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sedenion

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Everything posted by sedenion

  1. Version 1.7.1 available http://www.ovoid.org/ovgme/downl.htm OvGME 1.7.1, 2017-20-02 - Added support for multiple mods profile per config. - Fixed version column width for large version numbers. - Improving logs reports. - New debug logs access via GUI. - Help update
  2. This is not yet released :)
  3. Ok i see... this is the version column who is too small... i will fix that. No, it is simply because the version column is too small, so it add "...". 1.21.0 is too large (6 chars) for the current column width, while 1.2.1 is ok (5 chars).
  4. Thanks, but i think the little oldshool website will be sufficient for now, the site is almost empty as you can see. Strange... are you on Win7 or Win10 ? Can you please post a screenshot ?
  5. OvGME has now its official homepage : http://www.ovoid.org/ovgme
  6. Oyé, Oyé... braves gens... A good news for many users i think: I finaly coded resizable GUI dialogs ! And, yes, that was a little bit boring but that took me only two days (i thought that would be harder). You will probably also happy to learn that the main window size and position is saved then restored when you quit and launch the program. I also reworked the GUI, now more clear, and useless texts deleted. The Help was corrected and updated. The Help itself is more clear (replaced some unclear names and expressions like "Mods Stock Folder" by more simple "mods folder", etc...). A bad news for who made some tutorials: You have to update your screenshots and tutorial... And because this is a good news, even if main features not changed, i switched to the 1.7.0 version. (As you know, the 7 is a magical number, so, OvGME is now a magical software :D) 1.7.0 Installer available in the first page of this topic, enjoy. You should uinstall the previous version before installing this new version (you can keep configuration files, that should work).
  7. hit S key to toggle nose wheel steering... (IFF interrogation in flight)
  8. Right, LUA syntax error in the Yellow version... a gremlins did its job... now fixed.
  9. it's cool :)
  10. Letter spacing is exactly the same, only text size of some elements was sightly reduced.
  11. New release with some small changes: Features / Changes (1.6.9 ) - Add Edit button on main dialog. - Add Root path entry on main dialog. - Fix some GUI elements.
  12. Last version available, first post edited.
  13. Hi all, You know i already created a "VTH++" mod, but i create a new topic, because the mod is now at a new level. I have spent long houres working on the HUD to perfect it according the real one, testing all mods and situation. Using several sources (listed bellow), i ajusted positions and size of all elements, including textures to respect placement and proportions of the real Mirage 2000's HUD. I can't list here all element that changed, since almost all was modified in small or big proportion, some are only small details barely perceptible, but which make the difference, other elements was totaly reworked. Non exhaustive list of modification: - Pitch ladder texture & placement for perfect alignment. - Heading tape totaly reworked in proportions (+ with working mipmap) - DLZ texture & placement modified - Interception and NEZ rings modified - Several texture element & alignment modified to enhence visual - Overall elements placement modified to better reflect real HUD My sources of inspiration: https://forums.eagle.ru/attachment.php?attachmentid=132210&d=1451997548 https://forums.eagle.ru/attachment.php?attachmentid=132497&d=1452345005 https://www.youtube.com/watch?v=aytcwZ75Akk Litigious element: I still don't know where the CCM H-Scan mode 'BAH'/'BA2' should be placed. I appear impossible to be at right, since in Magic mode, with DLZ, the right part of the hud is already full of data... So, i placed it aside the <-> icon... If you see a problem, please tell me. Mod Zip available for download bellow M-2000C - VTH Fix.zip
  14. Yep, it is an error, i forgot to change de version number in the compiled version. This is now corrected. You right, but despite the apparently simple request, i can't find a simple way to do this. The function provided by microsoft (SHBrowseForFolder) allow to configure a root folder, but with this option, it is impossible to go up to parent folder. A way is probably possible, but probably requiere to use a totaly different "Browse" routine... Thanks Microsoft :p Fact is: Of OfGEM warns you about file overlaps, it is because this can corrupt the backup mechanism... So to say, as you say, it have no reason to warn against some mysterious mods conflicts :D Working with subfolders like you request (as i understand, but i am not sure) requiere to rework the program from its foundations for totaly new working way.
