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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#9616 | |
Black Magic
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#9617 |
Ace of the deep .
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#9618 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Since we are at it, could you please add support to a couple (or more) of user defined charts?
I ask so because, a while back, sober asked me to prepare a map of the winds featured in DynEnv to be included in your UI. Moreover it would come handy for bringing in game any other useful resource (minefield maps, AOB nomograph, etc) without having to give up the maps and charts already featured in your mod. |
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#9619 | |
Ace of the deep .
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#9620 | |
Black Magic
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#9621 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Anyway I was thinking about a more generic implementation of my idea. Something that could have been used by anyone wanting to add a new chart in game. |
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#9622 |
Black Magic
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That is possible to do if you are not in full screen mode. If it weren't for the fact that the game can use fullscreen mode I would implement a LOT of cool things! The problem with fullscreen mode is the game takes control of the screen. Everything drawn to the screen (the backbuffer technically) has to be done by the game. Adobe will not 'show' on screen in fullscreen mode because it doesn't have the reference to the screen (backbuffer) that the game is using. It's more complicated than that but that's layman's terms.
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#9623 | |
Black Magic
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I could add a folder called Maps. One would place the map they wanted to add into this folder. In this folder I could have a maps.cfg file that detailed how to use this map in the game. This cfg file could specify what station the map should be at, where it should be located (onscreen position), what graphic to use, etc... Doable but would take some time to implement ![]() |
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#9624 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Even better if each map had its own ini file, so to avoid the need for compatibility patches among different custom chart mods. When started, your UI would look into the maps folder for any ini file (the format could be: custom_chart_*.ini or so). Each ini file would contain all the info you have listed, and possibly the reference to an icon denoting its respective chart. In order to acces the custom maps in game, we would have to press a dedicated button, which would open a menu displaying the icons (with tooltips) of all the available charts. One more click on the desired icon, and its respective chart would be rendered on screen. Worth being put in your todo list imo ![]() |
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#9625 | |
Black Magic
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#9626 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#9627 |
Black Magic
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I'll start playing with this generic map idea this weekend. First have to finish coding the ability to move individual subsets of a mesh for the GR2 Editor/Viewer
![]() Can you send me an icon to use for these generic maps in game? This will be the icon the user will click to get to all the maps found in the Maps folder. Where should this icon reside in game? If you have some icons and maps for the Maps folder send them my way ![]() |
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#9628 | |
Engineer
![]() Join Date: Feb 2012
Location: Belgrade
Posts: 215
Downloads: 54
Uploads: 0
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![]() So I completely deleted the mod (including my options file to be sure it is not messed up ) and extracted mod with 7zip and voilaa, works PERFECTLY! ![]() ![]() Thank you for great mod!! ![]() |
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#9629 | |
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#9630 |
Seasoned Skipper
![]() Join Date: Mar 2010
Location: Berlin, Germany
Posts: 718
Downloads: 575
Uploads: 0
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Thank you, volodya61.
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Tags |
dbrn, favorite, new ui |
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