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Diaftia's Hybrid mods V2.3 - UPDATED: 01/14/10

By diaftia · Dec 01, 2009in Completed Mods/Themes💬 1,194 posts👁️ 195,795 views
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Posted Nov 15, 2010 · 04:14 UTC#1151

Welcome back! 3.0 hope is back as well :)

 

Hello All-

 

Did my first bit of coding tonight in a LONG time. Was running my and 34by151's beta mods a for a while and went back to my 2.3 mods. I am now looking into merging what I want and need from my beta code to my old stuff. A lot of the features without some other stuff. Should still be great.

 

I am going to work slower than I was in the past to avoid the burnout that I had before but I will be working to get something out. Sorry for being out of touch so long. Looks like a lot has changed in the last 6-9 months. :)

 

Alex (diaftia)

Posted Nov 15, 2010 · 19:30 UTC#1152

The answer is clearly NO! Only if you continue the reading ... I guess I don't understand your remark though. :blink:

 

If setting to have the sky, no more smartzoom; if setting to have the smartzoom, no more sky!

 

This is NOT what I want. I want both, and maybe the moon too!

 

Just kidding. :mrgreen:

 

But as you know, this is already in IDT's mod, your v2.75, my v2.80 and misterblue's mod. So let's say it is feasible! Please don't say otherwise. :D

 

I spent a gross amount of time on this on Sunday while watching football. The wife and kid were gone so I took advantage. Seems to be working though. I had to cheat a little because porting the code over from your 2.8 did not work alone. Its weird because there is something else that is making it do this without the sys.txt. For the life of me though I could not find it. So I ported all of the smartzoom and code over from your 2.8 with the addition of some sys.txt settings and it seems to be working like a charm (in an emulator). Will do more testing though.

Posted Nov 15, 2010 · 19:50 UTC#1153

I spent a gross amount of time on this on Sunday while watching football. The wife and kid were gone so I took advantage. Seems to be working though. I had to cheat a little because porting the code over from your 2.8 did not work alone. Its weird because there is something else that is making it do this without the sys.txt. For the life of me though I could not find it. So I ported all of the smartzoom and code over from your 2.8 with the addition of some sys.txt settings and it seems to be working like a charm (in an emulator). Will do more testing though.

 

That is good news Alex. Thanks! Hopefully you will come out with something.

 

What is missing in my mod is the lack of sliders for tilt up and tilt down angle selection (like the one in your v2.3); I have to adjust them in the SYS.txt. The other thing not perfect is the zooming-in before the turn, too little and too short. As a matter of fact, I like your v2.3 in this zooming-in chapter :rolleyes: .

 

You know what, misterblue has tweaked the smartzoom feature very much in his own mod (including sliders and roundabout control). Instead taking code from of my mod, if you really want to make it works, you might as well take his code, which is better than mine, I think!

 

Thanks again for your investigation!

 

P.S.: I don't have that much experience in messing with smartzoom coding, at least not yet. So if you could make the smartzoom coding modular, I really want to import your code and embed it into my mod. This could also be beneficial for other modders like Abb, and the rest of the forum.

 

P.S.2: I know how modding iGo looks like when wife and children are around! :mrgreen:

Edited Nov 15, 2010 by Chuck88
Posted Nov 15, 2010 · 19:55 UTC#1154

Alex,

 

I have found a SYS.txt that I customized when trying Abb's mod that was based on your v2.3. Here are the comments that I left in the [smartzoom] section, and it might help you out for your original code.

 

Also included is the SYS.txt that I used at that time!

 

[smartzoom]
restore_smartzoom_on=1
speedzoom=6
speedangle=8
minzoom=40      ; distance from the car when zoom in
maxzoom=80      ; distance from the car when zoom out (normal navigation)
minangle=70     ; for Diaftia's mod: <= 70, incline properly at turn; starting with 75, no more inclining; at 80, start to see the sky
maxangle=90     ; 90 is the max angle to see the whole sky

SYS.TXT

Posted Nov 17, 2010 · 19:47 UTC#1155

Alex,

 

I have found a SYS.txt that I customized when trying Abb's mod that was based on your v2.3. Here are the comments that I left in the [smartzoom] section, and it might help you out for your original code.

 

Also included is the SYS.txt that I used at that time!

