[WIP] Dual View

Discussion in 'Mod Discussions' started by Corang, February 22, 2014.

  1. Corang

    Corang Well-Known Member

    Messages:
    772
    Likes Received:
    313
    And to think this is my first mod!
  2. Corang

    Corang Well-Known Member

    Messages:
    772
    Likes Received:
    313
  3. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    No.
    The best we can do is make a mod that makes it possible to configure the pips. However to make PA fill n screens you need an external script that uses windows API to resize the window.
  4. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    I want to play around with colin's script a little. We should also think about making a single PiP mod with all of our magic in it.

    there is so much going on right now that I think we need to figure out what we can do and then decide what we actually want from the PiP. I can't keep up with this information overload...
  5. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    I am mostly worried that my gpu wont be able to keep up at this point. This hackery is probably far from efficient.
  6. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    This is not correct. At least in mysetup only pip no. 2 and upwards need shadows. The first pip works fine without an extra holodeck behind it.
  7. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    To make a tripple post:

    @Uber: I'd be VERY interessted into why this double holodeck hackery works like it does.
  8. Clopse

    Clopse Post Master General

    Messages:
    2,535
    Likes Received:
    2,865
    anyone know how to fix the icon bug? where you can see enlarged icons in the wrong places? that would make this the perfect mod. Tried a couple of games. Works sweet.
  9. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    Since the icon visiblity reacts to the main view somehow it might be a super hacky ugly hack to just never use the actual main holodeck. Just put it super zoomed out into the background behind as many pip as you need.
    It's only a concept to solve it via more modding and it might kill performance though.
    Clopse likes this.
  10. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    Setting the background pip to display:none still lets the additional pips render but seems to not eat your framerate.
    Corang, trialq and Clopse like this.
  11. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    I have dual screen working on my system. The ui needs to be hacked to not sit in the middle, and my draggable pip needs an update to get the frame back. I also have to fix the Alert Manager so that it can control the pip when you hover over a notification again. It works fine with one pip, but not at all with multiple.
    dual_screen.jpg

    *Edit*
    Actually, the frame works fine if I disable colin's No black screen fix. The only problem is that the "swap" button is cycling through all my pips instead of just swapping back and forth. It's actually pretty cool, but it gives me a headache.
    Last edited: February 22, 2014
  12. Corang

    Corang Well-Known Member

    Messages:
    772
    Likes Received:
    313
    I have been thinking about this for awhile and I have come up with an idea:
    With this mod when you click on the PiP button a box pops up with different PiP configurations in it (predetermined in mod) and only one can be used at a time
    Idea.png
  13. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    Yeah some sort of easy pip configuration would be cool
    Another issue I have is that some UI elements end up in horrible positions. Most noteable the selection is mostly invisible due to the different height of my screens.
    Need to fix up their position.

    EDIT:
    I am gonna try to package this up as js mod that can be easily modified.
    Will be "edit this file with your pixel numbers" though.
    Last edited: February 22, 2014
  14. Corang

    Corang Well-Known Member

    Messages:
    772
    Likes Received:
    313
    @Cola_Colin If you are talking about my mod it works with any single screen as I have the positions set to percentages in the CSS instead of pixel specific positions
  15. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    No I am talking about writing a semi general mod that allows me/others to easily configure pips as multiscreen views and also modify the position of UI elemens so they dont end up lost in space. I need something that survives the next patch.

    Also another interesting fact:
    The 1. pip suffers from the same bug all others pips suffer. It however does not need to be perfectly on top of each other. Basically it's pixel accurate:

    [​IMG]

    slightly bigger main cuts of the planet:
    [​IMG]
  16. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    I have my dual screen packed as a mod for personal use too. It does use one hack holodeck to work.

    One thing your mod needs to do in make sure it differentiates between pips and full holodecks. live_game.js considers every holodeck a pip unless it is called "primary" so you need to edit model.pips and remove everything but the actual pip. This is needed for the v key and alert manager to work correctly.
  17. Corang

    Corang Well-Known Member

    Messages:
    772
    Likes Received:
    313
    I've tried this a million different ways and I can't get it to work...
  18. Corang

    Corang Well-Known Member

    Messages:
    772
    Likes Received:
    313
    I already knew that would happen if they were partially overlapped, i said they had to be exactly over each other in order for the entire thing to render
  19. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    Yeah, it only worked because I was doing evertything else wrong at the time. I now have dual screen working with just one hack div. I also managed to keep the original pip and maintain compatibility with alerts manager and draggable pip.
  20. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    The actual pip? I just have 2 pips, one for each extra screens. That's why alertsManager still does not work at all, now I understand. I had imagined alerts manager creates it's own extra pip + uses that one always.

    Adding one real picture in picture for the manager might be an idea xD
    But do 3 views are already hard to work with. One step at a time ...
    I think I will add a flag "this is a 'pip'", so swapping works.
    cptconundrum likes this.

Share This Page