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 Post subject: Re: stickman's Modifications
PostPosted: Sun Mar 22, 2009 6:52 pm 
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Airman Basic

Joined: Sun Mar 22, 2009 6:05 pm
Posts: 1
Hi guys,

I had played around with getting the heading/EPI gauge round on my 1920x1200 widescreen monitor before I looked closely at the other info posted on this thread. Anyway, I was able to come up with some values that line things up well with a perfectly round gauge. Something else to try if you are still tweaking...

//rotation compass - a dial with a rotating circle in the center indicating heading
{
Name = heading
ScreenPosition_X = 2
ScreenPosition_Y = 2
GaugeWidth = 70
GaugeHeight = 84

//Enemy Position Indicator
{
Name = EnemyPositionIndicator
ScreenPosition_X = 2
ScreenPosition_Y = 3
GaugeWidth = 35
GaugeHeight = 42


Note that on a 16:10 screen like 1920x1200 the GaugeHeight needs to be exactly 20% taller than the GaugeWidth to maintain a perfect circle.

Prem, near as I can tell the ranges for the circles are maintained properly with resizing things. The ranges appear to match for both the default settings and the resized widescreen settings. I even tried a crazy huge size and the range appeared to remain consistent.

Here is a screenshot (insert of gauge at full size).

Image

max188


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 Post subject: Re: stickman's Modifications
PostPosted: Sun Mar 22, 2009 10:36 pm 
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BDG
User avatar

Joined: Fri Nov 05, 2004 1:17 pm
Posts: 5848
Location: Oahu, Hawai'i
max188,

Thank you for this Info.
This helps me out.

I am but a poor worker dog,
that only has a Monitor capable of displaying 1280 x 1024,
which I stole from my youngest daughter! :oops:

_________________
"Toto! I don't think we are in Kansas anymore!" Dorothy, OZ
"sniff.. sniff.. Snort! ARF! GGRRRR! ARF! (Tod der stinkenden republikanischen Partei, diesem ignoranten religiösen Monstrum.)" Toto


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 Post subject: Re: stickman's Modifications
PostPosted: Tue Mar 24, 2009 6:43 am 
Online
BDG

Joined: Fri Sep 14, 2007 4:58 pm
Posts: 698
Location: London N1
max188 wrote:
Hi guys,

I had played around with getting the heading/EPI gauge round on my 1920x1200 widescreen monitor before I looked closely at the other info posted on this thread. Anyway, I was able to come up with some values that line things up well with a perfectly round gauge. Something else to try if you are still tweaking...

//rotation compass - a dial with a rotating circle in the center indicating heading
{
Name = heading
ScreenPosition_X = 2
ScreenPosition_Y = 2
GaugeWidth = 70
GaugeHeight = 84

//Enemy Position Indicator
{
Name = EnemyPositionIndicator
ScreenPosition_X = 2
ScreenPosition_Y = 3
GaugeWidth = 35
GaugeHeight = 42


Note that on a 16:10 screen like 1920x1200 the GaugeHeight needs to be exactly 20% taller than the GaugeWidth to maintain a perfect circle.

Prem, near as I can tell the ranges for the circles are maintained properly with resizing things. The ranges appear to match for both the default settings and the resized widescreen settings. I even tried a crazy huge size and the range appeared to remain consistent.

Here is a screenshot (insert of gauge at full size).

Image

max188


Hi max188,

That is great to hear. And is so useful for stickmen and others to know about.

If you would like to go on to my web site at HTTP://web.UKonline.co.uk/phold/ and click on my "2-D gauges" you will find my enemy position indicator now has an inner third ring which is set at 250 yards. If you get the red aircraft dot over that line. Most of your bullets will make a mess of stalkervisions Gretchen. (He's now going to give me a pasting).

I must try and post a picture of it, as last time I tried. I only got half a picture, and forgot to redo it.

I will post a picture in a separate post.

_________________
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Asus P6T Deluxe V2, Intel I7 960 3.2Gig, 6Gig Mem 1866 DDR3, ATI 4870 1Gig, Win 7 64bit, TrackIR3 Vector Exp & Track clip pro, Hotas Cougar with Uber NXT2 Mod & Simped F16 rudder pedals.


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 Post subject: Re: stickman's Modifications
PostPosted: Thu Apr 23, 2009 4:22 am 
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BDG
User avatar

Joined: Fri Nov 05, 2004 1:17 pm
Posts: 5848
Location: Oahu, Hawai'i
Folks,

I just bought a new LG, 22 inch Wide Screen Monitor. 1680x1050 preferred Native resolution,
but I now run BoBII with 1440 x 900, to fly with tolerable frame rates in POOR weather.
Been getting used to these new Wide Screens, and it is.. a New World!
Like a Neanderthal girl being kidnapped and raped by a cro magnon Homo Sapien!