 

[smartzoom]
restore_smartzoom_on=1
speedzoom=6
speedangle=8
minzoom=40      ; distance from the car when zoom in
maxzoom=80      ; distance from the car when zoom out (normal navigation)
minangle=70     ; for Diaftia's mod: <= 70, incline properly at turn; starting with 75, no more inclining; at 80, start to see the sky
maxangle=90     ; 90 is the max angle to see the whole sky

 

The problem is that I have realistically found three copies of some of these commands. Seems like sys.txt is the overriding place that the system will look for these but if you have them in another it will take effect.

 

Here is the contents from a file called skincfg.ini

 


[map]
3d_max_tiltlevel=8800
3d_default_tiltlevel=7400
3d_min_zoomlevel=30
3d_max_zoomlevel=500
3d_max_zfar=64


[smartzoom]
minzoom=80
maxzoom=170
minangle=50
maxangle=73
angleoffset=10
minzoom2d=200
maxzoom2d=1500
zoom2dpercent=135

[interface]
maxzoom2d=3600000

 

Here is the pioneer.ini

 

[map]
3d_scale_carmodel=1
3dcarsizemin=2150
3dcarsizemax=2150
3dcarsizemul=40000
building_render_distance_far_front=6.0
building_render_distance_far_back=3.0
building_render_distance_medium_front=3.0
building_render_distance_medium_back=2.0
building_render_distance_near_front=2.0
building_render_distance_near_back=2.0
3d_max_tiltlevel=5800
3d_max_zoomlevel=500

[2d]
show_guidance_arrows=0
show_guidance_strip=1

[3d]
max_poly_segments_shown_1=400
min_poly_segments_shown_1=200
show_guidance_arrows=0
show_guidance_strip=1

 

Then add the sys.txt you have on top of this. I need to remove some and add some but put them in once place. When I removed them all from the skincfg.ini I started getting weird map behavior.

Posted Nov 17, 2010 · 22:18 UTC#1156

I show you the [smartzoom] settings in the SYS.TXT only in order to let you know what are the thresholds to set in order to see the sky with minangle and maxangle. They don't have to be in the SYS.TXT, as your v2.3 provides a mean to change it during runtime.

 

SYS.TXT is the overriding place does make sense, as that is the place where we are looking at mostly. So one might concentrate using the SYS.TXT settings, or change those settings during runtime dynamically, at you didn't already with v2.3.

 

I wouldn't be too worry about the pioneer.ini, as shown, it contains only the overlapping settings for the [map] section, not [smartzoom].

 

Thanks.

Edited Nov 17, 2010 by Chuck88
Posted Nov 22, 2010 · 00:54 UTC#1157

Just successfully installed this on my F700BT. Followed step by step and had absolutely no issues.

 

Thanks! Everything looks great.

Posted Nov 23, 2010 · 21:23 UTC#1158

Just successfully installed this on my F700BT. Followed step by step and had absolutely no issues.

 

Thanks! Everything looks great.

 

Glad you like it! Hopefully the next version will be even better. I *plan* to get the bugs worked out over Thanksgiving. Its already pretty good. A lot of finishing work which seems to take the longest.

Posted Nov 24, 2010 · 17:09 UTC#1159

Diaftia,

 

I've been meaning to ask you. Is there any way to modify the amount of notices the Nav calls out while your approaching a turn, etc? I noticed Samantha TTS announces at 2mi, 1mi, 1/4 Mile, 500ft and then another one where she'll just say. Make the next Right or left after all those other annoucements. Wouldn't somebody realize that was just a bit excessive?

 

Anyhow, in your next update is that something that can possibly be resolved?

 

Thanks!.

 

P.S. Have been enjoying your V2.3 for a while now!. Most appreciated for your hard work and efforts!

Posted Nov 26, 2010 · 11:02 UTC#1160

Diaftia,

 

I've been meaning to ask you. Is there any way to modify the amount of notices the Nav calls out while your approaching a turn, etc? I noticed Samantha TTS announces at 2mi, 1mi, 1/4 Mile, 500ft and then another one where she'll just say. Make the next Right or left after all those other annoucements. Wouldn't somebody realize that was just a bit excessive?

 

Anyhow, in your next update is that something that can possibly be resolved?

 

Thanks!.

 

P.S. Have been enjoying your V2.3 for a while now!. Most appreciated for your hard work and efforts!

