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Diaftia's Hybrid mods V1 - UPDATED: 12/1/09 FINAL

By diaftia · Aug 12, 2009in Completed Mods/Themes💬 950 posts👁️ 132,666 views
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Posted Nov 23, 2009 · 23:49 UTC#851

I am going to play dumb here. Did you have to actually add files to get my mods to work with those schemes? Or did you just have to modify some of the config. Can you let me know what you did? If something needs to be done to the source I will be happy to accommodate so that others can use them as well.

The only file I had to add was the 'ui_igo8 folder'from DPHursts mod in order to get his schemes to work in your mod. He truly has the best schemes ANYWHERES. You have choices of all seasons and all weather conditions. Your mod by itself would work perfectly with my 'Insane Red Theme' but the mod nor any of the settings would not be matching red, just plain ugly default black. So, what I did, was take all the corresponding bmp's in your 'DATA.zip' file and colored them to match my theme. The only coding that was changed was in the SYS.txt file to accept my 3D car.

 

Wow! You went through all those images fast. Nice work man. Good to know all of those images are a folder away. Do they change seasons automatically or is that done via that theme changer thing I have heard about?

 

Alex

Posted Nov 23, 2009 · 23:52 UTC#852
Sweet... Go it now. Two more questions. I hear a random ding dong come through the speakers with or without a route active but nothing pops up on the screen to let me know what it is. And second, I've never tried to write any codes for this thing but how difficult would it be to add stuff to the nav screen. I was thinking a basic "reverse play/pause and forward" button for music and a time counter of the current track playing. Would any of that be possible? I mean we have the click wheel for forward and reverse but the timer of the track would be pretty cool.

 

Thanks again for all the great and hard work guys!

 

Lane guidance is on. That tells you when the lane on a freeway changes. Turn it off in the settings.

 

The ability to add buttons for music playback is not possible yet. You can think of it as a wall between the pioneer side and the igo side of things and only so many holes have been poked in that wall at this point.

Posted Nov 23, 2009 · 23:53 UTC#853

Any additional beta testers want to get in on the newest version? I could use 1-2 more. I would consider it RC status at this point. Its almost ready.

Posted Nov 24, 2009 · 00:00 UTC#854

2. Did you ever verify that the problem did not exist on other mods? I need your help with this because it is only happening on some 700 models apparently. 2 to be exact.

 

What "other" mods? Your previous versions? If so, then yes, I can confirm it. It worked fine with your 9-8 and 9-15 mod versions. Does/Did not work with the 10-10 and 11-5 versions.

 

OK let me go back and see what has changed. I might be able to do a diff on the files and see what is going on. You interested in trying the beta to see if its still happening?

 

Thanks,

 

Alex

Posted Nov 24, 2009 · 00:24 UTC#855
Any additional beta testers want to get in on the newest version? I could use 1-2 more. I would consider it RC status at this point. Its almost ready.

I will give it a shot. Will I still be able to use DPDurst's schemes and sys.txt file?

Posted Nov 24, 2009 · 02:43 UTC#856
MSN file: I just replaced my 700bt to a 910bt. I downloaded the MSN version into my 910 and I can not get my MSN direct to work. Before downloading the software and installing it, when I pushed my MSN icon it gave me the serial number to have when signing up for service. Now since I installed the new MOD and I push the icon it says "connecting to MSN direct", and then stays on that screen and nothing happens. The phone icon is not highlighted when on that screen but on other screens it is as its paired with my phone. I never had activated the MSN. Can someone tell me how to get my SSN for MSN back and why it will not connect?

uninstall the mod by putting your old 'DATA.zip' file back. This has happened to a few of us already where it gets stuck on a screen when activating parts of the NAV. This mod should really be fixed or pulled as I have spent most of the day trying everything to get it to work and it does not!

 

Guys I am not sure what to tell you. There have been well over 200 downloads of my mods since 11/5. Almost 3 weeks later, when nothing has changed, new users are reporting problems. There are several users on here that have been 100% happy.

 

If you are rebooting did you copy the font files? there are two in the zip file and if you dont have them it will reboot.

If you are not getting MSN did you delete the save files? You can absolutely get to the MSN info via this mod.

If you are using a EU or 500 model did you edit the sys.txt to reflect this?

Is testmode disabled in the settings?

 

Please verify all the correct files are in place. If they are let me know exactly what is happening and I will do everything I can to help you.

 

The searching is a known problem and I am working on it. Should be good in the next version.