(I am living proof that Neanderthals and cro magnon Homo Erectus Sapien Savages did interbreed, through tribal war and rape!)
I have a slim, long legged body, married to a skull with a receding jaw, with stick out bony eyebrow ridges,
and a prominent bony ridge at the top center of my fore head,
plus a healthy hatred of all "flat fore head" men! Er.. men of all species!
I do like the ladies, tho, and they have been kind to me. Even though all the women I ever met are all FLAT HEADS!
Lay your hand upon your lady's fore head, gently, as a lover does,
and feel for a prominent bony ridge thereupon.
If she has it, then she is a Neanderthal, and you better not try to fak with her heart!

COUGH! ---- sputum

Anyway, I was trying to make my 2D Gauges (which previously were using 1024 and 1280 resolutions)
to mate with this new Chinese LG wide screen monitor.
Looked for advise on how to do it. Here, and I was pleased to find good advise, both, from
mudcake, and from max188.

I tried mudcake's first, and BINGO! They work like peaches in cream!
Just had to move the Slip & Turn over right a few tics.

Image

I thank thee both. If there be some way that I can repay thee, with my limited ability,
just ask, and I shall drop whatever I am doing to make the repayment.

Mahalo!

_________________
"Toto! I don't think we are in Kansas anymore!" Dorothy, OZ
"sniff.. sniff.. Snort! ARF! GGRRRR! ARF! (Tod der stinkenden republikanischen Partei, diesem ignoranten religiösen Monstrum.)" Toto


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 Post subject: Re: stickman's Modifications
PostPosted: Thu May 21, 2009 1:53 am 
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BDG
User avatar

Joined: Fri Nov 05, 2004 1:17 pm
Posts: 5848
Location: Oahu, Hawai'i
Elkington Trumps Bader

I been with Rowan's BoB and ASA's BoBII nigh on 9 years, now. Starting the game and exiting it.
Getting a bit tired of some the old menus, and wished to change some of them.
In particular.. seems like every GUI menu I open up has Sir Bader's face staring at me!
Now.. I ain't got nothing against the man personally, but hells belles! There are other men earned the Battle of Britain Star.
So I replaced Bader's photo in two GUI menus, with another man's photo that is still alive, and frequents this forum.
Kind of like saying "Thankyou! for fighting our enemies!"
to a still living WWII veteran.

Tim Elkington, owner of the Battle of Britain Star, Atlantic Star, Burma Star, and some other WWII War Theater medals.
He may not have been Knighted by the King or Queen, but I will address him as Sir!
Anyway.. he is better looking than Bader. :wink:

This mod replaces two GUI menus, replacing Bader with Elkington.

http://www.mediafire.com/download.php?zhgoizm0m22

To Install:
1. Backup your artwork/DIAL1024 folder.
2. Extract the mod into the DIAL1024 folder, which is a sub folder of the artwork folder.

----

Whence you first open an Instant Action, the menu will now look like this.
Rowan made the left side very darkly, I guess to make the text show up better,
but I saw no need for that, and lightened up the left side so I could see what photos they put in the darkness.
Tim showed us a photo of him catapulting off of a ship, in his Hurricane, during his Atlantic Star days. It is an unique photo, which I have to love.
Tim's middle name is Audacious.

Image

Once you ALT-X out of the game, you get this menu picture. Report.
Diary is also the same menu picture.

Image

In this menu mod, I added a photo that Tim showed us of his Barracks. I forgot where it was, sorry me.

----

Thank you Tim,
for fighting the Nazis!

_________________
"Toto! I don't think we are in Kansas anymore!" Dorothy, OZ
"sniff.. sniff.. Snort! ARF! GGRRRR! ARF! (Tod der stinkenden republikanischen Partei, diesem ignoranten religiösen Monstrum.)" Toto


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 Post subject: Re: stickman's Modifications
PostPosted: Fri Jul 31, 2009 8:08 am 
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BDG
User avatar

Joined: Fri Nov 25, 2005 12:17 pm
Posts: 1366
Location: Menorca, Spain
Stickman you should put that picture of you in one of the menus !