 

Try playing around with these values in SYS.txt:

 

tts_expected_engine_delay=1400

tts_getaway_time=200

 

I noticed it is depending on the speed, hence the time you need to approach a turn etc., when stuck in a traffic jam you get much more "reminders" as when you are going at 200 Kmh on the Autobahn.

 

If you are more sofisticated than I am, there should also be a way to edit the tables of the TTS engine directly, but I don't recall were they sit at the moment.

 

Jörg

Posted Nov 26, 2010 · 19:08 UTC#1161

Try playing around with these values in SYS.txt:

 

tts_expected_engine_delay=1400

tts_getaway_time=200

 

I noticed it is depending on the speed, hence the time you need to approach a turn etc., when stuck in a traffic jam you get much more "reminders" as when you are going at 200 Kmh on the Autobahn.

 

If you are more sofisticated than I am, there should also be a way to edit the tables of the TTS engine directly, but I don't recall were they sit at the moment.

 

Jörg

 

If someone has some recommended settings I will be happy to place them in the sys.txt of my mods. I agree that these units bother you all too often to make a turn.

Posted Nov 26, 2010 · 19:24 UTC#1162

If someone has some recommended settings I will be happy to place them in the sys.txt of my mods. I agree that these units bother you all too often to make a turn.

Lol, I have an easier solution.....it is called the 'mute' button :wink:. Awesome invention, I wished that I would have had one for my ex wife :mrgreen:

Edited Nov 26, 2010 by abb1
Posted Nov 29, 2010 · 16:52 UTC#1163

Lol, I have an easier solution.....it is called the 'mute' button :wink:. Awesome invention, I wished that I would have had one for my ex wife :mrgreen:

 

LOL! I have default mute settings now too in my mods. I hated having to always hit the mute button when starting a route.

Posted Nov 29, 2010 · 20:21 UTC#1164

LOL! I have default mute settings now too in my mods. I hated having to always hit the mute button when starting a route.

 

That is a good idea, especially when you restart the car and there is already a route!

Posted Nov 29, 2010 · 22:28 UTC#1165

That is a good idea, especially when you restart the car and there is already a route!

 

Yeah its pretty handy. Its configurable with speedcams, key clicks, navigation, etc. Its been brought over from the stuff that 34by151 and I worked on.

 

I have to tell you Chuck, the reason I have not released yet is because of the smartzoom stuff. I would pretty much be done if it was not for this. I ported all of misterblue's code over but things are behaving oddly. Now it shows the sky when navigating but does not tilt correctly. It actually seems to somewhat ignore the settings for tilt in. For the life of me I cannot figure out why. Put his mods in my emulator and it works fine. But yet almost line for line of code the smartzoom stuff is the same. I think there is a variable that is being set someplace that is making it so that it ignores the code. I just have to find the needle in the haystack that is making it do so. Once I can do that I will release the beta. I tried to get a hold of MB but I think he has checked out of doing this stuff.

 

If there is anyone out there that understands the smartzoom code pretty well and would not mind taking a look at things I would greatly appreciate it. I feel like I have been staring at this code so long I am overlooking something obvious.

 

Alex

Posted Nov 30, 2010 · 04:05 UTC#1166

Yeah its pretty handy. Its configurable with speedcams, key clicks, navigation, etc. Its been brought over from the stuff that 34by151 and I worked on.

 

I have to tell you Chuck, the reason I have not released yet is because of the smartzoom stuff. I would pretty much be done if it was not for this. I ported all of misterblue's code over but things are behaving oddly. Now it shows the sky when navigating but does not tilt correctly. It actually seems to somewhat ignore the settings for tilt in. For the life of me I cannot figure out why. Put his mods in my emulator and it works fine. But yet almost line for line of code the smartzoom stuff is the same. I think there is a variable that is being set someplace that is making it so that it ignores the code. I just have to find the needle in the haystack that is making it do so. Once I can do that I will release the beta. I tried to get a hold of MB but I think he has checked out of doing this stuff.

 

If there is anyone out there that understands the smartzoom code pretty well and would not mind taking a look at things I would greatly appreciate it. I feel like I have been staring at this code so long I am overlooking something obvious.

 

Alex

 

Hi Alex,

 

I don't mean to have you work overtime on this smartzoom thing, after all, wife and kids are most important over modding :grin: .

