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Old 02-23-22, 10:10 PM   #1
Bubblehead1980
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Default Disable hull damage indicator

How to disable the display on damage scrren, that shows a number/percentage of hull damage or is this a hard coded thing?
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Old 02-23-22, 10:18 PM   #2
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Quote:
Originally Posted by Bubblehead1980 View Post
How to disable the display on damage scrren, that shows a number/percentage of hull damage or is this a hard coded thing?
i have never seen a parm or an indicator or a field that corresponds to the in-game hull damage.
if i was to make a SWAG, it would be to say that the hull damage is a calculated field within each mission/patrol. its calculation is hard-coded and its storage is in one of the in-mission binary files stored in the save folder.
but that it only a SWAG.

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Old 02-24-22, 12:50 AM   #3
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Quote:
Originally Posted by Bubblehead1980 View Post
How to disable the display on damage scrren, that shows a number/percentage of hull damage or is this a hard coded thing?
Look in file menu_1024_768.ini
Code:
[G3E I24]
Name=Hull damage
Type=1026;Menu group
ItemID=0x3E0A0000
ParentID=0x3E000000
Pos=41,-95,150,21
;Zone= 41 673 150 21 0 1 0x3E080000 0.5 0 0x3E0A0000 -0.5 0 0 0
Zone= 41 673 150 21 0 1 0x3E080000 0.5 100 0x3E0A0000 -0.5 0 0 0
Color=0xFFFFFFFF
need this?
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Old 02-24-22, 02:52 AM   #4
Bubblehead1980
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Quote:
Originally Posted by mazzi View Post
Look in file menu_1024_768.ini
Code:
[G3E I24]
Name=Hull damage
Type=1026;Menu group
ItemID=0x3E0A0000
ParentID=0x3E000000
Pos=41,-95,150,21
;Zone= 41 673 150 21 0 1 0x3E080000 0.5 0 0x3E0A0000 -0.5 0 0 0
Zone= 41 673 150 21 0 1 0x3E080000 0.5 100 0x3E0A0000 -0.5 0 0 0
Color=0xFFFFFFFF
need this?

Yes. What do you change there to make the hull damage indicator disappear or at least not show the damage?
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Old 02-24-22, 06:18 AM   #5
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Wanna say, I think a semi colon ( ; ) would do it... but, as for the proper placement, as to where to place it, for it to kick in as a.... circuit breaker... not sure...

But... that's a SWAG, so take it with a heaping, cargo ships load of salt...



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Old 02-24-22, 09:02 AM   #6
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Quote:
Originally Posted by Bubblehead1980 View Post
Yes. What do you change there to make the hull damage indicator disappear or at least not show the damage?
Original:
Zone= 41 673 150 21 0 1 0x3E080000 0.5 0 0x3E0A0000 -0.5 0 0 0


any line is all working:
Zone= 41 673 150 21 0 1 0x3E080000 0.5 100 0x3E0A0000 -0.5 0 0 0
Zone= 41 673 150 21 0 1 0x3E080000 0.5 2 0x3E0A0000 -0.5 0 0 0
Zone= 41 673 150 21 0 1 0x3E080000 -0.5 0 0x3E0A0000 -0.5 0 0 0
Zone= 41 673 150 21 0 1 0x3E080000 0.5 0 0x3E0A0000 -0.5 0 0 200
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Old 02-24-22, 09:24 AM   #7
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When mazzi posts, people should listen...