_________________
Cheers,

Spitfireace

I treasure a remark i made to my grandson who asked "Grandpa were you a hero in the war?" "No" i answered, "But i served in a company of heroes"


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 Post subject: Re: stickman's Modifications
PostPosted: Fri Jul 31, 2009 9:15 pm 
Offline
BDG
User avatar

Joined: Fri Nov 05, 2004 1:17 pm
Posts: 5848
Location: Oahu, Hawai'i
:lol: That's a sorry idea!
I do have a nice photo of me taken when was a young Seaman. Might sneak it into a mod one day, replacing a pilot or gunner's face. :wink:
If I can get my scanner to work with Vista. :evil:

_________________
"Toto! I don't think we are in Kansas anymore!" Dorothy, OZ
"sniff.. sniff.. Snort! ARF! GGRRRR! ARF! (Tod der stinkenden republikanischen Partei, diesem ignoranten religiösen Monstrum.)" Toto


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 Post subject: Re: stickman's Modifications
PostPosted: Sat Aug 01, 2009 6:58 am 
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Technical Sergeant
User avatar

Joined: Thu Sep 25, 2008 10:46 am
Posts: 849
Location: near home of 315 Sqdn, Poland
"Don't let Vista get ya pista!" :mrgreen:

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Image
BoB 2 Tutorials and vids http://www.tinyurl.pl?GBhZxXfj
Installation | (NEW!) User Interface (NEW!) | Starting a dynamic Single Pilot Campaign | Takeoff | Free Flight | Inkscape | more!


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 Post subject: Re: stickman's Modifications
PostPosted: Sat Aug 29, 2009 10:52 am 
Offline
Senior Airman

Joined: Fri Aug 24, 2007 4:42 pm
Posts: 109
Location: Bristol, England.
mudcake wrote:
These are the settings I used. Haven't spent much time tinkering with all the settings and gauges.
Also this is my first time adding a screenshot. Sorry if it doesn't work

rotation compass----
ScreenPosition_X = 8.1
ScreenPosition_Y = 7.9
GaugeWidth = 70.5
GaugeHeight = 84

EnemyPositionIndicator----
ScreenPosition_X = 3
ScreenPosition_Y = 1.9
GaugeWidth = 40
GaugeHeight = 36

TurnCombo---
ScreenPosition_X = 282
ScreenPosition_Y = 310
GaugeWidth = 66
GaugeHeight = 80

fuelContents---
ScreenPosition_X = 560
ScreenPosition_Y = 410
GaugeWidth = 55
GaugeHeight = 65

Image





Hi thanks for this info for widescreen monitors, it worked like a charm. I have modded the 109 and Hurricane so far with these values and they are perfect.

For my own tastes though I have completely removed the turncombo thing and moved the digital altitude and speed reading down into the bottom left corner. Looks nice and uncluttered.

Many thanks for this great info.

Matt.


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 Post subject: Re: stickman's Modifications
PostPosted: Sat Aug 29, 2009 12:24 pm 
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BDG
User avatar

Joined: Fri Nov 05, 2004 1:17 pm
Posts: 5848
Location: Oahu, Hawai'i
:) I bought a wide screen LG monitor 3 months ago, and mudcake's GaugeWidth and GaugeHeight values work sweet for getting
these gauges round.
I know that it takes time and experimentation to get the values good, and I thank him.

_________________
"Toto! I don't think we are in Kansas anymore!" Dorothy, OZ
"sniff.. sniff.. Snort! ARF! GGRRRR! ARF! (Tod der stinkenden republikanischen Partei, diesem ignoranten religiösen Monstrum.)" Toto


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 Post subject: Re: stickman's Modifications
PostPosted: Sun Oct 18, 2009 5:36 pm 
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BDG
User avatar

Joined: Fri Nov 05, 2004 1:17 pm
Posts: 5848
Location: Oahu, Hawai'i
Old TreeLine

One of the BDG men decided to completely remove the 2D Treelines for v2.10. "Unacceptable!"
Well.. I liked them, better sub-prime than nothing!. I wanted them back.

So, for you folks that want them back, too, and improve the look of them, here is what you do.

1. In the Battle of Britain II / MASKMAP folder, delete the Treeline.dds file. This is the file that wiped out the TreeLines.
Back it up if you wish, but I tossed it outa my window... SPLAT!
I do not get any Error messages for doing this. It hurts me not.

In the bdg.txt file, at the very bottom..
are these lines that I currently write & use for v2.10:

# AutoGen stuff (experimental):
ENABLE_AUTO_GEN=ON
TEMP_AG_SN[15,1]=1192
TEMP_AG_SN[15,2]=62

# AutoGen TreeLine stuff (experimental):
TEMP_AGTL_SN[0]=1192
TEMP_AGTL_SN[1]=63
TEMP_AGTL_SN[2]=62

The last set (# AutoGen TreeLine stuff (experimental):)
Basically it places 3D trees out and upon where the TREELINE is mapped at ~ 10 meters apart.

Image

Same place north of Tangmere, looking East.