 

 

Just rebooted the system and MSN direct started working. Now when I search for a POI, I get every POI near me, even though its not the POI Im looking for nor does it have the name Im looking for in its name.

Posted Nov 24, 2009 · 03:09 UTC#857

I will give it a shot. Will I still be able to use DPDurst's schemes and sys.txt file?

You can use DPHursts schemes . You just have to add his ui_igo8 file and put it in Diaftias DATA.zip file. You will be ok using Diaftias SYS.txt file using DPHursts schemes

Posted Nov 24, 2009 · 03:15 UTC#858

I will give it a shot. Will I still be able to use DPDurst's schemes and sys.txt file?

You can use DPHursts schemes . You just have to add his ui_igo8 file and put it in Diaftias DATA.zip file. You will be ok using Diaftias SYS.txt file using DPHursts schemes

 

You can also leave the igo_8 folder out of the data.zip. Just paste the folder in the same igo directory that the data.zip goes in. This way you won't have to keep remember to zip it with each new zip you try.

Posted Nov 24, 2009 · 03:28 UTC#859

 

You can also leave the igo_8 folder out of the data.zip. Just paste the folder in the same igo directory that the data.zip goes in. This way you won't have to keep remember to zip it with each new zip you try.

The file paths in the schemes would then be different, would they not? I have not tried it, but it would be a lot easier if that worked. Have you actually got DOHursts schemes working like that?

Posted Nov 24, 2009 · 03:43 UTC#860

OK let me go back and see what has changed. I might be able to do a diff on the files and see what is going on. You interested in trying the beta to see if its still happening?

 

Thanks,

 

Alex

 

Yea, I can test it. As long as it wont brick my system or whatever. 8)

Posted Nov 24, 2009 · 03:45 UTC#861

 

You can also leave the igo_8 folder out of the data.zip. Just paste the folder in the same igo directory that the data.zip goes in. This way you won't have to keep remember to zip it with each new zip you try.

The file paths in the schemes would then be different, would they not? I have not tried it, but it would be a lot easier if that worked. Have you actually got DOHursts schemes working like that?

I will just wait till I get the zip file and try some different things. I have aready backed up again so 1 more time on top of the other 50 times I modded ain't gonna hurt nothing. I really hate messing with it when it works good the way I have it.

Posted Nov 24, 2009 · 03:51 UTC#862

 

You can also leave the igo_8 folder out of the data.zip. Just paste the folder in the same igo directory that the data.zip goes in. This way you won't have to keep remember to zip it with each new zip you try.

The file paths in the schemes would then be different, would they not? I have not tried it, but it would be a lot easier if that worked. Have you actually got DOHursts schemes working like that?

 

I had the gurjon zip and whenever I made changes instead of zipping a data file with each change I just put the changed files in the igo_8 folder in the same structure they would be in the zip. This allows you to test the change without zipping and then removing the file if it were to be bad. I also do this with the ui_pioneer folder with my current zip. I probably have a combination of bmp's that easily total in the 20's right now. I have a couple of schemes running like that right now. I may add more since David has combined everything in a nice package or three. Boris taught me that trick. It makes things much simpler since I don't use an emulator to test. Having a portable unit helps too.

 

It only takes a few minutes to try it. Just make sure you maintain the same file structure and you'll be fine. Another thing you can do while in test mode, is instead of re-booting to see you changes, press the igo executable and it'll start igo. If there are any errors they'll show up there and you'll have a clue what went wrong based on the error message.

Posted Nov 24, 2009 · 04:04 UTC#863

I would be willing to beta test the new one for you. Just tell me what changes there are and I'll test them out for you.

Posted Nov 24, 2009 · 04:05 UTC#864

 

You can also leave the igo_8 folder out of the data.zip. Just paste the folder in the same igo directory that the data.zip goes in. This way you won't have to keep remember to zip it with each new zip you try.

The file paths in the schemes would then be different, would they not? I have not tried it, but it would be a lot easier if that worked. Have you actually got DOHursts schemes working like that?

 

I had the gurjon zip and whenever I made changes instead of zipping a data file with each change I just put the changed files in the igo_8 folder in the same structure they would be in the zip. This allows you to test the change without zipping and then removing the file if it were to be bad. I also do this with the ui_pioneer folder with my current zip. I probably have a combination of bmp's that easily total in the 20's right now. I have a couple of schemes running like that right now. I may add more since David has combined everything in a nice package or three. Boris taught me that trick. It makes things much simpler since I don't use an emulator to test. Having a portable unit helps too.

