UBOAT
Stuka's Tools
StuKa  [developer] 12 Jul, 2024 @ 8:53am
DevLog
I'm opening this thread as a pseudo devlog mostly as a place for me to organize my thoughts on what I'm working on currently, and future plans for these projects. So far people's suggestions have given me a great deal of inspiration and ideas for how to improve these mods, and so I wanted to do this in a place where people could weigh in if they wanted.
Last edited by StuKa; 12 Jul, 2024 @ 8:54am
< >
Showing 1-3 of 3 comments
StuKa  [developer] 12 Jul, 2024 @ 9:25am 
After releasing the configuration options for Timestamped markers, I've decided to focus on a better way of doing that. I hate the finicky nature of the game's built in way of doing this.
  • I hate navigating the workshop folders. I have to do it frequently when working on these projects, but I hated it prior to modding and I still don't like it. It's not a folder structure intended to be manually navigated, in my opinion.
  • Reading or editing excel files causes locks, sometimes for oddly long amounts of time.
  • The excel format allows for tons of formatting, but Uboat can't parse these and will fail if any unexpected formatting is present in the file at all. This, and the locking issue forced me to move instructions out of the data sheets folder. Locking the instructions caused the loading of the config options fail.
  • These files are overwritten with new versions if they aren't manually moved to the hidden local mods folder.

So here's my solution:

Write the config as a simple .txt file at runtime if it does not already exist. A text file doesn't have problems with locking and by controlling this process, we can choose when to read and write the config. This opens up the ability to edit the config while the game is running, and reload the config via a console command, activating the config changes immediately. Config files are stored in a folder in the main Uboat installation folder in a central location.

1st hurdle: With achievements now out the console now disables achievements for your career if you attempt to submit ANY command, valid or invalid. I solved this problem yesterday, in a way that does not cheat the game's achievements. Existing game commands must be accessed with a 'cheat-' prefix. (I could not get the existing popup window to work. I think this a problem on Uboats end, the mod wouldn't compile trying to inject that resource at all.). You will get a warning the first time you try to use a 'cheat-' command, and submitting a second one will disable achievements for the save file. Modded commands would be accessed with a different prefix. I need a little more work on this, to ensure commands added by other mods can be accessed without disabling achievements.

2nd Hurdle: Making this all 'generic'. This is a lot more overhead than the other means of config. So what I'm envisioning is a generic solution that would work as a dependency for mods that wished to use it, but would handle a really simple but more robust config system that for now, would be console based. I still need to do a lot of testing to see how viable some core ideas of this system would work. I'm not sure to what level two mods can interact with each other after compilation, or how it would work from a dev perspective since I can't distribute a library (Can't upload .dlls to Workshop) for devs to use in their project files.

I will likely get an early implementation of this into Timestamped Markers sometime next week.

Other things I'm working on:
1. I still am searching for a fix for the new game bug on CourseLine+.

Future Project Ideas:
CourseLine+ & Bearings for Map Tools - Line color / style customization. - More research needed. Simple TMPro coloration only works in 'clear sight' bubble. Being overridden somewhere for the map at large.
CourseLine+ - Option for relative bearing on first leg. - Will likely be implemented in a future update for CL+.
CourseLine+ - Option for ETAs on first and last leg. - DONE
Toggle the bearing tool relative / true with 'Ctrl'.
Erase all with the eraser with 'Ctrl'.
Last edited by StuKa; 29 Aug, 2024 @ 9:13am
Yaguara 15 Aug, 2024 @ 3:11am 
is there a way to increase the thickness of the lines created? they are very hard to see(nearly invisible) on widescreen.
Last edited by Yaguara; 15 Aug, 2024 @ 3:18am
StuKa  [developer] 29 Aug, 2024 @ 9:11am 
Originally posted by Yaguara:
is there a way to increase the thickness of the lines created? they are very hard to see(nearly invisible) on widescreen.

The answer is that it's complicated. Since the lines are scaled dynamically. In theory, I could tweak the scaling of the lines and maybe some configuration would look right on your setup, but really this is something that needs to be solved by the devs since that 'fix' is going to be different for everyone. What would make it look right your system, would break the lines on my system since they are scaling correctly at 1080p. My best advice is to send F11 reports with no mods enabled.
< >
Showing 1-3 of 3 comments
Per page: 1530 50