3F section to completely at the bottom of the ini file changes something.


The chrono position is correct, but why it undragable is odd.
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Old 03-02-06, 01:22 AM   #2
JCWolf
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Quote:
Originally Posted by JonZ
Quote:
Originally Posted by vodkaphile
I still think there has to be some command to make it bindable to a key, i.e. ctrl C or something.
I wish, I wish...


Alright, the idea still get me enthousiastic. It inspired me enough to make a Chronometer in a case. Here's my work in progress:

With Photoshop, I imported the skins and took the Chrono skin from the 7cIC_tif.tga texture and the wood texture from uzat_9 radio.tga and mix them togheter.



I gave the chrono a glass, light+shades and reflexions effects.


I toned up the wood texture, to give it more round effects and increase the wood texture shadings.


I made some little details to make the casing older and used. I did not find any ref materials, so I sticked to the base...


Beautifull work bro, brilliante chronocasing job man...
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Old 03-02-06, 01:23 AM   #3
JonZ
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Ok since the complexity of the codes and procedures, I'll make a pakage deal tomorrow reuniting Navimap mods and this mod.

Alright?
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Old 03-02-06, 02:21 AM   #4
panthercules
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Quote:
Originally Posted by JonZ
Ok since the complexity of the codes and procedures, I'll make a pakage deal tomorrow reuniting Navimap mods and this mod.

Alright?
That would be awesome

I'm also running SH3 Commander 2.4 with the following mods (and also play in 1024x768), in case it matters:
IUB 1.02
NYGM crew mgmt
NYGM airplane&ship damage combo (.06/0.39)
Navimap
Hydrophone Speed Chart
Sound delay (for deck gun) 1.2

I'll check those other things you mentioned above tomorrow - it's getting a bit late here tonight.

Thanks for all this great work
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Old 03-02-06, 02:40 AM   #5
JonZ
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I've been putting the last details. Reflections on wood and the Hakenkreuz.



Here it is at work:

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Old 03-02-06, 03:06 AM   #6
Demonspawn
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now this is REALLY getting wierd.....

I decided to move the chrono down so that I can see the face even if I can't drag it. I edited the position of dial down to 800. The only hand of the chrono that works is the estimated minute hand. The actual minute hand as well as the second hands (actual and estimated) start to drop from the top of the screen at around 15 seconds now (or 3 minutes for the minute hand) and continue to fall untill they reach the top (60 seconds, when the minutes maxes out it remains at the bottom). It's as if they arn't attached to the stopwatch properly. Of course, it is still not dragable.

Yes, I have moved the settings to the bottom of the .ini file. I have double checked and all values (other than the first Pos= line for the total chrono) are as listed in this post. The only difference between minutes and estimated minutes are the names, crop values, and critvals. Now, for grins and giggles, I switched the G3F Ixxx values as well as the dial numbers for the real seconds and estimated minutes. Only difference is the real seconds no longer show up and fall down when the stopwatch is running, but the estimated seconds still do. So I decided to change them back to normal (dial number and G3F Ixxx number) and switch the critvals. Same thing, only the real seconds doesn't show up now.....

Wait a sec.. I noticed something.... :hmm:

HOLY ****ING ****!!!
I figured it out
Because I copy and pasted from the website, there was a space after drag=true (making it undragable) and after circular=true for all but the estimated minutes (it was last, making the rest linear). I removed this space and guess what? It works now!!! Well, other than the minor problem that the red estimated seconds/minutes are on top of the actuals. EDIT: I un-edited the dial numbers, but I forgot to do so with the G3F Ixxx numbers. Now that I have, it works perfectly!

Stupid whitespace =P This was never a problem in C++

panthercules, check to see if this is your problem as well.
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Old 03-02-06, 07:43 AM   #7
redsolo
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Very coool!!!
Is this something that could be packaged into a mod? Or do we all need to edit the files manually?
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Old 03-02-06, 08:48 AM   #8
Uber Gruber
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I'm sorry, I just don't get it. What is the point of having a draggable chrono ? I hope I don't sound rude or anything as that is certainly not my intention but i'm wearing my finger nails down scratchnig my head and trying to figure out what use a draggable chrono is....can any one help ?

There's another mod where all the TDC dials are available in the attack persicope screen, now that would be usefull (well, if they were'nt so damn big and were positioned neatly at the bottom of the screen with the other dials perhapps)....so are you using the chrono as a test dial and then, once you've figured out how to drag 'n drop it as you desire, you're going to make the TDC dials available in drag 'n drop mode ?