Seriously though, 25 posts, and each one a gem. Good to see you here again mazzi! I must thank you again for all your help with FotRSU! You are a true gentleman.
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Old 02-24-22, 01:53 PM   #8
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Quote:
Originally Posted by mazzi View Post
Original:
Zone= 41 673 150 21 0 1 0x3E080000 0.5 0 0x3E0A0000 -0.5 0 0 0


any line is all working:
Zone= 41 673 150 21 0 1 0x3E080000 0.5 100 0x3E0A0000 -0.5 0 0 0
Zone= 41 673 150 21 0 1 0x3E080000 0.5 2 0x3E0A0000 -0.5 0 0 0
Zone= 41 673 150 21 0 1 0x3E080000 -0.5 0 0x3E0A0000 -0.5 0 0 0
Zone= 41 673 150 21 0 1 0x3E080000 0.5 0 0x3E0A0000 -0.5 0 0 200
what do the relative character positions control?
in computer science we would ask for a data map of the Zone parameter but that is techno-geek talk:
what does Zone mean? how many zones are there?
41 673 150 21 0 1 seem to be consistent in all of the examples. what does it control/mean?
etc
etc
etc
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Old 02-24-22, 03:50 PM   #9
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zAmboni's Tutorial: Deconstructing the menu ini

It gets to be a slightly difficult concept to explain... lol - Position is in relation to the screen, and Zone is in relation to the Position... I think... but what mazzi is saying it to just have it display out-of-site, out-of-mind...
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Old 02-24-22, 04:00 PM   #10
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Quote:
Originally Posted by propbeanie View Post
zAmboni's Tutorial: Deconstructing the menu ini

It gets to be a slightly difficult concept to explain... lol - Position is in relation to the screen, and Zone is in relation to the Position... I think... but what mazzi is saying it to just have it display out-of-site, out-of-mind...
In other words... if ya can't beat 'em join 'em... or in this case... if ya can't get rid of it... change the rules/game... by moving the positioning of that marker/reader of subs health, so it isn't visible at all... problem then solved. It's the same as if ya disabled it... by using that ; injection.

Is the uptake I get from that.



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Old 02-24-22, 04:37 PM   #11
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Quote:
Originally Posted by propbeanie View Post
zAmboni's Tutorial: Deconstructing the menu ini

It gets to be a slightly difficult concept to explain... lol - Position is in relation to the screen, and Zone is in relation to the Position... I think... but what mazzi is saying it to just have it display out-of-site, out-of-mind...
Ok but I’d like the opportunity to hear an explanation of the menu lines. If the explanation gets too technical then I’ll admit defeat and move on.
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Old 02-24-22, 06:34 PM   #12
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That's what the zAmboni link is for though - it is complex, to me... lol
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Old 02-24-22, 07:02 PM   #13
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Quote:
Originally Posted by propbeanie View Post
That's what the zAmboni link is for though - it is complex, to me... lol
yeah, i missed that.
i was at the MD's office...using my GD telephone.

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Old 02-24-22, 09:50 PM   #14
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Quote:
Originally Posted by propbeanie View Post
That's what the zAmboni link is for though - it is complex, to me... lol
ok, so i read through it. it is starting points and offsets...not much different than assembler language addressing, using registers, offsets, and lengths.

the real question is why make the screen build so duplicit and convoluted?
i suspect that UBI had to accommodate two different manners of screen build: one for the Uboats which was based on SH3 and one for Fleet Boats which was new...and they thought up this cockamamie way of handling both in one parm system.

i have to leave now and go and break some concrete blocks......unbelievable half-arsed development. un-frickin-believable.
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Old 02-24-22, 11:25 PM   #15
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Quote:
Originally Posted by KaleunMarco View Post
ok, so i read through it. it is starting points and offsets...not much different than assembler language addressing, using registers, offsets, and lengths.

the real question is why make the screen build so duplicit and convoluted?
i suspect that UBI had to accommodate two different manners of screen build: one for the Uboats which was based on SH3 and one for Fleet Boats which was new...and they thought up this cockamamie way of handling both in one parm system.

i have to leave now and go and break some concrete blocks......unbelievable half-arsed development. un-frickin-believable.
+1 with KM


So... as I always suspected, that 4, was built on the bone's aka carcass, of SH3...

going the el cheapo route.... instead of investing proper time, & development of doing the uboat side of things.

*Just... shakes My head*

Figures... can't say, that I'm shocked.




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