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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Sure, thats a great suggestion - will do.
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#77 |
The Old Man
![]() Join Date: Mar 2002
Location: Ayr,Scotland,UK
Posts: 1,393
Downloads: 79
Uploads: 0
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"The action is simulated...the excitement is real!" Microprose Simulation Software. |
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#78 | |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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And you say "some" color filters... Is it possible to change filters in game??? EDIT: All my problems were due to activating this mod on top of a different UI mod... Last edited by Capt Jack Harkness; 05-09-10 at 08:12 PM. |
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#79 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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![]() Ok, change the colour of the pages to get rid of the witewash look to a more sapia type look for the older look. And a lot easier on the eye's at night too. Also got the Drag function working, so you can move where you want. ![]() Just need to find that white font type and change it to black. (Its well hidden, can find the rest in the styles sheet - It may be Hardcoded) ![]() Quote:
You must have a Mod conflict if zoom is not working. Try reinstalling, save, exit and reload. It will be possible to change them in game when I'm finished will just script them in to change at the click of a button. ![]() Last edited by reaper7; 05-09-10 at 08:35 PM. |
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#80 |
Commodore
![]() Join Date: Dec 2009
Location: My House
Posts: 608
Downloads: 161
Uploads: 0
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Any chance of the UI being worked on in lower res's
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#81 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Yes, but it will be down the road I'm afraid. Still a lot to do before I'm happy to release V1.0.
Then I'll have to learn how to do the scaling properly myself - have only dabbled a little on the scaling side of things with buttons. But it is something I wast to so this Mod works across the board. ![]() But its still useable at lower resolutions. My main monitor I'm doing all the Modding on is only 1440x900 Max (Screenshot is from it above). I play the Mod on that for testing - Only using the 1080P TV (When Allowed to that is- Disrupting the Missus from her Soaps ![]() |
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#82 | |
Commodore
![]() Join Date: Dec 2009
Location: My House
Posts: 608
Downloads: 161
Uploads: 0
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Have you thought about re-sizing the pictures? |
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#83 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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No, Don't want to sound blunt but would take four times as much work. My Gui is comprised of almost 500 Images that would require resizing for each resolution. And thats the easy part, next I would have to calculate the Cordinates for every items position of screen for that resolution. And the the Hard part the dials are made up of 4 to 5 parts on top of each other with some part having to rotate around a fixed point to not to have a warped rotation
![]() Its much easier to set everything up to have No Constraints with Linear scaling where needed, Buttons and TAI map would still be set for fixed size. Its something I'll attempt, but not today. Sorry ![]() Last edited by reaper7; 05-10-10 at 10:24 AM. |
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#84 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Have re-created the Scope Masks for the Obs and Attack Periscopes:
What do ye think are visibilty levels OK in your opinions? (Both shots taken at the same time for comparasion - and at night) Attack Scope (Visibility reduced) ![]() Obs Scope (Better Visibility) ![]() Next to do the Colour Filters for the Attack Scope ![]() Also has anyone noticed if the Night masks are bugged. I'm getting a night mask on the Obs Scope (Although its green whereas in sub theres a red hue), but I'm not getting a Night mask in the attack scope. Is this the same as stock - Is it another bug where masks anr not working correctly. In the editior there is 2 masks one red and one black overlaying each other which may account for the green hue I'm getting on the obs scope. If so I can get rid of the stock masks and create my own red masks for the obs and attack scope for night. An do the same as the graticules to overlay the scope between the 10PM and 7AM. Can anyone confirm how the masks are displaying in stock for both stations and what colour. Cheers guys. Last edited by reaper7; 05-10-10 at 12:55 PM. |
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#85 | |
Gunner
![]() Join Date: Jul 2007
Location: Periscope depth 200 yards from your stern!
Posts: 93
Downloads: 84
Uploads: 0
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Il try to let you know Reaper7, however it may be quicker if someone else did it, as i am currently building a new pc ![]() As for the new masks, well they seem to be... its hard to explain.... like they are made out of plastic, scratched and are bone dry. Mabey darken the lens glare circles a little? Also put less in as it looks like someone took sandpaper to the lens lol. Should try and throw in sum "muck" at the very edges also. The manual looks cool, dont adjust but tweak if you wish, consider adding very light crinkles to it? might make the paper look worn, just an idea not a request ![]() But your well on your way to 1.0. You seam to have got the grasp of editing and basic scripting very well. Keep it up ![]() Last edited by icecold; 05-10-10 at 12:38 PM. |
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#86 |
Gunner
![]() Join Date: Jul 2007
Location: Periscope depth 200 yards from your stern!
Posts: 93
Downloads: 84
Uploads: 0
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Has DarkWrath got back to you on your proposition? Would be nice to see a 2nd version which is integrated with his/your mod.
Either way make sure you release your own version also. |
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#87 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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![]() May of went to town abit on the scratches, Will have another go at them. Thanks for the suggestions. ![]() No word from DW, but thats Ok he has alot on his plate with his own Mod. Wouldn't have got this far without his help. Anyway if anyone wants to help me develope to do half of what DW has done - I'm open to help. At the end of the day I just want something to sit down in front of, for a few hours and enjoy without bugs and unreal immersion factor getting in the way. ![]() |
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#88 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Ok, Periscope Masks re-done. Quite happy with the results.
What are your opinion on the Attack Scope does it need to be less tranparent or are you happy with it as is? Both Obs and Attack scope pics were taken at the same times so the same light levels present for both Night and Evening. Attack Scope: Night and Evening ![]() Obs Scope: Night and Evening ![]() |
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#89 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Looks great so far, but is the sight window on the obs scope physically bigger than the attack, or is that a peculiarity of the screenshots? Second question, why does the attack scope have increments (in presumably mils?) of 5 while the obs has increments of 50?
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#90 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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![]() Quote:
Yes the Obs Periscope has a larger eyepiece than the Attack Scope, will also have better light levels compared to the attack scope. The reason is that the scopes will be used differently compared to stock where there's no reason to use one over the other. ie the Obs will not be used for observation and plotting and I tools I delvelope for theose purposes will go there. The Attack scope will have the TDC and is used for basically firing the Torps when solution has ben got. I'm going to make the light levels in the Attack scope even more restricted as from what I read attack scope was almont unuseable at night. Again the Marking on the Graticules is for the same reason above and is the way they were in real life. As observation was at longer ranges the ticks were much further apart so ranges were rough and fast. The attack scope was used for closer ranges and so was more percise. Well thats my understanding of it from other threads - But if any one has accurate info please share ![]() The Mod is pushing to the more realism side of the si, and so the graticule are done the same way. |
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