Its fascinating stuff but i'd really appreciate it if someone could let me know "why" ?

thanks.....
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Old 03-02-06, 08:58 AM   #9
ref
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Quote:
Originally Posted by Uber Gruber
I'm sorry, I just don't get it. What is the point of having a draggable chrono ? I hope I don't sound rude or anything as that is certainly not my intention but i'm wearing my finger nails down scratchnig my head and trying to figure out what use a draggable chrono is....can any one help ?

There's another mod where all the TDC dials are available in the attack persicope screen, now that would be usefull (well, if they were'nt so damn big and were positioned neatly at the bottom of the screen with the other dials perhapps)....so are you using the chrono as a test dial and then, once you've figured out how to drag 'n drop it as you desire, you're going to make the TDC dials available in drag 'n drop mode ?

Its fascinating stuff but i'd really appreciate it if someone could let me know "why" ?

thanks.....
I'd love to have a chrono in the nav screen to calculate speeds and the navimap mod sliding chrono is to small for me, If it's draggable better, so I put it where I like it , besides why not?, I find a lot of mods useless, and for other people they are essential, If you don't like it don't use it.

Ref
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Old 03-02-06, 09:32 AM   #10
JonZ
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Quote:
Originally Posted by Uber Gruber
I'm sorry, I just don't get it. What is the point of having a draggable chrono ? I hope I don't sound rude or anything as that is certainly not my intention but i'm wearing my finger nails down scratchnig my head and trying to figure out what use a draggable chrono is....can any one help ?

There's another mod where all the TDC dials are available in the attack persicope screen, now that would be usefull (well, if they were'nt so damn big and were positioned neatly at the bottom of the screen with the other dials perhapps)....so are you using the chrono as a test dial and then, once you've figured out how to drag 'n drop it as you desire, you're going to make the TDC dials available in drag 'n drop mode ?

Its fascinating stuff but i'd really appreciate it if someone could let me know "why" ?

thanks.....
I could make a dragable pipe and everyone will jump on it
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Old 03-02-06, 09:41 AM   #11
Samwolf
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Quote:
Originally Posted by JonZ
Quote:
Originally Posted by Samwolf
What portion of the code would only put the new chronometer on the binocular screen?

I usually switch to binocular view after launching a surface attack because I get a wider view but I have to switch back to the UZO to see the chronometer.

TIA.
That would be to replace all the 0x3Fxxxxxx of all codes to 0x27xxxxxx AND replace the sections param [G3F ixxx] to [G27 ixxx]. Don't forget to make the changes on Dials.cfg.

Again, make sure everything is sequential and placed at the end of sequence.

Here's is a good list of the rooms that you might want to place the code (took from the ini file).
3F;Page layout
24;Page gui event camera
25;Page recognition manual
28;Page UZO
2B;Page obs periscope
26;Page attack periscope
27;Page binocular
3B;Page TDC
31;Page navigation map
32;Page attack map
33;Page interior
34;Page exterior
35;Page captain log
36;Page mission order
37;Page radio messages



Holy Crikey, what an ugly avatar
Thanks, You've made my day.
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Old 03-02-06, 10:02 AM   #12
vodkaphile
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Why do you want a draggable chrono? Lots of reasons, speed calculations on nav-map as someone said above also speed calculations in sonar station.

I just hope someone finds a way to make them clickable or bindable. Until then I'm still using a stopwatch heh.

I am gonna use JonZ's art though, looks great.
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Old 03-02-06, 10:34 AM   #13
Vonotto
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For many many people manual editing is scary and just to much for them. Slap this into a JSGE mod folder and make it easy to use for everyone.
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Old 03-02-06, 10:49 AM   #14
JonZ
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Quote:
Originally Posted by Vonotto
For many many people manual editing is scary and just to much for them. Slap this into a JSGE mod folder and make it easy to use for everyone.
I wish it was easy that way.

Many mods like RuB, IuB, HT147 and SimFree slideouts (and more) Alter the menu_1024x768.ini.


Tonight I'll see if I can slap all these three majors in one.
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Old 03-02-06, 10:54 AM   #15
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problem with that is the fact so many mods use 1024x786 or whatever file.


so....it'd disable all mods that use it unless he has those mods as well.

basically it'd be a pain for everyone
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