 

It only takes a few minutes to try it. Just make sure you maintain the same file structure and you'll be fine. Another thing you can do while in test mode, is instead of re-booting to see you changes, press the igo executable and it'll start igo. If there are any errors they'll show up there and you'll have a clue what went wrong based on the error message.

That is kinda what I did when I added a car to my mod tonight.

Posted Nov 24, 2009 · 22:40 UTC#865

Just installed the mod. Only thing I added was the igo8 folder from dpdurst for his themes and kept his sys.txt file. So far so good, but I did not drive anywhere yet, just a simulate. I think I am going to try that 1 dudes blue image file and see what thats like. I will post a pic soon.

 

The only thing I see different, is no current street on bottom when not navigating.

Posted Nov 24, 2009 · 22:59 UTC#866

Hey Alex, a suggestion for your next update could be to put the trip computer on the main screen mod in the left corner of the map. Take a look at IDT's 2.0 mod. He has done that to his update and it is awesome He has it made to togglr by hitting the speed sign.

Posted Nov 24, 2009 · 23:11 UTC#867

Here ya go, some pics.

post-27885-12872760063902_thumb.jpg

post-27885-12872760075141_thumb.jpg

Posted Nov 24, 2009 · 23:22 UTC#868

Cool, back to the big buttons with DPHursts schemes. Is there anything new?

Posted Nov 24, 2009 · 23:27 UTC#869
Cool, back to the big buttons with DPHursts schemes. Is there anything new?

I honestly couldn't tell ya. I used Diaftias over a month ago and changed over to dpdursts and don't remember.

Posted Nov 24, 2009 · 23:52 UTC#870

Alex - Since this being is beta tested and you mentioned including it in your next set, you should be able to add the destination left/right code to the Pioneer.ini file located in the project config folder. This way, everyone who uses your zip won't have to use a modified sys.txt to have it.

 

[sound]

announce_viadest_side=1

Posted Nov 25, 2009 · 00:15 UTC#871
Alex - Since this being is beta tested and you mentioned including it in your next set, you should be able to add the destination left/right code to the Pioneer.ini file located in the project config folder. This way, everyone who uses your zip won't have to use a modified sys.txt to have it.

 

[sound]

announce_viadest_side=1

 

Just added it in. Interesting that there is a default value in there of 0. Wonder why they shut it off.

Posted Nov 25, 2009 · 00:21 UTC#872
Cool, back to the big buttons with DPHursts schemes. Is there anything new?

 

This is the list:

 

Toggle for illustrated text (freeway and exit signs can have logos).

Toggle for solid or opaque backgrounds when navigating.

Fix for when going 2d up not staying centered when signpost appears.

Speedcam fix where disabling one would still show the distance to the speedcam.

New menu system including adding a route section and new poi search icons and back button.

New menu button when not in route.

Brought back the cool speedometer screen (used the on-map version from IDT's mods) and added icon.

New custom search button that goes directly to a search box and does a large radius search in all categories. From what I can tell it will go out at least 450 miles.

Fixed the searching bug from the old version.

Fixed a case where deleting a route while in simulate mode would put you on the route screen and would not let you leave.

Bunch of other small things.

Posted Nov 25, 2009 · 00:29 UTC#873
Here ya go, some pics.

 

Stuff in those screen shots is fixed (the controls and progress bar under the menu). :)

Posted Nov 25, 2009 · 01:00 UTC#874
Alex - Since this being is beta tested and you mentioned including it in your next set, you should be able to add the destination left/right code to the Pioneer.ini file located in the project config folder. This way, everyone who uses your zip won't have to use a modified sys.txt to have it.

 

[sound]

announce_viadest_side=1

 

Just added it in. Interesting that there is a default value in there of 0. Wonder why they shut it off.

 

Shit!!! It sure is in there. WTF Pioneer, do you know how long I tried to find the f'n solution and you pricks had it under our nose the whole time. What a bunch of pricks with ears, a**h******

Posted Nov 25, 2009 · 01:33 UTC#875
Alex - Since this being is beta tested and you mentioned including it in your next set, you should be able to add the destination left/right code to the Pioneer.ini file located in the project config folder. This way, everyone who uses your zip won't have to use a modified sys.txt to have it.

 

[sound]

announce_viadest_side=1

 

Just added it in. Interesting that there is a default value in there of 0. Wonder why they shut it off.

 

Shit!!! It sure is in there. WTF Pioneer, do you know how long I tried to find the f'n solution and you pricks had it under our nose the whole time. What a bunch of pricks with ears, a**h******

 

LOL!!! Well said!

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