 

There are 5 people over 18 that don't care about smartzoom (yeah small sampling over a huge population: see my poll), so why don't you just release what you have on hands and, if you really want to, hunt for the culpit when you have more free time? After all, you work for free for all of us, and I am sure that nobody will complaint, including myself :wink: . You devoted so much time for this forum already!

 

I will try to reach MB. He is a French guy and he has his own forum in French.

 

Cheers and good night!

 

Chuck.

Posted Nov 30, 2010 · 21:17 UTC#1167

Diaftia,

 

even though smartzoom is a desireable feature, I would agree that releasing what you have is propably the best thing to do as more people can take a look at the code, hence the chance of somebody identifying the bug are growing rapidly.

 

On the other hand people like myself who are only users will be very happy to get something to play around with.

 

That would be a nice xmas gift to the community :-)

 

Jörg

Posted Nov 30, 2010 · 21:34 UTC#1168

I think it is just a matter of comparing the 3.02 orig. update and your latest rev. with ExamDiff Pro or the like, and see what files need to be ported over with regard to the Smartzoom.

If I knew what the hell I was doing I would be more than willing to help but I am just not that good with the coding myself.

Good luck,

Bud

Posted Nov 30, 2010 · 22:07 UTC#1169

Yeah a diff tool has gotten me this far for a lot of the smartzoom stuff. My next thing to do is to look and make sure all the old code is out to see if it will throw me an error where its looking for the old variable.

 

PM me if you would like a beta copy of my mods. I need to package it up a bit for the mapchanger folders and stuff but its largely ready to go. Even better if you have those folders in place as I can just throw you a zip file with some brief instructions. I dont want to put it out for the masses yet as I have learned in the past that supporting beta code on too large a scale can be time consuming.

Posted Nov 30, 2010 · 23:24 UTC#1170

Yeah a diff tool has gotten me this far for a lot of the smartzoom stuff. My next thing to do is to look and make sure all the old code is out to see if it will throw me an error where its looking for the old variable.

 

PM me if you would like a beta copy of my mods. I need to package it up a bit for the mapchanger folders and stuff but its largely ready to go. Even better if you have those folders in place as I can just throw you a zip file with some brief instructions. I dont want to put it out for the masses yet as I have learned in the past that supporting beta code on too large a scale can be time consuming.

Sure! Count me in as a master "Beta"-er" LOL

 

Thanx, Alex

Posted Nov 30, 2010 · 23:45 UTC#1171

LOL! I have default mute settings now too in my mods. I hated having to always hit the mute button when starting a route.

 

What changes did you have to do to make the mute default?

Jimbo

Posted Dec 01, 2010 · 03:22 UTC#1172

What changes did you have to do to make the mute default?

Jimbo

 

Jimbo,

 

Add the following line just before the end of the <script init> under <state st_Start>, of the file start.ui:

 

        run sc_mute_guidance_immediately

 

Enjoy!

Edited Dec 01, 2010 by Chuck88
Posted Dec 01, 2010 · 13:01 UTC#1173

Jimbo,

 

Add the following line just before the end of the <script init> under <state st_Start>, of the file start.ui:

 

        run sc_mute_guidance_immediately

 

Enjoy!

 

Thanks Chuck! I will enjoy it now!

Jimbo

Posted Dec 02, 2010 · 14:32 UTC#1174

Alex,

 

I am having a hard time trying to use the AVOID menu (STREET, MANEUVER etc, sometime it works and sometime it doesn't), because the CURSOR is staying at the starting point of the itinerary, so when I click on AVOID MANEUVER after the first turn, there is no effect on the current route because the CURSOR position is in the past.

 

I am looking for the code to set the CURSOR position to the next turn (whenever the AVOID menu is popped up), as this will render the AVOID instruction effective.

 

Can you lead me to it?

 

Thanks.

Posted Dec 02, 2010 · 21:42 UTC#1175

Jimbo,

 

Add the following line just before the end of the <script init> under <state st_Start>, of the file start.ui:

 

        run sc_mute_guidance_immediately

 

Enjoy!

 

Mine is configurable but you can have it either default to mute all the time or not. You will be able to go into the sound settings and see all the changes. This is for speedcams, guidance, key clicks, etc.

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