Image

_________________
"Toto! I don't think we are in Kansas anymore!" Dorothy, OZ
"sniff.. sniff.. Snort! ARF! GGRRRR! ARF! (Tod der stinkenden republikanischen Partei, diesem ignoranten religiösen Monstrum.)" Toto


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 Post subject: Re: stickman's Modifications
PostPosted: Mon Oct 19, 2009 2:23 pm 
Offline
Staff Sergeant

Joined: Sun Apr 20, 2008 11:55 am
Posts: 464
Great, I'll try that out later! Cheers stickman :D


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 Post subject: Re: stickman's Modifications
PostPosted: Mon Oct 19, 2009 3:35 pm 
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Staff Sergeant

Joined: Sun Apr 20, 2008 11:55 am
Posts: 464
A nooby question, maybe, but I have no mods folder... :? ;)


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 Post subject: Re: stickman's Modifications
PostPosted: Mon Oct 19, 2009 11:01 pm 
Offline
BDG
User avatar

Joined: Fri Nov 05, 2004 1:17 pm
Posts: 5848
Location: Oahu, Hawai'i
phillip.ed,

You must not be using the JoneSoft Generic Mod Enabler. I encourage everyone to use it. Really simple and works fine with BoBII.
I think all of the Silent Hunter folks use it, too.

If you Install and launch JSGME for the first time, it will automatically create a MODS folder within Battle of BritainII.

Here are the Use Instructions:
==Using the Generic Mod Enabler==

1. Ensure that you have a clean, unmodded installation of your game, preferably with the latest patch(es) installed. If you are already running a prior version of the Generic Mod Enabler, disable all enabled mods.

2. Install the Generic Mod Enabler to your game's root folder and run once. You will be asked to enter a mods folder name. Unless your game already uses a folder called MODS, it is recommended that you simply press OK to accept the default MODS name. The chosen folder will be created if it does not already exist. At this point you should take a snapshot of your "clean" game files by selecting the "Generate snapshot of game files" option from the "Tasks..." list. This snapshot can be used to verify the integrity of the game files at a later date, after you have installed and uninstalled mods (see "Further notes on usage" for more information).

3. After downloading a mod, unzip it into a sub-folder under the MODS folder (call the sub-folder what you like, but use something that defines what the mod is). Note that the modder may have already set up the mod to be "JSGME compatible", in which case this step and the following step will be done for you. In such instances follow the installation instructions that come with the mod.

4. Ensure that the unzipped files under the new mod sub-folder replicate the game's folder structure. For example, with Silent Hunter III you should see something like:

- SilentHunterIII
+ JSGME data
JSGME documentation
- MODS
- The Mod Name <created at step 3>
- data
- Menu <etc...>

stickman for BoBII, the MODS folder only

- MODS
--- Old_TreeLine
----- IMGMAP16 (and file)
----- MASLMAP (and files)


5. Run JSGME.exe and you should see the mod listed as an available mod. Simply select and press the ">" button, or click and drag from Available Mods to Activated Mods and the mod is installed!

-----

The purple in step 1. is not necessary for normal users, for it to switch mods OK. Maybe some warning messages appear which I ignore.

The yellow Note pertains to this mod, which I now assemble ready to extract directly into the MODS folder, ready for JSGME use. Previously I did not, and I should have.

The orange is my writing as an example of how the folder structure should like for the Green Acres mod. I've done this for you already.

Say that you have DL'd a sound mod from someone (Mercy) that is just a zip named GunSounds with some .wav files (no folder). Not JSGME ready.
She instructs you to extract all of the .wav sounds to the Samples HI folder.
To assemble this mod yourself for use with JSGME you would do this:
1. Create a folder under the MODS folder named Mercy GunSounds.
2. Create a folder under MODS / Mercy Gunsounds named Samples HI.
3. Extract Mercy's .wav files into this last made Samples HI folder.
The mod is now ready for JSGME use.
When you enable this mod, JSGME automatically backs up the replaced files.
If you like the previous gun sounds, then use JSGME to disable the mod. It will put back in whatever was there in Samples HI before.

Easy enough. I hate to ask Players to backup files or folders. It's a needless pain, when JSGME will do it for you, sweet and easy.

Try JSGME. It is free software.
http://www.users.on.net/~jscones/softwa ... jsgme.html

_________________
"Toto! I don't think we are in Kansas anymore!" Dorothy, OZ
"sniff.. sniff.. Snort! ARF! GGRRRR! ARF! (Tod der stinkenden republikanischen Partei, diesem ignoranten religiösen Monstrum.)" Toto


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 Post subject: Re: stickman's Modifications
PostPosted: Tue Oct 20, 2009 2:30 am 
Offline
BDG
User avatar

Joined: Wed Oct 10, 2007 7:48 am
Posts: 886
Location: San Mateo California
stickman wrote:
Old TreeLine
So, for you folks that want them back, too, and improve the look of them, here is what you do.


I did it and it worked great! ...My old treeline.dds file didn't go 'SPLAT' however, which was a bit disappointing.

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