  15. There is currently very few keystrokes configured for M2000, you have to map most keystrokes yourself using the DCS command config... As mentionned above by other people, in BVR mode, you have to lock the target a first time, then lock a second time the same target to enter in STT (PIC) mode.
  16. You theorically don't need a computer engineering degree to use this software... but if you have some dificulties, simply asks...There is some new features or details not documented in the embeded help (lazy to update it), but the current documentation should be enough, the rest is intuitive.
  17. Ok... but it seem people experience problems with your method...
  18. You tell me i am wrong, you asked me a question ("why would you copy empty.dds to livery folder while simultaneusly disabling its use"), i tell you i am right and i explain to you why. Any problem with that ? If yes, you explain...
  19. Because you must use it. empty.dds is a default little texture to make numbering mesh transparent, so they don't appear with the default ugly texture like we can see in some previous screeshots. This is why in the description.lua you have some lines with "empty", this is a reference to this texture. This texture must be placed in the same folder than others liverie textures. The numbering mesh exists, you can't delete them, and you have to assign a texture to them, or they got the default "void" texture. So to avoid "seeing" them, you have to made them fully transparent (as mentionned above). Show me, i don't know what you are talking about.
  20. And, here is an example of addon camo i just modified to be compatible with the dynamic numbering (dynamic numbering is not disabled, it WORKS) : http://www.ovoid.org/pub/M-2000C%20-%20Camo%20Desert%20Storm.zip (OVGME/JSGME comptable mod). The camo mod is based on the Desert Storm camo by Rafal Stankiewicz (https://www.digitalcombatsimulator.com/en/files/1766090/) You can see and compare how i modified the original mod to adapt it... Enjoy...
  21. Okey guys... To purely disable all numbering system for additionnal camo - Copy the "empty.dss" file you can found in any existing regular camo folder into the modded camo folder. - Do what is discribed here : https://forums.eagle.ru/showpost.php?p=3038992&postcount=22 - Take care to replace the M2KC_1T_<texname> and M2KC_2T_<texname> by the proper texture name corresponding to ext1 and ext2 index in the array.
  22. I think modders have to modify their skin to properly integrate the new dynamical numbering system... that should not be so complicated...
  23. I wich make some suggestion about "Input Command" naming rules to make the command mapping more easy clear and consistant. The suggestion is very simple: By default, DCS sorts the command list by alphabetical order, however several input commands are highly related each others but totaly scattered in the list due to alphabetical order sorting. The most obvious examples are : - AA Gun SELECT - PCA SELECT - MAGIC SELECT or: - Aux. UHF Radio SELECT - Main U/VHF Radio SELECT A better solution can be: - Weapon Select AA Gun - Weapon Select PCA - Weapon Select MAGIC and: - Radio Select Aux. UHF - Radio Select Main U/VHF Also, a way to pack input commands together in the list without having to select each categories one after other can be to add some category prefix in the name: - HOTAS - Weapon Select AA Gun - HOTAS - Weapon Select AA Gun - HOTAS - Weapon Select PCA [...] - HOTAS - Decoy PANIC release [...] - PCA - Master Arm TOGGLE - PCA - Button 1 SELECT [...] - PCA - Button AG Gun SELECT [...] etc...
  24. sedenion

    HUD request

    The shape is correct but not correctly rendered though DCS engine, and the texture alpha need some tweaks. I already explained what is the problem: The 3d mesh is not rendered double-sided, only "front" oriented faces are rendered (which is a normal 3D engine behavior for non-transparent objects), but a glass is transparent, so you should also see the "back" oriented faces. There is two possible workaround to correct this at developpers/3d artist level (for the users only texture tweaks are possible): - if the DCS rendering engine 3D mesh import/export support it, tagging the glass 3d mesh as "double-sided". or (if DCS engine does not supports or know any double-sided tag) - Cloning the 3d mesh (of the hud glass) to have two 3d meshs, exactly at the same place with the same shape, but revert the normals (or vertices order) of one of the two version, so the rendering engine always draws both front and back faces. https://en.wikipedia.org/wiki/Back-face_culling
  25. Does anibody successfully used this feature ? If yes, how exactly (which version, which camo, which number) ?
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